Cities and Outlands

by Jesse Brake

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Seronia: Cities and Outlands

Table of Contents

PART I

The City

Chapter 1: Equipment and Stores

This chapter is divided in two sections. The first includes new equipment available for players and NPCs, and the second have new guidelines for stores, what items are for sale, and various stores ready to be used in the adventures.

Equipment

In this section you will find new equipment and their properties, equipment from the Dungeon Master's Guide and some content from the other official books. All of these are included in the stores presented in the second section.

Adventuring Gear

This section describes items that have special rules or require further explanation.

Alchemical ammunition. This is a d4 quiver, bolt case, ammo or sling bullet pouch of alchemical ammunition. Each of these projectiles carries a load of some alchemical essence in its hollow shaft (the sling bullets are hollow glass bullets filled with the alchemical essence). When it hits a target, the projectile's shaft shatters, releasing the alchemical essence directly onto the target. When you hit a creature with an alchemical ammunition, you deal an extra 1d4 damage. The damage type depends on the type of the ammunition.

When you hit a fiend or undead creature with a holy ammunition deals an extra 1d6 radiant damage instead.

Barbed wire. This is a roll of barbed steel wire. A creature trying to cross barbed wire must make a Dexterity saving throw (DC 10) or take 1d4 piercing damage and be restrained by the wire. A creature restrained by the barbed wire can use its action to make a Strength or Dexterity check (its choice) against the DC. On a success, it frees itself, on a failure, it takes 1d4 piercing damage. For setting up the barbed wire, it comes with a pair of thick gloves and anchor posts.

Brace (hand drill). A brace can create a 1-inch-diameter hole in stone, wood, or metal as an action. Harder materials wear down or break the drill more quickly. Hearing the sound of drilling requires a DC 13 Perception check.

Centrifugal pump. Also known as a mud lifting machine, this early centrifugal pump allows you to remove mud and waste from sources of water with Strength (Athletics) checks to turn the machine's crank. It can also be used to move mud underneath structures, move small bodies of water, and crop irrigation.

Ciphergate scroll. Using an action to read the scroll allows the reader to teleport to the linked ciphergate. You must be on the same plane of existence as the ciphergate and have at least an Intelligence score of 18 to use one.

The scroll is consumed and you instantly appear within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. In general, the scroll contains a brief description of where the ciphergate is located (city, location) and if it's owned by a faction or an organization.

Clocks. Spring-mechanism clocks are accurate within one minute and keep track of the date as well. Spherical clocks hang from a neck-chain, about three inches in diameter, derived from similar metal spheres used as pomanders. Wall and desktop clocks can also be set with alarms within a 30 hour time period. Clocks can be attached to bombs and basic bell alarms with tinker tools proficiency for the Set Traps camp action and combat use. The DC is determined by the bomb's rarity.

Cylindrical map. A map of the kingdoms of Seronia, you can use it to navigate both overland and sea.

Dictionary. Inside this book, you have the list of words and translations from one language to the common trade tongue. When you're reading something in the dictionary's language, you can spend 10 minutes for each page of text to translate it.

Eyeglasses. Eyeglasses grant advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Flameleaf. When you smoke this herbal blend of fireclaw lily and butcher's bliss shells with a Use Object action, your speed increases by 10 feet for 1 hour.

Flasks. A flask is a bottle or other container that contains a large, but uncertain, amount of consumable potion. Unlike potions, which typically come in single-use vials, it's always hard to tell exactly how much liquid remains inside a flask- you never quite know how many uses you'll get before it's all gone.

Instead of tracking individual drinks, flask quantity is measured with a die. This is your Flask die. Roll it whenever you take a drink from the flask: if you roll a 1 or 2, the die gets one size smaller. Once you roll a 1 or 2 on a d4, the flask is completely empty.

Magic fades quickly from any liquid leaving the flask. If you pour the contents of a flask out into another container, the magic fades within one round and becomes useless if not consumed during that time.

Refilling and Mixing Flasks

Potions are volatile and don't like to be mixed. To refill a flask, it must first be completely empty. If you pour any potion - even one of the same kind - into a partially-filled flask, the contents immediately spoil and lose all magical properties.

If you are proficient with the alchemist's kit, you can fill an empty flask yourself by combining potions of the same type. This can be done during a Craft Item camp action.

Potions Used Flask Quantity
1 d4
3 d6
6 d8
Potions Used Flask Quantity
10 d10
15 d12
22 d20
PART 1 | EQUIPMENT AND STORES
New Adventuring Gear
Adventuring Gear Cost Weight
Alchemical ammunition
Ammunition, acid (d4) 2 bp 1/2 lb.
Ammunition, cold (d4) 2 bp 1/2 lb.
Ammunition, fire (d4) 2 bp 1/2 lb.
Ammunition, holy (d4) 2 bp 1/2 lb.
Firearm bullet, acid (d4) 3 bp 1/2 lb.
Firearm bullet, cold (d4) 3 bp 1/2 lb.
Firearm bullet, fire (d4) 3 bp 1/2 lb.
Firearm bullet, holy (d4) 3 bp 1/2 lb.
Sling bullet, acid (d4) 1 bp 1/2 lb.
Sling bullet, cold (d4) 1 bp 1/2 lb.
Sling bullet, fire (d4) 1 bp 1/2 lb.
Sling bullet, holy (d4) 1 bp 1/2 lb.
Barbed wire (50 ft.) 75 bp 35 lb.
Brace (hand drill) 5 cp 1/2 lb.
Books
Book, 50 pages 4 bp 1 lb.
Book, 100 pages 8 bp 2 lb.
Book, 200 pages 17 bp 4 lb.
Book, 300 pages 25 bp 5 lb.
Centrifugal pump 500 bp 180 lb.
Ciphergate scroll 1280 bp
Clocks
Desktop 40 bp 1 lb.
Spherical 100 bp
Wall 80 bp 2 lb.
Cylindrical map projection 50 bp 2 lb.
Dictionaries
Human Regional Language 10 bp 2 lb.
Enduring Language 100 bp 2 lb.
Fading Language 500 bp 2 lb.
Vanished Language 2000 bp 2 lb.
Eyeglasses 100 bp
Flameleaf 50 bp
New Adventuring Gear
Adventuring Gear Cost Weight
Flasks
d4 1 x [base potion cost] -
d6 3 x [base potion cost] -
d8 6 x [base potion cost] 1/2 lb.
d10 10 x [base potion cost] 1/2 lb.
d12 15 x [base potion cost] 1 lb.
d20 22 x [base potion cost] 1 lb.
Gas Mask 900 bp 4 lb.
Gas Mask Filters 50 bp -
Glass Silencer 300 bp -
Globe, navigator's 900 bp 4 lb.
Hammock 1 cp 3 lb.
Hoisting gear 5 bp 5 lb.
Iron spike (2) 1 cp 2 lb.
Mariner's astrolabe 1000 bp 6 lb.
Microscopes
20 x magnification 1000 bp 2 lb.
300 x magnification 3000 bp 2 lb.
Money belt 4 bp 1 lb.
Nutrients 10 bp 1 lb.
Nutrients, Greater 40 bp 1 lb.
Nutrients, Superior 90 bp 1 lb.
Nutrients, Supreme 160 bp 1 lb.
Purification kit 5 bp 3 lb.
Quiver scabbard 10 bp 2 lb.
Skis and poles 15 bp 6 lb.
Square-frame parachute 100 bp 30 lb.
Tabaco 50 bp 1 lb.
Tent, four-person 30 bp 40 lb.
Tent, pavilion 100 bp 50 lb.
Thermometer 25 bp 1 lb.
Trader's caravan 500 bp 1,300 lb.

    Gas mask. This gas mask has a body of layered leather with pitch between each layer. It comes with straps to fix it to the back of your head, along with glass set in circular eye windows. These protect you from inhaling hazardous particles and gases, even those that are radioactive.

PART 1 | EQUIPMENT AND STORES

    Gas Mask Filters. The filters are layered cloth and carbon, granting advantage on saving throws against the effects of magical particles. If the saving throw is failed, you still have resistance to the effects of magical particles. Each filter lasts for 1 hour, and requires the Use Object action to swap in a new filter.

Glass silencer. This magically treated glass tube is a one-use item that can silence a single gunne shot.

Globe, navigators. Set into a three pronged brass casing, a navigator's globe functions as per a cylindrical map, but also has a built in sextant, granting advantage on checks made to prevent getting lost.

Hammock. This blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock is an action. A successful DC 5 Dexterity check reduces this to a movement action.

Hoisting gear. Whether it is used to hoist treasure from a pit or move supplies, this simple block-and-tackle pulley, when it is properly secured, treats you as one size larger when determining the weight you can lift. Securing the hoisting gear requires 1 minute.

Iron spike. This foot-long iron spike is used to keep doors open or closed (adding 3d6 to a door's HP) and to secure ropes for climbing. Hammering in a spike takes 30 seconds and can be heard with a Wisdom (Perception) check of 5.

Mariner's astrolabe. This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days pass. The bottom disc represents the latitude of the user; an astrolabe is useless if the user is outside the preset latitude. The upper disc represents the sky, and is filled with astronomical features. Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute). When using an astrolabe, you can make an Intelligence (Nature) check instead of Wisdom (Survival) to avoid becoming lost.

Microscope. Microscopes use lenses with a shorter focal length, allowing them to be turned around and used as a telescope. The 20x in telescope mode effectively triples the distance of vision limits- which also means anything closer than 90 feet is seen as blurry, causing disadvantage to Wisdom (Perception) and Intelligence (Investigation) within that distance (Table: Limits of Vision, page 60). The 300x microscope cannot be used as a telescope.

Both microscopes grant advantage to certain Intelligence checks when used in conjunction with the wielder's proficiency in certain tools. Refer to the tables on page 6 for a full list and descriptions.

Money belt. This cloth pouch is designed to be worn under clothing and can hold up to 50 coins. Any Dexterity (Sleight of Hand) check to steal the coins inside of the pouch is made with disadvantage.

Nutrients. A creature that drinks this vial of liquid gains a number of temporary hit points for 1 hour. The number of temporary hit points depends on the Nutrient's quality, as shown in the Nutrients table. If you want to use another nutrient, you must wait until the effect of the previous one ends first.

Purification kit. This kit is a leather pouch containing herbs and liquids. The kit has ten uses. As an action, you can expend one use of the kit to purify one pound of food or one gallon of drink, removing any poison and diseases.

20x and 300x Microscope
Tool Proficiency Advantage on...
Calligrapher's supplies Spotting a forged text and identifying the writer of non-magical script
Cartographer's tools Determining a map's age and origin
Forgery kit Determining how an object was made and whether it is genuine, duplicating a wax seal
Jeweler's tools Modifying and finding clues in gems
Painter's supplies Creating a painting with a hidden message
300x Microscope
Tool Proficiency Advantage on...
Alchemist's supplies Identifying poisonous chemicals
Brewer's supplies Detecting poisons and impurities
Cook's utensils Detecting poisons and impurities
Herbalism kit Identifying poisonous plants
Poisoner's kit Examining blood to determine poison and effects
Nutrients
Quality Temporary Hit Points
Normal 1d4 + 4
Greater 1d4 + 9
Superior 1d4 + 14
Supreme 1d4 + 19

Quiver scabbard. This quiver has a hidden scabbard that can hold a small flat weapon, such a shortsword or dagger. It grants the weapon the Covert quality if it does not already possess it.

Skis and poles. While traveling, skis allow you to move across snow and icy surfaces without reducing your speed. It takes an action to don and to remove the skis.

Square-frame parachute. With an action the wearer can launch the Parachute, and reduce the fall speed of the wearer to 40ft a round. Once you land, you must suceed on a Dexterity saving throw of 13 to land safety. On a failure, you fall prone and take 2d6 bludgeoning damage. It takes 5 minutes to repack the Parachute. During the decent, you can use Dexterity checks to try and guide the direction of your fall.

The rope has an AC of 11, 2 HP and can be burst with a DC 17 Strength Check. The frame has an AC of 15, 18 Hp and can be burst with a DC 20 Strength Check. The sheet has an AC of 8, 5 HP and is Vulnerable to Fire. The Parachute can hold a single creature, up to Medium size and 150lbs. For every 25lbs over this, the landing DC increases by 1, and the damage taken increases by 1d6. Also on a success, the wearer only takes half damage, not 0.

PART 1 | EQUIPMENT AND STORES

    Tabaco. Sealed pots of tabaco leaves, often mixed with various nuts, herbs, and spices based on the region of origin.

Thermometer. These thermometer's are sealed glass vessels filled with alchemical liquids and floating glass spheres to denote various temperatures. Rather than a numerical scale, they show a sensory range- from boiling/scorching to touch through hot, warm, comfortable (as in, the preferred interior temperature of a dwelling), blood-neutral, pleasant, cool, cold, icy, to numbing.

Tent, pavilion. A huge open-air canopy, plus stakes, poles and ropes. It can comfortably fit twenty Medium-size humanoids underneath. It requires a Dexterity check of 15 using your carpenter's tools to set up correctly.

Trader's caravan. This is a large folding, unpowered vehicle that needs to be coupled to a powered vehicle or working animal. It can carry up to 1,150 lbs of equipment. For each living quarter installed in a trader's caravan, reduce the amount it can carry by 230 lbs. Once unlocked and set-up, it serves as a traveling storefront.

Poisons (DMG)

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins and inhabitants of the Outlands such as the ar'anya. Poisons come in the following four types:

Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Injury. Injury poison can be applied to Weapons, ammunition, trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Sample Poisons

    Assassin’s Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.

Crawler Mucus (Contact). This poison must be harvested from a dead or Incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Fenuqāmen (Injury). This poison is typically made only by the free elves to capture humanoids. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is Blinded.

Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Oil of Taggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is Unconscious. The creature wakes up if it takes damage.

Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful Saving Throws, the effect ends and the creature can heal normally.

Purple Worm Poison (Injury). This poison must be harvested from a dead or Incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Serpent Venom (Injury). This poison must be harvested from a dead or Incapacitated Giant Poisonous Snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is Incapacitated.

Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.

Wyvern Poison (Injury). This poison must be harvested from a dead or Incapacitated Wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

New Magic Items

In this section you will find new magic items for your adventures. In the part 3 of this supplement you will find some guidelines for creating your own magic items using a modular system to determine the item properties and rarity.

Assassin's Armor

Armor (any armor), minor (requires attunement)


The wearer may add their proficiency bonus to damage rolls dealt during surprise rounds.

Bag of Colding

Wondrous item, rare


This white leather bag is a variant of the Bag of Holding. The bag itself it’s imbued magically to keep everything inside of it at 40 degrees Fahrenheit, allowing keeping any perishable chilled and freshed. The bag can hold up to 250 pounds, not exceeding a volume of 64 cubic feet.

Battering Armor

Armor (any heavy armor), minor (requires attunement)


The wearer may choose to treat the heavy metal gauntlets of this armor as a mace.

Blessed Armor

Armor (any armor), minor (requires attunement)


Whenever the wearer of this armor receives healing, they gain an additional 1d4 hit points.

Brimmed Armor

Armor (any armor), minor (requires attunement)


The wearer may treat this as +1 armor if two or more enemies are adjacent to them.

Consecrated Armor

Armor (any armor), minor (requires attunement)


Treat this as a +1 armor when the bearer is being attacked by Undead.

Dragonplate Armor

Armor (plate), very rare (requires attunement)


While wearing this armor, you gain a +2 bonus to AC, you have advantage on saving throws against fear and curses, and you have resistance to necrotic damage.

Dreamer's Weapon

weapon (any weapon), rare (requires attunement)


This weapon allows the wielder to use their spellcasting modifier for attack and damage.

Enduring Armor

Armor (any armor), minor (requires attunement)


Treat as a +1 armor if the wearer has any levels of exhaustion.

Essence Extraction Device

Wondrous Item, Uncommon


This device looks is a leather bracer with a small syringe on the side. It allows its wearer to extract a creature's essence and store it in an empty glass vial connected behind the syringe.

It has 3 charges, and it regains 1d3 expended charges daily at dawn. When you make a check for harvesting a creature, you can extract one unit of the creature's essence. Additionally, if you have a creature part, you can expend 1 charge to transform that part into one unit of the creature's essence.

Evasive Armor

Armor (any armor), minor (requires attunement)


Whenever the bearer takes a dodge action, they may move an additional 10 feet.

Favored Armor

Armor (any armor), minor (requires attunement)


Once per day, the wearer may roll a saving throw with advantage.

Forgotten Armor

Weapon (any armor), minor (requires attunement)


The wearer may spend an action to attempt to ignite the old magic in this armor with a DC 13 Charisma check. If successful, treat this as a +1 armor as long as the bearer maintains concentration on this effect, to a maximum of 10 minutes.

Inscribed Armor

Armor (any armor), minor (requires attunement)


The bearer can spend an action and 1 summa point to treat this as +1 armor for 1 minute.

Projecting Armor

Armor (any armor), minor (requires attunement)


The bearer can send messages mentally to willing characters within 30 feet. This communication is one-way only.

Satiated Armor

Armor (any armor), minor (requires attunement)


The wearer rarely feels hungry, and only needs to consume food and water once a week to avoid penalties.

Sentinel Armor

Armor (any armor), minor (requires attunement)


This armor faintly glows when creatures of a certain race (DMs choice) are within a 100 foot radius.

Tenacious Armor

Armor (any armor), minor (requires attunement)


When the wearer takes a long rest, they gain back one additional hit die.

PART 1 | EQUIPMENT AND STORES

Warding Armor

Armor (any armor), minor (requires attunement)


Choose a non-physical damage type. Reduce the damage of the chosen type to the wearer by 1.

Betrothed Weapon

Weapon (any weapon), minor (requires attunement)


This weapon is part of a pair of identical weapons. The bearer of either knows the location of the other at all times.

Bloodthirsty Weapon

Weapon (any weapon), minor (requires attunement)


The bearer of this weapon spend a bonus action and a hit die to turn this weapon into a +1 magic weapon for 1d4 turns.

Ceremonial Weapon

Weapon (any weapon), minor (requires attunement)


The bearer may burn ten bronze pence worth of incense along the surface of the weapon and pray to a saint or supernal of their choice for 10 minutes. At the end of this ritual, the weapon becomes a +1 weapon until the next long rest and the incense is consumed. This boon will be lost if the bearer acts in a way that is contradictory to the teachings of the recipient of their prayers.

Cruel Weapon

Weapon (any weapon), minor (requires attunement)


The bearer may re-roll damage from critical hits scored with this weapon and take the second result.

Dragonbone Weapon

Weapon (any), very rare (requires attunement)


You gain a +2 bonus to attack and damage rolls made with this weapon.

When you crit with this weapon, it places a hex (as per the spell) on the target for one hour. Roll a d6 to determine which of the target's attributes is weakened. Multiple crits on the same target while hexed extends the duration. The bearer cannot transfer the curse to another creature.

Number of Criticals Duration of Hex
One One hour
Two Four hours
Three Eight hours
Four Twelve hours
Five One day

Forgotten Weapon

Weapon (any weapon), minor (requires attunement)


The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, up to a maximum of 10 minutes.

Inscribed Weapon

Weapon (any weapon), minor (requires attunement)


The bearer can spend an action and 1 summa point to treat this as a +1 weapon for 1 minute.

Jagged Weapon

Weapon (any weapon), minor (requires attunement)


Once hit by this weapon, the victim cannot regain hit points until the beginning of their next turn

Obfuscated Weapon

Weapon (any weapon), minor (requires attunement)


When the bearer attunes to this weapon, choose a harmless object (such as a trinket) within sight. If the bearer is touching that item during attunement, they may use an action to transform the weapon in or out of that harmless object's form.

Parrying Weapon

Weapon (any weapon), minor (requires attunement)


The bearer may use their reaction to gain a +1 AC bonus until the end of the turn.

Phantom Weapon

Weapon (any weapon), minor (requires attunement)


This weapon can be wielded by a missing limb. If so, it becomes a +1 weapon.

Refined Weapon

Weapon (any weapon), minor (requires attunement)


This weapon is so finely constructed it never needs maintenance, cannot rust or tarnish, and gains a +1 to damage rolls.

Reliable Weapon

Weapon (any weapon), minor (requires attunement)


When attacking with this weapon, crit fails (rolling 1) on attack rolls do not automatically miss the target.

Swift Weapon

Weapon (any weapon), minor (requires attunement)


If the bearer is first in the initiative order, they may treat this as a +1 weapon.

Trusty Weapon

Weapon (any weapon), minor (requires attunement)


Treat this weapon as a +1 weapon if the bearer has half their maximum hit points or less.

Victorious Weapon

Weapon (any weapon), minor (requires attunement)


Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR (minimum of 1).

PART 1 | EQUIPMENT AND STORES

Stores and Buildings

This section has several lists of buildings or stores that can be used as a quick guideline of what items or services are for sale in a particular place. Each store is divided by type, which determines the items the store have.

Small

Small stores are mostly vendor carts, traveling merchants, and so on. Civilized cities will have rectangular spaces called forum lined by small shops and markets. In larger towns, other main streets are also lined with small shop stalls.

Basic

A basic store represents shops and merchant posts found in rural settlements and small towns. A basic store have only items that are daily used by the townsfolk and people nearby.

Modern

A modern store represents the most common shops found in large cities. These stores are often workshops, stocking an assortment of common items and sometimes can have a limited stock of a few rarer items. Examples of workshops are carpenters, bakers, butchers, blacksmiths, bronze smiths, fishmongers, fletchers (arrow makers), bowyers (bow makers), potters, coopers and barber-surgeons.

Premium

A premium store represents an exotic quality shop where the adventurers can find the rarest items. These stores are found only in the biggest cities, and they are only a few of them on each city. The stock of the rarest items sold in a premium store are limited to just a few units. Examples of premium shops are noble clothiers, goldsmiths, exotic grocers, rare booksellers, cutting edge hospitiums, gunnesmiths, and dealers in esoteric items such as Old World relics.

To randomly determine the stores available in a particular settlement, roll a d100 an compare the result with the following table.

Stores
d100 Store
1-10 Adventuring supplies
11-15 Alchemist/herbalist
16-25 Blacksmith/armory
26-35 General store
36-45 Hunter/leatherworker
46-50 Jeweler
51-55 Library/bookstore
56-60 Magic store
61-70 Stables/animal vendor
71-75 Tailor/clothing
76-85 Temple/faith supplies
86-90 Thieving supplies/black market vendor
91-100 Vehicles, transportation and other services

Item Availability and Restocking

Even though the tables below allows DMs to randomly determine the number of each item a store have, it's up to the DM to decide if a particular item is currently available in the store.

As a general rule, the restocking occurs every week, but this could take longer for rural, travelling merchants or distant stores.

Selling Snuff & Spell Components

Some stores might have spell components for sale. Still, not every store have the components for all spells. In order to simplify this, the store type determines the maximum level of spells, as shown below.

  • A small store can sell up to level two snuff and components for 1st level spells.
  • A basic store can sell up to level three snuff and components for 3rd level spells or lower.
  • A modern store can sell up to level four snuff and components for 5th level spells or lower.
  • A premium store can sell up to level five snuff and sell components for any spell.

The stock per store type determines the number of spell components available for each spell level. For example, a basic store can sell components for up to 1d4 x 2 spells of 3rd level or lower.

Variant Rule: Available Coin

Even though adventures might have several items that merchants might be interested in buying, these individuals doesn't necessarily have the coin to pay for everything. Here are some estimates for each store type you can use to determine if a merchant has enough coin for paying and buying everything the players are willing to sell.

Store Type Available Coin
Small up to one silver mark (sm)
Basic up to two silver marks (sm)
Modern up to five gold pieces (gp)
Premium up to ten gold pieces (gp)

Stores by type

In the following pages you will find several tables organized by types of items, allowing DMs and players to quickly check what kind of products the adventurers can find in a store.

These tables also have columns with an estimated stock of each item per store type, which can help DMs to determine the amount of products a store have and what kind of store commonly have those items.

PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Adventuring Supplies
Item Cost Weight Source Small Basic Modern Premium
Armor
Light Armor
Padded 5 bp 8 lb. SMD 1d4 - 1 1d4 1d4 + 1
Medium Armor
Haubergeon 10 bp 20 lb. SMD 1d4 - 1 1d4 1d4 + 1
Heavy Armor
Hauberk 30 bp 40 lb. SMD 1d4 - 1 1d4
Shield
Buckler 8 bp 3 lb. SMD 1d4 - 1 1d4 1d4 + 1
Shield 10 bp 6 lb. PHB 1d4 - 1 1d4
Weapons
Simple Melee Weapons
Dagger 2 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Handaxe 5 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Quarterstaff 2 cp 4 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Spear 1 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1
Simple Ranged Weapons
Shortbow 25 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 1
Martial Melee Weapons
Longsword 15 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1
Shortsword 10 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Martial Ranged Weapons
Longbow 50 bp 2 lb. PHB 1d4 1d4 + 1
Net 1 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1
Firearms
Flintlock pistol 150 bp 2 lb. SMD 1d4 -1 1d4
Wheellock rifle 280 bp 3 lb. SMD 1d4 -1
Adventuring Gear
Ammunition
Arrows (20) 1 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1
Backpack 2 bp 5 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Bedroll 1 bp 7 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Case, map or scroll 1 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1
Climber's kit 25 bp 12 lb. PHB 1d4 1d4 + 1
Clothes, traveler's 2 bp 4 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Crowbar 2 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 1
Fishing tackle 1 bp 4 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Flask or tankard (5) 2 cp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Grappling hook 2 bp 4 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Hammer 1 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Hammock 5 bp 1 lb. CAO 1d4 - 1 1d4 1d4 + 1 1d4 + 2
PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Adventuring Supplies (Continuation)
Item Cost Weight Source Small Basic Modern Premium
Healer's kit 5 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1
Hunting trap 5 bp 25 lb. PHB 1d4 - 1 1d4 1d4 + 3 1d4 + 5
Lamp 5 cp 1 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Lantern, bullseye 10 bp 2 lb. PHB 1d4 1d4 + 2
Lantern, hooded 5 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 2
Mess kit 2 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Pick, miner's 2 bp 10 lb. PHB 1d4 - 1 1d4 1d4 + 2
Piton (2) 1 cp 1/4 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Pole (10-foot) (2) 1 cp 7 lb. PHB 1d4 - 1 1d4 1d4 + 2
Pot, iron 2 bp 10 lb. PHB 1d4 - 1 1d4 1d4 + 3 1d4 + 5
Potion of healing 50 bp 1/2 lb. PHB 1d4 1d4 + 2
Pouch 5 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Purification kit 5 bp 3 lb. CAO 1d4 - 1 1d4 1d4 + 1
Quiver 1 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 3 1d4 + 5
Quiver scabbard 10 bp 2 lb. PHB 1d4 - 1 1d4
Rations (1 day) 5 cp 2 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Rope, hempen (50 feet) 1 bp 10 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Rope, silk (50 feet) 10 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 2
Sack (10) 1 cp 1/2 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Shovel 2 bp 5 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Signal whistle (2) 1 cp PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Skis and poles 15 bp 6 lb. PHB 1d4 1d4 + 1
Spyglass 1,000 bp 1 lb. PHB 1d4 - 1 1d4
Tent, four-person 30 bp 40 lb CAO 1d4 - 1 1d4 1d4 + 1
Tent, two-person 2 bp 20 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4+ 3
Tent, pavilion 100 bp 50 lb. CAO 1d4 - 1 1d4
Tinderbox 5 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Torch (10) 1 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Waterskin 2 cp 5 lb. (full) PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Whetstone (10) 1 cp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Tools
Artisan's Tools
Cartographer's tools 15 bp 6 lb. PHB 1d4 - 1 1d4 1d4 + 1
Navigator's tools 25 bp 2 lb. PHB 1d4 - 1 1d4
Miscellaneous
Bit and bridle 2 bp 1 lb.
Saddle
Saddle, riding 10 bp 25 lb.
Saddlebags 4 bp 8 lb.
PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Alchemist/Herbalist
Item Cost Weight Source Small Basic Modern Premium
Acid (vial) 25 bp 1 lb. PHB 1d4 - 1 1d4 x 2 1d4 x 3 1d4 x 5
Alchemist's fire (flask) 50 bp 1 lb. PHB 1d4 - 1 1d4 x 2 1d4 x 5
Alchemical Ammunition
Arrows/bolts, acid (5) 2 bp 1/2 lb. CAO 1d4 1d4 + 2
Arrows/bolts, cold (5) 2 bp 1/2 lb. CAO 1d4 1d4 + 2
Arrows/bolts, fire (5) 2 bp 1/2 lb. CAO 1d4 1d4 + 2
Firearm bullet, acid (5) 3 bp 1/2 lb. CAO 1d4
Firearm bullet, cold (5) 3 bp 1/2 lb. CAO 1d4
Firearm bullet, fire (5) 3 bp 1/2 lb. CAO 1d4
Sling bullets, acid (5) 1 bp 1/2 lb. CAO 1d4 1d4 + 2
Sling bullets, cold (5) 1 bp 1/2 lb. CAO 1d4 1d4 + 2
Sling bullets, fire (5) 1 bp 1/2 lb. CAO 1d4 1d4 + 2
Bottle, glass 2 bp 2 lb. PHB 1d4 1d4 + 2 1d4 + 5 1d4 + 6
Box, Snuff 25 bp 2 lb. PHB 1d4 1d4 + 2 1d4 + 5 1d4 + 6
Flameleaf (bidi) 10 bp CAO 1d4 1d4 + 1
Flask or tankard (5) 2 cp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Healer's kit 5 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 3
Jug or pitcher (5) 2 cp 4 lb. PHB 1d4 1d4 + 2 1d4 + 3 1d4 + 5
Antitoxin (vial) 50 bp PHB 1d4 - 1 1d4 1d4 + 3 1d4 + 5
Nutrients (vial) 10 bp 1 lb. CAO 1d4 -1 1d4 1d4 + 2 1d4 + 4
Nutrients, greater (vial) 40 bp 1 lb. CAO 1d4 -1 1d4 + 1 1d4 + 3
Nutrients, superior (vial) 160 bp 1 lb. CAO 1d4 - 1 1d4 + 1
Nutrients, supreme (vial) 350 bp 1 lb. CAO 1d4
Oil (flask) 1 cp 1 lb. PHB 1d4 1d4 + 2 1d4 + 5
Perfume (vial) 5 bp PHB 1d4 1d4 + 2
Poison, basic (vial) 100 bp PHB 1d4 - 1 1d4 1d4 + 1
Potion of healing 50 bp 1/2 lb. PHB 1d4 1d4 + 2 1d4 + 3
Purification kit 5 bp 3 lb. CAO 1d4 1d4 + 2 1d4 + 4
Thermometer 25 bp 1 lb. CAO 1d4
Vial 1 bp PHB 1d4 1d4 + 2 1d4 + 4 1d4 + 5
Tools
Artisan's Tools
Alchemist's supplies 50 bp 8 lb. PHB 1d4 1d4 + 2 1d4 + 3
Herbalism kit 5 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 2
Miscellaneous
Alchemical reagents Varies Varies CAO 1d4 1d4 + 2 1d4 + 5 1d4 + 7
Spell components See spell PHB 1d4 - 1 1d4 + 2 1d4 + 4 1d4 + 5
PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Blacksmith/Armory
Item Cost Weight Source Small Basic Modern Premium
Armor
Medium Armor
Haubergeon 50 bp 20 lb. SMD 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Munition 50 bp 45 lb. SMD 1d4 1d4 + 1
Imperium rivet 400 bp 20 lb. SMD 1d4 -1 1d4 1d4 + 1
Half plate 750 bp 40 lb. SMD 1d4 1d4 + 1
Heavy Armor
Hauberk 30 bp 40 lb. SMD 1d4 - 1 1d4 1d4 + 1
Mail and plate 75 bp 55 lb. SMD 1d4 1d4 + 1
Coat of plates 200 bp 60 lb. SMD 1d4 1d4 + 1
Plate 1,500 bp 65 lb. SMD 1d4 - 1
Shield
Buckler 8 bp 3 lb. SMD 1d4 -1 1d4 1d4 + 1 1d4 + 2
Shield 10 bp 6 lb. PHB 1d4 - 1 1d4 1d4 + 2
Tower shield 20 bp 30 lb. SMD 1d4 1d4 + 1
Weapons
Simple Melee Weapons
Dagger 2 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Handaxe 5 bp 2 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Javelin 5 cp 2 lb. PHB 1d4 1d4 - 1 1d4 + 2 1d4 + 3
Light hammer 2 bp 2 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Mace 5 bp 4 lb. PHB 1d4 + 1 1d4 + 2
Sickle 1 bp 2 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Spear 1 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Simple Ranged Weapons
Crossbow, light 25 bp 5 lb. PHB 1d4 + 1 1d4 + 2
Dart (2) 1 cp 1/4 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 x 3
Martial Melee Weapons
Battleaxe 10 bp 4 lb. PHB 1d4 + 1 1d4 + 2
Flail 10 bp 2 lb. PHB 1d4 1d4 + 1
Glaive 20 bp 6 lb. PHB 1d4 - 1 1d4
Greataxe 30 bp 7 lb. PHB 1d4 1d4 + 1
Greatsword 50 bp 6 lb. PHB 1d4 1d4 + 1
Halberd 20 bp 6 lb. PHB 1d4 1d4 + 1
Lance 10 bp 6 lb. PHB 1d4 - 1 1d4
Longsword 15 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Maul 10 bp 10 lb. PHB 1d4 1d4 + 1
Morningstar 15 bp 4 lb. PHB 1d4 1d4 + 1
PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Blacksmith/Armory (Continuation)
Item Cost Weight Source Small Basic Modern Premium
Martial Melee Weapons
Pike 5 bp 18 lb. PHB 1d4 - 1 1d4
Rapier 25 bp 2 lb. PHB 1d4 - 1 1d4 + 1
Scimitar 25 bp 3 lb. PHB 1d4 1d4 + 1
Shortsword 10 bp 2 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Trident 5 bp 4 lb. PHB 1d4 1d4 + 1
War pick 5 bp 2 lb. PHB 1d4 1d4 + 1
Warhammer 15 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 1
Martial Ranged Weapons
Crossbow, hand 75 bp 3 lb. PHB 1d4 - 1 1d4 + 1
Crossbow, heavy 50 bp 18 lb. PHB 1d4 1d4 + 2
Firearms
Flintlock pistol 150 bp 2 lb. SMD 1d4 -1 1d4
Wheellock rifle 280 bp 3 lb. SMD 1d4 -1
Explosives
Bomb 150 bp 1 lb. SMD 1d4
Gunpowder, keg 1000 bp 20 lb. SMD 1d4
Gunpowder, powder horn 100 bp 2 lb. SMD 1d4 + 2
Adventuring Gear
Ammunition
Bullets (10) 3 bp 2 lb. DMG 1d4 + 2
Crossbow bolts (20) 1 bp 1½ lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Barbed wire (50 ft.) 75 bp 35 lb. CAO 1d4 + 1 1d4 + 3
Block and tackle 1 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 3
Case, crossbow bolt 1 bp 1 lb. PHB 1d4 1d4 + 2 1d4 + 5
Chain (10 feet) 5 bp 10 lb. PHB 1d4 - 1 1d4 + 2 1d4 + 5
Hammer 1 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 3 1d4 +5
Hammer, sledge 2 bp 10 lb. PHB 1d4 - 1 1d4 + 2 1d4 + 3
Lock 10 bp 1 lb. PHB 1d4 + 2 1d4 + 5
Manacles 2 bp 6 lb. PHB 1d4 + 2 1d4 + 5
Quiver scabbard 10 bp 2 lb. PHB 1d4 1d4 + 2
Spikes, iron (10) 1 bp 5 lb. PHB 1d4 1d4 + 3
Whetstone (10) 1 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Tools
Artisan's Tools
Smith's tools 20 bp 8 lb PHB 1d4 - 1 1d4 1d4 + 1
Tinker's tools 50 bp 10 lb. PHB 1d4 1d4 + 1
Miscellaneous
Special materials Varies Varies CAO 1d4 - 2 1d4 - 1 1d4 + 1 1d4 + 2
PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

General Store
Item Cost Weight Source Small Basic Modern Premium
Adventuring Gear
Abacus 2 bp 2 lb. PHB 1d4 1d4 + 2
Barrel 2 bp 70 lb PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Basket 4 cp 2 lb. PHB 1d4 1d4 + 2 1d4 + 4 1d4 + 5
Bell 1 bp PHB 1d4 1d4 + 1 1d4 + 2
Blanket 5 cp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Bottle, glass 2 bp 2 lb. PHB 1d4 1d4 + 1 1d4 +3 1d4 + 5
Bucket 5 cp 2 lb. PHB 1d4 1d4 + 2 1d4 + 4 1d4 + 5
Candle (10) 1 cp PHB 1d4 1d4 + 2 1d4 + 4 1d4 + 5
Chalk (10 pieces) 1 cp PHB 1d4 1d4 + 2 1d4 + 4 1d4 + 5
Chest 5 bp 25 lb. PHB 1d4 - 1 1d4 1d4 + 2
Clothes, common 5 cp 3 lb. PHB 1d4 1d4 + 1 1d4 + 5 1d4 + 7
Clothes, fine 15 bp 6 lb. PHB 1d4 1d4 + 3
Flask or tankard (5) 2 cp 1 lb. PHB 1d4 1d4 + 2 1d4 + 4 1d4 + 6
Hammer 1 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 3 1d4 +5
Hourglass 25 bp 1 lb. PHB 1d4 1d4 + 2
Ink (1 ounce bottle) 10 bp PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Ink pen (5) 2 cp PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Jug or pitcher (5) 2 cp 4 lb. PHB 1d4 1d4 + 2 1d4 + 3 1d4 + 5
Ladder (10-foot) 1 cp 25 lb. PHB 1d4 1d4 + 2 1d4 + 3
Lamp 5 cp 1 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Lantern, bullseye 10 bp 2 lb. PHB 1d4 1d4 + 2
Lantern, hooded 5 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 2
Lock 10 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 2
Magnifying glass 100 bp PHB 1d4 - 1 1d4
Mess kit 2 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Mirror, steel 5 bp 1/2 lb. PHB 1d4 1d4 + 1
Money belt 4 bp 1 lb. CAO 1d4 - 1 1d4
Oil (flask) 1 cp 1 lb. PHB 1d4 1d4 + 2 1d4 + 5
Paper (one sheet) 2 cp PHB 1d4 - 1 1d4 1d4 + 5 1d4 + 6
Parchment (one sheet) 1 cp PHB 1d4 - 1 1d4 1d4 + 5 1d4 + 6
Pick, miner's 2 bp 10 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Pole (10-foot) (2) 1 cp 7 lb. PHB 1d4 1d4 + 1 1d4 + 3
Pot, iron 2 bp 10 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Pouch 5 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Robes 1 bp 4 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Rope, hempen (50 feet) 1 bp 10 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Rope, silk (50 feet) 10 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 2
PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —


General Store (Continuation)
Item Cost Weight Source Small Basic Modern Premium
Sack (10) 1 cp 1/2 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Scale, merchant's 5 bp 3 lb. PHB 1d4 1d4 + 1
Sealing wax 5 cp PHB 1d4 1d4 + 1
Shovel 2 bp 5 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Soap (5) 1 cp PHB 1d4 - 1 1d4 + 1 1d4 + 3
Tools
Artisan's Tools
Brewer's supplies 20 bp 8 lb PHB 1d4 - 1 1d4 1d4 + 1
Carpenter's tools 8 bp 6 lb PHB 1d4 - 1 1d4 1d4 + 1
Cobbler's tools 1 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 1
Cook's utensils 1 bp 8 lb. PHB 1d4 - 1 1d4 1d4 + 1
Glassblower's tools 30 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 1
Mason's tools 10 bp 8 lb. PHB 1d4 - 1 1d4 1d4 + 1
Painter's supplies 10 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 1
Potter's tools 10 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1
Weaver's tools 1 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 1
Woodcarver's tools 1 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 1
Gaming Set
Dice set 1 cp PHB 1d4 - 1 1d4 1d4 + 1
Chess or Draughts set 1 bp 1/2 lb. PHB 1d4 - 1 1d4 1d4 + 1
Playing card set 1 cp PHB 1d4 - 1 1d4 1d4 + 1
Trade goods
1 sq. yd. of cotton cloth 5 sp 4 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Cinnamon 2 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Cloves 3 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Copper 5 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Flour (5) 1 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Ginger 1 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Gold 50 bp 1 lb. PHB 1d4 1d4 + 1
Iron 5 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3
Pepper 2 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Saffron 15 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Salt (2) 1 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Silver 5 bp 1 lb. PHB 1d4 1d4 + 1
Wheat (10) 1 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Hunter/Leatherworker
Item Cost Weight Source Small Basic Modern Premium
Armor
Light Armor
Padded 5 bp 8 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Leather 10 bp 10 lb. PHB 1d4 1d4 + 1
Studded leather 45 bp 13 lb. PHB 1d4 -1 1d4 1d4 + 1
Medium Armor
Hide 10 bp 12 lb. PHB 1d4 - 1 1d4 1d4 + 1
Weapons
Simple Melee Weapons
Club 1 cp 2 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Dagger 2 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Greatclub 2 cp 10 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Handaxe 5 bp 2 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Javelin 5 cp 2 lb. PHB 1d4 1d4 - 1 1d4 + 2 1d4 + 3
Spear 1 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Simple Ranged Weapons
Shortbow 25 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Sling 1 cp PHB 1d4 1d4 + 2 1d4 + 3 1d4 + 4
Martial Melee Weapons
Longsword 15 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Shortsword 10 bp 2 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Whip 2 bp 3 lb. PHB 1d4 - 1 1d4 + 2 1d4 + 3
Martial Ranged Weapons
Blowgun 10 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 3 1d4 + 4
Longbow 50 bp 2 lb. PHB 1d4 + 2 1d4 + 3
Net 1 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 4
Adventuring Gear
Ammunition
Arrows (20) 1 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Blowgun needles (50) 1 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Sling bullets (100) 1 cp 1½ lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Hunting trap 5 bp 25 lb. PHB 1d4 - 1 1d4 1d4 + 3 1d4 + 5
Quiver 1 bp 5 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Quiver scabbard 10 bp 2 lb. PHB 1d4 1d4 + 2
Tools
Artisan's Tools
Leatherworker's tools 5 bp 5 lb PHB 1d4 - 1 1d4 1d4 + 1
Woodcarver's tools 1 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 1
Miscellaneous
Special materials* Varies Varies CAO 1d4 - 2 1d4 - 1 1d4 + 1 1d4 + 2
PART 1 | EQUIPMENT AND STORES
**— Stock per Store Type —**
Jeweler
Item Cost Weight Source Small Basic Modern Premium
Adventuring Gear
Signet ring 5 bp PHB 1d4 - 1 1d4 1d4 + 1
Tools
Artisan's Tools
Jeweler's tools 25 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 1
Trade goods
Copper 5 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Gold 50 bp 1 lb. PHB 1d4 1d4 + 1
Iron 5 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3
Platinum 500 bp 1 lb. PHB 1d4 - 1 1d4
Silver 5 bp 1 lb. PHB 1d4 1d4 + 1
Gemstones
10 bp gemstone 10 bp 1/10 lb DMG 1d4 1d4 + 1 1d4 + 3 1d4 + 4
50 bp gemstone 50 bp 1/10 lb DMG 1d4 - 1 1d4 1d4 + 2 1d4 + 3
100 bp gemstone 100 bp 1/10 lb DMG 1d4 - 1 1d4 + 1 1d4 + 2
500 bp gemstone 500 bp 1/10 lb DMG 1d4 1d4 + 1
1,000 bp gemstone 1,000 bp 1/10 lb DMG 1d4 - 1 1d4
5,000 bp gemstone 5,000 bp 1/10 lb DMG 1d4 - 1
Art Objects
25 bp art object 25 bp varies DMG 1d4 - 1 1d4 1d4 + 2 1d4 + 3
250 bp art object 250 bp varies DMG 1d4 - 1 1d4 + 1 1d4 + 2
750 bp art object 750 bp varies DMG 1d4 1d4 + 1
2,500 bp art object 2,500 bp varies DMG 1d4 - 1 1d4
7,500 bp art object 7,500 bp varies DMG 1d4 - 1
Miscellaneous
Spell components* See spell PHB 1d4 - 1 1d4 + 2 1d4 + 4 1d4 + 5
Special materials** Varies Varies CAO 1d4 - 3 1d4 - 2 1d4 1d4 + 1

PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Library/Bookstore
Item Cost Weight Source Small Basic Modern Premium
Adventuring Gear
Books
Book (50 pages) 4 bp 1 lb. CAO 1d4 + 2 1d4 + 5 1d4 + 7 1d4 + 9
Book (100 pages) 8 bp 2 lb. CAO 1d4 + 1 1d4 + 3 1d4 + 5 1d4 + 7
Book (200 pages) 17 bp 4 lb. CAO 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Book (300 pages) 25 bp 5 lb. CAO 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Candle (10) 1 cp PHB 1d4 - 1 1d4 1d4 + 1
Case, map or scroll 1 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Dictionary 10 bp 2 lb. CAO 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Ink (1 ounce bottle) 10 bp PHB 1d4 1d4 + 3 1d4 + 5 1d4 + 7
Ink pen (5) 1 cp PHB 1d4 1d4 + 3 1d4 + 5 1d4 + 7
Paper (five sheets) 1 cp PHB 1d4 + 2 1d4 + 5 1d4 + 7 1d4 + 9
Parchment (one sheet) 1 cp PHB 1d4 + 2 1d4 + 5 1d4 + 7 1d4 + 9
Ciphergate scroll 350 bp. CAO 1d4 - 2
Spellbook 50 bp 3 lb. PHB 1d4 - 1 1d4
Magic Items*
Common (1d6 + 1) x 10 bp Varies Varies 1d4 - 1 1d4
Uncommon 1d6 x 100 bp Varies Varies 1d4 - 2 1d4 - 1
Rare 2d10 x 1,000 bp Varies Varies 1d4 - 3 1d4 - 2
Very Rare (1d4 + 1) x 10,000 bp Varies Varies 1d4 - 3
  • Only magic scrolls and books. The price is halved for a consumable item like a potion or scroll. Source: Xanatar's Guide to Everything (p.126).

PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Magic Store
Item Cost Weight Source Small Basic Modern Premium
Adventuring Gear
Arcane Focus
Crystal 10 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1
Orb 20 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1
Rod 10 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Staff 5 bp 4 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Wand 10 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Books
Book, arcane (50 pages) 4 bp 1 lb. CAO 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Book, arcane (100 pages) 8 bp 2 lb. CAO 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Book, arcane (200 pages) 17 bp 4 lb. CAO 1d4 - 1 1d4 1d4 + 1
Book, arcane (300 pages) 25 bp 5 lb. CAO 1d4 - 1 1d4
Bottle, glass 2 bp 2 lb. PHB 1d4 1d4 + 2 1d4 + 5 1d4 + 6
Case, map or scroll 1 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1
Component pouch 25 bp 2 lb. PHB 1d4 1d4 + 2 1d4 + 5 1d4 + 6
Druidic Focus
Sprig of mistletoe 1 bp PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Totem 1 bp PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Wooden staff 5 bp 4 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Yew wand 10 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Flask or tankard (5) 1 cp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Ink (1 ounce bottle) 10 bp PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Ink pen (5) 1 cp PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Paper (five sheets) 1 cp PHB 1d4 - 1 1d4 1d4 + 5 1d4 + 6
Parchment (one sheet) 1 cp PHB 1d4 - 1 1d4 1d4 + 5 1d4 + 6
Potion of healing 50 bp 1/2 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 4
Portal scroll 350 bp. CAO 1d4 - 1 1d4
Pouch 5 cp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Robes 1 bp 4 lb. PHB 1d4 1d4 + 3 1d4 + 5 1d4 + 7
Spellbook 50 bp 3 lb. 1d4 - 1 1d4 1d4 + 2 1d4 + 4
Vial 1 bp PHB 1d4 1d4 + 2 1d4 + 4 1d4 + 5
Miscellaneous
Spell components See spell PHB 1d4 - 1 1d4 + 2 1d4 + 4 1d4 + 5
Spellcasting Services*
Identify 20 bp PHB A A A A
Divination 210 bp PHB A A
  • The number of spells available to be cast as a service is limited to a maximum of three per day total, unless otherwise noted. The "A" under the Stock per Store Type determines which spells are available in each store type.
PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Magic Store (Continuation)
Item Cost* Weight Source Small Basic Modern Premium
Magic Items
Common (1d6 + 1) x 10 bp Varies Varies 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Uncommon 1d6 x 100 bp Varies Varies 1d4 - 2 1d4 - 1 1d4 1d4 + 1
Rare 2d10 x 1,000 bp Varies Varies 1d4 - 2 1d4
Very Rare (1d4 + 1) x 10,000 bp Varies Varies 1d4 - 3 1d4 - 2
Legendary 2d6 x 25,000 bp Varies Varies 1d4 - 3
  • The price is halved for a consumable item like a potion or scroll. Source: Xanatar's Guide to Everything (p.126).
Spell Scrolls
Spell Level Rarity
Cantrip Common
1st Common
2nd Uncommon
3rd Uncommon
4th Rare
Spell Level Rarity
5th Rare
6th Very Rare
7th Very Rare
8th Legendary
9th Legendary
Potions
Potion Rarity Source
Elixir of health Rare DMG
Oil of etherealness Rare DMG
Oil of sharpness Very rare DMG
Oil of slipperiness Uncommon DMG
Philter of love Uncommon DMG
Potion of animal friendship Uncommon DMG
Potion of climbing Common DMG
Potion of diminution Rare DMG
Potion of fire breath Uncommon DMG
Potion of flying Very rare DMG
Potion of gaseous form Rare DMG
Potion of giant strength
Hill giant Uncommon DMG
Frost/stone giant Rare DMG
Fire Rare DMG
Cloud Very rare DMG
Storm Legendary DMG
Potion of healing
Healing Common DMG
Greater healing Uncommon DMG
Superior healing Rare DMG
Supreme healing Very rare DMG
Potions (Continuation)
Potion Rarity Source
Potion of heroism Rare DMG
Potion of invisibility Very rare DMG
Potion of invulnerability Rare DMG
Potion of longevity Very rare DMG
Potion of mind reading Rare DMG
Potion of poison Uncommon DMG
Potion of resistance Uncommon DMG
Potion of speed Very rare DMG
Potion of vitality Very rare DMG
Potion of water breathing Uncommon DMG

PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Stables/Animals Vendor
Item Cost Weight Source Small Basic Modern Premium
Mounts and Other Animals*
Camel 50 bp Varies PHB 1d4 - 1 1d4 1d4 + 1
Chicken 1 cp Varies PHB 1d4 - 1 1d4 + 1 1d4 + 3 1d4 + 5
Cow 10 bp Varies PHB 1d4 1d4 + 1 1d4 + 2
Donkey or mule 8 bp Varies PHB 1d4 1d4 + 1 1d4 + 2
Elephant 200 bp Varies PHB 1d4 - 2 1d4 - 1
Goat 1 bp Varies PHB 1d4 1d4 + 1 1d4 + 2
Horse, draft 50 bp Varies PHB 1d4 1d4 + 1 1d4 + 2
Horse, riding 75 bp Varies PHB 1d4 - 1 1d4 1d4 + 1
Mastiff 25 bp Varies PHB 1d4 - 2 1d4 - 1 1d4 1d4 + 1
Ox 15 bp Varies PHB 1d4 - 1 1d4 1d4 + 1
Pony 30 bp Varies PHB 1d4 1d4 + 1 1d4 + 2
Pig 3 bp Varies PHB 1d4 1d4 + 1 1d4 + 2
Sheep 2 bp Varies PHB 1d4 1d4 + 1 1d4 + 2
Tiny beast, common (e.g. cat, dog) 1 cp Varies Varies 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Tiny beast, exotic (e.g. parrot, monkey ) 5 bp Varies Varies 1d4 - 1 1d4
Warhorse 400 bp Varies PHB 1d4 - 2 1d4 - 1
Tack, Harness
Barding x4 x2 PHB 1d4 1d4 + 1
Bit and bridle 2 bp 1 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Feed (2 days) 1 cp 10 lb. PHB 1d4 + 1 1d4 + 3 1d4 + 5 1d4 + 7
Saddle
Exotic 60 bp 40 lb. PHB 1d4 - 1
Military 20 bp 30 lb. PHB 1d4 1d4 + 1
Pack 5 bp 15 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Riding 10 bp 25 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 4
  • Some animals might be only available in particular regions or areas.

PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Tailor/Clothing
Item Cost Weight Source Small Basic Modern Premium
Adventuring Gear
Clothes, common 5 cp 3 lb. PHB 1d4 1d4 + 1 1d4 + 5 1d4 + 7
Clothes, costume 5 bp 4 lb. PHB 1d4 - 1 1d4 + 5 1d4 + 7
Clothes, fine 15 bp 6 lb. PHB 1d4 1d4 + 3
Clothes, traveler's 2 bp 4 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Robes 1 bp 4 lb. PHB 1d4 - 1 1d4 1d4 + 3 1d4 + 5
Tools
Artisan's Tools
Cobbler's tools 5 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 1
Weaver's tools 1 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 1
Trade goods
1 sq. yd. of canvas 1 cp 4 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
1 sq. yd. of cotton cloth 5 cp 4 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
1 sq. yd. of linen 5 bp 4 lb. PHB 1d4 - 1 1d4 1d4 + 1
1 sq. yd. of silk 10 bp 4 lb. PHB 1d4 1d4 + 1
Miscellaneous
Special materials* Varies Varies CAO 1d4 - 2 1d4 - 1 1d4 + 1 1d4 + 2

PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Temple/Faith Supplies
Item Cost Weight Source Small Basic Modern Premium
Adventuring Gear
Alchemical Amunition
Arrows/bolts, holy (5) 2 bp 1/2 lb. CAO 1d4 1d4 + 2
Firearm bullet, holy (5) 3 bp 1/2 lb. CAO 1d4
Sling bullets, holy (5) 1 bp 1/2 lb. CAO 1d4 1d4 + 2
Bell 1 bp PHB
Books
Book, holy (50 pages) 4 bp 1 lb. CAO 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Book, holy (100 pages) 8 bp 2 lb. CAO 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Book, holy (200 pages) 17 bp 4 lb. CAO 1d4 - 1 1d4 1d4 + 1
Book, holy (300 pages) 25 bp 5 lb. CAO 1d4 - 1 1d4
Candle (10) 1 cp PHB 1d4 1d4 + 3 1d4 + 5 1d4 + 7
Chalk (10 pieces) 1 cp PHB 1d4 1d4 + 3 1d4 + 5 1d4 + 7
Holy Symbol
Amulet 5 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Emblem 5 bp PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Reliquary 5 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 1
Holy water (flask) 25 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Robes 1 bp 4 lb. PHB 1d4 1d4 + 3 1d4 + 5 1d4 + 7
Tools
Artisan's Tools
Calligrapher's tools 10 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 1
Miscellaneous
Spell components See spell PHB 1d4 - 1 1d4 + 2 1d4 + 4 1d4 + 5
Spellcasting Services*
Channel Oversoul (Ovate) 100 bp SMD A A
Remove Curse (Maledictor, Ovate) 1250 bp SMD A
Speak with Dead (Clerical Gentry) 90 bp SMD A A
Greater Restoration (Maledictor, Ovate) 2500 bp SMD A
  • The number of spells available to be cast as a service is limited to a maximum of three per day total, unless otherwise noted. The "A" under the Stock per Store Type determines which spells are available in each store type.
PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Thieving Supplies/Black Market Vendor
Item Cost Weight Source Small Basic Modern Premium
Adventuring Gear
Antitoxin (vial) 50 bp PHB 1d4 - 1 1d4 1d4 + 3 1d4 + 5
Ball bearings 1 bp 2 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Caltrops (bag of 20) 1 bp 2 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Climber's kit 25 bp 12 lb. PHB 1d4 1d4 + 1
Clothes, common* 5 cp 3 lb. PHB 1d4 1d4 + 1 1d4 + 5 1d4 + 7
Clothes, costume 5 bp 4 lb. PHB 1d4 - 1 1d4 1d4 + 3
Crowbar 2 bp 5 lb. PHB 1d4 1d4 + 1 1d4 + 2 1d4 + 3
Grappling hook 2 bp 4 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Manacles 2 bp 6 lb. PHB 1d4 + 2 1d4 + 5
Poison, basic (vial) 100 bp PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Pouch 5 cp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 3
Rope, hempen (50 feet) 1 bp 10 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 3
Sack (10) 1 cp 1/2 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4+ 5
Spikes, iron (10) 1 bp 5 lb. PHB 1d4 - 1 1d4 1d4 + 3
Vial 1 bp PHB 1d4 - 1 1d4 1d4 + 2
Tools
Disguise kit 25 bp 3 lb. PHB 1d4 - 1 1d4 1d4 + 1
Forgery kit 15 bp 5 lb. PHB 1d4 1d4 + 1
Poisoner's kit 50 bp 2 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Thieves' tools 25 bp 1 lb. PHB 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Poisons (One Dose)
Assassin's blood 150 bp 1/2 lb. DMG 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Burnt othur fumes 500 bp 1/2 lb. DMG 1d4
Crawler mucus 200 bp 1/2 lb. DMG 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Essence of ether 300 bp 1/2 lb. DMG 1d4 - 1 1d4
Fenuqāmen 200 bp 1/2 lb. CAO 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Malice 250 bp 1/2 lb. DMG 1d4 - 1 1d4
Midnight tears 1,500 bp 1/2 lb. DMG 1d4 - 1
Oil of taggit 400 bp 1/2 lb. DMG 1d4 - 1 1d4
Pale tincture 250 bp 1/2 lb. DMG 1d4 - 1 1d4
Purple worm poison 2,000 bp 1/2 lb. DMG 1d4 - 1
Serpent venom 200 bp 1/2 lb. DMG 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Torpor 600 bp 1/2 lb. DMG 1d4
Truth serum 150 bp 1/2 lb. DMG 1d4 - 1 1d4 1d4 + 1 1d4 + 2
Wyvern poison 1,200 bp 1/2 lb. DMG 1d4 - 1
Miscellaneous
Alchemical reagents*** Varies Varies CAO 1d4 - 1 1d4 1d4 + 1 1d4 + 2
PART 1 | EQUIPMENT AND STORES

— Stock per Store Type —

Vehicles, Transportation and Other Services
Item Cost Weight Source Small Basic Modern Premium
Drawn Vehicles
Carriage 100 bp 600 lb. PHB 1d4 1d4 + 1
Cart 15 bp 200 lb. PHB 1d4 - 1 1d4 + 1 1d4 + 2
Chariot 250 bp 100 lb. PHB 1d4 - 1 1d4 + 1
Saddle
Exotic 60 bp 40 lb. PHB 1d4 - 1
Military 20 bp 30 lb. PHB 1d4 1d4 + 1
Pack 5 bp 15 lb. PHB 1d4 1d4 + 1 1d4 + 3 1d4 + 5
Riding 10 bp 25 lb. PHB 1d4 - 1 1d4 1d4 + 2 1d4 + 4
Sled 20 bp 300 lb. PHB 1d4 - 2 1d4 - 1 1d4 + 1
Wagon 35 bp 400 lb. PHB 1d4 - 1 1d4 + 1 1d4 + 3
Airborne and Waterborne Vehicles
Vacuum Airship 20,000 bp DMG 1d4 - 3
Galley 30,000 bp DMG 1d4 - 2 1d4 - 1
Keelboat 3,000 bp DMG 1d4 - 2 1d4 - 1 1d4
Longship 10,000 bp DMG 1d4 - 2 1d4 - 1
Rowboat 50 bp DMG 1d4 - 2 1d4 - 1 1d4
Sailing ship 10,000 bp DMG 1d4 - 2 1d4 - 1
Warship 25,000 bp DMG 1d4 - 2
Services*
Coach cab
Between towns 1 cp per 3 miles PHB A A A A
Within a city (plus return message) 1 cp PHB A A
Messenger 1 cp per 5 miles PHB A A A
Ship's passage 1 cp per mile PHB A A
  • The "A" under the Stock per Store Type determines which services are available in each store type.
Airborne and Waterborne Vehicles (DMG p.119)
Ship Speed Crew Passengers Cargo (tons) AC HP Damage Threshold
Vacuum Airship 8 mph 10 20 1 13 300
Galley 4 mph 80 150 15 500 20
Keelboat 1 mph 1 6 1/2 15 100 10
Longship 3 mph 40 150 10 15 300 15
Rowboat 1½ mph 1 3 11 50
Sailing ship 2 mph 20 20 100 15 300 15
Warship 2½ mph 60 60 200 15 500 20
PART 1 | EQUIPMENT AND STORES

Inns and Taverns

Since inns and taverns mostly sell food and rent rooms, the tables presented here have an expanded list of food and drinks separated by the inn or tavern quality. A higher quality taverns also have the food and drink from the lower quality ones.

Lodging
Inn Stay (Per Day) Cost
Squalid (Per Week) 1 cp
Poor 1 cp
Modest 5 cp
Confortable 8 cp
Wealthy 2 bp
Aristocratic 4 bp
Other Services
Feed (per two days) 5 cp
Stabling (per two days) 5 cp
Inn/Tavern
Item Cost
Squalid/Poor
Food
Biscuits (5) 1 cp
Bread, loaf (2) 1 cp
Butter (stick) 1 cp
Weak clam chowder (5 servings) 1 cp
Crackers (10) 1 cp
Dried meat (3 servings) 1 cp
Egg (10) 1 cp
Poor Fruit (10 basic fruits) 1 cp
Vegetables, boiled (10 servings) 1 cp
Vegetables, soup (5 servings) 1 cp
Drinks
Ale (2 mugs) 1 cp
Spirit (mug) 3 cp
Water (pitcher) 1 cp
Modest/Comfortable
Food
Cheese, hunk 1 cp
Fruit cake 1 cp
Meat, chunk 3 cp
Pickled sausage 2 cp
Pie 1 cp
Inn/Tavern (Continuation)
Item Cost
Potatoes, baked 1 cp
Rice, white 1 cp
Stew, oyster and mushroom 4 cp
Vegetables, fresh 1 cp
Drinks
Cider, (mug) 1 cp
Coffee (cup) 2 cp
Fresh fruit juice (cup) 1 cp
Hot chocolate (cup) 1 cp
Mead (pitcher) 1 bp
Milk (pitcher) 1 cp
Tea, (kettle) 1 cp
Wine, common (pitcher) 2 cp
Offerings
Tabaco, bidi 1 bp
Tabaco, cigar 10 bp
Wealthy/Aristocratic
Food
Cake 3 cp
Chilis 9 bp
Chocolate 9 bp
Fagara (wild lime) 9 bp
Meat, mixed 5 cp
Meat, exotic 8 cp
Potatoes, spiced 3 cp
Rice, wild 3 cp
Seafood 6 cp
Vegetables, stir fry 3 cp
Yogurt 2 cp
Drinks
Ale, fine (mug) 4 cp
Wine, fine (bottle) 10 bp
Bourbon and whiskey, fine (bottle) 25 bp
Cider and mead, fine (bottle) 8 bp
Tea, mixed (teapot) 6 bp
PART 1 | EQUIPMENT AND STORES

Chapter 2: Modular Structures

In the Dungeon Master's Guide you can find some rules for building a stronghold, but those rules doesn't allow many customization options. The following rules gives characters and DMs alike new options for building a completely new structure and for customizing it with several rooms and areas. This section was inspired on the 3rd edition book called Stronghold Builder's Guidebook, and it will work great with the content from the Xantathar's Guide to Everything related to the artisan tools options and the new downtime activities.

Building a Structure

A character can spend time between adventures building a structure. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown), or a deed (a legal document that serves as proof of ownership). Land can also be acquired by inheritance or other means.

Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 bp or mas much as 1,000 bp. A large estate might cost 5,000 bp or more, if it can be bought at all.

Building Space (BS)

When buying a plot of land, you need to make sure its large enough to fit all the rooms and components you want to build, but since structures aren't always the same, the building spaces is the way to estimate every structure size and how much the plot of land will cost. Each building space is equivalent to a 20-foot-by-20-foot room with a 10-foot-high ceiling. One building space cost 100 bp.

Structure Components

After determining the size of your building, you can use all building spaces to add rooms and other areas to your structure. Each component uses one or more building spaces, and you cannot exceed the building spaces the plot of land have.

Each structure assume you're constructing a building with no more than two stories and no more than a single underground level. If you want to add more, you need to pay an extra 1,000 bp for each additional floor you want to add to your structure.

Building Time

Building a structure takes one workweek per 10,000 bp of the total price (2,000 bp per day). This can consider that the structure is already built and the characters just need to move in and buy all the room components.

If you think it's too fast, feel free to lower the budget maximum per day to make the building time longer.

Sample Structures

In this table you can find the structures found in the Dungeon Master's Guide, a few others, and an estimated of the building spaces they should have.

Structure Estimated Building Spaces
Abbey 6
Cottage 1
Guidhall 8
House 4
Keep or small castle 12
Large House 6
Mansion 12
Noble estate with manor 7
Outpost or fort 4
Palace or large castle 80
Temple 6
Tower, fortified 4
Trading post 2

PART 1 | MODULAR STRUCTURES

Components List

The following section you can find an alphabetical list of all the rooms and other components you can add to a structure.

Alchemist's Lab, Basic

The room is filled with vials, flasks, burners, and other alchemical equipment. A small fireplace stands in one wall to heat the room and for providing the necessary fire for alchemical recipes created here. The floor is rough wood or stone, stained with chemicals, and there are shelves lined in the walls stocked with various alchemical reagents.
Size: 1 bs
Cost: 700 bp
Prerequisites: None
Benefit: An alchemist's supplies is always considered to be present in this room. Additionally, if a character is proficient with this tool, it can double its proficiency bonus when making a check with it.

Alchemist's Lab, Fancy

An alchemist has every tool he or she might need. This includes everything from the basic alchemist's lab, plus more ingredients and a larger number of tools. The walls are covered with blackboards where all sorts of notes can be scrawled, and the floor is made of rough tile.
Size: 1 bs
Cost: 3,000 bp
Prerequisites: One alchemist
Benefit: A total of four alchemist's supplies are always considered to be present in this room. A single character using this laboratory and having its resources all to himself can roll with advantage when making a check using the alchemist's supplies. Alternatively, up to four characters can share this space at the same time, and each one of them can double its proficiency bonus when making a check with an alchemist's supplies.

Armory, Basic

Racks of armor and weapons fill the room, ready for being used when its time to defend against an attack.
Size: 1 bs
Cost: 500 bp
Prerequisites: None
Benefit: This room has enough space to hold equipment for 25 soldiers, though the price doesn't include such gear.

If you need a greater capacity, you can purchase this component multiple times.

Armory, Fancy

Similar to the basic armory, this room provides armor and weapons to the defenders of the place, but it also have various murals and other artwork depicting the glories of war cover the walls of this armory.
Size: 1 bs
Cost: 2,000 bp
Prerequisites: None
Benefits:. As with the basic version, this area has sufficient armor and weapon racks to equip 25 soldiers, though the price doesn't include any such gear.

If you need a greater capacity, you can purchase this component multiple times.


Auditorium, Fancy

While any great hall can be used for performances, the auditorium is a space designed with acoustics and artistic appreciation in mind.
Size: 1 bs
Cost: 2,000 bp
Prerequisites: None
Benefit: A character that is proficient with the Charisma (Performance) skill adds twice its proficiency bonus when making a check with that skill in this room.

Up to 30 people can fit in here for a service. If you need a greater capacity, purchase this component multiple times.

Auditorium, Luxury

A luxury auditorium offers plush and cushioned seating for the audience, and a stage that can be moved or adjusted as necessary for performance of theater, orchestra, or choir.
Size: 1 bs
Cost: 10,000 bp
Prerequisites: None
Benefit: A character that is proficient with the Charisma (Performance) skill gains advantage when making a check with that skill in this room. Alternatively, up to four characters can share this space at the same time, and each one of them can double its proficiency bonus when making a Charisma (Performance) check.

Up to 30 people can fit in here for a service. If you need a greater capacity, purchase this component multiple times.

Barbican

This room sits atop a gate or gatehouse, usually in an exterior wall. It features murder holes/arrow slits (included in the price) in the floor. The barbican requires two guards on duty at all times.
Size: 1 bs
Cost: 1,000 bp
Prerequisites: Two guards per shift
Benefits: Guards can attack through the murder holes/arrow slits to the area below to defend the door or portcullis to enter the site.

PART 1 | MODULAR STRUCTURES

Barracks

This room contains up to ten simple wooden beds with straw mattresses. A footlocker sits at the end of each bed for personal belongings.
Size: 1 bs
Cost: 400 bp
Prerequisites: None
Benefit: A barracks can hold ten people (usually guards or soldiers). If you need a greater capacity, you can purchase this component multiple times.

If you want a higher class of quarters for officers, purchase bedroom components instead.

Bath, Basic

This standard, sparsely furnished room contains a simple wooden or metal tub and a chamber pot or two, along with some rough wooden benches for seating.
Size: 0,5 bs
Cost: 400 bp
Prerequisites: None
Benefit: This room has space for one character. When the character takes a short rest, the amount of hit points are doubled when it spend a hit dice to regain hit points.

Bath, Fancy

This bathroom comes complete with a large tub, a chamber pot under a chair, and a means of disposing of the contents of the chamber pot easily. This can take the form of a chute to an underground disposal area, an open window over a gutter, or whatever you like. A fireplace allows you to heat water for baths, a cabinet holds plenty of towels, and a dressing screen separates part of the room.
Size: 1 bs
Cost: 2,000 bp
Prerequisites: None
Benefit: This room has space for one character. When the character takes a short rest, the amount of hit points are doubled when it spend a hit dice to regain hit points. Additionally, that character gains 1d4 temporary hit points, which last until they're lost or when the character finishes a long rest.

Bath, Luxury

This room features a tub large enough for three people to bathe in, plus a large fireplace for heating both the room and the water necessary for a warm bath. Two chamber pots with padded and upholstered leather chairs are here. Servants empty these on a regular basis. A carved cabinet holds a variety of thick towels, and a wardrobe full of fine dressing gowns stands nearby. Fine stuffed chairs are scattered about the place.

The dressing table features three gilt-framed mirrors and the finest in grooming products, including aromatic perfumes, gilt-handled brushes, and so on. The walls are adorned with fine art.
Size: 2 bs
Cost: 10,000 bp
Prerequisites: One servant to keep the luxury bath clean and one valet to assist the bathers


Benefit: This room has space for three characters. When the characters takes a short rest, the amount of hit points are doubled when it spend a hit dice to regain hit points. Additionally, each character gains 1d6 temporary hit points, which last until they're lost or when the character finishes a long rest.

Bedroom Suite, Basic

This master bedroom includes a walk-in closet and privy. The furnishings are rough, but they include a straw bed on a low frame, two chests of drawers and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available. A couple of rough benches form a sitting area next to a small table.
Size: 1 bs
Cost: 800 bp
Prerequisites: None
Benefit: This room has space for up to two characters. Characters that live here can keep a comfortable lifestyle without expending extra coin.

Bedroom Suite, Fancy

This master bedroom comes complete with a well appointed walk-in closet filled with fine clothing and a tastefully adorned privy. The bed rests on a handsome frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool. Two finely carved bureaus are here, in which are kept stylish clothes. A bell rests on each bed stand so that the occupants can easily call for the servants. The bedroom suite also includes a pair of upholstered benches and a small writing desk.
Size: 1 bs
Cost: 5,000 bp
Prerequisites: None
Benefit: This room has space for up to two characters. Characters that live here can keep a wealthy lifestyle without expending extra coin. In addition, when a character finishes a long rest while in this room, you can reduce the character's exhaustion level by 2, provided that the character has also ingested some food and drink.

Bedroom Suite, Luxury

The walk-in closet features rows of shelves for boots and shoes, plus handmade hangers for the finest in clothing. The walk-in garderobe allows two individuals to see to their privy needs in privacy and comfort. In the main room, there are two marble-topped bureaus filled with clothes. The four-poster bed is made of the finest wood hung with the wispiest of linens, and the mattress and the blankets are stuffed with feathers. The sheets are silk. A pair of stuffed chairs sits in one corner. In another, a finely polished and fully stocked writing desk waits to be used.
Size: 2 bs
Cost: 25,000 bp
Prerequisites: One valet
Benefit: This room has space for up to two characters. Characters that live here can keep an aristocratic lifestyle without expending extra coin. In addition, when a character finishes a long rest while in this room, you can reduce the character's exhaustion level by 3, provided that the character has also ingested some food and drink.

PART 1 | MODULAR STRUCTURES






















Bedrooms, Basic

This area contains two smaller bedrooms, possibly with a connecting door. The furnishings in each room are rough, including a straw bed on a low frame, a single chest of drawers, and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available.

Each room also has a rough bench sitting in front of a small table. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.
Size: 1 bs
Cost: 700 bp
Prerequisites: None
Benefit: This area have space for to two characters in separate rooms. Characters that live here can keep an modest lifestyle without expending extra coin.

Bedrooms, Fancy

This area contains two smaller bedrooms with a connecting door. Each room has a bed that rests on a handsome frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool.

Each room has a finely carved bureau and a handsome wardrobe. A bell rests on a bed stand next to each bed so that the occupants can easily call for the servants. In addition, there’s an upholstered bench and a small writing desk. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.
Size: 1 bs
Cost: 4,000 bp
Prerequisites: None
Benefit: This area have space for up to to four characters in two separate rooms. Characters that live here can keep an comfortable lifestyle without expending extra coin.






















Bedrooms, Luxury

This area contains two smaller bedrooms with a connecting door. Each room features a marble topped bureau and a gorgeous wardrobe. The fourposter bed is made of the finest wood hung with the wispiest of linens, and the mattress and the blankets are stuffed with feathers. The sheets are silk.

A stuffed chair sits in one corner. In another, a finely polished and fully stocked writing desk waits to be used. The walls are adorned with fine art, often of people in positions of repose. Sometimes they feature dreamy scenes filled with pleasant nymphs or other fantastic or heavenly scenes. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.

The luxuriousness of the room requires a single valet, who can be called with any of the bells positioned around the rooms.
Size: 2 bs
Cost: 20,000 bp
Prerequisites: one valet
Benefit: This area have space for up to to four characters in two separate rooms. Characters that live here can keep an wealthy lifestyle without expending extra coin.

Chapel, Basic

This space is dedicated to the worship of the higher power of your choice. It includes a simple altar, some rough pews for the worshipers, and an icon of the power in question. There’s also a closet for keeping religious supplies and garb in. While you don't necessarily need a cleric around so that you can visit the place and pray in it, official services can only be run here by a person ordained by the higher power your character has chosen.
Size: 1 bs
Cost: 1,000 bp
Prerequisites: None
Benefit: If a character takes a short rest praying within this room, it can cast the divination spell for free, even if the character can't cast that spell, provided that the character is under the deity's favor. The spell can be used once per day.

Up to forty people can fit in here for a service. If you need a greater capacity, purchase this component multiple times.

PART 1 | MODULAR STRUCTURES

Chapel, Fancy

This larger chapel features a polished stone altar, handsomely finished pews, and stained glass in the windows. There’s also a small dressing room for the cleric to prepare for services in, and in here there’s a wardrobe for keeping religious garb and supplies in. This place requires at least one acolyte to run properly
Size: 2 bs
Cost: 6,000 bp
Prerequisites: One acolyte
Benefit: This room is under the permanent effects of the hallow spell (the extra effect is chosen at the moment of building this room). If a character takes a short rest praying within this room, it can cast the divination spell for free, even if the character can't cast that spell, provided that the character is under the deity's favor. The spell can be used once per day.

Up to 60 people can fit in here for a service. If you need a greater capacity, purchase this component multiple times.

Chapel, Luxury

This enormous chapel features an altar set with gems and chased with precious metals, gilt-edged pews, and large stained-glass windows. Fine candelabra rest in separate prayer alcoves, and an elegant room with a wardrobe and large desk allows the presiding cleric to prepare for services in comfort. A supply closet holds extra prayer texts, altar cloths, candles, and other religious paraphernalia. This place requires at least two acolytes to run properly.
Size: 3 bs
Cost: 25,000 bp
Prerequisites: Two acolytes
Benefit: This room is under the permanent effects of the hallow spell (the extra effect is chosen at the moment of building this room). If a character takes a short rest praying within this room, it can cast the divination or the commune spell for free, even if the character can't cast that spell, provided that the character is under the deity's favor. Each spell can be used once per day.

Up to 60 people can fit in here for a service. If you need a greater capacity, purchase this component multiple times.

Common Area, Basic

This plain room features bare floors with a few benches and walls with uninspiring artwork or tapestries. It might serve as a waiting room, a general meeting area, or an all-purpose room. Purchase this component multiple times if you want a larger common area.
Size: 1 bs
Cost: 500 bp
Prerequisites: None

Common Area, Fancy

This room features polished stone or wood floors with comfortable benches. The walls bear impressive murals and sound-dampening curtains. It might serve as a waiting room, a general meeting area, or an all-purpose room. Purchase this component multiple times if you want a larger common area.
Size: 1 bs
Cost: 3,000 bp
Prerequisites: None


Courtyard, Basic

Sometimes called a bailey, this large open space is surfaced either with gravel or patches of grass. It has no roof. Some flowers might appear around the edges of the area. Paths are worn through the center by people walking around the place. A rough bench or two sits here too. Purchase this component multiple times if you want a larger courtyard.
Size: 1 bs
Cost: 1,000 bp
Prerequisites: None

Courtyard, Fancy

This courtyard features some grass, but the paths are paved with cobblestones or bricks. Wrought-iron benches are placed strategically throughout the place, and a simple fountain sits in the center of the area, surrounded by paving stones as well. A bust or two stand on pedestals in strategic locations. Purchase this component multiple times if you want a larger courtyard.
Size: 1 bs
Cost: 6,000 bp
Prerequisites: None

PART 1 | MODULAR STRUCTURES

Courtyard, Luxury

This well-appointed courtyard is paved entirely with smoothly cut flagstones. A massive fountain forms the centerpiece, in which water pours endlessly from a masterfully carved statue dedicated to the higher power of the builder’s choice. Statuary is placed tastefully throughout the area, and cushioned benches (usually of iron or fine wood trimmed with gold) are scattered about the place. Purchase this component multiple times if you want a larger courtyard.
Size: 1 bs
Cost: 30,000 bp
Prerequisites: One servant for handling the gardening and other upkeep

Dining Hall, Basic

Long, rough, rectangular tables and benches line this main hall, both at the edges and in the middle. A fireplace sits at one end of the place, providing warmth for all. The walls of such a place are often decorated with hanging weapons, animal heads, and the like. The floor is usually either made of worn wood or rough stone.
Size: 2 bs
Cost: 2,000 bp
Prerequisites: Kitchen
Benefit: This seats 30 people comfortably. Purchase this component multiple times if you want a larger dining hall.

Dining Hall, Fancy

This upscale version of the standard dining hall includes finely made tables surrounded with chairs instead of benches. The fireplace usually dominates the center of the room, the smoke drawn into a stony hood that goes into the ceiling. This provides a more even distribution of heat (and more equitable comfort level) in the room. The mural-covered walls depict local legends or the pantheon of deities respected by the owner. The floor is made of fine flagstones or polished wood.
Size: 2 bs
Cost: 12,000 bp
Prerequisites: Kitchen, one servant to bring food and removes empty dishes
Benefit: This seats 30 people comfortably. Purchase this component multiple times if you want a larger dining hall.

Dining Hall, Luxury

This well-appointed room is dedicated specifically for hosting large meals. In some cases, it features a long, polished wooden or marble-topped table stretching from one end of the place to another. An exquisitely carved chair at the head of the table traditionally faces the main entrance to the room, allowing the head of the household full view of the room.

Alternatively, you can furnish the hall with several smaller tables, either round or square, all of comparable quality to a larger one. The tables are covered with the finest linens, and the guests use the most treasured silverware to eat off the rarest china. Fine artwork lines the walls, and a beautiful chandelier provides plenty of light. Busts of prominent heroes throughout history sit near the serving tables that line the walls. The marble or parquet flooring provides additional beauty.


Size: 2 bs
Cost: 50,000 bp
Prerequisites: Luxury Kitchen, two servants to bring food and remove empty dishes.
Benefit: This seats 16 people at a long table or 30 if smaller tables are used. Purchase this component multiple times if you want a larger hall.

Dock, Air

An air dock allows airships to load or unload people or cargo from or to the building. There are several elevators and cranes to rise or lower the cargo and a stairway connected to the central tower to allow passengers to move to the airship or to the building.
Size: 2 bs
Cost: 20,000 bp
Prerequisites: Six Laborers
Benefit: This component can support up to three airships. Purchase this component multiple times to allow additional airships to moor at the structure's docks. Additionally, you repair 2 hit points of damage on each day and it cost 10 bp for materials and labor.

Dock, Basic

A dock allows ships to load or unload people or cargo from or to the building. It's common for storage spaces, shops, and taverns to be placed near the docks for the convenience of travelers and sailors. This structure is only appropriate for buildings that overlook a river, sea, or other body of water.
Size: 1 bs
Cost: 500 bp
Prerequisites: Two Laborers
Benefit: This component can support up to two keelboats, longships, rowboats, or sailing ships, but not warships or galleys. Purchase this component multiple times to allow additional ships to moor at the structure's docks.

Dock, Extended

Similar to the basic dock, this larger and more complete structure can accommodate up to two of the largest of vessels.
Size: 2 bs
Cost: 3,000 bp
Prerequisites: Four Laborers
Benefit: This component can support up to two galleys and warships, or four smaller craft. Purchase this component multiple times to allow additional ships to moor at the structure's docks.

Dock, Extended Dry

An extended dock fitted with a series of pulleys, lifts, and rigging, this extended dock not only allows for hasty unloading of cargo, but also for the lifting of vessels into the air to effect complete repairs, overhauls, or even construct new hulls.
Size: 2 bs
Cost: 15,000 bp
Prerequisites: Six Laborers
Benefit: This component can support up to two galleys and warships, or four smaller craft. Additionally, you repair 2 hit points of damage on each day and it cost 10 bp for materials and labor. Purchase this component multiple times to allow additional ships to moor at the structure's docks.

PART 1 | MODULAR STRUCTURES

Gatehouse

This space usually serves as a primary entrance into the stronghold (or one of many entrances). As its name suggests, the gatehouse includes a gate (and a drawbridge, if stationed adjacent to a moat). Most gatehouses are fortified with a barbican (see above), guard post (see below), or both.
Size: 0,5 bs
Cost: 1,000 bp
Prerequisites: None

Guard Post

Commonly built on top of towers to keep watch upon the surrounding environs and near gatehouses to guard the structure entrance. If part of the exterior wall, it includes free arrow slits instead of a window.
Size: 0,5 bs
Cost: 300 bp
Prerequisites: One guard per shift (minimum; many use two per shift)
Benefit: This component allows guards to keep watch upon the surrounding environs. It may include an alarm bell or horn to inform of an invasion or attack by enemy forces.

Kitchen, Basic

This rudimentary stone- or wood-floored kitchen centers around a fireplace or stove. It includes a pantry, in which basic foodstuffs are stacked on shelves or hung from the ceiling. The kitchen includes pots and pans made of tin. A scullery provides storage for brooms and rags, along with a basin for washing dishes and laundry.
Size: 1 bs
Cost: 2,000 bp
Prerequisites: One cook
Benefit: You can prepare meals for up to fifteen people in this space. In a pinch, you can avoid hiring a cook by preparing the meals yourself.

A cook's utensils is always considered to be present in this room. Additionally, if a character is proficient with this tool, it can double its proficiency bonus when making a check with it.

Kitchen, Fancy

This well-appointed kitchen features an iron stove, complete with cooking griddle on top and oven beneath, and cast-iron cookware. The scullery keeps cleaning solutions in addition to other supplies. The flooring is often of polished wood or rough tile. Good food fills the well-stocked pantry.
Size: 1 bs
Cost: 12,000 bp
Prerequisites: Two cooks
Benefit: Meals for up to 30 can be made in this place, but it requires a staff of at least two to run properly.

A total of two cook's utensils are always considered to be present in this room. A single character using this kitchen and having its resources all to himself can roll with advantage when making a check using the cook's utensils. Alternatively, up to four characters can share this space at the same time, and each one of them can double its proficiency bonus when making a check with a cook's utensils.

Kitchen, Luxury

This massive kitchen includes two full-sized stoves, each with a griddle, stovetop, and large oven. An open fireplace allows the roasting of foods of any kind, up to and including a full pig. The scullery has two marble basins. The flooring is of polished marble or tile. The pots and pans are made of hammered copper.
Size: 2 bs
Cost: 50,000 bp
Prerequisites: Six cooks
Benefit: This place can handle meals for up to 100 people. It requires a staff of six to be run properly. If you need a greater capacity, purchase this kitchen multiple times.

A total of six cook's utensils are always considered to be present in this room. Two characters using this kitchen and having its resources all to themselves can roll with advantage when making a check using the cook's utensils. Alternatively, up to six characters can share this space at the same time, and each one of them can double its proficiency bonus when making a check with a cook's utensils.

Labyrinth

Generally found only in dungeon strongholds, labyrinth components serve to confuse and bewilder foes, and perhaps trap them forever.
Size: 1 bs
Cost: 500 bp
Prerequisites: None
Benefit: You must decide the shape of the labyrinth when you build it. It can include some connecting rooms and you can add traps to this room to make it deadlier (or even some creatures or monsters). For a larger maze, purchase this component multiple times.

Library, Basic

Plain wooden shelves of books fill this room, arranged in any manner you desire. One or two small tables allow people to read the books, and a single lectern allows you to read a book while standing.
Size: 1 bs
Cost: 500 bp
Prerequisites: None
Benefit: This library can hold up to two different lots of books on specific subjects. For example, it could contain books on religion and arcana. If you need a greater capacity, purchase this component multiple times.

Book Lots

The library component isn't very useful unless books line the shelves. In general, a book lot gives information on specific subjects, such as arcana, religion or medicine.

Each book lot cost 1,000 bp and gives advantage on checks related to the lot subject.

Alternatively, a character can purchase a general book lot which costs 3,000 bp and provides a +2 bonus on checks related to investigation and research.

Bonuses from multiple book lots do not stack.

PART 1 | MODULAR STRUCTURES

Library, Fancy

Fine polished shelves extend from this chamber’s tile or wooden floor to the ceiling above. Several ladders allow access to upper shelves. Several small tables scattered throughout the place allow researchers space to work.
Size: 1 bs
Cost: 3,000 bp
Prerequisites: None
Benefit: This library can hold up to three different lots of books on specific subjects. For example, it could contain books on religion, general knowledge, and nature.

Additionally, when doing the research downtime activity, the gold spent is reduced to half. If you need a greater capacity, purchase this component multiple times.

Library, Luxury

Floor-to-ceiling glass-fronted cabinets with top-hinged doors keep the books here in pristine condition. The ladders slide along on wheels and rails for both safety and convenience. The marble floor has symbols inlaid that denote the section of the library in which you stand.

The library includes two private study carrels and a number of smaller tables. A single large table allows a researcher more space to spread out texts or large maps. A full-time librarian working near the entrance maintains a card catalog that indexes the entire library.
Size: 2 bs
Cost: 15,000 bp
Prerequisites: One librarian
Benefit: This library can hold up to six different lots of books on specific subjects. For example, it could contain books on religion, general knowledge, nature, arcana, survival, and history.

Additionally, when doing the research downtime activity, the gold and time spent is reduced to half. If you need a greater capacity, purchase this component multiple times.

Magic Laboratory, Basic

This simple wood- or stone-floored laboratory contains a small mystical library, a writing desk, and a lab table for various magical experiments. The crude furnishings are made of rough wood. A basin sits in one corner, next to an open barrel of water. A fireplace squats against another wall, ready to provide heat as well as any fire that may be necessary.
Size: 1 bs
Cost: 500 bp
Prerequisites: None
Benefit: A character using this laboratory can craft a magic item. To complete a magic item, a character needs whatever tool proficiency is appropriate or proficiency in the Arcana skill.

Additionally, if a character is proficient with the Arcana skill, it can double its proficiency bonus when making a check within this room.

Magic Laboratory, Fancy

Similar but superior to the basic magic laboratory, this room has every tool the aspiring meddler in magic might need at his ready disposal. The walls of this place are covered with blackboards upon which all sorts of arcane or obscure notes can be scrawled. The rough tile floor allows easy cleaning while also preventing slips and falls. Four basins are in the place, each of which has a barrel of water suspended over it, complete with a tap to permit easy access. An emergency barrel mounted on a hinged platform can be tilted to pour water over a person in case of an emergency.
Size: 1 bs
Cost: 3,000 bp
Prerequisites: One apprentice
Benefit: A character using this laboratory can craft a magic item, and the time spent on crafting the item is reduced to half. To complete a magic item, a character needs whatever tool proficiency is appropriate or proficiency in the Arcana skill.

Additionally, a single character using this laboratory and having its resources all to himself can roll with advantage when making an Arcana check within this room. Alternatively, up to four characters can share this space at the same time, and each one of them can double its proficiency bonus when making an Arcana check within this room.

PART 1 | MODULAR STRUCTURES

Prison Cell

This cell includes iron shackles on the walls and hay mattresses strewn about. The standard prison cell comes with six sets of manacles capable of binding a Medium-size creature.
Size: 0,5 bs
Cost: 500 bp
Prerequisites: One guard per shift
Benefit: You can shackle up to six Medium-size prisoners in a communal cell. Alternatively, you can replace the communal cell with independent jail cells. In this arrangement, each prison cell component includes two to four small cells each capable of holding one or two Medium-size creatures. If you need a greater capacity, purchase this component multiple times. You can get by with a single guard per two adjoining prison cell components.

A Small creature takes up half the space in a prison cell as a Medium-size creature, Tiny and smaller creatures take up one-fourth the space, a Large creature takes up twice the space of a Medium-size creature, and a Huge creature four times the space. Generally, you can’t keep Gargantuan or larger creatures in a simple prison cell, though by buying enough components you could get a large enough space. They require specially made manacles, which cost 2,000 bp.

Servants' Quarters

These are basic, no-nonsense living quarters. Six slots exist in each such component, separated by thin walls that give the occupants some small semblance of privacy. Each slot has enough room for a bed, a chest of drawers with a small mirror atop it, a small table, and a chair. The furnishing and flooring are all rough but serviceable. Personal decorations hang from the walls. This component includes a privy, though it need not be attached or adjacent to the servants’ quarters.
Size: 1 bs
Cost: 400 bp
Prerequisites: None
Benefit: This area have space for up to six servants in four separated rooms or in one big room. If you need a greater capacity, purchase this component multiple times. For especially important servants such as a butler, it’s appropriate to put them in a basic bedroom or even a basic bedroom suite.

Shop, Basic

This small, cheap storefront comes complete with wooden sign hanging from a pole out front. The main area includes rough shelves and a sales counter, and a back room offers a small amount of storage space. This area allows the structure owners to sell or buy nonmagical items without need to spend time looking for a buyer or seller. This is specially helpful for buying materials or items that are hard to find in the region or when characters goes to an adventure for several days.
Size: 1 bs
Cost: 400 bp
Prerequisites: One clerk
Benefit: The clerk can buy and sell a total of 6 items at the same time, and it takes 1 workweek to sell an item at half of its original price, or buy an item at its full price. Alternatively, the clerk can take 2 workweeks to sell an item at its original price or buy an item at it half of its original price.

Shop, Fancy

This shop has a large picture window in the front to draw the eyes of potential customers. The interior features polished wood floors, handsome shelves, and glass cases. The back room offers a small amount of storage. The shop requires two clean and well-dressed clerks. This room allows the structure owners to sell or buy nonmagical and magical items without need to spend time looking for a buyer or seller. This is specially helpful for buying materials or items that are hard to find in the region or when characters goes to an adventure for a long time.
Size: 1 bs
Cost: 4,000 bp
Prerequisites: Two clerks
Benefit: The clerks can buy and sell a total of 12 items at the same time, and it takes 1 workweek to sell an item at half of its original price, or buy an item at its full price. Alternatively, the clerks can take 2 workweeks to sell an item at its original price or buy an item at it half of its original price.

For buying and selling magic items, follow the downtime rules found in the Xanathar's Guide to Everything for each magic item. The clerks of this room have a +2 bonus to the Charisma (Persuasion) checks it must make to buy or sell an item.

Shop, Luxury

This marble-floored shop speaks of wealth, both from your side of the counter and that of your customers. A large display window shows off special items, and inside, custom-built locked cases display your wares. Customers can sip from fine wines you offer them while shopping, or rest in stuffed leather chairs when they tire. You sell only the finest merchandise here, and your prices are as high as your stellar quality.

The shop requires a staff of four to operate, including two clerks and two full-time guards. The clerks wait on customers hand and foot—customer satisfaction remains their only reason for getting up in the morning.
Size: 1 bs
Cost: 16,000 bp
Prerequisites: Two clerks, two guards per shift
Benefit: The clerks can buy and sell a total of 12 items at the same time, and it takes 1 workweek to sell an item at half of its original price, or buy an item at its full price. Alternatively, the clerks can take 2 workweeks to sell an item at its original price or buy an item at it half of its original price.

For buying and selling magic items, follow the downtime rules found in the Xanathar's Guide to Everything for each magic item. The clerks of this room have a +5 bonus to the Charisma (Persuasion) checks it must make to buy or sell an item.

Though the shop includes some storage, you may choose to abut this space with a larger storage area.

Alternatively, you can combine this component with a storage component to create a bank or moneychangers. Usually, these storage spaces are secured with fortified walls, locks, or traps.

PART 1 | MODULAR STRUCTURES

Smithy, Basic

This basic smithy features a forge, an anvil, and a full set of metalworking tools. It has a barrel of water in which hot metal can be cooled. The stone walls and dirt or stone floors guard against accidental fires. This area requires the services of a smith.
Size: 1 bs
Cost: 500 bp
Prerequisites: One smith
Benefit: A smith's tools are always considered to be present in this room. Additionally, if a character is proficient with this tool, it can double its proficiency bonus when making a check with it.

Smithy, Fancy

Similar to the basic smithy, this area features a polished stone floor and marble-encased forge of the highest quality. This area requires the services of a smith.
Size: 1 bs
Cost: 2,000 bp
Prerequisites: One smith
Benefit: A total of four smith's tools are always considered to be present in this room. A single character using this smithy and having its resources all to himself can roll with advantage when making a check using the smith's tools. Alternatively, up to four characters can share this space at the same time, and each one of them can double its proficiency bonus when making a check with an smith's tools.

Stable, Basic

This rough, wooden structure features stalls for up to six Large mounts, a wooden water trough, and hay covering the unfinished floor. Tack and saddles hang over the dividing walls between stalls. Because of the smell, you'll want to place the stable far from the main part of the stronghold. A stable requires the employment of a groom.
Size: 1 bs
Cost: 500 bp
Prerequisites: One groom
Benefit: This area have space for up to six Large common mounts, such as horses, camels, or any other creature with the beast type. If you need a greater capacity, you can purchase this component multiple times

Stable, Fancy

This stable has hay on the floor, but the ground is either wood or stone. The stables are lined with fresh hay, and each horse has access to its own water supply. The troughs are all made of stone, and there’s even a small fireplace in here to keep things warm in the winter. A stable requires the employment of a groom.
Size: 1 bs
Cost: 3,000 bp
Prerequisites: One groom
Benefit: This place can hold up to six Large steeds at a time, each in their own stall. This stable is equipped to house uncommon mounts, such as griffins, pegasus, or any other creature with the monstrosity type. If you need a greater capacity, you can purchase this component multiple times.

Stable, Luxury

This stable has polished floors, intricately carved and inlaid woodwork, and walls of finished wood or the finest plaster. Fresh hay fills the six stalls, which the grooms clean on an hourly basis. Each tack and saddle has its own custom-carved pedestal upon which to rest. The entire place is as clean as most people’s kitchens. Running this stable requires two grooms to keep it pristine.
Size: 1 bs
Cost: 9,000 bp
Prerequisites: Two grooms
Benefit: This place can hold up to six Large steeds at a time, each in their own stall. This stable is equipped to house rare mounts, such as dragons, nightmares, or any other creature that can be mounted. If you need a greater capacity, you can purchase this component multiple times.

Storage, Basic

This empty room has rough walls and an unfinished (possibly dirt) floor, and is used to keep crates, barrels and other items protected against the weather. Size: 1 bs
Cost: 250 bp
Prerequisites: None
Benefit: A typical storage component offers about 2,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times.

You can turn a storage space into a vault with the addition of safeguards such as watchmen, strong walls, traps, and locks.

Storage, Fancy

This room includes shelves of every variety and a finished floor. The superior organization allows more efficient use of space than a basic storage component.
Size: 1 bs
Cost: 1,000 bp
Prerequisites: None
Benefit: This space has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times.

You can turn a storage space into a vault with the addition of safeguards such as watchmen, strong walls, traps, and locks.

Storage, Luxury

This marble-floored room includes well-built shelves and fine-quality cabinets. An overstuffed chair in the center allows you to sit in comfort while the clerk or other servants retrieve desired goods. The clerk here serves as a quartermaster and inventory manager.
Size: 1 bs
Cost: 3,000 bp
Prerequisites: One clerk
Benefit: The area has about 4,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times.

You can turn a storage space into a vault with the addition of safeguards such as watchmen, strong walls, traps, and locks.

PART 1 | MODULAR STRUCTURES

Study/Office, Basic

This space, also sometimes called a solar, comes complete with a desk, some shelves for books, a chair, and a closet for storage of things that should be close at hand, like paper, ink, and so on. The floor and furnishings are rough, but sturdy.
Size: 0,5 bs
Cost: 200 bp
Prerequisites: None
Benefit: This study have one of the following tools: a calligrapher's supplies, a cartographer's tools, or a forgery kit. The chosen tool is always considered to be present in this room. Additionally, if a character is proficient with this tool, it can double its proficiency bonus when making a check with it.

Study/Office, Fancy

Much like the basic office/study, this room comes with furnishings of a higher quality. The floor is usually polished wood or smooth stone. The polished wood or stone-floored room includes a few upholstered chairs for visitors.
Size: 1 bs
Cost: 2,500 bp
Prerequisites: None
Benefit: This study have two of the following tools: a calligrapher's supplies, a cartographer's tools, or a forgery kit. The chosen tools are always considered to be present in this room. Additionally, if a character is proficient with one of the tools, it can double its proficiency bonus when making a check with it.

A single character using this room and having its resources all to himself can roll with advantage when making a check using one of the artisan tools. Alternatively, up to two characters can share this space at the same time, and each one of them can double its proficiency bonus when making a check with each artisan tool.

Study/Office, Luxury

This room represents the ultimate in office luxury. A well-appointed waiting room features an exquisite couch and a polished wooden desk, behind which sits a full-time clerk versed in making life as easy for the owner as possible.

The main office features another stuffed couch and a set of comfortable chairs arrayed around a marble topped desk. The walls are covered with fine art, including a portrait of the owner of the building and any family he might have.
Size: 1,5 bs
Cost: 15,000 bp
Prerequisites: One clerk

Benefit: This study have a calligrapher's supplies, a cartographer's tools, and a forgery kit. These tools are always considered to be present in this room. Additionally, if a character is proficient with one of the tools, it can double its proficiency bonus when making a check with it.

A single character using this room and having its resources all to himself can roll with advantage when making a check using one of the artisan tools. Alternatively, up to three characters can share this space at the same time, and each one of them can double its proficiency bonus when making a check with each artisan tool.

Tavern, Basic

This a rough place serves rough drinks to rough people. A fireplace sits in one wall, and a bar stands opposite it. Benches and tables fill the remainder of the place. Two servants run the bar and serve meals. The cost of this component does not include any food or drink.
Size: 1 bs
Cost: 900 bp
Prerequisites: Two servants
Benefit: This tavern can seat up to 20 people. Every week, the tavern generates an income of 1d10 bp and 1d4 gallons of ale. If you need a greater capacity, you can purchase this component multiple times. The tavern owners can drink and eat a modest meal for free.

A brewer's supplies is always considered to be present in this room. Additionally, if a character is proficient with this tool, it can double its proficiency bonus when making a check with it.

Tavern, Fancy

This place serves wine as well as liquor and beer from its polished, marble-topped bar. It can call on the building’s kitchen for food; alternatively, you can attach an extra kitchen assigned purely to this component. The tables are round, with solid chairs, and there are a few booths lining the walls. Three servants run the bar and serve meals. The cost of this component does not include any food or drink.
Size: 1 bs
Cost: 4,000 bp
Prerequisites: Three servants
Benefit: This tavern can seat up to 20 people. Every week, the tavern generates an income of 1d10 bp and 2d4 gallons of ale. If you need a greater capacity, you can purchase this component multiple times. The tavern owners can drink and eat a comfortable meal for free.

PART 1 | MODULAR STRUCTURES

A total of two brewer's supplies and two gaming sets are always considered to be present in this room. A single character using any of these tools and having its resources all to himself can roll with advantage when making a check using the tools. Alternatively, up to four characters can share this space at the same time, and each one of them can double its proficiency bonus when making a check with any of the tools.

Tavern, Luxury

This breathtaking library of libations features the finest drinks of all sorts, and it even offers gourmet meals by way of the building’s kitchen—or one of its own if you care to attach it. It has a marble-topped bar, upholstered chairs, and tables covered with the finest linens and the best place settings. Gorgeous decorations festoon the walls, including art from the best known painters in the land. Three servants run the bar and serve meals. The cost of this component does not include any food or drink.
Size: 1 bs
Cost: 20,000 bp
Prerequisites: Four servants
Benefit: This tavern can seat up to 20 people, and every week, the tavern generates an income of 1d10 bp, 2d4 gallons of ale and 1 bottle of wine. If you need a greater capacity, you can purchase this component multiple times. The tavern owners can drink and eat a wealthy meal for free.

A total of three brewer's supplies and three gaming sets are always considered to be present in this room. A single character using any of these tools and having its resources all to himself can roll with advantage when making a check using the tools. Alternatively, up to four characters can share this space at the same time, and each one of them can double its proficiency bonus when making a check with any of the tools.

Throne Room, Basic

This plain but respectable chamber serves as the throne room or receiving room for a local lord, merchant prince, baron, or a even monarch on hard times. Colorful tapestries cover the walls, brightening the chamber. The padded throne itself sits on a raised wooden platform. Beside and below the throne, several chairs offer a place for advisers or noble-blooded relatives to sit in places of honor. A long carpet or collection of animal skins shows the path for petitioners seeking to beseech the throne’s good grace.
Size: 1 bs
Cost: 2,000 bp
Prerequisites: Two servants
Benefit: When a character that owns the structure makes a Charisma (Persuasion) check, that character is considered proficient in the Persuasion skill and add double its proficiency bonus to the check, instead of its normal proficiency bonus.

This room holds up to twenty guests in addition to the throne’s occupant. Purchase this space multiple times for a larger area.

Throne Room, Fancy

This ornate hall serves as the seat of authority for a powerful duke, crime lord, or respectable king or queen. Lovely and ornate murals cover the walls and ceiling, embracing artistic styles both modern and classical. Stone steps lead the way the polished throne of stone or iron, and a discreet distance provides the royal seat with greater authority. A long carpet dyed in rich red or purple leads to the throne’s magnificent seat.
Size: 1 bs
Cost: 12,000 bp
Prerequisites: Four servants
Benefit: When a character that owns the structure makes a Charisma (Persuasion) check, that character is considered proficient in the Persuasion skill and gains advantage when making the check.

This room holds up to twenty guests in addition to the throne’s occupant. Purchase this space multiple times for a larger area.

Throne Room, Luxury

Affordable only to the most puissant of emperors, queens, and absolute monarchs, this, the finest of assembly rooms, displays the ruler’s wealth, power, and dispensation for the sweet comforts in life. This chamber spares no expense in impressing the visitor, whether visiting ambassador, merchant with goods for sale, or the simplest commoner. The walls display a splash of colors that depict complementary themes of blue skies, splashing white-tipped and wave-filled oceans, white birds awing, and fish jumping into the air. Sparkling gems and precious metals adorn the enormous throne. Raised up on a dozen pink marble steps, the throne and its occupant gaze out on the chamber like an omnipotent ruler.
Size: 2 bs
Cost: 80,000 bp
Prerequisites: Six servants
Benefit: When a character that owns the structure makes a Charisma (Persuasion) check, that character is considered proficient in the Persuasion skill, it gains advantage when making the check, and it adds double its proficiency bonus to the check, instead of its normal proficiency bonus.

Torture Chamber

All sorts of pain-inducing devices fill this dark chamber, including an iron maiden, a rack, thumbscrews, vises, and so on. Wall-mounted shackles allow the torturer to dangle victims from chains, and a lockable cage in the center can hold a single Medium-size prisoner between sessions. A fireplace allows heating of brands, while a barrel of water stands nearby for extinguishing flames. This place requires at least one torturer and one guard to run properly.
Size: 1 bs
Cost: 3,000 bp
Prerequisites: One torturer, one guard per shift
Benefit: A character that is proficient with the Charisma (Intimidation) skill adds twice its proficiency bonus when making a check with that skill in this room. Unlike most verbal threats and bluffs, use of a torture chamber allows retries on Intimidate checks every hour against restrained and helpless opponents.

PART 1 | MODULAR STRUCTURES

Training Area, Combat

This open area allows guards and soldiers to train in the art of war. It has a rack of wooden weapons and padded armor, archery targets, and practice dummies.
Size: 1 bs
Cost: 1,000 bp
Prerequisites: None
Benefit: A character that spend at least one hour training in this area gains advantage on initiative checks it makes until it finishes a short or long rest.

Up to eight people can train in such a place at once. If you need a greater capacity, you can purchase this component multiple times.

Training Area, Language or Tool

This room allows characters and others to learn a particular language or for using a specific tool. It includes various shelves and tables for placing all the tools and implements needed.
Size: 1 bs
Cost: 1,000 bp
Prerequisites: None
Benefit: A character can take the training downtime activity to learn one language or for gaining proficiency with a tool at half the cost needed per workweek. For training in a tool, the character must have the specific tool and use it every day of training.

Trophy Hall, Basic

This glorified storage space allows you to display trophies won in your expeditions and adventures. Most trophies hang from the walls, while others line tables scattered throughout the room.
Size: 1 bs
Cost: 1,000 bp
Prerequisites: None
Benefit: This room have 10 slots for displaying trophies. Each Medium or smaller trophy uses 1 slot and each Large trophy uses 4 slots.

If you need a greater capacity, you can purchase this component multiple times.

Trophy Hall, Fancy (Museum)

More like a museum than a storage area, this polished wood- or stone-floored chamber holds its trophies in glass cases. Engravings detail each piece and its history. A guard stands watch over the valuables here at all times.
Size: 1 bs
Cost: 6,000 bp
Prerequisites: One guard per shift
Benefit: This room have 20 slots for displaying trophies. Each Medium or smaller trophy uses 1 slot, each Large trophy uses 4 slots and each Huge trophy uses 9 slots.

If you need a greater capacity, you can purchase this component multiple times.

Workplace, Basic

Each workplace contains tools and equipment dedicated to a singular purpose, usually the application of a specific tool or profession.
Size: 1 bs
Cost: 500 bp
Prerequisites: None
Benefit: This room have one of the following tools: a carpenter's tools, a cobbler's tools, a disguise kit, a glassblower's tools, a jeweler's tools, a leatherworker's tools, a mason's tools, a painter's supplies, a poisoner's kit, a potter's tools, a tinker's tools, a weaver's tools, or a woodcarver's tools. The chosen tool is always considered to be present in this room. Additionally, if a character is proficient with this tool, it can double its proficiency bonus when making a check with it.

Workplace, Fancy

This area resembles the basic workplace, but it has finer tools and equipment.
Size: 1 bs
Cost: 2,000 bp
Prerequisites: None
Benefit: This room have two of the following tools: a carpenter's tools, a cobbler's tools, a disguise kit, a glassblower's tools, a jeweler's tools, a leatherworker's tools, a mason's tools, a painter's supplies, a poisoner's kit, a potter's tools, a tinker's tools, a weaver's tools, or a woodcarver's tools. Both tools must be the same, and the chosen tools are always considered to be present in this room. Additionally, if a character is proficient with this tool, it can double its proficiency bonus when making a check with it.

A single character using this room and having its resources all to himself can roll with advantage when making a check using one of the artisan tools. Alternatively, up to two characters can share this space at the same time, and each one of them can double its proficiency bonus when making a check with each artisan tool.

PART 1 | MODULAR STRUCTURES

Hirelings

Several components requires one or more hirelings to maintain the room up and running, and each of these hirelings must be paid to retain their service.

Hireling Pay per Day Stats
Acolyte* 2 bp Acolyte (MM P.342)
Bartender 2 bp Commoner (MM P.345)
Cook 2 bp Commoner (MM P.345)
Clerk 2 bp Commoner (MM P.345)
Groom 2 cp Commoner (MM P.345)
Guard 2 bp Guard (MM P.347)
Gunner* 4 bp Scout (MM P.349)
Laborer 2 cp Commoner (MM P.345)
Librarian 2 bp Commoner (MM P.345)
Servant 2 cp Commoner (MM P.345)
Smith 2 bp Commoner (MM P.345)
Snuffer 2 bp Apprentice Wizard (VGtM P.209)
Torturer 2 cp Guard (MM P.347)
Valet 2 cp Commoner (MM P.345)
  • Acolytes have the Cantor supplication of By Flame We Cauterize The Soul and two other 1st level supplications of your choice. Replace the Scout's longbow with a blunderbuss.

Walls

Sometimes, builders construct walls after the structure is already in place, whether to guard against unwanted visitors or simply to add privacy. The wall sections are assumed to be 10 feet tall and 20 feet wide each. For towers, you can place a guard post above the walls and add a siege equipment, such as a ballista or a trebuchet.

The cost for walls will depend on the material you use, and each material have its own statistics regarding hit points, AC and damage threshold, as shown in the table below. When a wall section reaches 0 hit points, it is destroyed. You can read more about siege equipment, materials and damage threshold in the Chapter 8 of the Dungeon Master's Guide.

Material AC Hit Points Damage Threshold Cost per Section
Vonyan Steel 23 50 20 10,000 bp
Iron 19 30 10 4,000 bp
True Metal 21 40 15 6,000 bp
Stone 17 20 8 2,500 bp
Wood, bone 15 15 5 1,000 bp

To calculate the amount of bronze pence it will cost to enclosure the whole structure, multiply the structure size in building spaces by the material cost per section, considering only the building spaces that are in the same level as the wall.

For example, a group wants to build a wall around their mansion. The structure have 8 building spaces in the first floor and 4 building spaces in the second floor. In this case, the characters decide to build a stone wall, so they need to spend a total of 20,000 bronze pence to enclosure the mansion (8 x 2,500 bp).

Siege Equipment Cost

There is a list of siege weapons and its statistics in the page 255 of the Dungeon Master's Guide. Here are the estimated prices and building time for each siege weapon for building and adding them to the walls and towers of your structure.

Item Cost Building Time
Ballista 1,000 bp 2 workweeks
Ballista bolt 10 bp 1 day
Cannon 2,000 bp 3 workweeks
Cannon ball 20 bp 1 day
Cauldron, suspended 1,000 bp 2 workweeks
Cauldron oil 10 bp 1 day
Mangonel 1,500 bp 2 workweeks
Mangonel stone 15 bp 1 day
Ram 1,000 bp 2 workweeks
Siege Tower 3,000 bp 4 workweeks
Trebuchet 3,000 bp 4 workweeks
Trebuchet stone 30 bp 1 day

PART 1 | MODULAR STRUCTURES

Chapter 3: Guilds

Entering a guild

This system uses a reputation system which determines your rank on the guild. In most of the cases, the adventurers must gain a number of reputation points by completing contracts given by the guild to be considered as members of the guild.

When a character gets the amount of reputation points required for the first rank, they can decide to join the guild. Additionally, characters cannot gain more points than the required for the next level until they are promoted.

In the following table you can see a basic rank list and the reputation points a character needs to achieve each rank.

Guild Ranks
Rank Rank Level Required Rep. Points
Grandmaster/Grandmistress 6 2,000
Master/Mistress 5 1,000
Expert 4 500
Adept 3 200
Journeyman 2 100
Apprentice 1 50

If needed, you can modify the rank names or the points required to achieve each rank (you can double the reputation points needed for each rank to create an elite guild).

Other Requirements

Some guilds might have additional requisites to enter, such as being able to cast spells, paying an entry fee, or complete a special task to determine if you are able to enter the guild.

Guild Membership

When you reach the first rank of the guild, you must pay dues of 5 bp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces and maintain your rank benefits.

Characters with the guild artisan background are considered at least at the first rank of the guild. It's up to the DM to decide if those characters are at a higher rank.

Reputation Points

Every guild rank is determined by an amount of reputation points. These points are earned by finishing contracts and bounties. Gaining reputation allows you to increase your rank in the guild and get some rewards, which are described later on this guide.

Contracts

Most of the guild works are contracts that involve some quests or missions, which includes a location, some basic information of the quest and obviously, a reward. The reputation points earned by finishing a contract are determined by the DM.

Bounties

Bounties, also known as "hunt orders" are special guild missions that allow guild members to collect reputation points to gain ranks on the guild for killing certain creatures. Bounties have 3 parts: the creature for the hunt, the number of days the bounty will be active and the reward: reputation points and coin. The number of reputation points depends on the challenge rating of the killed creature, as shown in the table below.

CR Reputation Points
0 - 1/2 1
1 2
2 4
3 7
4 11
5 18
6 23
7 29
8 39
9 50
10 59
11 72
12 84
13 100
14 115
15 130
CR Reputation Points
16 150
17 180
18 200
19 220
20 250
21 330
22 410
23 500
24 620
25 750
26 900
27 1,050
28 1,200
29 1,350
30 1,550

It's up to the DM to determine if the players need to collect parts of the creatures to prove they killed the creatures. Another option is to make the bounty magical, so the guild knows exactly how many creatures they've killed.

Example Bounty: Ankheg Bounty

In the last days, the number of ankhegs wandering near the town has greatly increased, making the farms outside the town a dangerous place, and the local adventurers’ guild created a hunt order to reduce the number of those creatures. The bounty will be active for only 3 days, and they must bring the ankheg mandibles to the guildhall to prove they killed them. For each ankheg mandible the adventurers bring, they will be rewarded with 4 reputation points and the guild will pay them 4 gold pieces and 5 silver pieces.

PART 1 | GUILDS

Rank Benefits

Gaining ranks on a guild gives the players a series of benefits, such as better paid and challenging contracts, information and equipment. In the table below you can find some examples of rank rewards.

Benefit Rank Needed
Contracts, basic Apprentice
Healing and care Apprentice
Information, basic Apprentice
Lodging and food (modest) Apprentice
Messaging, basic Apprentice
Training Apprentice
Crafting Workshop Journeyman
Equipment, basic Journeyman
Contracts, advanced Adept
Equipment, advanced Adept
Information, advanced Adept
Lodging and food (comfortable) Adept
Equipment, magical Expert
Information, exclusive Expert
Local Guildhall Master/Mistress
Lodging and food (wealthy) Master/Mistress
Own the guild Grandmaster/Grandmistress

Contracts, basic. These contracts includes simple tasks.

Contracts, advanced. This contracts can include more long-term and challenging quests. These contracts should have a better pay or give more reputation than basic contracts.

You can read more about the contract types and rewards later in this document.






















Crafting Workshop. You are able to use the workshops in the guildhalls, where you can find one or more artisan's tools at your disposal for crafting. The number and type of artisan's tools are determined by the DM (if any).

Equipment, basic. This includes simple weapons, light armors and basic equipment (like rations and torches). You can also ask for horses for temporary use.

Equipment, advanced. This includes martial weapons, medium and heavy armors, probably some artisan tools and specialized adventuring kits. This also includes other services, such using one of the guild coach cabs or a ship passage to a near city.

Equipment, magical. This includes some potions, a few spell scrolls, and a few magical items. It can include some spellcasting services. Since magical items and services are rarer, it's up to the DM to determine if the characters must pay for using the magical items or for each time they want to use some of the guild spellcasting services.

Spellcasting Costs

If you decide the players must pay for the spellcasting services they can find on their guild, here's a formula to determine how much it will cost each spell.

Square of the spell level multiplied by 10 bp plus double of the consumed material cost plus 10% of nonconsumed material cost.

For example, after finishing a contract, the group of adventurers have found an unknown magical item, and since they don't have the spells to identify their properties, they decide to use their guild rank and ask to a guild wizard to cast the Identify spell on the object. Since it's a 1st level spell and it requires a pearl worth at least 100 bp, the total cost would be 20 bp (10 bp + 10 bp for the pearl)

PART 1 | GUILDS

Healing and care. You can be healed in the guildhalls owned by your guild. Once per day, you can roll a number of dices equal to your rank level to recover your health. The dice is determined by the character's class hit dice.

Information, basic. You get one piece of useful lore about the contract or bounty you're doing.

Information, advanced. You get two pieces of useful lore about the contract or quest you're doing.

Information, exclusive. You get three pieces of useful lore about anything you're looking for. The DM determines the type of information you get from the guild.

Pieces of Useful Lore

Each piece of useful lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the supplications commonly prepared by a group of cantors, and so on.

For a monster or an NPC, you can reveal elements of stats or personality. For a place, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.

    Local guildhall. You are rewarded with owning and leading a local guildhall in a city or town.

Lodging and food. If you want, you can live in a local guildhall (your lifestyle expenses are covered by your membership).

Messaging. You can use some of the guild messengers to deliver cards and small objects to another city or town.

Training. You can learn a new language or training in a set of tools with a guild member. The prize or time is reduced by half (player's choice).

DM Note: Promoting Characters

Iit's up to the DM to determine if there are extra conditions to achieve each rank, such as a special quest or a minimum of finished advanced contracts to avoid farming reputation points (and eventually getting higher ranks doing low-level contracts).

Another way to avoid this is by creating only a few contracts and bounties (such as 1d4 contracts every 7 days).

Additionally, as a general rule, the Master/Mistress and Grandmaster/Grandmistress ranks are only obtainable under specific circumstances (such as when the guild gets a new guildhall and they need a new Master/Mistress to lead it or when the current Grandmaster dies).

Creating a Guild

When creating a guild, you must decide the type or business of the guild. You can choose one from the table below or roll it randomly. Additionally, if you're creating a bigger guild, you can choose or roll again to get more specializations. In general, a guild should have between 1 to 3 specializations.

d6 Guild Type
1 Adventurers
2 Arcane
3 Artisans
4 Criminal
5 Religious
6 Scholastic

Equipment Availability

You can requisition items for temporary use when doing contracts and tasks for the guild. The amount of equipment you can borrow is determined by the total bp of the items and it depends on your guild rank, as shown in the table below.

Rank Max. Requisition BP
Grandmaster/Grandmistress 1,500 bp
Master/Mistress 1,000 bp
Expert 600 bp
Adept 450 bp
Journeyman 150 bp

It's up to the DM to determine how many and what type of equipment the guild have. For example, a rural guild might only have light armor, simple weapons and 1d4 potions available for requisitioning.

Guild Types

In this section you can read more about the guild types, what they do and what they usually have.

Adventurers Guilds

These guilds are designed expressly for those who battle monsters, hunt treasure, and explore unknown lands.

Adventurers Guilds Contracts
d10 Contract Type
1-3 Exploration
4-6 Hunt
7-9 Raid
10 Roll in the random contracts table
PART 1 | GUILDS

Equipment and Tools

Equipment, Basic. Armor, weapons and adventuring gear that cost 10 bp or less. Additionally, you can requisition a riding horse and a riding saddle.
Equipment, Advanced. Armor, weapons, adventuring gear, mounts and drawn vehicles.
Equipment, Magical. Common magic items and uncommon armor and weapons.
Tools. You can use leatherworker's tools, smith's tools and woodcarver's tools available on the guild for creating and repairing armor and weapons.

Training

You can train to gain proficiency with leatherworker's tools, smith's tools, or woodcarver's tools.

Arcane Guilds

These guilds consist primarily of phagists, but occasionally boast noncasting members, such as experts who practice alchemy.

Arcane Guilds Contracts
d10 Contract Type
1-3 Exploration
4-6 Find
7-9 Resource Gathering
10 Roll in the random contracts table

Equipment and Tools

Equipment, Basic. Simple melee weapons, adventuring gear that cost 10 bp or less. Additionally, you can requisition a draft horse and a cart.
Equipment, Advanced. Simple weapons, adventuring gear, mounts and drawn vehicles.
Equipment, Magical. Common and uncommon magic items.
Tools. You can use alchemist's supplies and herbalism kit available on the guild for creating potions and other alchemical items.

Training

You can train to gain proficiency with alchemist's supplies, herbalism kit, or in a standard language.

Artisans Guilds

These guilds are the most common form of guild in most fantasy cities. Each is typically devoted to a single craft or profession, or at most a small group of closely related trades.

Artisans Guilds Contracts
d10 Contract Type
1-3 Exploration
4-6 Protection
7-9 Resource Gathering
10 Roll in the random contracts table

Equipment and Tools

Equipment, Basic. Simple melee weapons, adventuring gear that cost 10 bp or less. Additionally, you can requisition a draft horse and a wagon.
Equipment, Advanced. Light armor, simple weapons, adventuring gear, mounts and drawn vehicles.
Equipment, Magical. Common magic items.
Tools. You can use the artisan tools available on the guild for crafting. You can determine the tools available from the following list or rolling randomly.

d20 Artisan Tools
1 Brewers
2 Calligraphers
3 Carpenters
4 Cartographers
5 Cobblers
6 Cooks
7 Glassblowers
8 Jewelers
9 Leatherworkers
10 Masons
d20 Artisan Tools
11 Painters
12 Potters
13 Smiths
14 Tinkers
15 Weavers
16 Woodcarvers
17 Roll twice
18 Roll twice
19 Roll three times
20 Roll four times

Training

You can train to gain proficiency with the artisan tools the guild have.

Criminal Guilds

These guilds are (in general) considered illegal and highly secretive, except in particularly corrupt cities.

Criminal Guilds Contracts
d10 Contract Type
1-3 Exploration
4-6 Find
7-9 Hunt
10 Roll in the random contracts table

Equipment and Tools

Equipment, Basic. Light armor, simple weapons and adventuring gear that cost 10 bp or less. Additionally, you can requisition a vial of basic poison or thieves' tools.
Equipment, Advanced. Light and medium armor, weapons, adventuring gear, poisons, mounts and drawn vehicles.
Equipment, Magical. Common magic items and uncommon weapons.
Tools. You can use the forgery kit and poisoner's kit available on the guild.

Training

You can train to gain proficiency with the forgery kit, or poisoner's kit.

PART 1 | GUILDS

Religious Guilds

These guilds are associations of followers of the same faith. A religious guild is not the same thing as a sect or cult.

Religious Guilds Contracts
d10 Contract Type
1-3 Hunt
4-6 Find
7-9 Protection
10 Roll in the random contracts table

Equipment and Tools

Equipment, Basic. Light armor, simple weapons and adventuring gear that cost 10 bp or less. Additionally, you can requisition a draft horse and a cart.
Equipment, Advanced. Light armor, weapons, adventuring gear, mounts and drawn vehicles.
Equipment, Magical. Common magic items and uncommon weapons.
Tools. You can use the jeweler's tools and smith's tools available on the guild.

Training

You can train to gain proficiency with the jeweler's tools, or smith's tools.

Scholastic Guilds

These guilds are dedicated to studying a particular topic to further the knowledge and education of its members.

Scholastic Guilds Contracts
d10 Contract Type
1-3 Exploration
4-6 Find
7-9 Resource Gathering
10 Roll in the random contracts table

Equipment and Tools

Equipment, Basic. Simple melee weapons, adventuring gear that cost 10 bp or less. Additionally, you can requisition a draft horse and a wagon.
Equipment, Advanced. Simple melee weapons, adventuring gear, mounts and drawn vehicles.
Equipment, Magical. Common magic items and uncommon wondrous items.
Tools. You can use the calligrapher's tools and tinker's tools available on the guild.

Training

You can train to gain proficiency with calligrapher's tools, tinker's tools, or in one language (standard or exotic).


Variant: Expanded Training

If your DM allows it, a character can also train to gain proficiency with an armor type, a weapon, or a particular skill. This proficiencies depends on the guild.

Adventurers Guilds. You can also train to gain proficiency with an armor type, a weapon or one of the following skills: Athletics or Survival.

Arcane Guilds. You can also train to gain proficiency with a simple weapon or one of the following skills: Arcana or History.

Artisans Guilds. You can also train to gain proficiency in one of the following skills: Insight or Persuasion.

Criminal Guilds. You can also train to gain proficiency with an armor type, a weapon or one of the following skills: Deception or Stealth.

Religious Guilds. You can also train to gain proficiency with light armor, a simple weapon or one of the following skills: Insight or Religion.

Scholastic Guilds. You can also train to gain proficiency in one of the following skills: History, Investigation, or Nature.

PART 1 | GUILDS

Creating Contracts

If you want to create and random contracts for your guild, you can use the following guidelines and information. First, determine the contract type by choosing or rolling in the guild contracts table of the guild. Alternatively, you can roll a d6 and choose a random contract from the following table.

Random Contracts
d6 Contract Type
1 Exploration
2 Find
3 Hunt
4 Protection
5 Raid
6 Resource Gathering

If you want to create larger or difficult contracts, you can choose various contract types for one contract. For example, you can create a contract that requires to discover the entrance of an ancient temple (exploration) and then kill every undead inside (hunt).

Contract Difficulty

Contracts are divided in basic contracts and advanced contracts. A basic contract should only have easy and medium encounters, while advanced contracts should have hard and deadly encounters.

Contract Types

Exploration

These contracts are for exploring new lands, such as an island, caves, an old dungeon or a forgotten jungle. In general, the objective of this contract is to provide an accurate map, creating routes for traveling through the terrain or even building an outpost and defenses.

These contracts also involves surveillance or reconnaissance tasks for getting information about the area, the creatures in the area or searching for a hidden entrance to a dungeon.

d6 The Mission
1 Mapping the location
2 Search or create new routes to the location
3 Build an outpost and defenses
4 Land surveillance
5 Observe a creature
6 Find a hidden entrance

Find

These contracts are for finding someone or something, such as finding a missing explorers group, recovering a specific object found in a dungeon and searching (and bringing back to justice) a wanted criminal.

These contracts also involves stealing an object or valuable information, such as searching for letters related with a plan to kill the current guild leader (and uncover the conspiracy) or information and proof to solve a mystery.

d6 The Mission
1 Find someone
2 Find something
3 Steal something
4 Find valuable information
5 Retrieve an object
6 Rescue someone

Hunt

These contracts are for killing or hunting down a creature, an individual or a particular group, such as killing an evil wizard, slaying a creature in the wild and assassinate the leader of another guild. These contracts also involve destroying a particular object.

d4 The Mission
1 Slay a specific monster
2 Assassinate an individual
3 Kill all members from a particular group
4 Destroy a particular object

Protection

These contracts involve escorting someone through a dangerous area and defending a location such as holding a fortified outpost until the reinforcements arrive. These contracts also involves protecting someone, such as being the bodyguards of a noble in a diplomatic mission, and guard an object, such as defending an ancient magical tome and preventing of being destroyed.

d4 The Mission
1 Escort someone from one point to another
2 Defend a place or location
3 Protect an individual
4 Guard an object
PART 1 | GUILDS

Raid

These contracts involve breaking, entering and cleaning a place, such as entering into an ancient temple, disable all the traps and slaying all creatures (so the archeologists can enter without danger) or raiding a bandit camp, destroying or stealing all their supplies.

These contracts also involves disabling particular objects, such as destroying the siege weapons before they reach the city, assaulting a caravan, blocking trade routes and disabling routes to a location.

d6 The Mission
1 Attack a location
2 Destroy a nearby camp
3 Steal supplies
4 Disable potential dangers
5 Blocking trade routes
6 Disabling an entrance

Resource Gathering

These contracts involve collecting materials or any resource needed for further uses, such as collecting a particular herb for creating a medicine to heal someone, mine some materials for creating special weapons and equipment and even buying materials from a remote place and transport it to a specific location.

d4 The Mission
1 Gather herbs and plants
2 Collect a specific mineral
3 Harvest a creature part
4 Buy or trade a resource
Collecting Materials Rules

In the part 3 of this supplement you can find simple rules for harvesting parts from creatures, gathering plants and collecting other materials.

Additional Conditions

If you want to give a twist to the contracts, you can add one or more of the following conditions:

Stealthily. You cannot be detected or raise the alarm while you are doing the contract.

No Kills. You cannot kill while doing the contract.

Specific Time and Place. You need to complete the task contract in a specific day or moment. For example, you must assassinate an individual when it's talking in front of a crowd of people in the town square.

Against Time. You have a limited time to do the contract. For example, another group is going to do the same contract at the same time, and the first group that finishes the contract gets the reward.

Local Resources. You can only use resources you can find in the location of your contract.

Limited Resources. You can only use some of your equipment. For example, you need to enter a party for gathering information, but you cannot enter with armor or weapons (but perhaps you can hide a dagger in your clothes).

Location

After you have determined the contract type, you need to determine the location where the characters must go to complete the contract. Here you can find a table for general locations and a table for a specific location. You can use one or both tables to determine the location when needed.

d12 General Location
1 Arctic
2 Caves
3 Desert
4 Forest or jungle
5 Lake or river
6 Mountain
d12 General Location
7 Ocean
8 Plains
9 Swamp
10 Urban
11 Distant land
12 Another plane

If you use the distant land or another plane, roll again to determine the setting of the location (for example, you can make the contract to be in another continent or in the elemental plane of earth)

d20 Specific Location
1 Ancient ruins
2 Battlefield
3 Catacombs
4 Cliffs
5 Dungeon
6 Encampment
7 Fortress or castle
8 Mansion
9 Market
10 Oasis
d20 Specific Location
11 Palace
12 Prison
13 Sanctuary or Shrine
14 Sewers
15 Storehouse
16 Tavern
17 Temple
18 Tomb
19 Tower
20 Undercity

PART 1 | GUILDS

Contract Rewards

Finally, you need to determine what kind of rewards the characters will get after successfully finishing the contract. In general, the contract will reward with gold and reputation points for the guild.

Gold

Almost every contract has a gold reward. A simple way to determine the amount of gold the contract gives is by using the following tables. You can modify these values as much as you need.

Basic Contracts
Party Level Gold per Character
1st 10 bp
2nd 20 bp
3rd 30 bp
4th 50 bp
5th 100 bp
6th 120 bp
7th 150 bp
8th 180 bp
9th 220 bp
10th 240 bp
Party Level Gold per Character
11th 320 bp
12th 400 bp
13th 440 bp
14th 500 bp
15th 560 bp
16th 640 bp
17th 780 bp
18th 840 bp
19th 980 bp
20th 1,140 bp
Advanced Contracts
Party Level Gold per Character
1st 20 bp
2nd 40 bp
3rd 80 bp
4th 100 bp
5th 220 bp
6th 280 bp
7th 340 bp
8th 420 bp
9th 480 bp
10th 560 bp
Party Level Gold per Character
11th 720 bp
12th 900 bp
13th 1,020 bp
14th 1,140 bp
15th 1,280 bp
16th 1,440 bp
17th 1,760 bp
18th 1,900 bp
19th 2,180 bp
20th 2,540 bp
Paying for creature's parts

If a contract or bounty also pays for creature's parts, you can determine the prize following the rules found in the Collecting Materials section later in this supplement.

Reputation Points

Another way to reward the characters is by giving reputation points for doing the contract, allowing them to gain ranks in the guild and unlock more benefits. You can determine the amount of reward points per character using the following tables.

Basic Contracts
Party Level Reputation points per Character
1st 3
2nd 5
3rd 8
4th 13
5th 25
6th 30
7th 38
8th 45
9th 55
10th 60
Party Level Reputation points per Character
11th 80
12th 100
13th 110
14th 125
15th 140
16th 160
17th 195
18th 210
19th 245
20th 285
Advanced Contracts
Party Level Reputation points per Character
1st 5
2nd 10
3rd 20
4th 25
5th 55
6th 70
7th 85
8th 105
9th 120
10th 140
Party Level Reputation points per Character
11th 180
12th 225
13th 255
14th 285
15th 320
16th 360
17th 440
18th 475
19th 545
20th 635

Other Rewards

A guild can give additional rewards to characters for finishing contracts, such as free training in one particular tool, information about something in particular, objects and magic items.

PART 1 | GUILDS

PART II

The Outlands

Chapter 4: Surviving the Outlands

In the Outlands, civilization and man-made structures are rarely to be found whenever characters are in need of shelter and warmth. While adventurers can plan a route through the Outlands to arrive places for rest and avoid having to camp in the wild, this only happens a few times, and characters can only have a shelter if they are able to fashion some kind of structure from the available natural materials or if they take the necessary gear along with them.

Basic Needs

While traveling through the Outlands, creatures and characters must have enough amounts of food and water to survive and protection against precipitation, wind, cold and heat.

Food and Water

Creatures that don't eat or drink suffers the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the creature eats and drinks the full required amount. Water needs are doubled if the weather is hot.

Food and Water Needs
Creature Size Food per Day Water per Day
Tiny 1/4 pound 1/4 gallon
Small 1 pound 1 gallon
Medium 1 pound 1 gallon
Large 4 pounds 4 gallons
Huge 16 pounds 16 gallons
Gargantuan 64 pounds 64 gallons
  • A creature and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.
  • A creature can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a creature automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.
  • A creature that drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A creature with access to even less water automatically suffers one level of exhaustion at the end of the day. If the creature already has one or more levels of exhaustion, the creature takes two levels in either case.
Cooking and Purifying

Even though a character can eat meat or drink blood from any creature for nourishment, some of them can be poisonous, be diseased or cause other special effects to the character if its not prepared or cooked correctly.

Drinking Blood

While characters can also collect blood in vials as resources, in other cases, the extreme need of water can drive someone to harvest a creature's blood and drink it to stay alive. When a character makes a Wisdom (Survival) check to collect meat as food, it can also collect one gallon of blood for a Medium creature. This increases tenfold per size category above Medium.

A character drinking blood must make a Constitution saving throw (DC 15) to avoid vomiting.

Warmth

Some terrains require special gear or shelter that helps characters to maintain its personal temperature. Walking in the arctic, through a desert or even during heavy rain may force creature to find shelter or suffer the consequences. Up to the DM, if creatures are not properly protected, they must make a saving throw against extreme cold or extreme heat at the end of the day, which are described in the chapter 5 of the Dungeon Master's Guide.

Daily Planning

During each travel day, the players must make choices.

Choose Destination and Speed. Players must choose a travel pace (fast, normal or slow) and whether they will force march despite exhaustion. The Travel Manager spends the needed resources.

Determine Terrain Difficulty. The DM determines the terrain type and calculates how much distance will be crossed without any larger disruptions (such as combat or a detour to explore unexpected locations).

Decide Travel Activities. The players distribute Travel Activities among themselves. In each of the two travel legs of the daily routine, a player may take one activity of his choice. Some activities allow several players to work as a group.

Making Camp. The players must search the environment and find a proper location for setting up camp. Depending on the location, the camp can have different properties.

Decide Camp Activities. The players distribute Camp Activities among themselves. Each player can take one Camp Activity before having to rest for the night.

Choose Destination

The players must choose where they are heading and at which pace to travel at. The party can follow a natural feature of the land like a coast, river or tree line, or just head off in any of the cardinal directions. Check the Travel Speed and Activities table to decide on the following properties.

PART 2 | SURVIVING THE OUTLANDS
Travel Speed

If you travel by horse or carriage and you cross easy (DC 5) or moderate (DC 10) terrain, increase the travel speed by 2 mile per hour. If you choose to gallop by horse and you cross easy (DC 5) terrain, increase the travel by 4 miles per hour instead (see pg. 58 for detailed speed per type of mount).

Travel Activities

Your chosen pace of travel affects how easy it is to do things during your daily travel legs.

Favored Activities. Favored activities may be made with advantage when traveling at this pace.

Associated Activities. Associated activities are typical activities for the corresponding pace.

Hindered Activities. Hindered activities must be made with disadvantage when traveling at this pace.

Forbidden Activities. These activities cannot be taken when traveling at this pace.

Forced March

Players can safely travel for 8 hours in a day before risking exhaustion. For each additional hour of travel beyond that, each player or their mounts (if riding or in a carriage) must make a Constitution saving throw at the end of every hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, the player or its mount suffers a level of exhaustion.

If the party is moving at a slow pace, they gain a +5 bonus to the check, and a fast pace imposes a -5 penalty

Determining Terrain

Several activities during travel refer to the Navigation DC. This DC is dependent on the terrain you are traversing.

The harder the terrain, the slower your group will advance during your travel, up to a point where you must concentrate on actually moving, rather than paying attention to other activities. If difficult terrain slows your pace to 0 miles or less, you can still move but at ½ a mile per hour.

Terrain Difficulty DC Speed Modifier
Barren, wasteland 10 -1 mile/hour
Clear, farmland 5 ——
Desert, rocky 10 -1 mile/hour
Desert, sand 15 -2 miles/hour
Forest, medium or heavy 15 -2 miles/hour
Forest, light 10 -1 mile/hour
Glacier 10 -1 mile/hour
Grassland, foothills 5 ——
Scrub, bushland, hills 10 -1 mile/hour
Jungle, heavy 20 -3 miles/hour
Jungle, medium 15 -2 miles/hour
Marsh, swamp 20 -3 miles/hour
Moor 15 -2 miles/hour
Mountain, high 20 -3 miles/hour
Mountain, low or medium 15 -2 miles/hour
Tundra 15 -2 miles/hour
Any terrain, by trail 5 ——
Any terrain, by road 5 +2 miles/hour
Fog, rain, low visibility +3 ——
Storm, snowfall, dark night +5 -1 mile/hour
Travel Speeds and Activities

----------------------------------------------------------------- Travel Activities -----------------------------------------------------------------

Pace Travel Speed Favored Associated Hindered Forbidden
Fast 4 miles per hour;
32 miles per day
——— ——— Keep Watch,
Navigate, Scout, Track, Trailblaze
Draw a Map, Hunt & Forage, Sneak
Normal 3 miles per hour;
24 miles per day
——— Keep Watch,
Navigate, Scout, Track, Trailblaze
Draw a Map, Hunt & Forage, Sneak ———
Slow 2 miles per hour;
16 miles per day
Keep Watch,
Navigate, Scout, Track, Trailblaze
Draw a Map, Hunt & Forage, Sneak ——— ———
PART 2 | SURVIVING THE OUTLANDS

Travel Activities

For each travel leg, a player may choose one of the following activities in accordance with your chosen travel pace. Each activity has an associated ability check you will make to determine your success or failure during the travel leg.

Dangerous Activities

Several activities are noted as Dangerous. Performing one of these activities usually means having to separate from the group with a risk of being attacked or trapped without help.

Distracting Activities

Some activities are so demanding that you can't pay much attention to your surroundings. If you perform a Distracting activity, you suffer a -5 penalty to your passive Wisdom (Perception) score for the whole travel leg.

Exhausting Activities

Some activities are much more tiresome that simple travel. If you perform two Exhausting activities on one day, you suffer one level of exhaustion after finishing the second one, but before looking for and setting up camp.

Focused activities

Most activities can be performed by several players. However, some activities can only be performed by one or two simultaneously. These Focused activities can only be performed by a maximum of 2 players, and you only use the higher of the two check results to determine their effect.

If a player fails their check, they still suffer the consequences.

Draw Map


Skill: Intelligence (Cartographer's tools)


While your companions keep watch, hunt for food and guide the party, you focus on documenting your journey. Drawing a map won't help you on your journey forward, but might prove useful once you try to find your way back. Good maps are also a highly sought-after commodity.


Make an Intelligence (Cartographer's tools) check against the Navigation DC.

  • If your guide succeeded on their navigation check, you gain a +5 bonus to your check.
  • If they failed by less than 5, you suffer a -5 penalty.
  • If you got lost, your check automatically fails.
  • For each travel leg, note if you succeeded or failed your cartography check.

Once you have reached your destination, divide the number of successful cartography checks by the total number of legs travelled, and compare the result on the following table:

Success per Travel Leg Result
0.75 Detailed Map
0.5 Simple Map
0.25 Crude Map
0 Wasted Effort

Hunt & Forage


Skill: Wisdom (Survival)


During your travels, you keep an eye out for nearby sources of food and water, such as roots, fruits, small game, and hidden springs. You must pick one: either plants, game or water.

Make a Wisdom (Survival) check and compare the result with the region's abundance level on the following table to determine the number of fresh rations (for 1 day) you can manage to provide, or gallons of water (8 pints) you gather.

--------- Number of Rations / Gallons ---------

Abundance 1 2 3 4 5 6 7 8
Plenty 10 12 14 16 18 20 22 24
Average 10 13 16 19 22 25 28 31
Scarce 12 16 20 24 28 32 36 40
Barren 15 20 25 30 35 40 45 50

Keep Watch


Skill: Wisdom (Perception)


You keep your eyes peeled and your ears open for any sign of approaching danger, as well as signs of close by pursuers.

Make a Wisdom (Perception) check. If you roll 7 or less, you take 8 as your result. The DM determines the DC for any threat or other suspicious activity along your path and compares it to the result of all watching players.

If you travel at a Fast Pace, you do not benefit from the minimum result of 8 on your Keep Watch die roll.

Navigate


Skill: Intelligence (Navigator's tools) or Wisdom (Survival)


More often than not, a location of interest for a group of adventurers is not situated along a well trodden path, but hidden in the wilds behind obscure hints and directions.

If you wish to find your way through the wilds towards a specific location, you need to make a Navigation check at the Navigation DC. The Navigation DC is additionally modified by the information you possess to reach your destination:

Detail of information DC
Detailed map with travel hints -5
Outdated or simple map 0
Crude Map or general directions (e.g. 40
miles north-west, near a small lake)
+5
Obscure information (e.g. follow the
rising sun for 2 moons as the owl flies)
+10
PART 2 | SURVIVING THE OUTLANDS

If your navigation check fails by less than 5, you roughly travel towards your target, but not in the most direct way. Your travel speed is halved (rounded down) for this travel leg.

If your navigation check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved away from your location.

If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers.

Scout


Skill: Intelligence (Investigation)


If your travel information is rather vague, or you are simply curious to see what else there is to see, you can scout ahead of the group. Make an Intelligence (Investigation) check. The DM determines the DC for any noticeable things in the vicinity.

You might find such things as creatures waiting in ambush, favorable paths, or hidden locations.

Sneak


Skill: Dexterity (Stealth)


Sometimes you need to move quietly for a while to avert the eyes and ears of nearby enemies or to cover your tracks and take detours to shake off possible pursuers. Doing so does not require the whole party to perform the Sneak activity, as the party members that do so, can try to keep everyone else as stealthy as possible.

Add the Dexterity (Stealth) check results of all sneaking party members together and divide the sum by the number of players in the group (rounding down). This is the final and effective result for the group's efforts.

Track


Skill: Wisdom (Survival)


Sometimes you don't try to find a specific location, but follow or chase another creature or group. Instead of the Navigation activity, make a Wisdom (Survival) check against the terrain DC to find and follow the tracks of your quarry. If your quarry is trying to cover their tracks, use the higher of their Sneak result or the terrain DC.

If your check fails by less than 5, you are having trouble following your quarry. Your travel speed is halved (rounded down) for this travel leg.

If your check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved away from your quarry.

If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers.


A different use for the Track activity is to read the tracks your group crosses during their travel, in order to glean what kind of creatures are roaming nearby. Make a Wisdom (Survival) check. The DM determines the DC for any possible tracks you might find and to which creatures they might belong.

Trailblaze


Skill: Strength (Athletics)


Traveling through difficult terrain slows you significantly. You can help your companions by clearing a clear path for them to follow. Make a Strength (Athletics) check against the terrain DC. If you succeed, the terrain's travel speed penalty is reduced by 1 mile per hour (to a minimum of 0).

If you succeed by 5 or more, the terrain's travel speed penalty is reduced by 2 miles per hour instead.

If you fail the check by less than 5, you still reduce the terrain's travel speed penalty by 1 mile per hour (to a minimum of 0), but you automatically suffer one level of exhaustion at the end of the activity.

PART 2 | SURVIVING THE OUTLANDS

Making Camp

When it's time to make camp for the night, the players need to start looking for a suitable camping location. If you had players Scout on the last leg, they may make an Intelligence (Investigation) check, while players that Kept Watch may make a Wisdom (Perception) check with disadvantage. For each 5 points of the best result among all rolls, the campsite has one or more properties, some even improved.

If none of the party took either activity, you need to spend an additional hour to find a suitable campsite.

Campsite properties Search Result
0 1–5
+1st Property 6–10
+2nd Property 11–15
Campsite properties Search Result
+3rd Property 16–20
Improve any 1 21–25
Improve any 2 26–30

The DM rolls a d6 on the table below to decide what campsite properties are found first, second and third.

d6 1st Property 2nd Property 3rd Property
1 Comfortable Defendable Hidden
2 Comfortable Hidden Defendable
3 Defendable Comfortable Hidden
4 Defendable Hidden Comfortable
5 Hidden Comfortable Defendable
6 Hidden Defendable Comfortable

If you are not content with the campsites you found, you must travel on for another hour (risking a forced march), in order to search again. Once night sets in, you can search by Scouting using Intelligence (Investigation) with disadvantage.

Comfortable

The campsite is reasonably protected against all but the harshest weather. You regain half your maximum hit dice (rounded down, minimum 1) and reduce your exhaustion level by one after completing a long rest (as usual).

In an Uncomfortable location you only regain one quarter of your maximum hit dice (rounded down, minimum 0) and don't reduce your exhaustion level.

Defendable

The campsite has a natural barrier or is otherwise difficult to reach (e.g. inside the canopy of a large tree or up on a rock ledge). The party entering the camp for the first time and other approaching creatures need to succeed on a DC 15 Strength (Athletics) check to enter the camp.

This property can be improved on a Search Result of 20 and more, increasing the DC to enter the campsite to 20.

Hidden

The campsite is removed or obscured from prying eyes (e.g. a cave behind a waterfall or under the leaves of a huge willow tree). Approaching creatures need to succeed on a DC 15 Intelligence (Investigation) or Wisdom (Perception) check to find your camp.

This property can be improved on a Search Result of 20 or more, increasing the DC to find the campsite to 20.

Camp Activities

Once a party sets down to rest, players can choose one or more of the following activities. Each activity takes roughly 2 hours, i.e. each player can perform one of these activities during a typical long rest of 8 hours (6 hours of sleep and 2 hours of light activity).

You may always expend hit dice to regain lost hit points, but you can take a special camp activity to accelerate your recovery (Tend to the Wounded).

Attune


Skill: none


Attuning to one magical item takes time and concentration. You must have identified the items magical properties before you can attune to it.

Camouflage


Skill: Dexterity (Stealth)


You can gather and use natural materials like rocks or foliage to hide your campsite. A successful DC 15 Dexterity (Stealth) check adds the Hidden property to your campsite if it doesn't have it.

Craft


Skill: proficient Intelligence (Arcana); varying tool


You make two hours of progress on an item you are currently crafting, such as an alchemical or magical item. You must be proficient in Intelligence (Arcana) to create magical items, as well as the relevant tool proficiency, raw materials, and lore. See Chapter 7 (pg. 73) and 8 (pg. 75) for more details.

Cook


Skill: Wisdom (Cook's utensils)


A good night's rest is not guaranteed when camping in the wilds and a fine cooked meal can go a long way to remedy this fact. Make a DC 15 Wisdom (Cook's utensils) check. You need one fresh ration of food for every person that will partake of the meal, as well as a reasonable amount of seasoning. If you provide at least 50% more fresh rations than necessary, you gain advantage on this check. If you can only provide half the required amount of rations (but not less), you gain disadvantage.

If you succeed, each person partaking of your meal regains a quarter of their maximum hit dice (rounded down, min 1). If you fail, the meal is edible, but not refreshing. If you rolled a total of 5 or lower, the whole meal is spoiled and its rations are wasted.

You can only benefit from one hearty meal per long rest.

PART 2 | SURVIVING THE OUTLANDS

Fortify


Skill: Strength (Athletics)


You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and build ramparts. A successful DC 15 Strength (Athletics) check adds the Defendable property to your campsite if it doesn't already have it.

Hunt & Forage


Skill: Wisdom (Survival)


Gather food and water or hunt local game. This is the same action as the Hunt & Forage travel activity. However, since you are not traveling at this point, you may make the corresponding Wisdom (Survival) check with advantage.

Identify


Skill: proficient Intelligence (Arcana)


If you lack the magic abilities to use the identify spell, you can try to ascertain the nature of a magic item by focusing on its aura and trying to decipher its glyphs and markings. Make an Intelligence (Arcana) check. The DC depends on the rarity of the magic item you wish to identify.

Magic Item Rarity DC
Common 10
Uncommon 15
Rare 20
Legendary 25
Artifact 30

Keep Watch


Skill: Wisdom (Perception)


A long rest requires at least 6 hours of sleep and 2 hours of light activity. Depending on the size of the traveling party, you are advised to take shifts keeping watch whilst the others try to gain some sleep. Make a Wisdom (Perception) check. If your result is 7 or lower, you can take 8 instead. Players who perform one of the other camp activities (i.e. not sleeping or keeping watch) do not benefit from a minimum of 8 on the roll.

The DM determines the DC for any threat or approaching danger (hostile creatures or natural phenomena) and compares it to all Wisdom (Perception) results. On a success, the watchers are able to wake and warn the rest of the party, and prevent being surprised.

Set Traps


Skill: Wisdom (Survival)


You can set a number of small traps like caltrops, slings, and small pits around your camp. Make a Wisdom (Survival) check. The DC to find these traps with an Intelligence (Investigation) or Wisdom (Perception) check, as well as the DC for any saving throw made to resist their effects is equal to the result of your Wisdom (Survival) check.

Recuperate


Skill: Wisdom (Medicine)


You take your time to catch your breath properly, eat and drink, and dress your wounds. Make a Wisdom (Medicine) check. The DC depends on the severity of your wounds (see the Dress Wounds table). If you succeed, treat any hit dice rolled to determine the hit points you regain as having rolled their maximum value during this rest. If you suffer from a sickness or disease, you gain advantage to one related Constitution saving throw during your long rest.

Tend to Wounded


Skill: Wisdom (Medicine)


You go around camp, making sure that the wounds of up to six creatures other than yourself are properly cleaned and dressed. Make a Wisdom (Medicine) check for each patient, in order to assess the wounds and properly dress them. The DC depends on the severity of their wounds (see the Dress Wounds table).

If you succeed, your patient can treat any hit dice rolled to determine the hit points they regain as having rolled their maximum value, during this rest. If your patient suffers from a sickness or disease, it gains advantage to one related Constitution saving throw during your long rest.


Dress Wounds

Combat Status DC* Required Uses
of Healer's kit
Bruised (>50% HP) 5 0
Bloodied (<50% HP) 10 1
Beaten (<25% HP) 15 2
Dying (<10% HP) 20 3

The DC increases by 5 for every use of a healer's kit you cannot provide.

PART 2 | SURVIVING THE OUTLANDS

Hunt & Forage Tables

Foraging - Water

When making a Hunt & Forage travel activity for water, you may apply the following modifiers:

Terrain DC
Tundra, Snowfall/Winter No check needed
Mountain Peak, Sub-Arctic No check needed
Swamp No check. Dirty Water.
Light Forest, Jungle 10
Dense Forest 12
Plains, Hills 15
Mountain Base 20
Major River within 10 miles -5 DC
Recent Rainfall -5 DC

Foraging - Plants

When making a Hunt & Forage travel activity for plants, if your result beats the DC you find a specific type of plant food.

Plains
Type Summer/Spring Autum Winter
Fruit/Berries 12 15 N/A
Mushrooms/ Edible Plants 10 12 N/A
Nuts/Roots 10 11 15
Forest
Type Summer/Spring Autum Winter
Fruit/Berries 10 15 N/A
Mushrooms/ Edible Plants 5 10 N/A
Nuts/Roots 10 12 15
Jungle/Swamp
Type Summer/Spring Autum Winter
Fruit/Berries 12 15 N/A
Mushrooms/ Edible Plants 10 12 N/A
Nuts/Roots 11 11 15
Hills/Mountain Base
Type Summer/Spring Autum Winter
Fruit/Berries 13 16 N/A
Mushrooms/ Edible Plants 10 12 N/A
Nuts/Roots 11 11 15
Tundra/Sub-arctic/Mountain Peak
Type Summer/Spring Autum Winter
Fruit/Berries N/A N/A N/A
Mushrooms/ Edible Moss 15 20 N/A
Roots 15 17 20

Hunting

When making a Hunt & Forage travel activity for a game, the DM may let the players roleplay actual hunting. If they choose to, use the following tables to identify, track and kill the prey. Make a Wisdom (Perception) check against the Track DC, and then an Attack Roll against the Kill DC to take down each individual prey with the appropriate weapon (usually, a ranged weapon). You have advantage on one of the Attack rolls if you beat the Track DC by 5 or more prior making the killing shot.

Each terrain table has 17 safe encounters and 3 combat encounters with Monster Manual page references. In combat encounters, players can withdraw or must fight the creature. Depending on how dangerous your environment is, you may change safe encounters into appropriate combat encounters.

Plains
1d20 Creature Track Kill Meat (lbs)
1—3 1d2 Rabbits 12 14 1d2
4—6 1d4 Deer 12 13 20+1d8
7—8 1d2 Elk 12 10 30+1d10
9—10 1d4 Wolves 15 13 1d12
10—11 1d4 Foxes 15 13 1d8
12—13 1d4 Squirrels 10 13 1d2
14—15 1d20 Flock of birds 10 8 1d2
16—17 1 Eagle 12 12 1d12
18 1 Giant Lizard (MM318) 12 Combat 1d12
19 1 Wild Cat
(MM339)
15 Combat 20+1d20
20 1 Male Lion (MM339) 15 Combat 30+1d10
Hills/Mountain Base
1d20 Creature Track Kill Meat (lbs)
1—3 1d2 Rabbits 12 14 1d2
4—6 1d4 Goats 11 13 10+1d8
7—8 1d2 Wild cats 14 10 10+1d8
9—10 1d4 Wolves 15 13 1d12
10—11 1d4 Foxes 15 13 1d8
12—13 1d20 Birds 10 8 1d2
PART 2 | SURVIVING THE OUTLANDS


Hills/Mountain Base (cont.)
1d20 Creature Track Kill Meat (lbs)
14—15 1d5 Vultures 12 10 1d12
16—17 1 Black Bear
(MM318, flees)
11 11 40+1d10
18 1 Boar
(MM319)
9 Combat 30+1d8
19 1 Brown Bear (MM319) 12 Combat 80+2d10
20 1 Cave Bear (MM334) 13 Combat 100+2d10


Swamp
1d20 Creature Track Kill Meat (lbs)
1—3 1d6 Frogs 10 11 1d2
4—6 1d6 Lizards 8 10 1d4
7—8 1d4 Turtles 8 12 1d6
9—10 1d20 Birds 10 8 1d2
10—11 1d4 Poisonous Snakes 10 13 1d2
12—13 1d2 Constrictor Snakes 10 12 1+1d4
14—15 1 Crocodile 10 12 20+1d8
16—17 1d4 Snails 8 10 1d2
18 1 Giant poisonous snake (MM327) 10 Combat 5+1d12
19 1 Giant Lizard (MM318) 12 Combat 1d12
20 1 Giant Crocodile (MM324) 10 Combat 30+1d10


Forest
1d20 Creature Track Kill Meat (lbs)
1—3 1d4 Squirrels 10 13 1d2
4—6 1d2 Rabbits 12 14 1d2
7—9 1d4 Wolves 15 13 1d12
10—11 1d2 Foxes 12 13 1+1d6
12—13 1d2 Racoons 10 10 1+1d6
14—15 1d2 Wild cats 14 10 10+1d8
16—17 1d20 Flock of birds 10 8 1d2
18 1 Boar
(MM319)
9 Combat 30+1d8
19 1 Brown Bear
(MM319)
12 Combat 80+2d10
20 1 Owlbear
(MM249)
13 Combat 90+2d6


Tundra/Sub-Arctic
1d20 Creature Track Kill Meat (lbs)
1—3 1d2 Arctic hares 12 14 1d2
4—6 1d8 Musk ox 10 12 40+1d20
7—8 1d4 Wolves 15 13 1d12
9—10 1d2 Arctic foxes 12 13 1+1d6
10—11 1d4 Goats 11 13 10+1d8
12—13 1d2 Caribou 12 10 30+1d10
14—15 1d6 Penguins 8 12 2+1d6
16—17 1d20 Flock of birds 10 8 1d2
18 1 Saber-Toothed Tiger (MM336) 15 Combat 40+1d10
19 1 Polar Bear
(MM334)
12 Combat 90+2d20
20 1 Yeti
(MM305)
14 Combat 90+1d20
Jungle
1d20 Creature Track Kill Meat (lbs)
1—3 1d20 Flock of birds 10 8 1d2
4—6 1d4 Poisonous Snakes 10 13 1d2
7—8 1d2 Constrictor Snakes 10 12 1+1d4
9—10 1d6 Lizards 8 10 1d4
10—11 1 Crocodile 10 12 20+1d8
12—13 1d6 Frogs 10 11 1d2
14—15 1d4 Panthers 12 15 15+1d10
16—17 1+1d6 troop of apes 11 15 10+1d6
18 1 Giant Lizard
(MM318)
12 Combat 1d12
19 1 Saber-Toothed Tiger (MM336) 15 Combat 40+1d10
20 1 Giant ape
(MM323)
11 Combat 50+1d10
PART 2 | SURVIVING THE OUTLANDS

Fishing

Fishing is a time-consuming activity that requires a whole travel leg (3-5 hours). For every travel leg spent fishing, the player rolls a DC 12 Survival check. If successful, the DM rolls on the following table. Subtract 5 from the result (minimum 1) if fishing in a River, or subtract 10 from the result (minimum 1) if fishing in a Pool or a Small Lake.

Freshwater
1d20 Fish Type Meat (lbs)
1 Bass 2d4
2 Perch 1d6
3 Catfish 2d6
4 Walleye 2d6
5 Crappie 1d4
6 Bluegill 1d2
7 Rudd 1d4
8 Bream 2d4
9 Chub 2d4
10 Pike 3d6
11 Snook 2d6
12 Salmon 2d6
13 Grayling 2d4
14 Trout 2d4
15 Flounder 2d6
16 Grouper 2d6
17 Tarpon 20+2d10
18 Sole 2d4
19 Tuna 10+2d8
20 Swordfish 30+3d10
Saltwater
1d12 Seafood Number Appearing Meat (lbs)
1 Crab 1d8 1d4
2 Crayfish 1d12 1d2
3 Lobster 1d12 1d2
4 Prawn 2d20 1/4
5 Molluscs 1d12 1/4
6 Cockle 1d12 1/4
7 Cuttlefish 1d2 1d2
8 Mussel 1d12 1/4
9 Octopus 1d2 1d4
10 Oyster 1d6 1/4
11 Scallops 1d12 1/4
12 Squid 1d4 1d4
Hunting and the Limits of Vision

There are many factors other than weather that affect viewing. Size is an important factor. When looking at a small creature, all categories are reduced to the next lower category (except the "detail" range, which remains unchanged). Thus, under clear conditions, the ranges for seeing a small creature are "movement" at 3,000 feet, "spotted" at 1500 feet, "type" at 300 feet, and "ID" and "detail" at 30 feet. When sighting large creatures, the "movement," "spotting," and "type" ranges are doubled. Exceptionally large creatures can be seen from even greater distances. Large groups of moving creatures can be seen at great distances. Thus it is easy to see a herd of buffalo or an army on the march.

The ranges given in Table: Limits of Vision do not take terrain into account. All ranges are based on flat, open ground. Hills, mountains, tall grass, and dense woods all drastically reduce the chances of seeing a creature. (The terrain does not alter sighting ranges, only the chances of seeing a creature.) Thus, even a bear until he is 90 feet away, it is still a clear day for visibility. The bear, once seen, can be quickly and easily identified as a bear.

As a final caveat, the ranges in Table: Limits of Vision assume Earth-like conditions. Sighting conditions on one of the Planes, or the horizon distance on another world, could be entirely different.

Table: Limits of Vision
Distance Details
3000 ft Moving and stationary man-sized objects can be spotted. General size and shape can be determined, but exact identifications are impossible unless they have a unique shape.
1500 ft General identifications can be made. Size, shape, color, and creature type are all distinguishable. Individuals still cannot be identified, unless they are distinctively dressed or separated from the rest of the group. Livery and heraldic symbols or banners can seen if large and bold. Most coats of arms cannot be distinguished at this distance. General actions can be ascertained with confidence.
300 ft Individuals can be identified (unless, of course, their features are concealed). Coats of arms are clear. Most actions are easily seen, although small events are unclear.
30 ft All details but the smallest are clear. Emotions and actions are easily seen, including such small actions as pickpocketing (if it is detectable). Of course, conditions are seldom perfect. There are a number of factors that can reduce visibility and alter the ranges at which things can be spotted and identified.
PART 2 | SURVIVING THE OUTLANDS

Natural Shelter

Characters can carry a tent to protect themselves against wind and rain, but sometimes they don't have access to that kind of gear, and in those situations they can try to find a natural shelter or build one using materials they can gather. Natural shelters are divided in two types: basic and advanced.

Basic Shelter. Almost every natural shelter found in the wild is considered as a basic shelter. This shelter has enough space for 4 medium-sized creatures, and in general they're constructed from many small pieces of vegetation. Due to its simple design, a basic shelter protects against wind or precipitation (determined by the DM).

Advanced Shelter. An advanced shelter have space for 6 medium-sized creatures or more and protects everyone inside against the wind, rain, snow and other environmental features. Additionally, an advanced shelter helps to maintain the personal temperature and in some cases it also provides some defenses against wild creatures.

Basic Shelter Examples

Terrain and time are the major factors that determines the chance for adventurers to be able to locate a natural shelter or construct something out of materials they find within the biome.

Arctic zones has no useful vegetation that adventurers can use for shelter, but they can find crevasses and make improvised snow walls that can provide some protection.

Desert zones has no vegetation that adventurers can use, but they can run across irregularities in the surface, such as large rocks and some dunes that can provide shelter on at least one side.

Forest zones are one of the easiest terrains to find natural shelter. Trees and large plants can give adventurers some protection from wind and rain. In a forest, boughs or branches can be cut from trees and laid across a grid of poles to give characters a roof over their heads and protection from wind.

Hills are full of irregular terrain that can serve as a simple windbreak. Additionally, thick vegetation is fairly abundant during most of the year, allowing adventurers to fashion a windbreak out of it.

Mountains, for this purpose, are considered to be rough, rocky areas with little or no vegetation. However, adventurers can come across some natural features, such as caves and alcoves that are large enough for the group.

Plains are generally flat, but not necessarily featureless. A small gully might help adventurers to get out of the wind. Additionally, if a plain has some vegetation, characters may be able to gather enough branches and greenery for a windbreak.

Swamps commonly have vegetation that can be scavenged and used as shelter, and characters can come across a fallen tree or similar feature that can help as a shelter.

Finding Natural Shelter

Characters can make a Wisdom (Survival) check to try to find a natural shelter in the area. Depending on the terrain, the difficulty and time to find an appropriate shelter varies, as shown in the following table.

Terrain DC Time Needed
Arctic 25 30 minutes
Desert 25 30 minutes
Forest 10 10 minutes
Hills 10 10 minutes
Mountains 20 20 minutes
Plains 20 20 minutes
Swamps 15 15 minutes

In general, this check should be made whenever characters are looking for shelter. On a successful check, they find a basic shelter, or an advanced shelter if the check succeeds by 5 or more. On a failure, they can make a new check after 10 minutes if they keep moving.

Additional Conditions

You can increase the DC and time depending on some special conditions, such as looking for a shelter in the night or while it's raining.

  • Rain, fog and low visibility areas. Increase the DC by 3 and add half the base time.
  • Storm, snowfall and no visibility areas. Increase the DC by 5 and it takes twice the base time.

It’s up to the DM to determine the properties of the shelter they find. For example, A large rock can be used as a basic shelter because it protects against the wind, but it doesn't protect against rain or snow, while a cave in the face of a mountain can be considered an advanced shelter, because it protects against wind, rain and snow.

Upgrading a Shelter

While characters can look for natural shelter, they can also gather materials and upgrade a basic shelter into an advanced shelter or add extra features, such as a palisade wall or other defensive measures.

Collecting Materials

A character can gather materials by making an Wisdom (Survival) check or a Strength (Athletics) check. Use the table under the Finding Natural Shelter part to determine the DC and time used for collecting materials. During this activity, the character gather branches and vegetation that is lying in the area, cut down a tree to collect wood or mine a big rock to collect stones.

On a success, it collects a number of units equal to 2d4 + its Constitution modifier. A character can make a number of checks per day equal to twice its Constitution modifier (minimum 1), but can only garner one success during that time.

PART 2 | SURVIVING THE OUTLANDS

Upgrading

For upgrading a shelter, the character must use a number of units of materials depending on which feature they want, as shown in the table below. Multiple characters can combine their efforts toward the upgrading of the shelter, reducing the time by ten times its Constitution modifier for each character working on the upgrade to a minimum of 10 minutes. For example, a character with a Constitution modifier of +2 will reduce the time it takes to finish a shelter feature by 20 minutes.

Upgrading a Shelter
Feature Units Required Time
Advanced shelter upgrade 15 4 hours
Basic wall 6 1 hour
Platform 10 2 hours
Spike barrier 5 30 minutes
Stone wall 10 4 hours

Advanced Shelter Upgrade. Upgrading a basic shelter into an advanced shelter includes a door, simple roofing and walls made from various pieces of thatch, wood, stone or similar. Upgrading a shelter allows up to 6 medium-sized creatures to enter and protect themselves.

Basic Wall. This 15-feet long, 6 feet tall fence or wall is made from wooden stakes, tree trunks, adobe or even bones, and it’s used as a defensive structure or enclosure. Each 5 feet of wall has an AC 15, 15 hit points and a damage threshold of 5.

Platform. This 10-foot square wooden platform is attached on a large tree, or raised on piles over the soil, enabling to build on it. The platform can be built up to 10 feet high and includes a simple wooden staircase to access the platform.

Spike barrier. A 10-feet long barrier with many wooden or bone spikes. The area covered by the barrier is considered difficult terrain. Any creature that moves through the spike wall must make a Dexterity saving throw (DC 10) or take 1d4 piercing damage. The barrier has an AC 15, 15 hit points and a damage threshold of 5.

Stone Wall. A stone wall is a 15-feet long, 6 feet tall wall made from brick-and-mortar, used as a defensive structure or enclosure. Each 5 feet of wall has an AC 17, 30 hit points and a damage threshold of 10.

Some of this upgrades might not available to build in certain terrains due the type of materials needed. For example, a spike barrier might be hard to craft in a desert since it requires wood or large bones.



Additional Features

While the upgrading features covers the most basic and generic ones, you can also create new ones, such as a clay oven, wooden furniture and such for creating a survival-themed campaign.

PART 2 | SURVIVING THE OUTLANDS

Mounted Travel

Using mounts or vehicles (such as carts and wagons) you can significantly shorten travel time, up to maximum distance per travel leg using normal pace.

Travel Pace of Mounts
Pace Cost Speed Max.Distance Capacity
Pony 50bp 5 per hour 18 miles 225 lb
Mastiff 25 bp 4 per hour 12 miles 195 lb
Musk Ox 30 bp 4 per hour 15 miles 700 lb
Donkey 8 bp 5 per hour 18 miles 420 lb
Riding Horse 75 bp 8 per hour 30 miles 480 lb
War Horse 400 bp 8 per hour 30 miles 540 lb
Draft Horse 50 bp 6 per hour 25 miles 540 lb
Mammoth 200 bp 4 per hour 15 miles 1500 lb
Camel 50 bp 4 per hour 15 miles 480 lb
Carriage 100 bp 4 per hour 15 miles 1500 lb
Cart, wagon 15 bp 4 per hour 12 miles 480 lb

Animals need feed (per day) or can find some themselves with a Wisdom (Survival) check at a DC based on the Hunt & Forage table (pg. 81) for 1 Ration. Animals who hunger or thirst for longer than 2 days suffer one level of Exhaustion per day at the end of their long rest.

Feed Costs (per day)
Type Cost Weight
Herbivores (hay, barley) 5cp 10 lb.
Omnivore (disposed food) 10cp 5 lb.
Carnivore (by-products, entrails) 25cp 3 lb.

Mounts can pull five times their typical carrying capacity minus the weight of the vehicle. Mounts pulling carts or wearing armor may not travel more than two travel legs in a row without rest and suffer a disadvantage to the Forced March check. Travel groups that use wagons have access to the Drive Wagon travel activity, below.

Drive Wagon


Skill: Intelligence (Vehicle proficiency) or Dexterity (Animal Handling)


You stay at the front of the wagon, maintaining a steady pace for the animals and avoiding road obstacles that slow down or damage the carriage. Make a Dexterity (Animal Handling) check against the Navigation DC. Increase the DC by 5 if you are traveling off-road, without a clear trail or road.

If your check succeeds by 5 or more, you may increase the travel pace by 1 mile per hour for the rest of the travel leg.

If your check fails by 10 or more or is a critical failure, a cart wheel breaks. Repairing a cart is a Focused activity requiring a successful DC 15 Intelligence check and takes a full travel leg. Players with proficiency in Smith, Carpenter, Woodcarver, or Tinker's tools add their proficiency bonus.

Perils of Travel

Starvation

Players can survive without food for 3 + Constitution Modifier Days. At the end of a day beyond that limit, you are starving and automatically suffer one level of exhaustion. Eating food resets the count of days since starvation.


Dehydration

Hot weather and deserts doubles water intake need to 2 pints per travel leg. Players who can only drink half their daily water intake, must succeed on a DC 15 Constitution saving throw or suffer two levels of exhaustion. If a player drinks no water for the whole day, they automatically suffer two levels of exhaustion.


Desperate Measures

You can quench thirst by eating raw meat or fresh plants. Each 2 pints of fresh blood or 1 pound of fresh plants counts as 1 pint of water.

You can drink dirty water or blood from a carcass. You must make a DC 15 Constitution saving throw to avoid vomiting. Your next saving throw to resist sickness is at disadvantage.


Sickness

At the end of each day of travel, every player makes a DC 12 Constitution saving throw. If you travel in hazardous weather (arctic or winter) or terrain (jungle or swamp) or someone in the party already suffers from a contagious disease, make that check at disadvantage. Remember that camp activities such as Rest and Recuperate and Tend to the Wounded helps negate this disadvantage. If you fail, record the failure. If you succeed, remove all recorded failures so far.

If you record two failures in a row, you come down with a minor sickness such as the common cold. It is more of an annoyance than anything else.

If you record three failures in a row, you get sick from a regional sickness such as flu or malaria. While sickened, you suffer from disadvantage to Dexterity and Wisdom saving throws until you recover. Magic such as greater restoration helps you recover immediately.

If you record four or more failures in a row, you are really sick from a rare regional disease such as plague or dengue fever. While sickened, you suffer one permanent level of exhaustion and disadvantage to all saving throws until you recover. DMs may impose other risks, including death.

Chapter 5: Outland Dangers

Environmental Hazards

In this section you can find new environmental hazards, which follows similar rules as traps or lair actions. To determine the DC and damage, use the following tables.

Hazards Save DCs and Attack Bonuses
Hazard Danger Level Save DC
Setback 10-11
Dangerous 12-15
Deadly 16-20
Damage Severity by Level
Character Level Setback Dangerous Deadly
1st-4th 1d10 2d10 4d10
5th-10th 2d10 4d10 10d10
11th-16th 4d10 10d10 18d10
17th-20th 10d10 18d10 24d10

Hazard Examples

Here is a list of new hazards ready to use in your campaigns. Each hazard has one or more hazard danger levels which determine the DC for the checks and the damaged they deal.

Avalanches, Rockfalls and Mudslides

Any Level of Hazard


Any character in the area where the hazard occurs must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage and is buried by the hazard, or half as much damage on a successful one. The area is filled with snow, rubble or mud and becomes difficult terrain.

Any buried creature is considered suffocated, and it can dig through to free itself. To do so, the creature must succeed a number of Strength (Athletics) checks, as shown in the following table.

Hazard Level Number of Checks
Setback 2
Dangerous 3
Deadly 4

You can read more about suffocating rules in the chapter 8 of the Player's Handbook.

Blizzard

Setback Hazard


The area affected by a blizzard is considered difficult terrain. When a creature without proper shelter is in the area affected by the blizzard for one hour, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one. If a creature is wearing warm clothing, it has advantage on the saving throw.

Earthquakes

Any Level of Hazard


A tremor shakes the area; each creature on the ground in that area must make a Dexterity saving throw or be knocked prone.

The hazard level is determined by the proximity to the epicenter or the intensity of the earth tremor:

  • Setback. Far from the epicenter or light earthquake.
  • Dangerous. Near the epicenter or moderate earthquake.
  • Deadly. Very close to the epicenter or severe earthquake.

Elemental Cloud

Any Level of Hazard


This cloud is made with elemental essence from the Anima Mundi. When a creature enters the cloud, it must make an appropriate saving throw, taking damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud must roll another saving throw.

Cloud Color Damage Type Saving Throw
Black Necrotic Constitution
Cyan Cold Constitution
Gray and Yellow Lightning Dexterity
Light Green Acid Constitution
Purple Psychic Wisdom
Red Fire Constitution
White Force Intelligence

Hailstorm

Dangerous Hazard


Similar to a blizzard, the terrain affected by the hailstorm is considered difficult terrain. When a creature without proper shelter is in the area affected by the hailstorm for one hour, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one.

PART 2 | DANGERS OF THE OUTLANDS

Insect Swarm

Setback Hazard


A cloud of swarming insects fills a 20-foot-radius sphere. The swarm moves at 20 feet on each round. When a creature enters the cloud, it must make a Constitution saving throw. On a failed save, it takes piercing damage, or half as much damage on a successful one. A creature that ends its turn in the cloud must roll another saving throw. A creature cannot be damaged by the insect swarm if it’s wielding a torch or if it is at least 5 feet from a fire.

Lava

Deadly Hazard


The lava is considered difficult terrain. Any creature that enters the lava takes fire damage. A creature that ends its turn in the lava takes fire damage.

Lightning Storms

Dangerous or Deadly Hazard


The DM rolls a d100 to determine if any creature is hit by a lightning.

This check can be made at the beginning of each turn during a combat or in any time while the party is not in combat.

d100 Number of Creatures
1-50 0
51-70 1d4
71-80 1d6
81-90 1d8
91-100 1d10

The creatures hit by a lightning are determined by the DM, and any creature in the area under total cover from above cannot take damage.

Living Discord

Any Level of Hazard


In particularly Discord-ridden areas of Seronia such as the wishwarped lands of Mashrek, the fey ruins of Selvandi, or the Great Mother's Grove in Thule, it is possible to encounter areas where spells affecting the Oversoul have altered the landscape with dangerous effects brought forth from The Dream.

The DM chooses a spell for thematic elements, damage type, and saving throw type. Use the Hazards Save DCs and Attack Bonuses and Damage Severity by Level tables to determine the save DC and spell damage the living discord is capable of- or you can present it as a creature (see side block).

Magma Eruptions

Dangerous Hazard


Magma erupts from a point on the ground, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a Dexterity saving throw, taking fire damage on a failed save, or half as much on a successful one.


Living Discord

Variable size ooze, unaligned


  • Size. A living discord’s size depends on its caster level: 1st–6th, Medium; 7th–12th, Large; 13th or higher, Huge.
  • Armor Class A living spell has an ac of 8 + a deflection bonus equal to its spell level.
  • Hit Points A living spell has Hit Points equal 6 times its caster level, plus its Constitution modifier for each caster level.
  • Speed A living spell’s speed depends on the spell’s range: a spell with a range of close has a speed of 20 feet, a spell with a range of medium has a speed of 40 feet, and a spell with a range of long has a speed of 60 feet.
  • Ability Scores A living spell has Strength, Constitution, and Charisma scores equal to 8 + its spell level. Its Dexterity and Wisdom scores are 5 + its spell level. It is mindless, and has no Intelligence score.

  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight equal to its speed (blind beyond this radius), passive perception 10 + Wisdom modifier
  • Languages None
  • Challenge Rating A living discord’s CR is equal to the level of the highest-level spell upon which it is based, plus one-half its caster level, rounded down (minimum CR 1). If the living spell is based on multiple spells, increase the CR by one-half the sum of the additional spells (minimum increase +1 CR).
  • Amorphous. The living discord can move through a space as narrow as 1 inch wide without squeezing.
  • Magic Resistance. The living discord has advantage on saving throws against spells and other magical effects.

Actions

Slam. Melee Weapon Attack: (Strength + Proficiency) to hit, reach based on size, one target; Hit: 1d4 (Medium), 1d6 (Large), or 1d8 (Huge) plus 1-1/2 times its Strength bonus.
Spell Effect. A successful slam attack also affects the target as though it was within the spell effect, with normal saving throws applying. __

Reactions

Split. When a living spell that is Medium or larger is subjected to force damage, it splits into two new living spells if it has at least 10 hit points. Each new living spell has hit points equal to half the original living spell's, rounded down. New living spells are one size smaller than the original living spell.

PART 2 | DANGERS OF THE OUTLANDS

Poison Clouds and Spores

Setback Hazard


When a creature enters the cloud, it must make a Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud must make another saving throw.

Rapids

Setback Hazard


When a Large or smaller creature enters the rapids its pushed 30 feet way in the direction of the water flow and it must succeed on a Strength saving throw or take bludgeoning damage. Any creature caught by the rapids can make a Strength (Athletics) check to swim out of the rapids.

Rogue Wave

Dangerous Hazard


A large and unexpected wave that can be extremely dangerous. When a creature is hit by the rogue wave, it must succeed on a Strength saving throw or take bludgeoning damage, or half as much damage on a successful save. The rogue wave, along with any creatures in it, moves in a straight line at a speed of 50 feet per turn, and any Huge or smaller creature inside the wall must succeed on a Strength saving throw or take damage. The wave damage is reduced by 1d10 on each subsequent round. When the damage is reduced to 0, the wave ends.

A creature caught by the wave can move by swimming and it can make a Strength (Athletics) check to swim out of the wave.

Sandstorms

Dangerous Hazard


Any creature in the sandstorm must make a Constitution saving throw or be blinded until the sandstorm ends. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature cannot be blinded by the sandstorm if it’s wearing goggles or something that protects its eyes.

Any check that relies on sight is made with disadvantage for the duration of the sandstorm.

Unsteady Ground

Setback Hazard


The floor in the area is considered difficult terrain. Any creature on the ground that starts moving on its turn while in the area must succeed on a Dexterity (Acrobatics) check or fall prone. If a creature uses a Dash action, it must make another check.

Dangerous Terrains

In the following section you can find survival considerations and hazards for various terrains. You can combine different terrains to create a more dynamic (and probably more deadly) environment.

Food Scarcity. It's hard to find food like plants and creatures due the low temperatures. All the checks for foraging and hunting have a DC equal to 20.
Shelter. In general, the arctic areas are vast frozen plains with big glaciers and rocks, making it difficult to find a natural shelter.

Environmental Hazards
Hazard Source Notes
Avalanches CAO, P.55 Only near mountains
Blizzard CAO, P.55 -
Chasms and Ice Cracks DMG, P.122 Use the pits trap
Elemental Cloud CAO. 55 Cyan clouds only
Frigid Water DMG, P.110 -
Hailstorm CAO, P.55 -
Living Discord CAO, P.56 -
Slippery Ice DMG, P.110 -
Thin Ice DMG, P.111 -

Arctic

Cold and Extreme Cold. The temperatures in this environment are lower than other places, and you need proper gear for resisting this temperatures. Whenever the temperature is at or below 0 degrees Fahrenheit, you must follow the rules of extreme cold (DMG, P.110).

Caves

Darkness and Light. Most of the natural caves don't have light sources, so anyone who enters must bring their sources of light and fire for warmth, cooking and in some cases, defense. A caves might have some light sources, such as groups of fluorescent fungus or other dangerous light sources, like lava.
Orientation and tracking. Inside a cave it's almost impossible to determine where's North: lots of caves are just tunnels connected, making it more difficult to create an accurate map of it.
Flooding. Some parts of the caves might be close to a water source or any other liquid that can quickly fill a room.

Environmental Hazards
Hazard Source Notes
Earthquakes CAO, P.55 Might cause rockfalls
Lava CAO, P.55 -
Living Discord CAO, P.56 -
Pits DMG, P.122 -
Rockfalls CAW, P.55 -
Unsteady Ground CAW, P.56 -
PART 2 | DANGERS OF THE OUTLANDS

Desert

Heat and Extreme Heat. The opposite of the arctic terrain, temperatures in this environment are higher than other places, and you need enough water supplies for resisting the heat. Whenever the temperature is at or above 100 degrees Fahrenheit, you must follow the rules of extreme heat.

Extreme Heat (DMG, P.110)

When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.

Shelter. In general, the desert areas are just sand and rocks (in some areas they might be some scattered shrubs), making it difficult to find a safe campsite.
Strong Wind. A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.
Water Scarcity. Finding water in a desert is extremely difficult, unless you're near an Oasis. All checks made for getting water have a DC equal to 20.

Environmental Hazards
Hazard Source Notes
Earthquakes CAO, P.55 -
Elemental Cloud CAO, P.55 Mostly red clouds
Lightning Storms CAO, P.56 -
Living Discord DMG, P.111 -
Sandstorms CAO, P.56 -

Forests and Jungles

Density. Sometimes is hard to walk through a forest due the great number of plants, trees and vegetation. In most of the cases, you can't walk in a straight line through the forest.
Orientation and tracking. Inside a forest, the trees covers the sky, making it hard to determine where's North, and depending the density of the forest it might be harder to keep a track.
Sight and hearing. It might be more difficult to see or hear your surroundings because the density of the forest, the tree shadows, obstacles (such a fallen tree) and the sound of the trees and vegetation moving with the wind.

Environmental Hazards
Hazard Source Notes
Earthquakes CA0, P.55 Might cause trees to fall
Elemental Cloud CAO, P.55 -
Insect Swarms CAO, P.55 -
Lightning Storms CAW, P.56 Might cause a forest fire
Living Discord CAO, P.56 -
Poison Clouds
and Spores
CAO, P.56 -
Razorvine DMG, P.110 -

Lakes, rivers and ocean

Orientation and tracking. In the middle of the ocean or under a storm, it's difficult to determine the cardinal points without the proper tools.
Shipwrecks. In the ocean, lakes and in rivers there's rocks, icebergs, and more that can damage or destroy a ship or boat.
Water streams. The river streams can change drastically depending on the terrain around the rivers, like the terrain elevation, inclination and waterfalls.

Environmental Hazards
Hazard Source Notes
Elemental Cloud CAO, P.55 -
Hailstorm CAO, P.55 Only near arctic zones
Frigid Water DMG, P.110 Ocean only
Lightning Storms CAO, P.56 -
Living Discord CAO, P.56 -
Rapids CAO, P.56 Rivers only
Rogue Wave CAO, P.56 Ocean only

Mountains

Altitude. When you're traveling at altitudes of 10,000 feet or higher above sea level, you must follow the high altitude rules.
Strong wind. A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.

High Altitude (DMG, P.110)

Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel. Breathing creatures can become acclimated to a high altitude under 20,000 feet by spending 30 days or more at this elevation.

PART 2 | DANGERS OF THE OUTLANDS
Environmental Hazards
Hazard Source Notes
Avalanches, rockfalls
and mudslides
CAW, P.55 -
Blizzard CAO, P.55 -
Hailstorm CAO, P.55 -
Lava CAO, P.55 Near volcanoes
Lightning Storms CAO, P.56 -
Living Discord CAO, P.56 -
Magma Eruptions CAO, P.56 Near Volcanoes
Unsteady Ground CAO, P.56 -

Swamps

Clean water. Swamps are characterized by having slow-moving and stagnant waters, being harder to find drinkable water. Drinking stagnant water might cause diseases.
Warmth. The swamps are wet and soggy, so finding dry resources for making a fire it's almost impossible.
Low visibility. Mist, fog and lowlands are common in this terrain, and they reduces the visibility of any creature.

Environmental Hazards
Hazard Source Notes
Elemental Cloud CAO, P.55 -
Insect Swarms CAO, P.55 -
Living Discord CAO, P.56 -
Mudslides CAO, P.55 -
Poison Clouds and Spores CAO, P.56 -
Quicksand DMG, P.110 -
Razorvine DMG, P.110 -
Unsteady Ground CAO, P.56 -

Special Terrains

In the wilderness, there're places that have been touched by ancient magic or energies for centuries, creating a persistent effect on those lands. Here're some ideas for creating special terrains you can add to flesh a particular zone in the wild.

Morthor Grounds

This area was part of old and forgotten ceremonial sacrifices, a massive battle between armies that fought for centuries or the place where a powerful otherwordly creature was slain. The area is covered by stones with a red tone, bones covered by dirt and mud and dry blood. Any creature standing in this area can score a critical hit on a 19 or 20.

Long-Term Effect: A creature must succeed on a DC 10 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, the creature can make a new Wisdom saving throw. On a success, the effect ends until another hour passes.

Ashfield

This area is covered with Gehenna ash infused with necrotic energy. Any healing effect, such as a prayer of healing spell only heals half the total amount in this area.

Long-Term Effect: A living creature must succeed on a DC 10 Constitution saving throw at the end of each hour. On a failed save, its hit point maximum is reduced by 1d6. To recover the reduced hit points, the creature must spend 1 hour outside the area covered by the death circle ruins.

Defiled Ground

The dark energy fills this area, attracting undead creatures to this area. Any undead creature gains a +1 bonus on attack rolls while standing in the defiled ground. Additionally, when an undead is reduced to 0 hit points, roll a d20. On a 10 or higher, the undead creature rises with 1 hit point on its next 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.

Grab Grass

This thick, tough grass grows in areas constantly touched by Feywild magic that clings to characters and creatures that falls prone. An area covered by grab grass is considered difficult terrain, and any creature that falls prone in this area must make a Strength (Athletics) check to stand up (DC 10).

Leyline

This area surrounded by white stone pillars is a nexus for the Anima Mundi's pure life energy. Every 1 minute, any living creature that begins its turn in the area regains 2 hit points.

Long-Term Effect: Any living creature that stays in this area for 1 hour can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed or poisoned.

Planetouched

Due to planar energy, a malfunctioning Ciphergate, a powerful artifact or some other factor, this terrain boosts certain types of energy related to one plane. Pick one damage type from the following list: Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic or Radiant. Any attack that deals the chosen damage type deals an extra 1d6 damage of that type.

Sacred Shrine

A sacred shrine is dedicated to a particular saint or supernal, infusing with divine energy the area nearby. A creature that shares the deity's alignment gains a +1 bonus on attack rolls while standing in the area covered by the shrine.

Long-Term Effect: A creature that has a different alignment to the deity's alignment must succeed on a DC 10 Wisdom saving throw at the end of each hour. On a failed save, it has disadvantage on attack rolls against creatures that shares the deity's alignment. At the end of each of its turns, the creature can make a new Wisdom saving throw. On a success, the effect ends until another hour passes.

PART 2 | DANGERS OF THE OUTLANDS

PART III

Expanded Crafting

Chapter 6: Collecting Materials

WHEN ADVENTURING, IT'S POSSIBLE TO find common and exotic materials which are used to craft new objects and gear. In this section you will find new rules for collecting materials, which can be used for crafting new weapons, armor, clothing, and other kind of gear. This document expands the crafting rules found in the downtime revisited section of the Xanatar's Guide to Everything to focus on the process of collecting new materials for crafting new items.

Material Sources

When the characters are camping in a forest, exploring an abandoned mine, diving in the ocean, or surviving in a dungeon, they can also search and gather raw materials for crafting.

Every day, characters can collect materials while traveling through the wild or exploring a dungeon or a cave. These materials can be found by mining a mineral vein, gathering plants and herbs for potions and other concoctions, and harvesting or collecting creature parts for later use.

Creatures

Creature parts are mostly used as materials and creating armor and weapons. Others take some of the creature parts as trophies and decorations for their armor and houses.

When characters hunt down or finds a dead creature they can attempt to harvest some parts for crafting and surviving. Since creatures and monsters varies in type and rarity, the characters must make a specific ability check.

The Extracting Creature Parts table shows which ability check a character must make to extract some parts from a creature. The DC for harvesting a part equals to 12 plus half the creature challenge rating (creatures with a challenge rating lower than 2 don't add it to the DC).

Extracting Creature Parts
Creature Type Ability Check
Aberration, construct, dragon, elemental,
ooze
Arcana
Beast, giant, humanoid, monstrosity, plant Nature
Celestial, fey, fiend, undead Religion

The number of checks a character can make depends of the size of the creature. Every harvest check takes 1 hour to complete, even if the character fails the roll. Each successful check gives the character a number of units which can be used for crafting new pieces of equipment, objects, and other kind of gear. On the other side, a failure destroys the part.

The DM determines the number of checks the party can make for each part they want to harvest. He also decides the amount of units a character get, but the number of units cannot exceed the maximum shown in the following table.

Creature
Size
Maximum
Checks
Maximum Units
per Check
Tiny 1 1/4 unit
Small 2 1/2 unit
Medium 2 1 unit
Large 3 2 units
Huge 4 3 units
Gargantuan 5 4 units

PART 3 | COLLECTING MATERIALS

For example, characters can make multiple checks for harvesting various units of scales from a dragon, but they can make only one check for harvesting the heart (which gives only 1 unit instead of two).

Creature Essence

All creatures are divided in various types, and characters can extract a unit of that essence using an essence extraction device. You can read more about that magic item in the New Magic Items section.

Parts Values

The value of each harvested unit goes from 1% to 50% of the experience of the creature. The harvested parts of common creatures have a value of 1% of the creature's experience, while the rarer creature's parts value is close to 50% of the creature's experience. You can determine the values of each extracted part in the following table.

Units Value
CR Creature rarity Unit value
3 or less Common 1% of the creature exp.
4-8 Uncommon 5% of the creature exp.
9-12 Rare 10% of the creature exp.
13-18 Very Rare 25% of the creature exp.
19+ Legendary 50% of the creature exp.

As examples, if a character harvest one unit of feathers from a hippogriff (CR 1), the value of the feather unit will be 1% of the base experience (200 exp), which is 2 bp. A unit of pseudodragon's scales is worth 5 cp (CR 1/4), and a unit of an adult blue dragon's scales is worth 3,750 bp (CR 16).

Keeping Parts Chilled

If characters wants to keep some creature parts for later use, they need to maintain the parts in a chilled place to avoid decomposition. Check the Bag of Colding in the New Magic Items section of this supplement.

Other Materials

In addition to the materials a character can collect from creatures, there're plenty of other sources for gathering raw materials for crafting and other uses. These materials are divided in minerals (like zhar'klad and sky iron), non-minerals (like mu'holt), and plants and herbs.

Minerals

Minerals are earthen materials used for making armor, weapons, and when using exotic materials, those pieces of gear gain special qualities.

To extract minerals, a character must use a miner's pick and make a Strength (Athletics) check. The DC for extracting ores is always 15. On a success, the character collects a number of ore units equal to its Constitution modifier (minimum 1 unit), each weighing one pound.

If needed, the character must make an Intelligence (Nature) check first to find a vein or a place where the ores are.

Non-Mineral Materials

There's also other materials which are not ores or gemstones, such as wood, stone, and coral that can be also used to craft weapons, armor, and other kind of items and gear. For collecting those materials, a character needs to make a Strength (Athletics) or a Dexterity check, depending on the material (DC 15). On a success, the character collects a number of units equal to 2d4 + its Constitution modifier (minimum 1), each weighing one pound.

For example, if a character wants to collect some units of mu'holt, he must make a Strength (Athletics) check to cut down the Mulvan effigy with an axe and get the material. On a success, the character collects a number of mu'holt units equals to 1d4 + its 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.

Plants and Herbs

Plants are mostly used for creating alchemical mixtures, cooking, and in some cases for creating dyes for painting.

To gather plants, herbs and other similar resources the character must success a DC 15 Intelligence (Nature) check. On a success, the character collects a number of units equal to its Intelligence modifier (minimum 1 unit).

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).

Buying and Selling

It's up to the DM to determine if collected materials can be sold (and in some cases, bought). The value of each unit depends of the material. For more information about special materials and values, read the material description section of this supplement.

PART 3 | COLLECTING MATERIALS

Plants and Herbs by Areas

In the following tables you can see examples of plants for various environments. When a character succeeds a roll to gather plants and herbs, the DM can chose one of the following plants or roll a d20 to determine it randomly. You can read more information about each plant in the material description section.


Arctic/Cold areas
1d8 Name
1 Arctic willow
2 Tears of Thule
3-4 Ice floe lichen
5 Spinesnap moss
6 Dhampir nightcap
7 Whiskered seal
8 Great Mother's parsley
Caves
1d6 Name
1 Heartbane needles
2 Moonflower
3 Cloudy fibercap
4 Gypsum blossom
5 Nightshade
6 Assassin algae bloom
Arid/Desert areas
1d6 Name
1 Gnollbane seeds
2 Sharpbush
3 Mimic shrub root
4 Dragonbile
5 Vizier's wormwood
6 Wishwarped lantana
Forests
1d6 Name
1 Gehenna chives
2 Sweetpepper apple
3 Rust-petaled rose
4 Corpserope brew
5 Elfweed
6 Rumble reed
Lakes, rivers and ocean
1d6 Name
1 Clubhead mushrooms
2 Silt hydra
3 Bloodhoney shrub
4 Love-of-Mycelle
5 Haghair strands
6 Orkaan tobacco
Mountains
1d8 Name
1 Milky river
2 Kor'dren barbed poppy
3 Zorria nectar
4-5 Vonyan stormgrass
6 Harlequin gourd
7 Bird of Ekrund
8 Drengi Beard
Plains
1d8 Name
1 Butcher's bliss
2 Fireclaw lily
3 False oat
4 Fulminare flower
5 Mandrake root
6 Witchfire
7-8 Lea anemone
Swamps
1d6 Name
1 Soulspur
2 Bog garlic
3 Heart of the marsh
4 Gobling eye
5 Troglodyte mud
6 Mire hemlock
PART 3 | COLLECTING MATERIALS

Chapter 7: Crafting Rules (XGtE)

DURING ADVENTURES AND TRAVELS, A character can collect and harvest a series of materials and objects to craft common and special equipment. This supplement expands the following crafting rules, which can also be found in the Xanatar's Guide to Everything.

Crafting an Item

A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.

Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its bronze pence cost by 50. A character can complete multiple items in a workweek if the item's combined cost is 50 bp or lower. Items that cost more than 50 bp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.

Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.

A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.

Proficiency Items
Herbalism kit Antitoxin, potion of healing
Leatherworker's tools Leather armor, boots
Smith's tools Armor, weapons
Weaver's tools Cloaks, robes

If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.

Crafting Magic Items. Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.

Potions of healing and spell scrolls are exceptions to the following rules. For more information, see "Brewing Potions of Healing" later in this section and the "Scribing a Spell Scroll" section, below.

To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.

An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take as part of an adventure.

The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need to access to.

Magic Item Ingredients
Item Rarity CR Range
Common 1-3
Uncommon 4-8
Rare 9-12
Very Rare 13-18
Legendary 19+

If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating a mariner's armor might require the essence of a water weird. Crafting a staff of charming might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic–a stone now guarded by a suspicious androsphinx.

In addition to facing a specific creature, creating an item comes with a cost covering other materials, tools, and so on, based on the item's rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.

Magic Item Crafting Time and Cost
Item Rarity Work Hours* Cost*
Common 40 50 bp
Uncommon 80 200 bp
Rare 400 2,000 bp
Very Rare 1,000 20,000 bp
Legendary 2,000 100,000 bp
*Halved for a one-use item

To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.

If all the above requirements are met, the result of the process is a magic item of the desired sort.

PART 3 | CRAFTING RULES (XGTE)

Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.

Crafting Complications
d6 Complication
1 Rumors swirl that what you're working on is unstable and a threat to the community.*
2 Your tools are stolen, forcing you to buy new ones.*
3 A local wizard shows keen interest in your work and insists on observing you.
4 A powerful noble offers a hefty price for your work and is not interesting in hearing a no for an answer.*
5 A dwarf clan accuses you of stealing its secret lore to fuel your work.*
6 A competitor spreads rumors that your work is shoddy and prone to failure.*

*Might involve a rival

Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

Potion of Healing Creation
Type Time Cost
Healing 8 hours 50 bp
Greater healing 40 hours 150 bp
Superior healing 120 hours 450 bp
Supreme healing 160 hours 1,350 bp

Variant Rule: Fast Crafting

If you want players to craft items faster, you can reduce the time and cost of crafting any item to half (rounded up). For example, crafting a rare magic item will take 5 workweeks and 1,000 bp worth in raw materials.

Scribing a Spell Scroll

With time and patience, a spellcaster can transfer a spell to a scroll or a tattoo, creating spell scrolls and spellscript.

Resources. Scribing a spell scroll or spellscript takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell.

If the scribed spell is a cantrip, the version of the scroll works as if the caster were 1st level.

Spell Scroll Costs
Spell level Time Cost
Cantrip 4 hours 10 bp
1st 8 hours 60 bp
2nd 24 hours 120 bp
3rd 40 hours 200 bp
4th 80 hours 320 bp
5th 160 hours 640 bp
6th 320 hours 1,280 bp
7th 640 hours 2,560 bp
8th 1,280 hours 5,120 bp
9th 1,920 hours 10,240 bp

Complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table.

Scribe a Scroll Complications
d6 Complication
1 You bought up the last of the rare ink used to craft scrolls, angering a wizard in town.
2 The priest of a temple of good accuses you of trafficking in dark magic.*
3 A wizard eager to collect one of your spells in a book presses you to sell the scroll.
4 Due to a strange error in creating the scroll, it is instead a random spell of the same level.
5 The rare parchement you bought for your scrolls has a barely visible map on it.
6 A thief attempts to break into your workroom.*

*Might involve a rival

PART 3 | CRAFTING RULES (XGTE)

Chapter 8: Modular Crafting

WHILE CHARACTERS CAN CRAFT A
specific item (nonmagical and magical), they can also craft their own gear depending on what they want. To create an object with special materials, a character needs an amount of material units for crafting it.

As general rule, a character needs a number of units equal to the item's weight divided by ten (minimum of 2 units for medium-sized equipment). For bigger creatures, the character needs twice the amount of materials used for each size increment (minimum of 4), and for smaller creatures, the character needs only half materials per each size smaller than medium (minimum of 1). This does not account for the cost of labor and certain taxes in kingdoms (such as the solatium tax on mulvan goods).

Since magic items are more complex and unique features, a character might require more units of the same material or some units of different materials to craft the magic item.

Material Description

In the following section you can find a list of materials, their unit value and properties. Some of this materials might have other special features. For example, an armor made with dragon bones could grant you resistance to the dragon's breath weapon damage type.

Unless the materials are used for crafting magic items, a piece of gear crafted with any of these materials is non-magical.

Creatures

There are a lot of different creatures in Dungeons and Dragons, and because of that, this section have some general creature parts that can be used for crafting. Feel free to create your own specific creature materials (such as using one unit of aboleth tail for crafting a magical whip).

For non-magical armor and weapons you make with creature parts, you gain an extra benefit depending on the creature Challenge Rating, as shown in the following table.

Non-Magical Armor and Weapons Bonus
Creature CR Armor Class Weapons (attack and damage)
6 or less none none
7-12 none +1
13-18 +1 +2
19-24 +2 +3
25+ +3 +4

For example, plate armor created with scraps from an iron golem (CR 16) will grant a +1 bonus to the armor class, for a total of 19, and a morningstar made with spikes removed from a cadaver collector (CR 14) will grant a +2 bonus to attack and damage rolls made with that weapon.

Bone

A series of bones joined together, mostly used by shamans and wildlings.

Unit value: Determined by the creature's CR.

Armor: Replaces the metal. A non-magical armor made with bones grants you half of your proficiency modifier (rounded up) to Charisma (Intimidation) checks you make.

Weapon: Replaces the metal and wood.

Chitin

These flexible shells of chitinous creatures such as giant crabs or remorhaz are used to craft armors, 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 reduce the Strength requirement by 1.

PART 3 | MODULAR CRAFTING

Creature Essence

All creatures are different, but they're grouped up in types which determines their fundamental nature.

Unit value: Determined by the creature's CR.

Weapon: Can be used to craft specific slaying weapons such as an arrow of dragon slaying.

Other: Can be used to craft specific potions, alchemical concoctions, and magic items such as a brazier of commanding fire elementals.

Monster Feathers

Hippogriffs, Rocs, giant eagles and other flying creatures have beautiful feathers used to show their majesty.

Unit value: Determined by the creature's CR.

Other: Harvested monster feathers from a CR 9 or higher creature can be used to craft a Quaal's feather token.

Monster Scales

Scales harvested from creatures, with a variety of colors, shapes and sizes.

Unit value: Determined by the creature's CR.

Armor: Replaces the metal. Used to craft a scale mail armor.

Harvested monster scales from a CR 13 or higher dragon can be used to craft a dragon scale mail.

Minerals

Somnium Crystal

A light blue crystal often set into the pommel or crossguard, known for resonating with the Dream.

Unit value: 500 bp

Armor: Somnium-inlad armor counts as an Arcane Focus.

Weapon: Somnium-inlaid weapons counts as an Arcane Focus. Used to craft a dreamer's weapon.

Other: Used to craft rings of spell storing.

Dwarvenstone

This marble-like ore is used by dwarven stoneforgers to create their ceremonial armor for the defenders of their cities, even though is heavier and bulkier than other metallic armors.

Unit value: 100 bp

Armor: Dwarvenstone heavy armor grants an addition +1 to AC and weighs 50% more.

Weapons: Dwarvenstone heavy weapons deal an additional +1 damage and weighs 50% more.

Muniarn

A darkened blue metal that only forms in areas in The Hollow inhabited by darklings, known for absorbing magic.

Unit value: 500 bp.

Armor: Any spell critical hit against you while you're wearing non-magical muniarn armor becomes a normal hit. It's also used to craft an armor of force resistance (metallic armor only).

Weapons: A non-magical weapon made with muniarn deals an additional 1d4 force damage and ignores magical bonuses to AC (such as from mage armor and shield).

Other: Used to craft anti-magic items, such as the ring of mind shielding.

Sky Iron

A rare green opaque metal that comes from star stones, known for its effectiveness against fey and fiendish creatures.

Unit value: 150 bp

Weapons: When a sky iron weapon is used against Fey or Fiends, the weapon's attacks count as magical for the purpose of overcoming resistance and immunity, and it deals an extra 1d4 irreducible force damage.

True Metal

The secret to this white-silver metal is closely guarded by elvish metallurgists.

Unit value: 100 bp

Armor: Used to craft the Sereg plate. True metal light armor can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the true metal version of the armor doesn’t.

Weapon: If a weapon does not have either the heavy or two handed property, the true metal version has the light property.

Veilsand

This deep orange sand from Mashrek is turned into glass-like material, known to be very sharp.

Unit value: 250 bp

Armor: While wearing a non-magical medium or heavy armor (non hide) made with veilsand, when an enemy grapples you, it takes 1d4 slashing damage.

Weapons: A non-magical weapon made with veilsand gains the adaptive (slashing) property if it does not already have it, plus adds 1 to the Wound Risk roll for post-combat Open Wound checks if a target was injured by a veilsand weapon (this is increased to 2 if they suffered a critical hit). It's also used for crafting the sword of sharpness.

Vonyan Steel

A shiny black metal, known as one of the hardest substances in existence.

Unit value: 100 bp.

Armor: Used to craft the Vonyan plate. Any critical hit against you while you're wearing Vonyan steel armor becomes a normal hit.

Weapon: When you score a critical hit with weapons made from Vonyan steel, you add your ability modifier to the attack's damage twice. Targets made of Vonyan steel or wearing Vonyan steel armor are immune to this effect. Whenever you hit an object with this weapon, the hit is a critical hit.

Zhar'klad

A rusty clotted-like metal from the infected veins of Ekrund.

Unit value: 300 bp

Armor: Metal armor made zhar'klad offers advantage on rolls against necrotic damage.

Weapon: Metal weapons made from Zhar'klad count as magic and ignores Constitution modifiers to Wound Threshold. In addition, injured targets have disadvantage on Constitution saving throws to avoid Open Wounds and Festering Wounds (pg. 138-139). It's also used to craft necrotic damage dealing magic weapons, such as the sword of life stealing.

PART 3 | MODULAR CRAFTING

Non-Minerals

Mu'holt

This wood from a Mulvan effigy is as hard as any traditional metal, known for it's connection to the Anima Mundi.

Unit value: 250 bp

Armor: Replaces the metal of any medium or heavy armor. If you expend at least one hit die during a short rest while wearing mu'holt armor, you receive an extra amount of healing equal to your proficiency bonus.

Leafweave

Alchemically processed leaves that are hard as leather, used also as camouflage.

Unit value: 100 bp

Armor: While wearing leafweave armor, you can hide even when only lightly obscured in forest biomes.

Other: Used to craft the boots of elvenkind and the cloak of elvenkind.

Plants and Herbs

The following list includes several plants and herbs (or parts of them) that can be used as reagents in alchemy.

Assassin Algae Bloom


  • Description. A scum surface that looks like streaks of floating clotted blood, forming from assassin algae in water sources from The Hollow.
  • Unit value: 10 bp
  • Bomb effect: Bomb (poison)
  • Poison effect: Vulnerability (poison)
  • Potion effect: Darkvision

Arctic Willow


  • Description. The smallest tree recorded at 9 cm, the Arctic willow grows in green-yellow clumps, which look like thick carpet or a miniature forest.
  • Unit value: 10 bp
  • Bomb effect: Bomb (lightning)
  • Poison effect: Vulnerability (acid)
  • Potion effect: Resistance (cold)

Bird of Ekrund


  • Description. This mountainous, singular blooming flower rests in small brambles that mimic a bird's next. The flower features white petals flushed with orange, red, or gold.
  • Unit value: 10 bp
  • Bomb effect: Bomb (thunder)
  • Poison effect: Weakness (Strength)
  • Potion effect: Resistance (lightning)

Bloodhoney Shrub


  • Description. A 10 ft tall, 10 ft wide shrub with pinnate blue-green leaves which have a distinctive odor of sweet iron. Dark red, nectar-laden flower spikes grow up to 30 inches in length from it.
  • Unit value: 10 bp
  • Bomb effect: Bomb (radiant)
  • Poison effect: Condition (deafened)
  • Potion effect: Fortify (Charisma)

Bog Garlic


  • Description. A bulbous plant that grows up to 3 feet in height. While it produces a beautiful white rounded flower, the bulb is the only part used in alchemy.
  • Unit value: 10 bp
  • Bomb effect: Bomb (necrotic)
  • Poison effect: Harm
  • Potion effect: Resistance (radiant)

Butcher's Bliss


  • Description. A dark red, heavily veined poisonous legume, which can be found in forest vines.
  • Unit value: 10 bp
  • Bomb effect: Bomb (poison)
  • Poison effect: Harm
  • Potion effect: Melee

Cloudy Fibercap


  • Description. A small all-white or cream mushroom with a fibrous silky cap. Small powder doses were once used by actors for believable tears.
  • Unit value: 10 bp
  • Bomb effect: Bomb (poison)
  • Poison effect: Weakness (Strength)
  • Potion effect: Resistance (thunder)

Clubhead Mushrooms


  • Description. A fungus that fruits from the heads of small aquatic creatures near the coastline of any body of water.
  • Unit value: 10 bp
  • Bomb effect: Bomb (cold)
  • Poison effect: Vulnerability (cold)
  • Potion effect: Water breathing

Corpserope Brew


  • Description. A herbal tea made from a giant forest vine with characteristic half-inch bluish-purple or blackish-red flowers. The 100 ft vine often twines on other plants for support.
  • Unit value: 10 bp
  • Bomb effect: Bomb (psychic)
  • Poison effect: Weakness (Wisdom)
  • Potion effect: Fortify (Intelligence)

Dhampir Nightcap


  • Description. A snow algae that forms "blood cups", which are shallow depressions in the snow filled with red tinted melted snow and algal blooms which look like large blood corpuscles under a microscope.
  • Unit value: 10 bp
  • Bomb effect: Fog
  • Poison effect: Condition (unconscious)
  • Potion effect: Resistance (necrotic)

Dragonbile


  • Description. A pale yellow milky liquid extracted from a spineless brown-green cactus with segmented paddles.
  • Unit value: 10 bp
  • Bomb effect: Bomb (force)
  • Poison effect: Weakness (Constitution)
  • Potion effect: Melee

Drengi Beard


  • Description. A pale salt-and-pepper colored moss that looks like beard hair, which grows in trees and rocks.
  • Unit value: 10 bp
  • Bomb effect: Bomb (force)
  • Poison effect: Vulnerability (thunder)
  • Potion effect: Melee

Elfweed


  • Description. These multi-stemmed clumps of pure cream flowers bloom small seeds with fluffy white tails released to blow in the wind. Animals that eat elfweed turn their meat mildly toxic.
  • Unit value: 10 bp
  • Bomb effect: Bomb (cold)
  • Poison effect: Weakness (Dexterity)
  • Potion effect: Archery

False Oat


  • Description. An invasive plains grass mistaken for oats because of shoots with sheaths that give it the appearance of having florets.
  • Unit value: 10 bp
  • Bomb effect: Fog
  • Poison effect: Vulnerability (force)
  • Potion effect: Resistance (radiant)

Fireclaw Lily


  • Description. A bright red flower with lance-shaped leaves tipped with orange tendrils. It is used as a spice and when eaten, give a similar sensation as if you were drinking high proof alcohol.
  • Unit value: 10 bp
  • Bomb effect: Bomb (fire)
  • Poison effect: Vulnerability (fire)
  • Potion effect: Resistance (fire)

Fulminare Flower


  • Description. A curly, foot tall waxy silver-blue flower with bracts that bear tiny crystals. The crystals pop when crushed.
  • Unit value: 10 bp
  • Bomb effect: Bomb (lightning)
  • Poison effect: Condition (frightened)
  • Potion effect: Resistance (thunder)

Gehenna Chives


  • Description. A plant that grows in clumps from underground bulbs and produce round, hollow gray leaves.
  • Unit value: 10 bp
  • Bomb effect: Bomb (lightning)
  • Poison effect: Vulnerability (acid)
  • Potion effect: Resistance (cold)

Gnollbane Seeds


  • Description. Seeds sunk in the yellow pulp from sand apples, the mottled green and spherical paired fruit on a spreading crown tree that grows up to 20 feet tall in the desert.
  • Unit value: 10 bp
  • Bomb effect: Bomb (psychic)
  • Poison effect: Vulnerability (psychic)
  • Potion effect: Resistance (psychic)

Gobling Eye


  • Description. Red glossy seeds with one black dot that grows on trees in swamps and marshes.
  • Unit value: 10 bp
  • Bomb effect: Bomb (poison)
  • Poison effect: Vulnerability (poison)
  • Potion effect: Resistance (poison)

Great Mother's Parsley


  • Description. A bright glue-gray plant with a flowering stem with sparser leaves and flat-topped umbels with numerous cyanish flowers, which can be found in cold climates.
  • Unit value: 10 bp
  • Bomb effect: Bomb (cold)
  • Poison effect: Condition (frightened)
  • Potion effect: Fortify (Constitution)

Gypsum Blossom


  • Description. A tiny cave flower composed of soft crystals growing on the surface of damp stones.
  • Unit value: 10 bp
  • Bomb effect: Bomb (lightning)
  • Poison effect: Weakness (Intelligence)
  • Potion effect: Resistance (psychic)

Heart of the Marsh


  • Description. A plant growing in bogs and ponds with heart-shaped long leaves with greenish-yellow fluorescence. The fruit is a cluster of red berries, each berry containing several seeds.
  • Unit value: 10 bp
  • Bomb effect: Bomb (radiant)
  • Poison effect: Vulnerability (thunder)
  • Potion effect: Resistance (poison)

Heartbane Needles


  • Description. A fragrant red flower composed of long needle-like petals situated in clusters which radiate outward from a stone base.
  • Unit value: 10 bp
  • Bomb effect: Bomb (poison)
  • Poison effect: Condition (unconscious)
  • Potion effect: Archery

Haghair Strands


  • Description. A greenish-black seaweed with small crimson paired bumps along the fronds. It is found in the wrack zone of lakes and oceans.
  • Unit value: 10 bp
  • Bomb effect: Bomb (cold)
  • Poison effect: Weakness (Charisma)
  • Potion effect: Water breathing

Harlequin Gourd


  • Description. A rich greenish-chartreuse squash that reaches up to 6 pounds when mature. It's flesh has been described as "coarse, spicy butter."
  • Unit value: 10 bp
  • Bomb effect: Bomb (fire)
  • Poison effect: Intensify
  • Potion effect: Healing
PART 3 | MODULAR CRAFTING

Ice Floe Lichen


  • Description. A silvery, crusty plant-like fungus that grows in mats on ice floes and on rocks in arctic regions.
  • Unit value: 10 bp
  • Bomb effect: Slipperiness
  • Poison effect: Weakness (Dexterity)
  • Potion effect: Resistance (lightning)

Kor'dren Barbed Poppy


  • Description. A red-orange flower, 8 inches tall, with curved thorns along the stem. The deeply lobed leaves are a whitish green and the sap from this plant is bright orange.
  • Unit value: 10 bp
  • Bomb effect: Slipperiness
  • Poison effect: Weakness (Intelligence)
  • Potion effect: Melee

Lea Anemone


  • Description. An ornamental plant of the plains with finely-dissected tentacle leaves and solitary bell-shaped flowers that produce irritating pollen. The tentacle leaves are banded and come in an array of contrasting colors between the inner whorl and outer whorl.
  • Unit value: 10 bp
  • Bomb effect: Blinding
  • Poison effect: Condition (blinded)
  • Potion effect: Resistance (radiant)

Love-of-Mycelle


  • Description. An attractive, bell-shaped flower with eight medium dark violet petals and pure white throats.
  • Unit value: 10 bp
  • Bomb effect: Bomb (radiant)
  • Poison effect: Vulnerability (radiant)
  • Potion effect: Healing

Mandrake Root


  • Description. The roots from a Mandrake plant have small air bags on its interior. When squished, the compressed air faintly sounds like screams.
  • Unit value: 10 bp
  • Bomb effect: Slipperiness
  • Poison effect: Vulnerability (psychic)
  • Potion effect: Resistance (psychic)

Milky River


  • Description. A drooping tassel with short spikes and small dark capsule-like fruit.
  • Unit value: 10 bp
  • Bomb effect: Blinding
  • Poison effect: Vulnerability (radiant)
  • Potion effect: Fortify (Wisdom)

Mimic Shrub Root


  • Description. A low-growing, nondescript shrub with several main stems arising near the ground. It is often confused with other plants, bearing non-poisonous leathery orange fruits.
  • Unit value: 10 bp
  • Bomb effect: Bomb (fire)
  • Poison effect: Condition (paralyzed)
  • Potion effect: Healing

Mire Hemlock


  • Description. A plant with multiple clusters of milk-white flowers and serrated leaves. Known by common folk as "suicide parsnips" given their similar appearance leading to fatal mistakes.
  • Unit value: 10 bp
  • Bomb effect: Bomb (poison)
  • Poison effect: Harm
  • Potion effect: Fortify (Strength)

Moonflower


  • Description. A trumpet flower whose colors vary from white to yellow, pale blue and pale green.
  • Unit value: 10 bp
  • Bomb effect: Bomb (psychic)
  • Poison effect: Condition (deafened)
  • Potion effect: Resistance (cold)

Nightshade


  • Description. A deep dark blue flower with 4 soft, long and pointy petals and a gray, dried-looking stem.
  • Unit value: 10 bp
  • Bomb effect: Bomb (necrotic)
  • Poison effect: Weakness (Wisdom)
  • Potion effect: Darkvision

Orkaan Tobacco


  • Description. A widespread narrow, toothed seagrass on tropical and semi-tropical ocean shores. Once dried, it is used as an alchemical reagent.
  • Unit value: 10 bp
  • Bomb effect: Bomb (acid)
  • Poison effect: Weakness (Charisma)
  • Potion effect: Resistance (acid)

Rumble Reed


  • Description. These forest canes reach up to 30 feet with grey-blue swordlike leaves wide with a tapered tip, and have a steely wool tuft at the base. Quick thinking hunters use them as shelter when caught in a storm.
  • Unit value: 10 bp
  • Bomb effect: Bomb (thunder)
  • Poison effect: Vulnerability (lightning)
  • Potion effect: Resistance (thunder)

Rust-petaled Rose


  • Description. A pinkish-red rose found in jungles and forests that is covered in rust-brown spots on the undersides of the petals.
  • Unit value: 10 bp
  • Bomb effect: Bomb (psychic)
  • Poison effect: Vulnerability (necrotic)
  • Potion effect: Fortify (Dexterity)

Sharpbush


  • Description. A spiky, brown shrub found in warm arid regions that produces creamy, poisonous sap when damaged. During the summer, it produces small, green flowers arranged in large sprays that have the same effect.
  • Unit value: 10 bp
  • Bomb effect: Fog
  • Poison effect: Weakness (Dexterity)
  • Potion effect: Fortify (Constitution)
PART 3 | MODULAR CRAFTING

Silt Hydra


  • Description. A large, showy flower found on shrubs and lianas that changes color based on the acidity from nearby oceans, rivers and lakes.
  • Unit value: 10 bp
  • Bomb effect: Bomb (acid)
  • Poison effect: Intensify
  • Potion effect: Resistance (acid)

Spinesnap Moss


  • Description. A dense grey moss with a shiny coat. In cold seasons, the moss becomes smooth with a hard shell. Breaking it releases a foul smelling, stinging white jelly-like pulp.
  • Unit value: 10 bp
  • Bomb effect: Bomb (lightning)
  • Poison effect: Condition (paralyzed)
  • Potion effect: Fortify (Charisma)

Soulspur


  • Description. These flowers are shades of pink, blue, purple and white traced in black in an open, loose, often branched spike.
  • Unit value: 10 bp
  • Bomb effect: Bomb (poison)
  • Poison effect: Harm
  • Potion effect: Fortify (Dexterity)

Sweetpepper Apple


  • Description. A spike of small greenish flowers followed by fruits, which are similar in appearance to an apple, are green or greenish-yellow flecked with black when ripe.
  • Unit value: 10 bp
  • Bomb effect: Bomb (lightning)
  • Poison effect: Intensify
  • Potion effect: Archery

Tears of Thule


  • Description. A tiny plant with two linear leaves and a single small semi-translucent white drooping bell shaped flower with blue markings.
  • Unit value: 10 bp
  • Bomb effect: Bomb (necrotic)
  • Poison effect: Vulnerability (necrotic)
  • Potion effect: Resistance (radiant)

Troglodyte Mud


  • Description. A bright green thick and dense mud that appears under the rocks in swamps and marshes.
  • Unit value: 10 bp
  • Bomb effect: Bomb (acid)
  • Poison effect: Vulnerability (acid)
  • Potion effect: Resistance (poison)

Vizier's Wormwood


  • Description. A purple gray herbaceous plant with tubular, bent down peridot flowers growing up to 4 feet tall. The plant is used by the Royal Viziers of Mashrek for wakefulness, as well as the base for local absinthe.
  • Unit value: 10 bp
  • Bomb effect: Bomb (psychic)
  • Poison effect: Condition (blinded)
  • Potion effect: Fortify (Wisdom)

Vonyan Stormgrass


  • Description. A narrow-leafed grass that grows up to grow 1 1/2 feet tall. When they emerge in spring, the green leaves will be tipped with silvery-white. As the season progresses, the color spreads through the leaf and it deepens. By fall the leaves are metallic iron. In winter, as the plant goes dormant, the leaves will turn a coppery color.
  • Unit value: 10 bp
  • Bomb effect: Blinding
  • Poison effect: Vulnerability (lightning)
  • Potion effect: Fortify (Dexterity)

Whiskered Seal


  • Description. A plant with furry paddle-shaped leaves on squat, upright stems. The flowers are greyish-brown and formed by two-lipped petals and multiple stamens, which gives them a whiskered appearance.
  • Unit value: 10 bp
  • Bomb effect: Slipperiness
  • Poison effect: Vulnerability (cold)
  • Potion effect: Water breathing

Wishwarped Lantana


  • Description. An up-to-6 foot tall everblooming plant native to Mashrek that is magically sustained in arid climates with aromatic flower clusters in a mixture of red, orange, yellow, or blue and white florets.
  • Unit value: 10 bp
  • Bomb effect: Bomb (force)
  • Poison effect: Vulnerability (force)
  • Potion effect: Fortify (Intelligence)

Witchfire


  • Description. A plant that grows up to 5 feet tall with simple and opposite leaves that are up to 1 feet long. The highly fragrant flame-shaped flowers vary from black through purplish.
  • Unit value: 10 bp
  • Bomb effect: Bomb (necrotic)
  • Poison effect: Harm
  • Potion effect: Darkvision

Zorria Nectar


  • Description. The nectar from the full moonlight, light blue flower named after St. Urazori.
  • Unit value: 10 bp
  • Bomb effect: Bomb (psychic)
  • Poison effect: Weakness (Constitution)
  • Potion effect: Resistance (force)

PART 3 | MODULAR CRAFTING

Optional Rules: Material Resistance

Every non-magical 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 attack bonus and 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.

PART 3 | MODULAR CRAFTING
Wondrous Item Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Bag of Holding 1 bag
1 scroll of secret chest
2 uncommon arcane essence
16 hours (2 days) 8 DC 16 uncommon 1,000 bp
Broom of Flying 1 broom
1 scroll of levitate
1 scroll of fly
1 scroll of animate object
2 uncommon primal essence
16 hours (2 days) 8 DC 16 uncommon 1,050 bp
Belt of Hill
Giant Strength
1 belt
1 scroll of enhance ability
1 scroll of enlarge/reduce
3 rare primal essence
16 hours (2 days) 8 DC 18 rare 3,500 bp
Belt of Stone
Giant Strength
1 belt
1 scroll of enhance ability
1 scroll of enlarge/reduce
1 scroll of stoneskin
3 very rare primal essence
24 hours (3 days) 12 DC 20 very rare 26,000 bp
Belt of Fire
Giant Strength
1 belt
1 scroll of enhance ability
1 scroll of transformation
1 very rare arcane essence
3 very rare primal essence
32 hours (4 days) 16 DC 22 very rare 47,000 bp
Belt of Cloud
Giant Strength
1 belt
1 scroll of enhance ability
1 scroll of transformation
1 scroll of investiture of wind
1 very rare arcane essence
3 very rare primal essence
1 legendary primal essence
40 hours (5 days) 16 DC 23 legendary 83,000 bp
Belt of Storm
Giant Strength
1 belt
1 scroll of enhance ability
1 scroll of transformation
1 scroll of invulnerability
1 very rare arcane essence
3 very rare primal essence
2 legendary primal essence
48 hours (6 days) 24 DC 25 legendary 200,000 bp
Cap of Water
Breathing
1 leather cap
1 scroll of water breathing
1 common arcane essence
2 commom primal essence
8 hours 4 DC 14 uncommon 270 bp
Circle of Blasting 1 circlet worth at least 50 bp
1 scroll of scorching ray
1 common arcane essence
1 common primal essence
8 hours 4 DC 12 uncommon 250 bp
Goggles of Night 1 pair of goggles
1 scroll of darkvision
1 common primal essence
1 uncommon arcane essence
8 hours 4 DC 13 uncommon 300 bp
Pearl of Power 1 pearl worth at least 100 bp
5 common arcane essence
8 hours 4 DC 12 uncommon 350 bp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Portable Hole 1 large cloth
1 scroll of rope trick
1 scroll of passwall
1 scroll of dimension door
2 rare arcane essence
1 rare primal essence
16 hours (1.5 days) 8 DC 18 Rare 5,000 bp
Sending Stones 1 set of the same kind of stones
1 scroll of sending
2 common arcane essence
4 hours 2 DC 14 uncommon 380 bp
Cloak of Protection 1 cloak
1 scroll of shield of faith
1 scroll of mage armor
1 scroll of protection from energy
1 scroll of shield
1 scroll of absorb elements
1 rare arcane essence
1 rare divine essence
24 hours (2 days) 12 DC 16 rare 2,500 bp
Animated Shield 1 shield worth at least 200 bp
1 scroll of animated objects
2 rare arcane essence
1 very rare arcane essence
1 rare primal essence
24 hours (2 days) 12 DC 18 very rare 12,500 bp
Bag of Beans 1 bag of beans
1 rare primal essence
1 uncommon primal essence
1 scroll of plant growth
1 scroll of conjure animals
6 common primal essence
48 hours (2 days) 24 DC 15 rare 1,750 bp
Bag of Devouring 1 bag of holding
1 scroll of planeshift
1 scroll of hunger of hadar
16 hours (2 days) 8 DC 17 very rare 15,000 bp
Bag of Tricks 1 bag
4 common arcane essence
1 scroll of conjure animals
12 hours (1.5 days) 6 DC 14 uncommon 520 bp
Beads of Force 8 beads
8 scrolls of resilient sphere
16 hours (2 days) 8 DC 16 rare 2900 bp
Belts of Dwarvenkind 1 belt worth at least 200 bp
200 bp worth of quality ale
1 rare primal essence
2 uncommon primal essences
1 scroll of stoneskin
1 scroll of alter self
16 hours (2 days) 8 DC 17 rare 2400 bp
Boots of Elvenkind 1 boots worth at least 50 bp
1 uncommon primal essence
1 common primal essence
1 scroll of silence
1 scroll of pass without a trace
8 hours 4 DC 14 uncommon 470 bp
Boots of Levitate 1 boots worth at least 200 bp
2 rare arcane essence
2 uncommon primal essence
1 scroll of levitate
16 hours (2 days) 8 DC 17 rare 2,600 bp
Boots of Speed 1 boots worth at least 200 bp
1 rare primal essence
2 rare arcane essence
2 uncommon arcane essence
1 scroll of haste
16 hours (2 days) 8 DC 16 rare 3,400 bp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Boots of Striding and Springing 1 boot worth at least 50 bp
1 common arcane essence
1 common primal essence
1 scroll of longstrider
1 scroll of jump
8 hours 4 DC 15 uncommmon 325 bp
Boots of Winterlands 1 boots
1 scroll of protection of from energy
1 scroll of arctic breathK
2 uncommon primal essences
12 hours (1.5 days) 6 DC 15 uncommon 760 bp
Bracers of Archery 1 set of bracers
1 scroll of seeking shotK
1 uncommon primal essence
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 15 uncommon 500 bp
Bracers of Defense 1 set of bracers worth at least 200 bp
1 scroll of shield
1 scroll of shield of faith
1 rare divine essence
1 rare arcane essence
16 hours (2 days) 8 DC 17 rare 2,300 bp
Brazier of Commanding Fire Elementals 1 brazier worth 200 bp
1 scroll of conjure elemental
2 rare primal essences
2 rare reactive reagents
16 hours (2 days) 8 DC 17 rare 2,400 bp
Bowl of Commanding Water Elementals 1 bowl worth 200 bp
1 scroll of conjure elemental
2 rare primal essences
2 rare curative reagents
16 hours (2 days) 8 DC 17 rare 2,400 bp
Stone of Controlling Earth Elementals 1 stone worth 200 bp
1 scroll of conjure elemental
2 rare primal essences
2 rare poisonous reagent
16 hours (2 days) 8 DC 17 rare 2,400 bp
Censer of Controlling Air Elementals 1 censer worth 200 bp
1 scroll of conjure elemental
2 rare primal essences
1 rare reactive reagent
1 uncommon arcane essence
16 hours (2 days) 8 DC 17 rare 2,400 bp
Candle of Invocation* 1 candle worth 100 bp
4 rare divine essence
1 scroll of holy aura
1 scroll of gate
32 hours (4 days) 16 DC 19 very rare 65,000 bp
Cape of Mountebank 1 cape worth at least 200 bp
1 scroll of dimension door
1 scroll of pyrotechnics
1 rare arcane essence
1 uncommon primal essence
16 hours (2 days) 8 DC 18 rare 2,000 bp
Carpet of Flying 1 fancy carpet worth 1000 bp
1 scroll of fly
1 scroll of levitate
1 scroll of animate objects
1 very rare arcane essence
1 very rare primal essence
32 hours (4 days) 16 DC 19 very rare 20,000 bp
Chime of Opening 1 chime worth 50 bp
1 scroll of knock
10 common arcane essences
10 hours 5 DC 14 rare 666 bp
  • *Candle of Invocation matches the alignment of the creator.
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Cloak of Arachnida 1 cloak worth 200 bp
1 scroll of web
1 scroll of spiderclimb
1 scroll of protection from poison
1 very rare arcane essence
1 rare arcane essence
24 hours (3 days) 12 DC 18 very rare 10,000 bp
Cloak of Displacement 1 cloak worth 50 bp
1 scroll of mirror image
1 rare arcane essence
12 hours (1.5 days) 6 DC 15 rare 980 bp
Cloak of Elvenkind 1 cloak
1 scroll of pass without a trace
1 uncommon primal essence
1 common primal essence
8 hours 4 DC 14 uncommon 335 bp
Cloak of the Bat 1 cloak worth at least 50 bp
1 scroll of form of the familiarK
1 scroll of darkness
1 scroll of fly
1 rare primal essence
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 15 rare 1,500 bp
Cloak of the Manta Ray 1 cloak
1 scroll of water breathing
1 scroll of alter self
2 common primal essence
8 hours 4 DC 14 uncommon 600 bp
Crystal Ball 1 crystal worth at least 1,000 bp
1 scroll of scrying
1 very rare arcane essence
2 rare arcane essence
24 hours (3 days) 12 DC 18 very rare 12,600 bp
Crystal Ball of Mind Reading 1 very rare magical crystal ball
1 scroll of detect thoughts
1 very rare arcane essence
8 hours 4 DC 19 very rare 22,200 bp
Crystal Ball of Telepathy 1 very rare magical crystal ball
1 scroll of suggestion
1 very rare psionic essence
8 hours 4 DC 20 very rare 22,600 bp
Crystal Ball of True Seeing 1 very rare magical crystal ball
1 scroll of truesight
1 legendary arcane essence
8 hours 4 DC 21 legendary 50,000 bp
Cube of Force 1 metal cube of mithril, admantite, or gold
1 scroll of wall of force
1 scroll of antilife shell
1 scroll of gaseous form
1 scroll of antimagic field
2 rare arcane essence
3 uncommon arcane essence
16 hours (2 days) 8 DC 17 very rare 20,000 bp
Cubic Gate 1 3 inch cube worth at least 500 gold
1 scroll of gate
1 scroll of planeshift
1 very rare arcane essence
1 very rare divine essence
32 hours (4 days) 16 DC 20 very rare 75,000 bp
Decanter of Endless Water 1 decanter
1 scroll of create or destroy water
1 uncommon primal essence
1 common divine essence
8 hours 4 DC 14 ucommon 300 bp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Deck of Illusions 34 cards
1 scroll of major image
1 scroll of silent image
34 common arcane essences
8 hours 4 DC 15 uncommon 330 bp
Deck of Many Things 22 cards
1 tears of a dungeon master
22 hours 11 DC 100 legendary ???
Dimension Shackles 1 set of manacles
1 scroll of hold monster
1 scroll of forbiddence
1 rare divine essence
1 rare arcane essence
16 hours (2 days) 8 DC 17 rare 4,900 bp
Efficient Quiver 1 quiver worth 25 bp
1 scroll of secret chest
1 common arcane essence
8 hours 4 DC 15 uncommon 430 bp
Efreeti Bottle 1 brass bottle
1 scroll of conjure elemental
1 scroll of planar binding
2 very rare primal essences
3 rare primal essences
3 rare arcane essences
32 hours (4 days) 16 DC 18 very rare 24,000 bp
Eversmoking Bottle 1 bottle
1 scroll of fog cloud
1 scroll of produce flame
1 common arcane essence
1 common primal essence
8 hours 4 DC 13 uncommon 210 bp
Eyes of Charming 1 crystal lenses (glasses) worth 50 bp
1 scroll of charm person
1 uncommon arcane essence
4 hours 2 DC 14 uncommon 300 bp
Eyes of Minute Seeing 1 crystal lenses (glasses) worth 50 bp
1 scroll of identify
1 common arcane essence
4 hours 2 DC 14 uncommon 190 bp
Eyes of the Eagle 1 crystal lenses
1 scroll of far sightK
1 common primal essence
4 hours 2 DC 14 uncommon 190 bp
Feather Token (Anchor) 1 fletching
1 scroll of entangle
1 scroll of web
1 scroll of binding curseK
1 uncommon arcane essence
6 hours 3 DC 15 rare 435 bp
Feather Token (Bird) 1 fletching
1 scroll of conjure animals
2 scrolls of enlarge reduce
1 uncommon primal essence
6 hours 3 DC 17 rare 770 bp
Feather Token (Fan) 1 fletching
1 scroll of gust of wind
1 scroll of animate objectK
1 uncommon arcane essence
1 uncommon primal essence
6 hours 3 DC 15 rare 525 bp
Feather Token (Swan Boat) 1 fletching
1 boat 50 feet long and 20 feet wide
1 scroll of dimension door
1 uncommon arcane essence
8 hours 4 DC 16 rare 4000 bp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Feather Token (Tree) 1 fletching
1 scroll of plant growth
1 uncommon primal essence
6 hours 3 DC 15 rare 475 bp
Feather Token (Whip) 1 fletching
1 whip
1 scroll of animate objects
1 uncommon arcane essence
6 hours 3 DC 14 rare 275 bp
Figurine of Wondrous
Power (Brozne Griffon)
1 figurine of a griffon worth at least 20 bp
1 scroll of summon greater steed
1 rare divine essence
1 uncommon divine essence
16 hours (2 days) 8 DC 17 rare 2,700 bp
Figurine of Wondrous
Power (Ebony Fly)
1 figurine of a fly worth at least 20 bp
1 scroll of giant insect
1 rare primal essence
1 uncommon primal essence
8 hours 4 DC 15 rare 1,300 bp
Figurine of Wondrous
Power (Golden Lions)
2 figurines of a lion worth at least 20 bp
1 scroll of conjure animals
1 uncommon primal essence
1 uncommon divine essence
12 hours (1.5 days) 6 DC 15 rare 730 bp
Figurine of Wondrous
Power (Ivory Goats)
3 figurines of a goat worth at least 20 bp
1 scroll of conjure animals
1 rare arcane essence
1 uncommon divine essence
1 uncommon arcane essence
16 hours 8 DC 16 rare 1,700 bp
Figurine of Wondrous
Power (Marble Elephant)
1 figurine of an elephant worth at least 20 bp
1 scroll of conjure animals
1 scroll of enlarge reduce
1 uncommon primal essence
8 hours 4 DC 15 rare 600 bp
Figurine of Wondrous
Power (Obsidian Steed)
1 figurine of a horse worth at least 50 bp
1 scroll of summon greater steed
1 very rare arcane essence
1 rare divine essence
16 hours (2 days) 8 DC 17 very rare 10,250 bp
Figurine of Wondrous
Power (Onyx Dog)
1 figurine of a dog worth at least 20 bp
1 scroll of conjure animals
1 uncommon primal essence
8 hours 4 DC 15 rare 515 bp
Figurine of Wondrous
Power (Serpentine Owl)
1 figurine of an owl worth at least 20 bp
1 scroll of find familiar
1 scroll of enlarge reduce
1 uncommon arcane essence
8 hours 4 DC 16 rare 475 bp
Figurine of Wondrous
Power (Silver Raven)
1 figurine of a raven worth at least 10 bp
1 scroll of find familiar
1 scroll of animal messanger
1 common primal essence
1 common arcane essnece
8 hours 4 DC 13 uncommon 270 bp
Figurine of Wondrous
Power (Oynx Panther)K
1 figurine of a panther worth at least 20 bp
1 scroll of conjure animals
1 uncommon primal essence
8 hours 4 DC 15 rare 515 bp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Gauntlets of Ogre Power 1 gauntlets worth 50 bp
1 scroll of enlarge/reduce
1 scroll of enhance ability
1 uncommon primal essence
1 common arcane essence
12 (1.5 days) 6 DC 14 uncommon 500 bp
Gem of Brightness 1 cut gem worth at least 50 gold
1 scroll of light
1 scroll of daylight
1 uncommon divine essence
1 common arcane essence
8 hours 4 DC 14 uncommon 585 bp
Gem of Seeing 1 cut gem worth at least 50 gold
1 scroll of true seeing
1 rare arcane essence
1 uncommon arcane essence
16 hours (2 days) 8 DC 17 rare 3050 bp
Gloves of Missile Snaring 1 gloves
1 scroll of attract/repel
1 uncommon arcane essence
1 common primal essence
8 hours 4 DC 15 uncommon 365 bp
Gloves of Swimming and Climbing 1 gloves
1 scroll of enhance ability
1 common arcane essence
1 common primal essence
8 hours 4 DC 14 uncommon 225 bp
Handy Haversack 1 backpack
1 scroll of secret chest
1 instant summons
1 uncommon arcane essence
1 rare arcane essence
16 hours (2 days) 8 DC 18 rare 3,600 bp
Hat of Disguise 1 hat
1 scroll of disguise self
1 scroll of minor illusion
1 uncommon arcane essence
1 common arcane essence
8 hours 4 DC 14 uncommon 340 bp
Headband of Intellect 1 handband worth at least 25 bp
1 scroll of enhance ability
2 uncommon arcane essence
1 common divine essence
12 days (1.5 days) 6 DC 14 uncommon 540 bp
Winged Boots boots worth at least 50 bp
1 scroll of fly
1 scroll of levitate
1 scroll of featherfall
1 uncommon arcane essence
1 uncommon primal essence
16 hours (2 days) 8 DC 15 uncommon 1000 bp
Wings of Flying 1 cloak worth 50 bp
1 scroll of fly
1 scroll of polymorph
1 rare arcane essence
1 uncommon arcane essence
16 hours (2 days) 8 DC 17 rare 3,000 bp
Well of Many Worlds 1 fine block cloth worth 100 bp
1 scroll of planeshift
1 scroll of demiplane
1 legendary divine essence
1 very rare arcane essence
40 hours (5 days) 20 DC 20 legendary 75,000 bp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Helm of Brilliance* 1 helm worth at least 100 bp
5 diamonds worth 50 bp
10 rubies worth 20 bp
15 fire opals worth 10 bp
20 opals worth 10 bp
1 scroll of daylight
1 scroll of fireball
1 scroll of prismatic spray
1 wall of fire
1 rare arcane essence
1 uncommon arcane essence
24 hours (3 days) 12 DC 18 very rare 17,000 bp
Helm of Comprehending Language 1 helm worth at least 25 bp
1 scroll of comprhend languages
1 common arcane essence
1 common divine essence
16 hours (2 days) 8 DC 14 uncommon 280 bp
Helm of Telepathy 1 helm worth at least 50 bp
1 scroll of detect thoughts
1 scroll of suggestion
1 uncommon arcane essence
1 common arcane essence
16 hours (2 days) 8 DC 15 uncommon 575 bp
Helm of Teleportation 1 helm worth at least 200 bp
1 scroll of teleport
2 rare arcane essence
1 rare divine essence
24 hours (3 days) 12 DC 18 rare 16,700 bp
Horn of Blasting 1 horn worth at least 100 bp
1 scroll of shockwaveK
1 scroll of sonic shriekK
24 hours (3 days) 12 DC 17 rare 3,370 bp
Horn of Valhalla (Silver) 1 silver horn worth at least 50 gold
1 scroll of spirit guardians
1 scroll of guardian of faith
1 rare primal essence
1 rare divine essence
24 hours (3 days) 12 DC 17 rare 2,800 bp
Horn of Valhalla (Brass) 1 brass horn worth at least 50 gold
1 scroll of spirit guardians
1 scroll of guardian of faith
1 rare primal essence
1 rare divine essence
24 hours (3 days) 12 DC 17 rare 2,800 bp
Horn of Valhalla (Bronze) 1 bronze horn worth at least 100 gold
1 scroll of spirit guardians
1 scroll of guardian of faith
1 scroll of conjure celestial
2 rare primal essence
2 rare divine essence
32 hours (4 days) 16 DC 19 very rare 5,600 bp
Horn of Valhalla (Iron) 1 iron horn worth at least 500 gold
1 scroll of spirit guardians
1 scroll of conjure celestial
1 very rare primal essence
1 very rare divine essence
40 hours (5 hours) 20 hours DC 20 legendary 33,800 bp
  • Helm of Brilliance forged this way has 5 diamons, 10 rubies, 15 fire opals, and 20 opals. At your DMs discretion, one can be made with more gems.
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Horseshoes of Speed 4 horseshoes worth 10 bp each
4 scrolls of longstrider
4 uncommon arcane essences
4 common primal essence
24 hours (3 days) 12 DC 16 rare 1,570 bp
Horseshoes of a Zephyr 4 horseshoes worth 10 bp each
4 scrolls of levitate
1 scroll of fly
1 scroll of longstrider
4 rare arcane essences
4 uncommon primal essences
24 hours (3 days) 12 DC 18 very rare 5,500 bp
Instant Fortress 1 admantine cube
100 adamantine ingots
1 scroll of magnificent mansion
2 very rare arcane essence
4 rare arcane essence
2 rare divine essence
40 hours (5 days) 20 DC 18 very rare 42,000 bp
Iron Bands of Binding 30 feet of chain
1 scroll of entangle
1 scroll of awaken ropeK
1 rare arcane essence
2 uncommon divine essence
16 hours (2 days) 8 DC 16 rare 740 bp
Iron Flask (Empty) 1 iron flask worth at least 200 bp
1 scroll of imprisonment
1 scroll of planar blinding
1 legendary arcane essence
1 very rare divine essence
40 hours (5 days) 20 DC 21 legendary 98,000 bp
Mantle of Spell Resistance 1 mantle worth at least 100 bp
1 scroll of dispel magic
3 rare arcane essence
1 uncommon divine essence
16 hours (1.5 days) 8 DC 17 rare 3,280 bp
Mirror of Life Trapping 1 4 foot tall mirror worth at least 50 bp
1 scroll of demiplane
1 scroll of banishment
1 very rare arcane essence
2 rare arcane essence
32 hours (4 days) 16 DC 19 very rare 25,000 bp
Lantern of Revealing 1 lantern
1 scroll of light
1 scroll of see invisible
1 uncommon arcane essence
1 uncommon divine essence
8 hours 4 DC 15 uncommon 500 bp
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Pipes of Haunting 1 pipes worth at least 25 bp
1 scroll of cause fear
1 uncommon arcane essence
1 uncommon divine essence
8 hour 4 DC 15 uncommon 485 bp
Pipes of the Sewers 1 pipes worth at least 25 bp
1 scroll of animal friendship
1 uncommon primal essence
1 common primal essence
8 hours 4 DC 14 uncommon 345 bp
Robe of Eyes 1 robe worth at least 100 bp
1 scroll of darkvision
1 scroll of see invisibility
1 scroll of arcane eye
1 rare arcane essence
1 uncommon psionic essence
24 hours (3 days) 12 DC 17 rare 2,170 bp
Robe of Scintillating Colors 1 robe worth at least 200 bp
1 scroll of daylight
1 scroll of prismatic spray
1 scroll of wall of light
1 very rare arcane essence
1 rare arcane essence
1 rare divine essence
24 hours (3 days) 12 DC 18 very rare 25,000 bp
Robe of Stars 1 black or blue robe worth 200 bp
1 scroll of magic missile
1 scroll of etherealness
1 scroll of blink
1 very rare arcane essence
1 very rare divine essence
6 rare arcane essence
32 hours (4 days) 16 DC 19 very rare 32,800 bp
Robe of Useful Items* 1 robe
100 gold pieces
1 silver coffer worth 500 bp
1 iron door
10 gems worth 100 bp each
1 wooden ladder
1 picture of a horse worth 75 bp
1 saddle bag
1 scroll of create holeK
4 potions of healing
1 rowboat
1 1st level scroll
1 picture of mastiffs worth at least 25 bp
1 window
1 portable ram
13 common arcane essences
8 hours 4 DC 14 uncommon 3,560 bp
Robe of the Archmage 1 white, gray, or black robe worth at least 500 bp
1 scroll of mage armor
1 scroll of antimagic field
1 legendary arcane essence
5 very rare arcane essence
40 days (5 days) 20 DC 21 legendary 100,000 bp
Rope of Climbing 1 60-foot long rope
1 scroll of awaken rope
1 uncommon arcane essence
1 common arcane essence
4 hours 2 DC 14 uncommon 300 bp
  • Formula for Robe of Useful Items 13 patches, one of each. You can remove items to craft with less patches.
Wondrous Item Crafting Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Rope of Entanglement 1 30-foot long rope
1 scroll of awaken ropeK
1 scroll of entangle
1 rare arcane essence
16 hours (2 days) 8 DC 17 rare 1,325 bp
Slippers of Spider Climbing 1 slippers
1 scroll of spider climbing
1 common arcane essence
1 common primal essence
8 hours 4 DC 14 uncommon 225 bp
Sphere of Annihilation 1 legendary arcane essence
1 scroll of disintegrate
1 scroll of levitate
1 scroll of demiplane
2 very rare arcane essence
1 very rare divine essence
40 hours (5 days) 20 DC 21 legendary 81,000 bp
Luckstone 1 polished agate worth 50 bp
1 scroll of imbue luckK
1 uncommon divine essence
1 common primal essence
8 hours 4 DC 15 uncommon 415 bp
Ioun Stones
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Ioun Stone (Absorption) 1 pale lavender gem worth at least 500 gold
1 scroll of dispel magic
1 very rare arcane essence
1 very rare divine essence
24 hours (3 days) 12 DC 19 very rare 18,000 bp
Ioun Stone (Agility) 1 deep red gem worth at least 500 gold
1 scroll of enhance ability
2 very rare primal essence
2 very rare divine essence
24 hours (3 days) 12 DC 19 very rare 33,000 bp
Ioun Stone (Awareness) 1 dark blue gem worth at least 200 gold
1 scroll of enhance ability
1 rare primal essence
1 rare arcane essence
16 hours (2 days) 8 DC 17 rare 2260 bp
Ioun Stone (Fortitude) 1 pink gem worth at least 500 gold
1 scroll of enhance ability
2 very rare divine essence
2 very rare primal essence
24 hours (3 days) 12 DC 19 very rare 33,000 bp
Ioun Stone (Greater Absorption) 1 lavender gem worth at least 500 bp
1 green gem worth at least 500 bp
2 very rare divine essence
2 very rare arcane essence
1 scroll of antimagic sphere
32 hours (4 days) 16 DC 20 legendary 50,000 bp
Ioun Stone (Insight) 1 incandescent blue worth at least 500 gold
1 scroll of enhance ability
2 very rare divine essence
2 very rare primal essence
24 hours (3 days) 12 DC 19 very rare 33,000 bp
Ioun Stones
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Ioun Stone (Intellect) 1 incandescent blue worth at least 500 gold
1 scroll of enhance ability
3 very rare arcane essence
1 very rare primal essence
24 hours (3 days) 12 DC 19 very rare 33,000 bp
Ioun Stone (Leadership) 1 pink gem at least 500 gold
1 scroll of enhance ability
4 very rare divine essence
24 hours (3 days) 12 DC 19 very rare 33,000 bp
Ioun Stone (Mastery) 1 green gem worth at least 1,000 bp
1 scroll of enhance ability
1 legendary divine essence
1 very rare arcane essence
1 very rare primal essence
40 hours (5 days) 20 DC 21 legendary 55,800 bp
Ioun Stone (Protection) 1 rose gem worth at least 200 bp
1 scroll of mage armor
3 rare arcane essnece
1 rare divine essence
16 hours (2 days) 8 DC 17 rare 3,800 bp
Ioun Stone (Regeneration) 1 pearl worth at least 1,000 bp
1 scroll of regeneration
2 very rare divine essence
2 rare divine essence
24 hours (3 days) 12 DC 19 legendary 32,800
Ioun Stone (Reserve) 1 purple gem worth at least 200 bp
5 rare arcane essence
4 uncommon arcane essence
16 hours (2 days) 8 DC 17 rare 5,100 bp
Ioun Stone (Strength) 1 pale blue gem at least 500 gold
1 scroll of enhance ability
4 very rare primal essence
24 hours (3 days) 12 DC 19 very rare 33,000 bp
Ioun Stone (Sustenance) 1 clear gem worth at least 200 gold
1 scroll of create food and water
2 rare divine essence
1 uncommon arcane essence
16 hours (2 days) 8 DC 16 rare 2,290 bp
Magical Manuals and Tomes
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Manual of Bodily Health 1 blank book worth 500 bp
1 scroll of enhance ability
1 legendary primal essence
1 legendary divine essence
40 hours (5 days) 20 DC 21 legendary 68,500 bp
Manual of Gainful Exercise 1 blank book worth 500 bp
1 scroll of enhance ability
2 legendary primal essence
40 hours (5 days) 20 DC 21 legendary 68,500 bp
Manual of Golems* 1 blank book worth 250 bp
1 scroll of awaken
1 scroll of scroll of animate objects
2 very rare arcane essence
1 rare divine essence
24 hours (3 days) 12 DC 19 very rare 12,400 bp
Manual of Quickness of Action 1 blank book worth 500 bp
1 scroll of enhance ability
1 legendary arcane essence
1 legendary divine essence
40 hours (5 days) 20 DC 21 legendary 68,500 bp
Tome of Clear Thought 1 blank book worth 500 bp
1 scroll of enhance ability
2 legendary arcane essence
40 hours (5 days) 20 DC 21 legendary 68,500 bp
Tome of Leadership and Influence 1 blank book worth 500 bp
1 scroll of enhance ability
2 legendary divine essence
40 hours (5 days) 20 DC 21 legendary 68,500 bp
Tome of Understanding 1 blank book worth 500 bp
1 scroll of enhance ability
1 legendary divine essence
1 legendary primal essence
40 hours (5 days) 20 DC 21 legendary 68,500 bp
  • Note that this creates the item, not the golem. Creating the golem requires a sum of gold and time beyond the item. When making a manual of golems in this way, you can pick which golem type it is for.
Magical Jewelry
Name Materials Crafting Time Checks Difficulty Rarity Value
Periapt of Health 1 necklace worth 50 gold
1 scroll of purify food and drink
1 scroll of lesser restoration
2 common divine essence
12 hours (1.5 days) 6 DC 12 uncommon 325 bp
Amulet of Heath 1 amulet worth 200 bp
1 rare divine essence
1 rare primal essence
16 hours (2 days) 8 DC 18 rare 2500 bp
Amulet of Proof against
Detection and Location
1 amulet
1 scroll of nondetection
8 hours 4 DC 14 uncommon 350 bp
Amulet of Planes 1 amulet worth 650 bp
1 scroll of plane shift
1 rare arcane essence
1 very rare divine essence
24 hours (3 days) 12 DC 18 very rare 23,400 bp
Brooch of Shielding 1 brooch or amulet worth 10 bp
1 scroll of magic missile
1 scroll of shield
1 scroll of protection from energy
6 hours 3 DC 14 uncommon 444 bp
Circlet of Blasting circlet worth at least 25 gold
1 scroll of scorching ray
1 uncommon primal essence
6 hours 3 DC 12 uncommon 280 bp
Medallion of Thoughts 1 medallion worth 25 gold
1 scroll of detect thoughts
1 uncommon arcane essence
1 uncommon psionic essence
8 hours 4 DC 15 uncommon 500 bp
Necklace of Adaption 1 necklace worth at least 25 gold
1 scroll of protection from poison
1 common divine essence
6 hours 3 DC 12 uncommon 170 bp
Necklace of Prayer Beads* 6 gems worth 50 gold pieces each
1 scroll of planar ally
1 scroll of wind walk
1 scroll of branding smite
1 greater restoration
1 cure wounds
1 scroll of lesser restoration
1 scroll of bless
6 rare divine essence
12 hours (1.5 days) 6 DC 16 rare 10,000 bp
Scarab of Protection 1 scarab shaped medallion
worth at least 500 bp

1 scroll of holy aura
1 very rare divine essence
24 hours (3 days) 12 DC 19 legendary 25,000 bp
Talisman of Pure Good 1 talisman woth at least 1,000 bp
1 legendary divine essence
from a Good-aligned source

1 scroll of fissure
1 scroll of gate
40 hours (5 days) 20 DC 21 legendary 88,000 bp
Talisman of Ultimate Evil 1 talisman woth at least 1,000 bp
1 legendary divine essence
from an Evil-aligned source

1 scroll of fissure
1 scroll of gate
40 hours (5 days) 20 DC 21 legendary 88,000 bp
Talisman of the Sphere 1 talisman woth at least 1,000 bp
1 legendary arcane essence
24 hours (3 days) 12 DC 22 legendary 37,000 bp
  • This version of Necklance of Prayer Beads has 6 beads, 1 of each option.
Weapon Enchanting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
+1 Weapon 1 weapon
1 scroll of magic weapon
2 common arcane essence
2 uncommon arcane essence
8 hours 4 DC 14 uncommon 540* bp
+2 Weapon 1 weapon
1 scroll of magic weapon
2 uncommon arcane essence
2 rare arcane essence
2 rare divine essence
2 rare primal essence
16 hours (2 days) 8 DC 16 rare 5,300* bp
+3 Weapon 1 weapon worth at least 1,000 bp
1 scroll of magic weapon
1 scroll of elemental weapon
1 scroll of vorpal weaponK
1 very rare arcane essence
1 very rare divine essence
1 very rare primal essence
24 hours (3 days) 12 DC 18 very rare 26,000 bp
Berserker Axe 1 axe
1 scroll of crown of madness
1 scroll of magic weapon
1 scroll of aid
2 uncommon primal essence
8 hours 4 DC 14 uncommon 500* bp
Dagger of
Venom
1 +1 weapon
1 potent injury poison
1 scroll of nauseating poisonK
1 rare primal essence
1 rare arcane essence
12 hours (1.5 days) 6 DC 16 Rare 2,500 bp
Flametongue Weapon 1 weapon
1 scroll of elemental weapon
1 flametongue oil
5 rare primal essence
1 rare arcane essence
16 hours (2 days) 8 DC 18 rare 5,800* bp
Javelin of
Lightning
1 javalin
1 scroll of lightning bolt
1 uncommon primal essence
8 hours 4 DC 15 uncommon 400 bp
Arrow of Slaying 1 arrow
1 scroll of bestow curse
2 rare primal essence
2 uncommon primal essence
6 hours 4 DC 18 very rare 2500 bp
  • Weapon cost not included in price.
Weapon Enchanting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Trident of
Fish Command
1 trident
1 scroll of dominate beast
1 common primal essence
1 uncommon primal essence
8 hours 4 DC 15 uncommon 560 bp
Giant Slayer 1 weapon worth at least 100 bp
1 scroll of magic weapon
1 rare primal essence from a giant
2 uncommon arcane essence
2 uncommon primal essence
16 hours (2 days) 8 DC 16 rare 1,800 bp
Mace of Disruption 1 mace
1 scroll of banishment
2 rare divine essence
1 uncommon divine essence
1 uncommon arcane essence
16 hours (2 days) 8 DC 16 rare 2,400 bp
Mace of Smiting 1 mace
1 scroll of dispel construct
1 rare arcane essence
1 uncommon arcane essence
1 uncommon divine essence
12 hours (1.5 days) 6 DC 16 rare 1,500 bp
Dragon Slayer 1 weapon worth at least 100 bp
1 scroll of magic weapon
2 rare primal essence
1 rare divine essence
2 uncommon arcane essence
16 hours (2 days) 8 DC 17 rare 3,000 bp
Mace of Terror 1 mace
1 scroll of fear
1 rare arcane essence
2 uncommon arcane essence
12 hours (1.5 days) 6 DC 17 rare 1,680 bp
Sun Blade 1 sword hilt worth 200 bp
1 scroll of holy weapon
1 scroll of shadowblade
1 scroll of daylight
3 rare divine essence
2 uncommon arcane essence
2 uncommon primal essence
24 hours (3 days) 12 DC 17 rare 5,500 bp
Sword of Life
Stealing
1 sword
1 scroll of vampiric touch
1 rare arcane essence
2 uncommon arcane essence
12 hours (1.5 days) 6 DC 17 rare 1,550 bp
Sword of
Wounding
1 sword
1 scroll of rotting curseK
1 scroll of inflict wound
1 rare arcane essence
3 uncommon arcane essences
from an evil source
12 hours (1.5 days) 6 DC 16 rare 1,600 bp
Vicious Weapon 1 weapon
1 scroll of vorpal weapon
3 uncommon arcane essence
8 hours 4 DC 16 rare 1,650 bp
Dancing Sword 1 sword worth 100 bp
1 scroll of animate objects
2 very rare arcane essence
4 uncommon arcane essence
24 hours (3 days) 12 DC 19 very rare 18,500 bp
Dwarven Thrower 1 +3 warhammer
1 scroll of weapon of throwing
1 very rare primal essence
16 hours (2 days) 8 DC 18 very rare 37,000 bp
Weapon Enchanting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Hammer of Thunderbolts 1 maul worth at least 1,000 bp
1 legendary primal essence
2 very rare primal essence
1 scroll of thunderwave
40 hours (5 days) 20 DC 20 legendary 64,000 bp
Defender 1 sword worth at least 1,000 bp
1 legendary divine essence
1 scroll of magic weapon
1 scroll of shield of faith
1 +3 shield
32 (4 days) 16 DC 20 legendary 59,000 bp
Dragon Slayer 1 sword worth at least 1,000 bp
3 rare primal essence
1 scroll of bestow curse
16 hours (2 days) 8 DC 18 rare 4400 bp
Frost Brand 1 weapon
1 scroll of elemental weapon
1 freezing oil
1 very rare primal essence
3 rare primal essence
1 rare arcane essence
16 hours (2 days) 8 DC 19 very rare 11,600 bp
Holy Avenger 1 weapon worth at least 10,000 bp
3 legendary divine essence
1 scroll of holy weapon
1 scroll of holy aura
1 scroll of magic weapon
3 very rare divine essence
40 hours (5 days) 20 DC 22 legendary 158,000 bp
Luck Blade 1 +1 sword
2 scrolls of wish
32 hours (4 days) 16 DC 20 legendary 92,000 bp
Nine Lives Stealer 1 sword worth at least 500 bp
1 scroll of power word kill
1 scroll of magic jar
16 hours (2 days) 8 DC 17 very rare 46,600 bp
Oathbow 1 longbow worth 500 bp
4 very rare primal essences
1 scroll of true strike
1 scroll of hunter's mark
1 scroll of hex
24 hours (3 days) 12 DC 19 very rare 17,700 bp
Scimitar of Speed 1 scimitar worth 500 bp
1 scroll of haste
1 very rare arcane essence
1 rare primal essence
16 hours (2 days) 8 DC 18 very rare 10,000 bp
Sword of Life Stealing 1 sword worth at least 200 bp
1 scroll of vampiric touch
1 rare arcane essence
2 uncommon arcane essence
12 hours (1.5 days) 6 DC 16 rare 1,800 bp
Sword of Sharpness 1 sword worth at least 500 bp
1 scroll of vorpal weapon
1 very rare arcane essence
1 rare arcane essence
16 hours (2 days) 8 DC 18 very rare 11,000 bp
Sword of Wounding 1 sword worth at least 200 bp
1 scroll of decaying touch
1 scroll of rotting curse
2 rare arcane essence
2 very rare poisonous reagent
1 rare poisonous reagent
12 hours (1.5 days) 6 DC 17 rare 5,000 bp
Magic Armor Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
+1 Armor 1 set of armor
1 scroll of mage armor
1 scroll of shield
1 scroll of shield of faith
1 rare arcane essence
1 rare divine essence
1 rare primal essence
24 hours (3 days) 12 DC 16 rare 3,000* bp
+2 Armor 1 set of armor worth at least 2,000 bp
1 scroll of globe of invulnerability
1 scroll of stoneskin
1 scroll of mage armor
1 scroll of shield
1 scroll of shield of faith
1 very rare arcane essence
1 rare divine essence
1 rare primal essence
32 hours (4 days) 16 DC 20 very rare 17,000 bp
+3 Armor 1 set of armor worth at least 4,000bp
1 scroll of invulnerability
1 legendary arcane essence
1 very rare primal essence
1 very rare divine essence
48 hours (6 days) 24 DC 22 legendary 100,000 bp
Shield +1 1 shield
1 scroll of shield
1 scroll of shield of faith
1 uncommon arcane essence
1 uncommon divine essence
8 hours 4 DC 15 uncommon 500 bp
Shield +2 1 shield
1 scroll of shield
1 scroll of shield of faith
1 scroll of glyph of warding
2 rare arcane essence
1 rare divine essence
16 hours (2 days) 8 DC 17 rare 3,200 bp
Shield +3 1 shield worth at least 1,000 bp
1 scroll of wall of stone
1 scroll of wall of force
1 scroll of wind wall
1 scroll of shield
1 scroll of shield of faith
1 very rare arcane essence
1 very rare divine essence
2 rare arcane essence
2 rare divine essence
24 hours (3 days) 12 DC 20 very rare 24,000 bp
Armor of Invulnerability 1 set of plate armor worth at least 4,000 bp
1 scroll of invulnerability
1 scroll of stone skin
1 legendary divine essence
2 very rare arcane essence
48 hours (6 days) 24 DC 23 legendary 125,000 bp
  • *Armor Prices do not include the base set of base armor type, as the cost of those varies considerably.
Magic Armor Table (cont)
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Armor of Resistance 1 set of armor
1 scroll of protection
from energy

2 rare primal essence
1 uncommon primal essence
16 hours (2 days) 8 DC 17 rare 2,400* bp
Arrow-Catching
Shield
1 shield
1 scroll of warding wind
1 rare primal essence
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 17 Rare 1,300 bp
Demon Armor 1 plate armor worth at
rare 1,500 bp

1 scroll of summon fiend
1 rare arcane essence
16 hours (2days) 8 DC 15 very rare 4,000 bp
Dwarven Armor 1 plate armor with the
dwarven modifier

1 scroll of globe of invulnerability
1 scroll of stoneskin
1 scroll of mage armor
1 scroll of shield
1 scroll of shield of faith
1 very rare arcane essence
1 rare divine essence
1 rare primal essence
32 hours (4 days) 16 DC 20 very rare 28,000 bp
Glamoured Studded
Leather
1 +1 studded leather armor
1 scroll of disguise self
1 scroll of silent image
1 rare arcane essence
16 hours (2 days) 8 DC 15 rare 4,2000 bp
Plate Armor of
Etherealness
1 set of plate armor
worth at least 1,500 bp

1 scroll of etherealness
1 legendary arcane essence
1 very rare arcane essence
24 hours (3 days) 12 DC 19 legendary 50,000 bp
Shield of Missile
Attraction
1 shield
1 scroll of warding wind
1 rare arcane essence
1 uncommon primal essence
12 hours (1.5 days) 6 DC 16 rare 1,200 bp
Spellguard Shield 1 shield worth at least 200 bp
1 scroll of antimagic field
1 very rare divine essence
1 rare arcane essence
32 hours (4 days) 16 DC 20 very rare 28,000 bp
  • *Armor Prices do not include the base set of base armor type, as the cost of those varies considerably.
Rod Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Immovable Rod 1 rod worth at least 100 bp
1 scroll of gravity surgeK
4 uncommon arcane essence
8 hours 4 DC 15 Uncommon 800 bp
Rod of the Pact
Keeper +1
1 rod worth at least 100 bp
(a) 1 entrapped humanoid soul or
(b) 3 uncommon arcane essence
8 hours 4 DC 15 Uncommon 650 bp
Rod of Rulership 1 rod worth at least 500 bp
1 scroll of command
1 scroll of charm person
1 scroll of suggestion
1 scroll of charm monster
2 rare arcane essence
16 hours (2 days) 8 DC 17 Rare 3,100 bp
Rod of the Pact
Keeper +2
1 rod worth at least 500 bp
(a) 3 entrapped humanoid
souls of CR/Level 5 or higher or
(b) 3 rare arcane essence
16 hours (2 days) 12 DC 17 Rare 3,300 bp
Tentacle Rod 1 rod worth at least 500 bp
1 scroll of black tentacle
3 tentacles at least 5 feet long
2 rare arcane essence
8 hours 4 DC 16 Rare 2500 bp
Rod of Absorption 1 rod worth at least 3,000 bp
1 scroll of spelltrapK
1 scroll of counterspell
2 rare arcane essence
8 hours 4 DC 16 Very Rare 7500 bp
Rod of Alertness 1 rod worth at least 3,000 bp
1 scroll of alarm
1 scroll of detect evil and good
1 scroll of detect magic
1 scroll of detect poison and disease
1 scroll of see invisibility
3 rare arcane essence
16 hours (2 days) 8 DC 17 Very Rare 6,400 bp
Rod of Security 1 rod worth at least 5,000 bp
1 scroll of demiplane
1 very rare divine essence
24 hours (3 days) 12 DC 18 Very Rare 29,000 bp
Rod of the Pact
Keeper +3
1 rod worth at least 5,000 bp
(a) 1 entrapped soul of a devil or
demon CR 15 or higher

2 very rare arcane essence or
(b) 4 very rare arcane essence
24 hours (3 days) 12 DC 19 Very Rare 38,000 bp
Rod of Lordly Might 1 rod worth at least 10,000 bp
1 scroll of magic weapon
1 scroll of elemental weapon
1 scroll of fear
1 scroll of hold monster
1 scroll of vampiric touch
1 very rare primal essence
1 very rare arcane essence
1 very rare divine essence
1 +3 weapon mace or battleaxe
40 hours (5 days) 20 DC 22 Legendary 84,000 bp
Rod of Resurrection 1 rod worth at least 10,000 bp
1 scroll of revivify
1 scroll of raise dead
1 scroll of resurrection
1 scroll of true resurrection
1 very rare divine essence
1 legendary divine essence
80 hours (10 days) 40 DC 24 Legendary 120,000 bp
Staff Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Staff of Charming 1 rare branch
2 rare divine essence
2 rare primal essence
4 uncommon arcane essence
1 scroll of command
1 scroll of comprehend language
1 scroll of charm person
16 hours (2 days) 8 DC 18 rare 4,600 bp
Staff of Fire 1 very rare branch
1 ruby worth 500 bp
3 very rare primal essence
6 rare primal essence
1 scroll of burning hands
1 scroll of fireball
1 scroll of wall of fire
16 hours (2 days) 8 DC 19 very rare 31,000 bp
Staff of Frost 1 very rare branch
1 sapphire worth 500 bp
1 very rare primal essence
1 very rare arcane essence
4 rare primal essences
2 rare arcane essences
1 scroll of cone of cold
1 scroll of fog cloud
1 scroll of icestorm
1 scroll of of wall of ice
16 hours (2 days) 8 DC 19 very rare 26,000 bp
Staff of Healing 1 rare branch
3 rare divine essence
3 uncommon divine essence
1 scroll of mass cure wounds
1 scroll of cure wounds
1 scroll of lesser restoration
12 hours (1.5 days) 6 DC 18 rare 5,000 bp
Staff of Power 1 +2 quarterstaff
1 diamond worth 500 bp
1 legendary arcane essence
1 scroll of cone of cold
1 scroll of fireball
1 scroll of globe of invulnerability
1 scroll of hold monster
1 scroll of levitate
1 scroll of lightning bolt
1 scroll of magic missile
1 scroll of ray of enfeeblement
1 scroll of wall of force
10 rare arcane essence
32 hours (4 days) 16 DC 20 very rare 50,000 bp
Staff of Striking 1 +3 quarterstaff
10 rare arcane essence
16 hours (2 days) 8 DC 18 very rare 37,000 bp
Staff of Swarming Insects 1 rare branch
1 scroll of giant insect
1 scroll of insect plague
1 rare primal essence
2 uncommon primal essence
1 uncommone divine essence
12 hours (1.5 days) 6 DC 16 rare 3,200 bp
Staff of Thunder and Lightning 1 very rare branch
1 very rare primal essence
1 scroll of lightning bolt
1 scroll of thunder pulseK
16 hours (2 days) 8 DC 16 very rare 9,300 bp
Staff Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Staff of Withering 1 rare branch
1 uncommon primal essence
1 uncommon arcane essence
1 scroll of blight
8 hours 4 DC 15 rare 780 bp
Staff of the Magi 1 legendary branch
2 legendary arcane essence
Wizard's spellbook containing all the spells of a staff of magi
4 very rare arcane essence
40 hours (5 days) 20 DC 22 legendary 114,000 bp
Staff of the Python 1 uncommon branch
1 scroll of conjure animals
1 common primal essence
8 hours 4 DC 12 350 bp
Staff of the Woodlands 1 rare branch
4 rare primal essence
8 uncommon primal essence
16 hours (2 days) 8 DC 18 rare 5,100 bp
Ring Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Ring of
Jumping
1 ring worth at least 10 bp
1 scroll of jump
1 common primal essence
8 hours 4 DC 12 uncommon 140 bp
Ring of Mind
Shielding
1 ring worth at least 20 bp
1 scroll of protection from
good and evil

1 scroll of detect good and evil
1 scroll of detect thoughts
1 common psionic essence
12 hours (1.5 days) 6 DC 15 uncommon 350 bp
Ring of
Swimming
1 ring
1 scroll of alter self
1 common primal essence
4 hours 2 DC 14 uncommon 150 bp
Ring of Warmth 1 ring
1 scroll of create bonfire
1 scroll of protection from energy
2 common primal essence
1 uncommon primal essence
16 hours (2 days) 8 DC 14 uncommon 580 bp
Ring of
Waterwalking
1 ring worth at least 10 bp
1 scroll of water walking
2 common primal essence
8 hours 4 DC 14 uncommon 400 bp
Ring of Animal
Influence
1 ring worth at least 50 bp
1 scroll of animal friendship
1 scroll of fear
1 scroll of speak with animals
1 uncommon primal essence
1 rare primal essence
16 hours (2 days) 8 DC 15 rare 1,500 bp
Ring of Evasion 1 ring worth at least 400 bp
1 scroll of haste
1 rare primal essence
1 rare arcane essence
16 hours (2 days) 8 DC 17 rare 2,600 bp
Ring of Feather
Falling
1 ring worth at least 50 bp
1 scroll of feather fall
1 scroll of levitate
1 uncommon primal essence
1 uncommon arcane essence
8 hours 4 DC 14 rare 500 bp
Ring of Free
Action
1 ring worth at least 200 bp
1 scroll of freedom of movement
2 rare divine essence
2 rare arcane essence
1 rare primal essence
24 hours (3 days) 12 DC 17 rare 5000 bp
Ring of
Protection
1 ring worth at least 400 bp
1 scroll of shield of faith
1 scroll of mage armor
1 scroll of protection from energy
1 scroll of shield
1 scroll of absorb elements
1 rare arcane essence
1 rare divine essence
16 hours (2 days) 8 DC 17 rare 3,500 bp
Ring of
Resistance
1 ring
1 gem worth 50 bp
1 scroll of protection from energy
1 common primal essence
1 uncommon primal essence
1 rare primal essence
16 hours (2 days) 8 DC 16 uncommon 1,500 bp
Ring Crafting Table
Name Materials Crafting Time Crafting Checks Difficulty Rarity Value
Ring of Animal Influence 1 ring worth at least 200 bp
1 scroll of animal friendship
1 scroll of fear
1 scroll of speak with animals
1 rare primal essence
12 hours (1.5 days) 6 DC 16 rare 1,600 bp
Ring of Djinni 1 ring worth at least 400 bp
1 scroll of gate
1 scroll of conjure elemental
1 very rare primal essence
the true name of a djinni
24 hours (3 days) 12 DC 20 legendary 56,000 bp
Ring of Elemental Command 1 ring worth at least 400 bp
1 scroll of dominate monster
1 scroll of conjure elemental
1 legendary primal essence
3 very rare primal essence
24 hours (3 days) 12 DC 19 legendary 55,000 bp
Ring of Invisibility 1 ring worth at least 400 bp
1 scroll of invisbility
1 legendary arcane essence
1 very rare arcane essence
32 hours (4 days) 16 DC 22 legendary 50,000 bp
Ring of Regeneration 1 ring worth at least 400 bp
1 scroll of regeneration
1 rare divine essence
1 rare arcane essence
1 rare primal essence
16 hours (2 days) 8 DC 18 very rare 16,600 bp
Ring of Shooting Stars 1 ring worth at least 400 bp
1 scroll of field of starsK
1 very rare arcane essence
1 rare divine essence
16 hours (2 days) 8 DC 18 very rare 11,000 bp
Ring of Spell Storing 1 ring worth at least 400 bp
1 empty wizard's spell book (50 bp)
4 rare arcane essence
4 uncommon arcane essence
4 common arcane essence
16 hours (2 days) 8 DC 17 rare 5,000 bp
Ring of Spell Turning 1 ring worth at least 400 bp
1 scroll of antimagic field
1 scroll of counterspell
1 legendary arcane essence
32 hours (4 days) 16 DC 22 legendary 57,000 bp
Ring of Telekinesis 1 ringer worth at least 400 bp
1 scroll of telekinesis
1 very rare arcane essence
1 very rare psionic essence
16 hours (2 days) 8 DC 19 very rare 18,250 bp
Ring of Three Wishes 1 ring
3 scrolls of wish
16 hours (2 days) 8 DC 18 legendary 133,333 bp
Ring of X-Ray Vision 1 ring worth at least 200 bp
1 scroll of true seeing
1 scroll of find traps
1 uncommon arcane essence
12 hours (1.5 days) 6 DC 16 rare 2,300 bp
Ring of the Ram 1 ring worth at least 200 bp
1 scroll of galeboltK
1 scroll of shatter
1 rare arcane essence
1 uncommon primal essence
12 hours (1.5 days) 6 DC 15 rare 1,400 bp

Chapter 9: Modular Alchemy

CHARACTERS CAN USE SOME OF THE materials they collect during their adventures to craft new pieces of gear, magic weapons and armor, but they can also use some for creating various alchemical concoctions. Materials that have an alchemical feature are known as reagents.

Due the complexity of some mixtures, only the most experienced characters can create certain concoctions. The character level determines the maximum rarity of the concoction it can create, as shown in the table below.

Concoction Rarity Required Character Level
Common 1st
Uncommon 3rd
Rare 7th
Very Rare 10th

Concoction Rarity

The concoction rarity is determined by the number of reagents used for creating the mixture. In addition, the concoction rarity determines the duration of each effect that have a duration.

Reagents Used Concoction Rarity Effects Duration
1 Common 1 minute
2 Uncommon 10 minutes
3 Rare 1 hour
4 Very rare 5 hours

For example, a concoction created with 1 reagent is a common concoction and any effect with a duration will last for 1 minute, and one created with 3 reagents is a rare concoction, and the effects with a duration will last for 1 hour.

Creating a Concoction

Concoctions are divided in bombs, poisons and potions. For creating each of these, a character must be proficient with a particular tool: alchemist's supplies for bombs, a poisoner's kit for poisons or an herbalism kit for potions. In addition, an empty vial is required for storing the created mixture.

Creating a concoction also comes with a cost covering other materials, tools, as well as the time a character needs to work in order to complete the mixture. The base cost is reduced by the total value of the reagents used.

Creating a Concoction
Type Time Cost
Bomb
Common 8 hours 25 bp
Uncommon 24 hours 80 bp
Rare 40 hours 325 bp
Very rare 80 hours 1,200 bp
Poison
Common 1 hour 25 bp
Uncommon 2 hours 50 bp
Rare 4 hours 175 bp
Very rare 48 hours 1,500 bp
Potion
Common 8 hours 50 bp
Uncommon 40 hours 150 bp
Rare 120 hours 450 bp
Very rare 160 hours 1,350 bp

Multiple characters can combine their efforts. Divide the time needed to create a concoction by the number of characters working on it. As a general rule, the number of characters that can work on the same concoction cannot exceed the number of reagents used. Still, the DM have the last word when deciding how many characters can work on each concoction.

Reagents

A reagent is the material used in alchemy that grants a base effect for any concoction. Each reagent grants one level of an effect, so combining two reagents that grants the Resistance (fire) effect it will produce a Resistance (fire) II mixture.

The reagents can have the same effect, be various with different effects, or a combination of both (such as combining two reagents with one effect and two reagents with another effect). Still, a character cannot combine effects from different concoction types, such as combining the Blinding (a bomb effect) with the Weakness (a poison effect).

Combinations Examples

  • Using two Healing reagents will result in a Healing II concoction.
  • Using an Archery and a Resistance (fire) reagents will result in a Archery I/Resistance I (fire) concoction.
  • Using two Weakness (Wisdom) and a Vulnerability (fire) reagents will result in a Weakness II (Wisdom)/Vulnerability I (fire) concoction.
  • Using a Bomb (fire) and a Bomb (force) reagents will result in a Bomb I (fire)/Bomb I (force) concoction.
PART 3 | MODULAR CRAFTING

Bombs

This category includes any thrown mixture which can damage or cause other effects on an area. As an action, a character can throw a concoction up to 30 to a location it can see. The mixture shatters when it reach the location, releasing its content, and any creature within the area of explosion must make a Dexterity saving throw or take damage. A successful save reduces the damage in half.

The concoction rarity determines save DC and the area of explosion of the concoction.

Concoction Rarity Save DC Area of Explosion
Common 10 5-foot radius
Uncommon 13 10-foot radius
Rare 15 15-foot radius
Very rare 17 20-foot radius

Poisons

Poisons are substances that cause disturbances in living creatures. When creating a poison, the character must choose the poison type, which can be contact, ingested, inhaled or injury. You can read more about the poison types on the chapter 1 of this supplement.

In addition, the concoction rarity determines the Constitution save DC a creature must make to try to resist the poison.

Concoction Rarity Save DC
Common 10
Uncommon 13
Rare 15
Very rare 17

If the creature fails the check, is considered poisoned for the duration of the poison. Then, and any other effects occurs.

The poisoned condition lasts until the duration of the mixture. If the poison imposes any other effect or condition, the creature can repeat the saving throw at the end of each of its turns, ending any additional effects on itself on a success.

Potions

Potions are mixtures created to give benefits to anyone who drinks it. The effect depends on the potion used.

A creature can only be under the effects of one potion that has a duration, and drinking a new potion will replace the previous effect.

Reagent List
Reagent Bomb Effect Poison Effect Potion Effect
Assassin algae bloom Bomb (poison) Vulnerability (poison) Darkvision
Arctic willow Bomb (lightning) Vulnerability (acid) Resistance (cold)
Bird of Ekrund Bomb (thunder) Weakness (Strength) Resistance (lightning)
Bloodhoney shrub Bomb (radiant) Condition (deafened) Fortify (Charisma)
Bog garlic Bomb (necrotic) Harm Resistance (radiant)
Butcher's bliss Bomb (poison) Harm Melee
Cloudy fibercap Bomb (poison) Weakness (Strength) Resistance (thunder)
Clubhead mushrooms Bomb (cold) Vulnerability (cold) Water breathing
Corpserope brew Bomb (psychic) Weakness (Wisdom) Fortify (Intelligence)
Dhampir nightcap Fog Condition (unconscious) Resistance (necrotic)
Dragonbile Bomb (force) Weakness (Constitution) Melee
Drengi beard Bomb (force) Vulnerability (thunder) Melee
Elfweed Bomb (cold) Weakness (Dexterity) Archery
False oat Fog Vulnerability (force) Resistance (radiant)
Fireclaw lily Bomb (fire) Vulnerability (fire) Resistance (fire)
Fulminare flower Bomb (lightning) Condition (frightened) Resistance (thunder)
Gehenna chives Bomb (fire) Vulnerability (fire) Resistance (necrotic)
Gnollbane seeds Bomb (psychic) Vulnerability (psychic) Resistance (psychic)
Gobling Eye Bomb (poison) Vulnerability (poison) Resistance (poison)
Great Mother's parsley Bomb (cold) Condition (frightened) Fortify (Constitution)
Gypsum blossom Bomb (lightning) Weakness (Intelligence) Resistance (psychic)
Heart of the marsh Bomb (radiant) Vulnerability (thunder) Resistance (poison)
PART 3 | MODULAR CRAFTING
Reagent List (Continuation)
Reagent Bomb Effect Poison Effect Potion Effect
Heartbane needles Bomb (poison) Condition (unconscious) Archery
Haghair strands Bomb (cold) Weakness (Charisma) Water breathing
Harlequin gourd Bomb (fire) Intensify Healing
Ice floe lichen Slipperiness Weakness (Dexterity) Resistance (lightning)
Kor'dren barbed poppy Slipperiness Weakness (Intelligence) Melee
Lea anemone Blinding Condition (blinded) Resistance (radiant)
Love-of-Mycelle Bomb (radiant) Vulnerability (radiant) Healing
Mandrake root Slipperiness Vulnerability (psychic) Resistance (psychic)
Milky river Blinding Vulnerability (radiant) Fortify (Wisdom)
Mimic shrub root Bomb (fire) Condition (paralyzed) Healing
Mire hemlock Bomb (poison) Harm Fortify (Strength)
Moonflower Bomb (psychic) Condition (deafened) Resistance (cold)
Nightshade Bomb (necrotic) Weakness (Wisdom) Darkvision
Orkaan tobacco Bomb (acid) Weakness (Charisma) Resistance (acid)
Rumble reed Bomb (thunder) Vulnerability (lightning) Resistance (thunder)
Rust-petaled rose Bomb (psychic) Vulnerability (necrotic) Fortify (Dexterity)
Sharpbush Fog Weakness (Dexterity) Fortify (Constitution)
Silt hydra Bomb (acid) Intensify Resistance (acid)
Spinesnap moss Bomb (lightning) Condition (paralyzed) Fortify (Charisma)
Soulspur Bomb (poison) Harm Fortify (Dexterity)
Sweetpepper apple Bomb (lightning) Intensify Archery
Tears of Thule Bomb (necrotic) Vulnerability (necrotic) Resistance (radiant)
Troglodyte mud Bomb (acid) Vulnerability (acid) Resistance (poison)
Vizier's wormwood Bomb (psychic) Condition (blinded) Fortify (Wisdom)
Vonyan stormgrass Blinding Vulnerability (lightning) Fortify (Dexterity)
Whiskered seal Slipperiness Vulnerability (cold) Water breathing
Wishwarped lantana Bomb (force) Vulnerability (force) Fortify (Intelligence)
Witchfire Bomb (necrotic) Harm Darkvision
Zorria nectar Bomb (psychic) Weakness (Constitution) Resistance (force)

PART 3 | MODULAR CRAFTING
Reagent Effects (Bombs)
Effect Description Rarity
Blinding
Blinding I A bright light explosion is released when the bomb explodes. Any creature
that fails the saving throw is blinded for 1 round
Common
Blinding II A bright light explosion is released when the bomb explodes. Any creature
that fails the saving throw is blinded for 1d4 rounds
Uncommon
Bomb*
Bomb I Every creature in the bomb area must make a saving throw or take 1d6 damage.
A successful saving throw halves the damage
Common
Bomb II Every creature in the bomb area must make a saving throw or take 3d6 damage.
A successful saving throw halves the damage
Uncommon
Bomb III Every creature in the bomb area must make a saving throw or take 5d6 damage.
A successful saving throw halves the damage
Rare
Bomb IV Every creature in the bomb area must make a saving throw or take 7d6 damage.
A successful saving throw halves the damage
Very rare
Fog
Fog I A dense fog appears in the area, blocking the vision for 1d4 rounds Common
Fog II A dense fog appears in the area, blocking the vision for 1d4 + 1 rounds Uncommon
Slipperiness Slippery oil is released on the ground in the bomb area. Any creature that start
its turn in the area must make a Dexterity saving throw or be knocked prone
Common
* The damage type is determined by the reagent used.
Reagent Effects (Poisons)
Effect Description Rarity
Condition* The creature is under the effect of one condition Common
Harm
Harm I The creature takes 1d6 poison damage or half as much on a successful save Common
Harm II The creature takes 2d8 poison damage or half as much on a successful save Uncommon
Harm III The creature takes 5d6 poison damage or half as much on a successful save Rare
Harm IV The creature takes 9d6 poison damage or half as much on a successful save Very rare
Intensify
Intensify I The creature must succeed two saving throws to end any effect caused by the poison Common
Intensify II The creature must succeed three saving throws to end any other effect caused by the poison Uncommon
Intensify III The creature must succeed five saving throws to end any other effect caused by the poison Rare
Vulnerability**
Vulnerability I Damage that the creature take from one damage type is increased by 3 (minimum 1) Common
Vulnerability II The creature have vulnerability against one damage type Rare
Weakness***
Weakness I When the creature makes a saving throw, it have a -1 penalty on that roll Common
Weakness II When the creature makes a saving throw, it must roll a d4 and subtract the number rolled to that roll Uncommon
Weakness III The creature have disadvantage whenever it makes a saving throw Rare
* The condition is determined by the reagent used.

** The damage type is determined by the reagent used.
*** The base ability is determined by the reagent used.

PART 3 | MODULAR CRAFTING
Reagent Effects (Potions)
Effect Description Rarity
Archery
Archery I When you make a ranged attack roll, you have a +1 bonus on that roll Common
Archery II When you make a ranged attack roll, you can roll a d4 and add the number rolled
Uncommon
Archery III When you make a ranged attack roll, you can roll 2d4 and add the number rolled Rare
Darkvision
Darkvision I You gain darkvision out to a range of 30 feet Common
Darkvision II You gain darkvision out to a range of 60 feet Uncommon
Fortify*
Fortify I When you make a skill check or saving throw, you have a +1 bonus on that roll Common
Fortify II When you make a skill check or saving throw, you can roll a d4 and add the
number rolled to that roll
Uncommon
Fortify III When you make a skill check or saving throw, you can roll with advantage Rare
Healing
Healing I When you drink this mixture, you regain 2d4 + 2 hit points Common
Healing II When you drink this mixture, you regain 4d4 + 4 hit points Uncommon
Healing III When you drink this mixture, you regain 8d4 + 8 hit points Rare
Healing IV When you drink this mixture, you regain 10d4 + 20 hit points Very rare
Melee
Melee I When you make a melee attack roll, you have a +1 bonus on that roll Common
Melee II When you make a melee attack roll, you can roll a d4 and add the number rolled
Uncommon
Melee III When you make a melee attack roll, you can roll 2d4 and add the number rolled Rare
Resistance**
Resistance I Damage that you take from one damage type is reduced by 3 (minimum 1) Common
Resistance II You gain resistance against one damage type Uncommon
Water Breathing You can breathe underwater for the duration of the mixture Uncommon
* The base ability is determined by the reagent used.

** The damage type is determined by the reagent used.

PART 3 | MODULAR CRAFTING

Chapter 10: Modular Magic Items

This section gives both players and DMs some guidelines to create custom magic items, which can also be crafted using the previous rules. The character level determines the recommended levels a character should have to gain access to a specific tier. For example, a 3rd level character should have a tier 1 item, while a 9th level character can have a tier 3 item or lower.

Character Level Item Tier Properties' Rarity
1st-4th Tier 1 Minor
5th-8th Tier 2 Uncommon
9th-12th Tier 3 Rare
13th-16th Tier 4 Very Rare
17th-20th Tier 5 Legendary

Item Tiers

Any magic item created using these rules have an item tier, which determines the number and rarity of properties for that item. For more information about uncommon and rarer properties, see the "Item Properties" section, below. A tier 1 item only have a minor property, and tier 2 and higher items can also have one minor property that gives a simple feature or effect to it for free. You can choose this property from the What Minor Property Does It Have? table found in the page 143 of the Dungeon's Master Guide or minor properties found on pg. 8, "New Magic Items".

The following table shows the properties rarity for magic items for every tier.

Properties Rarity per Tier
Tier Property 1 Property 2 Property 3
Tier 1 Minor - -
Tier 2 Uncommon Uncommon -
Tier 3 Rare Rare -
Tier 4 Very Rare Rare Uncommon
Tier 5 Legendary Very Rare Rare

Item Properties

In the following tables you can find various magical properties divided by type. It's up to the DM to determine if an item can have the same property multiple times and if its possible to add a property to a particular item. For example, a character can't add the Armor I property twice to a tier 3 magic armor, and that character cannot add the Weapon II or Vampiric II properties since an armor isn't made for dealing damage.

Spells and Charges

If an item has the charges or spell properties, the creator must decide which spell wants to add when creating the item. The character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to add that spell to the item.

For items with the Spell property, a character can choose only one spell to add. The spell level is determined by the property rarity. For example, an item that have the Spell III property with the lightning bolt spell, that spell will be casted as a 7th-level spell every time a character uses it.

For items with charges, a character can choose to add various spells. The number of spells and the spell level is determined by the rarity of the property, as shown in the following table.

Property Number of Spells Maximum Spell Level
Charges I 1 1st
Charges II 2 3rd
Charges III 3 5th
Charges IV 4 6th

Each charge equals to 1 spell slot level. For example, expending 1 charge allows the character to cast a 1st-level spell the item have, and expending 5 charges allows the character to cast a 5th-level spell the item have.

Uncommon Properties
Property Description
Ability Increase I Increase an Ability Score to 16
Charges I The item has 3 charges (DC 11). It regains 1d3 expended charges daily at dawn
Damage I The item deals an extra 1d4 damage
Light I The item shed bright light in a 20-foot radius and dim light for an additional 40 feet
Movement I The item grants a climbing or swimming speed equal to the walking speed
Permaspell I You can cast one cantrip at will (DC 11)
Skill I The item grants a +5 bonus to one skill
Slayer I The item deals an extra 2d6 damage against a specific creature type
Spell I You can cast a spell at 3rd level once per long rest (DC 11)
Vampiric I On a critical hit, you regain 1 hitpoint
Weapon I +1 bonus on attacks and damage rolls
PART 3 | MODULAR MAGIC ITEMS
Rare Properties
Property Description
Ability Increase II Increase an Ability Score to 18
Armor I The item grants you +1 AC
Charges II The item has 5 charges (DC 13). It regains 1d4 expended charges daily at dawn
Damage II The item deals an extra 1d6 damage
Defense I Damage that you take from one damage type is reduced by 3 (minimum 1)
Light II The item shed bright light in a 40-foot radius and dim light for an additional 40 feet
Permaspell II You can cast one 1st-level spell at will (DC 13)
Returning The item has the thrown property (20/60) and it flies to your hand after attacking
Sentinel II The item glows faintly when a creature of a specific type is near (240 feet or less)
Skill II The item grants advantage to one skill check
Slayer II The item deals an extra 3d6 damage against a specific creature type
Spell II You can cast a spell at 6th level once per long rest (DC 13)
Vampiric II On a critical hit, you regain hitpoints equal to half the damage dealt (minimum 1)
Weapon II +2 bonus on attacks and damage rolls
Very Rare Properties
Property Description
Ability Increase III Increase an Ability Score to 20
Armor II The item grants you +2 AC
Charges III The item has 7 charges (DC 15). It regains 1d6 expended charges daily at dawn
Damage III The item deals an extra 1d8 damage
Defense II You gain resistance against one damage type
Light III The item shed bright light in a 80-foot radius and dim light for an additional 80 feet
Permaspell II You can cast one 2nd-level spell at will (DC 15)
Spell III You can cast a spell at 7th level once per long rest (DC 15)
Vampiric III On a hit, you regain hitpoints equal to half the damage dealt (minimum 1)
Weapon III +3 bonus on attacks and damage rolls
Legendary Properties
Property Description
Ability Increase IV Increase an Ability Score to 22
Armor III The item grants you +3 AC
Charges IV The item has 9 charges (DC 17). It regains 1d6+2 expended charges daily at dawn
Damage IV The item deals an extra 1d10 damage
Defense III You gain immunity against one damage type
Permaspell III You can cast one 3rd-level spell at will (DC 17)
Spell IV You can cast a spell at 8th level once per long rest (DC 17)
Crafting Modular Magic Items

If the DM allows it, a character can craft these items. To do so, determine the item rarity first, then, follow the downtime rules found in the Xanathar's Guide to Everything to set the CR range, workweeks and gold cost for each item.

Evolving Items

You can use the modular magic item rules for creating an item that will evolve with a specific character. First, make sure to give something to the item so it makes the character the only one to use it, such as adding a class prerequisite for attuning to the item. You can also link it with the character's story and important events, like being the weapon his father used when he was an adventurer.

Evolving Requirements

To evolve an item to a tier, the character must be at least at the minimum level required for each tier to evolve the item. For example, a 7th level character cannot evolve his or her magic item to tier 3 until reaching 9th level.

Additionally, even if a character has level to evolve the item to the next tier, it's up to the DM to determine an additional task or a triggering event to allow the item to evolve. Here're some sample requirements you can use:

  • The character must slay a number of creatures with the weapon.
  • The item must be placed on the altar found in the top of an abandoned wizard tower.
  • The character must gain a deity's favor.
  • The character must defeat an old enemy of the weapon maker.
  • The item evolves after saving a group of innocents from a dark ritual.
  • The character must execute a light (or dark) ritual.
  • The item evolves when the character makes a big sacrifice for a personal cause.
PART 3 | MODULAR MAGIC ITEMS

Item Tiers and Evolving Items

Whenever an item evolves into a new tier, you can upgrade the properties to a rarer level following the same table from the Item Tiers section.

Tier 2. When it evolves to this tier, you can add two uncommon special properties to the item.

Tier 3. When it evolves to this tier, you can upgrade the uncommon special properties to rare special properties.

Tier 4. When it evolves to this tier, the item gains an extra uncommon special property and you can upgrade one rare special property to a very rare special property.

Tier 5. When it evolves to this tier, you can upgrade one uncommon special property to a rare special property, one rare special property to a very rare special property, and one very rare special property to a Legendary property

Taking and Replacing Properties

Since this rules are based on evolving the weapon properties instead of changing them to other, I don't recommend replacing one property with another at higher tiers, but it's up to you if you want to do so. For example, replacing the Damage II property with the Vampiric III property when evolving to tier 4.

A reason for replacing properties could be related with the item background story or a very particular event, such as discovering that the item contains the soul of an evil creature, replacing the "good-aligned" properties when the soul is awakened, like replacing the Light I property to a Damage I property (necrotic) for a weapon.

Alternatively, you can avoid taking one property at the beginning rarity, and then take a rarer property at higher tiers. For example, when creating an armor, you only choose the Ability Increase I property and left the second property empty at tier 2. Then, when the armor evolves to tier 3, you upgrade the Ability Increase to II and you also pick the Armor I for the second property.

Triggering Event Example

A 3rd level character is rewarded with Orko, a longsword used by his family for generations in druidic rituals of sacrifice to the Anima Mundi.

  • Since he is a 3rd level character, the weapon is at tier 1, so it's just a basic longsword with a nice name, a background history, and the Victorious minor property (for now).

The character continues its adventures using the longsword, and after some adventures he reaches level 5. In this moment, his father tells him that the longsword has special abilities, and the character needs to prove himself worthy to unleash those abilities. For this, he must destroy a green hag coven that is leeching from the Anima Mundi.

  • In this case, the character have the first requirement completed (reach level 5 to evolve the weapon to tier 2), but the weapon will not evolve until the character kills the green hag coven mentioned by his father.

After reaching 6th level, the character decides to enter the coven's lair and fight with the creatures, and at the moment he destroys the final hag, the essence of the coven's lightning magic is drained by the longsword, and with that the weapon evolves to tier 2, giving the weapon a +1 to attack and damage and an extra +1d4 lightning damage on a hit.

Evolving Weapon Example

Orko (Tier 1)

Weapon (longsword), common (requires attunement)


Same stats as the longsword found in the Player's Handbook, plus the victorious minor property (pg. 9).

Orko (Tier 2)

Weapon (longsword), uncommon (requires attunement)


When a character evolves Orko to this tier, apply the following changes to the item's traits:

  • You gain a +1 on attack and damage rolls made with this weapon. Additionally, when you hit with an attack using this weapon, the target takes an additional 1d4 lightning damage.

Orko (Tier 3)

Weapon (longsword), rare (requires attunement)


When a character evolves Orko to this tier, apply the following changes to the item's traits:

  • Increase the bonus to attack and damage rolls to a +2
  • The lightning damage dealt by attacks with this weapon increases to 1d6.

Orko (Tier 4)

Weapon (longsword), very rare (requires attunement)


When a character evolves Orko to this tier, apply the following changes to the item's traits:

  • The lightning damage dealt by attacks with this weapon increases to 1d8.
  • As an action, you can cast the call lightning spell at 3rd level (DC 11). After using this ability, you need to finish a long rest.

Orko, The Sky Torn Asunder (Tier 5)

Weapon (longsword), legendary (requires attunement)


When a character evolves Orko to this tier, apply the following changes to the item's traits:

  • Increase the bonus to attack and damage rolls to a +3
  • The lightning damage dealt by attacks with this weapon increases to 1d10.
  • As an action, you can now cast the call lightning spell at 6th level (DC 13). After using this ability, you need to finish a long rest.
PART 3 | MODULAR MAGIC ITEMS

Appendix A: Parts by Creature

In the following section you will find some example materials a character can get from creatures. This list doesn't includes weapons, armor, or any kind of gear the creature have. Instead, the list can help players and DMs to determine what they can harvest from each creature. Remember that every creature have 1 unit of the creature type essence that can be extracted using a essence extraction device.

The list also includes the total amount of each part a character can harvest. This list doesn't consider bones, meat, blood, or common organs. Some creatures have particular organs listed because they grant benefits or features to the creature, such as the essential organ that gives a dragon its breath weapon. Read the Collecting Materials section to see how many harvest checks the characters can make per creature.

Aarakockra

  • 1 unit of aarakockra feathers

Aboleth

  • 1 unit of aboleth brain
  • 4 units of aboleth hide
  • 1 unit of aboleth mucous
  • 1 unit of aboleth tail
  • 1d4 units of aboleth teeth
  • 3 units of aboleth tentacles

Angels

Deva

  • 1 unit of deva feathers

Planetar

  • 4 units of planetar feathers

Solar

  • 4 units of solar feathers

Ankheg

  • 1 unit of ankheg acid
  • 4 units of ankheg carapace
  • 2 units of ankheg claws
  • 1 unit of ankheg mandibles

Azer

  • 1 unit of azer heart

Banshee

  • 1 unit of banshee ectoplasm
  • 1 unit of banshee dust

Basilisk

  • 2 units of basilisk eyes
  • 2 units of basilisk hide
  • 1d4 units of basilisk teeth

Behir

  • 4d4 units of behir claws
  • 1 unit of behir essential organ
  • 9 units of behir hide

Beholders

Beholder

  • 1 unit of central beholder eye
  • 2 units of small beholder eyes

Death Tyrant

  • 3 units of death tyrant ectoplasm

Spectator

  • 1 unit of central spectator eye
  • 1 unit of small spectator eyes

Blights

Needle Blight

  • 1 unit of needle blight roots

Twig Blight

  • 1 unit of twig blight roots

Vine Blight

  • 1 unit of vine blight roots

Bulette

  • 2 units of bulette claws
  • 2 units of bulette scales

Cambion

  • 1 unit of cambion wings
  • 1 unit of fiend heart

Carrion Crawler

  • 2 units of carrion crawler tentacles
  • 1 unit of carrion crawler mucus

Chimera

  • 2 units of chimera claws
  • 1 unit of young red dragon essential organ
  • 1 unit of young red dragon scales
  • 4 units of young red dragon wings

Chuul

  • 2 units of chuul carapace
  • 1 unit of chuul tentacles
  • 2 units of chuul pincers

Cloaker

  • 1 unit of cloaker eyes
  • 2 units of cloaker hide

Cockatrice

  • 1 unit of cockatrice hide

Couatl

  • 1 unit of couatl feathers
  • 1 unit of couatl hide
  • 1 unit of couatl venom sac
PART 3 | PARTS BY CREATURE

Cyclops

  • 1 unit of cyclops eye
  • 2d4 units of cyclops toes

Darkmantle

  • 1 unit of darkmantle hide
  • 1 unit of darkmantle tentacles

Death Knight

  • 1 unit of death knight heart

Demilich

  • 1/4 units of demilich ectoplasm

Demons

Barlgura

  • 2 units of barlgura hide

Chasme

  • 2 units of chasme carapace
  • 2 units of chasme wings

Dretch

  • 1 unit of dretch fetid cloud sac

Glabrezu

  • 2 units of glabrezu carapace
  • 2 units of glabrezu claws

Goristro

  • 6 units of goristro hide
  • 2 units of goristro horns

Hezrou

  • 2 units of hezrou claws
  • 1 unit of hezrou essential organ (stench)

Marilith

  • 2 units of marilith snake tail

Nalfeshnee

  • 2 units of nalfeshnee tusks
  • 2 units of nalfeshnee wings

Shadow Demon

  • 1 unit of shadow demon dust

Vrock

  • 4 units of vrock hide
  • 1 unit of vrock spores
  • 2 units of vrock wings

Yochlol

  • 1 unit of yochlol eye
  • 1 unit of yochlol slime

Devils

Barbed Devil

  • 1 unit of barbed devil hide

Bearded Devil

  • 1 unit of bearded devil beard

Bone Devil

  • 1 unit of bone devil poison

Erinyes

  • 2 units of erinyes feathers

Horned Devil

  • 2 units of horned devil horns
  • 2 units of horned devil wings

Ice Devil

  • 4 units of ice devil carapace
  • 1 unit of ice devil mandibles

Imp

  • 1/4 units of imp wings

Pit Fiend

  • 4 units of pit fiend hide
  • 2 units of pit fiend horns
  • 2 units of pit fiend wings

Spined Devil

  • 1 unit of spined devil hide
  • 2 units of spined devil wings

Dinosaurs

Allosaurus

  • 2 units of allosaurus claws
  • 4 units of allosaurus hide

Ankylosaurus

  • 6 units of ankylosaurus hide

Plesiosaurus

  • 4 units of plesiosaurus hide

Triceratops

  • 6 units of triceratops hide
  • 3 units of triceratops horns

Pteranodon

  • 2 units of pteranodon wings

Tyrannosaurus Rex

  • 6 units of tyrannosaurus rex hide
  • 4d4 units of tyrannosaurus rex teeth

Displacer Beast

  • 4 unit of displacer beast hide
  • 2 units of displacer beast tentacles

Doppelganger

  • 1 unit of doppelganger brain
  • 2 units of doppelganger flesh

Dracolich

Dracolich, Adult

An adult dracolich has the same materials as the base dragon with the following parts and modifications

  • It only have 1d6 units of adult dragon scales
PART 3 | PARTS BY CREATURE

Dracolich, Ancient

An ancient dracolich has the same materials as the base dragon with the following parts and modifications

  • It only have 1d8 units of ancient dragon scales

Dragon, Shadow

A shadow dragon has the same materials as the base dragon, plus the following parts and modifications

  • 1 unit of shadow dragon dust
  • The dragon essential organ is replaced by a shadow dragon essential organ
  • The dragon scales are renamed as shadow dragon scales (do the same for claws, horns, teeth, wings, and so on)

Dragons

All dragons share the same base parts a character can harvest, and the only way to differentiate them is by the dragon kin (black, blue, brass, bronze, copper, gold, green, red, silver, and white). Feel free to add special or unique parts to each dragon type.

Ancient Dragon

  • 4d4 units of ancient dragon claws
  • 1 unit of ancient dragon essential organ
  • 2 units of ancient dragon horns
  • 8 units of ancient dragon scales
  • 4d4 units of ancient dragon teeth
  • 8 units of ancient dragon wings

Adult Dragon

  • 4d4 units of adult dragon claws
  • 1 unit of adult dragon essential organ
  • 2 units of adult dragon horns
  • 6 units of adult dragon scales
  • 4d4 units of adult dragon teeth
  • 6 units of adult dragon wings

Young Dragon

  • 1d4 units of young dragon claws
  • 1 unit of young dragon essential organ
  • 2 units of young dragon horns
  • 4 units of young dragon scales
  • 2d4 units of young dragon teeth
  • 4 units of young dragon wings

Dragon Wyrmling

  • 2 units of dragon wyrmling claws
  • 1 unit of dragon wyrmling essential organ
  • 2 units of dragon wyrmling horns
  • 2 units of dragon wyrmling scales
  • 1d4 units of dragon wyrmling teeth
  • 2 units of dragon wyrmling wings

Dragon Turtle

  • 6d6 units of dragon turtle claws
  • 12 units of dragon turtle hide
  • 12 units of dragon turtle shell fragments

Drider

  • 1d8 drider legs
  • 1 unit of drider web sac

Dryad

  • 1 unit of dryad heart

Elementals

Air Elemental

  • 1 unit of elemental dust

Earth Elemental

  • 1 unit of elemental rock shards

Fire Elemental

  • 1 unit of elemental molten core

Water Elemental

  • 1 unit of elemental water

Empyrean

  • 1 unit of empyrean heart

Ettercap

  • 1 unit of ettercap claws
  • 1 unit of ettercap poison
  • 1 unit of ettercap silk gland

Ettin

  • 2 units of ettin tusk
  • 2d4 units of ettin toes

Faerie Dragon

All faerie dragons share the same parts a character can harvest, and the only way to differentiate them is by the faerie dragon's scales color, which are divided in two groups: the younger ones (red, orange, and yellow), and the old ones (green, blue, indigo, and violet). Feel free to add special or unique parts to each faerie dragon type.

  • 1/4 units of faerie dragon essential organ
  • 1/4 unit of faerie dragon scales

Flumph

  • 1 unit of flumph foul-smelling liquid
  • 1 unit of flumph tendrils

Fomorian

  • 1 unit of fomorian evil eye
  • 2d4 units of fomorian fingers

Fungi

Gas Spore

  • 2 units of gass spore poisonous gas

Violet Fungus

  • 1 unit of violet fungus stalks

Galeb Duhr

  • 1 unit of galeb duhr rocky skin

Gargoyle

  • 1 unit of gargolye rocky skin

Ghost

  • 1 unit of ghost ectoplasm
PART 3 | PARTS BY CREATURE

Ghouls

Ghast

  • 1 unit of ghast claws
  • 1 unit of ghast stench

Ghoul

  • 1 unit of ghoul claws

Giants

All giants share the same base parts a character can harvest, and the only way to differentiate them is by the giant race (cloud, fire, frost, hill, stone, and storm). Feel free to add special or unique parts to each giant race.

Giant

  • 1 unit of giant heart
  • 2d4 units of giant toes

Gibbering Mouther

  • 1 unit of gibbering mouther eyes
  • 1 unit of gibbering mouther spittle gland

Gorgon

  • 2 units of gorgon hide
  • 2 units of gorgon horns
  • 1 unit of gorgon petrifying gas sac

Grell

  • 1 unit of grell beak
  • 1d4 units of grell tentacles

Gricks

Grick

  • 1 unit of grick beak
  • 1 unit of grick hide
  • 1d4 units of grick tentacles

Grick Alpha

  • 1 unit of grick alpha beak
  • 2 units of grick alpha hide
  • 1d4 units of grick alpha tentacles

Griffon

  • 2 units of griffon claws
  • 2 units of griffon feathers

Hags

All hags share the same base parts a character can harvest, and the only way to differentiate them is by the hag type (green, night, and sea). Feel free to add special or unique parts to each hag type.

  • 1 unit of hag claws
  • 1 unit of hag heart

Harpy

  • 1 unit of harpy feathers

Hell Hound

  • 1 unit of hell hound essential organ
  • 1 unit of hell hound hide
  • 1 unit of hell hound teeth

Hippogriff

  • 2 units of hippogriff claws
  • 2 units of hippogriff feathers

Hook Horror

  • 2 units of hook horror carapace
  • 2 units of hook horror hooks

Hydra

  • 9 units of hydra scales
  • 4d4 units of hydra teeth

Intellect Devourer

  • 1 unit of intellect devourer brain matter
  • 1 unit of intellect devourer claws

Kenku

  • 1 unit of kenku feathers

Kraken

  • 15 units of kraken hide
  • 4 units of kraken ink sac
  • 15 units of kraken scales
  • 6d4 units of kraken teeth
  • 2d4 units of kraken tentacles

Lamia

  • 2 units of lamia claws
  • 1 unit of lamia heart

Lich

  • 1 unit of lich ectoplasm

Magmin

  • 1 unit of magmin molten skin

Manticore

  • 1 unit of maticore tail spike
  • 2 units of manticore teeth
  • 2 units of manticore wings

Medusa

  • 1 unit of medusa head

Mephits

All mephits share the same base parts a character can harvest, and the only way to differentiate them is by their type (dust, ice, magma, mud, smoke, and steam). Feel free to add special or unique parts to each mephit.

Mephit

  • 1 unit of mephit core

Merfolk

  • 1 unit of merfolk hide
PART 3 | PARTS BY CREATURE

Merrow

  • 2 units of merrow hide

Mind Flayer

  • 1 unit of mind flayer brain
  • 1 unit of mind flayer tentacles

Minotaur

  • 2 units of minotaur horns

Mummies

Mummy

  • 1 unit of mummy heart
  • 2 units of mummy wrappings

Mummy Lord

  • 2 units of mummy lord dust
  • 2 units of mummy lord wrappings

Myconids

Myconid Sprout

  • 1 unit of myconid sprout spores

Myconid Adult

  • 1 unit of myconid adult spores

Myconid Sovereign

  • 2 units of myconid sovereign spores

Nagas

Bone Naga

  • 2d4 units of bone naga fangs

Guardian Naga

  • 2d4 units of guardian naga fangs
  • 2 units of guardian naga scales
  • 1 unit of guardian naga poison gland

Spirit Naga

  • 2d4 units of spirit naga fangs
  • 2 units of spirit naga scales

Nightmare

  • 1 unit of nightmare hooves

Nothic

  • 1 unit of nothic claws
  • 1 unit of nothic eye

Ogres

Ogre

  • 2d4 units of ogre toes

Half-Ogre

  • 1d4 units of half ogre toes

Oni

  • 1 unit of oni claws
  • 1 unit of oni ivory horns
  • 2d4 units of oni toes

Oozes

Black Pudding

  • 2 units of black pudding goo

Gelatinous Cube

  • 2 units of gelatinous cube gel

Gray Ooze

  • 1 unit of gray ooze slime

Ochre Jelly

  • 2 units of ochre jelly slime

Otyugh

  • 2 units of otyugh teeth
  • 2 units of otyugh tentacles

Owlbear

  • 1 unit of owlbear claws
  • 2 units of owlbear feathers
  • 1 unit of owlbear hide

Pegasus

  • 2 units of pegasus feathers
  • 1 unit of pegasus hooves

Peryton

  • 1 unit of peryton antlers
  • 1 unit of peryton feathers
  • 1 unit of peryton talons

Piercer

  • 1 unit of piercer hide

Pixie

  • 1/4 units of pixie dust

Pseudodragon

  • 1/4 units of pseudodragon scales
  • 1/4 units of pseudodragon venom

Purple Worm

  • 8 units of purple worm hide
  • 4d4 units of purple worm teeth
  • 2d4 units of purple worm venom

Quaggoth

  • 1 unit of quaggoth claws
  • 1 unit of quaggoth hide

Remorhazes

Young Remorhaz

  • 2 units of young remorhaz carapace
  • 1 unit of young remorhaz heat organ
  • 2d4 units of young remorhaz legs

Remorhaz

  • 4 units of remorhaz carapace
  • 1 unit of remorhaz heat organ
  • 3d4 units of remorhaz legs

PART 3 | PARTS BY CREATURE

Roc

  • 8 units of roc feathers
  • 2d4 units of roc talons

Roper

  • 2 units of roper hide
  • 1d6 units of roper tendrils
  • 1d4 units of roper teeth

Rust Monster

  • 1 unit of rust monster antennae
  • 1 unit of rust monster carapace

Salamanders

Fire Snake

  • 1 unit of fire snake scales

Salamander

  • 2 units of salamander scales

Shadow

  • 1 unit of shadow ectoplasm
  • 1 unit of shadow dust

Shambling Mound

  • 1 unit of shambling mound root-stem
  • 2 units of shambling mound vines

Slaadi

Note: A slaad only have a control gem if it was born from the Spawning Stone in Limbo.

Red Slaad

  • 1 unit of red slaad claws
  • 1 unit of red slaad control gem
  • 1d4 units of slaad eggs
  • 1 unit of red slaad hide

Blue Slaad

  • 1 unit of blue slaad claws
  • 1 unit of blue slaad control gem
  • 2 units of blue slaad hide

Green Slaad

  • 1 unit of green slaad claws
  • 1 unit of green slaad control gem
  • 2 units of green slaad hide

Gray Slaad

  • 1 unit of gray slaad claws
  • 1 unit of gray slaad control gem
  • 1 unit of gray slaad hide

Death Slaad

  • 1 unit of death slaad claws
  • 1 unit of death slaad control gem
  • 1 unit of death slaad hide

Specter

  • 1 unit of specter ectoplasm
  • 1 unit of specter dust

Sphinxes

Androsphinx

  • 2 units of androsphinx feathers
  • 2 units of androsphinx hide

Gynosphinx

  • 2 units of gynosphinx feathers
  • 2 units of gynosphinx hide

Sprite

  • 1/4 units of sprite dust

Succubus/Incubus

  • 1 unit of succubus/incubus claws
  • 1 unit of succubus/incubus wings

Tarrasque

  • 15 units of tarrasque carapace
  • 15 units of tarrasque hide
  • 6d4 units of tarrasque teeth
  • 6d4 units of tarrasque horns

Thri-Kreen

  • 1 unit of thri-kreen carapace
  • 1 unit of thri-kreen venom

Treant

  • 6 units of treant bark
  • 4d4 units of treant branches
  • 4d4 units of treant roots

Umber Hulk

  • 3 units of umber hulk carapace
  • 2 units of umber hulk mandibles

Unicorn

  • 1 unit of unicorn hooves
  • 1 unit of unicorn horn

Vampires

Vampire

  • 1 unit of vampire dust
  • 1 unit of vampire fangs
  • 1 unit of vampire heart

Vampire Spawn

  • 1 unit of vampire spawn dust
  • 1 unit of vampire spawn fangs
  • 1 unit of vampire spawn heart

Will-o'-Whisp

  • 1/4 unit of will-o'-whisp dust
  • 1/4 unit of will-o'-whisp ectoplasm

Wraith

  • 1 unit of wraith dust
  • 1 unit of wraith ectoplasm
PART 3 | PARTS BY CREATURE

Wyvern

  • 2 units of wyvern scales
  • 1 unit of wyvern stinger
  • 1 unit of wyvern teeth
  • 2 units of wyvern venom
  • 2 units of wyvern wings

Xorn

  • 1 unit of xorn rocky hide
  • 1d4 units of xorn teeth

Yeti

Yeti

  • 2 units of yeti hide
  • 2 units of yeti horns
  • 2 units of yeti eyes

Abominable Yeti

  • 3 units of yeti hide
  • 2 units of yeti horns
  • 2 units of yeti eyes

Yuan-Ti

Yuan-Ti Abomination

  • 2 units of yuan-ti abomination scales
  • 1 unit of yuan-ti abomination fangs
  • 1 unit of yuan-ti abomination venom

Yuan-Ti Malison

  • 1 unit of yuan-ti malison scales
  • 1 unit of yuan-ti malison venom

Miscelaneous Creatures

Ape

  • 1 unit of ape hide

Awakened Shrub

  • 1/2 unit of awakened shrub twigs

Awakened Tree

  • 3 units of wood

Axe Beak

  • 2 units of axe beak feathers

Baboon

  • 1/2 unit of baboon hide

Badger

  • 1/4 units of badger pelt

Bat

  • 1/4 units of bat wings

Black Bear

  • 1 unit of black bear hide

Blood Hawk

  • 1/2 units of blood hawk feathers

Boar

  • 1 unit of boar hide
  • 1 unit of boar tusks

Brown Bear

  • 2 units of brown bear hide

Camel

  • 2 units of camel hide

Cat

  • 1/4 unit of cat pelt

Constrictor Snake

  • 2 units of constrictor snake skin

Crab

  • 1/4 unit of crab carapace

Crocodile

  • 2 units of crocodile hide
  • 2 units of crocodile teeth

Death Dog

  • 1 unit of death dog pelt

Deer

  • 1 unit of deer hide

Dire Wolf

  • 2 units of dire wolf pelt

Draft Horse

  • 1 unit of draft horse hooves

Eagle

  • 1/2 units of eagle feathers

Elephant

  • 6 units of elephant hide
  • 2 units of elephant tusks

Elk

  • 1 unit of elk antlers
  • 2 units of elk hide

Flying Snake

  • 1/4 units of flying snake feathers
  • 1/4 units of flying snake hide

Giant Ape

  • 3 units of giant ape hide

Giant Badger

  • 1 unit of giant badger hide

Giant Bat

  • 2 units of giant bat hide
  • 2 units of giant bat wings
PART 3 | PARTS BY CREATURE

Giant Boar

  • 2 units of giant boar hide
  • 2 units of giant boar tusks

Giant Centipede

  • 1/2 units of giant centipede poison

Giant Constrictor Snake

  • 4 units of giant constrictor snake skin

Giant Crab

  • 1 unit of giant crab carapace

Giant Crocodile

  • 4 units of giant crocodile hide
  • 3 units of giant crocodile teeth

Giant Eagle

  • 2 units of giant eagle feathers

Giant Elk

  • 1 unit of giant elk antlers
  • 4 units of giant elk hide

Giant Fire Beetle

  • 1 unit of giant fire beetle carapace
  • 1 unit of giant fire beetle glowing glands

Giant Frog

  • 1 unit of giant frog skin
  • 1 unit of giant frog tongue

Giant Goat

  • 2 units of giant goat pelt
  • 1 unit of giant goat horns

Giant Hyena

  • 2 units of giant hyena pelt

Giant Lizard

  • 2 units of giant lizard scales

Giant Octopus

  • 3 units of giant octopus tentacles
  • 1 unit of giant octopus ink sac

Giant Owl

  • 2 units of giant owl feathers

Giant Poisonous Snake

  • 1 unit of giant poisonous snake skin
  • 1 unit of giant poisonous snake poison

Giant Rat

  • 1/2 units of giant rat hide

Giant Scorpion

  • 2 units of giant scorpion carapace
  • 2 units of giant scorpion claws
  • 1 unit of giant scorpion sting
  • 1 unit of giant scorpion venom sac

Giant Sea Horse

  • 2 units of giant sea horse hide

Giant Shark

  • 4 units of giant shark skin

Giant Spider

  • 1 unit of giant spider venom
  • 1 unit of giant spider web sac

Giant Toad

  • 1 unit of giant toad tongue
  • 2 units of giant toad skin

Giant Vulture

  • 2 units of giant vulture feathers

Giant Wasp

  • 1 unit of giant wasp stinger

Giant Weasel

  • 1 unit of giant weasel hide

Giant Wolf Spider

  • 1 unit of giant wolf spider venom
  • 1 unit of giant wolf spider web sac

Goat

  • 1 unit of goat pelt

Hawk

  • 1/4 units of hawk feathers

Hunter Shark

  • 2 units of hunter shark skin

Hyena

  • 1 unit of hyena pelt

Jackal

  • 1 unit of jackal pelt

Killer Whale

  • 4 units of killer whale skin

Lion

  • 2 units of lion hide

Lizard

  • 1/4 units of lizard scales

Mammoth

  • 4 units of mammoth hide
  • 2 units of mammoth tusks

Mastiff

  • 1 unit of mastiff hide

Mule

  • 1 unit of mule hide

Octopus

  • 1 unit of octopus tentacles
  • 1/2 unit of octopus ink sac

Owl

  • 1/4 units of owl feathers
PART 3 | PARTS BY CREATURE

Panther

  • 1 unit of panther hide

Phase Spider

  • 1 unit of phase spider venom
  • 1 unit of phase spider web sac

Poisonous Snake

  • 1/4 units of poisonous snake skin
  • 1/4 unit of poisonous snake poison

Polar Bear

  • 2 units of polar bear hide

Pony

  • 1 unit of pony hooves

Rat

  • 1/4 units of rat pelt

Raven

  • 1/4 units of raven feathers

Reef Shark

  • 1 unit of reef shark skin

Rhinoceros

  • 2 units of rhinoceros hide
  • 2 units of rhinoceros horns

Riding Horse

  • 1 unit of riding horse hooves

Saber-Toothed Tiger

  • 2 units of saber-toothed tiger hide
  • 1 unit of saber-toothed tiger fangs

Scorpion

  • 1/4 units of scorpion venom

Spider

  • 1/4 units of spider venom

Tiger

  • 2 units of tiger hide

Vulture

  • 1 unit of vulture feathers

Warhorse

  • 1 unit of warhorse hooves

Weasel

  • 1/4 units of weasel pelt

Winter Wolf

  • 2 units of winter wolf hide

Wolf

  • 1 unit of wolf hide

Worg

  • 2 units of worg hide

PART 2 | PARTS BY CREATURE
Artist Credits

In Order of Appearance:

Alayna "Edge of Darkness"

Bryan Sola "King of Beggars"

WOTC official art "Book of Vile Darkness"

Markus Stadlober "Dwarven Caverns"

TJ Foo "Grand Library"

Anna Podedworna "Blizzard Potion"

Marta Dettlaff "Frightener (Alpha)"

OTL Games "Tailor Shop Concept"

Jordan Grimmer "Stronghold"

000Fesbra000 "Armory"

Jon Torres "Gryffindor Dorms"

What You May Do "Valor Champion"

Tsabo6 "Spell Books"

What You May Do "Fantasy Tavern Interior"

Rusty001 "Gilead Weapon Storage Gates"

Lyraina "Martin Luther - Elster Gate"

Bartlomiej Gawel "Reaver Hunters"

Grafit Studio "Dorregaray of Vole"

Nhiv "Quest Board Concepts 1"

CG-Zander "Harpy Egg"

Klaus Pillon "Camp Dusk Backdrop"

Bruno Biazotto "Vicovaro Novice"

Thomas Wive "Dragon Carcass"

Unknown Artist "Dwarf Ranger"

Tsabo6 "Magic Scrolls"

Bryan Sola "Vrihedd Sappers"

WOTC official art "Restorative Ointment"

Graffiti-freak "Dwarf-Forge"

Vesner "Madroeme"

Ala Kapustka "Manticore Venom"

Which Will

Claim You?

In the cities of Seronia, guilds work tirelessly to maintain their kingdom's sovereignty through the brutal commoditizing of the Old World. Secrets to power, immense wealth, even the progression of industry resides in the artifacts and bodies of the Old World creatures quickly disappearing from our borders.

Beyond our borders though lies the Outlands, where some say the salvation or destruction of Seronia awaits. Bitter races made into outlaws and nomads live in conditions made worse by magical discord and the continued destruction of Seronia's fantastical ecosystem by expanding kingdoms.

In this book, you'll find the secrets to securing your foothold in both enviroments and how to use the natural elements of the Anima Mundi in your quest for personal glory- or simply survival.

  • Guide to city stores and additional equipment
  • Rules on building player strongholds, guilds, and shelters
  • Crafting using Seronia's flora, fauna, and mineralia
  • Evolving magic items- relic from the Old World reborn
  • Expanded list of enviromental dangers in the Outlands
  • Modified rules on vision, mining, traveling, and camping
 

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