A Regular Hat that Definitely Doesn't have a Rat in it
Requires attunement, very rare hat
This is a tall but otherwise normal chef's hat. The hat is white, and in good condition. The hat definitely doesn't have a rat in it.
Definitely Doesn't Have a Rat in it. This hat contains a magical rat chef who can only be seen when he wants to be. Usually the person attuned to the hat will see the rat, but this is the rat's choice. The hat functions as a pocket dimension for the rat, who can enter or leave the hat dimension as a free action if the rat is within 30ft of the hat. The rat is adept at hiding from danger, and damage that affects the hat's space will not harm the rat. The hat can only hold the rat and any culinary ingredients that the rat stashes in the hat.
Befriending the Rat. The hat has a special attunement process. Both the hat wearer and the rat must get used to working together. The pair must collaborate in cooking a traditional Italian meal for two. The creature attuning to the item must succeed on a DC13 Performance check for completion of the meal. On a failure, the creature cannot attempt to attune again until the following dawn. Creatures with proficiency in Chef's Tools or with the Chef feat make this check with disadvantage as the rat has creative disagreements with them.
Culinary Master. After attuning to the hat, you acquire seemingly marvelous culinary talents overnight! A great chef can come from anywhere, and every meal you cook is supernaturally delicious. You can cook one main meal and one snack per day for you and 10 friends. A meal takes an hour to prepare, and a snack takes 10 minutes. The meals are so delicious that any creature who consumes the meal gains 1d6 HP and their maximum HP increases by the same amount for 24 hours. Any creature who consumes a snack during a short rest re-roll one hit die and take the higher value if they roll hit dice to regain HP. Meals must be eaten hot to grant their benefits, immediately following the hour of preparation. Snacks will stay fresh for 8 hours.
Two Heads are Better than One. You and the rat form a strong bond of friendship and collaboration and work seamlessly as a team. The hat has 4 charges and regains 1d4 charges at dawn. Whenever you or a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend one charge. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the roll succeeds or fails. When you expend a charge, the target creature rolls 1d20 and you choose whether they use the new d20 roll or the original roll. If you expend the last charge, roll a d8. On a 1, the rat will develop Separation Anxiety.
Artisan's Suspicion. Your skill is unnatural, and you become a suspicious prodigy. You have disadvantage on Charisma checks when interacting with other master artisans. If you roll a 1 on the d20 on this Charisma roll, the artisan will become your enemy. An enemy artisan will seek to expose you and the rat for faking your skill, tarnish your reputation, and will even report you and your rat to the health department.
Separation Anxiety. The rat will become emotionally attached to you as you go on adventures together. If you want to unattune from the hat, this will make the rat very sad. The rat will also become sad if you don't cook any meals together for 3 days. When the rat becomes sad and feels betrayed by you, the rat will retaliate against you until you mend the relationship or are more than a mile away from the rat. While the rat is sad and retaliating, you have disadvantage on all attack rolls, saving throws, and ability checks. When the rat is sad, you cannot benefit from your friendship and lose all other effects of the hat except this one.