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
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