Wildnerness Survival Guide
Wildnerness Survival Guide
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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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
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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).
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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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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
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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.
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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
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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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CUSTOMIZATION OPTIONS
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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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