Chef

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Class Overview

LevelProficiency BonusFeaturesWill Points
11NA1
11NA1
11NA1
11NA1
11NA1
11NA1
11NA1
11NA1
11NA1
11NA1

Class Features

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Hit Points

  • Hit Dice: 1d10 per level for the first three levels, then 2d10 per level.
  • Hit Points at First Level: 10 + Your Con mod
  • Hit Points at Higher Levels: 10 + Your Con mod until level 3, then 20 + Your Con mod.

Proficiencies

  • Armor: Light Armor
  • Weapons: Kicking and Daggers
  • Saving Throws: Str/Dex (only one, can be switched at a level up) + Wis
  • Skills: Acrobatics, Sleight of Hand/Stealth (choose one), Survival, and Persuasion

Equipment

  • (a) a Fishing Rod and a Dagger or (b) 20 days rations
  • (a) an Explorer’s back or (b) Cook’s Utensils and 5 days rations

Level 1 Abilities

Chef's Vow

  • Your specialization in cooking means you only use your feet for fighting as to keep your hands clean. Your unarmed strikes become kicks, which you can use Dexterity instead of Strength for attack and damage rolls.
  • The damage of your kicks is 1d4. The die used for damage increases by one every other level, with your damage going to 1d6 at 3rd level, so on and so forth. 
  • You are proficient with Cook’s Utensils.

Level 1 Options

Light Footed

When you use your Kick attack, you can make another kick as a bonus action. You can do this a number of times equal to your proficiency bonus + Dex.

Heat

You have access to a pool of fiery energy equal to your level that you can use to do different moves in combat, those being Step of the Wind and Wind-Up.

  • Step of The Wind: You expend one heat point to take the dash, disengage, or dodge actions as a bonus action.
  • Wind-Up: You expend one heat point to add a 1d4 to attack and damage. If you hit, you knock the creature prone.
The Boot

When you use your Kick attack, you can choose to roll the dice you use to kick twice and push a creature 5 times your level feet away from you.

Level 3 Abilities

Ready To Eat

As an bonus action, you whip up a quick meal to recuperate yourself, or throw it to an allied creature within 20 feet. The meal restores a number of d8’s equal to the person eating the Meal’s Con mod. You can use this as many times as your proficiency bonus per long rest.

Level 3 Options

Flurry of Blows

As an action, you can kick a number of times equal to your Dex mod. This can only be to a single target unless the target you are kicking is incapacitated or dies. After this action, you gain a +2 to your Dex score for two turns. You can only do this a number of times equal to your proficiency bonus a short rest.

Diable Jambe

As a bonus action, you spin so fast your legs catch fire. If you have Heat, it costs one point and if you don’t it costs 1d6 health per turn. While this is active, you have advantage on either Str or Dex checks and saving throws and additional fire damage on top of your kicks equal to your level d6’s. If you don’t have Heat, then you take half that damage for every turn you choose to maintain Diable Jambe. It lasts as long as you take at least half your movement on your turn.

Leg Sweep

As a bonus action, you spin your legs around you and do your regular Kick damage to every creature in a 10 foot radius circle around you. After this action, you gain a +2 to your Str score for two turns. You can only do this a number of times equal to your proficiency bonus per short rest.

Level 5 Ability Options

Fancy Footwork

As a reaction to a ranged or melee attack against you, you attempt to dodge the incoming attack. You force the creature to reroll their attack before you know if it will hit. If they miss, you can use half of your movement and not provoke opportunity attacks as your run. You can only use this a number of times equal to your proficiency bonus per long rest.

Hell of a Kick

As a reaction to a ranged attack or ranged attack that triggers a Str or Dex saving throw, you can roll a number of d10’s equal to your proficiency bonus and lower the projectile’s damage by that amount. If the amount reaches 0, then you can kick the projectile back where it came. If you have Diable Jambe mod active, you add your increased fire damage on top when returning the projectile to its sender.

Shin Guard

As a reaction to a melee attack against you, you raise your shin and gain a temporary AC bonus equal to your Dex mod + Proficiency bonus before you know if they attack will land. If the creature attacking you misses, then you can take a Kick action against them of which you automatically hit. You can use this a number of times equal to your proficiency bonus per long rest.

Level 7 Ability Options

One With Wind
  • Your regular movement speed is 20 feet more than what it was, and every level after this increases your movement speed by 10 more feet.
  • Every 10 feet of movement on a new square moved adds +1 AC, which resets at the start of your next turn.
  • You do not provoke opportunity attacks with your first 15 feet of movement.
  • Every time you end your turn without taking any damage, your Dex score goes up by 3 to a maximum of 30 until you are hit.
Ifrit Jambe
  • You have extra range on all Chef melee attacks equal to 3 times your level, but you deal only the fire damage past your leg’s range
  • Damage you deal to any creature goes through resistances and temp HP
  • If you have Heat, then every heat point you expend increases the damage on your next attack, with 1 heat point being equal to 3d6 fire damage.
  • If you don’t have Heat, then the damage you take to maintain per turn is now 1d10
Stampede

When you take your movement, you can now collide with creatures by running through their square of space. When you collide with someone, they take 5d10 + Str bludgeoning damage, you gain +2 Str score, 10 more feet of movement, and your Str mod temp Hp. The Str mod increase lasts until your turn ends and the temp HP lasts until the start of your next turn. A creature can only be hit one time with this per turn.

Level 10 Ability Options

Blitzing Buffet
  • Instead of your movement, you can dash over at imperceptible speeds to any unoccupied square on the battlefield. You can only do this a number of times a long rest equal to your Dex mod.
  • As an action, you serve a creature kicks until they’re sated. As long as you keep passing AC checks, you can keep taking your action to kick the same creature over and over. This action is unreachable. You can only do this a number of times equal to your Dex mod.
  • You no longer have a limited amount of times a long/short rest you can do your Light Footed, Flurry of Blows, or Fancy Footwork.
Searing Vortex

As an action, you spin with your legs on fire to create a spinning tornado of flames. It takes up a 25 foot radius cylinder and you can direct the tornado to move 15 feet on the start of your every turn. If a creature is sucked into the Vortex, they take 3d10 fire damage. Every creature that starts their turn in the Vortex or when the Vortex first appears takes your Dex or Str mod d10 fire damage. If a creature wants to escape the Vortex on their turn, they must take their movement to get to the edge of it and then make a Str saving throw against your Str or Dex mod or take another 3d10 fire damage and be pulled back to the middle. If you choose to move the Vortex, any creature trapped inside moves with it.

Concussion Kick

As an action, you deliver a single devastating kick directly to someone’s head. You roll a regular Kick attack but add an additional 8d10. If you have all of the The Boot path, then the creature must make a Str saving throw against your Str mod or become Unconscious. If you have one or more attacks from the other paths, then it is the same thing, only rendering the creature Incapacitated, and can’t move or speak. You can apply The Boot to this attack, but it launches the creature twice as far. You can only do this a number of times equal to your Str mod.