Cooking System for D&D 5e
Ingredients and Foraging
Players can gather ingredients during their adventures by:
- Foraging in the Wild: Using Nature or Survival checks.
- Looting: Finding ingredients as part of their treasure.
- Trading: Purchasing or bartering with NPCs.
Basic Ingredients Categories
- Meats: Beast Meat, Fish, Exotic Meat
- Vegetables: Common Vegetables, Wild Herbs, Exotic Vegetables
- Spices: Common Spices, Rare Spices, Magical Spices
- Grains: Wheat, Rice, Magical Grains
Cooking Tools
Players need appropriate tools to cook meals:
- Cooking Kit: A basic set of pots, pans, utensils.
- Campfire or Portable Stove: For cooking on the go.
- Chef's Tools (Proficiency): Adding proficiency bonus to cooking checks.
Cooking Process
- Collect Ingredients: Players gather the necessary ingredients.
- Prepare Ingredients: Players make a Cooking check (d20 + Proficiency in Chef's Tools + Relevant Ability Modifier).
- Cook the Meal: The result of the Cooking check determines the quality of the meal.
Meal Bonuses Based on Ingredients
- Spices (Fire Spice): Adds 1d6 fire damage to the player's next attack, grants 5 temporary hit points.
- Magical Herbs: Increases a player's Wisdom by 1 for 1 hour.
- Beast Meat: Grants advantage on Strength checks and saving throws for 1 hour.
- Wild Vegetables: Grants 10 temporary hit points and a +1 bonus to Constitution saving throws for 1 hour.
- Exotic Fish: Grants the ability to breathe underwater and swim speed equal to walking speed for 1 hour.
- Magical Grains: Grants advantage on all Dexterity checks for 1 hour.
Sample Recipes
Spicy Beast Stew:
Ingredients: Beast Meat, Fire Spice, Wild Vegetables.
Bonus: Grants 10 temporary hit points, advantage on Strength checks, and 1d6 fire damage to the next attack.
Herb-Baked Fish:
Ingredients: Fish, Magical Herbs, Common Vegetables.
Bonus: Increases Wisdom by 1 for 1 hour, grants the ability to breathe underwater.
Mystic Grain Porridge:
Ingredients: Magical Grains, Exotic Vegetables, Rare Spices.
Bonus: Advantage on all Dexterity checks for 1 hour, 10 temporary hit points.
Expanded Ingredient List and Bonuses
Meats
Common Beast Meat:
Bonus: Grants temporary hit points.
- 1-5: 5 temporary hit points.
- 6-10: 10 temporary hit points.
- 11-15: 15 temporary hit points.
- 16-20: 20 temporary hit points.
Exotic Beast Meat:
Bonus: Increases Strength.
- 1-5: +1 Strength for 1 hour.
- 6-10: +2 Strength for 1 hour.
- 11-15: +3 Strength for 1 hour.
- 16-20: +4 Strength for 1 hour.
Fish:
Bonus: Grants advantage on Dexterity checks.
- 1-5: Advantage on Dexterity checks for 30 minutes.
- 6-10: Advantage on Dexterity checks for 1 hour.
- 11-15: Advantage on Dexterity checks for 1.5 hours.
- 16-20: Advantage on Dexterity checks for 2 hours.
Vegetables
Common Vegetables:
Bonus: Boosts Constitution saving throws.
- 1-5: +1 bonus on Constitution saving throws for 30 minutes.
- 6-10: +1 bonus on Constitution saving throws for 1 hour.
- 11-15: +2 bonus on Constitution saving throws for 1 hour.
- 16-20: +2 bonus on Constitution saving throws for 2 hours.
Wild Herbs:
Bonus: Enhances Wisdom.
- 1-5: +1 Wisdom for 30 minutes.
- 6-10: +1 Wisdom for 1 hour.
- 11-15: +2 Wisdom for 1 hour.
- 16-20: +2 Wisdom for 2 hours.
Exotic Vegetables:
Bonus: Boosts Intelligence.
- 1-5: +1 Intelligence for 30 minutes.
- 6-10: +1 Intelligence for 1 hour.
- 11-15: +2 Intelligence for 1 hour.
- 16-20: +2 Intelligence
Spices
Common Spices:
Bonus: Adds temporary elemental damage.
- 1-5: Adds 1d4 fire damage to the next attack.
- 6-10: Adds 1d6 fire damage to the next attack
- 11-15: Adds 1d8 fire damage to the next attack.
- 16-20: Adds 1d10 fire damage to the next attack.
Rare Spices:
Bonus: Adds temporary cold damage.
Roll Results:
- 1-5: Adds 1d4 cold damage to the next attack.
- 6-10: Adds 1d6 cold damage to the next attack.
- 11-15: Adds 1d8 cold damage to the next attack.
- 16-20: Adds 1d10 cold damage to the next attack.
Magical Spices:
Bonus: Grants resistance to a damage type.
Roll Results:
- 1-5: Resistance to a damage type of the DM's choice for 30 minutes.
- 6-10: Resistance to a damage type of the DM's choice for 1 hour
- 11-15: Resistance to a damage type of the DM's choice for 1.5 hours.
- 16-20: Resistance to a damage type of the DM's choice for 2 hours.
Magical Grains:
Bonus: Adds temporary hit points and boosts Dexterity.
Roll Results:
- 1-5: Grants 5 temporary hit points and +1 Dexterity for 1 hour.
- 6-10: Grants 10 temporary hit points and +1 Dexterity for 1 hour.
- 11-15: Grants 15 temporary hit points and +2 Dexterity for 1 hour.
- 16-20: Grants 20 temporary hit points and +2 Dexterity for 2 hours.
Rolling for Bonuses
Instead of rolling for success, players will roll to determine the magnitude of the bonus. A d20 is rolled to see the effectiveness of the meal, with higher rolls resulting in better bonuses.
Example Recipe Roll
Spicy Beast Stew:
- Ingredients: Beast Meat, Fire Spice, Wild Herbs.
- Bonuses: Temporary hit points, fire damage, enhanced Wisdom.
- Roll Result: 14
- Bonuses Granted:
- 15 temporary hit points
- Adds 1d8 fire damage to the next attack
- +2 Wisdom for 1 hour