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Arcane Tradition
Comments from the Finger: Before anyone asks, this is why I don’t write subclasses on an empty stomach. Also, I’m actively trying to figure out how to make Flavor Blast a little more appealing as an option. Let me know if you have any ideas!
 

School of Gastromancy

 
Gastromancy, the oft-satirized subschool of food-related magic, is rarely taught to wizardly apprentices, for even masters of transmutation can be terrible at cuisine. However, gastromancy is a truly nourishing magic which spans all cultures, and is more akin to an art than an arcane tradition. Stereotypical gastromancers are thought of as monstrously fat and held aloft by magic, like great balloons in robes, but this is mostly a myth; wizards of this school are usually healthier than their contemporaries, owing to a healthy and balanced magical diet.
 
Sous Chef 
Beginning when you select this school at 2nd level, you gain proficiency with cook’s utensils and have advantage on any ability check you make to cook or prepare ingredients. Additionally, you can cast the spell create food and water once without using a spell slot, and regain the ability to do so when you finish a long rest. When you cast the spell using this feature, the resulting food is a mouthwatering meal of your choosing.
 
Monster Dish
Also at 2nd level, when you finish a short or long rest, you can prepare a meal using monsters that you and your allies have slain. A creature can only be used as an ingredient if it has died within the last 24 hours or has been preserved by the gentle repose spell, and you can’t use this ability with the corpses of celestials, humanoids, or undead creatures. You can make enough food for a number of creatures equal to your Intelligence modifier; this food spoils if not eaten in 24 hours. When a creature partakes of this meal at the end of a short or long rest, it rolls a number of d6s equal to the ingredient creature’s challenge rating (1d6 for creatures of CR 1/2 and lower) and gains temporary hit points equal to the total rolled. Additionally, if the ingredient creature had immunity to a damage type other than bludgeoning, piercing, or slashing damage, you can choose for the meal to bestow resistance to one such damage type to any creature that partakes of it for 8 hours.
     You can only prepare one meal using this ability, and regain the ability to do so when you finish a long rest. 
 
Flavor Blast 
Beginning at 6th level, you can make other creatures smell delicious! Once per turn, when a creature fails a saving throw against a spell of 1st level or higher that you cast, you can cause the target to smell and taste like delectable food for up to 1 minute, or until you use this ability again. This odor carries out to 15 feet and can resemble any food of your choosing, from freshly baked bread to grilling meat. While the target smells this way, attacks made to bite the creature or attack it with teeth have advantage and the target has disadvantage on Constitution checks it makes to maintain concentration.
     Additionally, creatures of Intelligence 3 or lower can’t distinguish the target from the smell, and react accordingly. Most creatures can distinguish the target from the odor after dealing damage to it. 
 
Bottomless Feast
At 10th level, you can cast the spell heroes’ feast once, creating enough food for one creature, without using a spell slot or material components. At 11th level, you can create enough food for 5 creatures. 
Once you use this ability, you can’t use it again until you finish a long rest. 
 
Ravenous Magic Mouth 
Beginning at 14th level, you can use your action to summon a Large-sized disembodied mouth of magical force filled with sharp teeth in an unoccupied space you can see within 60 feet. On each of your turns, you can command the mouth to float up to 30 feet (no action required) and you can use your bonus action to command it to bite a creature within 5 feet of it. The mouth uses your spell attack bonus for its melee attack roll and on a hit deals 4d10 force damage and grapples its target (escape DC equals your spell save DC) on a hit. The mouth can grapple only one target at a time, and can only attack the creature it is grappling. 
     If the mouth is grappling a target of Medium size or smaller at the beginning of your turn, you can use your bonus action to command it to swallow its target, depositing the creature in an extradimensional space filled with acid. While swallowed, the creature is blinded and restrained, and it takes 4d6 acid damage at the beginning of each of its turns. The creature can use its action to make a Strength saving throw against your spell save DC to escape. On a success, it magically reappears and falls prone in an unoccupied space within 5 feet of the mouth. The creature automatically escapes when the mouth vanishes. 
      The mouth disappears after 1 minute, or if you dismiss it early on your turn (no action required). Once you summon the mouth, you can’t use it again until you finish a long rest. 
 

 
Changelog: 6/26/21: Flavor Blast: Disadv. on concentration added

 

 

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