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The Gastromancer Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 3 2
2nd +2 Gastromancy 3 3
3rd +2 - 3 4 2
4th +2 Abilty Score Improvement 4 4 3
5th +3 - 4 4 3 2
6th +3 Gastromancy Improvement 4 4 3 3
7th +3 - 4 4 3 3 1
8th +3 Abilty Score Improvement 4 4 3 3 2
9th +4 - 4 4 3 3 3 1
10th +4 Gastromancy Improvement 5 4 3 3 3 2
11th +4 5 4 3 3 3 2
12th +4 Abilty Score Improvement 5 4 3 3 3 2 1
13th +5 - 5 4 3 3 3 2 1
14th +5 Gastromancy Improvement 5 4 3 3 3 2 1 1
15th +5 Iron Stomach 5 4 3 3 3 2 1 1
16th +5 Abilty Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 - 5 4 3 3 3 2 1 1 1 1
18th +6 - 5 4 3 3 3 3 1 1 1 1
19th +6 Abilty Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 - 5 4 3 3 3 3 2 2 1 1
Gastromancer icon - Lichbrush

by Lichbrush

Creating a Gastromancer[]

Throughout the ages, wherever soldiers and warriors have gone so too have gone cooks and chefs. Sailors of old and new pay deep respects to their ship's cooks. A hot meal on the front lines can revive failing moral. Wherever there is adventure, there are those who make food for the adventurers.

Yet, gastomancers are relatively weak combat classes. Creating a gastromancer character should not be done lightly. Be careful, and understand that this class serves a niche that may leave you wanting in combat slogs.

Ask yourself why your character has gone down this path, where they learned these arts, and why it is they choose to cook on the go rather than in the safety of a great castle, temple, or wizard's tower.

Quick Build[]

You can make a gastomancer quickly by following these suggestions.

  • Firstly, Intelligence should be your highest ability score, followed by Constitution or Dexterity.
  • Second, choose the sage background.
  • Third, choose the Create Bonfire, Mage Hand, and Prestidigitation cantrips along with the following 1st-level spells: Goodberry, Grease, Mage Armor, and Purify Food and Drink.

Class Features[]

As a gastromancer, you gain the following class features.

Hit Points[]

Hit Dice: 1d6 per gastromancer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per gastromaner level after 1st


Armor: None

Weapons: Chef's knives (daggers and knives), cleavers (hand axes), meat tenderizers (clubs and war hammers), rolling pins (quarter staffs) Tools: Chef's tools

Saving Throws: Dexterity, Constitution

Skills: Choose two from Animal Handling, Arcana, History, Nature, Performance, and Slight of Hand


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a chef's knife or (b) a rolling pin
  • (a) an explorer's pack or (b) a scholar's pack
  • A component pouch and a pouch of herbs and spices for 20 high quality meals
  • An iron pot, a small knife, a cutting board, an oil vial, a whetstone, and a ladle


A great gastromancer must know all their recipies byheart and have all their tools at their disposal. Once a gastromancer learns a spell, it is always prepared and at their disposal. See chapter 10 for the general rules of spellcasting and the bottom of this document for the gastromancer's spell list.


At 1st level, you know three cantrips of your choice from the cantrip spell list. You learn additional Gastromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Gastromancer table.

Spell Slots[]

The Gastromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these gastromancer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Grease and havea 1st level and a 2nd level spell slot available, you can cast grease using either slot.

Learning Spells of 1st Level and Higher[]

Gastromancers start play with six 1st level spells, andcan learn any spell off their spell list by preparing a newdish. Each new dish requires new exotic ingredients, but must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can prepare a new dish to learn a 3rd level spell.

There is no hard rule on how exotic these ingredients must be, but as a rule of thumb for fast gameplay new meats must have a CR rating of at least the spell level. A 5th level spell could be learned by preparing a Unicorn dish. A 9th level spell may require the heartwood of a Treant. For a more immersive experience, additional, more difficult, or more exotic ingredients may be required. Consult with your DM before preparing a new dish.

Spellcasting Ability[]

Intelligence is your spellcasting ability for your gastromancer spells, since the power of your magic relies on your ability to remember the steps and ingredients involved in all of your recipes at once. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DCf or a gastromancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Starting at 2nd level, you learn 3 recipes for high quality meals with astounding effects. Each serving of a high quality meal requires one use of your herbs and spices pouch. Each recipe takes 1 hour to prepare, although multiple servings of the same recipe can be made simultaneously. No character may gain benefits from more than 3 gastromancy meals per day, and they must be eaten at least 3 hours apart. You learn 1 additional recipe of your choice at 6th,10th, and 14th level.


The recipes are presented in alphabetical order

The recipes are presented in alphabetical order A Hearty Meal. You prepare a meal that deeply nourishes the body. Any character that takes a short rest upon finishing this meal recovers 1 hit die at the end of that short rest. The number of hit die recovered increases by 1 at 6th level, 10th level, and 16th level to a maximum of 4.

Arcane Aroma. Weaving herbs and spices with magic and gastronomical know-how, this recipe will allow arcane casters to recover a small number of lost spellslots if they take a short rest upon finishing the meal. The spell slots can have a combined level that is equal to or less than one third your gastromancer level(rounded up), and none of the slots can be 4th level or higher. A diner may only benefit from one Arcane Aroma meal per day.

Bold Flavors. Filled with strong flavors that stir the soul to action, this meal will even out the spirit of those who consume it granting advantage on all fear saves and moral checks for the rest of the day, or until such a roll is failed, whichever comes first.

Collected Cuisine. Upon finishing this delicate meal, the dinner's head clears and their mind focuses. All ability checks that relies upon Intelligence or Wisdom in the next 4 hours can be made at advantage. Any periodof excitment, including but not limited to combat or other physical exertion, unsteadies the mind and theeffect is lost.

Divine Dinning. Weaving herbs and spices with magic and gastronomical know-how, this recipe will allow divine casters to recover a small number of lost spell slots if they complete a short rest upon finishing the meal. The spell slots can have a combined level that is equal to or less than one third your gastromancer level (rounded up), and none of the slots can be 4th level or higher. A diner may only benefit from one Divine Dinning meal per day.

Detoxifying Delicacy. Gastronomical magic literally pulls the toxins out of the dinner's body. What they are and where they go are a thing of magic, beyond mortal understanding, but this meal will allow the dinner to reroll a saving throw against any poisonous or toxifying effect they are currently afflicted by and grant them advantage on the next saving throw made against such effects this same day.

Stimulating Sustenance. With just the right blend of spice and spells, the dinner temporarily throw off 1 level of exhaustion for a number of hours equal to the gastomancer's Intelligence modifier (minimum 1). After this time the level of exhaustion returns.

Super Spicy. The intense heat from this meal can stave off the effects of cold, but requires its dinner to pass a DC 0 Constitution saving throw. A gastromancer may make this meal up to 4 chilies in strength, with each additional level of spice granting advantage against an additional source of cold or chill, but increasing the DC of the saving throw by 5. Failing this saving throw incurs 1 level of exhaustion.

Example: A 3 chili meal will grant advantage on saving throws against the next 3 cold or chill effects on the day it is eaten, but the dinner must pass a DC 10 Constitution saving throw. If they fail, they gain 1 level of exahustion but still gain the benefits. Any character who begins this meal will automatically know how spicy it is and what the DC check will be and can choose to stop eating it, avoiding the effects.

Iron Stomach[]

By 15th level, you have acquired a stomach of steel. You are immune to all ingested poisons, toxins, and foul foods.