


Welcome behind the Screen
This is The Dungeon Master’s Cookbook — the home of homebrew, house rules, and deliciously dangerous DM tools. Whether you’re a curious creature, a seasoned storyteller, or a rules lawyer sharpening their quill, you’re welcome to peek behind the screen.
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Here we keep our secret ingredients: the tweaks, tricks, and twisted recipes that flavor our game. Take what you need, stir it into your own campaign, and remember — every dish tastes better with a little fear.


Setting the table
Welcome to our table. We keep the bones of Dungeons & Dragons and feed them a little extra meat (of suspicious origin).
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The Official Stuff
We use the 2024 rules found on D&D Beyond. For the full rule set, head to www.dndbeyond.com. That’s the clean source. No tricks. No sticky fingers.
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Safety First
Fear is tasty. Genuine harm is not. Before the mics roll, we use a session zero to set lines and veils. Boundaries are clear. You can find an example document HERE . We encourage every table to do this before the dice roll
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Homebrew Adopted by Our Table
These are the tweaks that give our game its bite. They keep the story fast and the horror close.​
Rule of Cool
If a player describes something bold and vivid, we reward it. Expect an advantage, a small bonus, or a fun twist. Style matters.
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Lucky Break on a Natural 20
A Natural 20 on an attack means max damage plus a roll. Spicy hits. On ability checks and saves, a Natural 20 can bend reality. Doors pop. Ropes snap. The table shakes.
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Fumbles Have Teeth
A Natural 1 on an attack triggers a mishap, at the DM’s discretion. Drop a weapon. Trip. Hit a friend for a scratch. Funny. Painful. Fast. Sometimes deliciously mean.
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Inspiration Fuels Mayhem
Inspiration stacks to three. You earn it for sharp roleplay, clever plans, or making us laugh like goblins. Spend one for an advantage. Spend three to add a wild narrative flourish that fits your class and level.
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Death Saves Are Dramatic
On death saving throws, our players share memories from their lives, beauty, tragedy, joy, love, and regret. It’s in the player’s hands​
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Resting Is Gritty When the Moon Is Wrong
Short rests are one hour. Long rests are eight hours in a safe place. If the area is cursed or haunted, we may delay some benefits until morning. We’ll tell you when the night feels off.
During every long rest, all players roll a d20. The lowest roll receives a nightmare. It delivers cryptic clues and cruel foreshadowing of what lies ahead. Sleep comes at a price.
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Spell Stuff Is Light
We ignore the need to acquire most cheap material components. Players are assumed to have these in their packs. We focus on the storytelling, the focus, words, and gestures.
If a spell needs a costly gem or component, you’ll still need to acquire it.
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Encumbrance Is Story-Based
Carry what makes sense for a person your size. We don’t track by weight, but by narrative. If the pack turns silly large, we’ll slow you down or make you drop something in a panic.
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Story-Based Level Ups
We don’t count kills or tally numbers. Characters grow when the story demands it, through scars, choices, and the horrors they survive.
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Satan’s Bargain
When the dice betray you, you can whisper a Deal with the Devil. You trade fate for favor, an automatic success now, but doom later. The DM will mark the debt. Somewhere down the road, at the juiciest moment, your luck will curdle into a guaranteed failure.
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It’s a player and DM contract, signed in smirks and bad ideas. The devil always collects, and the story always gets juicier.
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Bonus Action Munch
When hunger strikes mid-chaos, a player may declare a Bonus Action Munch. It deals no damage, but offers flavor, literal and narrative. Describe what your teeth sink into. The DM may reveal a taste that hints at danger, magic, or decay. Sometimes the bite has a mechanical effect on the environment. Sometimes it just crunches loudly. Either way, it feeds the story.
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Cooking
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When the battle’s done and the fire crackles low, it’s time to cook what’s left of dinner… or whatever used to be trying to kill you.
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Players who cook must roll for each step: carving, cleaning, and cooking. A high roll means clean cuts, perfect seasoning, and a meal to make a god drool. A low roll means gristle and regret. Steak or sludge. Rare or charcoal. The dice decide what hits the plate.
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Some ingredients hum with strange life. High-protein meat may grant a small strength boost. Herbs with a shimmer might restore a breath of health or lend temporary hit points. The effects are fleeting but flavorful, short-lived bonuses born from player creativity and DM discretion.
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When a player cooks, they roll a d100 to see how the meal turns out. Depending on their ingredients, quality, and prep, a player may have advantage or disadvantage on this roll at the DM’s discretion.
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D100 Roll
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01–10
Utter Disaster - Burnt. Inedible. Possibly cursed. The smell alone reduces morale.
Everyone who eats it makes a DC 10 Con save or gains the nauseated condition for 1 hour.
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11–25
Barely Edible
Charred outside, raw inside. Texture of guilt.
No benefit. Might restore 1 HP from sheer willpower.
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26–40
Rough Rations
Edible, but chewy and bland. Keeps you alive, not happy.
Normal nourishment, no bonuses.
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41–55
Passable Meal
A little tough, but flavorful enough to eat without complaint.
The table gains +1 temp HP.
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56–70
Tasty Success
Well-cooked and seasoned with care. The firelight loves you.
The table gains +1 to their next attack roll or ability check.
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71–85
Delicious Triumph
Juicy. Balanced. The kind of meal that brings tears to a barbarian’s eyes.
The table gains 1d12 temp HP and a boon relative to the meal.
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86–95
Hero’s Feast (Minus the Spell Slot)
Perfectly prepared. Smoke curls like a blessing.
The table recovers 1d10 HP, and the cook receives 1 inspiration point. The table also gains a boon relative to the meal cooked.
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96–100
Divine Cuisine
The gods themselves lean closer. It tastes like destiny.
Gain 1d10 temp HP and 1 inspiration point for all who eat, plus a boon relative to the meal cooked.
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THE HUNGER
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Hunger gnaws at more than your belly, it chews through mind and marrow alike. It creeps in quiet, a slow rot beneath the ribs, whispering that one more bite couldn’t hurt. This system replaces the traditional Exhaustion, stacking in six miserable stages. Go too long without a meal, or spend too long spilling blood, and the hunger finds you. Feed it well, and you live another day. Feed it poorly, and it feeds on you instead.
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Hunger functions , with 6 stages, Each level stacks cumulatively. A creature gains 1 level of Hunger for every 24 hours without consuming a full meal (or a blight-safe ration). Or after a combat. Creatures in Blighted or barren zones may also gain Hunger faster , every 12 hours if exposed
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Removing Hunger: Cook & eat ( any condition of food above ‘’ Barely Edible ‘’ on the cooking tabel , relieve 1 level of Hunger. A Tasty Success can remove 3 levels. A Delicious Triumph can cure all hunger. Eating corrupted or Blighted food may restore Hunger but may have consequences
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Levels of THE HUNGER
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1 — Gnawing
Your stomach protests with infernal orchestra.
You have disadvantage on Wisdom (Perception) checks relying on focus; faint hallucinations of food whisper to you.
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2 — Craving
The scent of blood and bread are indistinguishable.
Disadvantage on Charisma checks and concentration saving throws.
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3 — Weakening
Muscles twitch like spoiled meat.
Speed reduced by 10 ft; Disadvantage on Strength and Dexterity checks.
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4 — Delirium
You begin to see faces in your food, and your friends.
Disadvantage on all attack rolls and saving throws against charm or fear. You may attempt to bite or consume nearby organic matter when under duress (DC 15 Wisdom save to resist).
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5 — Starved
Your body begins eating itself; your eyes sink, your breath reeks of bile and prayer.
HP maximum reduced by 25%; you automatically fail Constitution saves to resist disease or Blight.
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6 — Devoured
The void wins.
You die, consumed from within by your own hunger. In Gourmentilia, such a corpse may rise as a Hunger Wight, a husk that devours endlessly, its mouth full of whispered apologies.
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What Our Homebrew Means for Listeners
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Fights hit hard and move fast.
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Big moments pop. The dice roar. The crowd cheers.
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Horror leans into chaos but never into harm for the players at our table.
What This Means for players
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More fun.
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Time to sink our teeth into the joy of storytelling.
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High risk equals high reward.
Want the Raw Rules
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Go to www.dndbeyond.com for the full 2024 rule set. Tell them the pantry sent you. They won’t know what that means. That’s fine. Totally fine. Nothing bad will happen at all.
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Change Log
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We tweak things as the season unfolds. We’ll note bigger changes here so you can follow along.
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Version 1.0 — The pantry opens. The rules smell fresh.








