Materials, Foraging, And crafting

You can collect materials during your travels, which are used to craft new equipment, create alchemical concoctions and gemstones. To get new materials, you must expend the whole process without major interruptions (like a combat). There're three material categories, and each one has a special way to collect them: **Creatures, Minerals and others, and Plants and Herbs**.

Also, depending of the type of material and the place where it is, they might be modifiers to the skill check made for collecting the materials. The DM can add more than one of the modifiers (for example, if you're traveling at normal pace in a rainy day, the DC will be +11)

## Material Sources

Creatures, Minerals and Others, Non-mineral, Plants and Herbs are the different material sources

## **Creatures**

Creature parts are used as alchemical materials and for creating armor and weapons for the adventurers, which some of them gives special features. Others take some of the creature parts as trophies and decorations for their armor and houses. If you want to extract parts of animals and creatures, you must make an Intelligence (Nature) check for common creatures, Intelligence (Arcana) or an Intelligence (Religion) check for rarer creatures. You can also make a Wisdom (Survival) instead an Intelligence check when harvesting parts. On a failed check, the part is destroyed or damaged. It's up to the DM to determine which check is made depending on the creature type and how common is that creature in the world.

The number of checks you can make and the time used for harvesting all the parts of a creature depends of the size of the creature as shown in the following table. For example, if you harvest a medium sized creature it will take one hour for the whole process, even if you only make 1 check.

**Creature Size/** *Max. harvest checks* **/Total time to harvest**

**Tiny**/ *1* /Two hours ,**Small** /*1* /30 minutes ,**Medium** /*2* /One hour ,**Large** /*3* /One hour, **Huge** /*4* /Two hours ,**Gargantuan**/ *5* /Two hours (minimum)

Each successful check gives you a number of units depending on the creature size as shown in the following table, which can be used for creating new pieces of equipment or as alchemical materials

You can only make one check for each part you want to harvest. For example, a character can make 3 checks for harvesting a large sized dragon, but he can only use one of the checks to harvest the scales, and the other two checks can be used for other parts of the dragon (like an essential organ and the horns) For alchemical uses, the DM determines the essence type of the harvested parts. You can read more information about the essences in the alchemy section. When you use the parts for crafting armors and weapons, you need a number of units of the same material depending of the size for the object. You can read more about crafting and the materials in the crafting section

**EXAMPLE MONSTER PARTS**

Stinger, Wings, feathers, Fins, Chitin, Tail, Fangs, teeth, Organs (Think regular organs like brains or lungs), Horns, Ectoplasm, Scales, Elemental essence (think essence crystals from elementals), Claws, Bones, Slime/mucus, Essential Organs (think dragon's fire glands or a spiders venom sac) Fur, Blood

Parts Value is determined by a list held only by the DM, but as you can guess deadlier monsters that have rarer parts are more valuable.

Getting Meat (Foraging Variant) While the characters can forage to survive on the wilderness, they also can hunt down and kill a creature to harvest the meat and use it as food. The meat they yield spoils after a single day if uneaten. Eating spoiled meat might require a Constitution saving throw to avoid throwing up the food or getting diseased. A character can make a Wisdom (Survival) check to try to collect meat as food. The amount of meat harvested is determined by the creature size, as shown in the creature food yield table below. Getting meat does not count on the maximum harvest checks you can make to harvest a creature.

#### **Creature Food Yield**

*Creature Size,* Food Gained |*Tiny* 1 lb. *Small* 4 lb. *Medium* 16 lb. *Large* 32 lb.| Monsters can not be harvested or hunted in this way, only non-monster animals.

## Minerals and Others

Minerals are earthen materials used for making armor, weapons, and gaining special effects for those armors and weapons. Minerals can be divided in two types and each type has a unique way to acquire them. Ores are extracted with the use of a Miner's Pick and a Strength (athletics) check. Gemstones are extracted with the use of Gem Extraction Tools (worth 250 gp) and Dexterity check. The check for extracting either mineral type is always DC 15. If needed, the character must make an Intelligence (Nature) check first to find a vein or a place where the ores or gemstones are. If the character is extracting ores, on a success they collects a number of ore units equal to 2d4 + your Constitution modifier. If the character is extracting gemstones, the DM determines the amount and type and value via hidden DM Fuckery.

## Non-Mineral Materials

There're also other materials which are not ores or gemstones, such as wood, stone and coral that can be also used to craft weapons or pieces of armor. For collecting those materials, you need to make a Strength (Athletics) or a Dexterity check, depending on the material (DC 15). On a success you collect a number of units equal to 2d4 + your Constitution modifier. For example, if a character wants to collect some units of darkwood for an armor, he must make a Strength (Athletics) check to cut down the tree with an axe and get the material. On a success, he collects a number of Darkwood units equals to 2d4 + his Constitution modifier. The time used for extracting minerals and other materials equals to 1 day of downtime activity. This represents all the time the character uses to find and extract the materials.

## Plants and Herbs

Plants are used for creating alchemical potions and mixtures, and they are divided in four levels of rarity. Common plants, which have one essence Uncommon plants, which have two different essences Rare plants, which have two essences of the same type Very Rare plants, which have two essences of the same type and one extra essence To gather plants, herbs and other similar resources the character must make an Intelligence (Nature) check (DC 15). This is to find the plants, DM Fuckery will fill in the blanks from here to succesful or unsuccesful gathering. Rarer plants and Herbs may need a more detailed search, and the only information provided to player upon succesfully getting a plant is it's name. Trial and error or the rare information gotten will be your only help in determining what plants make what or a plant's rarety. 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).

## Alchemy

You can create bombs and potions using up to six ingredients to craft them. The ingredients are any resource which have one or more essences you use to create the mixture (such as blue herbs or a Mandrake root). You need a glass bottle worth 2 gp for each bomb or potion you craft. The value of bombs and potions equals to 10 gp plus 15 gp for each extra ingredient after the first. Bombs have a range of (20/60). If a bomb requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier. It is of note that every potion has a toxicity upon ingestion, and every player has a limit of 50 toxicity before reaching their toxicity limit, Except Witchers who have a limit of 100 unless otherwise listed. toxicity limit may occasionally raise for players who frequently use Alchemy, Up to DM disgretion. Witchers cannot increase their toxicity in this way, because to be blunt, you increase just by leveling up at certain milestones and it would be too unbalanced to give any more.

### Mixtures

After determining the number of ingredients and the value of the mixture, you can start the process of crafting the bomb or potion. The character can distribute the essences to choose the effects for the bomb or potion at the beginning of the creation process. The creation process must be made in sessions of 4 uninterrupted hours for each 25 gp of the object you're trying to create. When you start the first session, all ingredients are consumed. Bombs and potions which have a value of 25 gp or less can be crafted anywhere, while an expensive mixture will require a place for crafting due the amount of ingredients and the required tools for creating it. At the end of the last session, the character must make an Intelligence check, adding the proficiency bonus if he's proficient with the alchemist's supplies. The DC for the check is 6 + twice the number of ingredients used. If the character passes the check, the mixture is created. On a fail, the mixture is not created and all the ingredients are lost. The above paragraph is taken word for word from the base book it is from, however it is of note that much like the Witcher series, the potions created by base ingredients are useless on their own and rather are the ingredients for the usable potions, blade oils, and bombs. When creating a usable potion, blade oil, or bomb, you can ignore the gold cost rule and you can craft them anywhere. The other rules still apply, and one must find the recipes on their own via trial and error, though some recipes can be rarely found written down or taught by those willing to share.

## Crafting

You can hire one or more artisans to help you creating the object or to create the object completely by themselves. When using special materials, you need to hire an artisan which knows how to work that material. The cost for hiring an artisan depends of the object type you want to create. In general, for rarer objects you will need an artisan who knows how to work the material, have a crafting guide or similar. Hiring someone else removes the possibility of crafting an artisan or high quality item.

## Shields

### Shield Types

**Small Shields** 6 Strength Required Benefits: low Strength requirement, no penalty to stealth. Chances to stun. Decent damage output from an attack. Consequences: It has a lower AC bonus than the Medium or Large shields, -1 to total bonus to be exact. Bash: An attack based on precision and speed, with a chance to stun the target. On hit, the target takes 1d6 bludgeoning damage. Example users: Primary spell casting roles who provide support from a distance.

**Medium Shields** 10 Strength Required Benefits: +1 AC bonus. Chances to stun or knock the target backwards. Consequences: -2 to stealth checks while holding or wearing, Bash: An attack that could be based on precision and speed or sheer force, with a chance to stun or knock the target 5 feet backwards. On hit, the target takes 1d4 bludgeoning damage. Example users: Versatile across many different roles and play styles

**Large Shields** 18 Strength Required Benefits: +2 AC bonus. Chances to knock the target backwards. Counts as ¾ cover when planted firmly in the ground. Consequences: A high Strength requirement to use without ill effect. Disadvantage to Stealth checks while holding or wearing. Bash: This type of shield would be incapable of dealing damage in a similar fashion to the small shields. However, it would still be capable of knocking the target back 5 feet. Example users: Primary melee roles who take to the front-lines and get hit a lot.

Characters that fail to meet the Strength requirements can still use that shield, but suffer from halved Movement Speed and disadvantage on attack rolls while holding it.

#### Bash Attack

The type of bash performed, whether with force or precision can be determined by what part of the enemy the player attacks and what type of shield they are using. For example, a quick bash to the head with a small shield is likely to stun, whereas a hard bash to the chest with a large shield would be more likely to knock someone off their feet. The bash attack can be made with a regular d20 + your Strength modifier. You can add your proficiency modifier when you take the "Shield Master" feat. If the player makes a bash attack while attempting to stun and succeeds to hit, then make a Constitution saving throw for the target with the below save DC. If it fails then apply the "Stunned" status to the target for one turn. If the player makes a bash attack while attempting to shove and succeeds to hit, then make a Strength saving throw for the target with the below save DC. If it fails then the target is moved backwards from the force of the attack. Stun/Shove save DC = 8 + your proficiency bonus + your Strength modifier The player can make a bash attack during their bonus action, assuming you are already wielding a shield and the target is within melee range

### Artisan quality Items

Artisan quality items, masterfully constructed either by sheer accident or by painstaking design, are the focus of this article. Such an item, while not better numerically, offers an advantage over other items in some way. Most artisan quality items are in all ways improved, suffering no setbacks. Others are in some way diminished, usually by being fragile or less reliable after many uses. In either case, the items in question offer a fantastical advantage that is inherently magical or has only a hint of magic. Interestingly, these amazing items are predisposed to become magical, and are items of legend nonetheless. There are two distinct methods for the creation of a quality item. First, an accident or intentional design can result in a artisan quality item. Accidents result from experimentation or the opus of an ancient artisan. These items are painstakingly crafted, and purposefully made with the finest materials, or imbued with strange reagents that draw on ambient supernatural forces. Normally, any crafted item has a [DM redacted] chance of being crafted as a artisan quality item. A roll is made at the end of the crafting, with a artisan quality item resulting if the roll [Redacted, is high enough of a roll] Intentionally crafting a artisan quality item would require more rigorous conditions, and require a special blueprint to create. Such blueprints are an excellent item to find in a treasure hoard. The item would take twice as long to craft as normal, and cost a minimum of 250 gp for ammunition (per piece of ammunition), 1,000 gp for tools, or 5,000 gp for weapon or armor. These are baseline prices, but many such items can fetch prices far higher than the suggested minimums.

#### Artisan Quality Armor

The following qualities are available for armor. Note that no armor may possess more than one quality, though an armor may lose one quality and gain another. Though a player can possess both a special armor and shield, it is advised that such items are evenly split among the party. Some abili�ties are restricted to only armor or shields, or may possess more esoteric requirements. List [redacted, consult DM upon item Creation]

#### Artisan quality Weapons

As Above, but weapon specific qualities list. List [Redacted, consult DM upon item creation] Same thing for tools, I'm not making a third subheading just to say the same thing again.

#### Charms

Some canny crafters decide instead to infuse a removable charm that grants an attached item with power. These bangles are often not as powerful as full fledged magic items, due to the fact that they contain their power in a much smaller form, but they are easier to make. There are obvious drawbacks to this method; history rarely remembers a legendary dragon slaying bangle, and bangles confer no special protection to their weapons as enchantment normally does. Additionally, bangles do not generally offer the same accuracy and deadliness that often accompany traditional magic weapon and armor. The efficiency of these charms would make them ubiquitous over the rarer magic items, but their creation still requires lots of time, and few organizations can bring to bear the resources that it would take to make more than a handful of them. That there generally exists no free market for magic items makes these wonders only marginally more prevalent than any other kind of magic item. A magic charm always requires investment, and as such they slowly become obsolete in the later stages of the careers of most adventurers. Despite this, they occupy a very excellent position of utility both in the early stages of an adventure, as well as in the later stages as a helpful bauble for henchmen, cohorts, and even bestial companions. Along with the usual attunement process, a charm must be attached to the object or central component of the item meant to be enhanced; a full plate of ar�mor would require that the charm be attached to the chest piece. The attachment itself, not counting the attunement, takes but a minute of time and requires smith’s tools. Thanks to the magic of the charm, the attachment tends to be secure, and foils most attempts at thievery or intentional attempts to break or remove the charm. Forcibly removing the charm from an attached weapon or armor requires either smithing tools and roughly a minute’s worth of efforts, or a DC [redacted] strength check that has a 50% chance of breaking the charm (and potentially a resistance point of the weapon or armor that it’s attached to). Once attached and attuned, the charm begins to give its benefit to the weapon or armor, and can be moved from one item to another for the same owner. While a weapon or armor with an attached charm can be used by others, the charm confers no benefits if the user does not attune to the charm itself. Charms are generally incompatible with items that are already magical, unless otherwise noted in the charm’s description. No charm can be created for less than 500 gold, though a GM may require that more gold or rare components be found. Otherwise, the usual rules apply for crafting. All charms are considered to be uncommon wondrous items. Only a full caster can create a charm. Quality items are meant to be special, but not magical. They represent secrets of master crafters, and slightly improved designs that differentiate a mass produced sword from an exquisite and perhaps legendary non-magical sword. Charms are indeed magical, and represent a slightly different method for granting magic to weapons without relying on finding a better item, as well as to help players enjoy treasure that did not hinge on weapon or armor proficiencies.

#### Crafting with Special Materials

To create an object with special materials, you need an amount of material units: For a medium-sized creature, when you use the materials for crafting armors and clothing, you need 3 units of the same material, for weapons and shields you need 2 units of the same material and for 10 units of ammunition you need 1 unit of the same material. If you want to craft something for a bigger sized creature, you need to use twice the amount of materials used for each size increment, and for smaller sized creatures you need only half materials per each size smaller than medium. In case of the creature parts, you gain an extra benefit depending on the creature Challenge Rating, as shown by hidden DM fuckery. Please note always where your materials came from and the CR. If I don't say the CR, ask me during collection of materials. Always let me know what materials are being used to craft because many materials have special Properties for the finished product.

Every armor, shield or weapon has 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 and you crit fail, 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. Taking half your health in damage in a single attack round of a single creature also reduces resistance points by 1. Each reduced point also reduces the damage dealt for weapons and the AC for armors. If I forget to tell you how many resistance points something has, don't be afraid to ask. This partly is a trust system, as I'm not going to track when your armour, shield, or weapon is broken. I didn't mention it earlier, but potion toxicity will be the same thing. Let me know if you take a potion and have already maxed out your toxicity or if a potion's toxicity amount exceeds your toxicity limit remaining. Thank you.

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 you are trying to repair. 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, for each resistance point gained back. **Equipment type** Number of Material Units **Armor** 2 units **Weapon** 1 unit, Shields count as armor for the purposes of repair. If you pass the check, the equipment is repaired the amount of points initially listed by you. If you fail the check, you can make another check when you finish a long rest and the materials are lost. Using a repair kit of the appropriate type instead repairs the items resistance points completely for the cost of 1 resistance point repaired normally. The repair kit is then consumed. If I, like a blockhead, forget to list the price of a repair kit in the Storefront section like I'm supposed to, it's 50 gold for an armor repair kit and 45 gold for a weapon repair kit.

### Mana Potions

When you find how to craft or a place to buy mana potions, these are the amount of points each restores by the type of mana potion it is. In case you forgot, we are using the spell point system instead of the spell slots system. **Potion of...** *Rarity* Points |**Mana** *Uncommon* 1d4+1 ,**Greater mana** *Rare* 2d4 + 2 ,**Superior mana** *Very Rare* 3d4 + 4

## Feats, related

The following feats are focused on improving your skills and abilities for collecting materials, crafting, creating mixtures and surviving on the wilderness.

**Alchemist** You've discovered efficient ways to use the ingredients for potions and bombs. You gain the following benefits: When creating a mixture, you can double the essence of the first common ingredient you use. The maximum DC check when you are creating a mixture cannot exceed 15.

**Crafting Expertise** You know faster ways to craft new pieces of equipment. When you're crafting a nonmagical object, the time you use to create it is halved. You have a +2 bonus when you make an Ability check when crafting a nonmagical object.

**Forager** You know the best ways to collect food while traveling through the wilderness. You gain the following benefits: You have advantage on Wisdom (Survival) checks made for gather food and water. When determining how much food (in pounds) and water (in gallons) you find, you roll 1d8 + your Wisdom modifier.

**Herbalist** You've learned the physical description of plants and herbs used for alchemy. You gain the following benefits: You have advantage on Intelligence (Nature) checks made to gather plants and herbs for alchemy. The time you use to gather plants and herbs for alchemy is halved.

**Master Extractor** You know how to carefully extract and harvest creature's parts, gaining the following benefits: Increase your Intelligence score by 1, to a maximum of 20. The time you use to harvest creature's parts is halved. When you fail a check when harvesting a creature part that deals damage, you take half damage instead.

**Survivalist** You know how to survive in the wilderness, even in harsh environment conditions. You gain the following benefits: You have advantage on Wisdom (Perception) checks you make to detect natural hazards. You have advantage on saving throws that you make to resist extreme temperatures. When you gather food and water, you can choose to use any pounds of food or gallons of water you found to refill one use of a purification kit. As the purification kit has been removed, instead gain advantage to check for disease or poison in food or water. Keeping this in case I revert the removal of the purification kit.

Natural disasters exist but that's DM side, so just take note they exist.