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The Comprehensive Guide to

Collecting & Crafting

A guide to collecting & crafting systems


for the world's greatest roleplaying game
v1.5
By u/Mavrick593
Contents
Appendix A: Ingredient Lists 20
Part 1: Collecting Materials 3
Poison Herb Ingredients ...........................................................20
Herbalism ...............................................................................3 Poison Formulas & Crafting .................................................... 21
Finding Herbs ............................................................................ 3 Potion Herb Ingredients ........................................................... 22
Harvest Table ............................................................................. 3 Potion Formulas & Crafting .....................................................23
Harvesting Plants .........................................................4
Harvest Yield ..............................................................................4 Appendix B: Herb Terrain Tables 24-25
Identifying Plants ...................................................................... 4 Common Ingredients & Grassland Ingredients ...................24
Selling Herbalism Ingredients ............................................... 5 Hill Ingredients & Forest Ingredients ....................................24
Harvesting Creatures ............................................... 6 Desert Ingredients & Water/Coastal Ingredients ................25
Creature Parts and Values .......................................................7 Mountain Ingredients & Swamp Ingredients .......................25
Harvesting the Earth ................................................8 Arctic Ingredients & Underdark Ingredients ........................25
Special Materials Tables ...................................................... 8-9
Part 2: Alchemy 10
Alchemy Check ........................................................................... 10
Crafting Potions and Poisons ..................................................10
Part 3: Crafting & Materials 11
Special Materials .........................................................12
Materials Field Guide .......................................13-15
Flora Field Guide 16-18
Ingredients A - D .........................................................................16
Ingredients E - M ........................................................................ 17
Ingredients N - W ....................................................................... 18
Variant Rules 19

Credits
This is heavily adapted from a mix of core rules and many
different homebrew ideas I found around the web, most
notably Octavian's Guide to Herbalism & Alchemy and The
Wilderness Survival Guide.
Art Credits
Cover:
"Alchemy Workshop" by Yaroslav Radeckyi
Interior:
"Solstice Gathering" by Anne Stokes
"Dragon Carcass" by Thomaswivegg
"Alchemist" by Alan Vadell
"Eitri - Berloga-workshop" by Luciano Komorizono
"Bone armor character concept" by jeffchendesigns
"Dwarf-Forge" by Graffiti-freak

CONTENTS
2
Part 1: Collecting Materials
Herbalism
The craft of gathering, harvesting and identifying plants and
ingredients for use in alchemical concoctions. While players Harvest Table
are out traveling the world they might want to gather some
local flora. Herbalism is used to gather things like petals, Herbalism Check Max. # of Harvest Checks
seeds, coral, mushrooms, leaves and much more. 15-17 1
The use of an herbalism kit is required to gather 18-19 2
ingredients through the use of clippers and other tools to
seperate the needed parts from the plants found. Vials, 20-21 3
pouches and other containers are then used to store those 22-23 4
ingredients for future use or sale.
The following guide will walk you through the three main 24-25 5
functions of Herbalism. 26-27 6
28-29 7
Finding Herbs
30-31 8
You can make one DC 15 Wisdom (Nature/Herbalism Kit)
per day to determine if you can find anything that can be 32-33 9
harvested. Compare the result to the Harvest Table to 34-35 10
determine the maximum number of Harvest Checks you can 36-37 11
make. Each harvest takes 1 hour and you do not need to use
the full harvest count.
The base DC is 15, however this can be adjusted, or even
impossible, according to the environment. For example, if you
are traveling through rocky mountains plant life might be
more sparse, or non-existent in a stone basement.
If you are proficient with an herbalism kit but not Nature,
add your proficiency bonus to the check. If you are proficient
in Nature and the herbalism kit you gain advantage on this
check.
Specific Search
Perhaps you know exactly what you are looking for. As an
alternative to the regular check you may pick a known
ingredient you wish to find from your local Biome. Make a
Wisdom (Nature/Herbalism Kit) check with a DC of 15 plus
the DC Modifier of that ingredient. On a failure, you use 1
hour of time and are unable to find the ingredient you were
searching for. If you perform a search for a specific ingredient
you only harvest once.
Venturing further out
During downtime you may venture further out into the
wilderness to reach far off biomes. Depending on where you
are in the world, you may travel to distant environments given
that you have enough days of downtime to travel there, gather
herbs, and travel back. For each day you spend gathering
herbs, you may make up to two Herbalism checks.

PART 1 | COLLECTING MATERIALS


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Harvesting Plants Identifying Plants
Harvest Check Unknown Ingredients
You've successfully found plants. Now you have to harvest What happens when you find an ingredient you don't
them. Make a number of Harvest Checks up to the amount recognize? Make an Intelligence (Nature/Herbalism Kit)
from the Harvest Table by rolling 1d2, 2d6, and 1d12 for check to see if you are able to identify the plant and its useful
each harvest. Each harvest takes 1 hour. properties (passive scores and previously identifying the
Characters who have proficiency with an herbalism kit material allow automatic success). DC = 15 + DC Modifier
have a greater ability to harvest ingredients and receive a of that Ingredient.
bonus when havesting. They receive a +1 bonus to the If you are proficient with an herbalism kit but not Nature,
quantity of ingredients harvested for having proficiency with add your proficiency bonus to the check. If you are proficient
an herbalism kit and a +2 Bonus if they have expertise with it. in Nature and an herbalism kit you gain advantage on this
Rangers and druids also receive a +1 bonus to the quantity of check.
ingredients harvested due to their attunement to nature. If successful, you know the name of the plant and the
These bonuses are cumulative so a ranger who is proficient formula for how it can be used to create a poison or potion.
with an herbalism kit will recieve a +2 to all Harvest Checks If you are unable to identify the ingredient, you may
using the 1d2. This means they will always be able to find or perform research to discover what it is (consult books or an
extract at minimum 3 portions of each ingredient gathered. expert. XGE 132), or experiment with it. Each unit you have
harvested is good for one attempt at experimentation to
identify the plant's useful properites (see Alchemy section
Harvest Yield: 1d2 below).
( +1 for Rangers or Druids )
( +1 for profiency with an Herbalism Kit or +2 with Expertise)
This determins the number of units of the ingredient you Restrictions to Knowledge
found. It's possible who you talk to only knows a limited
amount of information. This can be limited in three
Ingredient Type: 2d6 different ways.
This determins which ingredient you find. Compare the
result to the Terrain Table for your current biome. Ecosystem (Forest plants, mountain plants, etc...)
Rarity (Common, Uncommon, Rare, or Very Rare)
Usage (Poisons or Potions)
Common Ingredient Type: 1d12
This is for common ingredients and is rolled at the same The alchemist or herbalist you speak to in the local
time just in case your 2d6 come up 6, 7, or 8 on some of appothacary may only deal with potions or even
the Terrain Tables. It is only used if you are instructed to more restricted by only knowing ingredients used
look at the Common Ingredients Table. in potions from the local ecosystems.

Example Harvest:
You're in a Forest looking for Ingredients
and you find:
1d2 = 2
2d6 = 4
You harvested 2 Emetic Wax from the Forest Terrain Table

PART 1 | COLLECTING MATERIALS


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Selling Herbalism Ingredients
Herbs and common plants are often sold in cities, towns, and even sometimes villages. This can be done either during downtime
or in session, and operates the same regardless. However, depending on how the economy of the world your in is about, the prices
and quantities of said items could be at any end of the spectrum.
Don’t expect to walk into the town of Willsbury, which recently was ransacked by orcs, and hope to sell your ingredients at full
price, or even at all! Sometimes you can get lucky and unload all your unwanted ingredients in a capital city in need of fresh herbs,
and other times you’ll be holding onto stuff for awhile.
Under normal everyday circumstances, a player can expect to sell a handful or two of common ingredients to a merchant in a
city or town. However, the amount of money for those herbs will still vary vastly. Rare ingredients are very hard to sell at full price,
and even harder to find a buyer for.
Just like selling magic items, the player will need to perform a DC 20 Intelligence (Investigation) check to find potential buyers of
their products. Another player in the party can assist in this venture by offering their services, granting the original player
advantage on this roll.
On a failure, no buyer can be found until the player performs a long rest and attempts again. On a success, the player is able to
find a buyer in a nearby area to them immediately. If this was done during downtime, it takes a number of days equal to the rarity
of the ingredient. Also, the rarity of the ingredient you are trying to sell might affect the chance that the price will not be near full
price for that particular ingredient. Consult the tables below for both the prices offered by a potential buyer, as well as the amount
of days it would take during downtime to find one.

Selling Herbalism Ingredients


Rarity Price d100 Roll Modifier Days to find Buyer (% chance in 1 day)
Common Up to 15 gp +10 1d4 (25% in 1 day)
Uncommon 16-40 gp +0 1d6 (17% in 1 day)
Rare 41 - 100 gp -10 1d8 (13% in 1 day)
Very Rare 100+ gp -20 1d10 (10% in 1 day)

*Apply d100 Roll Modifier to rolls on the Herbalism Prices table

Herbalism Prices
d100 + Mod You Find...
20 or lower A buyer offering a tenth of the base price
21 - 40 A buyer offering a fifth of the base price, and a shady buyer offering half of the base price
41 - 80 A buyer offering half of the base price, and a shady buyer offering the full price
81 - 90 A buyer offering to purchase all of your ingredients at once at half price
90 or higher A shady buyer who is willing to buy all of your ingredients at full price, no questions asked

You determine the buyer's identity. Buyers sometimesss procuree rare and very items through proxiesss to ensure that their
identities remain unknown. If the buyer is shady, it's up to you whether the sale creates legal complications for the party later.

PART 1 | COLLECTING MATERIALS


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The number of checks you can make and the time used for
Harvesting Creatures harvesting all the parts of a creature depends of the size of
Creature parts are used as alchemical materials and for the creature as shown in the following table.
creating armor and weapons for the adventurers, which some Creature Size Max. Harvest Checks Time Required
of them gives special features. Others take some of the Tiny 1 15 minutes
creature parts as trophies and decorations for their armor
and houses. Small 1 30 minutes
If you want to extract parts of animals and creatures, you Medium 2 1 hour
may make an Intelligence (Nature) check to determine if
you can ascertain how to safely and effectively extract the Large 3 1.5 hour
part. On a success, you gain +5 on the harvesting check. Huge 4 2 hours
You can then make a Wisdom (Survival) check for Gargantuan 5 2.5+ hours
harvesting parts. On a success, you are able to harvest the
desired part. On a failed check, the part is destroyed or
damaged. Each successful check gives you a number of units
It's up to the DM to determine if different abilities or skills depending on the creature size as shown in the following
apply, depending on factors such as the desired part, the table, which can be used for creating new pieces of
creature type and how common that creature is in the world. equipment or as alchemical materials.
The DC for both checks is DC = 15 + 1/2 of the creature's Creature size Units collected per check
CR (Creatures with a CR less than 2 don't add the CR to the
DC). Tiny 1/4 unit
Small 1/2 unit
Harvesting Poison Medium 1 unit
If you are attempting to harvest poison from a creature you
Large 2 units
must handle it carefully. If you fail the harvesting check by
Huge 3 units
more than 5, you are subjected to the creature's poison.
If you are proficient with the poisoner's kit your practice Gargantuan 4 units
and expertise lends to no risk in handling the poison. In
addition, you may add your proficiency bonus if you are not When you use parts for crafting armor and weapons, you
proficient in the harvesting skill. If you are proficient in both
need a number of units of the same material depending on
the size the creature that will use the item. You can read
the harvesting skill and the poisoner's kit you gain advantage
more about crafting and the materials in the crafting section.
on the roll. When you use the parts for alchemical work you can use 1
When harvesting poison you collect one unit per creature, unit per Alchecmy Check. Each potion or poison that can be
regardless of the creature's size. This does count towards the crafted from monster parts requires 1 unit. Note, some
total number of harvest checks for that creature. poisons extracted from animals do not require alchemical
processing, such as Wyvern venom.

PART 1 | COLLECTING MATERIALS


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A Sampling of Parts Butchering (Foraging Variant)
The following table includes examples of creature parts. While characters can forage to survive in the wilderness, they
Some parts deal damage if you fail to extract it. The can also hunt creatures to harvest the meat for food. The
elemental damage can be any type of damage as determined meat they yield spoils after a single day if left uneaten and
by the DM (for example, a character takes fire damage on a unpreserved. Eating spoiled meat might require a
failed check to extract the essential organ of a red dragon). Constitution saving throw to avoid vomiting or disease.
You can determine the damage dealt using the same A character can make a Wisdom (Survival) DC 15 check
guidelines for trap damage found in chapter 5 of the Dungeon to try to collect meat as food. The DC for the check is
Master's Guide. typically 15, but can be modified to suit the needs of the
situation. The amount of meat harvested is determined by the
Part Potential consequences creature size and the amount of time taken.
Stinger Deals poison damage on a failed check Harvesting meat does not count towards the maximum
Wings, — harvest checks you can make on a particular creature.
feathers
Creature Food Yield
Fins — Creature Size Max. Food Yield Time Required
Chitin — Tiny 1 lb. 15 min.
Tail — Small 4 lb. 30 min.
Fangs, teeth Deals piercing damage on a failed check Medium 16 lb. 1 hour
Organ — Large 32 lb. 2 hours
Horns Deals piercing damage on a failed check Gargantuan 64 lb. 4 hours
Ectoplasm Deals necrotic damage on a failed check
Scales —
Elemental Deals elemental damage on a failed check
essence
Claws Deals slashing damage on a failed check
Bones —
Slime, mucus Deals elemental or poison damage on a
failed check
Essential Deals elemental damage on a failed check
Organ
Fur, hide —
Blood —

Part Values
The value of each harvested unit ranges between 1% to 50%
of the experience of the creature. You can determine the
values of each extracted part in the following table.
Unit Value
CR Creature rarity Unit value
4 or less Common 1% of the creature exp.
5-12 Uncommon 5% of the creature exp.
13-18 Rare 10% of the creature exp.
19-24 Very Rare 25% of the creature exp.
25+ Legendary 50% of the creature exp.

For example, if you harvest some feathers from a hippogriff


(CR 1), the value of the feather unit will be 1% of the base
experience (200 exp), which is 2 gp. A unit of pseudodragon's
scales is worth 5 sp (CR 1/4), and a unit of an adult blue
dragon's scales is worth 1,500 gp (CR 16).

PART 1 | COLLECTING MATERIALS


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d20 Gemstones Found
Harvesting the Earth 1-10 1 gemstone (10 gp)
Materials such as wood, stone, minerals and coral can be 11-15 1d4+1 gemstones (10 gp)
used to craft weapons or armor. Each search and potential
harvest of these resources requires 1 day. 16-18 1 gemstone (50 gp)
As a part of downtime, you may travel to distant 19 1d4+1 gemstones (50 gp)
environments given that you have enough days of downtime 20 Roll twice
to travel there, gather resources, and travel back. Depending
on how much you gather you may need to account for a way
to transport the materials. Material Values
Minerals are divided into two types, Ore and Gemstones. Minerals and other materials can be sold, and in some cases
bought, at the value of each unit depending on the material.
Finding and Identifying Resources For more information see the materials field guide below.
In order to locate minerals or other materials of the land,
make a Wisdom (Nature/Tool) check. Compare the result to Special Materials by Biome
the table below. You find materials of each rarity equal to and These tables can be used to help guide the DM towards what
lower than the DC that is passed. The DM determines which is available in any given location. Not all locations within a
materials are available in your current location. biome necessarily have all resources, even those within the
You make an Intelligence (Nature/Tool) check against the same rarity tier. The DM can choose what makes the most
same table to identify these materials (passive scores and sense or determine it randomly.
previously identifying the material allow automatic success). Grassland Hill
On a success, you know what the matieral is and its useful Rarity Resource Rarity Resource
properties. On a failure, the material remains unknown to
them. They can seek out knowledge of the material, Common Darksteel Common Cold Iron
experiment with it, or simply have it crafted and see what Common Darkwood Common Darksteel
effect it may have.
For each of these checks, if you are proficient with an Common Leafweave Uncommon Adamantine
appropriate tool and not Nature, add your proficiency bonus. Uncommon Spotted Birch Uncommon Mithral
If you have proficiency with both Nature and the tool, you Rare Asmoroch Oak Rare Dwarvenstone
gain advantage on the check.
DC Material Rarity
Forest Swamp
15 Common Rarity Resource Rarity Resource
17 Uncommon Common Darkwood Common Darkwood
19 Rare Common Leafweave Common Leafweave
21 Very Rare Uncommon Plague Koa Uncommon Plague Koa
If you would like to search for a specific material, they state Uncommon Spotted Birch Uncommon Spotted Birch
which resource or type of resource you are searching for and Rare Asmoroch Oak Rare Asmoroch Oak
make a Wisdom (Nature/Tool) check against the specific DC
corresponding to the desired material's rarity. On a failure,
you do not find any useful materials. Mountain Underdark
Rarity Resource Rarity Resource
Harvesting Resources Common Cold Iron Common Cold Iron
Of all of the materials found you choose one to harvest. The
base DC for a harvest check for any type of material is DC Common Darksteel Uncommon Admantine
15, using an appropriate tool (axe for wood, miner's pick for Uncommon Adamantine Uncommon Mithral
ore, etc.). This DC may be modified depending on
environment or circumstance. Uncommon Mithral Uncommon Obsidian
Make an ability check appropriate for the material being Uncommon Obsidian Rare Aerocrystal
harvested and the tools being used, such as Strength Rare Aerocrystal Rare Dwarvenstone
(Athletics/Tool) for mining or felling a tree, or Dexterity (Tool)
for extracting delicate gems. On a success, collect a number Rare Dwarvenstone Rare Ignum
of units equal to 2d4 + your Constitution modifier. Collect Rare Eternal Ice Rare Orichalcum
half as much on a failure.
If extracting gemstones, the DM determines the amount of Rare Ignum Very Rare Stellar Iron
the gemstones found, or rolls a d20 and compares the result Rare Orichalcum
with the following table. You can determine the kind of Very Rare Stellar Iron
gemstones found using the tables on page 134 of the
Dungeon Master's Guide.

PART 1 | COLLECTING MATERIALS


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Desert Arctic
Rarity Resource Rarity Resource
Materials Reference
Varies Ellond Hide Common Cold Iron
Resource Rarity Source/Biome
Rare Ignum Rare Eternal Ice
Adamantine Uncommon Mountain, Hill, Underdark
Rare Orichalcum
Aerocrystal Rare Mountain, Underdark, Coastal
Asmoroch Rare Forest, Swamp, Grassland
Coastal Oak
Rarity Resource
Beast Feather Varies Any feathered creature
Common Coral
Bone Varies Any vertebrate creature
Uncommon Obsidian
Chitin Varies Any shelled creature
Uncommon Plague Koa
Cold Iron Common Mountain, Hill, Arctic,
Rare Aerocrystal Underdark
Coral Common Coastal
Other Resources
Darksteel Uncommon Hill, Grassland, Mountain
It is possible that players will seek a specific material or type
of material that does not align with what is listed here. In this
Darkwood Common Forest, Grassland, Swamp
case, use these listed materials as a guideline to create the Dwarvenstone Rare Mountain, Hill, Underdark
new material. Each new material should have at least a Rarity, Ellond Hide Varies Desert creatures
Unit Price, and effect for either armor or weapons, even if that
Eternal Ice Rare Arctic, Mountain (top)
effect is decorative.
Ignum Rare Desert, Underdark, Mountain
(Volcanic)
Infernal Very Rare Infernal planes
Leather
Infernal Steel Very Rare Infernal planes
Leafweave Common Forest, Grassland, Swamp
Mithral Uncommon Mountain, Hill, Underdark
Monster Varies Any scaled creature
Scales
Obsidian Uncommon Mountain, Coastal, Underdark
(Volcanic)
Orichalcum Rare Desert, Mountain, Underdark
Plague Koa Uncommon Forest, Swamp, Coastal
Shadowsilk Varies Lair of arachnid creatures
Shadowfell Very Rare Shadowfell
Linen
Spotted Birch Uncommon Forest, Grassland, Swamp
Stellar Iron Very Rare Underdark, Mountain

PART 1 | COLLECTING MATERIALS


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Part 2: Alchemy

A
lthough a skilled herbalist could make a salve Alchemy Check
using Wild Sageroot, it could only be able to
heal an adventurer's wounds over a long period Intelligence (Arcana/Alchemist's Supplies)
of time (usually day's or weeks). And only to a
certain degree depending on the severity of the Alchemy Check DC = 15 + ingredient
wounds. As is the case for many common folk difficulty modifier
this is the only healing they can come by, or
afford for that matter. Each attempt requires 1 day and 1 unit of the material
Alchemy on the other hand is the process of attempting to being tested. There are three possible results when making
purify, mature, and perfect these magical materials (both an Alchemy Check:
plant and monster). This guide explores how alchemy can be On a successful Alchemy Check, you create the
used to eperiment with natural materials to unlock the corresponding potion or poison and learn the formula.
potnetial of these ingredients and discover the formula for On a failure, the vial’s contents don’t look exactly like you
magical concoctions. expected. It is up to the DM to decide whether the
Once the formula is known and the required ingrediants character knows if the mixture will work correctly or not.
are available, the player can take the time and cost required Making progress (the result is within 3 of the DC). You
to craft the corresponding magical item (XGE 128). haven't quite gotten it right, but subsequent attempts will
To conduct an alchemical experiment, you must own a set have -2 to the total DC.
of alchemist's supplies and make an Alchemy Check.
Reverse Engineering
Poisons If you have an existing potion or poison you can attempt to
One of an assassin's primary tools. The cunning combination reverse engineer it to learn the formula. Each vial of potion
of beatuy and leathality. or poison provides three units with which you can
Each poison must be delivered in one of four ways in order experiment on. Make an Alchemy Check with DC
to be effective: corresponding to the rarity of the tincture.
Inhaled Reverse Engineering DC
Ingested DC Mixture Rarity
Injury 10 Common
Skin contact
15 Uncommon
20 Rare
Enveonming Weapons 25 Very Rare
A single vial of poison can be applied to 1 weapon
30 Legendary
or up to 3 pieces of ammunition. A poison used
this way retains its potency until the weapon
successfully hits a creature or it is washed off. Any left over part of the mixture will have a diminished
effect.
Crafting Potions and Poisons
Once you know the formula and have access to the required
ingredients, tools (alchemist's supplies for potions and a
poisoner's kit for poisons), time, and money, you can make
new potions and poisons by using 1 unit of each ingredient
you would like to use and the following table (with
proficiency):
Ingredient Rarity Days (Potions/Poisons) Cost
Common 2/1 25 gp
Uncommon 5/2 100 gp
Rare 25/12 1,000 gp
Very Rare 60/30 10,000 gp

Note that the time to craft potions of healing is different:


1/5/15/20 days for each respective rarity.
See the Formula tables of Appendix A for additional
crafting details.

PART 2 | ALCHEMY
10
Part 3: Crafting and Materials

D
uring your adventures and travels, you can Hiring Artisans
collect a series of materials to craft special You can hire one or more artisans to help you create the item
equipment. This section expands the crafting or to create the item completely by themselves. When using
system found in the Player's Handbook and special materials, you need to hire an artisan who knows how
modifies some parts of it. to work that material.
The cost for hiring an artisan depends of the type of item
You can craft nonmagical items, including adventuring you want to create. In general, for rarer items you will need
equipment. Proficiency with a set of tools is not required to an artisan who knows how to work the material, has a
attempt crafting, but it certainly helps. You may need access crafting formula, or something similar. You can see the cost
to a special location for crafting the item as well. For of hiring an artisan in the following table. If you hire an
example, someone attempting a smithing project needs a artisan to create a unique item with special materials, the
forge to craft a sword or suit of armor. cost per day is 15 gp.
For each day of downtime you spend crafting, you can craft
one or more items with a total market value not exceeding 25 Hiring an Artisan
gp, and you must expend raw materials worth half the total Item type Cost per day
market value. If something you want to craft has a market Normal (common artisan 2 gp
value greater than 25 gp, you make progress every day in 25 labor)
gp increments until you reach the market value of the item. Special (special materials) 5 gp
For example, a suit of plate armor (market value of 1,500 gp)
takes 60 days to craft by you. By the end of this process the Unique (completely new 10+ gp (15+ gp w/ special
total cost to you is half the market value of the item (this item) materials)
represents the common raw materials used).
If you are not proficient with the requisite set of tools, the Crafting a Unique item
time and cost of this process increases by 50%. The number Crafting a Unique item is experimental by definition and as
of days an untrained person spends crafting counts towards such there is an inherent risk of failure. When you craft a
becoming proficient in that tool (XGE 134). Unique item, you must make a skill check at the end of the
Multiple characters can combine their efforts toward the process to see if you have succeded. The skill check should be
crafting of a single item, provided that the characters all have appropriate for the task at hand and the materials used. For
proficiency with the requisite tools and are working together example, Intelligence (Athletics/Tool) for smithing or
in the same place. Each character contributes 25 gp worth of Dexterity (Nature/Tool) for woodcarving and leatherworking.
effort for every day spent helping to craft the item. For If you are proficient in the tool being used but not the
example, three characters with the requisite tool proficiency related skill, add your proficiency bonus to the check. If you
and the proper facilities can craft a suit of plate armor in 20 are proficient in both the tool and the skill, you gain
days. advantage on the roll.
While crafting, you can maintain a modest lifestyle without DC = 13 + Material Rarity Modifier + # of different
having to pay 1 gp per day, or a comfortable lifestyle at half Special Materials used + # of component items
the normal cost (see chapter 5 of the Player's Handbook for
more information on lifestyle expenses). Material Rarity Modifier
Rarity DC Modifier
Item Types Non-Special +0
There are three types of nonmagical items you can craft: Common +1
Common items are the items you can easily find in a store, Uncommon +2
dungeons and most of the artisans make them regularly, like
a longsword or leather armor. Rare +3
Special items are the pieces of equipment crafted with Very Rare +4
special materials, like a darksteel longsword.
Unique items are completely new creations, with custom If more than one special material is used, use only the
forms, qualities and benefits, like a greatsword with a highest rarity amongst those materials.
mechanism to transform it into two scimitars. On a success, congratualtions! You have successfully
created a new, unique item! On a failure, you must finish a
Value of Special Items long rest before you can make the check again. After 3
The market value of Special items is calculated as the market consecutive failures, the project is irreparable and all the
value of the item created plus the Unit Values of each special materials you used are lost.
material used times the number of units needed.
For example, a darksteel longsword edged in obsidian =
value of a longsword (15 gp) + 2 units of darksteel (2 x 250
gp) + 2 units of obsidian (2 x 250) = 1015 gp.

PART 3 | CRAFTING AND MATERIALS


11
Special Unique Item Requirements
Special Materials
Note that each component item included as part of the unique
To create an item with special materials, you need an amount
of material units according to what you are crafting and the
special item requires a full set of material units. Each type of
size of creature it is for. For a medium sized creature, you
special material used requires a full set of material units. Each need 3 units of the same material for crafting armor and
type of special material can be used once per component clothing, 2 units of the same material for weapons and
item. shields, and 1 unit of the same material for 10 pieces of
For example, a double-sided darksteel dagger requires 4 ammunition. The time and cost to craft an item with special
units of darksteel, 2 for each dagger. The DC would be 13 + 2 materials is calculated using the market value of the type of
(darksteel modifier) + 1 (one type of Special Material) + 2 (two
item being crafted.
For example, if you want to create adamantine plate armor
daggers) = 18.
for a medium sized character, it will take 60 days to craft it at
A cold iron breastplate with lines of eternal ice running a cost of 750 gp and 3 units of adamantine. If you hire two
through it requires 3 units of cold iron and 3 units of eternal artisans to work with you, it will take 20 days at a total cost of
ice. The DC would be 13 + 3 (eternal ice modifier) + 2 (two 950 gp and 3 units of adamantine.
different Special Materials) + 1 (a single breastplate) = 19. For each size increment larger than medium you need
twice the amount of materials (for 1 set of armor that would
be 6 units for large, 12 for huge, and 24 for gargantuan). For
each size increment smaller than medium you need only half
the amount of materials.
Crafting an item with two or more special materials is an
advanced and delicate process. Such an item is considered
Unique for crafting purposes.
In the case of creature parts, you gain an extra benefit
depending on the creature's CR:
Creature CR AC bonus Weapon bonus
4 or less +0 +0
5-12 +0 +1
13-18 +1 +2
19-24 +2 +3
25+ +3 +4

For example, scale mail created with scales from an adult


blue dragon (CR 16) will give you an extra +1 to your armor
class, for a total of 15 + dex modifier (max. +2).

A Life of Learning
Just because you don't know how to use that
hammer and anvil doesn't mean you can't learn!
The number of days required to gain proficiency
in a new tool or language of any kind is:
50 - 5 x Int mod
(negative modifiers do not increase this amount)

The DM may also decide that a character's other


skills also contribute to their ability to learn a new
proficiency, such as Strength to reduce the time it
takes to learn smithing and Dexterity to help learn
forgery or how to become an effective jeweler.
Conversely, certain proficiencies may require a
minimum ability score. It seems unlikely that a
wizard with a Stength of 8 will ever be able to
master smithing.
The cost to learn a new proficiency is 25
gp/workweek (5 days). This can be waived for a
variety of reasons, such as your language instructor
being a close friend or party member.

PART 3 | CRAFTING AND MATERIALS


12
Beast Feathers
Materials Field Guide Rarity Varies
Here you will find a list of special materials, their unit value
and the properties they grant to armor and weapons. Some of Hippogriffs, Rocs, giant eagles and other flying creatures
this material might have other special features as determined have beautiful feathers that accentuate their majesty.
by the DM (for example, armor made with dragon bones Unit value: Determined by the creature's CR.
could grant you resistance to the dragon's damage type). Armor: While wearing clothing or any non-metallic armor
made with beast feathers, you have advantage on Animal
Adamantine Handling checks.
Uncommon Material
Bone
A jet black metal known as one of the hardest substances in Rarity Varies
existence.
Unit value: 250 gp A series of bones joined together, commonly used by
Armor: Any critical hit against you becomes a normal hit. shamans and wildlings. It makes for a most fearsome display.
Weapon: Ignore resistance to all nonmagical bludgeoning, Unit value: Determined by the creature's CR.
piercing, or slashing damage dealt with this weapon. Armor: You have advantage on Intimidation checks.
Additional effects may apply depending on the creature the
Aerocrystal bones came from, as decided by the DM.
Rare Material Weapon: You have advantage on Intimidation checks.
Additional effects may apply depending on the creature the
A light blue, glass-like crystal known for creating lightweight, bones came from, as decided by the DM.
precise weapons.
Unit value: 500 gp Chitin
Weapon: The weapon gains the finesse property. Rarity Varies
Asmoroch Oak The lightwieght, flexible shells of chitinous creatures such as
Rare Material giant crabs and remorhaz make for useful armor.
Unit value: Determined by the creature's CR.
This hard wood has been scorched black. It is cold to the Armor: The dexterity maximum of medium armor
touch, seemingly devoid of life. increases by 1. The Strength requirement of heavy armor
Unit value: 500 gp decreases by 1.
Armor: Necrotic damage you take from an external source
is reduced by 1d10. Cold Iron
Weapon: When you hit a creature you deal an additional Common Material
1d4 necrotic damage.
This iron seems to radiate an unnatural chill. Known for its
effectiveness against fey creatures.
Unit value: 100 gp
Armor: Any fey creature that comes into contact with this
armor takes 1d4 cold damage.
Weapons: When you hit a fey creature you can roll the
damage twice and use either result.
Coral
Common Material
Primarily used by creatures of the sea to fashion weapons
and armor, this hard material grants boons in the water.
Unit value: 100 gp
Armor: You gain a swimming speed equal to your walking
speed.
Weapons: Any melee weapon made with coral doesn't have
disadvantage on attack rolls while underwater.

PART 3 | CRAFTING AND MATERIALS


13
Darksteel Infernal Leather
Uncommon Material Very Rare Material
A night-blue metal that is only found in areas affected by A reddish hard leather created from the hide of a Hellish
frequent thunderstorms. Known for being infused with the beast.
energy of the storm. Unit value: 750 gp
Unit value: 250 gp. Armor: You have a +1 bonus to your armor class and
Armor: Lightning damage you take from an external resistance to fire damage.
source is reduced by 1d10.
Weapons: When you hit a creature you deal an additional Infernal Steel
1d4 lightning damage. Very Rare Material
Darkwood A blood red metal found in the Nine Hells that exudes heat
Common Material and hatred in equal measure.
Unit value: 750 gp
This is as durable as the hardest steel, but very light. Armor: You have a +1 bonus to your armor class and
Unit value: 100 gp resistance to fire damage.
Armor: Negates any Strength requirement of the armor. Weapon: When you hit a creature you deal an additional
2d4 fire damage.
Dwarvenstone
Rare Material Leafweave
Common Material
This marble-like stone is used by dwarves to create
ceremonial armor, even though it is heavier and bulkier than The pattern of these naturally woven leaves makes them
metallic armors. surprisngly durable.
Unit value: 500 gp Unit value: 100 gp
Armor: Heavy armor grants +1 to your armor class, but the Armor: You have advantage on Dexterity (Stealth) checks
Strength requirement increases by 2. in forested terrain.
Ellond Hide Mithral
Rarity Varies Uncommon Material
This burnt-orange hide is harvested from creatures that live This white-silver metal is lighter and more flexible than
in arid environments such as the desert. common steel.
Unit value: Determined by the creature's CR. Unit value: 250 gp
Armor: You can tolerate extreme heat without issue. You Armor: If the armor normally imposes disadvantage on
do not have to make Constitution checks when spending time Dexterity (Stealth) checks or has a Strength requirement,
in temperatures in excess of 100°F. mithral version of the armor doesn't.
Weapon: Two handed weapons made with mithril lose the
Eternal Ice heavy property and all other weapons gain the light feature.
Rare Material
Monster Scales
This extrodinarily hard block of sky blue ice resists high Rarity Varies
temperatures, making it unable to melt under normal
conditions. These come in a variety of colors, shapes, and sizes. Some
Unit value: 500 gp may even hold some risidual magic from the creature whence
Armor: Cold damage that you take from an external source they came.
is reduced by 1d10. Unit value: Determined by the creature's CR.
Weapon: When you hit a creature you deal an additional Armor: Bludgeoning, piercing, and slashing damage that
1d4 cold damage. you take from an external source is reduced by 1d10.
Additional effects may apply depending on the creature the
Ignum scales came from, as decided by the DM. See page 11 of this
Rare Material guide for additional benefits.
This black, semi-translucent stone has a lava-like substence
flowing inside of it, warming the surface.
Unit value: 500 gp
Armor: Fire damage you take from an external source is
reduced by 1d10.
Weapon: When you hit a creature you deal an additional
1d4 fire damage.

PART 3 | CRAFTING AND MATERIALS


14
Obsidian Shaed
Uncommon Material Very Rare Material
This glass-like stone's tones of black to deep purple shimmer An impossibly soft material that is only found in the
in the light. It is known to be very sharp. Shadowfell, imbued with the plane's dark essence.
Unit value: 250 gp Unit value: 750 gp
Armor: When an enemy tries to grapple you, it takes 1d4 Armor: You have a +1 bonus to your armor class and
slashing damage. resistance to psychic damage.
Weapons: Any piercing or slashing damage made with an
obsidian weapon deals an additional 1d4 of that damage. Spotted Birch
Uncommon Material
Orichalcum
Rare Material The spots of this hard wood are actually small holes that
cover the surface of the tree. These holes emit a pungent,
This bronze-orange metal glows warmly when near sources stinging smell.
of magic. It is used to absorb the essence of magic. Unit value: 250 gp
Unit value: 500 gp Armor: Acid damage that you take from an external source
Armor: You have advantage on saving throws against is reduced by 1d10.
spells and other magical effects. Weapon: When you hit a creature you deal an additional
Weapon: When you hit a creature you deal an additional 1d4 acid damage.
1d4 force damage.
Stellar Iron
Plague Koa Very Rare Material
Uncommon Material
A white bright metal with a soft texture but superior
This mossy hard wood has small spores floating around it. durability. Known for being imbued with celestial power.
Unit value: 250 gp Unit value: 750 gp
Armor: Poison damage that you take from an attack is Armor: You have a +1 bonus to your armor class and
reduced by 1d10. resistance to necrotic and radiant damage.
Weapon: When you hit a creature you deal an additional Weapon: When you hit a creature you deal an additional
1d4 poison damage. 2d4 radiant damage.
Shadowsilk
Rarity Varies
This semi-transparent silk is carefully made by spiders and
spider-like creatures.
Unit value: Determined by the creature's CR.
Armor: You have advantage on Dexterity (Stealth) checks
in lightly obscured areas.

PART 3 | CRAFTING AND MATERIALS


15
Flora Field Guide

H
ere you will find descriptions for each of the Blue Toadshade
ingredients gathered by herbologists. Some of This mushroom has a dark blue cap with a yellow striped
the plants are common enough to be instantly stem. When disturbed, this mushroom lets off a puff of blue
recognizable while others may stay hidden for powder. This causes no permanent harm to surrounding
years. Each ingredient provides unique creatures, but it can stain their skin and equipment for a
qualities and uses for the alchemically- short while. The powder is commonly used to color various
minded member of your party. inks and dyes. Herbalists search for the fungi around sources
of water, where aquatic life often thrives.
Arctic Creeper
This noxious weed usually grows in extremely cold Cactus Juice
environments, or at higher elevations where snow tends to This usually clear liquid can be found within most cacti
accumulate. The leaves of the plant characterized by a around the world. It’s reasonably difficult to extract, as many
pleasant sweet minty flavor, whereas the root is bitter and cacti are dangerous to work with. Brewers love to use this
acidic. The Arctic Creeper is toxic to many unwary travelers, juice in many recipes, as one of its effects is to delay alcohol
as it is quite easy to consume the root’s toxins while enjoying intoxication, allowing people to purchase and consume more
the sweet flavorsome leaves. before it hits them.
Arrow Root Chromus Slime
This unusually elongated plant can stand up to four feet tall, This thin, slimey substance is often observed flowing within
and is very easy to spot due to its distinctive white and brown water as if it had a mind of its own. Often times, herbalist
speckled pattern. The Arrow Root thrives in desert and mistake this slime with mercury, as it has the same
drought environments, as the plant needs very little water to consistency and look. When attempting to collect the slime, it
survive. When diced and boiled in water the plant creates a reverberates and alters any plant life it touches in its vicinity.
frothy silver liquid, which is ideal for sharpening weapons
without the use of magic or other means. Cosmos Glond
This four-leafed plant is notorious for being difficult to find.
Amanita Cap This is mostly due to the plant growing in the most obscure
This large mushroom is often found growing in clusters near and unpredicatable places. Its leaves have the uncanny
bodies of water, or around other damp terrain. It has a bold appearance of stars in a night sky.
blue stem accompanied by a large red cap, which makes this
fungi extremely easy to identify. Professional herbalists often Devil’s Bloodleaf
cut the head from the root, as the mushroom has the rare Only a few recorded instances of this red and yellow flower
ability to re-grow its cap within a few short weeks. exist. This large and bold red leaf can be going back in
history to the dawn of humankind. It was once a popular
Basilisk’s Breath decoration around homes and gardens, but has become one
Often referred to as Grey Restraints amongst the nobles of of the rarest plants in the world. It is said to give immense
the world, this dark grey vine is only rarely found atop the vitality and health to one who can properly prepare the plant.
highest peaks of mountainous regions. It is fabled that this
vine is a gift from the gods, as a way to test humanity. Often Drakus Flower
sold for outrageous sums of gold, Basilisk’s Breath can attract This bright red and pale green flower can be found in both
unwanted attention to those trying to sell it for profit. temperate and warm environments. It’s a natural favorite
amongst entertainers, due to the petal’s ability to ignite with a
Bloodgrass moderate application of friction. This ignition does not cause
The most boring, common plant life found in the wild is this harm, only simple theatrical sparks.
dark brown grass. It has absolutely no remarkable qualities,
other than being relatively harmless, and its use as basic Dried Ephedra
sustenance when properly prepared. Herbalists do not find A bush often found in dry environments, it is thorny and hard
this grass very unique, but still tend to collect it as it occupies to harvest without scratching your skin. It has a distinct dark
almost no space in their packs. purple hue when viewed at a distance, but up close it looks
black. Herbalists often find the sweet, rosey scent alluring.

FORAL FIELD GUIDE


16
Emetic Wax Hyancinth Nectar
This thick, white wax is often found seeping out of trees near This viscous liquid has a colorful kaleidescope appearance
lush and wet areas. It is commonly used in candle making, as and can be extracted from the Hyancinth Flower near damp,
the wax melts and re-hardens rather quickly, yet is strong humid areas. This nectar is in high demand and is often used
enough to form delicate shapes. While useful, prolonged by nobility as symbol of wealth when travelling to foreign
exposure can be irritating to the skin. lands.
Fennel Silk Hydrathistle
Often mistaken for a spider’s web, this white web like plant Named for its appearance, this three-pronged blue and black
grows amongst frigid and dark environments. It uses sharp flower is often found in dark and dank environments. When
hooked tendrils to help secure the edges of the plant to used alone, the thistle has no real beneficial effects. However,
nearby rocks or plants. Adventurers that are adept in the use skilled alchemists have been able to unlock its potential to
of Fennel Silk will recognize the many applications it has for concoct potions that allow them to breath in water.
protecting your extremities from the harsh temperature of
the northern mountains. Ironwood Heart
This gnarled white seed is commonly found in the nooks of
Fiend’s Ivy Ironwood Trees. These large seeds pulse with a slow
These long, red thorn-encrusted vines can stretch up to 3 feet repetitive beat when gripped tightly, often referred to as
long and have sharp thorns that reach up to an inch or two “Nature’s Heartbeat”. It is said that when cooked or properly
long. It isn’t rare to find blood stains amongst these vines as prepared by an herbalist these seeds can increase a beings
many animals and adventurers can easily trip or get caught in physical size greatly.
the bushes. The vines also seem to have a reactive, almost
sentient, quality to them as they relax when prey is near, and Lavender Sprig
contract when captured. These long stemmed purple-petal flowers can often be found
swaying in the wind in huge patches. They are very common
Frozen Seedlings amongst green environments and have a distinct sweet smell.
These small, pea sized pods can be found amongst resilient However, they taste extremely bitter when eaten.
flowers in very cold environments. Named for their almost
frozen appearance, they can be plucked with relative ease Luminous Cap Dust
and are often used in cold alcoholic drinks. This powder can be shaken from the glowing yellow
mushrooms often found in extremely dark environments. It
Harrada Leaf keeps an ember-like glow for about a week after extracted.
This huge yellow leaf can often be found near tree tops in Many herbalists cultivate the glowing mushrooms in dark
lush environments. It is often cultivated and harvested by cellars in order to always have some of the dust at hand.
gangs or the Thieves Guilds to be sold as a street drug. The
potent nature of this addictive substance will cause a brief Mandrake Root
euphoric state followed by a long recovery period. Local law This tan root has serrated edges all along its body that often
enforcement struggles against the use of this drug as too cause injury to herbalists who handle it improperly. When
large of a dose can cause significant harm, or even death. stripped of its outer skin, the soft tender center can be eaten
with relative ease and is often used by physicians to reduce
pain from poison or disease.
Drug Addiction Milkweed Seeds
At the DM’s discretion, they can introduce These small, white translucent seeds can be found when
addiction to certain substances. These plants and opening up a Milkweed Flower. They are often eaten by
ingredients that offer major boosts to a character’s children due to their friendly look, but can cause indigestion.
body tend to have traces of themselves cling to the When crushed up and diluted these seeds offer powerful
user for an extended period of time. They can even
be found amongst the stomach lining or lungs days
resistive effects.
or weeks after simple usage. Characters that use
these ingredients often should be wary of the Mortflesh Powder
consequences that come with them. This dark purple powder is often found inside a flower that
grows on top of moss in dark, cold environments. The
powder is often used as makeup for young men and women
to reduce the look of age from their faces. It is rumored that
when infused with a magical catalyst the effect is permanent.

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17
Nightshade Berries Tail Leaf
These light blue berries can be found in small, clumped This very fuzzy, dark green leaf is circular in shape with three
bunches among bushes in lush environments. They can be thick strands hanging from the center. When held, the leaf
safely ingested and are often eaten by wild animals for their itself feels as though it is vibrating with untapped energy.
sweet, but tangy flavor. A skilled herbalist can extract and
enhance the oily quality of the berry's fleshy center. Verdant Nettle
With its green and yellow speckled mesh-like leaf, this plant
Primordial Balm is easily identified. It normally grows in forests and can catch
This thick substance has been observed changing its a person’s feet when traveling if they aren't watching their
coloring, almost at will. The balm is unusually warm to the footing. Rangers tell of its uses as a way to calm predatory
touch, and can seem to retain heat for weeks on end. animals.
Herbalists often find this substance growing on rocks in
humid environments. The exact rarity of the substance is Voidroot
unknown, as its constantly changing appearance makes it This dark grey root thrives amongst the most extreme
difficult to identify. environments. Found in both desert and arctic environments,
the growth rate of each root doesn't not appear consistent for
Quicksilver Lichen the species. Herbalists tend to be very careful when they
This silver and grey moss can be found growing amongst extract this root from the ground as it seems to defy gravity.
almost any substance as it seems to ignore environmental
standards. Its soft, silky texture is used by small mammals to Wild Sageroot
line their nests. When burned this plant gives off sour, The most common ingredient found among doctors' and
noxious fumes. healers' equipment would be these light pink roots. They
measure about 3 to 5 inches in length and have a smooth,
Radiant Synthseed fuzzy texture to them. They are used every day by skilled
This long black and boat-shaped pod emanates a yellow glow alchemists and healers to create concoctions of extraordinary
from within. When the pod is cracked open, it emits a healing power.
pleasant, floral smell. Inside there are a few small seeds,
glowing with a soft, golden light. When crushed or blended, Wisp Stalks
these seeds darken and form a purple tar-like substance. This incredibly rare fungi has become something of a fable
amongst herbalists. It is reported to have a large bulbous cap
Rock Vine growing atop a thin stem, and normally forms small clusters
This dark green vine has a stone-like exterior and can be deep within damp cave environments and forests. The
found growing in the ground near very old minerals, often organism is a translucent blue and seems to fade from view
seeming to feed off the minerals themselves. For many years at certain angles.
this vine seemed useless, but arcane studies have since
shown this vine to be an important component in defensive Wrackwort Bulbs
spellcraft. These large white bulbs can be found in swamps, wet
caverns, and the damp hold of a ship. The bulbs release a puff
Scillia Beans of powder when disturbed to confuse and addle creatures
These light brown beans can occasionally be found hanging nearby. When harvested successfully, these bulbs can be
from Scillia Bushes in dry environments. They are often used ground into a paste. Oddly, alchemists report that the
to enhance flavors in stew and other meals. At full potency resulting product always seems significantly less than what
these beans offer the ability to climb steep cliffs and rock they started with.
faces with ease.
Wyrmtongue Petals
Silver Hibiscus These jagged, red petals can be found growing on
This silver-grey plant looks as though it represents Wyrmtongue Flowers in almost every terrain. The petals
unchecked elemental potential. It often devleops round, shimmer like oil as they shift in the wind. They are a favorite
symmetrical patterns that share a likeness to spider webs among paladins and seekers of justice.
crisscrossing across the surface of the leaves. During
thunderstorms it is said that the leaves flash in time with the
lightning strikes.
Spineflower Berries
Often found hanging amongst the vertebrae-like flowers, this
white berry must be harvested carefully as to not crush its
delicate structure. When ingested, these berries provide little
sustenance and leave the eater with a slight feeling of vertigo.

FORAL FIELD GUIDE


18
Herbalism & Alchemy Variant Rules

A
s the DM, you can decide to use any of these
additional rulings in your games when it comes Optional Restrictions
to this supplement. However, make sure to Ampule
communicate this with your players so they
understand. An ampule holds completed poisons and potions. They are 1"
diameter by 3" tall cylinders with an airtight stopper on one
end. They are made of magically created, unbreakable glass
and hold about 1.25 fluid ounces of liquid. Each potion or
Ingredient Expiration poison must be used in it's entirety to gain their benifit
(approximately 1 fluid ounce).
This variant of herbalism affects how long an ingredient can
go when not used in an alchemy item or preserved in another Ampule Pouch
way. If the ingredient is in an alchemy item, it is no longer These pouches carry a total of 5 ampules and may be worn at
considered an ingredient for purposes of expiration. the waist, on a bandolier, or sewn into the inside of a jacket or
Most ingredients can only last about a week in game time robes. They are sturdy enough to hold all 5 ampule vials
before losing their full potential. If used past this time period, securly no matter what the wearer is doing during their
the concoction can have slightly altered effects, or not work at adventures.
all. However, the rare and very rare ingredients can last a
month in game time due to the hostile environments they are Ingredient Pouch
found in. A pouch that can hold a certain amount of alchemy
A good way to preserve ingredients from expiring too early ingredients for use in potions and poisons. This pouch is
is to use an Ingredient Pouch (25 gp, 1 lb). Every pouch made up of multiple sections so as to keep different
operates differently, but costs the same. Some of these components safely away from each other to minimize cross-
pouches keep the ingredients dry, while others merely contamination.
remove oxygen from the container. Any style of these pouches
doubles the ingredient's shelf life.

Potion Toxicity
Drinking too many potions can have variable consequences if
not carefully monitored. If you feel that your players are
making and using too many potions, this variant ruling might
be for you:
Potion Quick Drinking and Toxicity for 5e

Underdark Treasure
Not many people go looking for a fight in the Underdark, let
alone ingredients to make fascinating concoctions. With this
variant ruling, any ingredients from the Underdark, and any
items produced with those ingredients, have a black glow to
them. Buyers will buy these at 5x the regular value of a
normal version. Additionally, the DM might decide that the
potion or poison has additional effects randomly added that
are tied to the Underdark.

VARRIANT RULES
19
Appendix A: Ingredient Lists
Poison Herb Ingredients
Herbs Rarity DC Modifier Biome
Arctic Creeper Common +2 Arctic, Mountain
Amanita Cap Common +1 Coastal, Swamp
Basilisk's Breath Very Rare +5 Mountain
Cactus Juice Common +2 Desert, Grasslands
Chromus Slime Rare +4 Coastal, Underdark
Drakus Flower Common +2 Desert, Grasslands, Mountain
Emetic Wax Common +1 Forest, Swamp
Frozen Seedlings Rare +4 Arctic, Mountain
Genko Brush Uncommon +2 Hills, Underdark
Harrada Leaf Common +1 Forest
Lavender Sprig Common -2 Coastal, Grasslands, Hills
Quicksilver Lichen Uncommon +3 Most Terrain
Radiant Synthseed Rare +4 Underdark
Spineflower Berries Uncommon +3 Desert, Swamp
Wyrmtongue Petals Common +0 Most Terrain

Most Terrain
"Most Terrain" indicates that the herb can be
found almost anywhere in any biome, should you
choose to search specifically for it.

APPENDIX A | INGREDIENT TABLES


20
Poison Formulas & Crafting
Poisons can be crafted using either 1 unit of the plant ingredient or the listed monster part. These monster parts are not limited to
this list. Other monster parts may produce the same or similar effects as many of the poisons here. Alternatively, the parts listed
here may be used in other ways.
If you provide an applicable herb or monster part where it is not required the time and cost to craft the poison is halved. Note
that some poisons do not require crafting if harvested directly from a creature, such as Wyvern's venom.
Crafting a poison is dangerous work. If you are not proficient with a poisoner's kit, the time and cost of creating a poison
increases by 50%. The number of days an untrained person spends crafting counts towards becoming proficient with a poisoner's
kit (XGE 134).
Monster Delivery
Herbs Part Method Poison Description Value
Arctic Contact Oil of Taggit. DC 13 CON saving throw or become poisoned for 24 hours. 400 gp
Creeper Poisoned creature is unconcious. Wake on taking damage (DMG258).
Amanita Cap Inhaled Essence of Ether. DC 15 CON saving throw or poisoned for 8 hours. Poisoned 300 gp
creature is unconcious. Wake on taking damage or shaken awake (DMG258).
Basilisk's Inhaled Basilisk's Breath. Slowly paralyzes the target. DC 12 CON saving throw. On a 12,000
Breath failed save, creature is restrained. Repeat saving throw at the end of the next turn. gp
On a success, the effect is ended. On a failure, the creature's body locks up and is
paralyzed for 24 hours.
Cactus Juice Ingested Pale Tincture. DC 16 CON saving throw or take 1d6 poison damage and become 250 gp
poisoned. Poisoned creature must repeat saving throw every 24 hours, taking 1d6
poison damage on a failure. Until poison ends, this damage can't be healed by any
means. After seven successful saving throws, the effect ends and the creature can
heal normally again (DMG 258).
Chromus Wyvern Injury Wyvern's Sting. DC 15 CON saving throw, taking 7d6 poison damage on a failure, 1,200
Slime venom half damage on a success. gp
Drakus Inahled Malice. DC 15 CON saving throw or poisoned for 1 hour. Poisoned creaerure is 250 gp
Flower blinded (DMG 258).
Emetic Wax Carrion Contact Carrion Crawler Mucous. DC 13 CON saving throw or poisoned for 1 minute. 200 gp
Crawler Poisoned creature is paralyzed. Can repeat the saving throw at the end of each
mucous turn (DMG 258).
Frozen Ingested Midnight Tears. Has no effect until the stroke of midnight. If not neutralized by 1,500
Seedlings then, the creature must make a DC 17 CON saving throw, taking 9d6 poison gp
damage on a failure, half damage on a success.
Genko Brush Injury Drow Poison. Must be made in darkness. DC 13 CON saving throw or poisoned 200 gp
for 1 hour. Fail by 5 or more, unconcious while poisoned. Wake on taking damage
or shaken awake (DMG 258).
Harrada Leaf Giant Injury Serpent's Strike. DC 11 CON saving throw, taking 3d6 poison damage on failure, 200 gp
poisonous half as much on a success.
snake
venom
Lavender Ingested Assassin's Blood. DC 10 CON save. 1d12 poison damage and poisoned for 24 150 gp
Sprig hours. On save, half damage and not poisoned (DMG 258).
Quicksilver Inhaled Burnt Othur Fumes. DC 13 CON saving throw or take 3d6 poison damage, and 500 gp
Lichen must repeat saving throw at start of each turn. On each successaive failure, take
1d6 poison damage. Afer three successes, the poison ends.
Radiant Puprle Injury Purple Death. DC 19 CON saving throw, taking 12d6 poison damage on a failure, 2,000
Synthseed Worm half damage on a success. gp
venom
Spineflower Ingested Torpor. DC 15 CON saving throw or become poisoned for 4d6 hours. Poisoned 600 gp
Berries creature is incapacitated (DMG 258).
Wyrmtongue Ingested Truth Serum. DC 11 CON saving throw. On a failure, poisoned for 1 hour and the 150 gp
Petals poisoned creature can't knowingly speak a lie, as if under the effects of a zone of
truth spell (DMG 258).

APPENDIX A | INGREDIENT TABLES


21
Potion Herb Ingredients
Herbs Rarity DC Modifier Biome
Arrow Root Uncommon +2 Desert, Forest, Grasslands
Bloodgrass Common +0 Most Terrain
Blue Toadshade Rare +3 Coastal, Forest, Swamp
Chromus Slime Rare +4 Coastal, Underdark
Cosmos Glond Rare +3 Coastal, Desert
Devil’s Bloodleaf Very Rare +5 Hills, Swamp, Underdark
Dried Ephedra Uncommon +2 Desert, Mountain
Fennel Silk Common +2 Arctic, Underdark
Fiend’s Ivy Rare +4 Arctic, Underdark
Hyacinth Nectar Common +1 Coastal, Grasslands
Hydrathistle Uncommon +2 Coastal, Swamp
Ironwood Heart Uncommon +3 Arctic, Forest, Hills
Luminous Cap Dust Rare +4 Mountain, Underdark
Mandrake Root Common +0 Most Terrain
Milkweed Seeds Common +2 Most Terrain
Mortflesh Powder Very Rare +5 Arctic, Underdark
Nightshade Berries Uncommon +3 Forest, Hills
Primordial Balm Rare +4 Mountain, Swamp, Underdark
Rock Vine Rare +4 Hills, Mountain
Scillia Beans Common +1 Desert, Grasslands
Silver Hibiscus Rare +4 Arctic, Underdark
Tail Leaf Very Rare +5 Grasslands, Hills
Verdant Nettle Uncommon +2 Forest
Voidroot Very Rare +5 Arctic, Desert
Wild Sageroot Common +0 Most Terrain
Wisp Stalks Very Rare +5 Forest, Underdark
Wrackwort Bulbs Rare +4 Coastal, Swamp

Potion Proficiency
If you are not proficient with either alchemist's
supplies or Arcana, the time and cost of crafting a
potion increases by 50%. The number of days an
untrained person spends crafting counts towards
becoming proficient with alchemist's supplies
(XGE 134).

APPENDIX A | INGREDIENT TABLES


22
Potion Formulas & Crafting
Potions require both 1 unit of the plant ingredient and the listed monster part, unless otherwise noted. These monster parts are
not limited to this list. Other monster parts may be used in place of the ones listed here. Alternatively, the parts listed here may be
used in other ways. If you provide an applicable monster part where it is not required the time and cost to craft the potion is
halved.
Herbs Monster Part Potion Description
Arrow Root Oil of Sharpness, but a +1 bonus (DMG 184)
Blue Potion of Gaseous Form (DMG 187)
Toadshade
Chromus Oil of Etherealness (DMG 183)
Slime
Cosmos Eye of second sight Potion of Clairvoyance (DMG 187)
Glond
Devil’s Essence of life Potion of Vitality (DMG 188)
Bloodleaf regenerated
Dried Philter of Love (DMG 184)
Ephedra
Fennel Silk Potion of Striding. For 1 hour you add 10 ft. to your movement speed. The potion gradually
shifts between all black and all yellow as it is turned from side to side.
Fiend’s Ivy Potion of Mind Reading (DMG 188)
Hyacinth Potion of Languages. For 1 hour you can understand the literal meaning of any language
Nectar spoken near you and can read any language written, provided you ar etouching the surface
on which it is written. The potion's hue cycles through the colors of a rainbow.
Hydrathistle Potion of Water Breathing (DMG 188)
Ironwood Potion of Growth (DMG 187)
Heart
Luminous Potion of Heroism (DMG 188)
Cap Dust
Mandrake Potion of False Life. Gain 1d4 + 4 temporary hit points for 1 hour. This potion is jet black
Root with a white helix that rotates slowly inside the vial.
Milkweed Infusion of Potion of Resistance. If no infusion is included, the damage type is random (DMG 188)
Seeds resistance
Mortflesh Scorpion tail, adder Potion of Longevity (DMG 188)
Powder fang, spider, and a
tiny beating heart
Nightshade Oil of Slipperiness (DMG 184)
Berries
Primordial Sliver of fingernail Potion of Giant Strength. Potion type matches the type of giant the nail is from (DMG 187)
Balm from a giant
Rock Vine Potion of Invulnerability (DMG 188)
Scillia Potion of Climbing (DMG 187)
Beans
Silver Draconic scale Potion of Dragon's Breath. For 1 hour the user can unleash a breathe weapon up to 3 times
Hibiscus (PHB 34). If no scale is included, produces a Potion of Fire Breath (DMG 187)
Tail Leaf Essence of alacrity Potion of Speed (DMG 188)
Verdant Essence of the wild Potion of Animal Friendship (DMG 187)
Nettle
Voidroot Essence of gravity Potion of Flying (DMG 187)
denied
Wild Antitoxin or Potion of Healing. 1/regular, 4/greater, 40/superior, 400/supreme (XGE 130)
Sageroot
Wisp Stalks Essence of the Potion of Invisibility (DMG 188)
unseen
Wrackwort Potion of Diminution (DMG 187)
Bulbs
APPENDIX A | INGREDIENT TABLES
23
Appendix B: Herbalism Terrain Tables
These tables are used to randomly determine the type of plant found during the Harvest Check of the herbalism skill.
Additional rulings can be found next to each ingredient on the charts below. For example, Hydrathistle is found in x1 or x2
amounts while searching for it underwater, but can only be found in larger quantities in a swamp if it's raining.
Common Ingredients Grassland Ingredients
1d12 Ingredient Additional Rules 2d6 Ingredient Additional Rules
1 Mandrake Root 2 Harrada Leaf
2 Mandrake Root 3 Drakus Flower
3 Quicksilver Lichen 4 Lavender Sprig Find 2x the rolled amount
4 Quicksilver Lichen 5 Arrow Root
5 Wild Sageroot 6 Common Ingredient Roll on Common Ingredient table
6 Wild Sageroot 7 Common Ingredient Roll on Common Ingredient table
7 Wild Sageroot 8 Common Ingredient Roll on Common Ingredient table
8 Wyrmtongue Petals 9 Scillia Beans Find 2x the rolled amount
9 Wyrmtongue Petals 10 Cactus Juice
10 Milkweed Seeds 11 Tail Leaf
11 Milkweed Seeds 12 Hyancinth Nectar
12 Bloodgrass Used to make a hearty hardtack

Hill Ingredients Forest Ingredients


2d6 Ingredient Additional Rules 2d6 Ingredient Additional Rules
2 Devil’s Bloodleaf 2 Harrada Leaf
3 Nightshade Berries 3 Nightshade Berries
4 Tail Leaf Find 2x the rolled amount 4 Emetic Wax
5 Lavender Sprig 5 Verdant Nettle
6 Common Ingredient Roll on Common Ingredient table 6 Common Ingredient Roll on Common Ingredient table
7 Common Ingredient Roll on Common Ingredient table 7 Common Ingredient Roll on Common Ingredient table
8 Common Ingredient Roll on Common Ingredient table 8 Common Ingredient Roll on Common Ingredient table
9 Ironwood Heart 9 Arrow Root
10 Gengko Brush 10 Ironwood Heart
11 Rock Vine Find 2x the rolled amount 11 Blue Toadshade
12 Harrada Leaf 12 Wisp Stalks Night: Find 2x, Day: Re-roll

APPENDIX B | INGREDIENT BIOMES


24
Desert Ingredients Water/Coastal Ingredients
2d6 Ingredient Additional Rules 2d6 Ingredient Additional Rules
2 Cosmos Glond 2 Hydrathistle Find 1-2x the rolled amount
3 Arrow Root 3 Amanita Cap
4 Dried Ephedra 4 Hyancinth Nectar
5 Cactus Juice Find 2x the rolled amount 5 Chromus Slime Find 1-2x the rolled amount
6 Common Ingredient Roll on Common Ingredient table 6 Common Ingredient Common table, coastal only
7 Common Ingredient Roll on Common Ingredient table 7 Common Ingredient Common table, coastal only
8 Common Ingredient Roll on Common Ingredient table 8 Common Ingredient Common table, coastal only
9 Drakus Flower 9 Lavender Sprig Coastal only
10 Scillia Beans 10 Blue Toadshade
11 Spineflower Berries 11 Wrackwort Bulbs
12 Voidroot 12 Cosmos Glond Find 1-2x the rolled amount

Mountain Ingredients Swamp Ingredients


2d6 Ingredient Additional Rules 2d6 Ingredient Additional Rules
2 Basilisk's Breath 2 Devil’s Bloodleaf
3 Frozen Seedlings Find 2x the rolled amount 3 Spineflower Berries
4 Arctic Creeper Find 2x the rolled amount 4 Emetic Wax
5 Dried Ephedra 5 Amanita Cap Find 2x the rolled amount
6 Common Ingredient Roll on Common Ingredient table 6 Common Ingredient Roll on Common Ingredient table
7 Common Ingredient Roll on Common Ingredient table 7 Common Ingredient Roll on Common Ingredient table
8 Common Ingredient Roll on Common Ingredient table 8 Common Ingredient Roll on Common Ingredient table
9 Drakus Flower 9 Blue Toadshade Find 2x the rolled amount
10 Luminous Cap Dust Find 2x the rolled amount in caves 10 Wrackwort Bulb
11 Rock Vine 11 Hydrathistle Find 2x the rolled amount in rain
12 Primordial Balm 12 Primordial Balm

Arctic Ingredients Underdark Ingredients


2d6 Ingredient Additional Rules 2d6 Ingredient Additional Rules
2 Silver Hibiscus 2 Primordial Balm Find 1-2x the rolled amount
3 Mortflesh Powder 3 Silver Hibiscus
4 Ironwood Heart 4 Devil’s Bloodleaf
5 Frozen Seedlings Find 2x the rolled amount 5 Chromus Slime
6 Common Ingredient Roll on Common Ingredient table 6 Mortflesh Powder Find 2x the rolled amount
7 Common Ingredient Roll on Common Ingredient table 7 Fennel Silk
8 Common Ingredient Roll on Common Ingredient table 8 Fiend’s Ivy
9 Arctic Creeper Find 2x the rolled amount 9 Gengko Brush
10 Fennel Silk 10 Luminous Cap Dust Find 2x the rolled amount
11 Fiend’s Ivy 11 Radiant Synthseed
12 Voidroot 12 Wisp Stalks

APPENDIX B | INGREDIENT BIOMES


25

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