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Contents

Foraging 14
Character Professions 4
Items that Assist in Foraging 14
Mechanics of Professions 4 15
4 Herbs
Training a Profession Herb Descriptions 15
XP to Level a Profession 4
Professions 4 Hunting 17
Gathering Professions 4 17
Production Professions 4 Items that Assist in Hunting
Game 18
Alchemy 5 Animal Descriptions 18
Items that Assist in Alchemy 5 Mining 20
Potions 6 20
Items that Assist in Mining
Cooking 7 Mining in the Local Area 21
Items that Assist in Cooking 7 Gems 21
Fires Used for Cooking 7 Ores 22
Ore and Gem Descriptions 22
Fish Packs 7 Ores 22
Meat Packs 7 Gems 24
Herb Packs 7
Recipes 8 Smithing 25
Items that Assist in Smithing 25
Crafting 9 Smelting Bars 26
Items that Assist in Crafting 9 Metal Effects Clarifications 29
Tanning Pelts 10 Repairing Items 29
Treating Wood 10 Smithing Equipment 29
10 Armors 29
Crafting Equipment Weapons 29
Armors 10 Jewelry 29
Weapons 10 Equipment Value Adjustments 30
Fishing 11 Smithing Sidebar 30
Items that Assist in Fishing 11 Woodcutting 31
Fish 12 Items that Assist in Woodcutting 31
Fish Descriptions 12
Trees 32
Tree Descriptions 32

2 Contents
Version
Appendix A: Feature Clarification 33 v4.0: Mettling with Metals
Backgrounds 33
Outlander 33
Wanderer 33
Classes 33
Cleric: Forge Domain 33
Channel Divinity: Artisan's Blessing 33
Ranger 33
Favored Enemy 33
Natural Explorer 33
Spells 34
Commune with Nature 34
Creation 34
Fabricate 34
Credits 35
The Homebrewery 35
Benjamin Brews 35
DM Alex 35
Wizards of the Coast 35

Contents 3
Character Professions

A
dventuring is a risky, difficult, and dangerous Each character starts a profession at level 1. The maximum
job. Any good adventurer picks up a few extra level attainable is level 5, which unlocks benefits for the
skills along their travels. Without some extra character. Though XP may be gained in different ways for
competence, the wilderness would be a much each profession, they all require the same amount of XP to
deadlier place. These extra skills are deemed increase in level. Each level has its own title.
"Professions" and are utilized to aid in survival. The following table shows how much XP must be earned
to reach a level in a profession. For example, becoming
Professions are useful ways for adventurers to survive, strive, Legendary (5th level) in a profession requires a total of 200
and thrive in both the wilderness and society. XP to achieve.

Mechanics of Professions XP to Level a Profession


Level Title XP required
Professions are the set of skills associated with doing a
specific activity. For example, a fisherman may set up some 1 Novice 0
bait and tackle, cast a line, and try to catch a meal for the 2 Apprentice 10
night.
Any adventurer can train any of the Gathering professions. 3 Expert 30
A Production Profession, on the other hand, requires more 4 Master 60
specialized training. You may choose to train 1 Production 5 Legendary 100
Profession from the Production Professions table, provided
you have met all the prerequisites for that profession. An
adventurer can change the Production Profession they know
when they gain a character level. Doing so does not reduce
Professions
the level or XP a player gained in their previous profession,
and if they were to switch back to it later, they would continue
from where they left off. Gathering Professions
Professions are skills that can be leveled up. They level up Profession Prerequisites Type Acts/day
separately from your character or class levels. Each Fishing 12 STR or 12 WIS Gathering 2
profession can reach a maximum of level 5. However, a 5th
level profession is a difficult feat to achieve. Those who have Foraging 12 INT or 12 WIS Gathering 2
obtained level 5 in a profession are legendary adventurers Hunting 12 DEX or 12 WIS Gathering 2
who have mastered their art. Mining 14 STR Gathering 1

Training a Profession Woodcutting 14 CON Gathering 1

To train a profession, you must use it. Each time you use a Production Professions
profession, it will give you XP. Once you have obtained
enough XP, you gain a level, and your XP returns to 0. Profession Prerequisites Type Acts/day
Overcapping the XP required does not carry over into XP for Alchemy 12 INT or 12 WIS Production 1 (2)
the next level. Each profession will explain how to gain XP in Crafting 12 CON or 12 DEX Production 1
its own section. You may choose to train 1 Gathering
profession per long rest. Cooking 14 DEX Production 2
Using a profession typically involves making a skill check. Smithing 10 CON and 10 STR Production 1
This skill check is made like normal, with any modifiers you
may have still taking effect. Spells and other features that Possible Professions
may bolster your skill check also still apply if used. Rolling a
natural 1 does count as a critical failure, however rolling a Professions Prerequisites Type Acts/day
natural 20 does not necessarily mean a success or critical Construction 10 DEX and 10 STR Production 1
success.
A profession may require the use of different tools or items Jewelcrafting 12 CON or 12 DEX Production 1
to train. If a profession lists an artisan's tool or a weapon in Enchanting 14 INT Production 1
its requirements, the character must be proficient in that item Tailoring 12 CHA or 12 DEX Production 1
to train the profession well. If they are not proficient in that
item, then all skill checks associated with the profession are
made at disadvantage. Some tools or items can be found in
the 5th edition Player's Handbook and the page will be cited.
Any tools or items not found in the Player's Handbook will be
described here.

4 Professions
Alchemy: Production Skill Items That Assist in
Alchemy allows you to make potions. Alchemy
Potions require a mix of ingredients in a flask of water over
a heat source, usually at an alchemy station. Below are items that can assist in Alchemy.
Potions created using Alchemy can only be used within 72
hours from the point they were concocted. After 72 hours, a Alchemy Station
potion loses its magical properties, and becomes a brown Tool, Common
mix of muddy water. This mix has no effect when ingested. This station allows you to craft level 2 potions or higher.
Because of this, potions cannot be sold or traded when The station is too heavy to be portable, and must be installed.
created in this way.
Having a higher Alchemy level will allow you to create Alchemy Station +1
more valuable potions.
Tool, Uncommon
Requirements This station allows you to craft level 2 potions or higher. It
To start Alchemy you will need at least: also allows you to add a +1 to any Alchemy skill check you
make to concoct a potion. The station is too heavy to be
12 INT or 12 WIS portable, and must be installed.
Alchemist’s Supplies (50 gp – PHB page 154)
Herbalism Kit (5 gp – PHB page 154) Alchemy Station +2
Alchemy Process Tool, Rare
You can brew once per long rest. This activity takes 2 hours. This station allows you to craft level 2 potions or higher. It
To brew any potion, you must already have the required also allows you to add a +2 to any Alchemy skill check you
ingredients for it. Potions greater than level 1 may only be make to concoct a potion. The station is too heavy to be
brewed at an alchemy station. portable, and must be installed.
Sometimes, an alchemist concocts a potion so skillfully,
they only require half the ingredients to obtain their desired Alchemy Station +3
results. When you successfully concoct a potion, roll Tool, Very Rare
percentile dice. If you roll a 95% or higher, you keep half the This station allows you to craft level 2 potions or higher. It
quantity of each ingredient rounded up. If the potion only also allows you to add a +3 to any Alchemy skill check you
requires 1 of that ingredient, it is not consumed. make to concoct a potion. The station is too heavy to be
Fill 1 flask with water. Mix all ingredients for your potion portable, and must be installed.
into that flask.
Roll an Arcana or Medicine sill check. If your roll equals Penny's Portable Alchemy Station
or exceeds the potion's DC, you create 1 potion of the type Tool, Rare
you chose. All ingredients are consumed, and the vial now This station is specifically built to be portable, allowing
contains the new potion. alchemists with the money to purchase this item the luxury of
You gain Alchemy XP equal to the level of the potion you concocting on the go. This station only allows you to concoct
brew + your Alchemy level (If you fail to make the potion, potions up to level 3.
you gain 1d4-1 XP instead, and lose all ingredients used
except any flasks and vials).
*Potion effects can be found in DMG, page 187-188.
Achieving Level 5
Character gains advantage to saves against Poison.
Character can make 2 potions per day instead of 1, and
potions last one week instead of 72 hours.
NPCs who are Wizards or Sorcerers become friendlier.

Alchemy: Professions 5
Potions
Alchemy
Level Potion Ingredients DC
1 Potion of Climbing 3 Lavender Seeds + 1 Spider 5
1 Potion of Animal 2 Animal Parts + 1 Kraken-Kelp Bulb 6
Friendship
1 Potion of Diminution 1 Mammoth Pitcher Plant + 2 Red-Speckled White Shroom + 2 Vitalin Seeds + 2 6
Lavender Seeds
2 Potion of Water 2 Fish of level 3 or higher + 3 Kraken-Kelp Bulbs 9
Breathing
2 Oil of Slipperiness 1 Stargazer's Singed Sweetflower + 1 Stonefire Sap + 2 Sickly Sundew Tentacles 12
2 Potion of Hill Giant 1 Hill Giant's Toe + 1 Twisted Arvid Nut + 2 Mammoth Pitcher Plants 13
Strength
2 Potion of Healing 1 Animal Blood + 1 Ruby Hibiscus 14
3 Potion of 1 Eye of a Fae Creature + 2 Red-Speckled White Shroom + 4 Lavender Seeds 10
Clairvoyance
3 Potion of Mind 1 Splendor Reed + 1 Blue Rose + 2 Lunarbladed Grass + 1 Brain of any Creature with 14 11
Reading or more INT
3 Potion of Resistance 2 Iron Ores + 2 Reckless-Snap Petals + 4 Vitalin Seeds + 1 Stonefire Sap 12
3 Potion of Fire 4 Thorned Embers + 1 Reckless-Snap Petal + 1 Stonefire Sap + 1 Stargazer's Singed 12
Breathing Sweetflower
3 Potion of Growth 1 Large or Larger Creature’s Blood + 2 Mammoth Pitcher Plants + 3 Thorned Embers 13
3 Potion of Gaseous 1 Ectoplasm + 3 Lunarbladed Grass + 1 Wood Ash + 1 Clear Sap + 1 Red-Speckled 15
Form White Shroom
3 Potion of Frost/Stone 1 Frost/Stone Giant's Toe + 2 Twisted Arvid Nut + 1 Reckless Snap Petal + 4 Blue 15
Giant Strength Lamica-Cactus Petals + 3 Mammoth Pitcher Plants
3 Potion of Greater 1 Humanoid Blood + 2 Ruby Hibiscuses + 1 Stargazer's Singed Sweetflower 17
Healing
4 Potion of Heroism 1 Holy Water + 3 Blue Lamica-Cactus Petals + 2 Reckless-Snap Petals + 1 Twisted Arvid 16
Nut
4 Oil of Etherealness 2 Clear Saps + 2 Wood Ash + 1 Ectoplasm + 1 Splendor Reed + 3 Lunarbladed Grass 16
4 Potion of Invisibility 2 Ectoplasms + 1 Animal Eye + 2 Clear Saps 17
4 Potion of Speed 3 Sickly Sundew Tentacles + 1 Stonefire Sap + 2 Kraken-Kelp Bulbs 17
4 Potion of Fire Giant 1 Fire Giant's Toe + 3 Twisted Arvid Nuts + 2 Reckless Snap Petals + 4 Mammoth 18
Strength Pitcher Plants
4 Potion of Superior 1 Large or Larger Creature’s Blood + 3 Ruby Hibiscuses + 1 Revitalizing Locinth Bud 20
Healing
5 Potion of 1 Adamant Ore + 2 Revitalizing Locinth Buds + 2 Dew-Doused Daisies 18
Invulnerability
5 Potion of Flying 3 Feathers + 1 Sickly Sundew Tentacle + 2 Splendor Reeds + 1 Twisted Arvid Nut 19
5 Oil of Sharpness 1 Adamant Ore + 2 Blue Roses + 1 Clear Sap + 3 Blue Lamica-Cactus Petals 20
5 Potion of Cloud Giant 1 Cloud Giant's Toe + 5 Twisted Arvid Nuts + 3 Reckless Snap Petals + 5 Mammoth 21
Strength Pitcher Plants
5 Potion of Vitality 5 Blue Roses + 2 Ruby Hibiscuses + 6 Vitalin Seeds + 3 Stonefire Saps + 2 Dew 21
Splattered Daisies + 2 Splendor Reeds + 1 Revitalizing Locinth Bud
5 Potion of Storm 1 Storm Giant's Toe + 8 Twisted Arvid Nuts + 6 Reckless Snap Petals + 3 Stonefire Saps 25
Giant Strength + 6 Mammoth Pitcher Plants
5 Potion of Supreme 1 CR 13+ Dragon’s Blood + 5 Ruby Hibiscuses + 2 Revitalizing Locinth Buds + 1 Dew- 28
Healing Doused Daisy

6 Alchemy: Potions
Cooking: Production Items That Assist in
Skill Cooking
Cooking allows you to prepare food. Below are items that can assist in Cooking.
Cooking food requires a mix of meats and ingredients Cook's Utensils +1
placed over a range or fire. A meal feeds 4 people. If you wish
to feed more, you must make another batch for every 4 Tool, Uncommon
people you attempt to feed. This set of tools allows you to add a +1 to any Cooking skill
Food prepared using Cooking can be sold, traded, or eaten check you make to prepare food.
only if it's still fresh. A meal is considered fresh within 24
hours of being cooked. Food can be preserved for longer by Cook's Utensils +2
cooled. Also, to be sold or traded, a meal cannot have been Tool, Rare
eaten from prior. This set of tools allows you to add a +2 to any Cooking skill
Having a higher Cooking level will allow you to create more check you make to prepare food.
valuable meals.
Requirements Cook's Utensils +3
To start Cooking you will need at least: Tool, Very Rare
This set of tools allows you to add a +3 to any Cooking skill
14 DEX check you make to prepare food.
Cook's Utensils (1gp – PHB page 154) are needed to
prepare food Pete's Portable Kitchen
Cooking Process Wondrous Item, Rare
You can cook twice per long rest. This activity takes 2 hours. This station is specifically built to be portable, allowing
Eating a meal requires another hour to consume, after the chefs with the money to purchase this item the luxury of
preparation process has been completed. cooking on the go. This station counts as a range, and only
To cook any meal, you must already have the required allows you to prepare food up to level 3.
ingredients for it. You must have access to an open flame or a
cooking range to prepare food.
Sometimes, a chef prepares a meal so skillfully, that meal Meal Packs
tastes of a finer quality. When you successfully cook an item, A meal requires a food pack or herb pack to be
roll percentile dice. If you roll a 95% or higher, then the meal prepared. A food pack is considered fresh for 24
you made increases by one tier of the same type. hours after being made. Food packs can be
If the meal cannot increase by a tier and the item bestows preserved for longer by being cooled.
temporary hit points, increase the number bestowed by +2. Fish pack: 5 lbs of fish. See Fishing
If the meal cannot increase by a tier and the item adds a Meat Pack: 5 lbs of meat. See Hunting
Herb pack: 1/2 lb of herbs. See Foraging
bonus to your skill checks or saving throws, increase the A meal pack does not have to be directly
bonus to a +4. obtained from other professions. All meal packs
Roll a Sleight of Hand or an Acrobatics skill check. If your can be purchased from a store, however, some are
roll equals or exceeds the DC of the meal, you cook the hard to find.
item. Buff Clarifications
You gain Cooking XP equal to the level of the item you Any buff granted by meals prepared using the
cook + your Cooking level (If you fail to cook the item, you Cooking profession lasts for 8 hours after
gain 1d4-1 XP instead, and you burn the food. All consuming.
ingredients used to prepare that item are still consumed; You may only have 1 meal buff active at any
burnt food is useless and cannot be sold). time. Any meal eaten afterward replaces the
previous buff with the new one.
Achieving Level 5 You may only have 2 meals made this way per
Character gains immunity to Diseases and can always day.
detect poison in food and drinks.
Character can cook meals twice as fast.
Halflings and other NPCs who love to eat and cook
become friendlier. Fires Used for Cooking
Different flames will affect the DC of cooking an item.
Flame Type DC Adjustment
Conjured Flame +4
Standard Campfire ---
Cooking Range -2

Cooking: Profession 7
Fish Packs Meat Packs
Name of Pack Requirements Value Name of Pack Requirements Value
Mediocre Fish Pack Level 1 Fish 3 cp Mediocre Meat Pack Level 1 Meat 2 cp
Quality Fish Pack Level 2 Fish 1 sp Quality Meat Pack Level 2 Meat 8 cp
Excellent Fish Pack Level 3 Fish 2 sp Excellent Meat Pack Level 3 Meat 1 sp
Exquisite Fish Pack Level 4 Fish 5 sp Exquisite Meat Pack Level 4 Meat 3 sp
Extravagant Fish Pack Level 5 Fish 8 sp Extravagant Meat Pack Level 5 Meat 6 sp

Herb Packs
Name of Pack Requirements Value
Herb Pack 20 Level 3- Herbs 4 sp
Rare Herb Pack 20 Level 4+ Herbs 1 gp

Recipes
Fish
Cooking Level Ingredients Meal Buff DC Value
1 1 Mediocre Fish Pack 1 Baked Fish Plate +2 temporary Hit Points 10 8 cp
2 1 Quality Fish Pack 1 Poached Fish Platter +4 temporary Hit Points 14 2 sp
3 1 Excellent Fish Pack 1 Fried Fish Fillet Feast +6 temporary Hit Points 18 5 sp
4 1 Exquisite Fish Pack 1 Broiled Fish Cut Banquet +10 temporary Hit Points 21 8 sp
5 1 Extravagant Fish Pack 1 Grilled Fish Steak Salver +12 temporary Hit Points 24 2 gp

Meat
Cooking Level Ingredients Meal Buff DC Value
1 1 Mediocre Meat Pack 1 Ground Sausage Plate +1 temporary Hit Points 8 5 cp
2 1 Quality Meat Pack 1 Grilled Steak Platter +2 temporary Hit Points 11 1 sp
3 1 Excellent Meat Pack 1 Roasted Pulled Shoulder +4 temporary Hit Points 15 2 sp
4 1 Exquisite Meat Pack 1 Smoked Rib Banquet +8 temporary Hit Points 19 4 sp
5 1 Extravagant Meat Pack 1 Griddle-Seared Steak Salver +10 temporary Hit Points 22 1 gp

Soups and Stews


Cooking
Level Ingredients Meal Buff DC Value
3 1 Excellent Meat Pack + 1 Herb 1 Meat Stew with Green Beans +1 to your next skill 18 1 gp
Packs check
3 1 Excellent Fish Pack + 1 Herb 1 Fish Stew with Asparagus +1 to your next 19 2 gp
Packs saving throw
4 1 Exquisite Meat Pack + 2 Herb 1 Salted Steak Soup with Zucchini +2 to your next skill 22 4 gp
Packs check
4 1 Exquisite Fish Pack + 2 Herb 1 Seasoned Fish Head Soup with Peas and +2 to your next 23 6 gp
Packs Carrots saving throw
5 1 Extravagant Meat Pack + 2 1 Spice-Rubbed Meat Goulash with Potatoes +3 to your next skill 25 1 pp
Rare Herb Packs check
5 1 Extravagant Fish Pack + 2 Rare 1 Lemon-Peppered Fish Bisque with Red +3 to your next 26 2 pp
Herb Packs Peppers and Mushrooms saving throw

8 Cooking: Recipes
Crafting: Production Items That Assist in
Skill Crafting
Crafting allows you to make pelt/wood equipment. Below are items that can assist in Crafting.
Pelt equipment requires pelt to be tanned before being
worked. Wood weapons require wood to first be treated Crafter's Kit +1
before being worked. To do this, you must have access to a Tool, Uncommon
tannery. These can then be turned into pelt armors and This set of tools allows you to add a +1 to any Crafting skill
wooden weapons at a crafting bench. check you make to craft materials and items.
Having a higher Crafting level will allow you to create more
valuable equipment. Crafter's Kit +2
Requirements Tool, Rare
To start Crafting you will need at least: This set of tools allows you to add a +2 to any Crafting skill
check you make to craft materials and items.
10 CON and 10 DEX
Leatherworker’s Tools (5gp – PHB page 154) is needed Crafter's Kit +3
to craft armor
Woodcarver’s Tools (1gp – PHB page 154) is needed to Tool, Very Rare
craft weapons This set of tools allows you to add a +3 to any Crafting skill
check you make to craft materials and items.
Crafting Process
You can craft once per long rest. This activity takes 3 hours. Lynn's Little Tannery
To craft any piece of equipment, you must already have the Wondrous Item, Rare
required tanned leather or treated wood for it. You must have This item allows you to carry a small, portable tannery with
access to a tannery to tan or treat the material, and to a you, with a small, magical, clockwork machine that will work
workbench to create equipment. A craftsman's workshop will materials for you. When you speak your command word to
have both of these in its premises. the handheld wooden box, the top flaps open to reveal the
For every 2 materials required to craft an item, it requires interior of a workshop. Placing pelts or wood of level 3 or
an extra session to complete, rounded down. For example, if lower within and shutting the flap allows the material to be
an item requires 3 pelts, that item takes 2 sessions. You only treated or tanned without fail. This process takes 3 hours.
need to make the roll to craft the item once; at the end of the When the box is in use, it makes quiet scratching sounds.
time required. For example, if you are crafting Leather armor,
you would make your roll after the 2nd session.
Sometimes, a craftsman creates a piece so skillfully, they Crude Wood / Shoddy Pelts
make a masterworked item. When you successfully craft an These items are made when you fail the
item, roll percentile dice. If you roll a 95% or higher, then the treating/tanning DC for the respective material.
item you crafted is a masterworked item. This material can still be used to craft desired
Masterworked items do not count as magical, but are +1 items, but using one or more will decrease the
equipment. Weapons gain a +1 to Attack and Damage rolls, item's value by half.
and armors and rings gain a +1 to AC. If the item does not fall
into one of these categories, but uses a DC, that DC is Scraps
increased by +1 (for example, manacles typically require a Scraps are made when you fail the Crafting DC for
DC 20 Dexterity skill check to escape, however an item. Scraps are worth a fourth of the value of
masterworked manacles require a DC 21 skill check). the item you were attempting to create. Wood
modifiers that affect the item's worth still apply.
Roll a Constitution skill check (with proficiency if you are Using Crude Wood or Shoddy Pelts still applies.
proficient in Constitution saves). If your roll equals or
exceeds the material's DC, you tan/treat the pelt/wood of
whichever you were attempting.
Roll a Sleight of Hand skill check. If your roll equals or
exceeds the DC of the equipment, you craft the item.
You gain Crafting XP equal to the level of the item you
craft + your Crafting level (If you fail to make the item, you
gain 1d4-1 XP instead, and you create scraps made of the
corresponding material).
Wooden and Leather/Hide gear can be found on PHB page
144-153.
Achieving Level 5
Character gains use of the Feat: Medium Armor Master.
Character can craft items twice as fast.
Elves and other NPCs who love to craft become friendlier.
Crafting: Profession 9
Tanning Pelts Equipment Value Adjustment for
Tanning 1 pelt requires a DC 14 Constitution skill check Wood Type
(with proficiency if you are proficient in Constitution saves). A Wood % Value Adjustment
success results in 1 Tanned Pelt. A failure results in 1
Shoddy Pelt. Pine - 50%
Willow - 25%
Treating Wood Oak No Change
Ginsap + 50%
Crafting Level Wood Treated Wood DC Value Maple + 75%
1 1 Pine 1 Pine 6 8 cp Mahogany + 100%
1 1 Willow 1 Willow 8 1 sp Juno + 150%
2 1 Oak 1 Oak 10 2 sp Ethereal + 200%
2 2 Ginsap 1 Ginsap 12 5 sp Demetrus ---
3 1 Maple 1 Maple 14 1 gp
3 1 Mahogany 1 Mahogany 15 2 gp Wood Equipment Effects
4 2 Juno 1 Juno 18 6 gp Wood Weapon Effect

5 1 Ethereal 1 Ethereal 20 1 pp Pine Cannot be enchanted

5 1 Demetrus 1 Demetrus 26 5 pp Willow Cannot be enchanted


Oak None
Ginsap Gain Advantage on saves against becoming
Intoxicated
Maple Cannot be forced to drop by magical means
Crafting Equipment
Mahogany +1 bonus to Persuasion
Juno Increase weapon's normal range by 10 feet
Armors Ethereal +2 bonus to Stealth
Crafting Level Equipment # of Tanned Pelts DC Demetrus ---
1 Padded 1 7
2 Hide 2 10 Repairing items
3 Leather 4 14 Repairing an item takes half the time required to craft it, and
half the resources.
4 Studded Leather 6 16

Weapons Multiple Quantity per Wood


Any item that comes in multiples (Arrows) crafts
Crafting # of Treated
Level Equipment Wood DC 15 per log.

1 1d4 Damage Wooden 1 5 Miscellaneous Items


Weapon Any pelt/wood item or gear such as a quiver/barrel
2 1d6 Damage Wooden 1 10 requires 1 material, and has a Crafting DC of 10.
Weapon
Magical Damage
3 1d8 Damage Wooden 2 15 Applies to any weapon made of Juno wood or
Weapon better.
4 1d10 Damage Wooden 2 18
Weapon Legendary Pelts
5 1d12 / 2d6 Damage 3 22 The DM may decide to allow any character wearing
Wooden Weapon armor made of a Legendary Creature's pelt to have
a +2 bonus to Intimidation skill checks.

Values of equipment can be found on PHB page 145-149.


Adding gems to armor is part of Jewelcrafting.

10 Crafting: Equipment
Fishing: Gathering Skill Items That Assist in
Fishing allows you to catch fish. Fishing
Fish can be sold, traded and eaten only if it’s still fresh. A
fish is considered fresh within 24 hours of being caught. Fish Below are items that can assist in Fishing.
can be preserved for longer by being cooled or cured. A
spoiled fish can still be used as bait fish, but cannot be used Fishing Rod +1
as live bait. Tool, Uncommon
A fish can still be harvested like any standard creature for This rod allows you to add a +1 to any Fishing skill check
organs and other parts. you make to catch a fish.
To catch fish away from the coastline, a fisherman must be
on a boat - or some other form of platform - to stand on that's Fishing Rod +2
on or above the surface of the water.
Having a higher Fishing level will allow you to catch more Tool, Rare
valuable fish. This rod allows you to add a +2 to any Fishing skill check
you make to catch a fish.
Requirements
To start Fishing you will need at least: Fishing Rod +3
12 STR or 12 WIS Tool, Very Rare
Fishing Tackle (1 gp – PHB page 150) This rod allows you to add a +3 to any Fishing skill check
Dedicated Basket (4 sp - PHB page 150) or any large you make to catch a fish.
enough container to hold fish and water
Bait (Bugs/Worms can be used as bait) Treasures
Fishing Process Fishing treasures are rare artifacts found at the bottom of the
You can fish twice per long rest. This activity takes 2 hours. water. All treasures are valuable, but hard to sell, as they are
For every +5 you beat the DC of the fish by, you get an extra very specific (treated like magic items).
one of it.
Sometimes, a lucky fisherman thinks they're fighting a fish, Fishing Treasures
but reels in something else valuable instead. When you fail to
successfully catch a fish, roll percentile dice. If you roll a 95% Roll Treasure Description Value
or higher, you reel in a sunken treasure instead of a fish. Roll 1 Ancient Small, ancient, golden coin with two 2 gp
1d12 on the Fishing Treasures table. You still lose your bait if Coin faces. One side is stamped with a
you reel in a treasure. large vessel; the other a woman's
face.
If you have not already, obtain necessary bait. This can be 2 Golden A highly ornamented cup made of 4 gp
done by scavenging for Bugs/Worms, or by using Chalice gold.
previously caught fish.
Roll an Athletics or Survival skill check. If your roll equals 3 Buffalo
Statuette
A hand-sized marble statue of a
buffalo.
1 gp
or exceeds the fish's DC, you catch the fish. All bait is
consumed whether you catch the fish or not. 4 Black- A tusk from some long extinct 5 sp
Roll the corresponding die to determine how much fish Ivory animal.
you obtain. If you roll higher than the amount of bait you Tusk
have, you catch the amount of fish equal to the amount of 5 Platinum A beautifully decorated plate, with old 2 pp
bait you have. Plate Elven inscrivings.
You gain Fishing XP equal the level of the fish you 6 Primeval A barnacle encrusted curved sword; 2 gp
obtained + your current Fishing level (If you fail to catch a Cutlass probably used by old seafarers
fish, you instead gain 1d4-1 Fishing XP and lose the
corresponding die of bait). 7 Small
Silver
A still-functional, empty hand casket 5 sp
made of fine silver
Casket
Achieving Level 5
Character gains use of the Sailor Background Feature. 8 Large A heavy, empty, leather-bound tome 3 sp
(PHB page 139) Tome undamaged by water.
Character gains access to Fishing Guilds and knows the 9 Bygone An old, golden tiara with strange but 5 gp
location of any important fishing areas such as lakes, Diadem pretty etchings.
rivers, and seas. 10 Pearl A necklace made of 5 gorgeous 3 gp
NPCs who love to fish (Sailors and Pirates) become Necklace pearls; still polished.
friendlier.
11 Deep A stunning crystalline structure inside 3 gp
Purple a mundane exterior
Geode
12 Small A gauntlet made of pure gold, with 6 5 pp
Golden beautiful gems inlaid
Gauntlet
Fishing: Profession 11
Fish
Fishing Level Fish Location Technique Bait Type DC Amount Size Value
1 Bubblechovy River/Lake Net None 5 1d10 < 1 lb 1 cp
1 Clamoring Crayfish Seashore Net None 5 1d10 < 1 lb 1 cp
1 Teal-Trimmed Shrimp Seashore Net None 6 1d10 < 1 lb 1 cp
2 Shimmering Carp Sea Light Cast Bug/Worm 7 1d6 5 lb 5 cp
2 Fey-Touched Perch Sea Light Cast Bug/Worm 8 1d6 6 lb 5 cp
2 Doghead Flounder Sea Light Cast Bait Fish 10 1d6 9 lb 1 sp
2 Drowned Skate Seashore Light Cast Live Fish 10 1d4 10 lb 1 sp
2 Trickle Trout River/Lake Light Cast Bug/Worm 10 1d6 9 lb 8 cp
2 Scuttlesit Eel Seashore Light Cast Bait Fish 12 1d2 25 lb 2 sp
3 Gasping Catfish Lake Cast Bait Fish 9 1d6 45 lb 8 cp
3 Red-Rot Swift Drum Sea Cast Bait Fish 11 1d4 55 lb 1 sp
3 Grey-Guppy Tuna Deep Sea Cast Bait Fish 13 1d4 70 lb 3 sp
3 King Salmon River/Lake Cast Bait Fish 14 1d2 75 lb 5 sp
4 Rainbow-Finned Cod River/Lake Cast Bait Fish 13 1 120 lb 1 gp
4 Dorian's Marlin Deep Sea Cast Bait Fish 16 1 210 lb 2 gp
4 Giant Blood-Squid Deep Sea Heavy Cast Live Fish 17 1 440 lb 3 gp
4 Flame-Tongued Dolphin Deep Sea Heavy Cast Bait Fish 19 1 350 lb 3 gp
5 Glowgut Tuna Deep Sea Heavy Cast Live Fish 17 1 830 lb 5 gp
5 Shock-Nosed Swordfish Deep Sea Heavy Cast Live Fish 19 1 900 lb 5 gp
5 Pygmy Blue-Finned Whale " Deep Sea Harpoon None 21 1 3,000 lb 2 pp
5 Void-Dance Shark " Deep Sea Heavy Cast Live Fish 25 1 1,000 lb 1 pp

Useful items may be harvested off of some fish for secondary purposes, other than food. Any useful item will be listed in the fish's
description.

" High value; hard to sell (treated as magic items). Doghead Flounder
Found resting at the ocean floor, the Doghead gets its name
Fish Descriptions for its iconic shape and pattern. When looking down on one
while it lays flat, the unusual pattern resembles the head of a
Bubblechovy dog, with the fish's fins being the ears.
These tiny, spherical, translucent anchovy-like fish look like Dorian's Marlin
little bubbles. It's not uncommon for tides to wash them up
onto shore, and then haul them back out to sea. A large fish, commonly found skewering smaller fish for its
meals. It particularly loves Shimmering Carp, as the bright
Bubble Sac: A sac that can be harvested inside the belly of the colors attract this marlin's sensitive eyes.
Bubblechovy. 5 of these can be sucked to allow an extra
breath. Drowned Skate
A Drowned Skate is a peculiar creature, spending most of its
life upside-down. Gathering in small schools, these skates
Clamoring Crayfish appear dead to predators. These predators approach them,
This crayfish is often found in shallow sea waters. Its erratic expecting an easy meal. As the predator does so, the skates
and swift movements often make substantial noise for their swiftly jab it with their poisonous barbs. They then feed on
size. A group of these moving together can easily be the fish, until the school is full. Once finished, they turn back
determined by a loud sloshing sound near the water surface. over, and drift along the currents.
Chitin: A tough shell that can be harvested from the claws to Poisoned Barb: A long spine that can be used once as a
create some armors. poisoned dagger.

12 Fishing: Fish
Fey-Touched Perch Pygmy Blue-Finned Whale
These perch are easy to spot, as they leave a short, These rare pygmy whales are no small creatures. At almost
shimmering trail of gold-colored mist behind them. It's 2,000 pounds, these creatures are generally passive, and feed
speculated that the pixies once tried to play a practical joke on large schools of smaller sea creatures. They typically
on the sea titan, Oceanus. In doing so, they caused Oceanus travel alone, or in a small family. You can only imagine how
to forever have to deal with vanishing glitter in his seas. large the full-sized Blue-Finned Whales are.
Pixie Dust: A golden powder than can be thrown on someone Whale Oil: Counts as lamp oil, but lasts twice as long. Anything
to grant them flight for 12 seconds after 1 minute. burning with Whale Oil sheds an extra 5 feet of bright and dim
light.

Flame-Tongued Dolphin
These dolphins appear orindaryat first, until they open their Rainbow-Finned Cod
mouth. When exposed, their tongues glow like hot ember and These grey colored cod are famous for their many shining,
coal. They use this as a tactic underwater to generate large rainbow fins adorning their bodies.
clouds of steam. This cloud makes it difficult for would-be Red-Rot Swift Drum
predators to keep track of the quick dolphins, who then make This quick, greyish-blue fish has a red, mold-like pattern on
their escape. Many fishermen lose their catch because the its sides. When the fish sits still, it looks like it has recently
dolphin's tongue will burn the line. been attacked, and freshly bloodied.
Flame Tongue: Can be used as a whip with an extra 1d4 Fire Scuttlesit Eel
damage for 24 hours after the dolphin's death as long as it is
wrapped for the hand to hold. Scuttlesit Eels are notorious for their skittish, yet aloof
personalities. They scare easily, and are very timid to bite,
making them a difficult catch for untrained fishermen.
Gasping Catfish
The catfish frequently gape open their mouths, releasing Shimmering Carp
large bubbles. Any fisherman can easily spot these bubbles, This beautiful, fat fish glimmers in the light. They are bold in
making this species of catfish particularly effortless to find. nature, and bite almost anything, making them easy to spot,
and easy to catch for any new fisherman.
Giant Blood-Squid
These massive squids rarely eat, but swallow their prey Shock-Nosed Swordfish
whole when they do. The meal is then quickly compacted These huge, dangerous monsters are infamous for their
inside the squid's stomach using it's powerful digestive electrified bills. The migratory fish, is extremely aggressive,
muscles. The blood that pours out of the squished creature often using its bill to paralyze if it cannot skewer.
then fills in sacs that can be seen on the outside of the squid.
The stomach digests the meat and flesh, the bones are spat Shock Gland: A gland at the base of the bill that adds 1d4
out, and the blood is saved in the sacs until the squid needs Lightning damage to a weapon when used within 24 hours of
death.
emergency nutrients later. DThis nature makes them easy to
hook. The difficulty is fighting them onto a ship.
Teal-Trimmed Shrimp
Blood Sac: Counts as 5 vials of a Large creature. These little creatures have two teal-colored stripes, one down
each of its sides. They often sit in large schools, drifting
Glowgut Tuna through the ocean.
These tuna have bright blue dorsal sides, and glow a beautiful Trickle Trout
emerald green on their bellies in deep, dark waters. A Trickle Trout is often denoted by the strange sound it
Experienced fisherman know it's much easier to catch these makes; almost like a slow, small brook or stream.
mammoth fish at night.
Void-Dance Shark
Glowgut Juice: Can be held in a translucent or transparent sac These horrifying, aggressive predators are known for their
to create dim or bright light within 15 feet. strange, terrifying behaviour. They are able to flash in and out
of existence, jumping between dimensions. It's speculated
Grey-Guppy Tuna
that the shark creates a pocket dimension, but it's unknown if
the creature can still observe its home dimension while there.
The Grey-Guppy Tuna is a moderately-sized nearly Nevertheless, they're often known to suddenly pop-in on
transparent fish with small grey sacs that hang off of its body. unsuspecting prey, attack it, then pop-out again. Some
These sacs, while moving through the water, appear like a reports even mention some of these sharks disappearing and
school of small guppies. then reappearing hundreds of yards away a moment later.
King Salmon
Void Orb: A spherical organ found in the Shark's head with
A large, pinkish-red salmon with a gold-colored crown trim 1d4 charges. Spend one charge to cast Dimension Door or
atop its head. Rope Trick.

Fishing: Fish 13
Foraging: Gathering Skill Items That Assist in
Foraging allows you to collect herbs. Foraging
An adventurer can obtain herbs from nature by foraging.
Herbs grow in different locations around the world, and in Below are items that can assist in Foraging.
many different climates. An adventurer can attempt to forage
for these special and useful herbs, and store them in an herb Foraging Knife
pouch. Tool, Rare
Herbs have unique properties that set them apart from This tool allows the forager to gather more ingredients
standard flora. Each herb has its own effect when a person easily, without unwanted damage to any nearby herbs. For
ingests them. Only one herb effect can be active at a time. herbs that allow you to roll for the quantity you obtain, you
Ingesting an herb while already under the effects of one may reroll any 1 until you roll a
yields no results. The second herb is wasted, and the effect of higher number.
the first continues as normal. An herb requires an action to
ingest, unless otherwise stated.
Having a higher Foraging level will allow you to find more
valuable herbs.
Requirements
To start Foraging you will need at least:
12 INT or 12 WIS
Herbalism Kit (5 gp – PHB page 154)
Herb Pouch (5 sp – PHB page 150) or any small
container to hold foraged herbs
Foraging Process
You can forage twice per long rest. This activity takes 1 hour.
For every +5 you beat the DC of the herb by, you get an
extra one of it.
Sometimes, a skillful forager manages to harvest a few
extra herbs when they are scavenging. When you successfully
forage an herb, roll percentile dice. If you roll a 95% or
higher, you gain an extra two of that herb.
Roll a Nature or Survival skill check. If your roll equals or
exceeds the herb's DC, you find the herb.
Roll the corresponding die to determine how many herbs
you obtain.
You gain Foraging XP equal to the level of the herb you
obtained + your current Foraging level. (If you fail to forage
an herb, you instead gain 1d4-1 Foraging XP).
Foraging While Traveling
If you are traveling, it makes searching for herbs more difficult.
Use this chart to increase the DC of the herb depending on
the pace you are traveling.
Pace DC Increase
Slow +1
Normal +2
Fast +4

Achieving Level 5
Character gains use of the Feat: Healer. (PHB page 167)
Character gains access to Farming Guilds and knows the
location of any important foraging areas such as groves
and herb patches.
Elves, Druids and other NPCs who love nature become
friendlier.

14 Foraging: Profession
Herbs
Foraging
Level Herb Effect (Action Time) Delay Location DC Amount Value
1 Blue Lamica- Apply to the skin to cool the area. Instant Deserts / Dunes 8 1d6 3 cp
Cactus Petal
1 Lavender Seed Apply to the skin to mask your scent. Instant Meadows / Plains 8 1d8 3 cp
1 Kraken-Kelp Mix with liquid and drink to hold your breath Instant Seashores 10 1d6 5 cp
Bulb for twice as long as normal for 1 hour. (1
minute)
1 Thorned Ember Apply to the skin to warm the area. Instant Volcanic Regions 11 1d4 3 cp
2 Mammoth Consume to increase your height by 5 inches 10 Jungles / Tropics 10 1d2 1 sp
Pitcher Plant for 1 hour. Minutes
2 Blue Frost Fruit Consume to cure a basic Poison condition. 1 Hour Meadows / Plains / 10 1d2 8 cp
Stronger poisons are not cured by this herb. Swamps / Tundra /
Taiga
2 Ruby Hibiscus Consume to regain 1D4 + 1 hit points. Instant Forests 11 1 5 sp
2 Sickly Sundew Consume to increase your Speed by 10 feet for 1 Jungles / Tropics 16 1d8 2 sp
Tentacle 1 minute. Minute
3 Vitalin Seed Consume to prevent the progression of a 1 Hour Forests 8 1d8 5 sp
disease.
3 Stonefire Sap Rub onto creature where Petrification is taking Instant Deep Forests 10 1d2 6 sp
effect; stops the progression of the condition.
3 Reckless-Snap Smoke to gain advantage against being Feared 1 Hour Forests 13 1d6 4 sp
Petal for 30 minutes. (1 minute)
3 Red-Speckled Smoke to gain +5 to your Passive Perception Instant Caves / Swamps 13 1d4 2 sp
White Shroom for 30 minutes. (1 minute)
3 Lunarbladed Boil and breathe in to gain the benefits of Instant Mountains / Taigas / 15 1d6 3 sp
Grass darkvision for 1 hour. (5 minutes) Tundras
4 Stargazer's Apply to the skin to increase your Persuasion Instant Jungles / Deep 16 1 7 sp
Singed skill by +1 for 1 minute. Forests
Sweetflower
4 Twisted Arvid Consume to increase your Athletics skill by +1 1 Forests near 17 1 9 sp
Nut for 1 minute. Minute Freshwater
5 Dew-Doused Consume to cure most poison effects. 1 Hour Mountain Edges 12 1d6 2 gp
Daisy
5 Splendor Reed Consume to gain the maximum roll on your Instant Forests near 17 1 8 sp
next hit dice rolled within 10 minutes. Freshwater
5 Revitalizing Consume to remove 1 level of exhaustion. 10 Jungles 18 1 1 gp
Locinth Bud Minutes
5 Clear Sap Mix with liquid and drink to gain invisibility for Instant Mountain Edges 20 1d2 4 gp
30 seconds. (1 minute)

Herb Descriptions
Ingredient Dosage Measurements Blue Lamica-Cactus Petal
All liquids are measured by the vial. The Blue Lamica-Cactus is a common cactus found growing
All powders are measured by the pouch-full. in deserts and dunes. It's bright blue flowers make it easy to
All seeds, petals, and tentacles are measured by spot. Its thick, bulbous petals store the rare, cool rain water.
the palm-full. They can be harvested to cool someone by applying the petal
the the skin.

Foraging: Herbs 15
Blue Frost Fruit Revitalizing Locinth Bud
A naturally blue rose that has the ability to neutralize The Locinth plant is a vibrant orange plant found deep in
poisons, though not well. This is a hardy fruit that can be jungles, sucking plenty of nutrients from nearby life and
foraged in arctic regions and even meadows, plains, and storing it. Due to such a high amount of stored energy, it does
swamps. not stay a bud for long, and quickly develops into the plant.
The Locinth plant itself has no special properties, but when
Clear Sap its bud is squeezed, it releases a yellow liquid which allows a
Clear Sap can be collected from large trees found in forests creature to feel refreshed.
along mountain ranges. Due to it's crystal clear visual quality,
it is very difficult to find. This sap can be appropriately Ruby Hibiscus
breathed in to allow a creature's vision to gain unnatural This bright red flower is notorious for smelling great, but
benefits. tasting horrible. However, despite the bad taste, it does offer
beneficial effects to the body. They can grow in almost any
Dew-Doused Daisy forest, however only rarely. Given their bright color, they are
This purple daisy has a white flecked pattern that appears easy to spot, but only about one out of every hundred
like droplets of dew. It can be consumed to cure all but the hibiscuses buds into a Ruby Hibiscus.
deadliest poisons. It grows along mountain edges, where they
meet forests. Sickly Sundew Tentacle
Coming across a Sickly Sundew typically indicates good luck.
Kraken-Kelp Bulb These large, rare, carnivorous plants have many tentacle-like
Kraken Kelp is an extremely tall kelp that grows at the edge extrusions. These tentacles secrete a sweet aroma that
of extremely steep shores. The kelp is almost long enough to attracts insects nearby. The bugs are then glued to the
reach the surface of the water, and can sometimes be seen tentacle by an enzyme, which then begins to dissolve it. The
from beaches in the troughs of waves. The bulbs often sluff plant then absorbs the soup and digests it for nutrients.
off and find their way onto shore.
Splendor Reed
Lavender Seed An unassuming stalk growing on the banks of fresh surface
Lavender seeds are scattered across meadows, plains, and water. They're often overlooked, as they seem normal..
sandy shores. They're easy to spot thanks to the distinctive
purple flower tipped stalks. Stargazer's Singed Sweetflower
This beautifully dark purple lily-like flower has black, ashen-
Lunarbladed Grass tinged edges rimming its petals. This herb can be found in
Strands of grass with silver bands around its edges. They can only specific locations. It gains nutrients by growing its roots
be seen growing in cold regions through the snow. They can into other nearby plant life, feeding off them. This predator-
even be found growing on the tallest mountain tops. When like behaviour kills plants growing too close to it. It gives off a
smoke from them is inhaled, the vapors or steam allow a strong, sweet aroma. It's easy to find, but hard to harvest
person's eyes to adapt to dark conditions. without damaging it due to its tangled roots.
Mammoth Pitcher Plant Thorned Ember
A massive pitcher plant with dark brown and burgundy veins. A slow-growing, orange flower with a black stripe down each
These large plants can be found in most jungles, and tropical petal. It grows on hot ash and solidified magma from volcanic
rainforests. These plants feed off of insects that land inside activity. Its thick, thorny roots bury themselves into the soft
its large, mug-shaped head. They often collect water which stone, consuming the nutrients inside.
local wildlife takes advantage of.
Stonefire Sap
Reckless-Snap Petal Stonefire Sap is a thick amber color and is commonly
These pink petals are found on the Reckless-Snap Daisy harvested from trees deep in the forest. It has a very rich and
growing in forests. When properly consumed, the burned sweet flavor, making it a perfect sweetener.
chemicals of the herb inhibit fear in a person - useful to any
would-be adventurer. Twisted Arvid Nut
This khaki-colored nut is typically found inside trees growing
Red-Speckled White Shroom near sources of water. It is found in the center of a mass of
This white mushroom has small red spots scattered across thick roots that twist and bend around each other. Most nuts
its cap. It grows in moisture, and prefers dimly lit or dark grow to be the size of a palm, however, the largest nut
areas. Therefore, its often found near underground water recorded in history has been larger than 5 feet in diameter.
sources. When inhaled, the spores fill your sinuses,
sharpening your senses for a brief time. Inhaling too much Vitalin Seed
has been known to induce a strong high. This brown, seed has is speckled with pink tiny pink dots. It
has a somewhat pleasantly tart taste when consumed. The
seeds can prevent the progression of even the most dire
diseases. It's often found within heavy and light woodlands
scattered across the ground under large Vitaloan trees.

16 Foraging: Herbs
Hunting: Gathering Skill Items That Assist in
Hunting allows you to track animals. Hunting
Hunted animals can be sold, traded, and eaten only if it’s
still fresh. Game is considered fresh within 24 hours of being Below are items that can assist in Hunting.
caught. Game can be preserved for longer by being cooled or
cured. Camouflaged Cloak +1
Game can still be harvested like any standard creature for Tool, Uncommon
organs and other parts. This cloak obscures your appearance in the wilds. It also
Having a higher Hunting level will allow you to hunt more allows you to add a +1 to any Hunting skill check you make to
valuable animals. hunt an animal.
Requirements Camouflaged Cloak +2
To start Hunting you will need at least:
Tool, Rare
12 DEX or 12 WIS This cloak obscures your appearance in the wilds. It also
Skinning Knife (PHB page 149) or any dedicated dagger allows you to add a +2 to any Hunting skill check you make to
or knife hunt an animal.
Hunting Trap (5 gp - PHB page 150) for hunting large
game Camouflaged Cloak +3
Dedicated Ranged/Thrown Weapon (PHB page 149)
such as a bow or handaxe Tool, Very Rare
This cloak obscures your appearance in the wilds. It also
Hunting Process allows you to add a +3 to any Hunting skill check you make to
You can hunt twice per long rest. This activity takes 2 hours. hunt an animal.
For every +5 you beat the DC of the game by, you get an
extra one of it.
Sometimes, a lucky hunter manages to stumble upon a Invisibility
nest of creatures. When you successfully hunt an animal, roll If you have invisibility while hunting, it acts as a
percentile dice. If you roll a 95% or higher, you obtain the Camouflaged Cloak +3.
maximum number of game possible for the creature you are Invisibility does not stack with the bonuses
hunting. If the creature does not allow a roll to determine granted from Camouflaged Cloaks.
quantity, you instead gain an extra 1 of that animal. Pelt Information
Roll a Stealth or Survival skill check. If your roll equals or All game have pelts than can be harvested. Pelts
exceeds the animal's DC, you successfully hunt the animal. are measured by the roll. A roll is measured by 1
Roll the corresponding die to determine how much game square foot and weighs approximately 5 lb.
you obtain. There is no roll needed to skin an animal for its
You gain Hunting XP equal the level of the game you pelt, but a player must specify they skin the animal.
obtained + your current Hunting level (If you fail to hunt 1 roll of pelt is worth 5 sp.
an animal, you instead gain 1d4-1 Hunting XP). Skinned Animals
Achieving Level 5 Skinned animals cannot be sold for their listed
Character gains use of the Outlander Background value in the Game table. Once skinned, they must
Feature. (PHB page 139) be sold, traded or eaten as meat. Prices of meat per
pound can be found in the PHB.
Character gains access to Hunting Guilds and knows the The rarity of the animal or its market saturation
location of any important hunting areas such as high- may affect the price. This is DM's discretion.
traffic blinds and breeding grounds.
Rangers and other NPCs who love to hunt become Skinning Other Creatures or
friendlier. Monsters
Players may still skin monsters from the D&D 5e
Monster Manual.
The DM determines if a monster's pelt can be
used for anything, if that monster can even be
skinned at all.
See Crafting for information on using pelts from
Legendary Creatures.

Hunting: Profession 17
Game
Hunting # Pelts/#
Level Game Location Technique DC Amount Kills Size Value
1 Three-Tongued Lizard Caves / Forests / Jungles Hand 5 1d6 1/20 < 1 lb 3 cp
1 Twin-Winged Pheasant Forests / Meadows / Plains Ranged 6 1d4 1/10 1 lb 3 cp
1 Growling Hopper Forests Ranged 7 1d4 1/10 2 lb 5 cp
1 Scintilla Squirrel Forests Ranged 7 1d6 1/10 2 lb 5 cp
1 Tryn's Horned Duck Forests near Freshwater Ranged 8 1d4 1/10 3 lb 5 cp
2 Green-Gobble Turkey Forests Ranged 9 1d2 1/2 15 lb 7 cp
2 Aegis Goat Mountains / Mountain Ranged 10 1d2 2/1 40 lb 1 sp
Edges
2 Sid's Spitting Snake Jungles / Tropics Hand 10 1d4 1/2 13 lb 7 cp
2 Snow-Kissed Fox Taigas / Tundras Ranged 12 1d2 1/1 20 lb 8 cp
3 Long-Tailed Camel Deserts / Dunes Ranged 13 1 3/1 450 lb 5 sp
3 High-Stride Deer Forests Ranged 15 1d2 3/1 150 lb 2 sp
3 Spined Elk Forests / Taigas Ranged 15 1 3/1 500 lb 5 sp
4 Gore Boar Forests Ranged 15 1d2 2/1 210 lb 3 sp
4 Twisted-Antler Moose Forests / Taigas Ranged 18 1 5/1 900 lb 8 sp
5 Boom-Force Bison Meadows / Plains Ranged 19 1 7/1 1,800 lb 1 gp
5 Corkscrew Crocodile Swamps / Wetlands Ranged 20 1 7/1 1,100 lb 1 gp
5 Moss-Nosed Jungles / Plains Trap 22 1 10/1 3,300 lb 4 gp
Hippopotamus"
5 Swiftfoot Elephant " Forests / Plains Trap 26 1 20/1 10,000 1 pp
lb

" High value; hard to sell (treated as magic items). Green-Gobble Turkey
A relatively smaller breed of turkey, but of much higher
Animal Descriptions quality meat. These birds are known for their stark green
gobblers instead of red.
Aegis Goat
The horns on an Aegis goat have evolved to grow as a Growling Hopper
spiralling shield around their head. A Growling Hopper is a harmless creature that sounds
terrifying. This rabbit makes a deep, low growling noise
Boom-Force Bison similar to a lion's when it gets spooked. This is an attempt to
These powerful beasts usually roam in herds and rupture the scare off would-be predators.
long quiet of the plains when they clash. With skulls thicker High-Stride Deer
than steel beams, and extraordinary power, their fights
explode through the open grasslands. This deer is known for how high it bounds when running. It
springs 4 to 5 feet into the air as it runs, and has been known
Corkscrew Crocodile to leap 20 feet up to reach high trees. The highest recorded
This fearsome creature sends chills down the backs of jump has been 54 feet into the air.
anything that sees it. With many sharp, protruding, jagged
teeth in a giant mouth, this crocodile gets its name for the Long-Tailed Camel
strange shape of its tail. While submerged, this croc swims by The Long-Tailed Camel has an extremely long tail, with
spinning its huge tail in the water, acting almost as a powerful muscles. The tail acts almost like a snake; able to
propeller. curl around objects and critters, and able to hold items.
Gore Boar
A Gore Boar has huge front tusks that allow it to pierce
through nearly any creature combined with its 60mi/hr
charge speed.
18 Hunting: Game
Moss-Nosed Hippopotamus
This massive beast spends most of its time almost completely
submerged under water, near the banks of rivers and ponds.
Naturally a greyish-blue color, this beasts nose has a strange
texture and pattern, resembling green moss, allowing it to sit
stealthy and wait for potential prey to approach its watery
hiding place for a drink.
Scintilla Squirrel
These feisty squirrels are famous for they're white and blue
sparking. When they rub their cheeks with they paws, they
are able to generate small sparks, usually just enough to
scare off predators. The sparks are typically harmless to a
person.
Sid's Spitting Snake
This snake is known, not only for its somewhat strong
poison, but for its ability to spit it. When in the bloodstream,
it acts as a standard, relatively weak poison to humans. When
in contact with skin, it creates a strong itch.
Snow-Kissed Fox
This beautiful creature has deep white fur, which allows it to
blend in with the snow. Strangely, though, it always leaves a
snowy trail behind it, even when not having been in snow
recently.
Spined Elk
A large elk with long, pointed spikes down its back, starting
from the base of the neck to the base of the tail.
Swiftfoot Elephant
The gargantuan Swiftfoot Elephant is known for its ability to
get up to its top speed of 50mi/hr in under 3 seconds. This
dangerous beast uses its specially designed toes to allow it to
bound off the ground, and gain momentum very quickly. With
4 tusks larger than a person, this monster is a deadly
creature to hunt.
Three-Tongued Lizard
A small, green and brown lizard, notorious for its three,
lengthy tongues. This weird trait allows it to grab many small
insects at once.
Tryn's Horned Duck
A duck with a horn at the base of it's bill, allowing it to stab
larger prey that it can't catch in it's bill.
Twin-Winged Pheasant
This beautiful brown and white-speckled bird has two pairs of
wings, similar to a hummingbird's.
Twisted-Antler Moose
Prized for its beautiful, almost naturally ornamental antlers,
this large creature spends most of its time in cold climates,
grazing on grass and berries.

Hunting: Game 19
Mining: Gathering Skill Items That Assist in Mining
Mining allows you to obtain ores. Below are items that can assist in Mining.
To mine ore, you first have to find where it's located. Ores
can typically be found in caves, ranging from close to the Pick, Miner's +1
surface to deep underground. Tool, Uncommon
Having a higher Mining level will allow you to mine more This pick allows you to add a +1 to any Mining skill check
valuable ores. you make to mine ores.
Requirements
To start Mining you will need at least: Pick, Miner's +2
14 STR Tool, Rare
Pick, Miner’s (2 gp – PHB page 150) This pick allows you to add a +2 to any Mining skill check
Dedicated Backpack (2 gp – PHB page 150) or any large you make to mine ores.
enough container to hold ores
Pick, Miner's +3
Mining Process Tool, Very Rare
You can mine once per long rest. This activity takes 1 hour. This pick allows you to add a +3 to any Mining skill check
For every +5 you beat the DC of the ore by, you get an extra you make to mine ores.
one of it.
Sometimes, a lucky miner will dig up a precious gem. Pick, Miner's (Fine)
These gems can be sold for coin or crafted into fine jewelry.
Your Mining level determines what gems you can find. When Tool, Common
you successfully mine an ore, roll percentile dice. If you roll a A tool made of good quality metal (Smithing level 2).
95% or higher, you mine a gem along with your ore. Roll This pick allows you to roll 1d6 when determining the
1d20 on the Gems table to obtain 1 precious gem. quantity of ores obtained, instead of 1d4.
Find the ore you’d like to mine. The DM determines if Pick, Miner's (Superior)
there is ore in a mine or cave, and of what type.
Roll an Athletics skill check. If your roll equals or exceeds Tool, Uncommon
the ore's DC, you mine the ore. A tool made of high quality metal (Smithing level 3).
Roll 1d4 to determine the quantity of ores you obtain. This pick allows you to roll 1d8 when determining the
You gain Mining XP equal to the level of the ore you quantity of ores obtained, instead of 1d4.
obtained + your current Mining level (If you fail to mine an
ore, you instead gain 1d4-1 Mining XP and the vein is Pick, Miner's (Superb)
destroyed). Tool, Uncommon
Achieving Level 5 A tool made of high quality metal (Smithing level 4).
Character gains use of Darkvision. This pick allows you to roll 1d10 when determining the
Character gains access to Mining Guilds and knows the quantity of ores obtained, instead of 1d4.
location of any important mining areas such as caves and
quarries. Pick, Miner's (Supreme)
Dwarves and other NPCs who love to mine become Tool, Uncommon
friendlier. A tool made of high quality metal (Smithing level 5).
This pick allows you to roll 1d12 when determining the
Information on Ores / Clarification
quantity of ores obtained, instead of 1d4.
on Failing Mining Checks
Each chunk of ore weighs 5 lbs.
Rudimentary Ore Locator
If you fail a Mining check, you lose the ore and Wondrous Item, Rare
cannot make anymore checks for that ore because This device looks like a strange compass; circular with a
the vein is now destroyed. rod pinned by one of its ends in the center.
This item had 4 charges and gains 1d4 charges every day
at dawn. You may use an action to expend 1 charge. Upon
doing so, the rod springs toward the highest DC ore it can
detect within a 10 mile radius. It will then vibrate every time
it is shaken. The more intense the vibration, the closer you
are to the ore it is tracking. Once you come within 50 feet of
the ore, this item shuts back off. When off, another charge
may be expended to begin tracking an ore again.

20 Mining: Profession
Mining in the Local Area
When miners would like to obtain ores without having the
entire party follow them into caves, they may spend time
searching for ore locally. Typically, this is done when the party
is setting up camp or is busy with something else. This adds
2 extra hours to the activity.
The Finding Local Ores table shows the information about
finding local ore without manually being in a cave already. All
rolls made to find ores in this way are made by rolling an
Investigation skill check. If you use the Rudimentary Ore
Locator, lower all the DCs by 5.
If the player rolls a natural 1 on their Investigation skill
check, the DM may decide to incur a small penalty on the
player for being alone in the wilderness.
A Mining skill check must still be done once the ore has
been found to determine if you successfully mine the ore. To
mine any ore, you must still have the appropriate Mining level.
Not all ores can be found using this method.
Finding Local Ores
Ore DC to find
Copper 8
Tin 8
Coal 10
Iron 12
Silver 15
Orichalcum 18
Thundinite 20
Gold 22
Kinetocite 25

Gems
Gems are beautiful and vibrant stones, many ranging in a
variety of colors. These decorative rocks are used in a vast
array of things such as elaborate and ornamental crafting,
sculpting, construction, and more. Their beauty, rarity, and
widespread demand determines their high prices.
Gems
Roll Gem Value
1-5 Sapphire 2 gp
6-8 Emerald 4 gp
9-11 Ruby 6 gp
12-14 Opal 8 gp
15-16 Diamond 1 pp
17-18 Onyx 3 pp
19 Dragonstone " 5 pp
20 Xericia " 10 pp

" High value; hard to sell (treated as magic items).

Mining: Profession 21
Ores
Mining Level Ore Location DC Value
1 Copper Anywhere 3 2 cp
1 Tin Anywhere 3 1 cp
1 Coal * Anywhere 4 1 cp
2 Iron Anywhere 7 7 cp
2 Silver Anywhere 8 1 sp
2 Orichalcum Deep Caves 10 5 sp
2 Thundinite Anywhere 11 6 sp
2 Gold Anywhere 11 1 gp
3 Pestilite Diseased Lands 10 7 sp
3 Glacite Deep Tundra Caves / Extreme Cold 10 7 sp
3 Abyssal Volcanic Regions / Evil-Aligned Outer Planes 11 1 gp
3 Ravenstone Haunted Lands / Ancient Battlefields 12 8 sp
3 Whisperrock Planar Boundaries 12 8 sp
3 Kinetocite Anywhere 12 9 sp
3 Lansith " Deep Caves / Crystal Caverns 13 9 sp
3 Obsidian Volcanic Regions 14 1 gp
4 Magnetite “ Deep Caves / Underdark 13 1 gp (7 gp)
4 Meteorite “ Meteors 15 4 gp
4 Mithril Deep Caves / Underdark 16 3 gp
4 Urdrakhite Deep Caves / Underdark 17 4 gp
4 Malachite “ Deep Caves / Underdark 17 5 gp
4 Infernal “ ~ Evil-Aligned Outer Planes 18 8 gp
5 Adamantite “ Deep Caves / Underdark 20 1 pp
5 Plasmite “ ~ Fresh Meteor Cores / Good-Aligned Outer Planes 22 2 pp
5 Hexinite “ ~ Magic-Imbued Deep Caves / Crystal Caverns 24 4 pp
5 Divinite “ Good-Aligned Outer Planes 28 ---

" High value; hard to sell (treated as magic items). Adamantite


*Item is considered "abundant": double the number rolled A near-black, silvery ore with a slight sheen of green. Revered
when determining quantity obtained. for its unbelievable strength, this metal is one of the rarest in
~ Item is considered "sparse"; halve the number rolled when the land. Its metal bar, adamantine, retains its dark color,
determining quantity obtained (to a minimum of 1). however the green tinge because more apparent.
Most often, veins of adamantite are found deep
Ore And Gem Descriptions underground and in the underdark, though the ore is
extremely rare.
Ores Divinite
Abyssal This is a mythical ore, only rumored to exist.
This rare hellish ore glows like dim coal embers and is warm It's speculated that divinite may have been created by the
to the touch. Abyssal ore's fiery properties make it highly gods to give divine strength to whoever possesses this
sought after in large city markets. Its metal bar is a deep mythical metal.
black with dark red veins of heat pulsing through it. No one knows what it looks like, nor what it does. Because
This material can often only be harvested near magma or of this, there are no ores or bars of this metal in the market.
on evil planes of existence.

22 Mining: Ores
Glacite Meteorite
This chilling, slightly translucent pale blue crystalline rock Meteorite is a very rare ore most often found as a dark silver
emits a frosty haze around it. This icicle-like crystal is often and brown speckled rock. It's known for having a peculiar
used for its cold properties, which make it cool to the touch. floaty property to it as well as emitting a sizeable booming
Its crystal-like metal bar, glacium, retains its translucent, pale effect on hard impacts. Its metal bar is a silver with brown
blue color with icy-white veins visible inside. and black marbling.
It's commonly found in small veins in very cold climates Only found from rocks that have fallen from the skies and
such as tundras or even the coldest layers of the Nine Hells. crashed into the prime material plane.
Hexinite Mithril
A deep, dark crystal-like metal brimming with magical A black and silver colored mineral. Famous for being
properties. Often nicknamed "mage-bane", this mythical ore extraordinarily lightweight without sacrificing strength. Its
rose to prominence for its powerful abilities to counter magic. metal bar turns to a silvery-blue when smelted.
Its metal bar, hexinine, is a dark purple with golden streaks. Mithril is a very rare ore found in deep caves systems
This is a legendary ore, found only deep underground underground and in the underdark.
where ancient magic has melded with the stones.
Obsidian
Infernal A jagged, jet black rock. Most people have found good use for
A very rare, deep, dark-red ore birthed by the Lords of the it, given its high blast and pierce resistance. It's refined rock
Nine Hells that is hot to the touch. It's infamous for its retains it's dark black color and forms a glossy sheen.
powerful fiery capabilities, and, even more significant; its Obsidian is a rare rock found in areas where lava has
ability to corrupt those who attempt to use it. Its metal bar rapidly cooled, typically where volcanoes on volcanic islands
retains its dark-red color, though strange, hellish voices can have erupted and the lava from this eruption has met the
be heard spouting nonsensical incantations from it. water at the shoreline.
Infernal ore can only be obtained in the Nine Hells and its
neighboring evil planes where it has seeped into. Orichalcum
Orichalcum is an uncommon, pinkish-copper ore. It's
Kinetocite renowned for its seemingly sentient connection to whomever
Kinetocite is a deep orange with silver flecks. For having wields something made by this metal. Its metal bar is a sweet,
strange interactions with moving objects, this metal is often light pink copper color.
overlooked by those who do not understand it's full potential. It can be found in deep cave systems.
Its metal bar, kinetocine, reverses its appearance; appearing
as a dark silver with orange gilding. Pestilite
Kinetocite is a metal uncommonly found in small veins in This uncommon, yellowish-green colored ore is infamous for
any cave system. its poisonous effects. Typically, this material is brandished by
those who make a living getting away with murder. Its metal
Lansith bar, pestilum, retains its vivid yellow-green color, and has a
A light, seafoam green crystal popular among those who wish very slight sour aroma.
to combine sword and sorcery. Its strong magical features This mineral is found where diseased lands have infected
allow lansith to draw enhance the magic and prowess of its the minerals within the stones below
wielder. Its refined crystal retains its pale green hue.
This rare crystal is most often found in deep caves and Plasmite
crystal caverns. Plasmite is an extremely rare, bright white, gold speckled
metal. It is revered for its heavenly properties, and the divine
Magnetite radiance it exudes. Its metal bar, stellar, retains its bright,
A silvery metal with a slight yellow tinge. This material is radiant white color with gold marbling.
often discarded or rejected by those unfamiliar with its It is found only at the core of freshly fallen stars and
capabilities. Due to its extraordinarily strange interactions meteors, or in the heavenly planes of existence.
with other metals - including the most common ones such as
iron and steel - most markets avoid magnetite. However, its Ravenstone
interesting capacities to attract and repel certain metals A rare black rock with grey flecks. It harnesses the powers of
could be used to great effect if properly harnessed. Its metal death, and is therefore avoided by most honest merchants. Its
bar, magnetine, retains its yellow-sheened silver. refined stone is a deep gray and black marble, and
It is found rarely in veins in deep cave systems. holding it makes you feel slightly weaker,
as if it was draining you.
Malachite This stone forms when the vengeful aura from a mass of
Malachite is a very rare, deep green colored ore. It's death and rot seeps into its minerals. Typically, places like
renowned for its extreme strength and its reactions with below ancient battlefields, or under a vampire's mansion.
elemental effects. Its metal bar, malachine, retains its deep
green color.
Malachite can be found in caves deep underground.

Mining: Ores 23
Thundinite
A yellow and grey mineral, venerated for its strikingly
thunderous properties. Its metal bar boasts a deep, dark
yellow color once smelted.
Thundinite can be found uncommonly in most ore veins.
Urdrakhite
A very rare, dark blue metal which gained notoriety for
affecting the most powerful of strikes made by and against its
wielders. Its metal bar, urdrakhine, retains its dark, royal blue
color.
Deposits of Urdrakhite can be found deep underground
Whisperrock
Whisperrock is a rare grey stone with purple flecks. It is
infamous for its wielders to report quiet, breathy voices in
their heads. Most experts believe the rock to be partially
sentient, filled with the spirit of ethereal or astral beings
caught inside.
Whisperrock can only be found regions of the prime
material plane where it merges with the ethereal and astral
planes. These typically include the boundaries of the planes,
regions with high ethereal or astral planar influence such as
portals, or places where the veil between the planes has
begun to diminish.
Gems
Dragonstone
Dragonstones are a very rare, deep purple color, similar to an
Amethyst. However, Dragonstone is known for the strange
interior appearance of a small flame burning within it.
Dragonstone glows dim light within 5 feet.
Xericia
Xericia gems are extremely rare, naturally orange stones. But
these beautiful gems are able to change their colors to any in
the spectrum. By quickly shaking the gem, the colors fade
into each other in the order of the rainbow.

24 Mining: Ores & Gems


Smithing: Production Items That Assist in
Skill Smithing
Smithing allows you to make metal equipment. Below are items that can assist in Smithing.
Metal equipment requires raw ore to be smelted at a
furnace, which can then be turned into weapons, armor, and Smith's Tools +1
gear at an anvil. Tool, Uncommon
Having a higher Smithing level will allow you to create This set of tools allows you to add a +1 to any Smithing
more valuable equipment. skill check you make to smith bars and items.
Requirements
To start Smithing you will need at least: Smith's Tools +2
10 CON and 10 STR Tool, Rare
Smith's Tools (20 gp – PHB page 154) This set of tools allows you to add a +2 to any Smithing
skill check you make to smith bars and items.
Smithing Process
You can smith once per long rest. This activity takes 4 hours. Smith's Tools +3
To smith any piece of equipment, you must already have Tool, Very Rare
the required amount of bars for it. To smelt bars, you must This set of tools allows you to add a +3 to any Smithing
have the correct amount of its corresponding ores. You must skill check you make to smith bars and items.
have access to a furnace to smelt bars and to an anvil to
create equipment with those bars. A blacksmith's forge will Manny's Mini Forge
have both of these in its premises.
For every bar required to smith an item, it requires an extra Wondrous Item, Rare
session to complete. For example, if an item requires 3 bars, This item allows you to carry a small, portable forge with
that item takes 3 sessions. You only need to make the roll to you, capable of smelting one ore at a time. When you speak
smith the item once; at the end of the time required. For your command word to the handheld iron box, one side flaps
example, if you are smithing Plate armor, you would make open to reveal a molten interior. Placing an ore of level 3 or
your roll after the 10th session. lower within and shutting the flap allows the ore to be
Sometimes, a smith crafts a piece so skillfully, they make a smelted into a bar without fail. This process takes 4 hours.
masterworked item. When you successfully smith an item, When the box is in use, it emits a small stream of black
roll percentile dice. If you roll a 95% or higher, then the item smoke.
you smithed is a masterworked item.
Masterworked items do not count as magical, but are +1 Ring, or Necklace Mould
equipment. Weapons gain a +1 to Attack and Damage rolls, Item, Common
and armors and rings gain a +1 to AC. If the item does not fall This item reduces the DC of gold and silver rings,
into one of these categories, but uses a DC, that DC is necklaces, or tiaras by 10.
increased by +1 (for example, manacles typically require a
DC 20 Dexterity skill check to escape, however Portable Anvil
masterworked manacles require a DC 21 skill check).
Roll a Constitution skill check (with proficiency if you are Tool, Rare
proficient in Constitution saves). If your roll equals or This anvil is specifically built to be portable, allowing
exceeds the bar's DC, you smelt the bar of whichever ore smiths with the money to purchase this item the luxury of
you put into the furnace. smithing on the go. This anvil allows you to smith items up to
Roll an Athletics skill check. If your roll equals or exceeds level 3.
the DC of the equipment, you smith the item.
You gain Smithing XP equal to the level of the item you Sullied Bars
smith + your Smithing level (If you fail to make the item, Sullied Bars are made when you fail the smelting
you gain 1d4-1 XP instead, and you create scraps made of DC for the bar. Sullied bars can still be used to
the corresponding material). smith desired items, but using one or more will
decrease the item's value by half.
Metal gear can be found in PHB page 144-153.
Scraps
Achieving Level 5 Scraps are made when you fail the Smithing DC for
Character gains resistance to Fire damage. an item. Scraps are worth a fourth of the value of
Character can smith items twice as fast. the item you were attempting to create. Metal
Dwarves and other NPCs who love to smith become modifiers that affect the item's worth still apply.
friendlier. Using Sullied Bars still applies.

Smithing: Profession 25
Smelting Bars
Smithing Weapon
Level Ore Product Bar Armor Effect Effect Set Effect DC Value
1 1 Copper Copper +1 damage Cannot be None 3 4 cp
from Lightning enchanted
/ Cannot be
enchanted
1 1 Copper + Bronze Cannot be Cannot be None 5 5 cp
1 Tin enchanted enchanted
1 2 Iron Iron Cannot be Cannot be None 6 2 sp
enchanted enchanted
2 2 Iron + 2 Steel None None None 8 3 sp
Coal
2 2 Silver Silver +1 bonus to Counts as None 9 4 sp
Persuasion silvered
2 2 Orichalcum Gains Cannot be None 10 1 gp
Orichalcum advantage on forced to
+ 2 Coal saves against drop by
Charm. magical
means.
2 2 Thundinium When you take Targets must None 12 2 gp
Thundinite nonmagical make a
+ 2 Coal Bludgeoning Constitution
damage, you save (DC 12)
can instead when
take it as critically hit
Thunder or be
damage. Deafened.
2 2 Gold Gold +2 bonus to +1 bonus to None 13 4 gp
Persuasion Intimidation
3 2 Pestilite Pestilum -1 damage +1 Poison Poisonous: You gain advantage on saves against 11 2 gp
+ 2 Coal from Poison damage being Poisoned. In addition, you can use an
action to poison one food or drink item once
per long rest (DC 14 dex (sleight of hand) skill
check). If you succeed, food and drink tastes
horrible to your until you finish a long rest.
3 2 Glacite + Glacium -1 damage +1 Cold Frozen Step: You can choose to freeze still water 11 2 gp
2 Coal from Cold / damage directly under you when you step on it. Water
Cools wearer. frozen in this way thaws after 10 minutes.
3 2 Abyssal + Abyssal -1 damage +1 Fire Combust: Once per long rest, you can ignite a 11 4 gp
2 Coal from Fire / damage flammable item you can see within 30 feet of
Warms wearer. you that is not being worn or held.
3 2 Refined -1 damage +1 Necrotic Darkness Affinity: You gain Darkvision if you do 12 2 gp
Ravenstone Ravenstone from Necrotic damage not already have it. Additionally, when you are
+ 1 Iron not in bright or dim light, your movement
speed is increased by 5 feet. Furthermore,
before you roll for damage on your turn, you
may choose to change the damage type of one
of the dice you roll to necrotic damage.

26 Smithing: Bars
Smelting Bars (Cont.)
Smithing
Level Ore Product Bar Armor Effect Weapon Effect Set Effect DC Value
3 2 Refined -1 damage +1 Psychic damage Clairsentience: As an action, you 12 2 gp
Whisperrock Whisperrock from Psychic gain the ability to read the
+ 1 Iron emotions of someone you can
see within 30 feet of you. You
can feel their surface emotions
and attitudes, along with ones
they have buried deep within
themselves. You can use this
feature once per long rest.
3 2 Kinetocite Kinetocine Once per long If you moved with your full None 12 2 gp
+ 2 Silver rest, when movement this turn, gain +1
someone rolls damage on melee attacks
max damage until the end of your turn.
on their
damage dice
against you,
they reroll
those dice and
must use the
new roll.
3 2 Iron + 4 Dwarven -1 damage +1 Bludgeon damage / Gains None 13 3 gp
Coal + Steel from Siege property
Dwarven Bludgeoning
forge
3 2 Iron + 4 Elven Steel Once per long Once per long rest, when None 13 3 gp
Coal + Elven rest, when you you successfully hit a
forge succeed on a creature, you can attempt to
save against Charm it (DC 12 Wisdom
Charm, you Saving throw).
reflect the
charm back at
the source.
3 2 Iron + 4 Orcish Steel -1 damage Once per long rest, when Bloodied: Once per long rest, on 13 1 gp
Coal + from Piercing you successfully hit a the first turn when you are at or
Orcish forge creature, it must make a below half HP, you can choose
Constitution save (DC 12) or to go into a Bloodied state for 1
be Bleeding. A Bleeding minute or until you go
creature takes 1d4 slashing unconscious. During this time,
damage at the start of its you gain an extra +1d4 damage
turns, and can then repeat of your weapon’s damage type
the save. Bleeding can also on each hit. When this effect
be stopped by using an ends, you gain 1 point of
action to dress the wound. Exhaustion.
3 2 Lansith + Refined Light and Gains a +1 to Attack rolls None 14 6 gp
1 Iron Lansith Medium against creatures that cast a
armors can spell on their last turn.
use your
spellcasting
ability
modifier for
their AC
increase
instead of
Dexterity.
3 1 Obsidian Refined -1 damage +1 Slashing damage Blast Resistance: Once per long 15 4 gp
Obsidian from Slashing rest, you gain advantage on one
area of effect Dexterity saving
throw.

Smithing: Bars 27
Smelting Bars (Cont.)
Smithing Product
Level Ore Bar Armor Effect Weapon Effect Set Effect DC Value
4 3 Magnetine -1 damage from +1 Force damage Magnetic: You can use a bonus 12 4 gp
Magnetite “ Force action to attempt to attract or repel (1
metal objects within 15 feet of you. pp)
These objects are pulled or pushed
5 feet directly to or from you. If the
metal is not magnetic, this has no
effect. A metal is magnetic if the
bars it is made from requires iron
to smelt it.
4 2 Mithril Mithril “ Counts as "Mithril If the weapon is not None 13 7 gp
+ 6 Coal Armor" (DMG page 2-Handed, it has the
182). Finesse property.
Weapons made of
mithril cannot have
the Heavy property.
4 1 Meteorite -1 damage from +1 Thunder damage Low Gravity: For every 10 feet you 14 6 gp
Meteorite “ Thunder fall and would take fall damage,
+ 1 Silver remove 1d10 from the dice you
would roll for that damage (to a
minimum of 0 dice rolled). In
addition, your jump height and
jump distance increase by 5 feet
and 15 feet, respectively.
4 2 Urdrakhine After you take a When you score a None 16 8 gp
Urdrakhite " critical hit from a critical hit, you may
+ 4 Coal + melee attack, the choose to reroll all
1 Iron creature that hit you your damage dice and
must make a choose the higher of
Strength saving the two sums as the
throw (DC 12) if it is damage for that hit.
not more than two
sizes larger than you.
On a fail, it is pushed
15 ft. away and is
knocked prone.
4 2 Malachine Gains resistance to 1 Ignores resistance to None 17 1 pp
Malachite “ random elemental 1 random elemental
+ 6 Coal damage type damage type
4 1 Infernal Infernal “ -1d4 damage from +1d4 Fire damage / Fiendish: At the end of a long rest, 18 1 pp
Fire / Warms wearer. Cannot be wielded by roll a Wisdom saving throw (DC
/ Cannot be equipped a person with the 15). On a fail, you gain the “fiend”
by a person with the “good” alignment. creature type until your next long
“good” alignment. rest. During this time, your irises
turn red, you sprout small horns on
the top of your head, and your skin
turns to a pale red. In this state, it is
immediately apparent you are
fiendish to anyone who can directly
see your skin or face.
5 1 Hexinite Hexinine “ Once per long rest, Once per long rest, Magic Resistance: You gain 20 6 pp
+ 2 Gold when you when you successfully advantage on saves against sells,
successfully save hit a creature, you can spell attacks have disadvantage
against a single target attempt to drain a against you, and you have
spell, you can reflect spell slot from it. That resistance to damage from spells.
that spell back at its creature must make
source. an Intelligence Saving
throw (DC 12) or
have it's lowest spell
slot removed (to a
minimum of 0).

28 Smithing: Bars
Smelting Bars (Cont.)
Smithing Weapon
Level Ore Product Bar Armor Effect Effect Set Effect DC Value
5 1 Adamantine Critical hits You None 21 3 pp
Adamantite “ against you automatically
+ 8 Coal become critically hit
normal hits. objects not
made of
adamantine.
5 1 Plasmite Stellar “ -1d4 damage +1d4 Angelic: At the end of a long rest, roll a Wisdom 23 6 pp
from Radiant Radiant saving throw (DC 15). On a fail, you gain the
/ Cannot be damage / “celestial” creature type until your next long rest.
equipped by Cannot be During this time, your irises turn white, you gain a
a person wielded by a translucent, golden halo above your head, and your
with the person with skin dimly glows. In this state, it is immediately
“evil” the “evil” apparent you are angelic to anyone who can
alignment. alignment. directly see your skin or face.
5 1 Divinite Divinium “ --- --- --- 28 ---

Metal Effects Clarifications Smithing Equipment


Weapon Effects
Weapon effects affect each weapon individually and are
mutually exclusive. Armors
For example, say you are dual wielding a lansith dagger Smithing Level Equipment # of Bars DC
and a magnetine dagger. Only when you hit with the
magnetine dagger, do you gain +1 force damage. Hits with the 1 Shield 2 8
lansith dagger do not benefit from the extra force damage. 2 Chain Shirt / Ring Mail 4 11
Similarly, the lansith dagger's bonus against someone who 3 Scale Mail / Chain Mail 6 15
recently cast a sell only affects hits with the lansith dagger.
4 Breastplate / Splint 8 18
Armor Effects
5 Half Plate / Plate 10 24
You may only have one armor effect active at one time. If you
have an armor effect from your armor and from a shield, the
armor's effect overrides the shield effect. If you are wearing Weapons
an armor without an armor effect, but have a shield equipped Smithing # of
which has an armor effect, then the shield's armor effect Level Equipment Bars DC
takes effect. 1 1d4 Damage Metal Weapon 1 5
Set Effects 2 1d6 Damage Metal Weapon 1 10
You may only benefit from one set effect at a time. If you are 3 1d8 Damage Metal Weapon 2 15
able to benefit from more than one set effect at a time, you
may choose which one to benefit from at the end of a long 4 1d10 Damage Metal Weapon 2 18
rest, or by changing what you have equipped. 5 1d12 / 2d6 Damage Metal 3 22
Weapon
Repairing items
  Repairing an item takes half the time required to craft it, and Jewelry
              half the resources. You must still be at a forge and Smithing Level Equipment DC Value
                                  anvil to repair. 2 Silver Jewelry 20 1 gp
3 Gold Jewelry 25 5 gp

Values of equipment can be found on PHB page 145-149.


One Bar Yields 3 pieces of jewelry.
Adding gems to jewelry and armor is part of Jewelcrafting.

Smithing: Equipment 29
Equipment Value Adjustment for
Metal Type Smithing Miscellaneous Items
Metal % Value Adjustment Any metal item or gear such as Chains or Steel
Balls requires 1 bar, and has a Smithing DC of 8.
Copper - 75%
Special metals have no inherent effects on these
Bronze - 50% items aside from price.
Iron - 25% Smithing with Higher Level Bars
Steel No Change If you obtain buys that are of higher level than what
Silver + 25% you can smelt, you can still smith equipment with
those bars provided you have the Smithing level to
Orichalcum + 50% make that equipment. For example, if you buy an
Thundinium + 50% infernal bar, but are only Smithing level 1, you can
still smith a 1d4 damage weapon with that infernal
Gold + 75% bar.
Pestilum + 50% Silvered Damage
Glacium + 50% Any item made of Mithril or any more precious
Abyssal + 75% metal counts as silvered for the purposes of
overcoming resistances.
Refined Ravenstone + 50% Any item made of a bar which requires silver to
Refined Whisperrock + 50% smelt counts as silvered for the purposes of
overcoming resistances.
Kinetocine + 50%
Rusting / Corroding
Dwarven Steel + 50%
Any item made of Silver or any more precious
Elven Steel + 50% metal cannot rust.
Orcish Steel + 25% Any item made of Orichalcum or any more
precious metal cannot corrode.
Refined Lansith + 75%
Refined Obsidian + 75%
Bullets
Bullets fall under "weapon effects" when
Magnetine + 75% (150%) determining what effects they have when being
Mithril + 100% smithed with special metals.
Meteorite + 75% Information on Bars
Urdrakhine + 100% All bars weigh 2 lbs. They weigh less than their ore
counterparts because any useless rock is melted
Malachine + 150% away during the smelting process.
Infernal + 150%
Multiple Quantities per Bar
Hexinine + 300% Items which come in multiples, such as Steel Balls,
Adamantine + 200% smith 15 per bar.
Stellar + 300%
Divinium ---

30 Smithing: Prices & Clarifications


Woodcutting: Gathering Items That Assist in
Skill Woodcutting
Woodcutting allows you to gather logs. Below are items that can assist in Woodcutting.
To cut trees, you first have to find where it's located. Trees
can be found all over the world in forests, jungles, swamps, Woodcutter's Axe +1
and other habitats. Tool, Uncommon
Having a higher Woodcutting level will allow you to gather This axe allows you to add a +1 to any Woodcutting skill
more valuable logs. check you make to cut logs.
Requirements
To start Woodcutting you will need at least: Woodcutter's Axe +2
14 CON Tool, Rare
Handaxe (5 gp – PHB page 149) This axe allows you to add a +2 to any Woodcutting skill
Dedicated Backpack (2 gp – PHB page 150) or any large check you make to cut logs.
enough container to hold logs
Woodcutter's Axe +3
Woodcutting Process Tool, Very Rare
You can chop trees once per long rest. This activity takes 1 This axe allows you to add a +3 to any Woodcutting skill
hour. check you make to cut logs.
For every +5 you beat the DC of the tree by, you get an
extra log. Rudimentary Tree Locator
Sometimes, a lucky lumberjack will stumble upon a satyr
when out in the forest. When you fail to successfully gather Wondrous Item, Rare
logs from a tree, roll percentile dice. If you roll a 95% or This device looks like a strange compass; circular with a
higher, then you find a friendly satyr. This satyr can bestow 1 rod pinned by one of its ends in the center.
of 8 gifts upon you. Roll 1d8 on the Satyr's Gifts table. These This item had 4 charges and gains 1d4 charges every day
gifts cannot be sold. at dawn. You may use an action to expend 1 charge. Upon
doing so, the rod springs toward the highest DC tree it can
Find the tree you’d like to cut. The DM determines what detect within a 10 mile radius. It will then vibrate every time
trees are around you and of what type. it is shaken. The more intense the vibration, the closer you
Roll a Constitution skill check (with proficiency if you are are to the tree it is tracking. Once you come within 50 feet of
proficient in Constitution saves). If your roll equals or the tree, this item shuts back off. When off, another charge
exceeds the trees DC, you chop and gather the logs. may be expended to begin tracking a tree again.
Roll the corresponding die to determine how many logs
you obtain.
You gain Woodcutting XP equal to the level of the logs you Woodcutting in the Local
obtained + your current Woodcutting level (If you fail to
cut a tree, you instead gain 1d4-1 Woodcutting XP and the Area
logs are destroyed). When lumberjacks would like to gather logs without having
the entire party follow them into forests, they may spend time
Achieving Level 5 searching for trees locally. Typically, this is done when the
Character can cast the barkskin spell on themselves twice party is setting up camp or is busy with something else. This
a day without expending a spell slot or needing material adds 2 extra hours to the activity.
components. If the character is not a caster, they can still The Finding Local Trees table shows the information about
use this spell. finding local ore without manually being in a cave already. All
Character gains access to Woodcutting Guilds and knows rolls made to find trees in this way are made by rolling an
the location of any important logging areas such as hidden Investigation skill check. If you use the Rudimentary Tree
forests and woodlands. Locator, lower all the DCs by 5.
NPCs who love to chop wood become friendlier. If the player rolls a natural 1 on their Investigation skill
check, the DM may decide to incur a penalty on the player for
Information on Logs / Clarification being alone in the wilderness. For example, the DM may have
on Failing Woodcutting Checks the player's character take some damage because it got
attacked by random animals or enemies.
Each log weighs 5 lbs. A Woodcutting skill check must still be done once the tree
If you fail a Woodcutting check, you lose the
logs and cannot make anymore checks for those
has been found to determine if you successfully gather the
logs because the tree is now ruined.
logs. To chop any tree, you must still have the appropriate
Woodcutting level.
Not all trees can be found using this method.

Woodcutting: Profession 31
Trees Tree Descriptions
Demetrus
Woodcutting Level Tree DC Amount Value This is a mythical tree, only rumored to exist.
1 Pine 6 1d10 3 cp It's speculated that the Demetrus tree is what Demeter
herself used to craft her torch.
1 Willow 8 1d8 4 cp No one knows what it looks like, nor what it does. Because
2 Oak 10 1d8 6 cp of this, there is no wood of this tree in the market.
2 Ginsap 12 1d6 1 sp Ethereal
3 Maple 13 1d4 4 sp Ethereal trees have dark grey bark, almost as if it were
3 Mahogany 16 1d4 1 gp burned, and are somewhat translucent. They are renowned
for their ability to fade in and out of existence, though no one
4 Juno 17 1d2 4 gp knows how or when it does this.
5 Ethereal " 22 1 1 pp Items made from this tree retain its slightly translucent
5 Demetrus " 28 --- ---
quality.
Ethereal logs can be burned in a fire to produce a phantasmal
smoke. If a person sits within 10 feet of this smoke for 10
minutes or longer, they start to fade. After 10 minutes, the
" High Value; hard to sell (treated as magic items). person enters the ethereal plane for 1 minute, until they
choose to come back, or until they walk more than 20 feet
Satyr's Gifts away.
Roll Gift
1 Charlatan's Die Ginsap
2 Cloak of Billowing
Ginsap trees have light brown, almost orange bark. They are
renowned for their particularly runny sap. This sap is sweet,
3 Perfume of Bewitching but has the same alcohol content as gin.
4 Pot of Awakening Items made from this tree retain the light brownish-orange
color.
5 Wand of Conducting
6 Wand of Pyrotechnics Juno
Juno trees have light tan bark, but a deep, dark red interior.
7 Wand of Scowls They are renowned for being very strong, but extraordinarily
8 Wand of Smiles flexible.
Items made from this tree retain the strange colors, and
All items can be found on XGtE page 136-140. share the tree's strength and flexibility.
Finding Local Trees
Tree DC to find
Pine 0
Willow 5
Oak 0
Ginsap 12
Maple 16
Mahogany 18

32 Woodcutting: Trees
Appendix A: Feature Clarification

S
ometimes, a background, class, feat, or spell This feature mainly affects Smithing.
grants a character a feature that may interfere Instead of this rule, a Cleric of the Forge Domain takes half
with the rules in these professions. For example, the time required to smith any bars, equipment, and other
the Outlander background has the Wanderer metal items made of Gold or any less precious metal from the
feature which allows the character to "always find Smithing profession. Any metal more precious than Gold still
food and water, should the land provide." requires the full time to Smith. This trait does stack with the
In a case like this, a number of rules may be slightly edited 5th level Smithing and Crafting features that reduce the time
to determine how these features will play into a profession. it takes to do the activity.
Each feature and its effects on a profession will be discussed In addition, should the Cleric of the Forge Domain be
separately. creating anything that costs 100 gp or less, they may add a +2
to the roll. This is determined after any value adjustments to
the final product.
Backgrounds
Outlander Background Ranger
Wanderer Favored Enemy
PHB page 136: "In addition, you can find food and fresh PHB page 91: "You have advantage on Wisdom (Survival)
water for yourself and up to five other people each day, checks to track your favored enemies."
provided that the land offers berries, small game, water, This feature mainly affects Hunting.
and so forth." Because of these rules, a Ranger is adept at tracking their
This feature mainly affects Fishing and Hunting. Favored Enemy. Should a Ranger make a Wisdom (Survival)
Instead of this rule, an Outlander rarely returns empty- skill check to hunt any game, and they have chosen Beasts as
handed. Should an Outlander attempt to find food, he or she their Favored Enemy, they may add a +2 to the roll. This does
would still roll to fish or hunt. Should they fail the DC to not stack with the Natural Explorer bonus.
obtain food, they still return with enough berries or small,
nameless animals to feed 4 people including themselves. Natural Explorer
Whatever they obtain is not worth money. PHB page 91: "When you make an Intelligence or
They may only do this should they not be in an extreme Wisdom check related to your favored terrain, your
environment. This includes desert dunes, tundras, volcanic proficiency bonus is doubled if you are using a skill that
regions, caves, mountaintops, and other environments at the you’re proficient in."
DM's discretion. This feature mainly affects Fishing, Foraging, and Hunting.
An Outlander still retains their gifts for geography and Because of this rule, a Ranger has innate prowess when
terrain. Fishing, Foraging, or Hunting in their Favored Terrain.
Therefore, instead of doubling their proficiency bonus, should
Classes a Ranger make any Intelligence or Wisdom skill check which
they are proficient in to Fish, Forage, or Hunt, they may add
Cleric: Forge Domain an extra +2 to the roll while in their Favored Terrain. This
Channel Divinity: Artisan's Blessing
does not stack with the Favored Enemy bonus.
XGtE page 29: "You conduct an hour-long ritual that PHB page 91: "When you forage, you find twice as much
crafts a nonmagical item that must include some metal: a food as you normally would."
simple or martial weapon, a suit of armor, ten pieces of
ammunition, a set of tools, or another metal object (see This feature mainly affects Foraging.
chapter 5, “Equipment,” in the Player’s Handbook for Instead of this rule, a Ranger rarely returns with a low
examples of these items). The creation is completed at the quantity of herbs. Should a Ranger succeed the DC required
end of the hour, coalescing in an unoccupied space of your to find an herb in their Favored Terrain, and that herb allows
choice on a surface within 5 feet of you. The thing you them to roll for the quantity obtained, the Ranger may reroll
create can be something that is worth no more than 100 any 1 or 2. They must then use the new roll.
gp. As part of this ritual, you must lay out metal, which can In addition, Whenever a Ranger is Foraging while
include coins, with a value equal to the creation. The travelling, they only suffer from half the penalty that would
metal irretrievably coalesces and transforms into the normally affect a roll (rounded down). For example, if a
creation at the ritual’s end, magically forming even Ranger were travelling at a fast pace, instead of a +4 to the
nonmetal parts of the creation." DC of the herb, it would be a +2.

Appendix A 33
Spells
Commune With Nature
PHB page 224: "You instantly gain knowledge of up to
three facts of your choice about any of the following
subjects as they relate to the area - terrain and bodies of
water; prevalent plants, minerals, animals, or peoples;
powerful celestials, fey, fiends, elementals, or undead;
influence from other planes of existence; buildings."
This spell mainly affects Fishing, Foraging, Hunting, and
Mining.
Because of this rule, should a player cast this spell before
performing one of these professions, they may add a +2 to
their roll.
Creation
PHB page 229: "You pull wisps of shadow material from
the Shadowfell to create a nonliving object of vegetable
matter within range: soft goods, rope, wood, or something
similar. You can also use this spell to create mineral
objects such as stone, crystal, or metal. The object created
must be no larger than a 5-foot cube, and the object must
be of a form and material that you have seen before."
This spell mainly affects any profession.
Should anything be created using this spell, due to the time
limit of the spell, it may not be used in any profession.
For example, if you were to create adamantine using this
spell, it may not be used to smith an item. Or, if you were to
create vegetable matter, it may not be used in preparing ny
food
Fabricate
PHB page 293: "You also can’t use it to create items that
ordinarily require a high degree of craftsmanship, such as
jewelry, weapons, glass, or armor, unless you have
proficiency with the type of artisan’s tools used to craft
such objects."
This spell mainly affects Smithing and Crafting.
Because of this rule, this spell makes it easier to perform
the Smithing or Crafting profession. Should you be proficient
in the tools required for the profession needed to create the
item you wish to fabricate, you may add a +1 to the roll. The
time it takes to do the activity does not change.
For example, should you wish to smelt an iron bar, are
proficient in smith's tools, and would otherwise cast fabricate
on iron ore, you may, instead, add a +1 to the roll to smith the
iron bar.
This spell cannot affect the Alchemy or Cooking
profession. Fabricate will not produce a potion nor prepare
food from ingredients.

34 Appendix A
Credits
I. The Homebrewery
The website I used to create this project. A great tool for
anyone looking to homebrew their own things for D&D.
II. Benjamin Brews
This project draws influence from Benjamin Brews' "Massive
Profession Addition."
Some of the formats and ideas in this project can be
credited directly to that work.
It can be found on the DM's Guild as a "Pay What You
Want" title.
III. DM Alex
This project was inspired by DM Alex's "5 Runescape Skills
you can apply to RPGs."
The original ideas for creating this project came from that
work, and attempting to expand on the ideas.
It can be found on The DM's Tavern in a free-to-read
article.
IV. Wizards of the Coast
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2019 by
FuzzyTunaTaco and published under the Community Content
Agreement for Dungeon Masters Guild.

Credits 35

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