College of Flavor
Bonus Proficiencies
When you join the College of Flavor at 3rd level, you gain
proficiency in the use of Cook's Utencils and Brewer's
supplies
Iron Stomach
You have tasted all manner of foul and vile foods in your
training and in the training of others, and have developed a
certain tolerance. At 3rd level when you choose this college,
you gain advantage on Constitution saving throws to resist
effects caused by substances you have ingested.
Inspirational Treat
At 3rd level, you can conjure a small enchanted treat for your
companions. When you are within melee range of a creature,
you can expend one use of your bardic inspiration in order to
conjure a small treat for them. On that creature's turn they
can eat the treat as a bonus action. A creature that ingests this
treat gains a number of temporary hit points equal to your
bardic inspiration die + your spellcasting modifier. These hit
points last for up to 1 hour.
The enchanted treats created by this ability lose their
magical properties 1 minute after they are created.
Conjure Cuisine
By 6th level, your skills of conjuration have evolved, allowing
you to conjure entire feasts rather than simple ingredients.
You learn the spell create food and water and it is a bard spell
for you. This spell does not count against your number of
spells known. Additionally, you can manifest the following
special properties when casting it:
You can cast this spell as a ritual
The food you create is delightfully tasty, though not more
so than that you create by hand
You can create wine or mead in place of water
Enchanted Seasoning
Your culinary skill and magical aptitude lends you the ability
to apply several different enchantments to the foods you
create. When you reach 6th level, you learn all of the
enchanted seasonings from the list below. You can apply only
one these enchantments to any food or drink you can touch,
magical or nonmagical, with a 10-minute ritual. Each
enchantment's effects persist for up to 8 hours after it is
prepared. Once you use this feature to apply one of these
enchantments, you cannot apply another until you finish a
short or long rest.
Alluring Aroma. This enchantment adds an irresistible scent
to the dish. Creatures within 30 feet of the dish that can
smell must succeed on a Wisdom saving throw versus your
spell save DC. On a failed save, the creature is enthralled by
the scent for up to 1 minute, and must use all its movement
on its turns to pursue and attempt to consume the
enchanted item, taking no other actions besides those
serving that goal. The creature can repeat its saving throw
at the end of each of its turns, ending the effect on a
successful save, or when it is allowed to ingest the
enchanted dish.
Pungent Poison. This enchantment twists the craft at its
most base level, granting it a poisoned core, undetectable by
all but magical means. A creature that ingests food or drink
enchanted in this way must make on a Constitution saving
throw versus your spell save DC. On a failed save, the
creature takes poison damage equal to 2d10 + your bard
level and is poisoned for up to 8 hours. On a successful
save, the creature takes half as much damage and is not
poisoned. A poisoned creature can repeat its saving throw
at the end of every hour, ending the effect on a successful
save.
Rejuvinating Richness. This enchantment adds a special
depth to the flavor of the dish, leaving those who eat it with
a satisfying warmth that rejuvenates their spirit. A creature
that ingests food or drink enchanted in this way while they
are taking a long rest recovers from one additional level of
exhaustion, or ends one disease or nonmagical effect on
themselves. If a creature eats the dish and cannot benefit
from either these effects, it instead gains a number of
temporary hit points equal to your bardic inspiration die +
your spellcasting modifier.
Explosion of Flavor
By 14th level, you have learned an enchantment to
supercharge the flavors of a dish to a level too extreme for
mortal mouths. As an action, you can expend your enchanted
seasoning feature to apply a special enchantment to a dish.
This enchantment adds a mildly spicy flavor, but is otherwise
undetectable by nonmagical means. This enchantment
persists upon the dish for up to 24 hours. As an action at any
point during this time, you can cause the dish to overflow with
magical energy and unleash a wave of force. Creatures within
a 10-foot sphere centered on the enchanted dish must make a
Dexterity saving throw, taking 10d8 force damage on a failed
save or half as much on a successful one. If a creature has
ingested the treat when it explodes, it automatically fails the
save and takes double the damage.
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