You are on page 1of 35

na n

Fi io
s
l
ot r
N Ve
xt w
Te vie
e
Pr

The definitive handbook for expanding your fantasy


worlds with crafting materials, items, and downtime activities.

Chapter One | Associations 1


Artwork

na n
Fi io
s
l
ot r
N Ve
Table of Contents
Chapter 1: Foraging  p. 4 Fiend  p. 177
Aquatic  p. 7 Giant  p. 185
Coast  p. 15 Humanoid  p. 190
xt w

Desert  p. 23 Monstrosity  p. 198


Forest  p. 29 Ooze  p. 209
Te vie

Forsaken Realms  p. 37 Plant  p. 210


Hills  p. 44 Undead  p. 212
Mountains  p. 49 Chapter 3: Natural Discovery  p. 216
e

Plains  p. 57 Chapter 4: Recipes  p. 229


Swamp  p. 64 Alchemy Recipes  p. 229
Pr

Tundra  p. 71 Crafting Recipes  p. 245


Underground  p. 76 Enchanting Recipes  p. 250
Urban  p. 82 Chapter 5: Magic Item Compendium  p. 283
Chapter 2: Harvesting  p. 96 Weapons & Armor  p. 284
Aberration  p. 115 Rings & Wondrous Items  p. 299
Beast  p. 117 Rods, Staves & Wands  p. 312
Celestial  p. 133 Potions, Poultices & Powders  p. 326
Construct  p. 137 Appendix A: Sub-Locations  p. 341
Dragon  p. 140 Appendix B: Magic Item Tags  p. 343
Elemental  p. 171
Fey  p. 174

3
na n
Fi io
s
l
ot r
N Ve
Foraging
xt w
Te vie

Ingredients for food, medicine, magic, and more can be found The chapter is divided into twelve geographic locations: Aquatic,
throughout the world. These useful components can be carefully Coastal, Desert, Forest, Forsaken Realms, Hill, Mountain, Plains,
collected and used in a wide variety of crafting, enchanting, and Swamp, Tundra, Underground & Urban, detailing what ingredients
alchemy projects. Foraging from the natural world can be as simple can be found in each one. All lists are subject to the GM’s approval
as collecting flowers on a hilltop, or as complicated as chiseling out and can be edited at their discretion.
e

a gemstone deposit from a cliff face. The guides in this chapter will
show you what ingredients can be found out in the natural world
and how they are useful.
Pr

Foraging Table Breakdown


The foraging table states what ingredients can be found in a collect an ingredient, the types of climates it is likely to be found in,
geographic location. All tables state the necessary skill checks to and specific locations to search for it.
Table Example:
Ingredient (classification) Grade Foraging DC Time Climate Type Sub-location
Shimmer Ore High Nature 20 3 Hours Temperate Crevices, Pits, Spires
• Smelted (Metal)
• Powdered
(Unique)
Shimmer Ore (Powdered). A glittering, silver-colored ore found significant pressure. When used as an ingredient in the crafting
in the deep trenches under crushing pressure, the metal gives off of items that deal or resist force damage, such as armor of force
a slight, reflective sheen that shifts with the water's sway. Thought resistance, the crafting time is reduced by 25%.
to be older than most civilizations, these metals can withstand

4 Chapter One | Foraging


Ingredient (classification) General Rules for Time
This column shows the ingredient’s name and in what way it can be General rules for the time necessary to forage ingredients.
used. Some ingredients have multiple uses or have separate distinct
parts that can be used in different ways. In the table example, the Time Per Generic Examples
shimmer ore can be smelted as a metal ingredient for crafting, or Grade Level
powdered as a unique ingredient. 1 Minute/ Ingredients that need to be Flowers, herbs
Level cut, picked, or uprooted.
Unique Ingredients 10 Minutes/ Ingredients that need to be Sand, tree
Throughout the foraging chapter, you’ll see ingredients Level collected from many sources leaves
with the (unique) tag next to the ingredient name. These to be viable.
ingredients have an additional ability, usage option, or special 1 Hour/Level Ingredients that are tough and Wood,
feature to them that is explained at the bottom of each table. require a lot of time to remove gemstones
In the table example, the shimmer ore is a unique ingredient

na n
or collect to become viable.
that can reduce the crafting time of some items.
Rush Job. At the GM’s discretion, a character can choose to
rush the foraging of an ingredient. The time needed to collect

Fi io
Grade it is halved but the foraging DC is increased by 5. In the table
The quality of an ingredient is indicated by its grade: low, medium, example, attempting to rush collect shimmer ore requires a DC 25
high, or supreme. This denotes how useful or potent the ingredient Intelligence (Nature) skill check and 1.5 hours of work.

s
is in crafting. Low-grade ingredients add to the DC for crafting
items, while higher-grade ingredients subtract from the DC. See Climate Type

l
ot r
chapter 6 of the Ultimate Guide to Alchemy, Crafting & Enchanting This column denotes the type of climate in which the ingredient
for in-depth rules for using the different ingredient grades and
N Ve can be found. Some ingredients only grow or form under certain
their role in crafting. In the table example, shimmer ore is a high- climate conditions and won’t be found where those conditions are
grade ingredient. not met. In the table example, the spark peonies can be found in
arid and temperate climates.
Foraging DC
The four climate types; Arid, Frigid, Temperate, and Tropical,
This column shows the DC (Difficulty Class) and ability check are defined by their cycles of weather. Some geographic locations
required to successfully collect an ingredient of that type from its are found in only one or two climate types, while others occur in
source. On a failed check, the ingredient is too damaged or poor
xt w
all four. Depending on the campaign setting there may be more
quality to be worth taking. In general, only one usable ingredient climate types such as planar variations.
can be collected from a single source. In the table example, a
successful DC 20 Intelligence (Nature) skill check is required to Arid. These regions have two seasons, dry and wet. Most of the
Te vie

forage enough shimmer ore to be used as an ingredient. year, these areas endure long, excessive dry seasons where little
water is available. This is offset by short wet seasons, where a huge
Triple or Nothing. At the GM’s discretion, a character can try to amount of rainfall soaks the area.
forage triple the ingredients from the same source, if the source
is large enough to logically accommodate it. This triples the time Frigid. These regions are cool to cold year round. There are only a
needed to collect the ingredient and increases the foraging DC few months of spring or summer (if any) each year coupled with
by 2. On a successful check, three ingredients are collected. On a long winters.
e

failed check, all ingredients are destroyed, or otherwise unusable. Temperate. These areas have a balanced cycle with each season
In the table example, attempting to collect triple the shimmer lasting about the same amount of time. The temperatures range
Pr

ore from a large plentiful deposit requires a DC 22 Intelligence from cold in the winter to hot in the summer.
(Nature) skill check and 9 hours of work.
Tropical. These regions are warm to hot year round and usually
Time have a great deal of rainfall. The seasons have much longer
summers with short to mild winters (if any).
This column shows the amount of time that is needed to
successfully forage the ingredient. You might need to sift through Sub-Location
and separate special sand from mundane, or break gemstones
away from the surrounding rock, for example. Unless the full time This column lists a specific area within a geographic location in
is taken, the ingredient cannot be foraged. In the table example, which the ingredient is most likely to be found. Sub-locations
shimmer ore takes 3 hours to mine. provide useful information for where characters can start looking
for ingredients. In the table example, the shimmer ore can usually
be found in the crevices, pits, or spires.
Some sub-locations are only found in a few geographic locations
while others are more universal. For example, glaciers are only
found in the aquatic or tundra areas, while rivers are found in
almost all geographic locations. For a detailed breakdown of all
the sub-locations listed in the book, refer to Appendix A: Sub-
Locations on pg. X.

Chapter One | Foraging 5


Selling a Foraged Ingredient Crafting Reduction
Selling an ingredient that was gathered from the world requires Many unique ingredients presented in this section may be used
you to first find a merchant willing to buy it from you. Not all to reduce the overall time required to craft a specific magic item
merchants are willing to pay for the various ingredients found or may apply to several magic items from a specific category. In
in this chapter. A general supplies merchant might not require general, these time reduction ingredients follow this design flow
creeping myrtle, whereas an alchemist or herbalist’s shop might be (some ingredients do differ from this general breakdown, reference
more interested (though, of course, they will be less interested in the individual ingredient for its specifics).
the granite you found on the same expedition).
Ingredient Crafting Reduction Examples
Additionally, in smaller settlements, there might not be a market Grade
for higher grade ingredients - getting the maximum price for a
supreme ingredient in a small, rural village will be tough, if not Low Grade No reduction in crafting time. -
impossible. In a suitable settlement, you can make an Intelligence Medium A 10% time reduction to a Specific: pipes of

na n
(Investigation) check to attempt to find an appropriate merchant Grade specific magic item or a small haunting
to sell to. Consult the GM when attempting to sell a foraged category of magic items. Small Category:
ingredient. Below is a list of prices, and ability checks necessary
musical

Fi io
to find a buyer for foraged ingredients of each rank, as well as the
instruments
minimum size of settlement in which you are likely to find a buyer.
High A 25% time reduction to a Specific: frostbrand
Ingredient Sell Price Investigation Minimum Grade specific magic item or a small

s
Small Category:
Quality DC Settlement category of magic items. cold-themed items
Size

l
ot r
Supreme A 50% time reduction to a Specific: sword of
Low 5 (1d10) cp 10 Any
N Ve Grade specific magic item or a small wounding
Medium 5 (1d10) sp 15 Trading Post category of magic items. A Small Category:
High 5 (1d10) gp 20 Small Town 25% time reduction to a large any sword
category of magic items.
Supreme 5 (1d10) pp 25 Large City Large Category:
any weapon

Multiple Time Reduction Ingredients


xt w
As a general rule, a character can only use one ingredient in
a recipe to reduce the overall crafting time of a magic item. If
multiple ingredients are used that reduce time, the ingredient with
Te vie

the greatest reduction is used. At the GM’s discretion, multiple


time reduction ingredients can be added together. For example: if
a 10% and a 25% reduction are used in the same recipe, it could
result in a 35% reduction. Regardless of how many time-reducing
ingredients are added, crafting time can never be reduced lower
than 50% due to the delicate and complicated process of magic
e

item creation.
Pr

6 Chapter One | Foraging


Forest
Forests are the source of many fairy tales, myths, and legends. Random Ingredient Generator
Many ancient civilizations feared the woods, associating with them Roll on the table below to determine a random ingredient type.
the danger lurking just out of sight. While forests from wintery Once rolled, refer to the individual ingredients section to roll for a
taiga to steaming jungle can be a reliable source of adventure, specific ingredient.
beneath their sheltering boughs are a wealth of ingredients to
forage too. The hidden nooks between and within trees, the d10 Ingredient Type Page
sprawling leafy canopy, and the dense undergrowth are all worth
1-2 Flowers, Herbs & Plants
exploring while adventuring.
3-4 Fungi
5-6 Trees
7-8 Miscellaneous

na n
9-10 GM Choice

Flowers, Herbs & Vegetation

Fi io
Growing under the shadow of the towering canopy, the understory
of the forest is in a constant state of competition for the dwindling
light. These flowers, herbs, and other plants serve to create a variety

s
of medicines, toxins, and more.

l
ot r
d100 Ingredient (Classification) Grade Foraging DC Time Climate Type Sub-location*
1-4
N Ve Cacao Seeds (Stimulant) Low Nature 10 10 Minutes Tropical Copses
5-8 Cassava (Alcohol) Low Nature 10 10 Minutes Tropical Thickets
9-12 Coffee Beans (Stimulant) Supreme Arcana 25 40 Minutes Tropical Copses, Glades,
Meadows
13-16 Corpse Bloom (Toxin; Unique) High Nature 20 3 Minutes Any Gravesites
17-20 Deva’s Trumpet Low Nature 10 1 Minute Tropical Unique - Near
xt w
• Stems (Medicinal) shrines or
• Head (Unique) temples
21-24 Devil’s Claw (Toxin) High Nature 20 3 Minutes Arid Knolls, Thickets
Te vie

25-28 Elvish Dagger (Toxin) Low Nature 10 1 Minute Arid Riverbeds


29-32 Fairy Dusty Rose (Unique) Supreme Arcana 25 4 Minutes Any Unique - Places
touched by the
Fey Plane
33-36 Feverfew Daisy (Medicinal) Low Nature 10 1 Minute Temperate Field
e

37-40 Ginseng (Stimulant) Low Nature 10 1 Minute Temperate Groves, Meadows


Pr

41-44 Golden Suncup (Stimulant) Medium Nature 15 2 Minutes Arid Dunes, Knobs,
Knolls
45-48 Heaven’s Bloom Supreme Nature 25 4 Minutes Tropical Groves
• Roots (Medicinal)
• Petals (Unique)
49-52 Kratom Leaves (Intoxicant) Medium Nature 15 20 Minutes Tropical Thickets
52-56 Lapacho Roots (Medicinal) Low Nature 10 1 Minute Tropical Patches
57-60 Peace Lily (Unique) High Nature 20 3 Minutes Temperate, Ponds/Pools,
Tropical Streams
61-64 Poison Ivy Low Nature 10 1 Minute Temperate Clinger - Leaf
• Distilled (Toxin) Litter
• Powdered (Unique)
65-67 Purple Passionflower (Medicinal) High Nature 20 3 Minutes Temperate Ponds/Pools,
Steams

Chapter One | Foraging 29


68-70 Roc of the Earth High Nature 20 3 Minutes Tropical Copses, Glades,
• Roots (Elemental Essence - Groves
Earth)
• Flowers (Unique)
71-73 Rubber Fig (Unique) High Nature 20 3 Minutes Tropical Leaf Litter,
Streams
74-76 Sea Song Lilies (Pigment) Medium Nature 15 20 Minutes Tropical Lakes, Rivers,
Streams
77-79 Seer's Sage High Nature 20 3 Minutes Arid Leaf Litter, Root
• Powdered (Psychotropic) Systems
• Steeped (Stimulant)
80-82 Snowdrops (Medicinal) Medium Nature 15 2 Minutes Frigid Caves, Groves

na n
83-85 Star Petal (Precious Metal; Supreme Nature 25 4 Minutes Any Craters
Unique)

Fi io
86-88 Wasai (Medicinal) Low Nature 10 1 Minute Tropical Glades, Meadows
89-91 Winterberry (Intoxicant) Low Nature 10 10 Minutes Frigid Thickets

s
92-94 Witch Hazel High Nature 20 3 Minutes Frigid Thickets
• Buds (Medicinal)

l
ot r
• Roots (Toxin)
95-97
N Ve Yarrow Vines (Medicinal) Medium Nature 15 2 Minutes Temperate Clinger - Canopy
98-100 Yellow Folly (Toxin) Medium Nature 15 2 Minutes Frigid Copses, Leaf
Litter
*For more information on sub-locations see Appendix A: Sub-Location, pg X.
Corpse Bloom. This vibrant, white flower only grows in areas Poison Ivy (Powdered). This tangled vine that causes blisters and
where a corpse has been shallowly buried. When used as an rashes to break out across humanoid skin that contacts it. When
xt w
ingredient in the crafting of poisons, such as serpent venom, the powdered, it can be used as a short-acting poison. As an action,
poison either deals 1 additional die of damage, or the DC of any you can blow the powder onto one medium or smaller creature
saving throw to resist its effects is increased by 2 (crafter's choice). within 5 feet. It must succeed on a DC 10 Constitution saving
throw or become poisoned until the end of its next turn.
Te vie

Deva’s Trumpet (Head). These wide-leafed, horn-shaped, yellow


plants are said to be favored by celestial creatures. When used as an Roc of the Earth (Flowers). These multicolored flowers stretch up
ingredient in the crafting of holy water the crafting time is reduced towards the clouds, resembling the outstretched wings of a roc in
by 50%. flight, and contain a tiny sliver of magic from the Elemental Plane
Fairy Dusty Rose. These blue roses have a glimmering, magical, of Air. When using this ingredient in the crafting of wind or air-
multicolored aura of the conjuration school of magic when viewed themed items, such as the censer of controlling air elementals, or in
e

with detect magic or similar magic. When used as an ingredient flying items, such as boots of flying, the crafting time is reduced by
in the crafting of wondrous items, such as a bag of holding, the 25%.
Pr

crafting time is reduced by 25%. Rubber Fig. A small, green plant that produces a thick sap that is
Heaven’s Bloom (Petals). This large, white-yellow flower rises to a superb sealant. When used as an ingredient in items intended to
kiss the sun with delicate petals that dance in the wind. It grows on resist piercing damage, such as a glamour varnish (See Magic Item
the boughs of ancient trees and has potent medicinal properties. Compendium, pg X) the crafting time is reduced by 25% or the
When used as an ingredient in a recipe from the apothecary potion’s duration is doubled (crafter's choice).
specialty of the alchemy association, such as a potion of synergy Star Petal. The gray petals of this flower look delicate but are as
(See Magic Item Compendium, pg X), the crafting time is reduced tough as steel. A flower has 1d4 usable petals, each of which can
by 25%. be used as a dart. Alternatively, when used as an ingredient in the
Peace Lily. This white lily grows in quiet, secluded ponds. As crafting of ammunition, such as +1 blow darts, the crafting time is
an action, you can eat the bloom to quiet your mind, gaining reduced by 50%.
resistance to psychic damage for one minute.

30 Chapter One | Foraging


Fungi
Despite their occasionally unsavory aesthetic, some forest fungi
can provide a nutritious meal. Others, however, are poisonous, or
induce psychotic visions. The knowledgeable adventurer knows not
to overlook this useful material, nor make assumptions about their
nature unless absolutely sure.

d100 Ingredient (Classification) Grade Foraging DC Time Climate Type Sub-location*

1-6 Alder Bracket (Medicinal) Low Nature 10 1 Minute Temperate Clinger - Leaf
Litter
7-12 Black Trumpet (Toxin) Medium Nature 15 2 Minutes Any Patches, Trails
13-18 Brittle Cinder (Medicinal) Medium Nature 15 2 Minutes Temperate Root Systems

na n
19-24 Burnt Matches (Elemental Essence High Nature 20 3 Minutes Frigid Rocky
- Fire) Outcroppings

Fi io
25-30 Chanterelle (Medicinal) Medium Nature 15 2 Minutes Temperate Groves, Thickets
31-36 Cordyceps (Medicinal) High Nature 20 3 Minutes Tropical Gorges, Rivers,
Streams

s
37-42 Deathcap (Toxin; Unique) Supreme Nature 25 4 Minutes Arid Caves, Structures

l
- Deserted

ot r
43-48
N Ve Dryad’s Saddle (Toxin) Medium Nature 15 2 Minutes Tropical Clinger - Tree
Stumps
49-54 Entoloma (Medicinal) Low Nature 10 1 Minute Tropical Fields
55-60 Giant Puffball (Toxin) Low Nature 10 1 Minute Arid, Glades, Streams
Temperate,
Tropical
61-66 Griffin Spots (Stimulant) High Nature 20 3 Minutes Any Cliffs
xt w
67-72 Holy Holly Supreme Nature 25 4 Minutes Temperate Clinger -
• Leaves (Medicinal) Structures
- Temples,
Te vie

• Berries (Unique)
Shrines, or Holy
Monuments
73-789 Honey Fungus (Intoxicant) Medium Nature 15 2 Minutes Temperate, Passes, Trails
tropical
79-84 Latticed Stinkhorn (Medicinal) Supreme Nature 25 4 Minutes Tropical Copses, Groves
e

85-90 Oyster Mushroom Medium Nature 15 2 Minutes Frigid Clinger - Crags


• Powdered (Elemental Essence
Pr

- Cold)
• Whole (Intoxicant)
91-95 Scalycap Medium Nature 15 2 Minutes Arid Copses, Patches
• Boiled (Intoxicant)
• Powdered (Toxin)
96-100 Snow Lace Supreme Nature 25 4 Minutes Frigid Caves, Groves
• Whole (Elemental Essence -
Cold)
• Boiled (Intoxicant)
*For more information on sub-locations see Appendix A: Sub-Location, pg X.
Deathcap. These tiny, white mushroom caps have killed many
adventurers who incorrectly thought them edible, as they are
almost indistinguishable from other safe-to-eat caps. When used
as an ingredient in a recipe from the alkahest specialty of the
alchemy association, such as an affliction elixir (See Magic Item
Compendium, pg X), the crafting time is reduced by 25%.

Chapter One | Foraging 31


Foliage, Shrubs & Trees
Trees and shrubs are, naturally, found in abundance in the forest.
While wood is the most obvious resource to be gathered from
these sources, a variety of other ingredients can be gathered, from
pigment-rich leaves or bark, to sticky sap with unique alchemical
properties. While plentiful, harvesting these resources can be
difficult, as felling a tree takes a great deal of hard, noisy work.

d100 Ingredient (Classification) Grade Foraging DC Time Climate Type Sub-location*


1-4 Balsa (Wood; Unique) Low Nature 10 1 Hour Tropical Copses
5-8 Bamboo Low Nature 10 10 Minutes Tropical Groves
• Cut (Wood)

na n
• Split (Fiber)
9-12 Bristlecone Pine (Wood; Unique) Supreme Nature 25 4 Hours Arid Canyons,
Grassland

Fi io
13-16 Cane Arcanum Supreme Arcana 25 4 Hours Temperate Structures -
• Trunk (Wood) Infused with
• Branches (Unique) ancient arcane

s
energy

l
17-20 Chestnut (Wood) Low Nature 10 1 Hour Temperate Meadows

ot r
21-24
N Ve Cocoa Tree Medium Nature 15 2 Hours Tropical Groves, Meadows
• Trunk (Wood)
• Roots (Stimulant; Unique)
25-28 Cyprus (Wood) Low Nature 10 1 Hour Tropical Shorelines
29-32 Desert Willow (Wood) Low Nature 10 1 Hour Arid Grassland, Oases
33-36 Elder Ash High Nature 20 3 Hours Frigid Foothills, Slopes
xt w
• Trunk (Wood)
• Ash (Unique)
37-40 Elderberry High Nature 20 3 Hours Topical Glades, Thickets
Te vie

• Trunk (Wood) (Wood),


• Berries (Pigment) 30 Minutes
(Pigment),
3 Minutes
(Unique)
41-44 Dwarf Juniper High Nature 20 3 Hours Frigid Cliffs, Crags
e

• Berries (Pigment) (Wood);


• Trunk (Wood) 30 Minutes
Pr

(Pigment)
45-48 Fairy Song Willow (Wood; Supreme Nature 25 4 Hours Any Glades, Groves,
Unique) Meadows
49-52 Golden Palm Medium Nature 15 2 Hours Tropical Copses, Lakes,
• Trunk (Wood) (Wood), Shorelines
• Sap (Psychotropic) 20 Minutes
(Psychotropic)
52-56 Heaven’s Lotus Medium Nature 15 2 Hours Tropical Glades, Meadows
• Trunk (Wood) (Wood),
• Blooms (Pigment) 20 Minutes
(Pigment)
57-60 Lotus Medici Supreme Nature 25 4 Hours Frigid Caves, Ponds/
• Trunk (Wood) Pools, Streams
• Petals (Medicinal; Unique)
61-64 Maple (Wood) Medium Nature 15 2 Hours Temperate Fields, Meadows
65-68 Oak (Wood) High Nature 20 3 Hours Temperate Any

32 Chapter One | Foraging


69-72 Pine Medium Nature 15 2 Hours Frigid Any
• Trunk (Wood) (Wood),
• Leaves (Pigment) 20 Minutes
(Pigment)
73-76 Redwood (Wood) High Nature 20 3 Hours Temperate, Groves
Tropical
77-80 Royal Orchid Bush High Nature 20 3 Hours Tropical Glades, Groves,
• Bark and Leaves (Fiber) Meadows
• Trunk (Wood)
81-84 Shoestring Acacia Medium Nature 15 2 Hours Arid Grassland,
• Bark and Leaves (Fiber) Prairies
• Trunk (Wood)

na n
85-88 Wandering Wood (Wood; Supreme Nature 25 4 Hours Any Any
Unique)

Fi io
89-92 Red Cedar Medium Nature 15 2 Hours Temperate Knobs, Knolls
• Bark and Leaves (Fiber)
• Trunk (Wood)

s
93-96 Winter Oak Low Nature 10 1 Hour Frigid Foothills, Slopes

l
ot r
• Bark and Leaves (Fiber)
N Ve • Trunk (Wood)
97-100 Winter’s Leaf Supreme Nature 25 4 Hours Frigid Core, Groves
• Buds (Elemental Essence -
Cold; Unique)
• Trunk (Wood; Unique)
*For more information on sub-locations see Appendix A: Sub-Location, pg X.
Balsa. A pale red, lightweight, and fast-growing shrub. Bards
xt w
Cocoa Tree (Root). The beans from this tree are well known for
have learned that this wood is excellent for making light and their culinary uses, but its roots can be boiled down into a potent
durable instruments. When used as an ingredient in the crafting of stimulant. When used in the crafting of the various types of
instruments, such as a pipe of haunting, the crafting time is reduced K’au-fei (see Magic Item Compendium, pg X), the crafting time is
Te vie

by 10%. reduced by 25%.


Bristlecone Pine. These gargantuan trees live longer than some Elder Ash (Ash). These slow-growing trees are usually solitary,
civilizations, and are renowned for their restorative and durable taking up such a wide area that they create a sheltered grove with
properties. Their massive trunks have twisted, gnarled branches no room or light for other large trees. Its wood is known to be
with spiky seed pods that sprout only once a century. When used repellent to creatures not of the Material Plane. Ash from this tree
e

as an ingredient in a recipe from the wardwright specialty of the is a necessary ingredient in the crafting of a barrier of elder ash
enchanting association, such as a +1 shield, or the apothecary (see Magic Item Compendium, pg. X). BEWARE… These trees are
specialization of the alchemy association, such as a potion of often the homes of dryads or other guardians of nature.
Pr

healing, the crafting time is reduced by 25%.


Cane Arcanum (Branches). A willow tree with thick, draping
branches that ooze raw magical power. It only grows in places
touched by ancient arcane magic. When used as an ingredient in
the crafting of wands or staves, such as a staff of power, the crafting
time is reduced by 25%.

Chapter One | Foraging 33


Fairy Song Willow. These trees sing out with the wind in a soft Lotus Medici (Petals). These thick trees only grow in the deep
tune that matches the weather. On sunny days it is a slow, light, cold. Their delicate, white blossoms bloom in the winter and
and airy tune. On stormy days the tune is fast, chaotic, and rises to are a miraculous medicine. With 8 hours of work and a DC 20
a crescendo. Songbirds and satyrs favor these trees to make their Intelligence (Medicine) check, you can use a blossom to increase
homes. When used as an ingredient in the crafting of a magical the potency of any healing potion, causing it to restore an
instrument, such as pipes of the sewers, the crafting time is reduced additional die of hit points. If the check fails, the potion becomes
by 25% and gains it a random property. The GM can select an inert and useless. A potion can only have its potency increased
appropriate trait, or roll on the table below. once.

d4 Fairy Song Willow Bonus Trait Wandering Wood. These trees float on the winds and travel
across the world, their roots having dug up huge clumps of the
1 Animal Friend. When played outdoors for a earth to create floating isles. As semi-sentient trees, they usually
minimum of one minute, any small songbirds travel in large groups. Where they travel, they leave the forest
within a mile approach and fly about, singing in more vibrant. When used as an ingredient in the crafting of items
harmony with your tune. You can use an action to with attunement restricted to druids, such as a staff of natural

na n
attempt to get the songbirds to do a simple task. attunement (See Magic Item Compendium, pg X), the crafting time
Make a Wisdom (Animal Handling) check with a is reduced by 25%.
DC determined by the GM based on the difficulty

Fi io
or potential danger of the task. On success, the birds Winter’s Leaf. This shrub grows in the snow; its blue leaves and
attempt to do the task to the best of their ability. white branches thrive in the frozen landscape. When used as an
ingredient in the crafting of cold-themed items, such as a staff of
2 Spectral Melody. After playing for a minimum frost, the crafting time is reduced by 25%.

s
of one minute, you can use an action to cast the
minor illusion spell to summon spectral images

l
ot r
accompanying the tune you are playing. This effect
N Ve requires concentration, as if concentrating on a
spell, and lasts up to 10 minutes. After using this
feature, it cannot be used again until the next dawn.
3 Soothing Song. As an action, you can play a
calming melody targeting one air elemental within
30 feet. Make a Charisma (Performance) check,
contested by the elemental’s Wisdom (Insight)
xt w
check. On a success, you can make a hostile
elemental indifferent, as per the calm emotions spell.
4 Special Effects. After playing for a minimum
Te vie

of 1 minute, you can use an action to cast the


prestidigitation spell. You retain the ability to cast
the spell for as long as you continue playing, up to a
maximum of 10 minutes. Once this feature has been
used, it cannot be used again until the next dawn.
Golden Palm. A warm-weather tree that produces a thick, golden
e

syrup. When ingested, it fills the creature up as per the


goodberry spell, but the creature must succeed
Pr

on a DC 10 Constitution saving throw or


suffer the effects of the confusion spell for
one minute.

34 Chapter One | Foraging


Miscellaneous
This list shows an assortment of the other ingredients that can be
found in the forest.

d12 Ingredient (Classification) Grade Foraging DC Time Climate Type Sub-location*


1 Ametrine (Gemstone) Medium Nature 15 2 Hour Frigid Crevasses,
Crevices
2 Banana Leaf (Fiber) Low Nature 10 10 Minutes Tropical Groves,
Shorelines
3 Cattail (Fiber) Low Nature 10 10 Minutes Temperate, Lakes, Ponds/
Tropical Pools
4 Charred Wood (Elemental High Nature 20 3 Hours Any Any

na n
Essence - Fire)
5 Frozen Flower Petal (Elemental Medium Nature 15 2 Minutes Frigid Glades

Fi io
Essence - Water)
6 Giant Eagle Feather (Feather) Low Nature 10 1 Minute Arid, Cliffs
Temperate

s
7 Iron Ore (Metal) Medium Nature 15 2 Hours Any Rocky
Outcroppings,

l
ot r
Spires
8
N Ve Moonshine (Alcohol) High Nature 20 30 Minutes Any Structures
9 Moonwell Supreme Nature 25 4 Hours Any Unique - Near
• Unrefined (Water, Elemental sources of nature
Essence - Any) magic.
• Boiled (Unique)
10 Soapweed (Fiber) Medium Nature 15 20 Minutes Any Clearings, Glades,
Groves
xt w

11 Tiger’s Eye (Gemstone) Low Nature 10 1 Hour Any Crags


12 Translocation Stone (Rock; Medium Nature 15 20 Minutes Frigid Craters
Te vie

Unique)
*For more information on sub-locations see Appendix A: Sub-Location, pg X.
Moonwell (Boiled). Shallow pools sometimes soak up the ambient Translocation Stone. These pale, purple stones are commonly
magic of the moon, producing pale, glowing pools of water. When found in craters and are said to have traveled across the vast
used as an ingredient in the crafting of a distilled magicka potion corridors of the stars. As an action, you can crush this rock,
e

(See Magic Item Compendium, pg X) the crafting time is reduced destroying it to cast the misty step spell.
by 50%.
Pr

Chapter One | Foraging 35


Specialty Artisan
Adventurers that have proficiency with a set of artisan tools can Uniquely Rare. Specialty artisan ingredients are incredibly rare and
potentially find unique ingredients in an area that are profession only one usable specimen can be foraged in the forest per artisan’s
specific. These ingredients are useless to those outside of that tool proficiency.
artisan trade and cannot be foraged. While in the forest, consult Artisan Delight. Specialty artisan ingredients make a crafter’s
the table below to see what specialty ingredients are available for job significantly easier. When used as an additional ingredient
each of the artisan tools. in the crafting of any item that uses the listed artisan tools (after
Prerequisite. To search for and use specialty ingredients you must including all other necessary recipe ingredients), the crafting time
be at least artisan level in an association that uses the specified is reduced by 50%.
artisan’s tools. Otherwise, you don’t have the knowledge and ability
to recognize or know how to use these potent ingredients.

Tool Proficiency Ingredient (Classification) Grade Foraging DC Time Climate Sub-location*

na n
Type
Alchemist’s Supplies Unique Nature 25 5 Tropical Waterfalls
Lotus Gypsum (Dry Powder)

Fi io
Minutes
Brewer’s Supplies Crystalized Honeydew Unique Nature 25 5 Tropical Canopy
(Flavoring) Minutes

s
Calligrapher’s Unique Nature 25 40 Arid Glades
Perizah Rose (Pink Ink)
Supplies Minutes

l
ot r
Carpenter’s Tools Teakwood (Robust Unique Nature 25 4 Hours Frigid Rocky Outcropping
N Ve Hardwood)
Cartographer’s Tools Typrean Papyrus (Sturdy Unique Nature 25 40 Temperate Ponds/Pools, Rivers,
Parchment) Minutes Streams
Cobbler’s Tools Rubber Tree Sap Unique Nature 25 40 Tropical Glades, Meadows
(Waterproofing) Minutes
Cook’s Utensils Unique Nature 25 40 Temperate Root Systems
Truffles (Flavoring)
Minutes
xt w

Glassblower’s Tools Unique Nature 25 5 Arid Dunes


Earthen Sand (Glass Base)
Minutes
Te vie

Jeweler's Tools Red Beryl Gems (Unique Unique Nature 25 4 Hours Any Copses, Thickets
Decoration)
Leatherworker’s Tools Cedar Oil (Suppling Leather) Unique Nature 25 4 Hours Temperate Groves
Mason’s Tools Marbled Jade (Decorative Unique Nature 25 4 Hours Frigid Crags, Crevices, Pits
Stone)
e

Painter’s Supplies Unique Nature 25 40 Frigid Root Systems


Guado Root (Indigo Paint)
Minutes
Pr

Potter’s Tools Unique Nature 25 40 Arid Bases - Volcanos,


Sunset Chrome (Pink Glaze)
Minutes Cladera
Smith’s Tools Chromium Ore (Corrosion- Unique Nature 25 4 Hours Frigid Crags, Foothills
Resistant Alloys)
Tinkerer’s Tools Umbral Ore (Semi-Magical Unique Nature 25 4 Hours Temperate Gorges, Ravines
Stone)
Weaver’s Tools Butterfly Milkweed (Green Unique Nature 25 40 Tropical Patches
Dye) Minutes
Woodcarver’s Tools Wenge Wood (Durable, Pest- Unique Nature 25 4 Hours Frigid Rivers, Streams
Resistant Wood)
*For more information on sub-locations see Appendix A: Sub-Location, pg X.

36 Chapter One | Foraging


Harvesting
Harvesting the bodies of creatures for ingredients is an activity range of creatures, as well as specific lists for individual creatures.
older than any civilization; whether it be for simple sustenance, The chapter is divided into thirteen creature types: Aberrations,
valorous trophies, or of alchemical significance. A range of useful Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants,
ingredients can be found in this way, and gathering them may be as Humanoids, Monstrosities, Oozes, Plants, and Undead, detailing
basic as skinning a wolf for its pelt, or as complex as extracting the what ingredients can be harvested from each one. All lists are
delicate breath weapon apparatus of a dragon. The guides in this subject to the GM’s approval and can be edited at their discretion.
chapter show you what general ingredients can be harvested from a

Harvesting Table Breakdown

na n
The harvesting table states what ingredients can be harvested from
a creature. All tables state the necessary skill checks to harvest

Fi io
an ingredient, and the damage types which will hinder or render
impossible the harvesting of that ingredient.
Table Example: (Partial List)

s
ADULT BLACK DRAGON (CR 14)

l
ot r
Ingredient (classification) Grade Harvest DC Time Drawback Damage Ruin Damage
N Ve
Draconic Blood (Unique)

Draconic Heart (Creature


High

High
Medicine or
Survival 20
Medicine or
1 Minute

10 Minutes
-

Necrotic, Piercing,
Necrotic, Poison

-
Essence; Unique) Survival 20 Poison
Skull (Bone; Unique) High Medicine or 30 Minutes Bludgeoning, Force, -
Survival 20 Thunder
xt w
Teeth (Trophy) High Medicine or 5 Minutes Bludgeoning, Force, -
Survival 20 Thunder
Other Creature Characteristics: Resistances & Immunities, Senses & Communications, and Speeds
Te vie

Draconic Blood. This midnight-black blood contains a faint spark of


arcane magic. When used as an ingredient in the crafting of scrolls,
such as a scroll of fireball, the crafting time is reduced by 25%.
Alternatively, this ingredient can be used in place of the magical inks
e

needed to scribe in a spellbook, counting as 50 gp of magical ink.


Draconic Heart. This black, leathery heart glows slightly. It is said
Pr

to be the source of a dragon’s ego and physical might. When used


as an ingredient in the crafting of items that cause or resist fear,
such as a potion of heroism, or in dragon-themed items, such as
dragon sabers (See Magic Item Compendium, pg X), the crafting
time is reduced by 25%.
Alternatively, as an action, you can eat the heart and make a DC
14 Wisdom saving throw, gaining immunity to the frightened
condition for 8 hours on a success.
Skull. The massive skull of a black dragon is an impressive trophy;
a reminder of the great strength and prowess needed to take down
such a ferocious foe, and is considered a great prize by giants -
ancient enemies of the dragons. A skull can be gifted to gain a
medium favor or used as a bargaining chip to gain a +1d10 bonus
to any ability check to interact socially with giants, and other
creatures that have a hatred of dragons.

96 Chapter One | Associations


na n
Fi io
s
l
ot r
N Ve
xt w

Ingredients (Classifications) Grade


This column shows what parts of a creature can be harvested for The quality of an ingredient is indicated by its grade: low, medium,
Te vie

use as an ingredient. In the table example, a draconic heart can be high, or supreme. This denotes how useful or potent the ingredient
used as creature essence or as an unique ingredient in crafting. is in crafting. Low-grade ingredients add to the DC for crafting
items, while higher-grade ingredients subtract from the DC. See
Unique Ingredients chapter 6 of the Ultimate Guide to Alchemy, Crafting & Enchanting
for in-depth rules for using the different ingredient grades and
Throughout the harvesting chapter, you will see creature parts their role in crafting. In the table example, draconic blood is a high-
e

with the (unique) tag next to the ingredient name. These grade ingredient.
ingredients have an additional ability, usage option, or special
Harvest DC
Pr

feature to them that is explained at the bottom of each table.


In the table example, the draconic heart is a unique ingredient
that can be used to craft fear or dragon-themed magic items, This column shows the DC (Difficulty Class) and ability check
or be eaten to gain immunity to fear for a time. required to successfully harvest an ingredient of that type from a
creature. On a failed check, the ingredient is too damaged or poor
quality to be worth taking. In general, no matter how large or small
New Ingredient: Trophy a creature is, an ingredient can only be harvested from it once,
though a GM may allow multiple instances of a single ingredient
Trophy ingredients are those that aren’t normally used to
to be harvested if story or logic suggests it should be possible.
compose items but are used as souvenirs to represent the kill.
In the table example, a successful DC 20 Intelligence (Medicine)
Some are mounted on plaques, strung on necklaces, or used as
or Wisdom (Survival) skill check is required to forage enough
decorative additions to other items. These ingredients can be
draconic blood to be used as an ingredient.
sold as-is for the normal ingredient value. If extra time is spent
searching for a buyer of unique or exotic trophies, then the sell
value of such ingredients is doubled (i.e. a medium-grade trophy
that would normally sell for 5 sp (1d10), could be sold for 10 sp
(2d10) to the right buyer). In a suitable location, you can make
an Intelligence (Investigation) check with a DC determined by
the GM to find an appropriate buyer of trophies. In the table
example, the teeth of a black dragon are a trophy ingredient.

Chapter One | Associations 97


Time
This column shows the amount of time that is needed to successfully
Creature Characteristics &
harvest the ingredient. You might need to cut through bone to
access a particular organ, or carefully trim a specific tissue from
Ingredients
its surroundings, for example. Unless the full time is taken, the Though there is a great variety of creatures in the world, there are
ingredient cannot be harvested. In the table example, the draconic some traits or abilities which have evolved (or been created) many
heart takes 10 minutes to extract. times. These traits include various types of movement speeds,
damage resistances, enhanced senses, special visions. While
General Rules for Time their exact nature might differ from creature to creature, enough
commonalities exist for them to be categorized together, and they
Time Generic Examples carry with them some physical marker which can be harvested
from a creature. The following tables show where the trait derives
5 Easy to extract superficial Claws and
from, what skill checks are necessary to harvest it, and give
Minutes creature parts. Teeth

na n
examples of the sort of magic items that can be made using those
10 Large and easily reached organs. Heart and parts.
Minutes Brain

Fi io
1 Hour Small and delicate organs. Glands Customization
While the ingredients listed in the following sections should
Rush Job. At the GM’s discretion, a character can choose to rush be appropriate for the majority of applicable creatures, there

s
the harvesting of an ingredient. The time needed to collect it are exceptions to every rule. The GM should feel free to
is halved but the harvesting DC is increased by 5. In the table alter the names and descriptions of a harvestable ingredient

l
ot r
example, attempting to rush collect teeth requires a DC 25 to better suit the specifics of a situation. For example, you
Intelligence (Nature) skill check and 2.5 minutes of work.
N Ve might decide that a giant mole rat’s burrow speed comes from
Players Note. If you do not have time to harvest a creature properly gnawing teeth, rather than the digging claws the Burrowing
then consider using magic to preserve the creature's carcass and Speed section suggests.
prevent spoiling, such as a gentle repose spell, or using magic items
such as a portable hole to store it until the proper time can be
devoted to the task.

Drawback Damage
xt w

The viability of some ingredients can be affected by certain damage


types. If a creature was subject to the damage types listed in the
Drawback Damage column immediately before its death, the
Te vie

harvesting DC is increased by 5 for that ingredient. In the table


example, if the dragon took necrotic, piercing, or poison damage,
the harvesting DC to harvest the draconic heart increases to 25.

Ruin Damage
e

Some ingredients can be rendered unusable by certain damage


types. In the table example, if the dragon took necrotic, or poison
damage, the draconic blood ingredient is ruined and unharvestable.
Pr

Other Creature Characteristics


Some harvestable ingredients fall into more general categories,
which are not specifically listed by creature. Instead, the
harvestable ingredients associated with certain traits are listed in
the Creature Characteristics & Ingredients sections. In the table
example, an adult black dragon has general harvestable ingredients
in the Resistances & Immunities (Acid Immunity), Senses &
Communications (Blindsight and Darkvision), and Speeds (Fly and
Swim) categories.

98 Chapter One | Associations


Resistances & Immunities
The world is filled with creatures that are naturally resistant or used as ingredients to create magic items that grant similar damage
immune to certain damage types. A creature gains these traits resistances or immunities. When harvesting a creature with a
through some physical means, whether an organ, its hide, or a specific resistance or immunity, see the individual damage section
portion of the brain. Those specific parts can be harvested and for the specifics on how to harvest and use it as an ingredient.

Hide Table
A creature's hide, pelt, fur, skin, scales, or shell make up its Creature Size Category Time to Skin
outermost layer and defend it in some way. For the sake of
simplicity, these rules refer to all outer protective layers as ‘hide’. Tiny 10 minutes
Historically, the hide has been a prized item, often used in trade, Small 30 minutes
garment making, or tanned into durable leather. Medium 1 hour

na n
Time. Throughout this chapter, various sections refer to this table
for the time required to harvest a creature’s hide. The larger the Large 4 hours
creature, the more time is required to skin it. Huge 8 Hours

Fi io
Prerequisite. You must be proficient with daggers, or in Wisdom Gargantuan 24 Hours
(Survival) checks to attempt to harvest a creature’s hide.

s
Acid

l
Creatures with immunity or resistance to acid damage have a

ot r
thick hide that repels the corrosive fluid. They tend to live in
naturally acidic conditions such as volcanic lakes or underground
N Ve
pools. Their hide can be harvested as a unique ingredient called
'Alkahide'.

Alkahide (classification) Grade Harvest DC Time* Drawback Ruin Damage Crafting


Damage Reduction
Monster CR 0-5 (Hide; Low Medicine or Varies Lightning, Fire -
xt w
Unique) Survival 10 Necrotic,
Slashing
Monster CR 6-10 (Hide; Medium Medicine or Varies Lightning, Fire 10%
Te vie

Unique) Survival 15 Necrotic,


Slashing
Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Fire 25%
Unique) Survival 20 Necrotic,
Slashing
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Fire 50%
e

Unique) Survival 25 Necrotic,


Slashing
Pr

*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
Alkahide. The hide from creatures immune or resistant to acid
damage. When used as an ingredient in the crafting of items that
grant resistance or immunity to acid damage, such as a ring of earth
elemental command, the crafting time is reduced by the percentage
listed in the Crafting Reduction column.

Chapter One | Associations 99


Bludgeoning / Piercing / Slashing
Some creatures can repel non-magical bludgeoning, piercing,
or slashing damage simply with the durability of their hides,
shrugging off the damage without major injury. Their hide can be
harvested as a unique ingredient called 'Resilient Hide'.

Resilient Hide Grade Harvest DC Time* Drawback Ruin Damage Crafting


(classification) Damage Reduction
Monster CR 0-5 (Hide; Low Medicine or Varies Lightning, Acid, Fire -
Unique) Survival 10 Necrotic
Monster CR 6-10 (Hide; Medium Medicine or Varies Lightning, Acid, Fire 10%
Unique) Survival 15 Necrotic

na n
Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid, Fire 25%
Unique) Survival 20 Necrotic
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid, Fire 50%

Fi io
Unique) Survival 25 Necrotic
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.

s
Resilient Hide. This tough hide can resist most non-magical
attacks with ease. When used as an ingredient in the crafting of

l
items that grant resistance or immunity to piercing, bludgeoning,

ot r
or slashing damage, such as armor of invulnerability, the crafting
N Ve
time is reduced by the percentage listed in the Crafting Reduction
column.

Cold
Creatures that live in the icy tundra, or the chilling depths of the
sea often have resistance or immunity to cold damage. Their hide
can be harvested as a unique ingredient called 'Cryohide'.
xt w

Cryohide (classification) Grade Harvest DC Time* Drawback Ruin Damage Crafting


Damage Reduction
Te vie

Monster CR 0-5 (Hide; Low Medicine or Varies Lightning, Acid, Fire -


Unique) Survival 10 Necrotic,
Slashing
Monster CR 6-10 (Hide; Medium Medicine or Varies Lightning, Acid, Fire 10%
Unique) Survival 15 Necrotic,
Slashing
e

Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid, Fire 25%
Unique) Survival 20 Necrotic,
Pr

Slashing
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid, Fire 50%
Unique) Survival 25 Necrotic,
Slashing
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
Cryohide. This durable hide is usually covered in thick fur or
scales, or contains some insulating layer that shelters a creature
from the biting cold. When used as an ingredient in the crafting
items that grant resistance or immunity to cold damage, such as
an armor of frost resistance, the crafting time is reduced by the
percentage listed in the Crafting Reduction column.

100 Chapter One | Associations


Fire
Fire is a common damage type, favored by many spellcasters due
to its destructive potential, but many creatures have evolved to
resist or be immune to the consuming flames. Their hide can be
harvested as a unique ingredient called 'Heatproof Hide'.

Heatproof Hide Grade Harvest DC Time* Drawback Ruin Damage Crafting


(classification) Damage Reduction
Monster CR 0-5 (Hide; Low Medicine or Varies Lightning, Acid -
Unique) Survival 10 Necrotic,
Slashing
Monster CR 6-10 (Hide; Medium Medicine or Varies Lightning, Acid 10%
Unique) Survival 15 Necrotic,

na n
Slashing
Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid 25%

Fi io
Unique) Survival 20 Necrotic,
Slashing
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid 50%

s
Unique) Survival 25 Necrotic,
Slashing

l
ot r
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
N Ve
Heatproof Hide. This flame-retardant hide reflects or disperses
heat, or produces flame-dampening secretions. When used as
an ingredient in the crafting of items that grant resistance or
immunity to fire damage, such as a potion of fire resistance, the
crafting time is reduced by the percentage listed in the Crafting
Reduction column.

Force
xt w

Few creatures can resist the punch of force damage, and even fewer
are immune to it. These rare creatures are especially resilient, able
Te vie

to withstand even pure magical force. Their hide can be harvested


as a unique ingredient called 'Thickened Hide'.

Thickened Hide Grade Harvest DC Time* Drawback Ruin Damage Crafting


(classification) Damage Reduction
Monster CR 0-5 (Hide; Low Medicine or Varies Lightning, Acid, Fire -
e

Unique) Survival 10 Necrotic,


Slashing
Pr

Monster CR 6-10 (Hide; Medium Medicine or Varies Lightning, Acid, Fire 10%
Unique) Survival 15 Necrotic,
Slashing
Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid, Fire 25%
Unique) Survival 20 Necrotic,
Slashing
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid, Fire 50%
Unique) Survival 25 Necrotic,
Slashing
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
Thickened Hide. The tough, or shock absorbant hide of creatures
able to resist magical force damage. When used as an ingredient
in the crafting of items that grant resistance or immunity to force
damage, such as a brooch of shielding, the crafting time is reduced
by the percentage listed in the Crafting Reduction column.

Chapter One | Associations 101


Lightning
Lighting is one of the purest forms of natural energy; destructive
and deadly. Some creatures have adapted to this jolting damage and
are resistant or immune to it - some even gain energy or vitality
from it. Their hide can be harvested as a unique ingredient called
'Shockproof Hide'.

Shockproof Hide Grade Harvest DC Time* Drawback Ruin Damage Crafting


(classification) Damage Reduction
Monster CR 0-5 (Hide; Low Medicine or Varies Necrotic, Acid, Fire -
Unique) Survival 10 Slashing
Monster CR 6-10 (Hide; Medium Medicine or Varies Necrotic, Acid, Fire 10%
Unique) Survival 15 Slashing

na n
Monster CR 11-20 (Hide; High Medicine or Varies Necrotic, Acid, Fire 25%
Unique) Survival 20 Slashing

Fi io
Monster CR 21+ (Hide; Supreme Medicine or Varies Necrotic, Acid, Fire 50%
Unique) Survival 25 Slashing
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.

s
Shockproof Hide. The conductive, or dampening hide of creatures

l
resistant or immune to lightning damage. It jolts anyone who

ot r
touches it with a non-damaging electrical tingle. When used
N Ve
as an ingredient in the crafting of items that grant resistance or
immunity to lightning damage, such as a ring of air elemental
command, the crafting time is reduced by the percentage listed in
the Crafting Reduction column.

Necrotic
Creatures immune or resistant to necrotic damage are able to
xt w
avoid or withstand the harsh, corrupting decay of negative energy.
This special protection originates in their bone marrow, which
either sustains a supreme level of vitality, or is adapted to function
Te vie

even when corrupted. Their bones can be harvested for a unique


ingredient called 'Bone Marrow'.

Bone Marrow (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 5 Minutes Bludgeoning, Poison -
e

Survival 10 Force, Thunder


Monster CR 6-10 Medium Medicine or 10 Minutes Bludgeoning, Poison 10%
Pr

(Unique) Survival 15 Force, Thunder


Monster CR 11-20 High Medicine or 20 Minutes Bludgeoning, Poison 25%
(Unique) Survival 20 Force, Thunder
Monster CR 21+ (Unique) Supreme Medicine or 30 Minutes Bludgeoning, Poison 50%
Survival 25 Force, Thunder
Bone Marrow. The pulpy, pink-yellow liquid within the bones of
creatures immune or resistant to necrotic damage. When used
as an ingredient in the crafting of items that grant resistance
to necrotic damage, such as an armor of necrotic resistance, the
crafting time is reduced by the percentage listed in the Crafting
Reduction column.

102 Chapter One | Associations


Poison
Creatures secrete toxins for both offensive and defensive purposes.
Many that produce a toxin are resistant or immune to poison
damage, as are some that share their habitat with such creatures.
Their organs (specifically kidneys, liver, and spleen) can be
harvested to make a unique ingredient called 'Detoxin'.

Detoxin (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting


Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 1 Hour Necrotic, - -
Survival 10 Piercing
Monster CR 6-10 Medium Medicine or 1 Hour Necrotic, - 10%
(Unique) Survival 15 Piercing

na n
Monster CR 11-20 High Medicine or 1 Hour Necrotic, - 25%
(Unique) Survival 20 Piercing

Fi io
Monster CR 21+ (Unique) Supreme Medicine or 1 Hour Necrotic, - 50%
Survival 25 Piercing
Detoxin. A paste made from the ground liver, kidneys, and

s
spleens of creatures immune or resistant to poison. When used

l
as an ingredient in the crafting of items that grant resistance or

ot r
immunity to poison damage, such as a ring of poison resistance, or
the poison condition, such as a periapt of proof against poison, the
N Ve
crafting time is reduced by the percentage listed in the Crafting
Reduction column.

Psychic
Psychic damage bypasses physical barriers to directly attack the
psyche of a target. Only a handful of creatures have evolved to
xt w
shield themselves from the ravaging effects of such an assault. Their
brain matter can be harvested as a unique ingredient called 'Brain
Barrier'.
Te vie

Brain Barrier Grade Harvest DC Time Drawback Ruin Damage Crafting


(Psychotropic - Unique) Damage Reduction
Monster CR 0-5 Low Medicine or 10 Minutes Necrotic, Poison - -
(Psychotropic; Unique) Survival 10
Monster CR 6-10 Medium Medicine or 10 Minutes Necrotic, Poison - 10%
e

(Psychotropic; Unique) Survival 15


Monster CR 11-20 High Medicine or 10 Minutes Necrotic, Poison - 25%
Pr

(Psychotropic; Unique) Survival 20


Monster CR 21+ Supreme Medicine or 10 Minutes Necrotic, Poison - 50%
(Psychotropic; Unique) Survival 25
Brain Barrier. The protective lining of the brains of creatures
immune or resistant to psychic damage. When used as an
ingredient in the crafting of items that grant resistance or
immunity to psychic damage, such as an armor of psychic
resistance, the crafting time is reduced by the percentage listed in
the Crafting Reduction column.

Chapter One | Associations 103


Thunder
Creatures that have resistance or immunity to thunder damage can
withstand the forceful vibrations created by sound strong enough
to cause harm. These creatures’ hides are exceptionally tough and
resilient, making it difficult to cut, sew, or embellish. Their hide can
be harvested as a unique ingredient called 'Soundproof Hide'.

Soundproof Hide Grade Harvest DC Time* Drawback Ruin Damage Crafting


(classification) Damage Reduction
Monster CR 0-5 (Hide; Low Medicine or Varies Lightning, Acid, Fire -
Unique) Survival 10 Necrotic,
Slashing
Monster CR 6-10 (Hide; Medium Medicine or Varies Lightning, Acid, Fire 10%

na n
Unique) Survival 15 Necrotic,
Slashing

Fi io
Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid, Fire 25%
Unique) Survival 20 Necrotic,
Slashing

s
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid, Fire 50%
Unique) Survival 25 Necrotic,

l
Slashing

ot r
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
N Ve
Soundproof Hide. The thick hide of a creature immune or resistant
to thunder damage. It is an excellent material for muffling sound
and dampening vibrations. When used as an ingredient in the
crafting of items that grant resistance or immunity to thunder
damage, such as a potion of thunder resistance, the crafting time is
reduced by the percentage listed in the Crafting Reduction column.
xt w
Radiant
The searing light of radiant damage burns the flesh and overloads
Te vie

a creature’s lifeforce. Largely, only the celestial beings of the upper


planes have innate resistance or immunity to radiant damage, but
other creatures can possess this trait, if rarely. Their hide can be
harvested as a unique ingredient called 'Irradiated Hide'.

Irradiated Hide Grade Harvest DC Time* Drawback Ruin Damage Crafting


e

(classification) Damage Reduction


Monster CR 0-5 (Hide; Low Medicine or Varies Lightning, Acid, Fire -
Unique) Survival 10 Necrotic,
Pr

Slashing
Monster CR 6-10 (Hide; Medium Medicine or Varies Lightning, Acid, Fire 10%
Unique) Survival 15 Necrotic,
Slashing
Monster CR 11-20 (Hide; High Medicine or Varies Lightning, Acid, Fire 25%
Unique) Survival 20 Necrotic,
Slashing
Monster CR 21+ (Hide; Supreme Medicine or Varies Lightning, Acid, Fire 50%
Unique) Survival 25 Necrotic,
Slashing
*refer to the Hide Table on pg X for the time needed to harvest this ingredient.
Irradiated Hide. The faintly luminescent hide of a creature
immune or resistant to radiant damage. It is always slightly warm
to the touch. When used as an ingredient in the crafting of items
that grant resistance or immunity to radiant damage, such as an
armor of radiant resistance, the crafting time is reduced by the
percentage listed in the Crafting Reduction column.

104 Chapter One | Associations


Senses & Communication
Most creatures have some version of the basic five senses: hearing, display one or more of the six advanced senses: blindsight,
sight, smell, taste, and touch. While undoubtedly useful to the darkvision, keen senses, telepathy, tremorsense, and truesight.
creature in question, the related organs don’t necessarily have a These organs related to these senses can be harvested and used to
specific use for a harvester. In addition, however, some creatures create magic items that convey those special abilities.

Blindsight
Blindsight allows creatures to perceive and understand the world
around them in detail, without using their eyes. Monsters with
blindsight are constantly aware of their immediate surroundings,
so it’s difficult to sneak up on them - even invisibility spells won’t
help against such creatures. The tiny mechanisms of their inner ear
can be harvested as a unique ingredient called 'Hearing Bones’.

na n
Hearing Eyes (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting

Fi io
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 1 Minute Bludgeoning, - -
Survival 10 Force, Thunder

s
Monster CR 6-10 Medium Medicine or 1 Minute Bludgeoning, - 10%
(Unique) Survival 15 Force, Thunder

l
ot r
Monster CR 11-20 High Medicine or 1 Minute Bludgeoning, - 25%
(Unique)
N Ve Survival 20 Force, Thunder
Monster CR 21+ (Unique) Supreme Medicine or 1 Minute Bludgeoning, - 50%
Survival 25 Force, Thunder
Hearing Bones. These miniscule bones (or singular bone, in non-
mammals), are extremely sensitive to sound and vibrations. They
allow a creature to build a complete picture of their surroundings
by sound alone. When used as an ingredient in the crafting of
xt w
items that grant blindsight, such as a potion of increased senses (see
Magic Item Compendium, pg X), the crafting time is reduced by
the percentage listed in the Crafting Reduction column.
Te vie

Darkvision
Darkvision allows creatures to make use of miniscule amounts
of light, or even see in pitch blackness. This is often achieved by
means of highly reflective membranes which bounce tiny amounts
of available light through the eye multiple times. Their eyes can be
e

harvested as a unique ingredient called 'Night Eyes'.

Night Eyes (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Pr

Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 1 Minute Force Radiant -
Survival 10
Monster CR 6-10 Medium Medicine or 1 Minute Force Radiant 10%
(Unique) Survival 15
Monster CR 11-20 High Medicine or 1 Minute Force Radiant 25%
(Unique) Survival 20
Monster CR 21+ (Unique) Supreme Medicine or 1 Minute Force Radiant 50%
Survival 25
Night Eyes. The eyes of a creature with darkvision, which have
a reflective glow when exposed to direct light. When used as an
ingredient in the crafting of items that grant darkvision, such as
twilight sight (see Magic Item Compendium, pg X), the crafting
time is reduced by the percentage listed in the Crafting Reduction
column.

Chapter One | Associations 105


Keen Senses
Most creatures have stronger senses than those of humanoids, but
some are worthy of particular attention, with hearing, sight or
smell that are sharpened and focused to an almost supernatural
level. Creatures possessing these keen senses are excellent hunters
and trackers, and are likely difficult to catch off their guard. The
nerves of their eyes (keen sight), ears (keen hearing), or nose
(keen smell) can be harvested as a unique ingredient called 'Nerva
Magna'.

Nerva Magna (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 10 Minutes Necrotic, Acid, Fire -

na n
Survival 10 Slashing
Monster CR 6-10 Medium Medicine or 10 Minutes Necrotic, Acid, Fire 10%

Fi io
(Unique) Survival 15 Slashing
Monster CR 11-20 High Medicine or 10 Minutes Necrotic, Acid, Fire 25%
(Unique) Survival 20 Slashing

s
Monster CR 21+ (Unique) Supreme Medicine or 10 Minutes Necrotic, Acid, Fire 50%
Survival 25 Slashing

l
ot r
Nerva Magna. The nerves from the ears, eyes, or nose of creatures
with keen senses. When used as an ingredient in the crafting of
N Ve
items that increase Wisdom (Perception) checks, such as a potion
of keen senses (see Magic Item Compendium, pg X), the crafting
time is reduced by the percentage listed in the Crafting Reduction
column.

Telepathy
xt w
Most creatures communicate through sound, body language, or
pheromones, but some have evolved their brains to bypass these
methods and penetrate the mind of their target directly. These
creatures psychically connect their mind to another’s to speak
Te vie

telepathically. Their brain matter can be harvested as a unique


ingredient called 'Speechless Mind'.

Speechless Mind Grade Harvest DC Time Drawback Ruin Damage Crafting


(Psychotropic) Damage Reduction
Monster CR 0-5 Low Medicine or 10 Minute Necrotic, Poison Physic -
e

(Psychotropic; Unique) Survival 10


Monster CR 6-10 Medium Medicine or 10 Minute Necrotic, Poison Physic 10%
Pr

(Psychotropic; Unique) Survival 15


Monster CR 11-20 High Medicine or 10 Minute Necrotic, Poison Physic 25%
(Psychotropic; Unique) Survival 20
Monster CR 21+ Supreme Medicine or 10 Minute Necrotic, Poison Physic 50%
(Psychotropic; Unique) Survival 25
Speechless Mind. The brain matter of a creature with telepathy.
Even after death, it occasionally spasms with electrical activity.
When used as an ingredient in the crafting of items that grant
telepathy, such as a helm of telepathy, the crafting time is reduced
by the percentage listed in the Crafting Reduction column.

106 Chapter One | Associations


Tremorsense
Creatures with tremorsense can sense subtle vibrations in surfaces
they are in contact with, allowing them to detect movement in the
immediate area. The hide on their appendages can be harvested as
a unique ingredient called 'Plantar Pads'.

Plantar Pads (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 10 Minute Necrotic, Acid, Fire -
Survival 10 Slashing
Monster CR 6-10 Medium Medicine or 10 Minute Necrotic, Acid, Fire 10%
(Unique) Survival 15 Slashing

na n
Monster CR 11-20 High Medicine or 10 Minute Necrotic, Acid, Fire 25%
(Unique) Survival 20 Slashing
Monster CR 21+ (Unique) Supreme Medicine or 10 Minute Necrotic, Acid, Fire 50%

Fi io
Survival 25 Slashing
Plantar Pads. These calloused pads, often covered with sensitive,
bristly hairs,come from the appendages of creatures with

s
tremorsense. When used as an ingredient in the crafting of items
that grant a tremorsense, such as a potion of increased senses (see

l
ot r
Magic Item Compendium, pg X), the crafting time is reduced by
the percentage listed in the Crafting Reduction column.
N Ve
Truesight
There are many dangers in the world, some of which can cloak
their appearance with magic to deceive, manipulate, or kill.
Creatures that have truesight can see through all deceptions and
view things as they truly are. Their eyes can be harvested as a
xt w
unique ingredient called 'All Seeing Eyes'.

All Seeing Eyes (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Te vie

Monster CR 0-5 (Unique) Low Medicine or 1 Minute Force Radiant -


Survival 10
Monster CR 6-10 Medium Medicine or 1 Minute Force Radiant 10%
(Unique) Survival 15
Monster CR 11-20 High Medicine or 1 Minute Force Radiant 25%
e

(Unique) Survival 20
Monster CR 21+ (Unique) Supreme Medicine or 1 Minute Force Radiant 50%
Pr

Survival 25
All Seeing Eyes. The eyes of a creature with truesight, which
appear focused and watchful, even after death. When used as an
ingredient in the crafting of items that grant a truesight, such as an
elixir of revealing sight (see Magic Item Compendium, pg X), the
crafting time is reduced by the percentage listed in the Crafting
Reduction column.

Chapter One | Associations 107


Special Traits
As well as sensory equipment, some traits and abilities have psionics. The physical features associated with these traits can be
associated physical markers which can be harvested: innate harvested and used in the creation of magical items associated with
spellcasting, magic resistance, pack tactics, spellcasting, and them.

Innate Spellcasting
Creatures with innate spellcasting have magic coursing throughout
their entire bodies, as tangibly a part of their makeup as blood and
muscle. Their blood can be harvested as a unique ingredient called
'Blood Arcanum'.

Blood Arcanum Grade Harvest DC Time Drawback Ruin Scroll Spellbook


(Unique) Damage Damage Reduction Ink

na n
Monster CR 0-5 (Unique) Low Medicine or 1 Minute - Necrotic, - 10 gp
Survival 10 Poison

Fi io
Monster CR 6-10 Medium Medicine or 1 Minute - Necrotic, 10% 25 gp
(Unique) Survival 15 Poison
Monster CR 11-20 High Medicine or 1 Minute - Necrotic, 25% 50 gp

s
(Unique) Survival 20 Poison

l
Monster CR 21+ (Unique) Supreme Medicine or 1 Minute - Necrotic, 50% 100 gp

ot r
Survival 25 Poison
N Ve
Blood Arcanum. The blood of creatures that have innate
spellcasting is brimming with arcane magic. When used as an
ingredient in the crafting time of scrolls, such as a scroll of water
breathing, the crafting time is reduced by the percentage listed in
the Crafting Reduction column.
Alternatively, this ingredient can be used in place of the magical
inks needed to scribe in a spellbook, counting as the value of ink
xt w
listed in the Spellbook Ink column.

Magic Resistance
Te vie

Some rare creatures are able to shrug off the effects of harmful
magic, through sheer toughness, or by dampening the potency of
magic where it contacts them. Their blood can be harvested as a
unique ingredient called 'Barium Sanguine'.

Barium Sanguine Grade Harvest DC Time Drawback Ruin Scroll Crafting


e

(Unique) Damage Damage Reduction Reduction


Monster CR 0-5 (Unique) Low Medicine or 1 Minute - Necrotic, - 10 gp
Pr

Survival 10 Poison
Monster CR 6-10 Medium Medicine or 1 Minute - Necrotic, 10% 25 gp
(Unique) Survival 15 Poison
Monster CR 11-20 High Medicine or 1 Minute - Necrotic, 25% 50 gp
(Unique) Survival 20 Poison
Monster CR 21+ (Unique) Supreme Medicine or 1 Minute - Necrotic, 50% 100 gp
Survival 25 Poison
Barium Sanguine. This blood is infused with abjuration magic
and can ward off some of the effects of spells. When used as an
ingredient in the crafting of items that confer advantage on saving
throws against magic, such as a mantle of spell resistance, the
crafting time is reduced by the percentage listed in the Crafting
Reduction column.

108 Chapter One | Associations


Pack Tactics
Some creatures instinctually form communities that place a
strong emphasis on working together to take down foes through
sheer numbers or combined attacks. Creatures that have the pack
tactic traits are hardwired to cooperate with others of their kind.
Their brain matter can be harvested as a unique ingredient called
'Instinctual Matter'.

Instinctual Matter Grade Harvest DC Time Drawback Ruin Damage Crafting


(Psychotropic - Unique) Damage Reduction
Monster CR 0-5 Low Medicine or 10 Minutes Necrotic, Poison Physic -
(Psychotropic; Unique) Survival 10
Monster CR 6-10 Medium Medicine or 10 Minutes Necrotic, Poison Physic 10%

na n
(Psychotropic; Unique) Survival 15
Monster CR 11-20 High Medicine or 10 Minutes Necrotic, Poison Physic 25%

Fi io
(Psychotropic; Unique) Survival 20
Monster CR 21+ Supreme Medicine or 10 Minutes Necrotic, Poison Physic 50%
(Psychotropic; Unique) Survival 25

s
Instinctual Matter. The brain matter of creatures with pack tactics.

l
When used as an ingredient in the crafting of items that grant

ot r
advantage on attack rolls or the pack tactics feature, such as a call of
the wolf (see Magic Item Compendium, pg X), the crafting time is
N Ve
reduced by the percentage listed in the Crafting Reduction column.

Spellcasting
It takes time, study, and training to be able to handle the raw magic Player Note. Some creatures with the spellcasting feature may
of the universe, the holy powers of deities, or the potent gifts of have alternative ways that their hearts can be used. See the specific
patrons. The years of channeling magic affect the physical bodies creature’s harvesting table for more information. Unless allowed by
xt w
of spellcasting creatures and some of that magic lingers, even after the GM, only one of these can be used per heart.
death. Their hearts can be harvested as a unique ingredient called
'Cardiarcanum'.
Te vie

Cardiarcanum (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting


Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 10 Minutes Necrotic, - -
Survival 10 Piercing, Poison
Monster CR 6-10 Medium Medicine or 10 Minutes Necrotic, - 10%
e

(Unique) Survival 15 Piercing, Poison


Monster CR 11-20 High Medicine or 10 Minutes Necrotic, - 25%
Pr

(Unique) Survival 20 Piercing, Poison


Monster CR 21+ (Unique) Supreme Medicine or 10 Minutes Necrotic, - 50%
Survival 25 Piercing, Poison
Cardiarcanum. The hearts of spellcasting creatures are a reservoir
of magical energy. When used as an ingredient in the enchanting
of any magic item, such as a bag of holding, the crafting time is
reduced by the percentage listed in the Crafting Reduction column.

Chapter One | Associations 109


Psionics
Creatures with psionic powers have expanded their minds to
attain great powers and can impose their will on the world with
a thought. Some have gained enlightenment, while others are
born with natural affinity for mental powers. Their brains can be
harvested as a unique ingredient called 'Psionic Mind'.

Psionic Mind Grade Harvest DC Time Drawback Ruin Damage Crafting


(Psychotropic - Unique) Damage Reduction
Monster CR 0-5 Low Medicine or 10 Minutes Necrotic, Poison Physic -
(Psychotropic; Unique) Survival 10
Monster CR 6-10 Medium Medicine or 10 Minutes Necrotic, Poison Physic 10%
(Psychotropic; Unique) Survival 15

na n
Monster CR 11-20 High Medicine or 10 Minutes Necrotic, Poison Physic 25%
(Psychotropic; Unique) Survival 20

Fi io
Monster CR 21+ Supreme Medicine or 10 Minutes Necrotic, Poison Physic 50%
(Psychotropic; Unique) Survival 25
Psionic Mind. The spongy brain matter of creatures with psionics

s
causes flashes of memory to resurface when held. When used

l
as an ingredient in the crafting of mind or psychic-based items,

ot r
such as a ring of mind shielding, the crafting time is reduced by the
percentage listed in the Crafting Reduction column.
N Ve
Speeds
In addition to simply walking, crawling, or slithering across these shapes some aspect of the body which can be harvested and
the ground, many creatures display more specialized forms of used in the creation of items that grant new forms of movement, or
movement: burrowing, climbing, flying, and swimming. Each of give bonuses to speed.
xt w
Burrow Speed
Some creatures can move through the solid earth at great speeds,
leaving tunnels in their wake. Creatures with a burrow speed are
Te vie

typically compact and powerfully muscled. Their claws can be


harvested as a unique ingredient called 'Digging Claws'.

Digging Claws (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
e

Monster CR 0-5 (Unique) Low Medicine or 10 Minute Bludgeoning, - -


Survival 10 Force, Thunder
Monster CR 6-10 Medium Medicine or 10 Minute Bludgeoning, - 10%
Pr

(Unique) Survival 15 Force, Thunder


Monster CR 11-20 High Medicine or 10 Minute Bludgeoning, - 25%
(Unique) Survival 20 Force, Thunder
Monster CR 21+ (Unique) Supreme Medicine or 10 Minute Bludgeoning, - 50%
Survival 25 Force, Thunder
Digging Claws. These powerful, blunt claws are excellent tools
for digging. When used as an ingredient in the crafting of items
that grant a burrow speed, such as liquid earth potion (see Magic
Item Compendium, pg X), the crafting time is reduced by the
percentage listed in the Crafting Reduction column.

110 Chapter One | Associations


Climb Speed
Some creatures are as comfortable scaling trees and sheer cliffs as
they are on the ground (or more so). Creatures with a climb speed
might have powerful, curved claws, prehensile tails, or rough pads
on their extremities to grip surfaces. Their claws can be harvested
as a unique ingredient called 'Scaling Claws'.

Scaling Claws (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 10 Minute Bludgeoning, - -
Survival 10 Force, Thunder
Monster CR 6-10 Medium Medicine or 10 Minute Bludgeoning, - 10%
(Unique) Survival 15 Force, Thunder

na n
Monster CR 11-20 High Medicine or 10 Minute Bludgeoning, - 25%
(Unique) Survival 20 Force, Thunder

Fi io
Monster CR 21+ (Unique) Supreme Medicine or 10 Minute Bludgeoning, - 50%
Survival 25 Force, Thunder
Scaling Claws. These thick, strongly curved claws are excellent

s
for gripping. When used as an ingredient in the crafting of items
that grant a climb speed, such as a potion of climbing, the crafting

l
ot r
time is reduced by the percentage listed in the Crafting Reduction
column.
N Ve
Fly Speed
Flight is a common dream amongst grounded humanoids. For
some other creatures, though, flight is second nature, allowing
them unparalleled freedom of movement. There are two kinds of
flying creatures: those that use innate magic, and those that rely on
xt w
mechanical means (typically wings).

Magical Flight
Te vie

Magic allows even seemingly poorly-suited forms to take flight.


Magical flight takes many different forms, such as an air elemental’s
control of the wind, a vampire’s mist form, or any number of
creatures’ levitation abilities. Their blood can be harvested as a
unique ingredient called 'Levitate Sanguine'.

Levitate Sanguine Grade Harvest DC Time Drawback Ruin Damage Crafting


e

(Unique) Damage Reduction


Monster CR 0-5 (Unique) Low Medicine or 5 Minutes Bludgeoning, - -
Pr

Survival 10 Force, Thunder


Monster CR 6-10 Medium Medicine or 10 Minutes Bludgeoning, - 10%
(Unique) Survival 15 Force, Thunder
Monster CR 11-20 High Medicine or 20 Minutes Bludgeoning, - 25%
(Unique) Survival 20 Force, Thunder
Monster CR 21+ (Unique) Supreme Medicine or 30 Minutes Bludgeoning, - 50%
Survival 25 Force, Thunder
Levitate Sanguine. This blood is laced with transmutation magic
that allows for magical flight. When used as an ingredient in the
crafting of items that grant a fly speed, such as wings of flying, the
crafting time is reduced by the percentage listed in the Crafting
Reduction column.

Chapter One | Associations 111


Mechanical Flight
Creatures that fly through mechanical means usually have a set
of chitinous, membranous or feathered wings which are flapped
to provide lift. This is an intensive process, requiring powerful
specialized muscles, typically built up around the chest or back.
The muscles of their flight apparatus can be harvested as a unique
ingredient called ‘Wing Muscle’.

Wing Muscle (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 5 Minute Necrotic, Poison, - -
Survival 10 Slashing
Monster CR 6-10 Medium Medicine or 5 Minute Necrotic, Poison, - 10%

na n
(Unique) Survival 15 Slashing
Monster CR 11-20 High Medicine or 10 Minute Necrotic, Poison, - 25%

Fi io
(Unique) Survival 20 Slashing
Monster CR 21+ (Unique) Supreme Medicine or 10 Minute Necrotic, Poison, - 50%
Survival 25 Slashing

s
Wing Muscle. This thick, chord-like muscle allows winged

l
creatures to flap their wings with enough power to keep them

ot r
airborne. When used as an ingredient in the crafting of items
that grant a fly speed, such as wings of flying, the crafting time is
N Ve
reduced by the percentage listed in the Crafting Reduction column.

Swim Speed
Many creatures can learn to get by in the water, in order to
cross rivers for example, but those fully adapted to an aquatic
environment possess a natural, superior swim speed. Hefty
xt w
muscles (often driving fins or webbed feet) allow these creatures
to move through water with ease. The muscles of their locomotory
mechanism can be harvested as a unique ingredient called ‘Swim
Muscle'.
Te vie

Swim Muscle (Unique) Grade Harvest DC Time Drawback Ruin Damage Crafting
Damage Reduction
Monster CR 0-5 (Unique) Low Medicine or 5 Minute Necrotic, Poison, - -
Survival 10 Slashing
e

Monster CR 6-10 Medium Medicine or 5 Minute Necrotic, Poison, - 10%


(Unique) Survival 15 Slashing
Pr

Monster CR 11-20 High Medicine or 5 Minute Necrotic, Poison, - 25%


(Unique) Survival 20 Slashing
Monster CR 21+ (Unique) Supreme Medicine or 5 Minute Necrotic, Poison, - 50%
Survival 25 Slashing
Swim Muscle. These long and dense muscles propel creatures
through the water. When used as an ingredient in the crafting of
items that grant a swim speed, such as a ring of swimming, the
crafting time is reduced by the percentage listed in the Crafting
Reduction column.

112 Chapter One | Associations


Miscellaneous Features
Some basic elements can be harvested from almost any creature;
their bones and meat.

Bone
Hard, durable skeletons make an excellent source of material for
crafting. Most large creatures have bones, though invertebrates,
plants, and most aberrations do not. If in doubt, the GM has final
say on whether a creature has bones, or structures analogous to
them.

Monster Bones (Bone) Grade Harvest DC Time Drawback Damage Ruin Damage

na n
Monster CR 0-5 (Bone) Low Medicine or 5 Minutes Bludgeoning, Force, -
Survival 10 Thunder

Fi io
Monster CR 6-10 (Bone) Medium Medicine or 10 Minutes Bludgeoning, Force, -
Survival 15 Thunder
Monster CR 11-20 (Bone) High Medicine or 20 Minutes Bludgeoning, Force, -

s
Survival 20 Thunder
Monster CR 21+ (Bone) Supreme Medicine or 30 Minutes Bludgeoning, Force, -

l
ot r
Survival 25 Thunder

MeatN Ve
Meat can be temperamental to deal with outside of controlled
conditions. If not harvested promptly after death, or preserved
Preserving Meat
Once the meat has been field dressed, it is ready for preservation.
correctly, it will quickly spoil. In general, the meat of beasts is the There are no skill checks involved in preserving meat as long as
safest to consume. Depending on your campaign setting, the flesh sufficient time and curing salt are available. Once the meat has
of other creature types can be eaten, but might be poisonous, carry dried for the amount of time noted in the Preserving Meat column,
diseases, or drive the consumer mad. Those with resistance to
xt w
you gain the number of dried meat rations noted in the Rations
poison or disease may be better able to consume the flesh of more Gained column.
unusual creatures safely.
Curing Salt. A small bag of coarse salt crystals that are used to dry
Prerequisite. You must be proficient with daggers or in Wisdom
Te vie

and preserve meat. Preserving the meat of a large creature might


(Survival) checks to attempt to harvest a creature’s meat.First, the require the contents of several bags, as noted in the Curing Salt
creature must be field dressed, then the meat must be preserved. column of the Beast Size Table.
Field Dressing • Cost: 1 sp per bag.
• Availability: most general merchants and shopkeepers have
Field dressing is the process of carefully removing the internal
this useful item on hand.
e

organs of a creature without damaging them, and is usually done


Preserved Meat. Once preserved and stored in a dry place, meat
with a short, sharp knife, or dagger. This is necessary to preserve
rations last for up to one year before spoiling.
meat in the wild as blood and guts quickly contaminate the meat if
Pr

the creature is left intact. The time to properly field dress a creature Selling Preserved Meat. Low grade dried meat rations can be sold
depends on the creature's size and requires a Wisdom (Survival) to vendors for 5 sp each. Selling higher grade dried meat rations
check dependent on the creature's CR. See the Meat Table for for their full price usually requires seeking out a suitable buyer,
details. Failing this check results in a punctured organ, and the such as a fancy tavern hall or a noble's house chef. In a suitable
resulting bile contaminates the meat, rendering it useless. location, you can make an Intelligence (Investigation) check with a
DC determined by the GM to find an appropriate buyer for cured
Cook’s Utensils. Proficiency with cook’s utensils grants you
meats. These dried meat rations sell for 1 gp (medium grade), 2 gp
advantage on all field dressing checks.
(high grade), and 4 gp (supreme grade).
Non-Preserved Meat: Non-preserved meat spoils within 2 days
of harvesting, though the process can be quicker in warm, damp
environments, and slower in cold, dry ones at the GM’s discretion.
Selling Non-Preserved Meat. This ingredient can be sold with
the normal rules for selling ingredients, as long as it is unspoiled.
Spoiled meat is unsellable.

Chapter One | Associations 113


Meat Tables
Ingredient (classification) Grade Harvest DC Drawback Damage Ruin Damage
Monster CR 0-5 (Meat) Low Survival 10 Fire, Radiant Poison, Necrotic
Monster CR 6-10 (Meat) Medium Survival 15 Fire, Radiant Poison, Necrotic
Monster CR 11-20 (Meat) High Survival 20 Fire, Radiant Poison, Necrotic
Monster CR 21+ (Meat) Supreme Survival 25 Fire, Radiant Poison, Necrotic

Beast Size Category Time to Field Dress Preserving Meat Curing Salt Rations Gained
Tiny 1 Minute 4 Hours 1 1
Small 5 Minutes 8 Hours 1 3

na n
Medium 10 Minutes 12 Hours 1 5
Large 20 Minutes 24 Hours 2 10

Fi io
Huge 40 minutes 48 Hours 4 20
Gargantuan 1Hour 96 Hours 8 40

s
Exotic Foods Non-Lethal Ingredients

l
In many worlds, exotic meats are seen as a delicacy. Wealthy The lists in this chapter are based on if the characters are killing

ot r
merchants, nobles, and royalty have been known to develop a and dissecting creatures for their parts. Some usable creature
N Ve
taste for these rarities. Some might actively seek out anyone in
possession of such meats who might be willing to sell, or even be
willing to pay adventurers to hunt down specific creatures for their
parts, such as feathers or scales, could be discarded naturally by
a creature and be found around their natural habitats. Characters
could also try removing ingredients from a creature without
table. For example: killing it, such as plucking feathers from a griffon, or gathering the
• A local dining club is known to pay professionals to hunt for severed limbs of a regenerating troll. At the GM’s discretion, in an
specific, rare meat, such as the hindquarters of a chimera. appropriate place, such as a creature’s nest or lair, the characters
• A powerful dragon wants to dine on fresh humanoid flesh, but may substitute the skill noted in the Harvesting DC column with
xt w
is loath to leave its hoard unguarded. an Intelligence (Investigation) check to find discarded ingredients.
• The cooks guild pays top coin for rare and exotic meats; Alternatively, when harvesting from a living creature, a Wisdom
slightly more than the association of chefs, who whisper that (Animal Handling), or Dexterity (Sleight of Hand) check may be
Te vie

the cooks guild uses the meat for sinister purposes. used to harvest a part without killing it.
e
Pr

114 Chapter One | Associations


Selling a Harvested Ingredient Multiple Time Reduction Ingredients
Selling an ingredient harvested from a creature requires you to In general, a character can only use one ingredient in a recipe
first find a willing buyer. Not all merchants are interested in buying that reduces the overall crafting time of a magic item. If multiple
harvested ingredients. A general store might not need a dragon’s ingredients are used that reduce time, the ingredient with the most
heart, whereas a magic item shop might be more interested in it. time reduction is used in the reduction. At the GM’s discretion,
Additionally, in smaller settlements, there might not be a market various time reduction ingredients can be added together to get a
to sell high-grade ingredients. For example: attempting to sell higher time reduction. For example: if a 10% and a 25% reduction
a high ingredient in a small trading post will be tough, if not are used in the same recipe, it could result in a 35% reduction.
impossible. When in a suitable place you can make an Intelligence Though, no matter the time reduction combinations, an item can
(Investigation) check to attempt to find an appropriate merchant never be reduced in time more than 50% due to the delicate and
to sell to. Please consult the GM when attempting to sell a foraged complicated work of magic item creation.
ingredient. Below is a general list of prices, settlement sizes, and
ability checks necessary to find a buyer for harvested ingredients.

na n
Ingredient Sell Price Investigation Minimum
Grade DC City Size

Fi io
Low 5 (1d10) cp 10 Any
Medium 5 (1d10) sp 15 Trading Post

s
High 5 (1d10) gp 20 Town
Supreme 5 (1d10) pp 25 City

l
ot r
Crafting Reduction
N Ve
Many unique ingredients presented in this section may be used
to reduce the overall time required to craft a specific magic item
or may apply to several magic items from a specific category. In
general, these time reduction ingredients follow this design flow
(some ingredients do differ from this general breakdown, reference
the individual ingredient for its specifics).
xt w

Ingredient Crafting Reduction Examples


Grade
Te vie

Low Grade No reduction in crafting time. -


Medium A 10% time reduction to a Specific: pipes of
Grade specific magic item or a small haunting
category of magic items. Small Category:
musical
e

instruments
High A 25% time reduction to a Specific: frostbrand
Pr

Grade specific magic item or a small Small Category:


category of magic items. cold-themed items
Supreme A 50% time reduction to a Specific: sword of
Grade specific magic item or a small wounding
category of magic items. A Small Category:
25% time reduction to a large any sword
category of magic items.
Large Category:
any weapon

Chapter One | Associations 115


Creature Types Breakdown
Aberration
ABOLETH (CR 10)

Ingredient (Classification) Grade Harvest DC Time Drawback Damage Ruin Damage


Brain Matter (Psychotropic; Medium Medicine or 10 Minutes Necrotic, Poison Psychic
Unique) Survival 15
Mucous Glands High Medicine or 1 Hour Necrotic -
(Intoxicant; Unique) Survival 20

na n
Slime (Creature Essence) Medium Medicine or 1 Minute Acid, Fire Radiant -
Survival 15
Tentacle (Unique) Medium Medicine or 1 Minute Acid, Necrotic -

Fi io
Survival 15
Other Creature Characteristics: Senses & Communications, and Speeds

s
Brain Matter. This brilliant, white brain matter gives the creature Mucous Glands. These sacs are located near the guts, and secrete
the ability to subsume the will of others. As an action, you can a virulent slime. When used as an ingredient in the crafting of

l
ot r
consume the brain matter and make a DC 12 Constitution saving disease themed items, such as a periapt of health, the crafting time
throw. On a success, you gain telepathy to a range of 30 feet for one
N Ve is reduced by 25%.
hour. On a failed save, you are poisoned for one hour. Tentacle. These slimy, suction-cupped tentacles bear spiny pads,
Alternatively, when used as an ingredient in the crafting of items allowing the creature to manipulate its surroundings. When used
that grant telepathy, such as a ring of telepathy, the crafting time is as an ingredient in the crafting of tentacle items, such as a staff of
reduced by 10%. the octopi (see Magic Item Compendium, pg X), the crafting time is
reduced by 10%.
xt w
CHUUL (CR 4)

Ingredient (Classification) Grade Harvest DC Time Drawback Damage Ruin Damage


Te vie

Eye (Unique) Medium Medicine or 1 Minute Force Radiant


Survival 15
Gills (Unique) Medium Medicine or 5 Minutes Acid, Fire, Lightning -
Survival 15
Pincer Low Medicine or 10 Minutes Bludgeoning, Force, -
Survival 10 Thunder
e

• Whole (Trophy)
• Spines (Creature
Essence)
Pr

Tentacle Glands (Toxin) Medium Medicine or 20 Minutes Acid, Necrotic -


Survival 15
Other Creature Characteristics: Resistances & Immunities, Senses & Communications, and Speeds
Eye. These beady, black eyes contain a faint spark of divination Gills. These layers of feathery membranes allow creatures to
magic. As an action, you can crush the eye, destroying it to breathe underwater. When used as an ingredient in the crafting
attempt to cast the detect magic spell. You must succeed on a DC of water-breathing items, such as a scroll of water breathing, the
10 Intelligence (Arcana) check to cast the spell as part of the same crafting time is reduced by 10%.
action. On a failed save, the casting fails.

116 Chapter One | Associations


CLOAKER (CR 8)

Ingredient (Classification) Grade Harvest DC Time Drawback Damage Ruin Damage


Aberrant Heart (Unique) High Medicine or 10 Minutes Necrotic, Piercing, -
Survival 20 Poison
Blood (Unique) Medium Medicine or 1 Minute - Necrotic, Poison
Survival 15
Hide (Creature Essence, Medium Medicine or 4 Hours Necrotic, Slashing Acid, Fire
Hide; Unique) Survival 15
Tail Spike (Trophy) Medium Medicine or 4 Hours Thunder, Bludgeoning, -
Survival 15 Force
Vocal Cords (Unique) Medium Medicine or 10 Minutes Necrotic, Slashing Thunder
Survival 15

na n
Other Creature Characteristics: Senses & Communications

Fi io
Aberrant Heart. This lobed, gray heart is infused with illusion Hide. A gray-green, rubbery hide with a translucent, faintly
magic. As an action, you can eat the heart to attempt to cast the chameleonic quality. When used as an ingredient in the crafting
mirror image spell. You must succeed on a DC 10 Constitution of items that give a bonus to Dexterity (Stealth) checks, such as a
saving throw to cast the spell as part of the same action. On a failed cloak of elvenkind, the crafting time is reduced by 10%.

s
save, you are poisoned for one hour. Vocal Cords. These lengthy, blue muscles produce a haunting

l
Blood. This greenish blood is infused with abjuration magic. moan when air passes through them. When used as an ingredient

ot r
When used as an ingredient in the crafting of items that reduce in the crafting of items that have a fear effect, such as a mace of
N Ve
damage, such as a potion of moderate resistance (see Magic Item
Compendium, pg X) the crafting time is reduced by 10%.

GIBBERING MOUTHER (CR 2)


terror, the crafting time is reduced by 10%.

Ingredient (Classification) Grade Harvest DC Time Drawback Damage Ruin Damage


Glow Mucus Medium Medicine or 5 Minutes
xt w
• Distilled (Toxin) Survival 15
• Unrefined (Unique)
Gib Tongue (Unique) Medium Medicine or 5 Minutes Necrotic, Poison -
Te vie

Survival 15
Toothy Maw (Trophy, Low Medicine or 10 Minutes Bludgeoning, Force, -
Creature Essence) Survival 10 Thunder
Other Creature Characteristics: Senses & Communications, and Speeds
e

Glow Mucus. This white, opaque mucus is expressed from the


salivary glands, and flashes with dazzling light when exposed to air.
When used as an ingredient in the crafting of items that produce
Pr

light, such as a gem of brightness, the crafting time is reduced by 10%.

OTUYUGH (CR 5)

Ingredient (Classification) Grade Harvest DC Time Drawback Damage Ruin Damage


Spiked Tentacle (Trophy; Low Medicine or 10 Minutes Acid, Necrotic -
Unique) Survival 10
Tongue (Creature Essence; Medium Medicine or 5 Minutes Necrotic, Slashing -
Unique) Survival 15
Other Creature Characteristics: Sense & Communications

Spiked Tentacle. These muscular tentacles bear a large, spiked pad Tongue. This thick tongue must be constantly exposed to the
at the tip. When used as an ingredient in the crafting of tentacle worst filth and diseases, and remain functional. When used as
items, such as a staff of the octopi (see Magic Item Compendium, pg an ingredient in the crafting of items that resist disease, such as a
X), the crafting time is reduced by 10%. periapt of health, the crafting time is reduced by 10%.

Chapter One | Associations 117

You might also like