In this room is one of the odder treasures we brought back: an invisible roast ham. Smells delicious, but I can't find it. I'm so hungry.

Few things are more foundational than food, and Chefs are the undisputed masters of food preparation and use. While the archetype has a lot of straightforward useful effects, it also pairs well with a bit of imagination for more unorthodox problem-solving.

Chef Edibles are your specialty.
caret-right Bait Lure them in with food.
caret-right Break Bread Befriend targets by feeding them.
caret-right Supertaster Increase food safety and utility.
caret-right The Itis Your food puts them to sleep.
caret-right Tonic Invigorate yourself.

Chef

Protection plus-circleThis is Serious Gourmet Shit: Anybody can cook, but you can cook. Up to once per day when you feed yourself (either by spending 1 Provisions as normal or via any other method that allows you to feed yourself, such as the Ranger or Verdant archetypes), you also remove 1 point of Stress.

plus-circleGroup Serving: This benefit also applies to everyone else in your party that you're cooking for.
Protection plus-circleEat Your Feelings: You can choose to spend Provisions to negate dungeon Stress instead of Mojo. You cannot negate Stress from any source other than dungeon exploration this way. If you'd rather use Mojo for this purpose, you still can.
Utility plus-circleConnoisseur: If you need a specific, high-quality edible when you're out in the field (like warm pie, fifty-year-old scotch, or filet mignon maybe) you can pull it out with an action.

minus-circleProvisions: Pulling out a high-quality edible on demand requires you to spend 1 Provisions.

Bait

Utility plus-circleLure Encounter: You can lure a random encounter. You can choose a particular sort of creature that is fairly common in the area or just roll one up randomly. The encounter arrives shortly, and so long as you let it eat will have an attitude +2 steps better than whatever gets rolled.

minus-circleProvisions: Luring a random encounter on demand requires you to spend 1 Provisions.
Utility plus-circleDelicious Distraction: As an action, you can deploy something delicious to any location within throwing range (0-10 meters). Any creature that spots the food immediately wanders over to it and then spends three full rounds inspecting/eating it.

plus-circleClueless Only: Any creature that is or suspects they might be in any immediate danger is immune to this trickery. It only works on the bored and/or relaxed.

minus-circleProvisons: Roll a trigger die when distracting a target. If the result is 1-6, doing so requires you to spend 1 Provisions. You can't pull a Delicious Distraction if you have no Provisions left.
Sidebar: Reaction Checks
All creatures have a general default attitude from the following list in ascending order of friendliness: Hostile - Confrontational - Suspicious - Neutral - Curious - Polite - Welcoming.

If a creature is randomly encountered, the referee might ask for a reaction check. This is a trigger die roll that adjusts their default attitude up or down the scale.
Die Result Attitude
1 -2
2-4 -1
5-8 0
9-11 +1
12 +2

Break Bread

Social plus-circleShare A Meal: You're so affable (and your food is so good) that anybody who eats your food can't help liking you. Any creature that shares a meal/drink with you is charmed by you until they get hungry again. Charmed subjects have an attitude of Welcoming and regard you as a trustworthy friend so long as you don't do anything to prove otherwise.

plus-circleIrresistible: Creatures that wish to resist having a meal with you for whatever reason (including a longstanding hatred of you or your kind) must roll a trigger die- on a 7+ they turn you down but on a 1-6 they just can't help themselves and eat anyway.

plus-circleFine Memories: Depending on how the meal ends, this experience is likely to count as a positive interaction even after the charm effect wears off and thus allow you to make a friendship check with the target.

minus-circleProvisions: Feeding a creature in order to befriend them requires you to spend 1 Provisions. Feeding multiple creatures at once requires one Provisions per subject.

Supertaster

Utility plus-circleAnton Ego: You know the exact ingredients in everything you eat. If your food has been tampered with (poisoned, mutagenic, drugged, full of spider eggs, etc) you know and can spit it out before it has a chance to harm you.
Utility plus-circleInfinispice: You can make anything taste good. ANYTHING. Making something taste good is not the same as making it nutritious.
Utility plus-circleMeat Lore: Through a careful and somewhat mystical cooking process, you can create a cut of prepared meat that temporarily imparts properties of the creature it came from to its eater. The meat's eater temporarily gains one archetype or ability known by the creature it is eating- for example, eating a dragon steak prepared with Meat Lore might temporarily give its eater a breath weapon (the Spewer archetype), hard scales (the Tank archetype), wings (the Flyer archetype) or something else entirely that the dragon had. The exact ability is chosen by the chef at the time of preparation.

plus-circleItem: Prepared meat doesn't need to be consumed right away and can be stored for later when it's needed most. Every cut of prepared meat occupies one inventory slot.

minus-circleShort Duration: Temporary archetypes or abilities granted via this ability last for a single exploration turn.

minus-circleButchery: You can create one cut of prepared meat per corpse (everything else in the dead creature is just plain old food). You can only prepare meat from the corpse of something that is of a species non-similar to your own.

doubledCannibal Chef: If you also have the Ghoul archetype, you can freely make prepared cuts of meat from the corpses of your own or similar species.

The Itis

Utility plus-circleFood Coma: You can choose for any creature that eats your food to become very sleepy afterwards. So long as they don't perceive themselves to be in any immediate danger, they will almost immediately fall asleep and stay that way for at least a few hours, maybe longer.

Tonic

Utility plus-circleHip Flask: As an action, you can consume something that instantly energizes and focuses you. You immediately regain 1 point of lost Energy and Attention (up to a maximum of your Flesh).

minus-circleProvisions: Roll a trigger die when using Tonic to heal yourself. If the result is 1, then doing so requires you to spend 1 Provisions.
caret-right Alternative plus-circlePotent Brew: Your Tonic can restore 2 or 3 points of lost Energy and Attention instead of only 1.

minus-circlePricier: If your Tonic restores 2 Energy/Attention, then it consumes Provisions on a trigger die result of 1-3 instead of 1. If your Tonic restores 3 Energy/Attention, then it consumes Provisions on a trigger die roll of 1-6 instead of 1.
caret-right Alternative plus-circleChug It, Shorty: You can heal an ally with Tonic, not just yourself.

minus-circleSlower Going: In addition to the normal potential Provisions cost, energizing an ally is slower than energizing yourself. You must use an action to hand them the Tonic, then they must use an action of their own to consume it.

plus-circleToss the Nosh: You can also throw your Tonic to anywhere within throwing range (0-10 meters). It belongs to whoever picks it up. You can toss it directly to a creature and allow them to catch it as a free action if either you or they know the Juggler ability from the Thrower archetype.