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THE FEASTER

The man squints in the darkness. It is cold in this NATURE’S ANOMALY


underground chasm. Cold and damp. He had been traveling The ability to acquire power by eating slain foes is
with friends when the bridge above had collapsed. He’d altogether different from a wizard’s methodical studying
fallen into these depths, where no surface-dweller was or a cleric’s divine endowment. Indeed, a feaster’s power
meant to survive. Now, as he swallows down the bitter to consume more closely resembles the natural process of
flesh of the slain cave spider, he can feel the pain of his digestion, converting food into energy. The way in which
senses rewiring themselves, his vision brightening as he the feaster came by this power, however, is wholly
acquires the spider’s power. unnatural and inexplicable.
Breathing hard, the dwarf draws to a halt, her escape Scholars of the arcane and natural sciences who have
through the alley blocked by more bandits. As her attackers encountered feasters have described them as possessing a
draw closer with a chuckle, she grits her teeth and remarkable will-to-live, and have hypothesized that it was
activates the mutagens in her blood, the sudden pain this powerful survival instinct which – when paired with
excruciating as her body swells with new muscle and bone. an unnatural, magically-dense environment – catalyzed
Dimly, she is aware of the bandits screaming in fear. She the mutation.
does not care. She is hungry. So rarely are these conditions met, however, that only a
The elf sets the platter down on the table, lifting the lid handful of feasters have ever been documented throughout
with performative flair. He gives a self-satisfied smile as the centuries.
his companions begin to wolf down the feast in bliss. There
weren’t many people who could turn an ettin’s calloused A MONSTER BY CHANCE
foot into a delicacy like this. As the elf’s companions finish
Feasters can come from any walk of life or any race. All
eating, the chef can see the magic taking hold, his
began as ordinary folk, merchants or travelers or
companions growing stronger and more vigorous.
adventurers without much skill and without magical
Magic is a powerful force within the Planes, and
power. What all feasters have in common, however, is the
countless humanoids, demons, and gods have spent
horrific accident which saw them lost in dark subterranean
millennium learning to harness its power. But very few
depths. Feasters do not ask to become what they are, and
have acquired what the Feaster has by chance—the ability
are forever bound by their mutation.
to digest magic.
The first task any feaster must overcome is to escape
The Feaster begins as an ordinary humanoid, devoid of
their underground prison. This is often a harrowing, eat-
arcane or unique abilities. Having acquired their power
or-be-eaten experience. Those lucky enough to survive
from a freak, near-fatal accident of some kind in the
may return to the surface only to find that friends and
Underdark or similar alien environment, they have
family now consider them monsters. While some
managed to acquire the ability to ingest the flesh of beasts,
communities or open-minded souls may accept or
monstrosities, and even magical items. If they are lucky,
embrace a feaster’s idiosyncrasies, witnessing a feaster
they will gain some of the traits or abilities of their food.
eating the flesh of monsters or demons often invokes fear.

The Feaster (v1.2) 1 G. Galen Mayhew


Particularly abhorrent are those feasters who have turned EQUIPMENT
to the consumption of other humanoids. You start with the following equipment, in addition to the
In the face of such vilification, many feasters do their equipment granted by your background:
best to conceal their unnatural habits and rejoin society.
• (a) a martial weapon and a shield or (b) two simple
Others flee to the wilds or return to the depths, more
weapons
comfortable among beasts and monsters than among their
• A set of (a) light armor or (b) a chain shirt
own kind. A strong-hearted few may become adventurers,
• (a) A dungeoneer’s pack or (b) explorer’s pack
seeking to give their unwanted powers purpose.

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.

CLASS FEATURES HUNGER


As a Feaster, you gain the following class features. At 1st level, you are resistant to poison damage and have
advantage on Constitution saving throws to resist disease.
HIT POINTS As an action, you can consume the flesh of slain creatures,
Hit Dice: 1d8 per feaster level so long as they have physical form for you to eat.
Hit Points at 1st Level: 8 + your Constitution modifier You have a chance of acquiring a random trait or ability
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (DM’s choice) from your food. Roll a Constitution saving
modifier per feaster level after 1st throw against the DCs on the chart below. On a success,
you acquire a new trait, natural weapon, or ability, such as
PROFICIENCIES a wolf’s Pack Tactics or a giant bat’s Echolocation. On a
failure, your food is mundane, and you do not gain any
Armor: Light and medium armor, shields
new traits or abilities. Attempting to use Hunger on a
Weapons: Simple weapons and one martial weapon of your
target you have already failed to consume yields no result.
choice
You cannot acquire legendary or lair actions from this
Tools: One tool set of your choice
class feature.
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Arcana,
Investigation, Nature, Perception, Stealth, or Survival.

The Feaster (v1.2) 2 G. Galen Mayhew


H UNGER Upon reaching 9th level, you can use this feature twice
per rest, and three times upon reaching 17th level.

Consumed Creature CR Difficulty Class (DC)


MUTATION
0 – 1/4 5
At 3rd level, your consumption of monstrous and magic-
1/2 - 4 10 infused flesh has changed your body and capabilities in
5-9 15 unexpected ways. Choose one of the following Mutation
paths: Feral Devourer, Deep-Dweller, or Chef, all detailed
10 - 14 20
at the end of the class description. The mutation you
15 - 19 25 choose grants you features at 3rd level, and again at 7th,
>20 30 15th, and 20th level.

You have 2 Hunger Slots at 1st level, increasing at 2nd,


ABILITY SCORE IMPROVEMENT
7th, 12th, 17th, and 20th levels. Each new trait occupies When you reach 4th level, and again at 8th, 12th, 16th, and
one slot. The feaster may choose to exchange a currently 19th level, you can increase one ability score of your choice
active trait for a new trait when eating, but the discarded by 2, or you can increase two ability scores of your choice
trait is lost until consumed again. Traits and abilities by 1. As normal, you can’t increase an ability score above
occupying your Hunger Slots can be used until replaced by 20 using this feature.
a new feature.
Active traits and abilities granted by this feature must be EXTRA ATTACK
unique. You cannot, for example, have multiple Multiattack Beginning at 5th level, you can Attack twice, instead of
abilities in your Hunger slots at a given time. once, whenever you take the Attack action on your turn.
Certain traits and abilities occupy more than one Hunger If you acquire the Multiattack trait from your Hunger
slot, indicated on the “Hunger Traits and Abilities” feature, it replaces this feature.
supplement at the end of this class description.

USING A HUNGER TRAIT


FAST MOVEMENT
Traits and abilities you acquire with the Hunger feature At 5th level, your speed increases by 10 feet when not
come in two types: passive and active abilities. Passive wearing heavy armor.
abilities, such as Amphibious or Sure-Footed are always in
effect and grant you their bonuses. Active abilities can be QUICK BITE
used as an action, unless the trait specifies it may be used Beginning at 6th level, when you make the Attack action
as a bonus action or reaction. Multiattack or a Breath against a creature within 5 feet of you, you may make an
Weapon, for example, are actions. additional bite attack against that creature with this
feature. Make an attack roll. On a hit, the target takes 1d4
HUNGER TRAIT ABILITY piercing damage and you acquire a Temporary Hunger
Constitution is the ability score you use for your Hunger Trait. You gain this trait or ability regardless of available
traits. You use your Constitution modifier when setting the Hunger Slots. It functions similarly to a concentration
saving throw DC for a trait and when a trait calls for an spell, with a duration of up to 1 minute.
attack roll to be made. If you lose concentration or a minute passes, you lose
the use of this Temporary Hunger Trait.
Hunger Trait save DC = 8 + your proficiency bonus + your You must complete a short or long rest before using this
Constitution modifier ability again.
Hunger Trait attack modifier = your proficiency bonus +
your Constitution modifier ARCANE DEVOURER
Beginning at 9th level, you can consume magical items in
the same way as your Hunger feature. Magical traits

HEIGHTENED SENSES acquired from an item occupy Hunger slots just as a


creature’s abilities would. The rarer the magical item, the
Beginning at 2nd level, your senses have expanded as a more Hunger slots its traits occupy, as shown on the
result of your accidental mutation. You have advantage on Arcane Devourer table. Traits from magical items do not
Wisdom (Perception) checks relying on hearing or smell, require attunement. Successfully eating a magical item
and you gain darkvision with a range of 60 feet. If you destroys that item.
already have darkvision, it expands by an additional 30 Because consuming a magical item is different from
feet. eating flesh and bone, there is a modicum of difficulty in
ingesting the item. Failing the saving throw to consume a
KNOW YOUR PREY magical item does not destroy it, but you must wait one
day before attempting to eat the item again.
At 3rd level, as an action you can taste the blood of a target
and discern certain information about its capabilities. You
learn the creature’s Damage Vulnerabilities, Damage
Resistances, Damage Immunities, and Condition
Immunities. Once you use this feature, you must finish a
short or long rest before you can use it again.

The Feaster (v1.2) 3 G. Galen Mayhew


ARCANE D EVOURER can pick one magical item you can see within 10 feet of you
and attempt to use the Arcane Devourer feature against it.
Magical Hunger Slots On a success, the item’s magic is absorbed and it becomes
Item Rarity Occupied Difficulty Class (DC) an ordinary object. On a failure, nothing happens.
Common 1 5 Once you use this feature, you can’t use it again until
you finish a short or long rest.
Uncommon 2 10
Rare 3 15 ARCANE ANOMALY
Very Rare 4 20 Beginning at 14th level, the magic within your blood makes
Legendary 5 25 it harder for other magical effects to take hold of your
Artifact 6 30 flesh. You have advantage on saving throws against spells
and other magical effects.

FORTIFIED CONSTITUTION GOURMAND’S MEMORY


At 10th level, your body has adapted to your frequent At 18th level, your form has become so accustomed to the
consumption of magical and dangerous substances. You use of various powers that it no longer requires the
are immune to disease, poison damage and the poisoned reacquisition of traits. Hereafter, you remember all traits
condition. and abilities that you consume, forming them into a
Hunger Trait list from which you may swap out skills after
EVOLUTION a long rest, similar to a cleric or druid’s spellcasting. Traits
At 11th level, you have consumed so many unnatural and from this list still occupy Hunger Slots, and traits from
arcane substances that your body has become permanently magic items still occupy multiple slots according to their
mutated by their energies. Your unarmed attacks, bites, rarity.

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:

Consume Vigor. You consume the target’s physical


power. On a hit, the target takes 1d4 piercing damage and
you gain a +2 bonus to your Strength, Dexterity, or
Constitution score.

Consume Ego. You consume the target’s metaphysical


ability. On a hit, the target takes 1d4 piercing damage and

The Feaster (v1.2) 4 G. Galen Mayhew


you gain a +2 bonus to your Intelligence, Wisdom, or Spider Climb. You are adept at surviving in the winding,
Charisma score. uneven passages of the Underdark. You gain a climbing
speed equal to your walking speed and you can climb
Consume Vitality. You consume the target’s life force. On difficult surfaces, including upside down on ceilings,
a hit, the target takes 1d12 necrotic damage, and you gain without needing to make an ability check.
temporary hit points equal to the damage dealt + your
Constitution modifier. BEAST OF THE DEEP
Beginning at 7th level, as a bonus action you can transform
The options granted by this feature also require into a monstrous form for up to 1 hour. You can wear
concentration, with a duration of up to 1 minute. If you armor and use equipment in this form but cannot speak.
lose concentration or a minute passes, this feature’s You can revert to your normal form as a bonus action. You
effects end. automatically revert to your normal form if you fall
unconscious, drop to 0 hit points, or die.
SAVAGE FURY Once you use this feature, you must finish a short or
At 15th level, you can use your action to make an attack long rest before you can use it again. While you are
against any number of creatures within 5 feet of you, with transformed, you gain the following features:
a separate attack roll for each target. Monstrous Bulk. You increase in size by one category –
from Medium to Large, for example. If there isn’t enough
GLUTTONY room for you to double in size, you attain the maximum
At 20th level, your taste for other creatures’ power and possible size in the space available. You also have
ability to make it your own is unrivaled. Whenever you hit advantage on Strength checks and Strength saving throws.
a creature with a melee attack, the target must make a Predator’s Aura. You emanate a menacing aura while
Constitution saving throw with a DC of 14. On a failure, you you’re not incapacitated. The aura extends 10 feet from
gain one Gluttony charge – the target creature’s primary you in every direction, but not through total cover. Each
damage die and its Strength modifier. A Gluttony charge creature of your choice which ends its turn within 10 feet
stolen from a bulette, for example, would be 1d12 +4. You of you must make a Wisdom saving throw (DC = 8 + your
may hold up to three Gluttony charges at a time. proficiency bonus + your Charisma or Strength modifier).
When you make the Attack action, you may choose to On a failed save, a creature becomes frightened of you for 1
expend this stored power all at once, adding the Gluttony minute. The frightened creature can repeat this saving
charges as bonus force damage. All stored Gluttony throw at the end of its turns, ending the effect on itself on
charges are spent when you do this. a success.
Tough Hide. While you are not wearing heavy armor, you
DEEP-DWELLER gain a +1 bonus to your Armor Class. You gain temporary
While most feasters climb up from the depths and rejoin hit points equal to the rolled value of your Feaster hit dice
society, there are those who have never fully left that (7d8 at level 7, 8d8 at level 8, etc…).
unfathomable darkness. These feasters embrace the call of
the mutagens in their blood, becoming more and more like
the monsters they eat.

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.

Amphibious. You have grown secondary breathing


organs, allowing you to breathe air and water. You also
gain a swimming speed equal to your walking speed.
Leaper. Your legs grow more powerful, allowing you to
leap great distances. Your long jump distance is up to 20
feet and your high jump up to 10 feet, with or without a
running start.
Powerful Build. You grow larger and more imposing. You
count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.
Natural Armor. You grow natural armor, which might be
leathery hide, resilient scales, or tough carapace. Your
unarmored Armor Class equals 10 + your Dexterity
modifier + your Constitution modifier. You can use a shield
and still gain this benefit.
Sneaky. You are skilled at catching your prey unawares.
You have expertise in the Stealth skill.

The Feaster (v1.2) 5 G. Galen Mayhew


Natural Weapons. You grow two natural weapons of your APEX PREDATOR
choice from the following: At 20th level, you have become the top of the food chain,
• Claws. When you take the Attack action you can make and your prey knows it. When you transform into your
one unarmed attack as a bonus action. Your unarmed monstrous form, all creatures within 100 feet of you
attacks deal 1d6 + your Strength or Dexterity modifier instinctively recognize that they are in your territory. On
slashing damage. initiative count 20 (losing initiative ties), you may take a
• Horns. Your horns are natural melee weapons with lair action to cause one of the following effects; you cannot
which you’re proficient. When you hit a target with use the same effect two rounds in a row:
them, the target takes piercing damage equal to 1d6 + • A tremor shakes the area in a 30-foot radius around you.
your Strength modifier. If you use the Dash action on Each creature of your choice in that area must succeed
your turn and move at least as far as your speed, you can on a DC 15 Dexterity saving throw or be knocked prone.
make one melee attack with your horns as a bonus • You may move up to your full movement without
action. provoking an opportunity attack and make one melee
• Poisonous Fangs. Your bite attack deals 1d4 + your attack against a creature.
Strength modifier piercing damage. Additionally, when a • You invoke the ambient magic around you to manifest
creature is hit by your bite attack, it must succeed a your overwhelming aura as a deep darkness. Until the
Constitution saving throw (DC = 8 + your proficiency start of the lair’s next turn, the entire lair (100 foot
bonus + your Constitution modifier) or be poisoned for 1 radius) is shrouded in darkness like that created with the
minute. The target can repeat the saving throw at the darkness spell. You can see in this darkness.
end of each of its turns, ending the effect on itself with a
success. If a target succeeds on the save they are
immune to this effect for 24 hours.
• Ravenous Maw. When you make a bite attack against a
creature that is a smaller size than you which you are
grappling, you try to consume it. If the attack hits, the
target is swallowed, and the grapple ends. The
swallowed target is blinded and restrained, has total
cover against attacks and other effects outside of you,
and takes 2d4 acid damage at the start of each of your
turns. You can only have one target swallowed at a time.
If you take damage equal to or greater than your level on
a single turn from a creature inside you, you must
succeed on a DC 15 Constitution saving throw at the end
of that turn or regurgitate the swallowed creature, which
falls prone within 10 feet of you.
• Tail. You grow a spiny tail, which is a reach weapon with
a range of 15 feet which deals 1d10 + your Strength
modifier piercing damage.
• Tentacles. You grow tentacles, which deal 1d8 + your
Strength modifier bludgeoning damage and have a range
of 10 feet. Additionally, when you hit a creature with a
tentacle attack you can attempt to grapple that creature
as a bonus action.

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.

The Feaster (v1.2) 6 G. Galen Mayhew


CHEF RECIPE ABILITY
Wisdom is the ability score you use for your recipes. You
Not all feasters are mindless beasts, eating whatever
use your Wisdom modifier when setting the saving throw
comes across their path. Some have a more discerning
DC for a recipe and when a recipe calls for an attack roll to
palette, and carefully select and prepare their meals to
be made. Recipes always use the Recipe Save DC and Recipe
heighten their effects. These Chefs are capable of
Attack Modifier of the chef that created them, even if the
preparing unusual meals from their prey to grant both
meal is consumed by another creature, and any damage
themselves and their allies power.
caused by a recipe is considered magical. Additionally,

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.

RECIPES FIERCE DINER


When you choose this Mutation at 3rd level, you gain the At 15th level, you are able to fight even while eating a meal.
ability to prepare Recipes using ingredients gathered from When you use your bonus action to consume a recipe or
your foes or purchased from vendors. If you have the feed it to a willing creature, you can make one weapon
ingredients for a recipe, you can cook that dish. The list of attack as a free action.
recipes you can create can be found at the end of this class You also learn to cast the heroes’ feast spell. You may cast
description. this spell without using a spell slot once per day by using a
The effects of a Recipe can be dispelled with the dispel gem-encrusted bowl worth at least 500 gp, which the spell
magic spell. The DC to dispel your recipes is your Recipe consumes.
Save DC.
MASTER CHEF
PREPARING A RECIPE At 20th level, you have reached the pinnacle of culinary
Each time you complete a long rest, you can prepare a skill. As an action, you enter a state of deep focus, gaining
number of Recipes equal to your Wisdom modifier. You the following benefits for 1 minute:
may choose to prepare different recipes or several of the
• Whenever you eat a recipe, you gain its Pairing effects
same recipe, provided you have the ingredients to do so.
Your recipe does not spoil while in your Game Bag, but it automatically.
• You gain advantage on all attack rolls.
will expire after a number of days equal to your Wisdom
• If you fail a saving throw imposed on you by an another
modifier (minimum of 1 day) outside the Game Bag.
Any ingredients used by the recipe are consumed by this creature, you can use your reaction to succeed instead.
preparation. Once you use this feature, you must finish a long rest
before you can use it again.
USING A RECIPE
Any creature that possesses one of your prepared recipes
can use a bonus action on their turn to consume it and gain
its benefits, provided they have a free hand to do so.
Alternatively, they can feed the recipe to a willing creature
within 5 feet using a free hand. A creature must be
conscious to consume a recipe. Some recipes can be
consumed together as a single bonus action to yield
amplified results (see “Pairings”).
A creature can benefit from the effects of a number of
recipes equal to the chef’s Wisdom modifier while their
durations persist, but eating the same recipe multiple
times yields no effect. A single recipe can only be paired
with one other dish at a time.

The Feaster (v1.2) 7 G. Galen Mayhew


CREDITS MULTICLASSING
Should you wish to multiclass into a feaster, the
Designer: G. Galen Mayhew prerequisites and proficiencies gained are listed below.
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Interior Illustrations: DMs Guild Creator Resources: Allies & FEASTER MULTICLASSING PREREQUISITES
Enemies Art, Allies & Enemies Art 2, Beast Art, Locations Art Ability Score Minimum
Special Thanks: Broderic Bender, Tommy Fair, Liam Waite, Peter Strength or Wisdom 13, and Constitution 13
Ruimerman, John R. Kooistra, Mike Montanari, and the
members of r/UnearthedArcana. Many thanks to Michael Vince FEASTER MULTICLASSING PROFICIENCIES
for his Features and Traits reference, and Conner McCall for Proficiencies Gained
The Book of Dragons: Volume II, whose “Dragons as Player One type of artisan’s tools
Characters” inspired the balancing of a feaster’s Breath
Weapons.

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.

The Feaster (v1.2) 8 G. Galen Mayhew


RECIPES
The following is a list of recipes which the Chef can make
given time and ingredients.

ADVENTURER’S STEW
Ingredients: The flesh of a beast, potato, onion, carrot,
tomato, garlic, salt to taste
Duration: 1 minute

This stew is a staple for any adventuring party, band of


mercenaries, or explorer. The tough and gamey meat of a
beast has been slow cooked to tenderness in a base of root
vegetables and tomato broth.
Eating this recipe grants you the following benefits:
your speed is doubled, you have advantage on Dexterity
saving throws, you have advantage when making the
Search action, and you gain an additional action on each of STUFFED DRAGONSCALES
your turns. This action can be used only to take the Attack
Ingredients: Dragon scales and meat, onion, stale
(one weapon attack only), Dash, Disengage, Hide, or
breadcrumbs, butter, celery, parsley
Search action.
Duration: 1 hour
Pairing: When paired with stuffed dragonscales you gain a
This recipe uses a stuffing made of dragon meat,
bonus to your AC equal to the chef’s Wisdom modifier.
vegetables, and stale bread which has been baked on the
concave face of a dragon scale.
MONSTER TARTARE When you eat this recipe, you gain the effects of the
armor of agathys spell. This spell manifests as spectral
Ingredients: The flesh of a monstrosity, egg yolk, shallots, dragon scales that cover you and your gear. The temporary
parsley, capers hit points and damage this spell deals equals 5 x the chef’s
Duration: Instantaneous Wisdom modifier. The damage type of this spell deals
Finely ground raw monster meat mixed with a dressing of corresponds to the type of dragon used in the dish:
shallots, parsley, capers and eggs makes this dish a light • Black/Copper. Acid
and fluffy delicacy. • Blue/Bronze. Lightning
When you eat this recipe, you can force any creature of • Brass/Gold/Red. Fire
your choice that can see you within 30 feet to make a • Green. Poison
Charisma saving throw. A target that fails this saving • Silver/White. Cold
throw is frightened of you for one minute. The frightened
creature can repeat this saving throw at the end of each of Pairing: When paired with adventurer’s stew, you gain
its turns, ending the effect on itself on a success. resistance to the damage type associated with the
dragon used in this recipe.
Pairing: If eaten with fiendsblood wine, this recipe’s effects
are enhanced. If a creature is frightened of you, it suffers
the effects of the bane spell. GIANT JERKY
Ingredients: The flesh of a giant, salt, pepper, garlic,
ROAST ABERRANT vinegar, brown sugar
Duration: 1 hour
Ingredients: The flesh of an aberration, salt
Duration: 1 minute Giant meat is fairly unpalatable, but this dish makes it into
a delectable treat. Marinated and smoked, this jerky is both
Sometimes simple is better, especially with meat savory and peppery.
as…unique as an aberration’s. Lightly seasoned and spitted When you eat this recipe, your Strength score changes to
over the campfire, this dish has a crisp exterior with a juicy a score corresponding to the giant type used in the dish:
center.
• Hill Giant. 21
When you eat this recipe, you gain the eldritch blast
• Stone Giant/Frost Giant. 23
cantrip for the duration. When you cast this cantrip, you
• Fire Giant. 25
add the chef’s Wisdom modifier to the spell’s damage.
• Cloud Giant. 27
The number of beams created by this spell increases
• Storm Giant. 29
when the chef reaches higher levels: two beams at 5 th level,
three beams at 11th level, and four beams at 17th level. You If your Strength is already equal to or greater than the
can direct the beams at the same target or at different jerky’s score, this recipe has no effect on you.
ones. Make a separate attack roll for each beam.
Pairing: When eaten with bone broth soup, you gain
Pairing: When you pair this recipe with giant jerky, when temporary hit points equal to your level + the chef’s
you hit a creature with eldritch blast, you can push the Wisdom modifier.
creature up to 10 feet away from you in a straight line.

The Feaster (v1.2) 1 G. Galen Mayhew


AUROCH CHEESE FEY WINE
Ingredients: Auroch’s milk, vinegar, rennet Ingredients: Grapes, blood from a fey
Duration: 1 minute
Lightly colored and creamy, this cheese has no effects of
its own but can enhance the effects of certain recipes when This wine has had an almost imperceptible amount of
used as a Pairing. prepared fey blood mixed in.
Drinking this wine allows you to cast the misty step spell
as a bonus action without using any spell slots.
PRIMORIDAL-GLAZED ROOT VEGETABLES Pairing: When imbibed alongside fungal fricassee, you may
Ingredients: The essence of an elemental, root vegetables, also cast the dimension door spell.
honey
Duration: 1 hour
FIENDSBLOOD WINE
These vegetables have been glazed in a honey and
Ingredients: Grapes, blood from a fiend
elemental reduction with a sweet, earthy, light, crisp, and
Duration: 1 minute
slightly spicy flavor.
Eating this dish gives you the incorporeal form of an This wine has been mixed with the putrid blood of a fiend.
elemental, granting you resistance to bludgeoning, Drinking this bitter wine grants you resistance to fire
piercing, and slashing damage from nonmagical attacks, damage. For the duration, you also add 1d8 fire damage to
and immunity from the grappled, paralyzed, petrified, and your weapon attacks.
restrained conditions.
Pairing: When paired with angel wine, you gain immunity
Depending on the type of elemental used, this recipe to fire damage for the duration, and your weapon
also grants the following features: attacks deal fire or radiant damage (your choice).
• Earth. You can burrow through nonmagical, unworked
earth and stone. While doing so, you do not disturb the
material you move through. ANGEL WINE
• Air. You can move through a space as narrow as 1 inch Ingredients: Grapes, ground celestial feathers
wide without squeezing. You also gain the air Duration: Instantaneous (healing), 1 hour (flight)
elemental’s whirlwind ability.
• Water. You are able to breathe underwater for the This wine has been fermented with powdered feathers
duration, and gain a swimming speed of 60 feet. from a celestial creature.
• Fire. Your body can emit bright light in a 10-foot radius Drinking this wine gives you a flying speed of 60 feet
and dim light up to 30 feet. When you make an unarmed and increases the die-type by 1 size for the next healing
attack against a creature or object, the target takes 2d6 effect you receive.
bonus fire damage. If the target is a creature or Pairing: When imbibed alongside auroch cheese, you
flammable object, it ignites. Until a creature takes an immediately heal a number of hit points equal to the
action to douse the fire, the target takes 1d8 fire damage chef’s level.
at the start of each of its turns.

NUTS AND VINES STIR-FRY


Pairing: When paired with fiendsblood wine, your melee
weapon attacks deal one additional die of damage.
Ingredients: Part of a plant-type creature, onion, broccoli,
ginger, garlic, snap peas
BLACK PUDDING Duration: 1 minute
Ingredients: The gel of an ooze, milk, sugar A crisp, tangy stir-fry of fresh vegetables, lightly cooked
Duration: 1 hour with ginger in garlic-infused oil.
Despite its appearance, this dessert is delectably rich and When you eat this recipe, you gain the grasping vine
smooth. spell, which you may cast without a spell slot. The DC for
When you eat this dish, you can become amorphous as a this spell uses the chef’s Recipe Save DC, no matter who
bonus action. While amorphous, you can move through a eats the dish.
space as narrow as 1-inch, your melee weapon attacks deal Pairing: When paired with auroch cheese, you can cast two
bonus acid damage equal to the Chef’s Wisdom modifier, grasping vines at once.
and you gain a climb speed that is the same as your on foot
movement; you can climb difficult surfaces, including
upside down on ceilings, without needing to make an
ability check.
Pairing: When eaten alongside fey wine, you may add the
chef’s Wisdom modifier to your Stealth rolls and your
attacks against a surprised creature.

The Feaster (v1.2) 2 G. Galen Mayhew


BONE BROTH SOUP SPICED SPIDER LEGS
Ingredients: The bones of an undead, carrots, leeks, onion, Ingredients: Giant spider legs, butter, pepper, chili
garlic, celery Duration: 1 minute
Duration: 10 minutes
Giant spider legs which have been split open and fried in
This savory and nourishing broth has been slow cooked for spiced butter.
many hours to maximize its flavor and fully utilize the Eating this recipe grants you a giant spider’s web attack
magic within. for 1 minute.
When you eat this recipe, you gain resistance to necrotic
Pairing: When eaten with fiendsblood wine, your web
damage. Additionally, when a creature you can see within attack is immune to fire and also deals 2d6 fire damage
30 feet drops to 0 hit points, you can use your reaction to each round to a creature restrained by it.
make that creature move up to half its speed and make a
single weapon attack against a target of your choice within
its attack range. SHAPECHANGER SIRLOIN
Pairing: When eaten with nuts and vines stir-fry, you can Ingredients: Meat from a shapechanger, salt, pepper
animate one slain creature using vines. This vine ghoul Duration: Concentration, up to 1 hour
is under your control and uses the ghoul’s statistics
from the Monster Manual (SRD). It gains a bonus to its This fine cut of shapechanger has been lightly seasoned
Armor Class equal to the chef’s Wisdom modifier and with salt and cracked pepper.
has the movement of whatever slain creature you When consumed, this recipe grants the diner the ability
animated using this feature, including flying or to change their shape as if by the polymorph spell.
swimming speeds. Pairing: When eaten with fey wine, this recipe does not
alter your mental ability scores.

CRISPY GOBLIN EARS


Ingredients: Ears from a goblinoid creature, flour, milk, DEEP SEA GUMBO
stale breadcrumbs, oil, pepper, fresh thyme Ingredients: Kraken meat, celery, onion, bell pepper,
Duration: 30 minutes garlic, sausage, beef bouillon, tomato, vinegar
Duration: Instantaneous
These goblin ears have been thoroughly washed, battered,
and fried to a golden crispiness. Home cooking at its finest, using a ‘pinch’ of this and ‘just
When you eat this recipe, you gain the benefits of the enough’ of that. The perfect meal for a cold winter day by
pass without trace spell for the duration. Additionally, you the sea.
gain a 1d4 bonus to Charisma (Deception) checks. When you eat this recipe, you can summon the power of
Pairing: When paired with black pudding, your first hit a kraken at a point you can see within 30 feet of you.
against a surprised creature is a critical hit. Spectral tentacles appear, slamming into your foes. Pick up
to 5 creatures that you can see within 30 feet of the portal.
Those creatures must make Dexterity saving throws
FUNGAL FRICASSEE against your Recipe Save DC. Creatures that fail their
saving throw take 10d6 bludgeoning damage and are
Ingredients: Diced deathcap myconid, fresh cream,
restrained for 1 minute. Those that succeed take half the
chopped onion
bludgeoning damage and are not restrained. On its turn, a
Duration: Instantaneous
restrained creature can use its action to attempt a DC 15
These toxic mushrooms have been stewed to neutralize the Strength (Athletics) or Dexterity (Acrobatics) check to end
poisons. the restrained condition.
Consuming this stew replenishes three 1st level spell
Pairing: When eaten with nuts and vines stir-fry, you may
slots, two 2nd level spell slots, or one 3rd level spell slot choose an additional 2 creatures to be targeted by this
(your choice). feature.
Pairing: When eaten with a Chef-made wine, you can
recover one 4th level spell slot.
BOILED BEHOLDER EYES
Ingredients: The eyes of a beholder, lemon, salt
BRAISED BASILISK Duration: Concentration, up to 1 minute
Ingredients: Basilisk eyes, fennel, garlic, tomato
These beholder’s eyes have been boiled in salt water and
Duration: 1 minute
dressed in lemon juice.
Basilisk meat seared and then slow cooked in a tomato When you eat this recipe, your eyes create an area of
base. antimagic, as in the antimagic field spell, in a 60-foot cone.
Consuming this recipe grants you the basilisk’s The area works against your own or your allies’ magic as
petrifying gaze trait for one minute. well as your foes.
Pairing: When eaten with spiced spider legs, the DC to resist Pairing: When eaten with bone broth soup, you also gain a
your petrifying gaze is increased by 2. beholder’s death ray, which recharges on a d6 roll of 5 or
6.

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HUNGER TRAITS AND ABILITIES
SUPPLEMENT
In order to make the many traits and abilities acquired
from slain creatures more readily accessible to a player and
the DM, they have been categorized by Hunger slot cost. In
some cases, acquired traits function slightly differently for
a feaster than for a consumed creature – note these
changes in the “Alteration” column of the Hunger Traits
and Abilities chart. Multiattack, Natural Armor, Natural
Weapons, Breath Weapons, and Innate Spellcasting have
special rules and are listed with their own tables below.

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.

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NATURAL WEAPONS
The feaster’s bread-and-butter are the natural weapons it
acquires from its foes. Attacks made with natural weapons
are considered unarmed attacks, so they synergize well
with a feaster’s Multiattack. To make it easier for a player
or DM to find these weapons, they are listed here. When
determining a natural weapon’s damage, refer to this
table, not a creature’s original values.
A feaster can grow and dismiss their natural weapons as
a bonus action, but can only have as many active natural
weapons as available limbs (head, arms, legs, wings, tail).
If a feaster has more natural weapon options than they can
actively grow, they may choose a new configuration of
natural weapons after finishing a long rest.
If a natural weapon is modified in some way, such as the
disease effect of a diseased giant rat or the grappling
feature of a chuul’s pincers, its Hunger slot cost is
increased by 1.

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.

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For example, a level 8 feaster who eats a CR 9 Cloud
Giant has three “at will” spells and one “3/day” spell. The
feaster’s “at will” spells cannot be of a level higher than a
cantrip, and their “3/day” spell can be of 2nd level or
lower. Unfortunately, the cloud giant’s spell list is
primarily 1st level or higher, so the feaster chooses the
light cantrip as their “at-will” spell, and misty step as their
“3/day” spell. If the feaster were to eat a cloud giant after
reaching 13th level, they would be able to select many more
of the cloud giant’s spells.
If a feaster eats another creature with the innate
spellcasting trait, they lose their current spells and must
pick from the new creature’s list.

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BREATH WEAPONS
Breath weapons are typically associated with dragons, but
they can also be found in creatures such as an ice mephit
or chimera. Higher CR creatures have more powerful and
deadly breath weapons, but their damage values wildly
differ.
To remedy this, the feaster has their own breath weapon
areas, with the damage of breath weapons varying
according to damage type and consumed creature CR.
These values, as well as a Breath Weapon’s Hunger slot
cost, can be seen on the “Breath Weapons” table.
All damaging breath weapons recharge on a d6 roll of 5
or 6.
Some breath weapons generate an effect instead of
damage. These are their own unique Hunger traits and are
listed on the “Hunger Traits and Abilities” table.

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