D&D 5E - How to run a cooking contest in iD&D

-These DCs are for determining the outcome of the Helpers' rolls and the Cook's roll at the end of the round. A team consists of the Cook and up to 2 Helpers. The challenger (Cook) decides how many helpers they want to use, up to 2. Each helper brings the total DC down by 2,

Hey everyone, I know this thread has been dead a while but I just stumbled across it and happen to love making homebrew rules for things like this and thought I would give it a go! This is totally inspired by Iron Chef.
DCs for the competition itself will be set to 14, 18, and 22. (Make these whatever you feel appropriate for the characters' level)

-These DCs are for determining the outcome of the Helpers' rolls and the Cook's roll at the end of the round. A team consists of the Cook and up to 2 Helpers. The challenger (Cook) decides how many helpers they want to use, up to 2. Each helper brings the total DC down by 2, so with 2 helpers, the DCs are 10, 14, and 18.

-Each round consists of 2 phases: Prep phase and Cook phase.

-During the Prep phase, the Team has an opportunity to perform up to 3 flourishes. Each flourish has the potential to impress the judges and help you win extra points, but if failed will cost you points. A flourish can also be used to hinder the other team and cause them a penalty. A bonus results in a +2 to your round final dice roll and a penalty amounts to a -2 to the end roll. You can also think of these bonuses and penalties as just raising or lowering the round DC.

-During the cook phase, the helpers roll their assistance dice and attempt to meet the DC for the round. The bonuses or penalties accrued from the prep phase apply to the Helpers' rolls. The result of the Helpers' dice rolls determine if the cook gets advantage, disadvantage, or a neutral roll. If the result of the Helpers' rolls are that they (both if there are 2 helpers) meet or exceed the round DC, the Cook gets advantage. If they (both if 2 helpers) fail, the Cook gets disadvantage. If there are 2 helpers and one meets and one fails, the cook gets a neutral roll. Finally, once the result of the Helpers' rolls are determined, the Cook makes his final roll for the round. Add together all bonuses and penalties from the 2 phases and the advantage or disadvantage from the Helpers' rolls. The amount of points won for each round is the total result of this roll minus the DC of the round.

-Example: For round one the DC is 10. If the Cook has 2 helpers and they have succeeded with all 3 flourishes (+2 for each flourish netting a +6) and the Helpers both succeed in getting a 10 or higher (needing to roll a 4 on the D20 due to the result of the flourishes), then the Cook makes a D20 roll with advantage and gets a natural 20, the team scores 16 points for the round: 20 on the dice, +6 from the flourishes, -10 for the DC.

*I would also allow a player with proficiency in Cook’s Utensils to be allowed to add their proficiency modifier to the final roll.

Ideas:

The prep phase will have a possibility of up to 3 flourishes. A flourish is a skill check of whatever you can think up and roll the related skill to either grant your team a bonus or land the other team a penalty. Want to throw a carrot in the air and dice it up before it lands? Roll acrobatics. Want to distract a helper on the other team to mess up what they are working on and have to start over? Roll a performance (or even use a spell slot to ensure a success, like minor illusion to make it look like you’ve cut off your finger. *absolutely no evocation allowed). Have some sort of exotic ingredient you want to add to the dish? Add an automatic success. It is my opinion that any sacrifice a player makes, like using a spell slot or parting with an item like an exotic ingredient should grant an automatic success but rule it as you like. Maybe that only grants them an advantage to the roll? All DCs for these rolls will be up to the DM to determine. How hard would it be to throw a carrot up into the air a dice it before it landed?

Anyway, cheers!

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