Gourmet Hunter (5e Class)
| Work In Progress |
Gourmet Hunter
The Gourmet Hunter
Creating a Gourmet Hunter
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| The Four Heavenly Kings. Sunny, Toriko, Zebra, and Coco. (In order from left to right) |
- Quick Build
You can make a Gourmet Hunter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Far Traveler background.
Class Features
As a Gourmet Hunter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Gourmet Hunter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Gourmet Hunter level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple weapons and knocking guns.
Tools: Brewer's supplies
Saving Throws: Strength and Constitution
Skills: Survival and choose 2 from Athletics, Acrobatics, Animal Handling, Insight, Medicine, Perception, Sleight of Hand, Stealth, Intimidation, and Investigation.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any two simple weapons or (b) Measuring Tongs or (c) Knocking Gun and 10 sets of ammunition.
- (a) leather armor or (b) Training Gi or (c) Common Cloths
- (a) A dungeoneer's pack or (b) An explorer's pack
- Cook's Utensils
- If you are using starting wealth, you have 5d4 in funds.
| Level | Proficiency Bonus | Features | Martial Arts | Appetite Energy | Techniques |
|---|---|---|---|---|---|
| 1st | +2 | Martial Arts, Unarmored Defense, All Terrain Hunter | 1d6 | - | - |
| 2nd | +2 | Gourmet Cells, Stock Up, Itadakimasu, Refined Palate (Optional) | 1d6 | 20 | 3+Wisdom Modifier |
| 3rd | +2 | Superhuman Strength, Superhuman Senses, Superhuman Dexterity (Optional) | 1d6 | 30 | 3+Wisdom Modifier |
| 4th | +2 | Ability Score Improvement | 1d6 | 40 | 4+Wisdom Modifier |
| 5th | +3 | Extra Attack, Superhuman Physique | 1d8 | 50 | 4+Wisdom Modifier |
| 6th | +3 | Apex Predater Stock Up improvement | 1d8 | 60 | 5+Wisdom Modifier |
| 7th | +3 | Evasion | 1d8 | 70 | 5+Wisdom Modifier |
| 8th | +3 | Ability Score Improvement | 1d8 | 80 | 6+Wisdom Modifier |
| 9th | +4 | Superhuman Sense Improvement | 1d8 | 90 | 6+Wisdom Modifier |
| 10th | +4 | Autophagy, Cellular Evolution (Optional) | 1d8 | 100 | 7+Wisdom Modifier |
| 11th | +4 | Gusto | 1d10 | 110 | 7+Wisdom Modifier |
| 12th | +4 | Ability Score Improvement | 1d10 | 120 | 8+Wisdom Modifier |
| 13th | +5 | Food Appreciation, Stock Up improvement | 1d10 | 130 | 8+Wisdom Modifier |
| 14th | +5 | Food Meditation | 1d10 | 140 | 9+Wisdom Modifier |
| 15th | +5 | Food Honor | 1d10 | 150 | 9+Wisdom Modifier |
| 16th | +5 | Ability Score Improvement | 1d10 | 160 | 10+Wisdom Modifier |
| 17th | +6 | Superhuman Sense Improvement, Stock Up improvement | 1d12 | 170 | 10+Wisdom Modifier |
| 18th | +6 | Food Immersion | 1d12 | 180 | 11+Wisdom Modifier |
| 19th | +6 | Ability Score Improvement | 1d12 | 190 | 12+Wisdom Modifier |
| 20th | +6 | Heavenly Monarch | 1d12 | 200 | 13+Wisdom Modifier |
Martial Arts
Martial Arts At 1st level, you are trained in hand-to-hand combat either through being self-taught, mimicking the creatures you lived around, or being mentored. You gain the following benefits while you are unarmed or wielding only simple Weapons:
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and simple weapons.
• You can roll 1d6 in place of the normal damage of your Unarmed Strike or simple weapon. This die improves as you gain Gourmet Hunter levels, as shown in the Martial Arts column of the Gourmet Hunter table.
• Whenever you use the attack action with an unarmed strike or a simple weapon on your turn, you can make an additional attack action as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action or take an additional attack with the quarterstaff, assuming you haven't already taken a bonus action this turn.
Unarmored Defense
At 1st level, While not wearing armor or wielding a shield, your AC equals 10 + your Constitution modifier + your Proficiency bonus.
All Terrain Hunter
At 1st level, you have slowly become acclimated to being able to thrive and navigate in any environment nature may throw at you. Gain a climbing speed and a swimming speed equal to your movement speed. Additionally, when navigating the wilderness, gain the following benefits:
- Difficult terrain doesn’t slow your party's travel.
- Your party can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Gourmet Cells
Beginning at 2nd level, You have been injected with gourmet cells, which granted you extreme regenerative and strength-enhancing capabilities alongside rapid evolutionary growth. Your Gourmet cells require consuming copious amounts of calories to continue your gradual evolution. They will grant you a resource called Appetite Energy which your other class features and techniques will use.
Appetite Energy is pure cellular energy emitted from Gourmet Cells to the outside of the body, you initially have a cap of 20 Appetite Energy, and your maximum amount will crease as you progress in levels as a Gourmet Hunter. To replenish your Appetite Energy, you can eat food (Detailed in later class features) or take a long rest. After a long rest, you will recover half of your maximum Appetite Energy provided you have eaten that day. You also gain access to the Gourmet Technique List.
You gain a number of techniques as displayed on the Gourmet Hunter Table, which will be detailed at the end of the class. All techniques in Gourmet Hunter that use Appetite Energy will share the same Save DC. You may replace your techniques every time you gain a level or during a long rest.
Save DC = 8 + your proficiency bonus + your Dexterity modifier
Attack modifier = your proficiency bonus + your Dexterity modifier
Stock Up
A good cook wastes not and wants not. Your ingredients come not only from the pantry but also from the creatures you encounter on your adventures. Starting at 2nd level, as a Gourmet Hunter, you gain proficiency in Cook's Utensils, and you now build up a stock of special dice called Ingredient Dice by harvesting slain creatures. These dice can be expended during short, long rests and downtime to benefit your party.
By default, you can hold a number of ingredients die equal to double your proficiency bonus. Ingredient die can be obtained during long rests, purchasing food, or harvesting from creatures you've slain. During long rests, so long as the area you are resting in is sufficient for hunting or gathering, the Gourmet Hunter can refill half of their stock. The ingredient die obtained in this manner will start as d4s and improve as you gain levels in this class. At 6th level, these ingredient dice turn into d6s. At 13th level, they turn into d8s; at 17th level, they turn into d10s. Depending on the size of the ingredient die, it may also function as a day's worth of ration or more. This is further detailed in the ration table below this feature.
So long as you have your cook’s utensils, a weapon that deals slashing damage, or any other makeshift tools, you can begin the process of harvesting additional ingredient dice from the remains of creatures so long as they died within the last 24 hours and are not a construct or undead. Harvesting will take a certain amount of time depending on the size of the creature and with larger creatures taking longer yet yielding more stock as a result. The harvest table at the end of this feature will explain this in further detail.
For instances in which the party or the Gourmet Hunter may not have enough time to fully harvest from a kill, they may hastily attempt to harvest what they can from the kill in a shorter amount of time, requiring a survival check with a DC dependant on the size of the creature to receive a maximum of half of the total yield from the kill (Rounded down).
Ingredient dice serve as the key components of your dishes. It is assumed that you combine them with other sundries that you gather on your journey. If you ever exceed your Stock maximum when you gain a new ingredient die, you must choose to discard ingredient die until you no longer exceed it.
Alternatively, if a campaign lacks ease of access to resources to harvest, consider allowing alternative methods to gather ingredients. Fresh stock being purchasable in a town, for example.
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