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Cook

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You spent years in kitchens -- whether the cramped galley of a ship, the bustling kitchen of a noble estate, or the back room of a roadside tavern -- and you mastered the art of transforming raw ingredients into something that nourishes both body and spirit. You know how to stretch rations, identify edible plants, preserve food for long journeys, and create a feast from what others would consider scraps. A good meal can lift morale, seal a deal, or remind weary travelers why they keep going.

Ability Score Adjustments: +1 Constitution or Intelligence, +1 on any other ability

Skill Proficiencies: Survival, Medicine

Tool Proficiencies: Cook's Utensils

Languages: One of your choice

Equipment: A set of cook's utensils, a cast iron pot, a set of common clothes, a collection of spices in small pouches, a recipe book with personal notes, and a belt pouch containing 10 gp

Feature: Kitchen Wisdom

Once per long rest, when you encounter an unknown substance (a mysterious liquid, strange powder, unusual plant, etc.), you can attempt to identify it using your culinary knowledge. Spend 1 minute examining the substance using the same techniques you'd use in the kitchen -- smell, texture, appearance, a tiny taste if safe. The DM tells you what the substance is if it's something a well-traveled cook might encounter: common poisons, drugs, alchemical compounds, exotic spices, or organic materials. For rare or magical substances, you must make a DC 10 Wisdom check to identify it. Even if you fail this check, you at least learn whether it's safe to consume.