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T.U.G.s Delicious Dungeon - D&D Cookbook

The document outlines playtest content for a fictional cooking system in a game, where players can cook meals during long rests using survival checks. It details the roles of Head Chef and Sous Chefs, the benefits of various ingredients based on successful checks, and how to preserve ingredients. Additionally, it includes legal disclaimers regarding copyright and the Open Game License governing the use of the content.

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nafaje2857
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0% found this document useful (0 votes)
194 views10 pages

T.U.G.s Delicious Dungeon - D&D Cookbook

The document outlines playtest content for a fictional cooking system in a game, where players can cook meals during long rests using survival checks. It details the roles of Head Chef and Sous Chefs, the benefits of various ingredients based on successful checks, and how to preserve ingredients. Additionally, it includes legal disclaimers regarding copyright and the Open Game License governing the use of the content.

Uploaded by

nafaje2857
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PLAYTEST CONTENT​

Hello! This is Playtest Content! As such, it might change in time, this is not a final release.

DISCLAIMER: This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorised use of the material or artwork contained herein is
prohibited without the express written permission of its author.
This product is a work of fiction.

Delicious Dungeon: The Ugly Goblin’s


Cookbook
During a long rest, a player can make a survival check to attempt to cook their party a meal.
This player is considered the “Head Chef”, at this time.
A Head Chef cooking a meal can make enough portions for their party equal to their proficiency
modifier. And assisting chefs can increase this number by 2, if they succeed on their own
survival checks.
Up to two other party members can assist in this meal by also adding 1 additional ingredient
each, to the meal. These party members are considered to be “Sous Chefs” at this time. Each
assisting player, or Sous Chef, adds 2 to the “Head Chef’s” survival check, but also make
survival checks of their own. If they meet the Dc for the ingredient they are using, that
ingredient, and its benefits are added to the meal.
Any party members who eat a portion of this meal gain whatever benefits the ingredients used
provide.
Reference the charts below to see what benefit each ingredient provides, based on the roll you
made, and the type of creature that ingredient comes from.

Harvesting Ingredients
At the end of an encounter, each party member can salvage 1 ingredient each. These
ingredients can keep for up to 1 week if not preserved correctly. Preserving the ingredient
simply requires a DC10 survival or medicine check. On a success the ingredient will no longer
spoil.

Ingredients
All ingredients listed below hold the potential to give a wide range of beneficial properties.
Different ingredients may be more difficult to work with than others. Some may also provide
increasingly better benefits, the more careful one is when handling that ingredient. While other
ingredients might wildly vary based on how well or how poorly someone handles the ingredient.
Perhaps in some cases, it is more desirable to botch a meal slightly, just to add a particular
dimension to your meal.

Anyone who is proficient in cooking tools, can always choose to instead subtract from
their survival checks, any number equal to or less than their survival modifier, instead of
adding it to the roll.

Duration of Benefits
For each successful survival check made in the cooking process, you increase the duration of
the meal’s benefits. All benefits of the meal are then lost after this time.
See the chart below to see how long your meal’s benefits last:

Number of Successful Duration Optional Duration*


Survival Checks

1 Ends after the first encounter 1 hour


that day.

2 Ends after the party takes a 4 hours


short rest.

3 Ends when the party takes a 8 hours


long rest.

*There are optional time durations if you prefer tracking hours in your games
Ingredient Types

Aberrations

Survival Check Result Benefits

15 You reduce incoming psychic damage by 5

18 You can telepathically communicate with any


willing creature within 1 mile.

22 You can teleport up to 50ft to a place you can


see, as an action

28 You gain a true sight of 30ft

30 You grow an additional limb and can make 1


additional attack every turn.

Beasts

Survival Check Result Benefits

5 +1 to strength based checks

10 +10ft of movement

15 +1 to weapon & unarmed attack rolls

20 +1 to weapon & unarmed attack and damage


rolls

25 Advantage on Dexterity Saving Throws

Celestials

Survival Check Result Benefits

20 Gain resistance to radiant damage


25 Become immune to disease and poison and
end any of these effects on you, if you had
any.
Also gain the benefits of the Greater
restoration spell after eating this meal.

30 Receiving radiant damage instead heals you


by half that amount.

35 You are considered a celestial and can cast


greater restoration, or cure wounds (at 3rd
level) a number of times per day equal to
your proficiency bonus.

40 You Polymorph into a Deva, but also retain all


of your previous powers and abilities.

Constructs

Survival Check Result Benefits

12 +1 AC
Movement speed reduced by 5ft

16 +1 AC

20 Resistance to slashing and piercing damage

25 Immune to slashing and piercing damage

30 +3 AC

Dragons
Any time a benefit mentions “dragon damage” it refers to the damage type that dragon was
immune to, if any, before this ingredient was harvested from it.

Survival Check Result Benefits

10 Reduce incoming dragon damage by 2

18 Resist dragon damage

25 Gain the dragonborn’s racial “breath attack”


ability. It deals dragon damage. Number of
uses equal to your proficiency bonus.

30 Gain a flying speed equal to your movement


speed.

35 You Polymorph into a young version of the


dragon this ingredient came from. You retain
all of your previous powers and abilities

Elementals
Any time a benefit mentions “elemental damage” it refers to the damage type that elemental
was immune to, if any, before this ingredient was harvested from it.

Survival Check Result Benefits

12 Reduce elemental damage by 5

17 Resist elemental damage

22 Weapon Attacks you make deal 1d6


additional elemental damage

27 Immune to elemental damage.

32 Unarmed and Spell Attacks you make deal


2d6 additional elemental damage

Fey

Survival Check Result Benefits

12 You emit a 10ft radius of bright light and a


10ft radius of dim light past that

18 You are immune to being put to sleep or


charmed against your will

25 You can teleport up to 20ft to a place you can


see, as a bonus action

30 You add a +5 to all saving throws against


spells or magical effects.

35 You are immune to all spells of 5th level or


lower.

Fiends

Survival Check Result Benefits

10 Reduce incoming fire damage by 5

15 Gain 120ft of magical darkvision

20 When you take damage you can cast hellish


rebuke as a bonus action. (A number of
times equal to your proficiency bonus)

25 You become immune to fire damage

30 You polymorph into a random devil of CR 6 or


lower. You retain all of your previous powers
and abilities.

Giants

Survival Check Result Benefits

8 Your carrying capacity is doubled and you


deal 1 extra damage on melee attacks.

15 You count as one size larger and have


advantage on strength checks and saving
throws.

20 Increase your Strength score by 2

25 You become a large creature and deal an


additional damage dice with weapon attacks.

30 You increase your strength score by 5.

Monstrosities

Survival Check Result Benefits


12 You grow an additional eye and have
advantage on perception checks

16 You gain a climbing speed equal to your


movement speed.

24 You can make melee attacks and grapple


checks against creatures up to 15ft away
from you. If you succeed you can choose to
pull them up to 15ft towards you.

30 You grow hard scales and increase your AC


by 3 if not wearing armour.

32 You become huge and deal 2 additional dice


of damage to all melee attack rolls you make.
You also look horrifying and unrecognisable
to anyone who knows you.

Oozes

Survival Check Result Benefits

8 Gain advantage on grapple checks

12 Unarmed attacks deal an additional 1d4 of


acid damage.

16 Gain the benefits of the jump spell.

20 Gain immunity to the grappled, paralyzed and


restrained conditions

25 You become amorphous. You can squeeze


through a space as narrow as 1 inch wide,
provided you are wearing and carrying
nothing. You also have advantage on ability
checks you make to initiate or escape a
grapple.

Plants

Survival Check Result Benefits


5 Gain 120ft of darkvision

10 All spellcasters have 1 additional 1st level


spell.

15 Spellcasters gain a +1 to their spell attack


rolls.

20 Spellcaster’s increase their spell DC by 1

25 Gain advantage against spells and magical


effects

Licence


OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast,
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15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
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