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CREATING A FEASTER
As you build your feaster, think about three important
aspects of your character: Who were you before your
accident, how did you come to fall into the Underdark (or
similar setting), and how will you move forward now that
you are a mutant? Were you an explorer who slipped into
an underground river, and will continue to explore the
Planes unfazed? Are you a duergar’s escaped prisoner who
now seeks to reunite with your family? Or do you perhaps
have amnesia as a result of the accident and cannot
remember life before the trials of the dark?
What are your feelings about your new powers? Are you
grateful for the abilities which allowed you to survive your
accident, and thank a deity or fiend for their gift? Are you
excited by the new culinary world available to you? Do you
embrace the strength and skill your powers grant you, or
do you find your mutation abhorrent and are filled with
self-loathing?
Think also of for what reason your feaster is
adventuring. What is it that you seek? Do you want to use
your power to acquire fame and fortune? Perhaps your
feaster is on a journey to find a way to cure themselves and
return to an ordinary life. Or maybe you simply want to try
as many new foods as the Planes can provide.
QUICK BUILD
You can make a feaster quickly by following these
suggestions. First, make Constitution your highest ability
score. Make Strength or Dexterity your next highest ability
score, depending on whether you want to focus on melee
weapons, or archery (or finesse weapons), or Wisdom if
you plan to focus on the culinary powers of the Chef
archetype. Then, select the outlander, soldier, or urchin
background.
FEASTER MUTATION
and digestive system are considered magical, allowing you
to consume ethereal creatures that do not have physical
substance. The near-death experience which led to the feaster’s
mutation affects individuals differently. Some show no
ARCANE SIPHON outward sign of their new-found abilities or find
At 13th level, you are so accustomed to consuming arcane monstrous flesh revolting. Others give in to the hunger for
forces that you can attempt to absorb the energies of new powers, acquiring a taste for their foes’ blood.
nearby magical items with an inhalation. As an action, you
FERAL DEVOURER
Feral Devourers do not typically have major physical
mutations to distinguish them from other members of
their race, allowing them to blend into ordinary society.
Their hunger and senses are monstrous, however— a
constant reminder of their accident. Some Feral Devourers
resist these urges, while others give in and become savage
killers. Regardless of how they normally behave, Feral
Devourers are united by the primal instinct and ferocity
they bring to battles, dashing among and taking bites from
their foes.
HUNTER’S SENSES
When you choose this Mutation at 3rd level, you gain the
finely-tuned senses of a predator, allowing you to detect
when prey is near. You gain tremorsense up to 30 feet.
CONSUME
At 7th level, you are able to quickly consume and use the
strength of your foes. Whenever you use the feaster’s
Quick Bite feature, you may choose one of the following
effects instead:
MONSTROUS EVOLUTION
When you choose this Mutation at 3rd level, your physical
form changes in response to the strange nutrients you’ve
eaten. Choose two Beast Traits from the following. You
can’t take a Beast Trait option more than once, even if you
later get to choose again. Beast Traits do not occupy
Hunger slots.
ABERRANT MUTATION
Starting at 15th level, your monstrous form evolves yet
further. Whenever you transform, choose one of the
following options:
Aberrant Regeneration. At the start of each of your turns,
you regain hit points equal to 1 + your Constitution
modifier (minimum of 1) if you have at least 1 hit point and
no more than half your hit points remaining.
Displacement. You project a magical illusion that makes
you appear to be standing near your actual location,
causing attack rolls against you to have disadvantage. If
you are hit by an attack, this trait is disrupted until the end
of your next turn. This trait is also disrupted if you are
incapacitated or have a speed of 0.
Wings. You gain a flying speed equal to twice your
walking speed. Additionally, you can use your action to
make a wing attack. When you do so, any creature within
10 feet must make a Strength saving throw (DC = 8 + your
proficiency bonus + your Strength modifier) or be knocked
prone.
GAME BAG when a recipe refers to the chef, it refers to the person who
created the recipe.
When you choose this Mutation at 3rd level, you craft a
Game Bag, a container which magically preserves your
Recipe save DC = 8 + your proficiency bonus + your
recipes and the ingredients required to make them.
Ingredients can be Gathered from recently-killed Wisdom modifier
creatures. If you or an ally kills a hostile creature with a Recipe attack modifier = your proficiency bonus + your
challenge rating of 1 or higher, you can attempt to harvest Wisdom modifier
meat from the body. Make a Wisdom (Survival) check. On a
roll of 2-10, you spend 1 hour harvesting the ingredients BATTLEFIELD KITCHEN
you require; on a roll of 11-20, you finish your harvesting Starting at 7th level, you are able to push your culinary
in half that time. On a natural 1, you do not acquire any skills to the limit, quickly preparing recipes that would
ingredients from the slain creature. Meat must be normally take much longer. When you use your Quick Bite
harvested within 24 hours of killing a creature. feature, you may instead choose to Gather an ingredient
If you lose this bag, you can create a new one during a from a foe.
long rest with 25 gp worth of leather and other materials. Additionally, as an action, you may prepare one recipe
You do not regain any ingredients that were lost with the immediately. Once you use this feature, you must finish a
original bag. short or long rest before you can use it again.
ON THE COVER
“Captured” from the Book of Vile Darkness, sourced from the DMs
Guild Creator Resource – Adventurers Art
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors.
Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by G. Galen Mayhew and published under the
Community Content Agreement for Dungeon Masters Guild.
ADVENTURER’S STEW
Ingredients: The flesh of a beast, potato, onion, carrot,
tomato, garlic, salt to taste
Duration: 1 minute
MULTIATTACK
Multiattack falls outside of Challenge Rating, as the power
of multiattack comes from a creature’s ability scores and
its types of attacks, not the sheer number. A CR 21 solar, for
example, only has two attacks, while a CR 4 girallon has 5.
When applied to an adventurer, however, the number of
attacks does make a major difference in their damage
output—hence this table.
NATURAL ARMOR
Natural armor is grown from your own flesh, and as such
does not impose disadvantage on Dexterity (Stealth)
checks or have any Strength requirements. Any natural
armor you acquire from a consumed creature replaces your
current natural armor.
Your natural armor gains no bonuses from your
Dexterity or Constitution scores, but you may still benefit
from carrying a shield.
INNATE SPELLCASTING
Some creatures a feaster might consume may be capable of
spellcasting. A feaster may only acquire the innate
spellcasting trait, not the regular spellcasting of creatures
such as a lich or wizard. The number of Hunger slots
occupied by this trait depends on the challenge rating of
the consumed creature, as shown in the “Innate
Spellcasting Cost” table below.
A feaster has their own fixed number of at will, 3/day,
and 1/day spells, shown in the “Feaster Innate
Spellcasting” table. The number of spells a feaster may
cast innately increases at 7th, 13th, and 19th levels.
When a feaster consumes a creature with the innate
spellcasting trait, they may pick spells from that creature’s
spell list and assign them as they see fit, provided the spell
is not of a level higher than the feaster can currently cast.