Wildnerness Survival Guide

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Credits
Designed by AeronDrake
Made with The Homebrewery, created by /u/stolksdorf. Table of Contents
Special thanks to /u/calculuschild, since he gave me 3
permission to use his "Alchemist's Supplies" as base for Part 1: Collecting Materials
the alchemy system on this guide. Material Sources .........................................................3
Creatures .....................................................................................3
Art credits Minerals and Others .................................................................4
Cover: "Troll Hunter" by Kerembeyit Plants and Herbs .......................................................................5
Interior. Part 2: Alchemy 7
"Dragon Carcass" by Thomaswivegg
"Solstice Gathering" by Ironshod Alchemy Basics ................................................................. 7
"Alchemist" by NinjArt1st Creating a Mixture ......................................................7
"Bone armor character concept" by jeffchendesigns Bombs ............................................................................................. 7
"Dwarf-Forge" by Graffiti-freak Poisons ............................................................................................8
"Dark Elf Warlord (1st iteration)" by Tanorax Potions ............................................................................................ 9
"Small Items Potion Vial 3" by blackbirdink
"Borderland Explorer" by LucasGraciano Part 3: Crafting 10
"Sandstorm" by KaiserFlames
"Shrine of Gods" by Nele-Diel Object Types ................................................................................ 10
"The Alchemist" by rodg art Special Materials ........................................................................10
Material Descriptions ................................................................11
Part 4: Expanded Equipment 15
Armor and Shields ...................................................15
Weapons ................................................................................15
New Weapon Properties ........................................................... 15
Weapons .......................................................................................15
Adventuring Gear ....................................................16
Magic Items ......................................................................18
Part 5: Customization Options 19
Feats ......................................................................................... 19
Part 6: Dangers of the Wild 20
Environmental Hazards ....................................20
Dangerous Terrains ...............................................22
Special Terrains .........................................................24
Appendix: List of Essences 25
Extras 26

ON THE COVER
Kerem Beyit illustrates a lonely ranger casting a spell while
she finds a troll footstep on the forest ground after several
weeks of tracking and searching the creature.

Disclaimer:
CONTENTSI'm not responsible for the consequences of trying to hunt down an ancient red dragon without proper equipment.
Some side effects by creating a healing potion using strange materials may include hallucinations, paranoia, sudden changes in
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Part 1: Collecting Materials

Y
OU CAN COLLECT MATERIALS DURING The number of checks you can make and the time used for
your travels, which are used to craft new harvesting all the parts of a creature depends of the size of
equipment, create alchemical concoctions and the creature as shown in the following table. For example, if
gemstones. To get new materials, you must you harvest a medium sized creature it will take one hour for
expend the whole process without major the whole process, even if you only make 1 check.
interruptions (like a combat). There're three Creature Size Max. harvest checks Total time to harvest
material categories, and each one has a special
way to collect them: Creatures, Minerals and others and Tiny 1 Two hours
Plants and herbs. Small 1 30 minutes
Also, depending of the type of material and the place where
it is, they might be modifiers to the skill check made for Medium 2 One hour
collecting the materials. The DM can add more than one of Large 3 One hour
the modifiers (for example, if you're traveling at normal pace Huge 4 Two hours
in a rainy day, the DC will be +11).
Gargantuan 5 Two hours (minimum)
Special conditions DC
Rain, fog, low visibility areas +3 Each successful check gives you a number of units
Storm, snowfall, no visibility areas +5 depending on the creature size as shown in the following
table, which can be used for creating new pieces of
Traveling at slow pace +5 equipment or as alchemical materials.
Traveling at normal pace +8
Creature size Units collected per check
Traveling at fast pace +11
Tiny 1/4 unit
Small 1/2 unit
Material Sources Medium 1 unit
Creatures Large 2 units
Creature parts are used as alchemical materials and for Huge 3 units
creating armor and weapons for the adventurers, which some
of them gives special features. Others take some of the Gargantuan 4 units
creature parts as trophies and decorations for their armor
and houses. You can only make one check for each part you want to
If you want to extract parts of animals and creatures, you harvest. For example, a character can make 3 checks for
must make an Intelligence (Nature) check for common harvesting a large sized dragon, but he can only use one of
creatures, Intelligence (Arcana) or an Intelligence (Religion) the checks to harvest the scales, and the other two checks
check for rarer creatures. You can also make a Wisdom can be used for other parts of the dragon (like an essential
(Survival) instead an Intelligence check when harvesting organ and the horns)
parts. On a failed check, the part is destroyed or damaged. It's For alchemical uses, the DM determines the essence type
up to the DM to determine which check is made depending of the harvested parts. You can read more information about
on the creature type and how common is that creature in the the essences in the alchemy section.
world. When you use the parts for crafting armors and weapons,
DC: 15 + 1/2 of the creature's CR (Creatures with a CR you need a number of units of the same material depending
less than 2 don't add the CR to the DC) of the size for the object. You can read more about crafting
and the materials in the crafting section.

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In the following table are examples of creature parts and For example, if you harvest some feathers from a hippogriff
their uses. Some parts deals damage if you fail to extract it. (CR 1), the value of the feather unit will be 1% of the base
The elemental damage can be any type of damage, and it's experience (200 exp), which is 2 gp.
defined by the DM (for example, a character takes fire As other examples: A unit of pseudodragon's scales is
damage on a failed check to extract the essential organ of a worth 5 sp (CR 1/4), and a unit of an adult blue dragon's
red dragon). You can determine the damage using the same scales is worth 1,500 gp (CR 16).
guidelines for traps damage found in the chapter 5 of the
Dungeon Master's Guide. Getting Meat (Foraging Variant)
Part Uses Damage on a failure
While the characters can forage to survive on the wilderness,
they also can hunt down and kill a creature to harvest the
Sting Alchemy, Deals poison damage on a failed meat and use it as food. The meat they yield spoils after a
equipment check single day if uneaten. Eating spoiled meat might require a
Wings, Alchemy, — Constitution saving throw to avoid throwing up the food or
feathers equipment getting diseased.
Fins Alchemy, —
A character can make a Wisdom (Survival) check to try to
equipment collect meat as food. The DC for the check is typically 15, but
it’s up to the DM to modify the DC. The amount of meat
Chitin Equipment — harvested is determined by the creature size, as shown in the
Tail Alchemy — creature food yield table below.
Fangs, Alchemy, Deals piercing damage on a
Getting meat does not count on the maximum harvest
teeth equipment failed check checks you can make to harvest a creature.
Organ Alchemy — Creature Food Yield
Horns Equipment Deals piercing damage on a Creature Size Food Gained
failed check Tiny 1 lb.
Ectoplasm Alchemy Deals necrotic damage on a Small 4 lb.
failed check
Medium 16 lb.
Scales Alchemy, —
equipment Large 32 lb.
Elemental Alchemy Deals elemental damage on a
essence failed check Minerals and others
Claws Alchemy, Deals slashing damage on a Minerals are earthen materials used for making armor,
equipment failed check weapons, and gaining special effects for those armors and
Bones Alchemy, — weapons. Minerals can be divided in two types and each type
equipment has a unique way to acquire them.
Slime, Alchemy Deals elemental or poison Ores are extracted with the use of a Miner's Pick and a
mucus damage on a failed check Strength (athletics) check.
Essential Alchemy Deals elemental damage on a Gemstones are extracted with the use of Gem Extraction
Organ failed check Tools (worth 25 gp) and Dexterity check.
Fur, hide Equipment — The check for extracting either mineral type is always DC
Blood Alchemy — 15. If needed, the character must make an Intelligence
(Nature) check first to find a vein or a place where the ores or
gemstones are.
Parts Values
The value of each harvested unit goes from 1% to 50% of the If the character is extracting ores, on a success they
experience of the creature. The harvested parts of common collects a number of ore units equal to 2d4 + your
creatures have a value of 1% of the creature's experience, Constitution modifier.
while the rarer creature’s parts value is close to 50% of the If the character is extracting gemstones, the DM
creature's experience. You can determine the values of each determines the amount of the gemstones found, or he can
extracted part in the following table. roll a d20 and compare the result with the following table.
Units Value
You can determine the kind of gemstones found using the
tables in the page 134 of the Dungeon Master's Guide.
CR Creature rarity Unit value
d20 Gemstones found
6 or less Common 1% of the creature exp.
1-15 1 gemstone (10 gp)
7-12 Uncommon 5% of the creature exp.
16-17 1d4 gemstones (10 gp)
13-18 Rare 10% of the creature exp.
18 1 gemstone (50 gp)
19-24 Very Rare 25% of the creature exp.
19 1d4 gemstones (50 gp)
25+ Legendary 50% of the creature exp.
20 Roll twice

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Non-Mineral Materials
There're also other materials which are not ores or
gemstones, such as wood, stone and coral that can be also
used to craft weapons or pieces of armor.
For collecting those materials, you need to make a
Strength (Athletics) or a Dexterity check, depending on the
material (DC 15). On a success you collect a number of units
equal to 2d4 + your Constitution modifier. For example, if a
character wants to collect some units of darkwood for an
armor, he must make a Strength (Athletics) check to cut
down the tree with an axe and get the material. On a success,
he collects a number of Darkwood units equals to 2d4 + his
Constitution modifier.
The time used for extracting minerals and other materials
equals to 1 day of downtime activity. This represents all the
time the character uses to find and extract the materials.
Materials Values
Minerals and other materials can be sold (and in some cases,
bought), and the value of each unit depends of the material.
For more information see the crafting section.
Plants and Herbs
Plants are used for creating alchemical potions and mixtures,
and they are divided in four levels of rarity.
Common plants, which have one essence
Uncommon plants, which have two different essences
Rare plants, which have two essences of the same type
Very Rare plants, which have two essences of the same
type and one extra essence
To gather plants, herbs and other similar resources the
character must make an Intelligence (Nature) check (DC 15).
If the character success the check, the DM rolls a d20 to
determine the number of resources gathered.
d20 Number of plants gathered
1-10 1
11-15 1d4
16-18 1d4+1
19 1d4+2
20 Roll twice

The time used for gathering equals to 1 hour for each


check, and you can make a number of checks per day equal to
your Intelligence modifier (minimum 1).
Plants Values
You can buy and sell the plants and herbs in the market as
shown in the following table.
Plant Rarity Market Value
Common 5 gp
Uncommon 10 gp
Rare 20 gp
Very Rare 40 gp

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Plants and Herbs by Areas Lakes, rivers and ocean


In the following tables you can see examples of plants and 1d20 Name Rarity Essences
their alchemical essence for various environments. You can 1-5 Twilight wormwood Common
read more information about the essences properties in the
alchemy section. 6-10 Blue herb Common

Arctic 11-15 Mandrake root Common


1d20 Name Rarity Essences 16-18 Aniseed sap Uncommon
1-5 Blue herb Common 19 Kreet paste Rare
6-10 Drojos ivy Common 20 Chromatic mud Very Rare
11-15 Ucre bramble Common
Mountains
16-18 White poppy Uncommon 1d20 Name Rarity Essences
19 Kreet paste Rare 1-5 Drojos ivy Common
20 Angel flower Very Rare 6-10 Ellond scrub Common

Caves 11-15 Mandrake root Common


1d20 Name Rarity Essences 16-18 Ash chives Uncommon
1-5 Twilight wormwood Common 19 Kasuni juice Rare
6-10 Blue herb Common 20 Dragontongue petals Very Rare
11-15 Mandrake root Common
Plains
16-18 Abyss flower Uncommon 1d20 Name Rarity Essences
19 Kasuni juice Rare 1-5 Ellond scrub Common
20 Blackleaf Rose Very Rare 6-10 Mandrake root Common

Desert 11-15 Ucre bramble Common


1d20 Name Rarity Essences 16-18 Aniseed sap Uncommon
1-5 Drojos ivy Common 19 Lunar nectar Rare
6-10 Ellond scrub Common 20 Dragontongue petals Very Rare
11-15 Ucre bramble Common
Swamps
16-18 Dried Ephedra Uncommon 1d20 Name Rarity Essences
19 Olina petals Rare 1-5 Twilight wormwood Common
20 Ebrium fungus Very Rare 6-10 Blue herb Common

Forests 11-15 Ucre bramble Common


1d20 Name Rarity Essences 16-18 Frenn moss Uncommon
1-5 Twilight wormwood Common 19 Ecire laurel Rare
6-10 Drojos ivy Common 20 Spineflower berries Very Rare
11-15 Ellond scrub Common
16-18 Blood herb Uncommon
19 Thunderleaf Rare
20 Wisp stems Very Rare

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Part 2: Alchemy

E
ACH INGREDIENT USED IN ALCHEMY Bombs
has one or more essences which are
extracted and used to create mixtures with Bombs are throwable alchemical concoctions, and when the
alchemical properties: Water ( ), Air ( ), vial is shattered it releases its content. As an action, you can
Fire ( ), Earth ( ), Positive ( ) and throw a bomb to a location you can see up to 30 feet from
Negative ( ). you.
Bomb Creation Notes
Alchemy Basics When creating a bomb, you can only choose one
You can create bombs, poisons and potions using up to damaging effect, which are detailed in the Damage Effect
six ingredients to craft them. table. If you add the same effect two times or more, the
The ingredients are any resource which have one or more area of effect and damage stacks. For example, you cannot
essences you use to create the mixture (such as blue create a bomb that deals fire and necrotic damage, but
herbs or a Mandrake root). you can make a bomb with 6 fire essences which deals
You need a glass bottle worth 2 gp for each bomb or 3d6 fire damage in a 15-foot radius.
potion you craft. Additionally, you can add only one extra bomb effect to the
If a bomb or poison requires a saving throw, the DC bombs you create, which are detailed in the Additional
equals 8 + your proficiency bonus + your Intelligence Bomb Effects table.
modifier. Damage Effect
The value of bombs, poisons and potions equals to 10 Combination Effect
points for the first ingredient plus 15 points for each extra
ingredient after the first. Mixtures which have a value of + All creatures in a 5-foot radius must make a
25 points or less can be crafted anywhere, while a mixture Constitution saving throw or take 1d6 acid
damage.
with more than 25 points will require a place and the
required tools for crafting due the complexity of the + All creatures in a 5-foot radius must make a
concoction and the amount of ingredients. Dexterity saving throw or take 1d6 cold
damage.
Creating a Mixture + All creatures in a 5-foot radius must make a
Dexterity saving throw or take 1d6 fire
Follow this steps to creating a mixture. damage.
1. After determining the number of ingredients and the value + All creatures in a 5-foot radius must make a
of the mixture, the character must declare if it's creating a Intelligence saving throw or take 1d6 force
bomb, poison or potion. damage.
2. Then, it must distribute the essences to choose the effects + All creatures in a 5-foot radius must make a
for the mixture at the beginning of the creation process. Constitution saving throw or take 1d6
Any unused essences are lost. lightning damage.
3. The creation process must be made in sessions of 4
uninterrupted hours for each 25 points of the mixture + All creatures in a 5-foot radius must make a
you're trying to create. When you start the first session, all Constitution saving throw or take 1d6
necrotic damage.
ingredients are consumed.
4. At the end of the last session, the character must make an + All creatures in a 5-foot radius must make a
Intelligence check, adding the proficiency bonus if he's Dexterity saving throw or take 1d6 piercing
proficient with the artisan's tools related to the mixture damage.
created: alchemist's supplies for bombs, poisoner's kit for + All creatures in a 5-foot radius must make a
poisons and herbalism kit for potions. The DC for the Dexterity saving throw or take 1d6 radiant
check is 6 + twice the number of ingredients used. If damage.
the character passes the check, the mixture is created. On
a fail, the mixture is not created and all the ingredients are + All creatures in a 5-foot radius must make a
Dexterity saving throw or take 1d6 thunder
lost. damage.

ALCHEMY
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Additional Bomb Effects
Combination Effect Poison Types
Contact: Contact poison can be smeared on an object and
+ On a failed save, the targets are also covered
with a sticky gel. Any effect that deals remains potent until it is touched or washed off. A creature
damage damage to them while covered in that touches contact poison with exposed skin suffers its
the gel occurs again at the start of each of effects.
their turns for 1d4 rounds. A creature can
remove the gel spending its action. Ingested: A creature must swallow an entire dose of ingested
poison to suffer its effects. The dose can be delivered in food
+ The bomb releases slippery oil on the
ground in the area that last for 1 minute. or a liquid. You may decide that a partial dose has a reduced
Any creature that start its turn in the area effect, such as allowing advantage on the saving throw or
must make a Dexterity saving throw or be dealing only half damage on a failed save.
knocked prone.
Inhaled: These poisons are powders or gases that take effect
+ A bright light explosion is released when the when inhaled. Blowing the powder or releasing the gas
bomb explodes. All creatures must make a subjects creatures in a 5-foot cube to its effect. The resulting
Constitution saving throw or be blinded for
1d4 turns. cloud dissipates immediately afterward. Holding one's breath
is ineffective against inhaled poisons, as they affect nasal
+ The bomb emits a loud sound, which can be
membranes, tear ducts, and other parts of the body.
heard 100 feet away. All creatures in the
bomb area must make a Constitution saving Injury: Injury poison can be applied to Weapons, ammunition,
throw or be deafened for 1d4 turns. trap Components, and other Objects that deal piercing or
+ A dense fog appears in the area, blocking slashing damage and remains potent until delivered through a
the vision for 1d4 turns. wound or washed off. A creature that takes piercing or
slashing damage from an object coated with the poison is
Poisons exposed to its effects.
Poisons are substances that cause disturbances in living
creatures. The effect depends on the poison used. Poison Effect
Combination Effect
Poison Creation Notes + On a failed save, the creature is poisoned for
Poisons come in the following four types: contact, 1 minute.
ingested, inhaled or injury. When creating a poison, you
must choose one of them. + On a failed save, the creature is blinded for
A creature must make a Constitution saving throw for 1 minute. The creature can repeat the saving
resisting a poison. throw at the end of each of its turns, ending
the effect on itself on a success.
When creating a poison, you can only choose one effect,
which are detailed in the Poison Effect table. + On a failed save, the creature is
You can add any number of extra properties to the poisons incapacitated for 1 minute and spends the
you create, which are detailed in the Additional Poison duration screaming, laughing, or weeping.
Properties. + On a failed save, the creature becomes
frightened for 1 minute and must use his or
her action and movement each round to flee
from the source of the fear, which is the
creature or object it see.
+ On a failed save, the creature begins
babbling and is incapable of normal Speech
or spellcasting for 1 minute.
+ On a failed save, the creature is paralyzed for
1 minute. The creature can repeat the saving
throw at the end of each of its turns, ending
the effect on itself on a success.
+ On a failed save, the creature is stunned for
1 minute. The creature can repeat the saving
throw at the end of each of its turns, ending
the effect on itself on a success.
+ On a failed save, the creature is unconscious
for 1 minute. The creature wakes up if it
takes damage or if another creature takes an
action to shake it awake.

ALCHEMY
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Additional Poison Properties
Combination Effect Mixture Examples
+ On a failed save, the creature takes 1d6 Here you can find some examples and variations when
poison damage. creating a mixture using various types of ingredients.
+ The poison takes effect 1 minute after the
creature was exposed. If you take this Fire Bomb Examples
property more than once, the the poison Fire Bomb (Four Common Ingredients)
takes effect in 1 hour (3 times), 8 hours (4
times) or 24 hours (5 times) A character can create a fire bomb that deals 2d6 fire
damage in a 10-foot radius using four common ingredients
+ The effect last for 10 minutes. If you take with 1 fire essence each. The DC for creating this bomb is 14,
this property more than once, the duration and it will take a total of 3 sessions of 4 hours each for
of the poison increases to 1 hour (3 times),
8 hours (4 times) or 24 hours (5 times)
creating it, since its value equals to 55 points (10 points for
the first ingredient, plus 45 points for the three remaining
+ The poison looks like a potion. A creature ingredients).
can make an Intelligence (Investigation)
check to reveal its true nature. Fire Bomb (Two Rare Ingredients)
A character can create a fire bomb that deals 2d6 fire
Potions damage in a 10-foot radius using two rare ingredients with 2
Potions are mixtures created to give benefits to anyone who fire essences each. The DC for creating this bomb is 10, and
drinks it. The effects depends on the potion used. it will take a total of 1 session of 4 hours for creating it, since
its value equals to 25 points (10 points for the first ingredient,
Potion Creation Notes
plus 15 points for the second ingredient).
When creating a potion, you can only choose one effect, Fire Bomb (Six Common Ingredients)
which are detailed in the Potion Effect table. If you add A character can create a fire bomb that deals 2d6 fire
the same effect two times or more, the effect and time damage in a 10-foot radius which emits a loud sound using
stacks. For example, if you make a potion with 6 water five common ingredients with 1 fire essence each and a
essences it will heal 3d4 + 3 hit points, and if you make a common ingredient with 1 air essence. The DC for creating
potion with 3 earth essences and 3 negative essences it this bomb is 18, and it will take a total of 4 sessions of 4
will grant resistance against slashing damage for 3 hours each for creating it, since its value equals to 85 points
minutes. (10 points for the first ingredient, plus 75 points for the five
You can only be under the effects of one potion that has a remaining ingredients).
duration, and drinking a new potion will replace the
previous effect.
Healing Potion Examples
Potion Effect
Combination Effect
Healing Potion (Two Common
Ingredients)
+ The potion heals heals 1d4 + 1 hit points. A character can create a potion that heals 1d4 + 1 using two
+ You have resistance to bludgeoning damage
common ingredients with 1 water essence each. The DC for
for 1 minute. creating this potion is 10, and it will take 1 session of 4 hours
for creating it, since its value equals to 25 points (10 points
+ You have resistance to piercing damage for for the first ingredient, plus 15 points for the remaining
1 minute. ingredient).
+ You have resistance to slashing damage for
1 minute. Healing Potion (One Rare Ingredient)
A character can create a potion that heals 1d4 + 1 using one
+ You have resistance to cold damage for 1 rare ingredient with 2 water essences. The DC for creating
minute. this potion is 8, and it will take 1 session of 4 hours for
+ You have resistance to fire damage for 1 creating it, since its value equals to 10 points (10 points for
minute. the first ingredient).
+ You have resistance to lightning damage for
1 minute. Healing Potion (Two Rare Ingredients)
A character can create a potion that heals 2d4 + 2 using two
+ You can breathe in places without oxygen rare ingredients with 2 water essences each. The DC for
for 10 minutes. creating this potion is 10, and it will take 1 session of 4 hours
for creating it, since its value equals to 25 points (10 points
for the first ingredient, plus 15 points for the remaining
ingredient).

ALCHEMY
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Part 3: Crafting

D
URING YOUR ADVENTURES AND TRAVELS, If you fail the check, you must finish a long rest to make the
you can collect a series of elements and check again. After 3 consecutive failures, you need to start
materials to craft special equipment. This the process again and all the materials you used are lost.
section expands the crafting system found in the
Player's Handbook and modifies some parts of Hiring Artisans
it. You can hire one or more artisans to help you creating the
You can craft nonmagical objects, including adventuring object or to create the object completely by themselves.
equipment. You must be proficient with tools related to the When using special materials, you need to hire an artisan
object you are trying to create (typically artisan's tools). You which knows how to work that material.
might also need access to special locations to create it. For The cost for hiring an artisan depends of the object type
example, someone proficient with smith's tools needs a forge you want to create. In general, for rarer objects you will need
in order to craft a sword or suit of armor. an artisan who knows how to work the material, have a
For every day of downtime you spend crafting, you can craft crafting guide or similar. You can see the cost of hiring an
one or more items with a total market value not exceeding 25 artisan in the following table. If you hire an artisan to create a
gp, and you must expend raw materials worth half the total unique object with special materials, the cost per day is 15
market value. If something you want to craft has a market gp.
value greater than 25 gp, you make progress every day in 25- Hiring an Artisan
gp increments until you reach the market value of the item. Object type Cost per day
For example, a suit of plate armor (market value of 1,500 gp)
takes 60 days to craft by you. Normal (common labors of the artisan) 2 gp
Multiple characters can combine their efforts toward the Special (special materials) 5 gp
crafting of single item, provided that the characters all have
proficiency with the requisite tools and are working together Unique (completely new object) 10+ gp
in the same place. Each character contributes 25 gp worth of
effort for every day spent helping to craft the item. For Special Materials
example, three characters with the requisite tool proficiency To create an object with special materials, you need an
and the proper facilities can craft a suit of plate armor in 20 amount of material units: For a medium-sized creature, when
days, at a total cost of 750 gp. you use the materials for crafting armors and clothing, you
While crafting, you can maintain a modest lifestyle without need 3 units of the same material, for weapons and shields
having to pay 1 gp per day, or a comfortable lifestyle at half you need 2 units of the same material and for 10 units of
the normal cost (see chapter 5 of the Player's Handbook for ammunition you need 1 unit of the same material. If you want
more information on lifestyle expenses). to craft something for a bigger sized creature, you need to
use twice the amount of materials used for each size
Object Types increment, and for smaller sized creatures you need only half
There're three types of objects you can craft: materials per each size smaller than medium.
Common objects are the objects you can easily find in a As an example, if you want to create an adamantine plate
store, dungeons and most of the artisans makes them armor for a medium sized character, it will take 60 days to
regularly, like a longsword or a leather armor. craft it, at a cost of 750 gp and three units of adamantine. If
Special objects are the pieces of equipment crafted with you hire two artisans to work with you in the crafting, it will
special materials, like a darksteel longsword. take 20 days, at a total cost of 950 gp and three units of
Unique objects are completely new creations, with custom adamantine.
forms, qualities and benefits, like a greatsword with a In case of the creature parts, you gain an extra benefit
mechanism to transform it in two scimitars. depending on the creature Challenge Rating, as shown in the
following table.
Skill Checks Creature CR Armor Class Weapons (attack and damage)
When you craft an object, you must make a skill check at the
end of the process to see if you succeed on the creation of the 6 or less none none
object. The skill check has the following rules: 7-12 none +1
You need to make an Ability check (d20 + ability modifier) 13-18 +1 +2
You can add the proficiency bonus if you are proficient 19-24 +2 +3
with the artisan tools you need.
If you are in a place without the tools needed or you dont 25+ +3 +4
have the artisan tools, the check is made with
disadvantage and without your proficiency bonus. For example, a scale mail created with scales from an adult
blue dragon (CR 16) will give you an extra +1 to your armor
DC for crafting objects: Normal objects: 10; Special class, for a total of 15 + dex modifier (max. +2).
objects: 15; Unique objects: 20.

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Asmoroch wood
Material Descriptions Rare Material
In the following section you can find a list of special
materials, their unit value and their properties to armors or A black scorched wood which is cold to touch.
weapons. Some of this materials might have other special Unit value: 500 gp
features (for example, an armor made with dragon bones Weapon: A weapon completely made of asmoroch wood
could grant you resistance to the dragon type damage) deals necrotic damage instead its normal damage type.
Aditionally, when you hit a creature you deal an extra 1d4
Adamantine necrotic damage.
Uncommon Material
Beast feathers
A shiny black metal, known as one of the hardest substances Rarity Varies
in existence.
Unit value: 250 gp. Hippogriffs, Rocs, giant eagles and other flying creatures
Armor: While wearing a medium or heavy armor (non have beautiful feathers used to show their majesty.
hide) made with adamantine, any critical hit against you Unit value: Determined by the creature's CR.
becomes a normal hit. Armor: While wearing clothing or any non-metallic armor
Weapons: When you hit a creature with an adamantine made with beast feathers, you have advantage on any animal
weapon, the damage overcomes the non-magic immunity and handling checks.
resistance.
Bone
Aerocrystal Rarity Varies
Rare Material A series of bones joined together, mostly used by shamans
A light blue, glass-like crystal known for creating quick, and wildlings.
precise weapons. Unit value: Determined by the creature's CR.
Unit value: 500 gp Armor: Replaces the metal. While wearing a medium or
Weapon: You can use your Dexterity modifier for attacks heavy armor (non hide) made with bones, you have advantage
and damage made with an aerocrystal weapon. on Intimidation checks.
Weapon: Replaces the metal and wood.
Chitin
Rarity Varies
Flexible shells of chitinous creatures such as giant crabs or
remorhaz, known to be lighter than metallic armors.
Unit value: Determined by the creature's CR.
Armor: Replaces the metal. While wearing a medium
armor (non hide) made with chitin, the armor's dexterity
bonus increases by 1. Heavy armors made with chitin reduces
the Strength requirement by 1.
Cold Iron
Common Material
This iron is worked entirely while cold, known for its
effectiveness against fey creatures.
Unit value: 100 gp
Weapons: When you hit a fey with a cold iron weapon, you
can roll the damage again and use either result.
Coral
Common Material
Mostly used by sea and waterborne creatures to create their
weapons and armors.
Unit value: 100 gp
Armor: Replaces the metal. While wearing a medium or
heavy armor (non hide) made with coral, you speed while
swimming increases by 10 feet.
Weapons: Any melee weapon made with coral doesn't have
disadvantage on the attacks rolls while underwater.

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Darksteel Infernal Leather


Uncommon Material Very Rare Material
A darkened blue metal that only forms in areas affected by A reddish hard leather created in the infernal planes.
thunderstorms, known for having that energy inside of it. Unit value: 750 gp
Unit value: 250 gp. Armor: While wearing clothing or any non-metallic armor
Armor: While wearing a medium or heavy armor (non made with infernal leather, you have a +1 bonus to your
hide) made with darksteel, lightning damage that you take Armor Class and you have resistance against fire damage.
from non magical attacks is reduced by 3.
Weapons: When you hit a creature with a darksteel Infernal Steel
weapon, you deal an extra 1d4 lightning damage. Very Rare Material
Darkwood A blood red metal found in the infernal planes which is very
Common Material resistant and captures the hot and flames.
Unit value: 750 gp
This piece of wood is as hard as normal wood but very light. Armor: While wearing a medium or heavy armor (non
Unit value: 100 gp hide) made with infernal steel, you have a +1 bonus to your
Armor: Replaces the metal of any medium or heavy armor. Armor Class and you have resistance against fire damage.
Weapon: A weapon completely made of infernal steel deals
Dwarvenstone fire damage instead its normal damage type. Aditionally,
Rare Material when you hit a creature you deal an extra 1d4+2 fire damage.
This marble-like stones are used by dwarves to create a Leafweave
ceremonial armor for the defenders of their cities, even Common Material
though is heavier and bulkier than metallic armors.
Unit value: 500 gp Alchemically processed leaves that are hard as leather, used
Armor: While wearing a heavy armor made with also as camouflage.
dwarvenstone, you have a +1 to your armor class, but the Unit value: 100 gp
strength requirement increases by 2 and your speed is Armor: While wearing clothing or any non-metallic armor
reduced in 10 feet. made with leafweave, you have advantage on stealth checks
in woodlands and forests.
Ellond hide
Rarity Varies Mitrhil
Uncommon Material
This brown-orange hide is harvested from desert and dry
areas creatures. This white-silver metal is lighter and flexible than common
Unit value: Determined by the creature's CR. steel.
Armor: While wearing clothing or any non-metallic armor Unit value: 250 gp
made with ellond hide, fire damage that you take from non Armor: Metallic heavy armors made with mithril are
magical attacks is reduced by 3. considered medium, and medium metallic armors made with
mithril are considered light. If the armor normally imposes
Eternal Ice disadvantage on Dexterity (Stealth) checks or has a Strength
Rare Material requirement, mithril version of the armor doesn't.
Weapon: Two handed weapons made with mithril lose the
This cold white-blue block of ice resist high temperatures, heavy property and all the other weapons gain the light
making it unable to melt in normal conditions. feature.
Unit value: 500 gp
Weapon: A weapon completely made of eternal ice deals Monster Scales
cold damage instead its normal damage type. Aditionally, Rarity Varies
when you hit a creature you deal an extra 1d4 cold damage.
Big scales harvested from a creature, with a variety of colors,
Ignum shapes and sizes.
Rare Material Unit value: Determined by the creature's CR.
Armor: Replaces the metal. If the armor normally imposes
This black semi-translucent stone have some lava-like disadvantage on Dexterity (Stealth) checks, a monster scales
glowing and flowing inside of it. version of the armor doesn't.
Unit value: 500 gp
Weapon: A weapon completely made of ignum deals fire
damage instead its normal damage type. Aditionally, when
you hit a creature you deal an extra 1d4 fire damage.

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Obsidian Shadowfell Linen


Uncommon Material Very Rare Material
This black to deep purple glass-like stone is known to be very A dark and purple linen found in the shadowfell.
sharp. Unit value: 750 gp
Unit value: 250 gp Armor: While wearing clothing or any non-metallic armor
Armor: While wearing a medium or heavy armor (non made with shadowfell linen, you have a +1 bonus to your
hide) made with obsidian, when an enemy tries to grapple Armor Class and you have resistance against psychic
you, it takes 1d4 piercing damage. damage.
Weapons: Any piercing or slashing damage made with an
obsidian weapon deals an extra 1d4 of damage. Spiritual wood
Uncommon Material
Orichalcum
Rare Material This cyan-like wood has a natural connection with the magic.
Unit value: 250 gp
This bronze orange metal is used to absorb the essence of Armor: Replaces the metal of any medium or heavy armor.
magic. While wearing an spiritual wood armor, you have advantage
Unit value: 500 gp on concentration checks to maintain a spell.
Armor: While wearing a medium or heavy armor (non Weapon: When you hit a creature with a weapon made
hide) made with orichalcum, you have advantage against completely with spiritual wood, you deal an extra 1d4 force
Strength and Constitution saving throws against spells and damage. You can use a spiritual wood weapon as an arcane
magic effects. focus.
Weapon: A weapon completely made of orichalcum deals
force damage instead its normal damage type. Aditionally, Stellar Iron
when you hit a creature you deal an extra 1d4 force damage. Very Rare Material
Plague wood A white bright metal, soft on touch but very resistant, known
Uncommon Material for being used by celestial beings.
Unit value: 750 gp
This ancient mossy-like wood has small spores floating Armor: While wearing a medium or heavy armor (non
around it. hide) made with stellar iron, you have a +1 bonus to your
Unit value: 250 gp Armor Class and you have resistance against necrotic and
Weapon: When you hit a creature with a weapon made radiant damage.
completely with plague wood, you deal an extra 1d4 poison Weapon: A weapon completely made of stellar iron deals
damage. radiant damage instead its normal damage type. Aditionally,
when you hit a creature you deal an extra 1d4+2 radiant
Shadowsilk damage.
Rarity Varies
This black semi-transparent silk is carefully made by
underground spiders and spider-like creatures.
Unit value: Determined by the creature's CR.
Armor: While wearing clothing or any non-metallic armor
made with shadowsilk, you have advantage on stealth checks
in lightly obscured areas (such as tree shadows).

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Optional Rule: Material Resistance


Every armor or weapon made with special materials have a
number of resistance points. If the points are reduced to 0,
the piece of equipment is broken and you need to repair it to
use it again.
The points are reduced in the following events:
When you make an attack with a weapon made with a
special material and you roll a 1, the resistance points of
the weapon are reduced by 1 point.
When you take a critical hit from an opponent, it reduces
your armor resistance points by 1.
Each reduced point also reduces the damage dealt for
weapons and the AC for armors.
In the following table you can see how many resistance
points have a special material depending on the material
value. A material that replaces any of the materials
mentioned in the table uses the resistance of the replaced
material (for example, a coral armor uses the metal
resistance points)
Resistance Points by Value
Material Value Clothing, non-metallic Wood Metal
100 or less 2 3 4
101 - 500 3 4 5
501 - 1.000 4 5 6
1.001 or more 5 6 7

Repairing Equipment
If you want to repair a piece of equipment made with a
special material, you need to make a tools check using the
required artisan tools. The DC equals to 8 + total amount
of reduced points.
Depending on what you're trying to repair, you need to use
a number of units of the same material, as shown in the
following table.
Equipment type Number of Material Units
Armor 2 units
Weapon 1 unit

If you pass the check, the equipment is repaired


completely. If you fail the check, you can make another check
when you finish a long rest.
Common Items Resistance
You can also apply this rules to common materials like iron
and wood. Determine the resistance points using the market
value of the items, and for repairing them you will need units
of iron, wood, or any other common material.

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Part 4: Expanded Equipment


Buckler. A small metal shield is worn strapped to your
Armor and Shields forearm. You can wield a weapon in the same hand of the
Here you can find a new cloak to use without having any buckler, but you have a -1 penalty on attack rolls with the
armor proficiency and two shield options for your adventures. weapon in that hand.
Dueling cloak. Although worn, the wearer can hold the Tower shield. A massive shield nearly as tall as a human. It
cloak in his/her off-hand to use it for defense. You can spend provides the indicated bonus to your AC, and you can spend
a bonus action to hold the cloak with one of your hands to an action to use it as total cover until you make another
gain the AC bonus (you can't use a shield, a two-handed action. The shield does not provide cover against targeted
weapon or any object with that hand while holding the cloak). spells, and you can't use your shield hand for anything else.
You can only wear it with light or no armor. Due its weight, your speed is reduced by 10 feet. If you are
also wearing heavy armor, you have a -2 on attack rolls.

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Clothing
   Dueling cloak 10 gp +1 — — 3 lb.
Shield
   Buckler 8 gp +1 — — 4 lb.
   Tower shield 15 gp +3 Str 13 Disadvantage 30 lb.

Gauntlet, spiked. This gauntlet have some metallic spikes


Weapons in the knuckles. When you make an unarmed strike with this
New Weapon Properties gauntlet, you deal the gauntlet damage instead. You can't use
the gauntlet to attack if you're holding something in that
Some of the weapons listed here have special properties, hand. The price is for only one gauntlet.
which are explained below. Scythe. When you make an attack with the Scythe, you can
Covert. You have advantage on Dexterity (Sleight on choose to attack two extra creatures adyacent to the first
Hands) checks to conceal this weapon. within 5 feet of you. If you do so, you need to make an attack
Switch. This weapon have a mechanism to transform one for each creature. These attacks are made with disadvantage.
weapon to another. You can use your bonus action to change Dart, sleeping. A dart with a small glass vial filled with
the weapon form to another. sleeping liquid that is released when it enters into a
creature's body. When you hit a creature with this dart, roll
Firearms Properties 4d4. This is the total hit points you affect. After dealing the
Firearms are a new and volatile technology, and as such bring dart damage, if the creature has equal or less hit points than
their own unique set of weapon properties. the total, the creature falls unconscious for 1 hour or until the
Close-Combat. You have advantage on attack rolls made sleeper takes damage, or someone uses an action to shake or
against targets within 20 feet or less from you. slap the sleeper awake. You must keep the dart in the
Reload. The weapon can be fired a number of times equal creature's body, otherwise it awakes after 1 minute. When
to its Reload score before you must spend 1 action or 1 you hit a creature, the glass vial is shattered to release the
bonus action to reload. You must have one free hand to reload liquid.
a firearm. Khopesh. On a critical hit, the creature must make a
Dexterity Saving throw (DC 10) or be knocked prone.
Weapons Descriptions Kukri. This weapon deals an extra 1d4 slashing damage
on a critical hit.
Gauntlet. A metal glove that allows you to punch and damage Switch axe. This weapon has two variants:
your enemies. When you make an unarmed strike, you deal
the gauntlet damage instead. You can't use the gauntlet to Axe form. While using the weapon in this form, you deal
attack if you're holding something in that hand. The price is 1d12 slashing damage on a hit.
for only one gauntlet. Lance form. While using the weapon in this form, you deal
1d12 piercing damage on a hit.

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Weapon
Name Cost Damage Weight Properties
Simple Melee Weapons
   Gauntlet 1 gp 1d2 bludgeoning 1 lb. Special
   Gauntlet, spiked 2 gp 1d4 piercing 2 lb. Special
   Mace, heavy 6 gp 1d8 bludgeoning 6 lb. Heavy, two-handed
   Scythe 8 gp 1d6 slashing 5 lb. Two-handed, special
Simple Ranged Weapons
   Dart, sleeping 5 sp 1d4 piercing 1/2 lb. Finesse, thrown (range 20/60)
   Flintlock Pistol 250 gp 1d8 piercing 3 lb. Ammunition (range 30/90), light, reload 1
Martial Melee Weapons
   Claw 5 gp 1d6 slashing 2 lb. Finesse
   Katana 25 gp 1d6 slashing 3 lb. Finesse, versatile (1d8)
   Khopesh 10 gp 1d6 slashing 3 lb. Special
   Kukri 4 gp 1d4 slashing 1 lb. Finesse, light, special, thrown (range 20/60)
   Longspear 5 gp 1d8 piercing 5 lb. Two-handed, reach
   Pick, light 2 gp 1d6 piercing 1 lb. Light
   Switch axe 100 gp 1d12 slashing 18 lb. Heavy, switch, two-handed
Martial Ranged Weapons
   Crossbow, bladed 75 gp 1d8 piercing 18 lb. Ammunition (range 80/320), loading, switch, two-handed
   Crossbow, wrist 100 gp 1d6 piercing 3 lb. Ammunition (range 30/120), covert, light, loading
   Musket 500 gp 1d12 piercing 10 lb. Ammunition (range 70/200), reload 1, two-handed
   Pepperbox 450 gp 1d10 piercing 5 lb. Ammunition (range 40/150), light, reload 4
   Scattergun 500 gp 1d10 piercing 10 lb. Ammunition (range 30/60), close-combat, reload 2

Alchemical bullets. These hollow glass sling bullets are


Crossbow, bladed. This weapon has two variants: filled with some alchemical essence. When you hit a creature
with any of these bullets, you deal an extra 1d4 damage. The
Crossbow form (ranged). While using the weapon in this damage type depends on the type of the bullet.
form, you deal 1d8 piercing damage on a hit. When you hit a fiend or undead creature with a holy bullet
Sword form (melee). While using the weapon in this form, deals an extra 1d6 radiant damage instead.
you deal 1d6 piercing damage on a hit. Antidote. When you drink this vial of liquid, you end one
disease affecting you.
Adventuring Gear Barbed wire. This is a roll of barbed steel wire designed to
This section describes items that have special rules or keep things in or out. A creature trying to cross barbed wire
require further explanation. must make a Dexterity saving throw (DC 10) or take 1d4
Alchemical ammunition. Each of these projectiles carries piercing damage and be restrained by the wire. A creature
a load of some alchemical essence in its hollow shaft. When restrained by the barbed wire can use its action to make a
it hits a target, the projectile's shaft shatters, releasing the Strength or Dexterity check (its choice) against the DC. On a
alchemical essence directly onto the target. When you hit a success, it frees itself, on a failure, it takes 1d4 piercing
creature with an alchemical ammunition, you deal an extra damage. For setting up the barbed wire, it comes with a pair
1d4 damage. The damage type depends on the type of the of thick gloves and anchor posts.
ammunition. Dictionary. Inside this book you have the list of words and
When you hit a fiend or undead creature with a holy translations from one standard language to common. When
ammunition deals an extra 1d6 radiant damage instead. you're reading something in the dictionary's language, you
The ammunition can be arrows, blowgun needles, can spend 10 minutes for each page of text to translate it.
crossbow bolts, firearms bullets or scattergun shells.

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Ice axe. The ice axe has a sharp metal head that is
perpendicular to the shaft and has a spiked handle. You have Adventuring Gear
advantage on Strength (Athletics) checks you make to climb Item Cost Weight
in mountainous and/or icy terrain.
Money belt. This cloth pouch is designed to be worn under Alchemical ammunition
clothing and can hold up to 50 coins. Any Dexterity (Sleight    Ammunition, acid (5) 5 gp 1/2 lb.
of Hand) check to steal the coins inside of the pouch is made
with disadvantage.    Ammunition, cold (5) 5 gp 1/2 lb.
Nutrients. A creature that drinks this vial of liquid gains a    Ammunition, fire (5) 5 gp 1/2 lb.
number of temporary hit points for 1 hour. The number of    Ammunition, holy (5) 5 gp 1/2 lb.
temporary hit points depends on the Nutrient's quality, as
shown in the Nutrients table. If you want to use another    Bullet, acid (5) 1 gp 1/2 lb.
nutrient, you must wait until the effect of the previous one    Bullet, cold (5) 1 gp 1/2 lb.
ends first.
   Bullet, fire (5) 1 gp 1/2 lb.
Nutrients    Bullet, holy (5) 1 gp 1/2 lb.
Quality Temporary Hit Points
Ammunition
Normal 1d4 + 4
   Firearm Bullets (20) 3 gp 1 lb.
Greater 1d4 + 9
   Scattergun Shells (20) 3 gp 2 lb.
Superior 1d4 + 14
Antidote 40 gp ─
Supreme 1d4 + 19
Barbed wire (50 ft.) 75 gp 35 lb.
Portal scroll. Using an action to read the scroll allows the Dictionary 10 gp 2 lb.
reader to teleport to the linked permanent teleportation Gem extraction tools 25 gp 2 lb.
circle. You must be on the same plane of existence as the
teleportation circle. The scroll is consumed and you instantly Hammock 5 gp 1 lb.
appears within 5 feet of the destination circle or in the Ice axe 10 gp 5 lb.
nearest unoccupied space if that space is occupied. In
general, the portal scroll contains a brief description of where Money belt 4 gp ─
the teleportation circle is located (city, location) and if it's Nutrients 10 gp ─
owned by a faction or an organization. Nutrients, Greater 40 gp ─
Potion of restoration. When you drink this vial of liquid,
you end one condition affecting you. The condition can be Nutrients, Superior 90 gp ─
blinded, deafened, paralyzed or poisoned. Nutrients, Supreme 160 gp ─
Purification kit. This kit is a leather pouch containing
herbs and liquids. The kit has ten uses. As an action, you can Portal scroll 350 gp ─
expend one use of the kit to purify one pound of food or one Potion of restoration 40 gp ─
gallon of drink, removing any poison and diseases. Purification kit 5 gp 3 lb.
Quiver scabbard. This quiver (for either arrows or bolts)
has a hidden scabbard that can hold a small flat weapon, Quiver scabbard 10 gp 2 lb.
such a shortsword or dagger. A creature can use its action to Skis and poles 15 gp 6 lb.
inspect the quiver and must succeed on an Intelligence
(Investigation) check to discover the scabbard (DC 12). Speed juice 10 gp ─
Skis and poles. While traveling, skis allow you to move Tent, four-person 4 gp 40 lb.
across snow and icy surfaces without reducing your speed. It Tent, pavilion 20 gp 200 lb.
takes an action to don and to remove the skis.
Speed juice. When you drink this vial of liquid, your speed
increases by 10 feet for 1 hour.
Tent, pavilion. A huge open-air canopy, plus stakes, poles
and ropes. It can comfortably fit twenty Medium-size
humanoids underneath.

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Mana Potion
Magic Items Potion, rarity varies
Alfan's Tinderbox This blue liquid is created using the essence of magic. When
Wondrous Item, Rare you drink this potion, you gain a number of points you can
This small metallic box has a campfire image engraved and is use to regain spell slots you already used. The number of
warm to the touch. As an action, you can put the box on the points depends on the potion's rarity, as shown in the mana
ground and open it to create a magic campfire next to it. This potions table.
fire is warm and magical, and you can to use an action to Mana Potions
close the box and douse the campfire. Potion of... Rarity Points
Arrow of Tracking Mana Uncommon 1d4+1
Weapon (Arrow), uncommon Greater mana Rare 2d4 + 2
This magical arrows are created for tracing and hunting Superior mana Very Rare 3d4 + 4
down creatures. When you hit a creature with this arrow, you
know the exact location of the creature and the direction of In the following table you can see how many points you
movement if it’s moving. The creature must be on the same need to spend for recovering a spell slot. When you use the
plane of existence. The arrow effect last for eight hours. potion, you must distribute the points immediately. You can
recover any number of used spell slots if you have enough
Bag of Colding points to do so, and every point left is lost.
Wondrous item, rare Spell Slot Point Cost
This white leather bag is a variant of the Bag of Holding. The lst 2
bag itself it’s imbued magically to keep everything inside of it
at 40 degrees Fahrenheit, allowing keeping any perishable 2nd 3
chilled and freshed. 3rd 5
4th 6
Elven Watchtower
Wondrous item, uncommon 5th 7
6th 9
As an action, you can open the bag next to a tree to create a
portable platform in one of the tree sides, giving a stable 7th 10
surface. The platform is created up to 20 feet high, and the 8th 11
bag also creates a rope ladder to climb up and down. The
surface has space for one medium sized creature, and when 9th 13
a creature use its action to close the bag, the ladder and the
platform disappears until the bag is opened again.
Everlasting Quiver
Wondrous item, rare (requires attunement)
This brown and green leather quiver has a silvered brooch on
the strap. You can use a bonus action to click the brooch, and
with that a set of 20 pieces of non-magical ammunition
(arrows or bolts) appears inside of the quiver. The quiver can
hold up to 20 pieces of ammunition, and the arrows or bolts
can only be used by the character attuned to the quiver.
The quiver has 3 charges and each click of the brooch
expend 1 charge. The quiver regains 1d3 expended charges
daily at dawn.
Guardian Figurine
Wondrous item, uncommon
This stone figurine, small enough to fit on a pocket resembles
a humanoid with a spyglass and a bell. When you place it on
the ground and use a command word, you can cast the alarm
spell on it. You must wait until the next dawn to use the
figurine again.

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Part 5: Customization Options


Feats Herbalist
The following feats are focused on improving your skills and You've learned the physical description of plants and herbs
abilities for collecting materials, crafting, creating mixtures used for alchemy. You gain the following benefits:
and surviving on the wilderness. You have advantage on Intelligence (Nature) checks made
to gather plants and herbs for alchemy.
Alchemist The time you use to gather plants and herbs for alchemy
You've discovered efficient ways to use the ingredients for is halved.
potions and bombs. You gain the following benefits: Master Extractor
When creating a mixture, you can double the essence of You know how to carefully extract and harvest creature's
the first common ingredient you use. parts, gaining the following benefits:
The maximum DC check when you are creating a mixture
cannot exceed 15. Increase your Intelligence score by 1, to a maximum of 20.
The time you use to harvest creature's parts is halved.
Crafting Expertise When you fail a check when harvesting a creature part
You know faster ways to craft new pieces of equipment. that deals damage, you take no damage instead.
When you're crafting a nonmagical object, the time you Survivalist
use to create it is halved. You know how to survive in the wilderness, even in harsh
You have a +2 bonus when you make an Ability check environment conditions. You gain the following benefits:
when crafting a nonmagical object.
You have advantage on Wisdom (Perception) checks you
Forager make to detect natural hazards.
You know the best ways to collect food while traveling You have advantage on saving throws that you make to
through the wilderness. You gain the following benefits: resist extreme temperatures.
When you gather food and water, you can choose to use
You have advantage on Wisdom (Survival) checks made any pounds of food or gallons of water you found to refill
for gather food and water. one use of a purification kit.
When determining how much food (in pounds)
and water (in gallons) you find, you roll
1d8 + your Wisdom modifier.

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Part 6: Dangers of the Wild


Earthquakes
Environmental Hazards Any Level of Hazard
In this section you can find new environmental hazards, A tremor shakes the area; each creature on the ground in that
which follows similar rules as traps or lair actions. To area must make a Dexterity saving throw or be knocked
determine the DC and damage, use the following tables. prone.
Hazards Save DCs and Attack Bonuses The hazard level is determined by the proximity to the
Hazard Danger Level Save DC epicenter or the intensity of the earth tremor:
Setback 10-11 Setback. Far from the epicenter or light earthquake.
Dangerous 12-15
Dangerous. Near the epicenter or moderate earthquake.
Deadly. Very close to the epicenter or severe earthquake.
Deadly 16-20
Elemental Cloud
Damage Severity by Level Any Level of Hazard
Character Level Setback Dangerous Deadly This cloud is made with elemental essence. When a creature
1st-4th 1d10 2d10 4d10 enters the cloud, it must make an appropriate saving throw,
5th-10th 2d10 4d10 10d10 taking damage on a failed save, or half as much damage on a
successful one. A creature that ends its turn in the cloud
11th-16th 4d10 10d10 18d10 must roll another saving throw.
17th-20th 10d10 18d10 24d10 Cloud Color Damage Type Saving Throw
Black Necrotic Constitution
Hazard Examples
Cyan Cold Constitution
In the following section you can find a series of new hazards
ready to use in your campaigns. Each hazard has one or Gray and Yellow Lightning Dexterity
more hazard danger levels which determine the DC for the Light Green Acid Constitution
checks and the damaged they deal.
Purple Psychic Wisdom
Avalanches, Rockfalls and Mudslides Red Fire Constitution
Any Level of Hazard White Force Intelligence
Any character in the area where the hazard occurs must
make a Dexterity saving throw. On a failed save, a creature Hailstorm
takes bludgeoning damage and is buried by the hazard, or Dangerous Hazard
half as much damage on a successful one. The area is filled Similar to a blizzard, the terrain affected by the hailstorm is
with snow, rubble or mud and becomes difficult terrain. considered difficult terrain. When a creature without proper
Any buried creature is considered suffocated, and it can dig shelter is in the area affected by the hailstorm for one hour, it
through to free itself. To do so, the creature must succeed a must make a Constitution saving throw, taking cold damage
number of Strength (Athletics) checks, as shown in the on a failed save or half as much damage on a successful one.
following table.
Hazard Level Number of Checks Insect Swarm
Setback 2 Setback Hazard
Dangerous 3 A cloud of swarming insects fills a 20-foot-radius sphere. The
Deadly 4 swarm moves at 20 feet on each round. When a creature
enters the cloud, it must make a Constitution saving throw.
You can read more about suffocating rules in the chapter 8 On a failed save, it takes piercing damage, or half as much
of the Player's Handbook. damage on a successful one. A creature that ends its turn in
the cloud must roll another saving throw. A creature cannot
Blizzard be damaged by the insect swarm if it’s wielding a torch or if it
Setback Hazard is at least 5 feet from a fire.
The area affected by a blizzard is considered difficult terrain. Lava
When a creature without proper shelter is in the area affected Deadly Hazard
by the blizzard for one hour, it must make a Constitution The lava is considered difficult terrain. Any creature that
saving throw, taking cold damage on a failed save or half as enters the lava takes fire damage. A creature that ends its
much damage on a successful one. If a creature is wearing turn in the lava takes fire damage.
warm clothing, it has advantage on the saving throw.
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Lightning Storms Rogue Wave


Dangerous or Deadly Hazard Dangerous Hazard
The DM rolls a d100 to determine if any creature is hit by a A large and unexpected wave that can be extremely
lightning. dangerous. When a creature is hit by the rogue wave, it must
This check can be made at the beginning of each turn succeed on a Strength saving throw or take bludgeoning
during a combat or in any time while the party is not in damage, or half as much damage on a successful save. The
combat. rogue wave, along with any creatures in it, moves in a straight
d100 Number of Creatures
line at a speed of 50 feet per turn, and any Huge or smaller
creature inside the wall must succeed on a Strength saving
1-50 0 throw or take damage. The wave damage is reduced by 1d10
51-70 1d4 on each subsequent round. When the damage is reduced to 0,
the wave ends.
71-80 1d6 A creature caught by the wave can move by swimming and
81-90 1d8 it can make a Strength (Athletics) check to swim out of the
91-100 1d10
wave.
Sandstorms
The creatures hit by a lightning are determined by the DM, Dangerous Hazard
and any creature in the area under total cover from above
cannot take damage. Any creature in the sandstorm must make a Constitution
saving throw or be blinded until the sandstorm ends. A
Magma Eruptions creature can repeat the saving throw at the end of each of its
Dangerous Hazard turns, ending the effect on itself on a success. A creature
cannot be blinded by the sandstorm if it’s wearing goggles or
Magma erupts from a point on the ground, creating a 20-foot- something that protects its eyes.
high, 5-foot-radius geyser. Each creature in the geyser's area Any check that relies on sight is made with disadvantage
must make a Dexterity saving throw, taking fire damage on a for the duration of the sandstorm.
failed save, or half as much on a successful one.
Unsteady Ground
Poison Clouds and Spores Setback Hazard
Setback Hazard
The floor in the area is considered difficult terrain. Any
When a creature enters the cloud, it must make a creature on the ground that starts moving on its turn while in
Constitution saving throw, taking poison damage on a failed the area must succeed on a Dexterity (Acrobatics) check or
save, or half as much damage on a successful one. A creature fall prone. If a creature uses a Dash action or bonus action, it
that ends its turn in the cloud must make another saving must make another check.
throw.
Rapids
Setback Hazard
When a creature enters the rapids, it must succeed on a
Strength saving throw or take bludgeoning damage, or half as
much damage on a successful one. The creatures in the
rapids are pushed 30 feet in the direction of the water flow,
and any Large or smaller creature inside the rapids must
succeed on a Strength saving throw or take damage.
Any creature caught by the rapids can move by swimming
and it can make a Strength (Athletics) check to swim out of
the rapids.

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Flooding. Some parts of the caves might be close to a water
Dangerous Terrains source or any other liquid that can quickly fill a room.
In the following section you can find survival considerations Environmental Hazards
and hazards for various terrains. You can combine different Hazard Source Notes
terrains to create a more dynamic (and probably more
deadly) environment. Earthquakes WSG, P.20 Might cause rockfalls
Elemental Cloud WSG, P.20
Arctic Lava WSG, P.20
Cold and Extreme Cold. The temperatures in this Pits DMG, P.122
environment are lower than other places, and you need
proper gear for resisting this temperatures. Whenever the Rockfalls WSG, P.20
temperature is at or below 0 degrees Fahrenheit, you must Unsteady Ground WSG, P.21
follow the rules of extreme cold.
Desert
Extreme Cold (DMG, P.110)
Whenever the temperature is at or below 0 degrees
Heat and Extreme Heat. The oposite of the arctic terrain,
temperatures in this environment are higher than other
Fahrenheit, a creature exposed to the cold must succeed on a
places, and you need enough water supplies for resisting the
DC 10 Constitution saving throw at the end of each hour or heat. Whenever the temperature is at or above 100 degrees
gain one level of exhaustion. Creatures with resistance or Fahrenheit, you must follow the rules of extreme heat.
immunity to cold damage automatically succeed on the saving
throw, as do creatures wearing cold weather gear (thick coats, Extreme Heat (DMG, P.110)
gloves, and the like) and creatures naturally adapted to cold When the temperature is at or above 100 degrees Fahrenheit,
climates. a creature exposed to the heat and without access to drinkable
water must succeed on a Constitution saving throw at the end
Food Scarcity. It's hard to find food like plants and creatures of each hour or gain one level of exhaustion. The DC is 5 for
due the low temperatures. All the checks for foraging and the first hour and increases by 1 for each additional hour.
hunting have a DC equal to 20. Creatures wearing medium or heavy armor, or who are clad in
Shelter. In general, the arctic areas are vast frozen plains heavy clothing, have disadvantage on the saving throw.
with big glaciers and rocks, making it difficult to find a Creatures with resistance or immunity to fire damage
natural shelter. automatically succeed on the saving throw, as do creatures
naturally adapted to hot climates.
Environmental Hazards
Hazard Source Notes
Shelter. In general, the desert areas are just sand and rocks
Avalanches WSG, P.20 Only near mountains (in some areas they might be some scattered shrubs), making
Blizzard WSG, P.20 it difficult to find a safe campsite.
Elemental Cloud WSG. 20 Cyan clouds only Strong Wind. A strong wind imposes disadvantage on
Frigid Water DMG, P.110 ranged weapon attack rolls and Wisdom (Perception) checks
that rely on hearing. A strong wind also extinguishes open
Hailstorm WSG, P.20 flames, disperses fog, and makes flying by nonmagical means
Chasms and Ice Cracks DMG, P.122 Use the pits trap nearly impossible. A flying creature in a strong wind must
Slippery Ice DMG, P.110 land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm that
Thin Ice DMG, P.111 imposes disadvantage on Wisdom (Perception) checks that
rely on sight.
Caves
Water Scarcity. Finding water in a desert is extremely
Darkness and Light. Most of the natural caves don't have difficult, unless you're near an Oasis. All checks made for
light sources, so anyone who enters must bring their sources getting water have a DC equal to 20.
of light and fire for warmth, cooking and in some cases,
defense. A caves might have some light sources, such as Environmental Hazards
groups of fluorescent fungus or other dangerous light Hazard Source Notes
sources, like lava. Earthquakes WSG, P.20
Orientation and tracking. Inside a cave it's almost Elemental Cloud WSG, P.20 Mostly red clouds
impossible to determine where's North: lots of caves are just Lightning Storms WSG, P.21
tunnels connected, making it more difficult to create an
accurate map of it. Sandstorms WSG, P.21

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Forests and Jungles High Altitude (DMG, P.110)


Density. Sometimes is hard to walk through Traveling at altitudes of 10,000 feet or higher above sea level
a forest due the great number of plants, is taxing for a creature that needs to breathe, because of the
trees and vegetation. In most of the cases,
you can't walk in a straight line through the reduced amount of oxygen in the air. Each hour such a
forest. creature spends traveling at high altitude counts as 2 hours for
the purpose of determining how long that creature can travel.
Orientation and tracking. Inside a forest, the trees covers Breathing creatures can become acclimated to a high
the sky, making it hard to determine where's North, and altitude by spending 30 days or more at this elevation.
depending the density of the forest it might be harder to keep
a track. Breathing creatures can't become acclimated to elevations
above 20,000 feet unless they are native to such
Sight and hearing. It might be more difficult to see or hear environments.
your surroundings because the density of the forest, the tree
shadows, obstacles (such a fallen tree) and the sound of the Strong wind. A strong wind imposes disadvantage on ranged
trees and vegetation moving with the wind. weapon attack rolls and Wisdom (Perception) checks that
Environmental Hazards rely on hearing. A strong wind also extinguishes open flames,
Hazard Source Notes
disperses fog, and makes flying by nonmagical means nearly
impossible. A flying creature in a strong wind must land at
Earthquakes WSG, P.20 Might cause trees to fall the end of its turn or fall.
Elemental Cloud WSG, P.20 A strong wind in a desert can create a sandstorm that
imposes disadvantage on Wisdom (Perception) checks that
Insect Swarms WSG, P.20 rely on sight.
Lightning Storms WSG, P.21 Might cause a forest fire
Environmental Hazards
Poison Clouds WSG, P.21 Hazard Source Notes
and Spores
Avalanches, rockfalls WSG, P.18
Razorvine DMG, P.110 and mudslides
Blizzard WSG, P.20
Lakes, rivers and ocean
Hailstorm WSG, P.20
Orientation and tracking. In the middle of the ocean or
under a storm, it's difficult to determine the cardinal points Lava WSG, P.18 Near volcanoes
without the proper tools. Lightning Storms WSG, P.21
Shipwrecks. In the ocean, lakes and even in rivers there're Magma Eruptions WSG, P.21 Near Volcanoes
rocks, icebergs, and more that can damage or destroy a ship Unsteady Ground WSG, P.21
or boat.
Water streams. The river streams can change drastically Swamps
depending on the terrain around the rivers, like the terrain Clean water. Swamps are characterized by having slow-
elevation, inclination and waterfalls. moving water and stagnant waters, making a bit difficult to
Environmental Hazards
find drinkable water. Drinking stagnant water might cause
Hazard Source Notes
diseases.
Elemental Cloud WSG, P.20 Warmth. The swamps are wet and soggy, so finding dry
Hailstorm WSG, P.20 Only near arctic zones
resources for making a fire it's almost impossible.
Frigid Water DMG, P.110 Ocean only Low visibility. Mist, fog and lowlands are common in this
terrain and they reduce the visibility of any creature.
Lightning Storms WSG, P.21
Rapids WSG, P.21 Rivers only Environmental Hazards
Hazard Source Notes
Rogue Wave WSG, P.21 Ocean only
Elemental Cloud WSG, P.20
Mountains Insect Swarms WSG, P.20
Altitude. When you're traveling at altitudes of 10,000 feet or Mudslides WSG, P.20
higher above sea level, you must follow the high altitude rules. Poison Clouds and Spores WSG, P.20
Quicksand DMG, P.110
Razorvine DMG, P.110
Unsteady Ground WSG, P.21

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Special Terrains Grab Grass


In the wilderness, there're places that have been touched by This thick, tough grass grows in areas constantly touched by
ancient magic or energies for centuries, creating a persistent Feywild magic that clings to characters and creatures that
effect on those lands. Here're some ideas for creating special falls prone. An area covered by grab grass is considered
terrains you can add to flesh a particular zone in the wild. difficult terrain, and any creature that falls prone in this area
must make a Strength (Athletics) check to stand up (DC 10).
Blood Rock Life Circle Ruins
This area were part of old and forgotten ceremonial This area surrounded by white stone pillars is infused with
sacrifices, a massive battle between armies that fought for pure life energy. Every 1 minute, any living creature that
centuries or the place where a powerful otherwordly creature begins its turn in the area regains 2 hit points.
was slain. The area is covered by stones with a red tone, Long-Term Effect: Any living creature that stays in this
bones covered by dirt and mud and dry blood. Any creature area for 1 hour can end either one disease or one condition
standing in this area can score a critical hit on a 19 or 20. afflicting it. The condition can be blinded, deafened, paralyzed
Long-Term Effect: A creature must succeed on a DC 10 or poisoned.
Wisdom saving throw at the end of each hour. On a failed
save, the creature must use its action each round to attack
the nearest creature it sees. At the end of each of its turns, Planetouched
the creature can make a new Wisdom saving throw. On a Due to planar energy, a powerful artifact or some other factor,
success, the effect ends until another hour passes. this terrain boosts certain types of energy related to one
plane. Pick one damage type from the following list: Acid,
Death Circle Ruins Cold, Fire, Force, Lightning, Necrotic, Psychic or Radiant.
This area surrounded by dark stone pillars is infused with Any attack that deals the choosen damage type deals an extra
necrotic energy. Any healing effect, such as a cure wounds 1d6 damage of that type.
spell only heals half the total ammount in this area. Sacred Shrine
Long-Term Effect: A living creature must succeed on a DC
10 Constitution saving throw at the end of each hour. On a A sacred shrine is dedicated to a particular deity, infusing
failed save, its hit point maximum is reduced by 1d6. To with divine energy the area nearby. A creature that shares the
recover the reduced hit points, the creature must spend 1 deity's alignment gains a +1 bonus on attack rolls while
hour outside the area covered by the death circle ruins. standing in the area covered by the shrine.
Long-Term Effect: A creature that has a different
Defiled Ground alignment to the deity's alignment must succeed on a DC 10
The dark energy fills this area, attracting undead creatures to Wisdom saving throw at the end of each hour. On a failed
this area. Any undead creature gains a +1 bonus on attack save, it has disadvantage on attack rolls against creatures
rolls while standing in the defiled ground. Aditionally, when that shares the deity's alignment. At the end of each of its
an undead is reduced to 0 hit points, roll a d20. On a 10 or turns, the creature can make a new Wisdom saving throw. On
higher, the undead creature rises with 1 hit point on its next a success, the effect ends until another hour passes.
turn. If an undead is reduced to 0 hit points by radiant
damage, it cannot roll for rising again.
Long-Term Effect: A creature must succeed on a DC 10
Constitution saving throw at the end of each hour. On a failed
save, it takes 5 necrotic damage.

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Appendix A: List of Essences


Common Very Rare
1. (Water) 1. (Water Water Air)
2. (Air) 2. (Water Water Fire)
3. (Fire) 3. (Water Water Earth)
4. (Earth) 4. (Water Water Positive)
5. (Positive) 5. (Water Water Negative)
6. (Negative) 6. (Air Air Water)
7. (Air Air Fire)
Uncommon 8. (Air Air Earth)
1. (Water Air) 9. (Air Air Positive)
2. (Water Fire) 10. (Air Air Negative)
3. (Water Earth) 11. (Fire Fire Water)
4. (Water Positive) 12. (Fire Fire Air)
5. (Water Negative) 13. (Fire Fire Earth)
6. (Air Fire) 14. (Fire Fire Positive)
7. (Air Earth) 15. (Fire Fire Negative)
8. (Air Positive) 16. (Earth Earth Water)
9. (Air Negative) 17. (Earth Earth Air)
10. (Fire Earth) 18. (Earth Earth Fire)
11. (Fire Positive) 19. (Earth Earth Positive)
12. (Fire Negative) 20. (Earth Earth Negative)
13. (Earth Positive) 21. (Positive Positive Water)
14. (Earth Negative) 22. (Positive Positive Air)
23. (Positive Positive Fire)
Rare 24. (Positive Positive Earth)
1. (Water Water) 25. (Negative Negative Water)
2. (Air Air) 26. (Negative Negative Air)
3. (Fire Fire) 27. (Negative Negative Fire)
4. (Earth Earth) 28. (Negative Negative Earth)
5. (Positive Positive)
6. (Negative Negative)

APPENDIX: LIST OF ESSENCES


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Extras
You can wear the cloaks only if you're have light or no
Useful Information armor (also modified the dueling cloak description to
Here you can find a list of references to the Dungeon clarify how to gain the AC bonus)
Master's Guild related to adventuring and surviving on the The tower shield reduces your speed and you have a -2 on
wilderness. attack rolls if you're also wearing heavy armor.
Wilderness: pages 106-108
Mapping a Wilderness: pages 108-109
Current Version: 6.0
Wilderness Survival: pages 109-112
Unusual Environments: pages 116-120
Changelog
09.14.2017
Reworked the alchemy section. Now it's the effects and
mixtures are divided in bombs, posions and potions. If you
want the old alchemy system, click here
Added a new section with special terrains for the Dangers
of the Wild part
08.01.2017
Removed the Socketing part because its pretty simmilar
to the rune system found in the Storm King's Thunder. If
you want, you can get the socketing system here.
Modified/removed some equipment for balancing.
05.31.2017
Reduced the damage of the materials (1d6 to 1d4 + 1 and
1d8 to 1d4 + 2)
05.05.2017
Added two water environmental hazards: rapids and
rogue waves.
Added a new section of survival considerations for
terrains for improving the survival and the danger of the
wilderness in a simple way.
04.25.2017
Fixed some spelling for the Dangers of the Wild section
(special thanks to thorn1993)
04.11.2017
Added an optional rule for damaging and repairing pieces
of equipment made with special materials.
Added a whole new section with environmental hazards.
04.01.2017
Added the rules for meat harvesting as a variant for
foraging rules.
Added new magic items.
Modified the format + new images.
Added Wisdom (Survival) checks as an alternative for
harvesting creatures parts/
Modified a bit the mining and resource collection rules.
Now it should be more consistent with what I'm looking
for.
03.18.2017
New look to the first page and new illustrations.
Now you need to attune to the item with the gem to use
the properties.
Removed the 5th level gems.
EXTRAS
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