D&D 5e Character Professions

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Contents Character Professions Mechanics of Professions Training a Profession

XP to Level a Profession

Professions

Gathering Professions Production Professions

Alchemy Items that Assist in Alchemy Potions

Cooking Items that Assist in Cooking Fires Used for Cooking Fish Packs Meat Packs Herb Packs Recipes

Crafting Items that Assist in Crafting Tanning Pelts Treating Wood Crafting Equipment

Armors Weapons

Fishing Items that Assist in Fishing Fish

Fish Descriptions

4 4 4 4 4 4 4 5 5 6 7 7 7 7 7 7 8 9 9 10 10 10 10 10 11 11 12 12

Foraging Items that Assist in Foraging Herbs

Herb Descriptions

Hunting Items that Assist in Hunting Game

Animal Descriptions

Mining Items that Assist in Mining Mining in the Local Area Gems Ores

Ore and Gem Descriptions Ores Gems

Smithing Items that Assist in Smithing Smelting Bars

Metal Effects Clarifications Repairing Items

Smithing Equipment

Armors Weapons Jewelry Equipment Value Adjustments

Smithing Sidebar

Woodcutting Items that Assist in Woodcutting Trees

Tree Descriptions

2

Contents

14 14 15 15 17 17 18 18 20 20 21 21 22 22 22 24 25 25 26 29 29 29 29 29 29 30 30 31 31 32 32

Appendix A: Feature Clarification 33 Backgrounds

Outlander Wanderer

Classes

Cleric: Forge Domain Channel Divinity: Artisan's Blessing Ranger Favored Enemy Natural Explorer

Spells

Commune with Nature Creation Fabricate

Credits

The Homebrewery Benjamin Brews DM Alex Wizards of the Coast

33 33 33 33 33 33 33 33 33 34 34 34 34 35 35 35 35 35

Version v4.0: Mettling with Metals

Contents

3

Character Professions

A

dventuring is a risky, difficult, and dangerous job. Any good adventurer picks up a few extra skills along their travels. Without some extra competence, the wilderness would be a much deadlier place. These extra skills are deemed "Professions" and are utilized to aid in survival.

Professions are useful ways for adventurers to survive, strive, and thrive in both the wilderness and society.

Each character starts a profession at level 1. The maximum level attainable is level 5, which unlocks benefits for the character. Though XP may be gained in different ways for each profession, they all require the same amount of XP to increase in level. Each level has its own title. The following table shows how much XP must be earned to reach a level in a profession. For example, becoming Legendary (5th level) in a profession requires a total of 200 XP to achieve.

Mechanics of Professions

XP to Level a Profession

Professions are the set of skills associated with doing a specific activity. For example, a fisherman may set up some bait and tackle, cast a line, and try to catch a meal for the night. Any adventurer can train any of the Gathering professions. A Production Profession, on the other hand, requires more specialized training. You may choose to train 1 Production Profession from the Production Professions table, provided you have met all the prerequisites for that profession. An adventurer can change the Production Profession they know when they gain a character level. Doing so does not reduce the level or XP a player gained in their previous profession, and if they were to switch back to it later, they would continue from where they left off. Professions are skills that can be leveled up. They level up separately from your character or class levels. Each profession can reach a maximum of level 5. However, a 5th level profession is a difficult feat to achieve. Those who have obtained level 5 in a profession are legendary adventurers who have mastered their art.

Training a Profession

To train a profession, you must use it. Each time you use a profession, it will give you XP. Once you have obtained enough XP, you gain a level, and your XP returns to 0. Overcapping the XP required does not carry over into XP for the next level. Each profession will explain how to gain XP in its own section. You may choose to train 1 Gathering profession per long rest. Using a profession typically involves making a skill check. This skill check is made like normal, with any modifiers you may have still taking effect. Spells and other features that may bolster your skill check also still apply if used. Rolling a natural 1 does count as a critical failure, however rolling a natural 20 does not necessarily mean a success or critical success. A profession may require the use of different tools or items to train. If a profession lists an artisan's tool or a weapon in its requirements, the character must be proficient in that item to train the profession well. If they are not proficient in that item, then all skill checks associated with the profession are made at disadvantage. Some tools or items can be found in the 5th edition Player's Handbook and the page will be cited. Any tools or items not found in the Player's Handbook will be described here. 4

Professions

Level

Title

XP required

1

Novice

0

2

Apprentice

10

3

Expert

30

4

Master

60

5

Legendary

100

Professions Gathering Professions Profession

Prerequisites

Type

Acts/day

Fishing

12 STR or 12 WIS Gathering

2

Foraging

12 INT or 12 WIS Gathering

2

Hunting

12 DEX or 12 WIS Gathering

2

Mining

14 STR

Gathering

1

Woodcutting

14 CON

Gathering

1

Production Professions Profession

Prerequisites

Type

Acts/day

Alchemy

12 INT or 12 WIS

Production

1 (2)

Crafting Cooking Smithing

12 CON or 12 DEX Production 14 DEX

1

Production

2

10 CON and 10 STR Production

1

Possible Professions Professions

Prerequisites

Type

Acts/day

Construction 10 DEX and 10 STR Production

1

Jewelcrafting 12 CON or 12 DEX Production

1

Enchanting Tailoring

14 INT

Production

1

12 CHA or 12 DEX Production

1

Alchemy: Production Skill

Alchemy allows you to make potions. Potions require a mix of ingredients in a flask of water over a heat source, usually at an alchemy station. Potions created using Alchemy can only be used within 72 hours from the point they were concocted. After 72 hours, a potion loses its magical properties, and becomes a brown mix of muddy water. This mix has no effect when ingested. Because of this, potions cannot be sold or traded when created in this way. Having a higher Alchemy level will allow you to create more valuable potions. Requirements

To start Alchemy you will need at least: 12 INT or 12 WIS Alchemist’s Supplies (50 gp – PHB page 154) Herbalism Kit (5 gp – PHB page 154) Alchemy Process

You can brew once per long rest. This activity takes 2 hours. To brew any potion, you must already have the required ingredients for it. Potions greater than level 1 may only be brewed at an alchemy station. Sometimes, an alchemist concocts a potion so skillfully, they only require half the ingredients to obtain their desired results. When you successfully concoct a potion, roll percentile dice. If you roll a 95% or higher, you keep half the quantity of each ingredient rounded up. If the potion only requires 1 of that ingredient, it is not consumed. Fill 1 flask with water. Mix all ingredients for your potion into that flask. Roll an Arcana or Medicine sill check. If your roll equals or exceeds the potion's DC, you create 1 potion of the type you chose. All ingredients are consumed, and the vial now contains the new potion. You gain Alchemy XP equal to the level of the potion you brew + your Alchemy level (If you fail to make the potion, you gain 1d4-1 XP instead, and lose all ingredients used except any flasks and vials). *Potion effects can be found in DMG, page 187-188.

Items That Assist in Alchemy Below are items that can assist in Alchemy.

Alchemy Station

Tool, Common This station allows you to craft level 2 potions or higher. The station is too heavy to be portable, and must be installed.

Alchemy Station +1

Tool, Uncommon This station allows you to craft level 2 potions or higher. It also allows you to add a +1 to any Alchemy skill check you make to concoct a potion. The station is too heavy to be portable, and must be installed.

Alchemy Station +2

Tool, Rare This station allows you to craft level 2 potions or higher. It also allows you to add a +2 to any Alchemy skill check you make to concoct a potion. The station is too heavy to be portable, and must be installed.

Alchemy Station +3

Tool, Very Rare This station allows you to craft level 2 potions or higher. It also allows you to add a +3 to any Alchemy skill check you make to concoct a potion. The station is too heavy to be portable, and must be installed.

Penny's Portable Alchemy Station

Tool, Rare This station is specifically built to be portable, allowing alchemists with the money to purchase this item the luxury of concocting on the go. This station only allows you to concoct potions up to level 3.

Achieving Level 5

Character gains advantage to saves against Poison. Character can make 2 potions per day instead of 1, and potions last one week instead of 72 hours. NPCs who are Wizards or Sorcerers become friendlier.

Alchemy: Professions

5

Potions

6

Alchemy Level

Potion

Ingredients

DC

1

Potion of Climbing

3 Lavender Seeds + 1 Spider

5

1

Potion of Animal Friendship

2 Animal Parts + 1 Kraken-Kelp Bulb

6

1

Potion of Diminution

1 Mammoth Pitcher Plant + 2 Red-Speckled White Shroom + 2 Vitalin Seeds + 2 Lavender Seeds

6

2

Potion of Water Breathing

2 Fish of level 3 or higher + 3 Kraken-Kelp Bulbs

9

2

Oil of Slipperiness

1 Stargazer's Singed Sweetflower + 1 Stonefire Sap + 2 Sickly Sundew Tentacles

12

2

Potion of Hill Giant Strength

1 Hill Giant's Toe + 1 Twisted Arvid Nut + 2 Mammoth Pitcher Plants

13

2

Potion of Healing

1 Animal Blood + 1 Ruby Hibiscus

14

3

Potion of Clairvoyance

1 Eye of a Fae Creature + 2 Red-Speckled White Shroom + 4 Lavender Seeds

10

3

Potion of Mind Reading

3

Potion of Resistance

2 Iron Ores + 2 Reckless-Snap Petals + 4 Vitalin Seeds + 1 Stonefire Sap

12

3

Potion of Fire Breathing

4 Thorned Embers + 1 Reckless-Snap Petal + 1 Stonefire Sap + 1 Stargazer's Singed Sweetflower

12

3

Potion of Growth

3

Potion of Gaseous Form

1 Ectoplasm + 3 Lunarbladed Grass + 1 Wood Ash + 1 Clear Sap + 1 Red-Speckled White Shroom

15

3

Potion of Frost/Stone Giant Strength

1 Frost/Stone Giant's Toe + 2 Twisted Arvid Nut + 1 Reckless Snap Petal + 4 Blue Lamica-Cactus Petals + 3 Mammoth Pitcher Plants

15

3

Potion of Greater Healing

1 Humanoid Blood + 2 Ruby Hibiscuses + 1 Stargazer's Singed Sweetflower

17

4

Potion of Heroism 1 Holy Water + 3 Blue Lamica-Cactus Petals + 2 Reckless-Snap Petals + 1 Twisted Arvid 16 Nut

4

Oil of Etherealness

4

Potion of Invisibility

2 Ectoplasms + 1 Animal Eye + 2 Clear Saps

17

4

Potion of Speed

3 Sickly Sundew Tentacles + 1 Stonefire Sap + 2 Kraken-Kelp Bulbs

17

4

Potion of Fire Giant Strength

1 Fire Giant's Toe + 3 Twisted Arvid Nuts + 2 Reckless Snap Petals + 4 Mammoth Pitcher Plants

18

4

Potion of Superior Healing

1 Large or Larger Creature’s Blood + 3 Ruby Hibiscuses + 1 Revitalizing Locinth Bud

20

5

Potion of Invulnerability

1 Adamant Ore + 2 Revitalizing Locinth Buds + 2 Dew-Doused Daisies

18

5

Potion of Flying

3 Feathers + 1 Sickly Sundew Tentacle + 2 Splendor Reeds + 1 Twisted Arvid Nut

19

5

Oil of Sharpness

1 Adamant Ore + 2 Blue Roses + 1 Clear Sap + 3 Blue Lamica-Cactus Petals

20

5

Potion of Cloud Giant Strength

1 Cloud Giant's Toe + 5 Twisted Arvid Nuts + 3 Reckless Snap Petals + 5 Mammoth Pitcher Plants

21

5

Potion of Vitality

5 Blue Roses + 2 Ruby Hibiscuses + 6 Vitalin Seeds + 3 Stonefire Saps + 2 Dew Splattered Daisies + 2 Splendor Reeds + 1 Revitalizing Locinth Bud

21

5

Potion of Storm Giant Strength

1 Storm Giant's Toe + 8 Twisted Arvid Nuts + 6 Reckless Snap Petals + 3 Stonefire Saps 25 + 6 Mammoth Pitcher Plants

5

Potion of Supreme Healing

1 CR 13+ Dragon’s Blood + 5 Ruby Hibiscuses + 2 Revitalizing Locinth Buds + 1 Dew- 28 Doused Daisy

Alchemy: Potions

1 Splendor Reed + 1 Blue Rose + 2 Lunarbladed Grass + 1 Brain of any Creature with 14 11 or more INT

1 Large or Larger Creature’s Blood + 2 Mammoth Pitcher Plants + 3 Thorned Embers 13

2 Clear Saps + 2 Wood Ash + 1 Ectoplasm + 1 Splendor Reed + 3 Lunarbladed Grass 16

Cooking: Production Skill

Cooking allows you to prepare food. Cooking food requires a mix of meats and ingredients placed over a range or fire. A meal feeds 4 people. If you wish to feed more, you must make another batch for every 4 people you attempt to feed. Food prepared using Cooking can be sold, traded, or eaten only if it's still fresh. A meal is considered fresh within 24 hours of being cooked. Food can be preserved for longer by cooled. Also, to be sold or traded, a meal cannot have been eaten from prior. Having a higher Cooking level will allow you to create more valuable meals. Requirements

To start Cooking you will need at least: 14 DEX Cook's Utensils (1gp – PHB page 154) are needed to prepare food Cooking Process

You can cook twice per long rest. This activity takes 2 hours. Eating a meal requires another hour to consume, after the preparation process has been completed. To cook any meal, you must already have the required ingredients for it. You must have access to an open flame or a cooking range to prepare food. Sometimes, a chef prepares a meal so skillfully, that meal tastes of a finer quality. When you successfully cook an item, roll percentile dice. If you roll a 95% or higher, then the meal you made increases by one tier of the same type. If the meal cannot increase by a tier and the item bestows temporary hit points, increase the number bestowed by +2. If the meal cannot increase by a tier and the item adds a bonus to your skill checks or saving throws, increase the bonus to a +4. Roll a Sleight of Hand or an Acrobatics skill check. If your roll equals or exceeds the DC of the meal, you cook the item. You gain Cooking XP equal to the level of the item you cook + your Cooking level (If you fail to cook the item, you gain 1d4-1 XP instead, and you burn the food. All ingredients used to prepare that item are still consumed; burnt food is useless and cannot be sold). Achieving Level 5

Character gains immunity to Diseases and can always detect poison in food and drinks. Character can cook meals twice as fast. Halflings and other NPCs who love to eat and cook become friendlier.

Items That Assist in Cooking Below are items that can assist in Cooking.

Cook's Utensils +1

Tool, Uncommon This set of tools allows you to add a +1 to any Cooking skill check you make to prepare food.

Cook's Utensils +2

Tool, Rare This set of tools allows you to add a +2 to any Cooking skill check you make to prepare food.

Cook's Utensils +3

Tool, Very Rare This set of tools allows you to add a +3 to any Cooking skill check you make to prepare food.

Pete's Portable Kitchen

Wondrous Item, Rare This station is specifically built to be portable, allowing chefs with the money to purchase this item the luxury of cooking on the go. This station counts as a range, and only allows you to prepare food up to level 3. Meal Packs A meal requires a food pack or herb pack to be prepared. A food pack is considered fresh for 24 hours after being made. Food packs can be preserved for longer by being cooled. Fish pack: 5 lbs of fish. See Fishing Meat Pack: 5 lbs of meat. See Hunting Herb pack: 1/2 lb of herbs. See Foraging A meal pack does not have to be directly obtained from other professions. All meal packs can be purchased from a store, however, some are hard to find.

Buff Clarifications Any buff granted by meals prepared using the Cooking profession lasts for 8 hours after consuming. You may only have 1 meal buff active at any time. Any meal eaten afterward replaces the previous buff with the new one. You may only have 2 meals made this way per day.

Fires Used for Cooking

Different flames will affect the DC of cooking an item. Flame Type

DC Adjustment

Conjured Flame

+4

Standard Campfire

---

Cooking Range

-2

Cooking: Profession

7

Meat Packs

Fish Packs Name of Pack

Requirements

Value

Name of Pack

Requirements

Value

Mediocre Fish Pack

Level 1 Fish

3 cp

Mediocre Meat Pack

Level 1 Meat

2 cp

Quality Fish Pack

Level 2 Fish

1 sp

Quality Meat Pack

Level 2 Meat

8 cp

Excellent Fish Pack

Level 3 Fish

2 sp

Excellent Meat Pack

Level 3 Meat

1 sp

Exquisite Fish Pack

Level 4 Fish

5 sp

Exquisite Meat Pack

Level 4 Meat

3 sp

Extravagant Fish Pack

Level 5 Fish

8 sp

Extravagant Meat Pack

Level 5 Meat

6 sp

Herb Packs Name of Pack

Requirements

Value

Herb Pack

20 Level 3- Herbs

4 sp

Rare Herb Pack

20 Level 4+ Herbs

1 gp

Recipes Fish Cooking Level

Ingredients

Meal

Buff

DC Value

1

1 Mediocre Fish Pack

1 Baked Fish Plate

+2 temporary Hit Points

10 8 cp

2

1 Quality Fish Pack

1 Poached Fish Platter

+4 temporary Hit Points

14 2 sp

3

1 Excellent Fish Pack

1 Fried Fish Fillet Feast

+6 temporary Hit Points

18 5 sp

4

1 Exquisite Fish Pack

1 Broiled Fish Cut Banquet

+10 temporary Hit Points

21 8 sp

5

1 Extravagant Fish Pack

1 Grilled Fish Steak Salver

+12 temporary Hit Points

24 2 gp

Cooking Level

Ingredients

Meal

Buff

1

1 Mediocre Meat Pack

1 Ground Sausage Plate

+1 temporary Hit Points

8

2

1 Quality Meat Pack

1 Grilled Steak Platter

+2 temporary Hit Points

11 1 sp

3

1 Excellent Meat Pack

1 Roasted Pulled Shoulder

+4 temporary Hit Points

15 2 sp

Meat DC Value 5 cp

4

1 Exquisite Meat Pack

1 Smoked Rib Banquet

+8 temporary Hit Points

19 4 sp

5

1 Extravagant Meat Pack

1 Griddle-Seared Steak Salver

+10 temporary Hit Points

22 1 gp

Soups and Stews

8

Cooking Level

Ingredients

Meal

3

1 Excellent Meat Pack + 1 Herb Packs

1 Meat Stew with Green Beans

3

1 Excellent Fish Pack + 1 Herb Packs

1 Fish Stew with Asparagus

4

1 Exquisite Meat Pack + 2 Herb Packs

1 Salted Steak Soup with Zucchini

4

1 Exquisite Fish Pack + 2 Herb Packs

1 Seasoned Fish Head Soup with Peas and Carrots

5

1 Extravagant Meat Pack + 2 Rare Herb Packs

1 Spice-Rubbed Meat Goulash with Potatoes

5

1 Extravagant Fish Pack + 2 Rare Herb Packs

1 Lemon-Peppered Fish Bisque with Red Peppers and Mushrooms

Cooking: Recipes

Buff

DC Value

+1 to your next skill 18 1 gp check +1 to your next saving throw

19 2 gp

+2 to your next skill 22 4 gp check +2 to your next saving throw

23 6 gp

+3 to your next skill 25 1 pp check +3 to your next saving throw

26 2 pp

Crafting: Production Skill

Items That Assist in Crafting

Crafting allows you to make pelt/wood equipment. Pelt equipment requires pelt to be tanned before being worked. Wood weapons require wood to first be treated before being worked. To do this, you must have access to a tannery. These can then be turned into pelt armors and wooden weapons at a crafting bench. Having a higher Crafting level will allow you to create more valuable equipment.

Below are items that can assist in Crafting.

Requirements

Tool, Rare This set of tools allows you to add a +2 to any Crafting skill check you make to craft materials and items.

To start Crafting you will need at least: 10 CON and 10 DEX Leatherworker’s Tools (5gp – PHB page 154) is needed to craft armor Woodcarver’s Tools (1gp – PHB page 154) is needed to craft weapons Crafting Process

You can craft once per long rest. This activity takes 3 hours. To craft any piece of equipment, you must already have the required tanned leather or treated wood for it. You must have access to a tannery to tan or treat the material, and to a workbench to create equipment. A craftsman's workshop will have both of these in its premises. For every 2 materials required to craft an item, it requires an extra session to complete, rounded down. For example, if an item requires 3 pelts, that item takes 2 sessions. You only need to make the roll to craft the item once; at the end of the time required. For example, if you are crafting Leather armor, you would make your roll after the 2nd session. Sometimes, a craftsman creates a piece so skillfully, they make a masterworked item. When you successfully craft an item, roll percentile dice. If you roll a 95% or higher, then the item you crafted is a masterworked item. Masterworked items do not count as magical, but are +1 equipment. Weapons gain a +1 to Attack and Damage rolls, and armors and rings gain a +1 to AC. If the item does not fall into one of these categories, but uses a DC, that DC is increased by +1 (for example, manacles typically require a DC 20 Dexterity skill check to escape, however masterworked manacles require a DC 21 skill check). Roll a Constitution skill check (with proficiency if you are proficient in Constitution saves). If your roll equals or exceeds the material's DC, you tan/treat the pelt/wood of whichever you were attempting. Roll a Sleight of Hand skill check. If your roll equals or exceeds the DC of the equipment, you craft the item. You gain Crafting XP equal to the level of the item you craft + your Crafting level (If you fail to make the item, you gain 1d4-1 XP instead, and you create scraps made of the corresponding material). Wooden and Leather/Hide gear can be found on PHB page 144-153.

Crafter's Kit +1

Tool, Uncommon This set of tools allows you to add a +1 to any Crafting skill check you make to craft materials and items.

Crafter's Kit +2

Crafter's Kit +3

Tool, Very Rare This set of tools allows you to add a +3 to any Crafting skill check you make to craft materials and items.

Lynn's Little Tannery

Wondrous Item, Rare This item allows you to carry a small, portable tannery with you, with a small, magical, clockwork machine that will work materials for you. When you speak your command word to the handheld wooden box, the top flaps open to reveal the interior of a workshop. Placing pelts or wood of level 3 or lower within and shutting the flap allows the material to be treated or tanned without fail. This process takes 3 hours. When the box is in use, it makes quiet scratching sounds. Crude Wood / Shoddy Pelts These items are made when you fail the treating/tanning DC for the respective material. This material can still be used to craft desired items, but using one or more will decrease the item's value by half.

Scraps Scraps are made when you fail the Crafting DC for an item. Scraps are worth a fourth of the value of the item you were attempting to create. Wood modifiers that affect the item's worth still apply. Using Crude Wood or Shoddy Pelts still applies.

Achieving Level 5

Character gains use of the Feat: Medium Armor Master. Character can craft items twice as fast. Elves and other NPCs who love to craft become friendlier. Crafting: Profession

9

Tanning Pelts

Tanning 1 pelt requires a DC 14 Constitution skill check (with proficiency if you are proficient in Constitution saves). A success results in 1 Tanned Pelt. A failure results in 1 Shoddy Pelt.

Treating Wood Treated Wood DC Value

Wood

% Value Adjustment

Pine

- 50%

Willow

- 25%

Oak

No Change

Ginsap

+ 50%

Maple

+ 75%

Crafting Level

Wood

1

1 Pine

1 Pine

6

8 cp

Mahogany

+ 100%

1

1 Willow

1 Willow

8

1 sp

Juno

+ 150%

2

1 Oak

1 Oak

10 2 sp

Ethereal

+ 200%

2

2 Ginsap

1 Ginsap

12 5 sp

Demetrus

---

3

1 Maple

1 Maple

14 1 gp

3

1 Mahogany

1 Mahogany

15 2 gp

4

2 Juno

1 Juno

18 6 gp

5

1 Ethereal

1 Ethereal

20 1 pp

5

1 Demetrus

1 Demetrus

26 5 pp

Crafting Equipment Armors Crafting Level

Equipment

# of Tanned Pelts DC

1

Padded

1

7

2

Hide

2

10

3

Leather

4

14

4

Studded Leather

6

16

Wood Equipment Effects Wood

Weapon Effect

Pine

Cannot be enchanted

Willow

Cannot be enchanted

Oak

None

Ginsap

Gain Advantage on saves against becoming Intoxicated

Maple

Cannot be forced to drop by magical means

Mahogany

+1 bonus to Persuasion

Juno

Increase weapon's normal range by 10 feet

Ethereal

+2 bonus to Stealth

Demetrus

---

Repairing items

Repairing an item takes half the time required to craft it, and half the resources. Multiple Quantity per Wood

Weapons Crafting Level

Equipment

# of Treated Wood DC

1

1d4 Damage Wooden Weapon

1

2

1d6 Damage Wooden Weapon

3

Any item that comes in multiples (Arrows) crafts 15 per log.

5

Miscellaneous Items

1

10

Any pelt/wood item or gear such as a quiver/barrel requires 1 material, and has a Crafting DC of 10.

1d8 Damage Wooden Weapon

2

15

4

1d10 Damage Wooden Weapon

2

18

5

1d12 / 2d6 Damage Wooden Weapon

3

22

Values of equipment can be found on PHB page 145-149. Adding gems to armor is part of Jewelcrafting.

10

Equipment Value Adjustment for Wood Type

Crafting: Equipment

Magical Damage Applies to any weapon made of Juno wood or better.

Legendary Pelts The DM may decide to allow any character wearing armor made of a Legendary Creature's pelt to have a +2 bonus to Intimidation skill checks.

Fishing: Gathering Skill

Fishing allows you to catch fish. Fish can be sold, traded and eaten only if it’s still fresh. A fish is considered fresh within 24 hours of being caught. Fish can be preserved for longer by being cooled or cured. A spoiled fish can still be used as bait fish, but cannot be used as live bait. A fish can still be harvested like any standard creature for organs and other parts. To catch fish away from the coastline, a fisherman must be on a boat - or some other form of platform - to stand on that's on or above the surface of the water. Having a higher Fishing level will allow you to catch more valuable fish. Requirements

Items That Assist in Fishing Below are items that can assist in Fishing.

Fishing Rod +1

Tool, Uncommon This rod allows you to add a +1 to any Fishing skill check you make to catch a fish.

Fishing Rod +2

Tool, Rare This rod allows you to add a +2 to any Fishing skill check you make to catch a fish.

To start Fishing you will need at least: 12 STR or 12 WIS Fishing Tackle (1 gp – PHB page 150) Dedicated Basket (4 sp - PHB page 150) or any large enough container to hold fish and water Bait (Bugs/Worms can be used as bait)

Fishing Rod +3

Fishing Process

Fishing treasures are rare artifacts found at the bottom of the water. All treasures are valuable, but hard to sell, as they are very specific (treated like magic items).

You can fish twice per long rest. This activity takes 2 hours. For every +5 you beat the DC of the fish by, you get an extra one of it. Sometimes, a lucky fisherman thinks they're fighting a fish, but reels in something else valuable instead. When you fail to successfully catch a fish, roll percentile dice. If you roll a 95% or higher, you reel in a sunken treasure instead of a fish. Roll 1d12 on the Fishing Treasures table. You still lose your bait if you reel in a treasure. If you have not already, obtain necessary bait. This can be done by scavenging for Bugs/Worms, or by using previously caught fish. Roll an Athletics or Survival skill check. If your roll equals or exceeds the fish's DC, you catch the fish. All bait is consumed whether you catch the fish or not. Roll the corresponding die to determine how much fish you obtain. If you roll higher than the amount of bait you have, you catch the amount of fish equal to the amount of bait you have. You gain Fishing XP equal the level of the fish you obtained + your current Fishing level (If you fail to catch a fish, you instead gain 1d4-1 Fishing XP and lose the corresponding die of bait). Achieving Level 5

Character gains use of the Sailor Background Feature. (PHB page 139) Character gains access to Fishing Guilds and knows the location of any important fishing areas such as lakes, rivers, and seas. NPCs who love to fish (Sailors and Pirates) become friendlier.

Tool, Very Rare This rod allows you to add a +3 to any Fishing skill check you make to catch a fish.

Treasures

Fishing Treasures Roll Treasure

Description

Value

1

Ancient Small, ancient, golden coin with two 2 gp Coin faces. One side is stamped with a large vessel; the other a woman's face.

2

Golden Chalice

A highly ornamented cup made of gold.

4 gp

3

Buffalo Statuette

A hand-sized marble statue of a buffalo.

1 gp

4

BlackIvory Tusk

A tusk from some long extinct animal.

5 sp

5 Platinum A beautifully decorated plate, with old 2 pp Plate Elven inscrivings. 6 Primeval A barnacle encrusted curved sword; 2 gp Cutlass probably used by old seafarers 7

Small Silver Casket

A still-functional, empty hand casket 5 sp made of fine silver

8

Large Tome

A heavy, empty, leather-bound tome 3 sp undamaged by water.

9

Bygone An old, golden tiara with strange but 5 gp Diadem pretty etchings.

10

Pearl Necklace

A necklace made of 5 gorgeous pearls; still polished.

3 gp

11

Deep A stunning crystalline structure inside 3 gp Purple a mundane exterior Geode

12

Small A gauntlet made of pure gold, with 6 5 pp Golden beautiful gems inlaid Gauntlet

Fishing: Profession

11

Fish Fishing Level

Fish

Location

Technique

Bait Type

DC Amount

Size

Value

1

Bubblechovy

River/Lake

Net

None

5

1

Clamoring Crayfish

Seashore

Net

None

5

1d10

< 1 lb

1 cp

1d10

< 1 lb

1 cp

1

Teal-Trimmed Shrimp

Seashore

Net

None

6

1d10

< 1 lb

1 cp

2

Shimmering Carp

Sea

Light Cast

Bug/Worm

7

1d6

5 lb

5 cp

2

Fey-Touched Perch

Sea

Light Cast

Bug/Worm

8

1d6

6 lb

5 cp

2

Doghead Flounder

Sea

Light Cast

Bait Fish

10

1d6

9 lb

1 sp

2

Drowned Skate

Seashore

Light Cast

Live Fish

10

1d4

10 lb

1 sp

2

Trickle Trout

River/Lake

Light Cast

Bug/Worm 10

1d6

9 lb

8 cp

2

Scuttlesit Eel

Seashore

Light Cast

Bait Fish

12

1d2

25 lb

2 sp

3

Gasping Catfish

Lake

Cast

Bait Fish

9

1d6

45 lb

8 cp

3

Red-Rot Swift Drum

Sea

Cast

Bait Fish

11

1d4

55 lb

1 sp

3

Grey-Guppy Tuna

Deep Sea

Cast

Bait Fish

13

1d4

70 lb

3 sp

3

King Salmon

River/Lake

Cast

Bait Fish

14

1d2

75 lb

5 sp

4

Rainbow-Finned Cod

River/Lake

Cast

Bait Fish

13

1

120 lb

1 gp

4

Dorian's Marlin

Deep Sea

Cast

Bait Fish

16

1

210 lb

2 gp

4

Giant Blood-Squid

Deep Sea

Heavy Cast

Live Fish

17

1

440 lb

3 gp

4

Flame-Tongued Dolphin

Deep Sea

Heavy Cast

Bait Fish

19

1

350 lb

3 gp

5

Glowgut Tuna

Deep Sea

Heavy Cast

Live Fish

17

1

830 lb

5 gp

5

Shock-Nosed Swordfish

Deep Sea

Heavy Cast

Live Fish

19

1

900 lb

5 gp

5

Pygmy Blue-Finned Whale "

Deep Sea

Harpoon

None

21

1

3,000 lb

2 pp

5

Void-Dance Shark "

Deep Sea

Heavy Cast

Live Fish

25

1

1,000 lb

1 pp

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

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

Fish Descriptions Bubblechovy

These tiny, spherical, translucent anchovy-like fish look like little bubbles. It's not uncommon for tides to wash them up onto shore, and then haul them back out to sea. Bubble Sac: A sac that can be harvested inside the belly of the Bubblechovy. 5 of these can be sucked to allow an extra breath.

Clamoring Crayfish

This crayfish is often found in shallow sea waters. Its erratic and swift movements often make substantial noise for their size. A group of these moving together can easily be determined by a loud sloshing sound near the water surface. Chitin: A tough shell that can be harvested from the claws to create some armors.

12

Fishing: Fish

Doghead Flounder

Found resting at the ocean floor, the Doghead gets its name for its iconic shape and pattern. When looking down on one while it lays flat, the unusual pattern resembles the head of a dog, with the fish's fins being the ears. Dorian's Marlin

A large fish, commonly found skewering smaller fish for its meals. It particularly loves Shimmering Carp, as the bright colors attract this marlin's sensitive eyes. Drowned Skate

A Drowned Skate is a peculiar creature, spending most of its life upside-down. Gathering in small schools, these skates appear dead to predators. These predators approach them, expecting an easy meal. As the predator does so, the skates swiftly jab it with their poisonous barbs. They then feed on the fish, until the school is full. Once finished, they turn back over, and drift along the currents. Poisoned Barb: A long spine that can be used once as a poisoned dagger.

Fey-Touched Perch

These perch are easy to spot, as they leave a short, shimmering trail of gold-colored mist behind them. It's speculated that the pixies once tried to play a practical joke on the sea titan, Oceanus. In doing so, they caused Oceanus to forever have to deal with vanishing glitter in his seas. Pixie Dust: A golden powder than can be thrown on someone to grant them flight for 12 seconds after 1 minute.

Flame-Tongued Dolphin

These dolphins appear orindaryat first, until they open their mouth. When exposed, their tongues glow like hot ember and coal. They use this as a tactic underwater to generate large clouds of steam. This cloud makes it difficult for would-be predators to keep track of the quick dolphins, who then make their escape. Many fishermen lose their catch because the dolphin's tongue will burn the line. Flame Tongue: Can be used as a whip with an extra 1d4 Fire damage for 24 hours after the dolphin's death as long as it is wrapped for the hand to hold.

Gasping Catfish

The catfish frequently gape open their mouths, releasing large bubbles. Any fisherman can easily spot these bubbles, making this species of catfish particularly effortless to find. Giant Blood-Squid

These massive squids rarely eat, but swallow their prey whole when they do. The meal is then quickly compacted inside the squid's stomach using it's powerful digestive muscles. The blood that pours out of the squished creature then fills in sacs that can be seen on the outside of the squid. The stomach digests the meat and flesh, the bones are spat out, and the blood is saved in the sacs until the squid needs emergency nutrients later. DThis nature makes them easy to hook. The difficulty is fighting them onto a ship. Blood Sac: Counts as 5 vials of a Large creature.

Glowgut Tuna

These tuna have bright blue dorsal sides, and glow a beautiful emerald green on their bellies in deep, dark waters. Experienced fisherman know it's much easier to catch these mammoth fish at night. Glowgut Juice: Can be held in a translucent or transparent sac to create dim or bright light within 15 feet.

Grey-Guppy Tuna

The Grey-Guppy Tuna is a moderately-sized nearly transparent fish with small grey sacs that hang off of its body. These sacs, while moving through the water, appear like a school of small guppies. King Salmon

A large, pinkish-red salmon with a gold-colored crown trim atop its head.

Pygmy Blue-Finned Whale

These rare pygmy whales are no small creatures. At almost 2,000 pounds, these creatures are generally passive, and feed on large schools of smaller sea creatures. They typically travel alone, or in a small family. You can only imagine how large the full-sized Blue-Finned Whales are. Whale Oil: Counts as lamp oil, but lasts twice as long. Anything burning with Whale Oil sheds an extra 5 feet of bright and dim light.

Rainbow-Finned Cod

These grey colored cod are famous for their many shining, rainbow fins adorning their bodies. Red-Rot Swift Drum

This quick, greyish-blue fish has a red, mold-like pattern on its sides. When the fish sits still, it looks like it has recently been attacked, and freshly bloodied. Scuttlesit Eel

Scuttlesit Eels are notorious for their skittish, yet aloof personalities. They scare easily, and are very timid to bite, making them a difficult catch for untrained fishermen. Shimmering Carp

This beautiful, fat fish glimmers in the light. They are bold in nature, and bite almost anything, making them easy to spot, and easy to catch for any new fisherman. Shock-Nosed Swordfish

These huge, dangerous monsters are infamous for their electrified bills. The migratory fish, is extremely aggressive, often using its bill to paralyze if it cannot skewer. Shock Gland: A gland at the base of the bill that adds 1d4 Lightning damage to a weapon when used within 24 hours of death.

Teal-Trimmed Shrimp

These little creatures have two teal-colored stripes, one down each of its sides. They often sit in large schools, drifting through the ocean. Trickle Trout

A Trickle Trout is often denoted by the strange sound it makes; almost like a slow, small brook or stream. Void-Dance Shark

These horrifying, aggressive predators are known for their strange, terrifying behaviour. They are able to flash in and out of existence, jumping between dimensions. It's speculated that the shark creates a pocket dimension, but it's unknown if the creature can still observe its home dimension while there. Nevertheless, they're often known to suddenly pop-in on unsuspecting prey, attack it, then pop-out again. Some reports even mention some of these sharks disappearing and then reappearing hundreds of yards away a moment later. Void Orb: A spherical organ found in the Shark's head with 1d4 charges. Spend one charge to cast Dimension Door or Rope Trick.

Fishing: Fish

13

Foraging: Gathering Skill

Foraging allows you to collect herbs. An adventurer can obtain herbs from nature by foraging. Herbs grow in different locations around the world, and in many different climates. An adventurer can attempt to forage for these special and useful herbs, and store them in an herb pouch. Herbs have unique properties that set them apart from standard flora. Each herb has its own effect when a person ingests them. Only one herb effect can be active at a time. Ingesting an herb while already under the effects of one yields no results. The second herb is wasted, and the effect of the first continues as normal. An herb requires an action to ingest, unless otherwise stated. Having a higher Foraging level will allow you to find more valuable herbs. Requirements

To start Foraging you will need at least: 12 INT or 12 WIS Herbalism Kit (5 gp – PHB page 154) Herb Pouch (5 sp – PHB page 150) or any small container to hold foraged herbs Foraging Process

You can forage twice per long rest. This activity takes 1 hour. For every +5 you beat the DC of the herb by, you get an extra one of it. Sometimes, a skillful forager manages to harvest a few extra herbs when they are scavenging. When you successfully forage an herb, roll percentile dice. If you roll a 95% or higher, you gain an extra two of that herb. Roll a Nature or Survival skill check. If your roll equals or exceeds the herb's DC, you find the herb. Roll the corresponding die to determine how many herbs you obtain. You gain Foraging XP equal to the level of the herb you obtained + your current Foraging level. (If you fail to forage an herb, you instead gain 1d4-1 Foraging XP). Foraging While Traveling If you are traveling, it makes searching for herbs more difficult. Use this chart to increase the DC of the herb depending on the pace you are traveling.

Pace

DC Increase

Slow

+1

Normal

+2

Fast

+4

Achieving Level 5

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

14

Foraging: Profession

Items That Assist in Foraging Below are items that can assist in Foraging.

Foraging Knife

Tool, Rare This tool allows the forager to gather more ingredients easily, without unwanted damage to any nearby herbs. For herbs that allow you to roll for the quantity you obtain, you may reroll any 1 until you roll a higher number.

Herbs Foraging Level

Herb

Effect (Action Time)

Delay

Location

1

Blue LamicaCactus Petal

Apply to the skin to cool the area.

Instant

Deserts / Dunes

8

1d6

3 cp

1

Lavender Seed

Apply to the skin to mask your scent.

Instant

Meadows / Plains

8

1d8

3 cp

1

Kraken-Kelp Bulb

Mix with liquid and drink to hold your breath for twice as long as normal for 1 hour. (1 minute)

Instant

Seashores

10

1d6

5 cp

1

Thorned Ember

Apply to the skin to warm the area.

Instant

Volcanic Regions

11

1d4

3 cp

2

Mammoth Pitcher Plant

Consume to increase your height by 5 inches 10 for 1 hour. Minutes

Jungles / Tropics

10

1d2

1 sp

2

Blue Frost Fruit

Consume to cure a basic Poison condition. Stronger poisons are not cured by this herb.

1 Hour

Meadows / Plains / 10 Swamps / Tundra / Taiga

1d2

8 cp

2

Ruby Hibiscus

Consume to regain 1D4 + 1 hit points.

Instant

2

Sickly Sundew Consume to increase your Speed by 10 feet for 1 Tentacle 1 minute. Minute Consume to prevent the progression of a disease.

Forests

11

1

5 sp

Jungles / Tropics

16

1d8

2 sp

Forests

8

1d8

5 sp

Deep Forests

10

1d2

6 sp

Forests

13

1d6

4 sp

Caves / Swamps

13

1d4

2 sp

Instant Mountains / Taigas / 15 Tundras

1d6

3 sp

3

Vitalin Seed

3

Stonefire Sap

1 Hour

3

Reckless-Snap Smoke to gain advantage against being Feared 1 Hour Petal for 30 minutes. (1 minute)

3

Red-Speckled White Shroom

3

Lunarbladed Grass

4

Stargazer's Singed Sweetflower

4

Twisted Arvid Consume to increase your Athletics skill by +1 1 Nut for 1 minute. Minute

5

Dew-Doused Daisy

Consume to cure most poison effects.

5

Splendor Reed

5

Revitalizing Locinth Bud

5

Clear Sap

Rub onto creature where Petrification is taking Instant effect; stops the progression of the condition.

Smoke to gain +5 to your Passive Perception Instant for 30 minutes. (1 minute) Boil and breathe in to gain the benefits of darkvision for 1 hour. (5 minutes)

DC Amount Value

Apply to the skin to increase your Persuasion Instant skill by +1 for 1 minute.

Jungles / Deep Forests

16

1

7 sp

Forests near Freshwater

17

1

9 sp

1 Hour

Mountain Edges

12

1d6

2 gp

Consume to gain the maximum roll on your next hit dice rolled within 10 minutes.

Instant

Forests near Freshwater

17

1

8 sp

Consume to remove 1 level of exhaustion.

10 Minutes

Jungles

18

1

1 gp

Mountain Edges

20

1d2

4 gp

Mix with liquid and drink to gain invisibility for Instant 30 seconds. (1 minute)

Herb Descriptions Ingredient Dosage Measurements All liquids are measured by the vial. All powders are measured by the pouch-full. All seeds, petals, and tentacles are measured by the palm-full.

Blue Lamica-Cactus Petal

The Blue Lamica-Cactus is a common cactus found growing in deserts and dunes. It's bright blue flowers make it easy to spot. Its thick, bulbous petals store the rare, cool rain water. They can be harvested to cool someone by applying the petal the the skin. Foraging: Herbs

15

Blue Frost Fruit

A naturally blue rose that has the ability to neutralize poisons, though not well. This is a hardy fruit that can be foraged in arctic regions and even meadows, plains, and swamps. Clear Sap

Clear Sap can be collected from large trees found in forests along mountain ranges. Due to it's crystal clear visual quality, it is very difficult to find. This sap can be appropriately breathed in to allow a creature's vision to gain unnatural benefits. Dew-Doused Daisy

This purple daisy has a white flecked pattern that appears like droplets of dew. It can be consumed to cure all but the deadliest poisons. It grows along mountain edges, where they meet forests. Kraken-Kelp Bulb

Kraken Kelp is an extremely tall kelp that grows at the edge of extremely steep shores. The kelp is almost long enough to reach the surface of the water, and can sometimes be seen from beaches in the troughs of waves. The bulbs often sluff off and find their way onto shore. Lavender Seed

Lavender seeds are scattered across meadows, plains, and sandy shores. They're easy to spot thanks to the distinctive purple flower tipped stalks.

The Locinth plant is a vibrant orange plant found deep in jungles, sucking plenty of nutrients from nearby life and storing it. Due to such a high amount of stored energy, it does not stay a bud for long, and quickly develops into the plant. The Locinth plant itself has no special properties, but when its bud is squeezed, it releases a yellow liquid which allows a creature to feel refreshed. Ruby Hibiscus

This bright red flower is notorious for smelling great, but tasting horrible. However, despite the bad taste, it does offer beneficial effects to the body. They can grow in almost any forest, however only rarely. Given their bright color, they are easy to spot, but only about one out of every hundred hibiscuses buds into a Ruby Hibiscus. Sickly Sundew Tentacle

Coming across a Sickly Sundew typically indicates good luck. These large, rare, carnivorous plants have many tentacle-like extrusions. These tentacles secrete a sweet aroma that attracts insects nearby. The bugs are then glued to the tentacle by an enzyme, which then begins to dissolve it. The plant then absorbs the soup and digests it for nutrients. Splendor Reed

An unassuming stalk growing on the banks of fresh surface water. They're often overlooked, as they seem normal.. Stargazer's Singed Sweetflower

Strands of grass with silver bands around its edges. They can be seen growing in cold regions through the snow. They can even be found growing on the tallest mountain tops. When smoke from them is inhaled, the vapors or steam allow a person's eyes to adapt to dark conditions.

This beautifully dark purple lily-like flower has black, ashentinged edges rimming its petals. This herb can be found in only specific locations. It gains nutrients by growing its roots into other nearby plant life, feeding off them. This predatorlike behaviour kills plants growing too close to it. It gives off a strong, sweet aroma. It's easy to find, but hard to harvest without damaging it due to its tangled roots.

Mammoth Pitcher Plant

Thorned Ember

Lunarbladed Grass

A massive pitcher plant with dark brown and burgundy veins. These large plants can be found in most jungles, and tropical rainforests. These plants feed off of insects that land inside its large, mug-shaped head. They often collect water which local wildlife takes advantage of. Reckless-Snap Petal

These pink petals are found on the Reckless-Snap Daisy growing in forests. When properly consumed, the burned chemicals of the herb inhibit fear in a person - useful to any would-be adventurer. Red-Speckled White Shroom

This white mushroom has small red spots scattered across its cap. It grows in moisture, and prefers dimly lit or dark areas. Therefore, its often found near underground water sources. When inhaled, the spores fill your sinuses, sharpening your senses for a brief time. Inhaling too much has been known to induce a strong high.

16

Revitalizing Locinth Bud

Foraging: Herbs

A slow-growing, orange flower with a black stripe down each petal. It grows on hot ash and solidified magma from volcanic activity. Its thick, thorny roots bury themselves into the soft stone, consuming the nutrients inside. Stonefire Sap

Stonefire Sap is a thick amber color and is commonly harvested from trees deep in the forest. It has a very rich and sweet flavor, making it a perfect sweetener. Twisted Arvid Nut

This khaki-colored nut is typically found inside trees growing near sources of water. It is found in the center of a mass of thick roots that twist and bend around each other. Most nuts grow to be the size of a palm, however, the largest nut recorded in history has been larger than 5 feet in diameter. Vitalin Seed

This brown, seed has is speckled with pink tiny pink dots. It has a somewhat pleasantly tart taste when consumed. The seeds can prevent the progression of even the most dire diseases. It's often found within heavy and light woodlands scattered across the ground under large Vitaloan trees.

Hunting: Gathering Skill

Hunting allows you to track animals. Hunted animals can be sold, traded, and eaten only if it’s still fresh. Game is considered fresh within 24 hours of being caught. Game can be preserved for longer by being cooled or cured. Game can still be harvested like any standard creature for organs and other parts. Having a higher Hunting level will allow you to hunt more valuable animals. Requirements

To start Hunting you will need at least: 12 DEX or 12 WIS Skinning Knife (PHB page 149) or any dedicated dagger or knife Hunting Trap (5 gp - PHB page 150) for hunting large game Dedicated Ranged/Thrown Weapon (PHB page 149) such as a bow or handaxe Hunting Process

You can hunt twice per long rest. This activity takes 2 hours. For every +5 you beat the DC of the game by, you get an extra one of it. Sometimes, a lucky hunter manages to stumble upon a nest of creatures. When you successfully hunt an animal, roll percentile dice. If you roll a 95% or higher, you obtain the maximum number of game possible for the creature you are hunting. If the creature does not allow a roll to determine quantity, you instead gain an extra 1 of that animal. Roll a Stealth or Survival skill check. If your roll equals or exceeds the animal's DC, you successfully hunt the animal. Roll the corresponding die to determine how much game you obtain. You gain Hunting XP equal the level of the game you obtained + your current Hunting level (If you fail to hunt an animal, you instead gain 1d4-1 Hunting XP). Achieving Level 5

Character gains use of the Outlander Background Feature. (PHB page 139) Character gains access to Hunting Guilds and knows the location of any important hunting areas such as hightraffic blinds and breeding grounds. Rangers and other NPCs who love to hunt become friendlier.

Items That Assist in Hunting Below are items that can assist in Hunting.

Camouflaged Cloak +1

Tool, Uncommon This cloak obscures your appearance in the wilds. It also allows you to add a +1 to any Hunting skill check you make to hunt an animal.

Camouflaged Cloak +2

Tool, Rare This cloak obscures your appearance in the wilds. It also allows you to add a +2 to any Hunting skill check you make to hunt an animal.

Camouflaged Cloak +3

Tool, Very Rare This cloak obscures your appearance in the wilds. It also allows you to add a +3 to any Hunting skill check you make to hunt an animal. Invisibility If you have invisibility while hunting, it acts as a Camouflaged Cloak +3. Invisibility does not stack with the bonuses granted from Camouflaged Cloaks.

Pelt Information All game have pelts than can be harvested. Pelts are measured by the roll. A roll is measured by 1 square foot and weighs approximately 5 lb. There is no roll needed to skin an animal for its pelt, but a player must specify they skin the animal. 1 roll of pelt is worth 5 sp.

Skinned Animals Skinned animals cannot be sold for their listed value in the Game table. Once skinned, they must be sold, traded or eaten as meat. Prices of meat per pound can be found in the PHB. The rarity of the animal or its market saturation may affect the price. This is DM's discretion.

Skinning Other Creatures or Monsters Players may still skin monsters from the D&D 5e Monster Manual. The DM determines if a monster's pelt can be used for anything, if that monster can even be skinned at all. See Crafting for information on using pelts from Legendary Creatures.

Hunting: Profession

17

Game Hunting Level

Game

Location

# Pelts/# Kills

Size

Value

1

Three-Tongued Lizard

Caves / Forests / Jungles

Hand

5

1d6

1/20

< 1 lb

3 cp

1

Twin-Winged Pheasant

Forests / Meadows / Plains

Ranged

6

1d4

1/10

1 lb

3 cp

1

Growling Hopper

Forests

Ranged

7

1d4

1/10

2 lb

5 cp

1

Scintilla Squirrel

Forests

Ranged

7

1d6

1/10

2 lb

5 cp

1

Tryn's Horned Duck

Forests near Freshwater

Ranged

8

1d4

1/10

3 lb

5 cp

2

Green-Gobble Turkey

Forests

Ranged

9

1d2

1/2

15 lb

7 cp

2

Aegis Goat

Mountains / Mountain Edges

Ranged 10

1d2

2/1

40 lb

1 sp

2

Sid's Spitting Snake

Jungles / Tropics

10

1d4

1/2

13 lb

7 cp

2

Snow-Kissed Fox

Taigas / Tundras

Ranged 12

1d2

1/1

20 lb

8 cp

3

Long-Tailed Camel

Deserts / Dunes

Ranged 13

1

3/1

450 lb

5 sp

3

High-Stride Deer

Forests

Ranged 15

1d2

3/1

150 lb

2 sp

3

Spined Elk

Forests / Taigas

Ranged 15

1

3/1

500 lb

5 sp

4

Gore Boar

Forests

Ranged 15

1d2

2/1

210 lb

3 sp

4

Twisted-Antler Moose

Forests / Taigas

Ranged 18

1

5/1

900 lb

8 sp

Hand

5

Boom-Force Bison

Meadows / Plains

Ranged 19

1

7/1

1,800 lb 1 gp

5

Corkscrew Crocodile

Swamps / Wetlands

Ranged 20

1

7/1

1,100 lb 1 gp

5

Moss-Nosed Hippopotamus"

Jungles / Plains

Trap

22

1

10/1

3,300 lb 4 gp

5

Swiftfoot Elephant "

Forests / Plains

Trap

26

1

20/1

10,000 1 pp lb

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

Animal Descriptions Aegis Goat

The horns on an Aegis goat have evolved to grow as a spiralling shield around their head. Boom-Force Bison

These powerful beasts usually roam in herds and rupture the long quiet of the plains when they clash. With skulls thicker than steel beams, and extraordinary power, their fights explode through the open grasslands. Corkscrew Crocodile

This fearsome creature sends chills down the backs of anything that sees it. With many sharp, protruding, jagged teeth in a giant mouth, this crocodile gets its name for the strange shape of its tail. While submerged, this croc swims by spinning its huge tail in the water, acting almost as a propeller. Gore Boar

A Gore Boar has huge front tusks that allow it to pierce through nearly any creature combined with its 60mi/hr charge speed. 18

Technique DC Amount

Hunting: Game

Green-Gobble Turkey

A relatively smaller breed of turkey, but of much higher quality meat. These birds are known for their stark green gobblers instead of red. Growling Hopper

A Growling Hopper is a harmless creature that sounds terrifying. This rabbit makes a deep, low growling noise similar to a lion's when it gets spooked. This is an attempt to scare off would-be predators. High-Stride Deer

This deer is known for how high it bounds when running. It springs 4 to 5 feet into the air as it runs, and has been known to leap 20 feet up to reach high trees. The highest recorded jump has been 54 feet into the air. Long-Tailed Camel

The Long-Tailed Camel has an extremely long tail, with powerful muscles. The tail acts almost like a snake; able to curl around objects and critters, and able to hold items.

Moss-Nosed Hippopotamus

This massive beast spends most of its time almost completely submerged under water, near the banks of rivers and ponds. Naturally a greyish-blue color, this beasts nose has a strange texture and pattern, resembling green moss, allowing it to sit stealthy and wait for potential prey to approach its watery hiding place for a drink. Scintilla Squirrel

These feisty squirrels are famous for they're white and blue sparking. When they rub their cheeks with they paws, they are able to generate small sparks, usually just enough to scare off predators. The sparks are typically harmless to a person. Sid's Spitting Snake

This snake is known, not only for its somewhat strong poison, but for its ability to spit it. When in the bloodstream, it acts as a standard, relatively weak poison to humans. When in contact with skin, it creates a strong itch. Snow-Kissed Fox

This beautiful creature has deep white fur, which allows it to blend in with the snow. Strangely, though, it always leaves a snowy trail behind it, even when not having been in snow recently. Spined Elk

A large elk with long, pointed spikes down its back, starting from the base of the neck to the base of the tail. Swiftfoot Elephant

The gargantuan Swiftfoot Elephant is known for its ability to get up to its top speed of 50mi/hr in under 3 seconds. This dangerous beast uses its specially designed toes to allow it to bound off the ground, and gain momentum very quickly. With 4 tusks larger than a person, this monster is a deadly creature to hunt. Three-Tongued Lizard

A small, green and brown lizard, notorious for its three, lengthy tongues. This weird trait allows it to grab many small insects at once. Tryn's Horned Duck

A duck with a horn at the base of it's bill, allowing it to stab larger prey that it can't catch in it's bill. Twin-Winged Pheasant

This beautiful brown and white-speckled bird has two pairs of wings, similar to a hummingbird's. Twisted-Antler Moose

Prized for its beautiful, almost naturally ornamental antlers, this large creature spends most of its time in cold climates, grazing on grass and berries.

Hunting: Game

19

Mining: Gathering Skill

Mining allows you to obtain ores. To mine ore, you first have to find where it's located. Ores can typically be found in caves, ranging from close to the surface to deep underground. Having a higher Mining level will allow you to mine more valuable ores. Requirements

Below are items that can assist in Mining.

Pick, Miner's +1

Tool, Uncommon This pick allows you to add a +1 to any Mining skill check you make to mine ores.

To start Mining you will need at least: 14 STR Pick, Miner’s (2 gp – PHB page 150) Dedicated Backpack (2 gp – PHB page 150) or any large enough container to hold ores

Pick, Miner's +2

Mining Process

Tool, Very Rare This pick allows you to add a +3 to any Mining skill check you make to mine ores.

You can mine once per long rest. This activity takes 1 hour. For every +5 you beat the DC of the ore by, you get an extra one of it. Sometimes, a lucky miner will dig up a precious gem. These gems can be sold for coin or crafted into fine jewelry. Your Mining level determines what gems you can find. When you successfully mine an ore, roll percentile dice. If you roll a 95% or higher, you mine a gem along with your ore. Roll 1d20 on the Gems table to obtain 1 precious gem. Find the ore you’d like to mine. The DM determines if there is ore in a mine or cave, and of what type. Roll an Athletics skill check. If your roll equals or exceeds the ore's DC, you mine the ore. Roll 1d4 to determine the quantity of ores you obtain. You gain Mining XP equal to the level of the ore you obtained + your current Mining level (If you fail to mine an ore, you instead gain 1d4-1 Mining XP and the vein is destroyed). Achieving Level 5

Character gains use of Darkvision. Character gains access to Mining Guilds and knows the location of any important mining areas such as caves and quarries. Dwarves and other NPCs who love to mine become friendlier. Information on Ores / Clarification on Failing Mining Checks Each chunk of ore weighs 5 lbs. If you fail a Mining check, you lose the ore and cannot make anymore checks for that ore because the vein is now destroyed.

20

Items That Assist in Mining

Mining: Profession

Tool, Rare This pick allows you to add a +2 to any Mining skill check you make to mine ores.

Pick, Miner's +3

Pick, Miner's (Fine)

Tool, Common A tool made of good quality metal (Smithing level 2). This pick allows you to roll 1d6 when determining the quantity of ores obtained, instead of 1d4.

Pick, Miner's (Superior)

Tool, Uncommon A tool made of high quality metal (Smithing level 3). This pick allows you to roll 1d8 when determining the quantity of ores obtained, instead of 1d4.

Pick, Miner's (Superb)

Tool, Uncommon A tool made of high quality metal (Smithing level 4). This pick allows you to roll 1d10 when determining the quantity of ores obtained, instead of 1d4.

Pick, Miner's (Supreme)

Tool, Uncommon A tool made of high quality metal (Smithing level 5). This pick allows you to roll 1d12 when determining the quantity of ores obtained, instead of 1d4.

Rudimentary Ore Locator

Wondrous Item, Rare This device looks like a strange compass; circular with a rod pinned by one of its ends in the center. This item had 4 charges and gains 1d4 charges every day at dawn. You may use an action to expend 1 charge. Upon doing so, the rod springs toward the highest DC ore it can detect within a 10 mile radius. It will then vibrate every time it is shaken. The more intense the vibration, the closer you are to the ore it is tracking. Once you come within 50 feet of the ore, this item shuts back off. When off, another charge may be expended to begin tracking an ore again.

Mining in the Local Area

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

Finding Local Ores Ore

DC to find

Copper

8

Tin

8

Coal

10

Iron

12

Silver

15

Orichalcum

18

Thundinite

20

Gold

22

Kinetocite

25

Gems

Gems are beautiful and vibrant stones, many ranging in a variety of colors. These decorative rocks are used in a vast array of things such as elaborate and ornamental crafting, sculpting, construction, and more. Their beauty, rarity, and widespread demand determines their high prices.

Gems Roll

Gem

Value

1-5

Sapphire

2 gp

6-8

Emerald

4 gp

9-11

Ruby

6 gp

12-14

Opal

8 gp

15-16

Diamond

1 pp

17-18

Onyx

3 pp

19

Dragonstone "

5 pp

20

Xericia "

10 pp

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

Mining: Profession

21

Ores Mining Level

Ore

Location

DC

Value

1

Copper

Anywhere

3

2 cp

1

Tin

Anywhere

3

1 cp

1

Coal *

Anywhere

4

1 cp

2

Iron

Anywhere

7

7 cp

2

Silver

Anywhere

8

1 sp

2

Orichalcum

Deep Caves

10

5 sp

2

Thundinite

Anywhere

11

6 sp

2

Gold

Anywhere

11

1 gp

3

Pestilite

Diseased Lands

10

7 sp

3

Glacite

Deep Tundra Caves / Extreme Cold

10

7 sp

3

Abyssal

Volcanic Regions / Evil-Aligned Outer Planes

11

1 gp

3

Ravenstone

Haunted Lands / Ancient Battlefields

12

8 sp

3

Whisperrock

Planar Boundaries

12

8 sp

3

Kinetocite

Anywhere

12

9 sp

3

Lansith "

Deep Caves / Crystal Caverns

13

9 sp

3

Obsidian

Volcanic Regions

14

1 gp

4

Magnetite “

Deep Caves / Underdark

13

1 gp (7 gp)

4

Meteorite “

Meteors

15

4 gp

4

Mithril

Deep Caves / Underdark

16

3 gp

4

Urdrakhite

Deep Caves / Underdark

17

4 gp

4

Malachite “

Deep Caves / Underdark

17

5 gp

4

Infernal “ ~

Evil-Aligned Outer Planes

18

8 gp

5

Adamantite “

Deep Caves / Underdark

20

1 pp

5

Plasmite “ ~

Fresh Meteor Cores / Good-Aligned Outer Planes

22

2 pp

5

Hexinite “ ~

Magic-Imbued Deep Caves / Crystal Caverns

24

4 pp

5

Divinite “

Good-Aligned Outer Planes

28

---

" High value; hard to sell (treated as magic items). *Item is considered "abundant": double the number rolled when determining quantity obtained. ~ Item is considered "sparse"; halve the number rolled when determining quantity obtained (to a minimum of 1).

Ore And Gem Descriptions Ores Abyssal

This rare hellish ore glows like dim coal embers and is warm to the touch. Abyssal ore's fiery properties make it highly sought after in large city markets. Its metal bar is a deep black with dark red veins of heat pulsing through it. This material can often only be harvested near magma or on evil planes of existence. 22

Mining: Ores

Adamantite

A near-black, silvery ore with a slight sheen of green. Revered for its unbelievable strength, this metal is one of the rarest in the land. Its metal bar, adamantine, retains its dark color, however the green tinge because more apparent. Most often, veins of adamantite are found deep underground and in the underdark, though the ore is extremely rare. Divinite

This is a mythical ore, only rumored to exist. It's speculated that divinite may have been created by the gods to give divine strength to whoever possesses this mythical metal. No one knows what it looks like, nor what it does. Because of this, there are no ores or bars of this metal in the market.

Glacite

Meteorite

Hexinite

Mithril

This chilling, slightly translucent pale blue crystalline rock emits a frosty haze around it. This icicle-like crystal is often used for its cold properties, which make it cool to the touch. Its crystal-like metal bar, glacium, retains its translucent, pale blue color with icy-white veins visible inside. It's commonly found in small veins in very cold climates such as tundras or even the coldest layers of the Nine Hells. A deep, dark crystal-like metal brimming with magical properties. Often nicknamed "mage-bane", this mythical ore rose to prominence for its powerful abilities to counter magic. Its metal bar, hexinine, is a dark purple with golden streaks. This is a legendary ore, found only deep underground where ancient magic has melded with the stones. Infernal

A very rare, deep, dark-red ore birthed by the Lords of the Nine Hells that is hot to the touch. It's infamous for its powerful fiery capabilities, and, even more significant; its ability to corrupt those who attempt to use it. Its metal bar retains its dark-red color, though strange, hellish voices can be heard spouting nonsensical incantations from it. Infernal ore can only be obtained in the Nine Hells and its neighboring evil planes where it has seeped into. Kinetocite

Kinetocite is a deep orange with silver flecks. For having strange interactions with moving objects, this metal is often overlooked by those who do not understand it's full potential. Its metal bar, kinetocine, reverses its appearance; appearing as a dark silver with orange gilding. Kinetocite is a metal uncommonly found in small veins in any cave system. Lansith

A light, seafoam green crystal popular among those who wish to combine sword and sorcery. Its strong magical features allow lansith to draw enhance the magic and prowess of its wielder. Its refined crystal retains its pale green hue. This rare crystal is most often found in deep caves and crystal caverns. Magnetite

A silvery metal with a slight yellow tinge. This material is often discarded or rejected by those unfamiliar with its capabilities. Due to its extraordinarily strange interactions with other metals - including the most common ones such as iron and steel - most markets avoid magnetite. However, its interesting capacities to attract and repel certain metals could be used to great effect if properly harnessed. Its metal bar, magnetine, retains its yellow-sheened silver. It is found rarely in veins in deep cave systems. Malachite

Malachite is a very rare, deep green colored ore. It's renowned for its extreme strength and its reactions with elemental effects. Its metal bar, malachine, retains its deep green color. Malachite can be found in caves deep underground.

Meteorite is a very rare ore most often found as a dark silver and brown speckled rock. It's known for having a peculiar floaty property to it as well as emitting a sizeable booming effect on hard impacts. Its metal bar is a silver with brown and black marbling. Only found from rocks that have fallen from the skies and crashed into the prime material plane. A black and silver colored mineral. Famous for being extraordinarily lightweight without sacrificing strength. Its metal bar turns to a silvery-blue when smelted. Mithril is a very rare ore found in deep caves systems underground and in the underdark. Obsidian

A jagged, jet black rock. Most people have found good use for it, given its high blast and pierce resistance. It's refined rock retains it's dark black color and forms a glossy sheen. Obsidian is a rare rock found in areas where lava has rapidly cooled, typically where volcanoes on volcanic islands have erupted and the lava from this eruption has met the water at the shoreline. Orichalcum

Orichalcum is an uncommon, pinkish-copper ore. It's renowned for its seemingly sentient connection to whomever wields something made by this metal. Its metal bar is a sweet, light pink copper color. It can be found in deep cave systems. Pestilite

This uncommon, yellowish-green colored ore is infamous for its poisonous effects. Typically, this material is brandished by those who make a living getting away with murder. Its metal bar, pestilum, retains its vivid yellow-green color, and has a very slight sour aroma. This mineral is found where diseased lands have infected the minerals within the stones below Plasmite

Plasmite is an extremely rare, bright white, gold speckled metal. It is revered for its heavenly properties, and the divine radiance it exudes. Its metal bar, stellar, retains its bright, radiant white color with gold marbling. It is found only at the core of freshly fallen stars and meteors, or in the heavenly planes of existence. Ravenstone

A rare black rock with grey flecks. It harnesses the powers of death, and is therefore avoided by most honest merchants. Its refined stone is a deep gray and black marble, and holding it makes you feel slightly weaker, as if it was draining you. This stone forms when the vengeful aura from a mass of death and rot seeps into its minerals. Typically, places like below ancient battlefields, or under a vampire's mansion.

Mining: Ores

23

Thundinite

A yellow and grey mineral, venerated for its strikingly thunderous properties. Its metal bar boasts a deep, dark yellow color once smelted. Thundinite can be found uncommonly in most ore veins. Urdrakhite

A very rare, dark blue metal which gained notoriety for affecting the most powerful of strikes made by and against its wielders. Its metal bar, urdrakhine, retains its dark, royal blue color. Deposits of Urdrakhite can be found deep underground Whisperrock

Whisperrock is a rare grey stone with purple flecks. It is infamous for its wielders to report quiet, breathy voices in their heads. Most experts believe the rock to be partially sentient, filled with the spirit of ethereal or astral beings caught inside. Whisperrock can only be found regions of the prime material plane where it merges with the ethereal and astral planes. These typically include the boundaries of the planes, regions with high ethereal or astral planar influence such as portals, or places where the veil between the planes has begun to diminish.

Gems Dragonstone

Dragonstones are a very rare, deep purple color, similar to an Amethyst. However, Dragonstone is known for the strange interior appearance of a small flame burning within it. Dragonstone glows dim light within 5 feet. Xericia

Xericia gems are extremely rare, naturally orange stones. But these beautiful gems are able to change their colors to any in the spectrum. By quickly shaking the gem, the colors fade into each other in the order of the rainbow.

24

Mining: Ores & Gems

Smithing: Production Skill

Smithing allows you to make metal equipment. Metal equipment requires raw ore to be smelted at a furnace, which can then be turned into weapons, armor, and gear at an anvil. Having a higher Smithing level will allow you to create more valuable equipment. Requirements

To start Smithing you will need at least: 10 CON and 10 STR Smith's Tools (20 gp – PHB page 154) Smithing Process

You can smith once per long rest. This activity takes 4 hours. To smith any piece of equipment, you must already have the required amount of bars for it. To smelt bars, you must have the correct amount of its corresponding ores. You must have access to a furnace to smelt bars and to an anvil to create equipment with those bars. A blacksmith's forge will have both of these in its premises. For every bar required to smith an item, it requires an extra session to complete. For example, if an item requires 3 bars, that item takes 3 sessions. You only need to make the roll to smith the item once; at the end of the time required. For example, if you are smithing Plate armor, you would make your roll after the 10th session. Sometimes, a smith crafts a piece so skillfully, they make a masterworked item. When you successfully smith an item, roll percentile dice. If you roll a 95% or higher, then the item you smithed is a masterworked item. Masterworked items do not count as magical, but are +1 equipment. Weapons gain a +1 to Attack and Damage rolls, and armors and rings gain a +1 to AC. If the item does not fall into one of these categories, but uses a DC, that DC is increased by +1 (for example, manacles typically require a DC 20 Dexterity skill check to escape, however masterworked manacles require a DC 21 skill check). Roll a Constitution skill check (with proficiency if you are proficient in Constitution saves). If your roll equals or exceeds the bar's DC, you smelt the bar of whichever ore you put into the furnace. Roll an Athletics skill check. If your roll equals or exceeds the DC of the equipment, you smith the item. You gain Smithing XP equal to the level of the item you smith + your Smithing level (If you fail to make the item, you gain 1d4-1 XP instead, and you create scraps made of the corresponding material). Metal gear can be found in PHB page 144-153. Achieving Level 5

Character gains resistance to Fire damage. Character can smith items twice as fast. Dwarves and other NPCs who love to smith become friendlier.

Items That Assist in Smithing Below are items that can assist in Smithing.

Smith's Tools +1

Tool, Uncommon This set of tools allows you to add a +1 to any Smithing skill check you make to smith bars and items.

Smith's Tools +2

Tool, Rare This set of tools allows you to add a +2 to any Smithing skill check you make to smith bars and items.

Smith's Tools +3

Tool, Very Rare This set of tools allows you to add a +3 to any Smithing skill check you make to smith bars and items.

Manny's Mini Forge

Wondrous Item, Rare This item allows you to carry a small, portable forge with you, capable of smelting one ore at a time. When you speak your command word to the handheld iron box, one side flaps open to reveal a molten interior. Placing an ore of level 3 or lower within and shutting the flap allows the ore to be smelted into a bar without fail. This process takes 4 hours. When the box is in use, it emits a small stream of black smoke.

Ring, or Necklace Mould

Item, Common This item reduces the DC of gold and silver rings, necklaces, or tiaras by 10.

Portable Anvil

Tool, Rare This anvil is specifically built to be portable, allowing smiths with the money to purchase this item the luxury of smithing on the go. This anvil allows you to smith items up to level 3. Sullied Bars Sullied Bars are made when you fail the smelting DC for the bar. Sullied bars can still be used to smith desired items, but using one or more will decrease the item's value by half.

Scraps Scraps are made when you fail the Smithing DC for an item. Scraps are worth a fourth of the value of the item you were attempting to create. Metal modifiers that affect the item's worth still apply. Using Sullied Bars still applies.

Smithing: Profession

25

Smelting Bars

26

Smithing Level

Ore

Weapon Effect

Set Effect

DC Value

1

1 Copper

Copper

+1 damage from Lightning / Cannot be enchanted

Cannot be enchanted

None

3 4 cp

1

1 Copper + 1 Tin

Bronze

Cannot be enchanted

Cannot be enchanted

None

5 5 cp

1

2 Iron

Iron

Cannot be enchanted

Cannot be enchanted

None

6 2 sp

2

2 Iron + 2 Coal

Steel

None

None

None

8 3 sp

2

2 Silver

Silver

+1 bonus to Persuasion

Counts as silvered

None

9 4 sp

2

2 Orichalcum Gains Orichalcum advantage on + 2 Coal saves against Charm.

Cannot be forced to drop by magical means.

None

10 1 gp

2

2 Thundinium When you take Thundinite nonmagical + 2 Coal Bludgeoning damage, you can instead take it as Thunder damage.

Targets must make a Constitution save (DC 12) when critically hit or be Deafened.

None

12 2 gp

None

13 4 gp

Product Bar Armor Effect

2

2 Gold

Gold

+2 bonus to Persuasion

+1 bonus to Intimidation

3

2 Pestilite + 2 Coal

Pestilum

-1 damage from Poison

+1 Poison damage

Poisonous: You gain advantage on saves against 11 2 gp being Poisoned. In addition, you can use an action to poison one food or drink item once per long rest (DC 14 dex (sleight of hand) skill check). If you succeed, food and drink tastes horrible to your until you finish a long rest.

3

2 Glacite + 2 Coal

Glacium

-1 damage from Cold / Cools wearer.

+1 Cold damage

Frozen Step: You can choose to freeze still water 11 2 gp directly under you when you step on it. Water frozen in this way thaws after 10 minutes.

3

2 Abyssal + 2 Coal

Abyssal

-1 damage from Fire / Warms wearer.

+1 Fire damage

Combust: Once per long rest, you can ignite a 11 4 gp flammable item you can see within 30 feet of you that is not being worn or held.

3

2 Refined -1 damage +1 Necrotic Darkness Affinity: You gain Darkvision if you do 12 2 gp Ravenstone Ravenstone from Necrotic damage not already have it. Additionally, when you are + 1 Iron not in bright or dim light, your movement speed is increased by 5 feet. Furthermore, before you roll for damage on your turn, you may choose to change the damage type of one of the dice you roll to necrotic damage.

Smithing: Bars

Smelting Bars (Cont.) Smithing Level

Ore

Product Bar Armor Effect

Weapon Effect

3

2 Refined -1 damage Whisperrock Whisperrock from Psychic + 1 Iron

+1 Psychic damage

3

2 Kinetocite Kinetocine Once per long If you moved with your full + 2 Silver rest, when movement this turn, gain +1 someone rolls damage on melee attacks max damage until the end of your turn. on their damage dice against you, they reroll those dice and must use the new roll.

Set Effect

DC Value

Clairsentience: As an action, you 12 2 gp gain the ability to read the emotions of someone you can see within 30 feet of you. You can feel their surface emotions and attitudes, along with ones they have buried deep within themselves. You can use this feature once per long rest. None

12 2 gp

-1 damage +1 Bludgeon damage / Gains from Siege property Bludgeoning

None

13 3 gp

3

2 Iron + 4 Elven Steel Once per long Once per long rest, when Coal + Elven rest, when you you successfully hit a forge succeed on a creature, you can attempt to save against Charm it (DC 12 Wisdom Charm, you Saving throw). reflect the charm back at the source.

None

13 3 gp

3

2 Iron + 4 Orcish Steel -1 damage Coal + from Piercing Orcish forge

Once per long rest, when Bloodied: Once per long rest, on 13 1 gp you successfully hit a the first turn when you are at or creature, it must make a below half HP, you can choose Constitution save (DC 12) or to go into a Bloodied state for 1 be Bleeding. A Bleeding minute or until you go creature takes 1d4 slashing unconscious. During this time, damage at the start of its you gain an extra +1d4 damage turns, and can then repeat of your weapon’s damage type the save. Bleeding can also on each hit. When this effect be stopped by using an ends, you gain 1 point of action to dress the wound. Exhaustion.

3

2 Lansith + 1 Iron

Refined Lansith

Light and Medium armors can use your spellcasting ability modifier for their AC increase instead of Dexterity.

Gains a +1 to Attack rolls against creatures that cast a spell on their last turn.

3

1 Obsidian

Refined Obsidian

-1 damage from Slashing

+1 Slashing damage

3

2 Iron + 4 Coal + Dwarven forge

Dwarven Steel

None

14 6 gp

Blast Resistance: Once per long 15 4 gp rest, you gain advantage on one area of effect Dexterity saving throw.

Smithing: Bars

27

Smelting Bars (Cont.) Smithing Level 4

28

Ore

Product Bar

3 Magnetine Magnetite “

Weapon Effect

-1 damage from Force

+1 Force damage

Counts as "Mithril Armor" (DMG page 182).

If the weapon is not 2-Handed, it has the Finesse property. Weapons made of mithril cannot have the Heavy property.

-1 damage from Thunder

+1 Thunder damage

Set Effect

DC Value

Magnetic: You can use a bonus 12 4 gp action to attempt to attract or repel (1 metal objects within 15 feet of you. pp) These objects are pulled or pushed 5 feet directly to or from you. If the metal is not magnetic, this has no effect. A metal is magnetic if the bars it is made from requires iron to smelt it.

4

2 Mithril + 6 Coal

4

1 Meteorite Meteorite “ + 1 Silver

4

2 Urdrakhine After you take a Urdrakhite " critical hit from a + 4 Coal + melee attack, the 1 Iron creature that hit you must make a Strength saving throw (DC 12) if it is not more than two sizes larger than you. On a fail, it is pushed 15 ft. away and is knocked prone.

When you score a critical hit, you may choose to reroll all your damage dice and choose the higher of the two sums as the damage for that hit.

None

16 8 gp

4

2 Malachine Gains resistance to 1 Ignores resistance to Malachite “ random elemental 1 random elemental + 6 Coal damage type damage type

None

17 1 pp

4

1 Infernal Infernal “

5

1 Hexinite Hexinine “ Once per long rest, Once per long rest, Magic Resistance: You gain 20 6 pp + 2 Gold when you when you successfully advantage on saves against sells, successfully save hit a creature, you can spell attacks have disadvantage against a single target attempt to drain a against you, and you have spell, you can reflect spell slot from it. That resistance to damage from spells. that spell back at its creature must make source. an Intelligence Saving throw (DC 12) or have it's lowest spell slot removed (to a minimum of 0).

Smithing: Bars

Mithril “

Armor Effect

None

13 7 gp

Low Gravity: For every 10 feet you 14 6 gp fall and would take fall damage, remove 1d10 from the dice you would roll for that damage (to a minimum of 0 dice rolled). In addition, your jump height and jump distance increase by 5 feet and 15 feet, respectively.

-1d4 damage from +1d4 Fire damage / Fiendish: At the end of a long rest, 18 1 pp Fire / Warms wearer. Cannot be wielded by roll a Wisdom saving throw (DC / Cannot be equipped a person with the 15). On a fail, you gain the “fiend” by a person with the “good” alignment. creature type until your next long “good” alignment. rest. During this time, your irises turn red, you sprout small horns on the top of your head, and your skin turns to a pale red. In this state, it is immediately apparent you are fiendish to anyone who can directly see your skin or face.

Smelting Bars (Cont.) Smithing Level

Ore

Product Bar Armor Effect

Weapon Effect

5

1 Adamantine Critical hits You Adamantite “ against you automatically + 8 Coal become critically hit normal hits. objects not made of adamantine.

5

1 Plasmite

5

1 Divinite Divinium “

Stellar “

-1d4 damage from Radiant / Cannot be equipped by a person with the “evil” alignment. ---

DC Value

None

21 3 pp

+1d4 Angelic: At the end of a long rest, roll a Wisdom 23 6 pp Radiant saving throw (DC 15). On a fail, you gain the damage / “celestial” creature type until your next long rest. Cannot be During this time, your irises turn white, you gain a wielded by a translucent, golden halo above your head, and your person with skin dimly glows. In this state, it is immediately the “evil” apparent you are angelic to anyone who can alignment. directly see your skin or face. ---

Metal Effects Clarifications Weapon Effects

Weapon effects affect each weapon individually and are mutually exclusive. For example, say you are dual wielding a lansith dagger and a magnetine dagger. Only when you hit with the magnetine dagger, do you gain +1 force damage. Hits with the lansith dagger do not benefit from the extra force damage. Similarly, the lansith dagger's bonus against someone who recently cast a sell only affects hits with the lansith dagger.

---

You may only have one armor effect active at one time. If you have an armor effect from your armor and from a shield, the armor's effect overrides the shield effect. If you are wearing an armor without an armor effect, but have a shield equipped which has an armor effect, then the shield's armor effect takes effect. Set Effects

You may only benefit from one set effect at a time. If you are able to benefit from more than one set effect at a time, you may choose which one to benefit from at the end of a long rest, or by changing what you have equipped.   Repairing an item takes half the time required to craft it, and               half the resources. You must still be at a forge and                                   anvil to repair.

28 ---

Smithing Equipment Armors Smithing Level

Equipment

1

Shield

2

8

2

Chain Shirt / Ring Mail

4

11

3

Scale Mail / Chain Mail

6

15

4

Breastplate / Splint

8

18

5

Half Plate / Plate

10

24

Armor Effects

Repairing items

Set Effect

# of Bars DC

Weapons Smithing Level

Equipment

# of Bars DC

1

1d4 Damage Metal Weapon

1

5

2

1d6 Damage Metal Weapon

1

10

3

1d8 Damage Metal Weapon

2

15

4

1d10 Damage Metal Weapon

2

18

5

1d12 / 2d6 Damage Metal Weapon

3

22

Jewelry Smithing Level

Equipment

DC

Value

2

Silver Jewelry

20

1 gp

3

Gold Jewelry

25

5 gp

Values of equipment can be found on PHB page 145-149. One Bar Yields 3 pieces of jewelry. Adding gems to jewelry and armor is part of Jewelcrafting.

Smithing: Equipment

29

Equipment Value Adjustment for Metal Type

30

Smithing Miscellaneous Items

Metal

% Value Adjustment

Copper

- 75%

Bronze

- 50%

Any metal item or gear such as Chains or Steel Balls requires 1 bar, and has a Smithing DC of 8. Special metals have no inherent effects on these items aside from price.

Iron

- 25%

Smithing with Higher Level Bars

Steel

No Change

Silver

+ 25%

Orichalcum

+ 50%

Thundinium

+ 50%

Gold

+ 75%

If you obtain buys that are of higher level than what you can smelt, you can still smith equipment with those bars provided you have the Smithing level to make that equipment. For example, if you buy an infernal bar, but are only Smithing level 1, you can still smith a 1d4 damage weapon with that infernal bar.

Pestilum

+ 50%

Silvered Damage

Glacium

+ 50%

Abyssal

+ 75%

Refined Ravenstone

+ 50%

Refined Whisperrock

+ 50%

Kinetocine

+ 50%

Any item made of Mithril or any more precious metal counts as silvered for the purposes of overcoming resistances. Any item made of a bar which requires silver to smelt counts as silvered for the purposes of overcoming resistances.

Dwarven Steel

+ 50%

Elven Steel

+ 50%

Orcish Steel

+ 25%

Refined Lansith

+ 75%

Refined Obsidian

+ 75%

Magnetine

+ 75% (150%)

Mithril

+ 100%

Bullets fall under "weapon effects" when determining what effects they have when being smithed with special metals.

Meteorite

+ 75%

Information on Bars

Urdrakhine

+ 100%

Malachine

+ 150%

All bars weigh 2 lbs. They weigh less than their ore counterparts because any useless rock is melted away during the smelting process.

Infernal

+ 150%

Hexinine

+ 300%

Adamantine

+ 200%

Stellar

+ 300%

Divinium

---

Smithing: Prices & Clarifications

Rusting / Corroding Any item made of Silver or any more precious metal cannot rust. Any item made of Orichalcum or any more precious metal cannot corrode.

Bullets

Multiple Quantities per Bar Items which come in multiples, such as Steel Balls, smith 15 per bar.

Woodcutting: Gathering Skill

Woodcutting allows you to gather logs. To cut trees, you first have to find where it's located. Trees can be found all over the world in forests, jungles, swamps, and other habitats. Having a higher Woodcutting level will allow you to gather more valuable logs. Requirements

Items That Assist in Woodcutting

Below are items that can assist in Woodcutting.

Woodcutter's Axe +1

Tool, Uncommon This axe allows you to add a +1 to any Woodcutting skill check you make to cut logs.

To start Woodcutting you will need at least: 14 CON Handaxe (5 gp – PHB page 149) Dedicated Backpack (2 gp – PHB page 150) or any large enough container to hold logs

Woodcutter's Axe +2

Woodcutting Process

Tool, Very Rare This axe allows you to add a +3 to any Woodcutting skill check you make to cut logs.

You can chop trees once per long rest. This activity takes 1 hour. For every +5 you beat the DC of the tree by, you get an extra log. Sometimes, a lucky lumberjack will stumble upon a satyr when out in the forest. When you fail to successfully gather logs from a tree, roll percentile dice. If you roll a 95% or higher, then you find a friendly satyr. This satyr can bestow 1 of 8 gifts upon you. Roll 1d8 on the Satyr's Gifts table. These gifts cannot be sold. Find the tree you’d like to cut. The DM determines what trees are around you and of what type. Roll a Constitution skill check (with proficiency if you are proficient in Constitution saves). If your roll equals or exceeds the trees DC, you chop and gather the logs. Roll the corresponding die to determine how many logs you obtain. You gain Woodcutting XP equal to the level of the logs you obtained + your current Woodcutting level (If you fail to cut a tree, you instead gain 1d4-1 Woodcutting XP and the logs are destroyed). Achieving Level 5

Character can cast the barkskin spell on themselves twice a day without expending a spell slot or needing material components. If the character is not a caster, they can still use this spell. Character gains access to Woodcutting Guilds and knows the location of any important logging areas such as hidden forests and woodlands. NPCs who love to chop wood become friendlier. Information on Logs / Clarification on Failing Woodcutting Checks Each log weighs 5 lbs. If you fail a Woodcutting check, you lose the logs and cannot make anymore checks for those logs because the tree is now ruined.

Tool, Rare This axe allows you to add a +2 to any Woodcutting skill check you make to cut logs.

Woodcutter's Axe +3

Rudimentary Tree Locator

Wondrous Item, Rare This device looks like a strange compass; circular with a rod pinned by one of its ends in the center. This item had 4 charges and gains 1d4 charges every day at dawn. You may use an action to expend 1 charge. Upon doing so, the rod springs toward the highest DC tree it can detect within a 10 mile radius. It will then vibrate every time it is shaken. The more intense the vibration, the closer you are to the tree it is tracking. Once you come within 50 feet of the tree, this item shuts back off. When off, another charge may be expended to begin tracking a tree again.

Woodcutting in the Local Area

When lumberjacks would like to gather logs without having the entire party follow them into forests, they may spend time searching for trees locally. Typically, this is done when the party is setting up camp or is busy with something else. This adds 2 extra hours to the activity. The Finding Local Trees table shows the information about finding local ore without manually being in a cave already. All rolls made to find trees in this way are made by rolling an Investigation skill check. If you use the Rudimentary Tree Locator, lower all the DCs by 5. If the player rolls a natural 1 on their Investigation skill check, the DM may decide to incur a penalty on the player for being alone in the wilderness. For example, the DM may have the player's character take some damage because it got attacked by random animals or enemies. A Woodcutting skill check must still be done once the tree has been found to determine if you successfully gather the logs. To chop any tree, you must still have the appropriate Woodcutting level. Not all trees can be found using this method.

Woodcutting: Profession

31

Trees

Tree Descriptions Tree

1

Pine

6

1d10

3 cp

1

Willow

8

1d8

4 cp

2

Oak

10

1d8

6 cp

This is a mythical tree, only rumored to exist. It's speculated that the Demetrus tree is what Demeter herself used to craft her torch. No one knows what it looks like, nor what it does. Because of this, there is no wood of this tree in the market.

2

Ginsap

12

1d6

1 sp

Ethereal

3

Maple

13

1d4

4 sp

3

Mahogany

16

1d4

1 gp

4

Juno

17

1d2

4 gp

5

Ethereal "

22

1

1 pp

Demetrus " 28

---

---

5

DC Amount Value

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

Satyr's Gifts Roll

Gift

1

Charlatan's Die

2

Cloak of Billowing

3

Perfume of Bewitching

4

Pot of Awakening

5

Wand of Conducting

6

Wand of Pyrotechnics

7

Wand of Scowls

8

Wand of Smiles

Finding Local Trees Tree

DC to find

Pine

0

Willow

5

Oak

0

Ginsap

12

Maple

16

Mahogany

18

Woodcutting: Trees

Ethereal trees have dark grey bark, almost as if it were burned, and are somewhat translucent. They are renowned for their ability to fade in and out of existence, though no one knows how or when it does this. Items made from this tree retain its slightly translucent quality. Ethereal logs can be burned in a fire to produce a phantasmal smoke. If a person sits within 10 feet of this smoke for 10 minutes or longer, they start to fade. After 10 minutes, the person enters the ethereal plane for 1 minute, until they choose to come back, or until they walk more than 20 feet away.

Ginsap

All items can be found on XGtE page 136-140.

32

Demetrus

Woodcutting Level

Ginsap trees have light brown, almost orange bark. They are renowned for their particularly runny sap. This sap is sweet, but has the same alcohol content as gin. Items made from this tree retain the light brownish-orange color. Juno

Juno trees have light tan bark, but a deep, dark red interior. They are renowned for being very strong, but extraordinarily flexible. Items made from this tree retain the strange colors, and share the tree's strength and flexibility.

Appendix A: Feature Clarification

S

ometimes, a background, class, feat, or spell grants a character a feature that may interfere with the rules in these professions. For example, the Outlander background has the Wanderer feature which allows the character to "always find food and water, should the land provide." In a case like this, a number of rules may be slightly edited to determine how these features will play into a profession. Each feature and its effects on a profession will be discussed separately.

Backgrounds

This feature mainly affects Smithing. Instead of this rule, a Cleric of the Forge Domain takes half the time required to smith any bars, equipment, and other metal items made of Gold or any less precious metal from the Smithing profession. Any metal more precious than Gold still requires the full time to Smith. This trait does stack with the 5th level Smithing and Crafting features that reduce the time it takes to do the activity. In addition, should the Cleric of the Forge Domain be creating anything that costs 100 gp or less, they may add a +2 to the roll. This is determined after any value adjustments to the final product.

Outlander Background

Ranger

Wanderer

PHB page 91: "You have advantage on Wisdom (Survival) checks to track your favored enemies." This feature mainly affects Hunting. Because of these rules, a Ranger is adept at tracking their Favored Enemy. Should a Ranger make a Wisdom (Survival) skill check to hunt any game, and they have chosen Beasts as their Favored Enemy, they may add a +2 to the roll. This does not stack with the Natural Explorer bonus.

PHB page 136: "In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth." This feature mainly affects Fishing and Hunting. Instead of this rule, an Outlander rarely returns emptyhanded. Should an Outlander attempt to find food, he or she would still roll to fish or hunt. Should they fail the DC to obtain food, they still return with enough berries or small, nameless animals to feed 4 people including themselves. Whatever they obtain is not worth money. They may only do this should they not be in an extreme environment. This includes desert dunes, tundras, volcanic regions, caves, mountaintops, and other environments at the DM's discretion. An Outlander still retains their gifts for geography and terrain.

Classes Cleric: Forge Domain Channel Divinity: Artisan's Blessing

XGtE page 29: "You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation."

Favored Enemy

Natural Explorer

PHB page 91: "When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in." This feature mainly affects Fishing, Foraging, and Hunting. Because of this rule, a Ranger has innate prowess when Fishing, Foraging, or Hunting in their Favored Terrain. Therefore, instead of doubling their proficiency bonus, should a Ranger make any Intelligence or Wisdom skill check which they are proficient in to Fish, Forage, or Hunt, they may add an extra +2 to the roll while in their Favored Terrain. This does not stack with the Favored Enemy bonus. PHB page 91: "When you forage, you find twice as much food as you normally would." This feature mainly affects Foraging. Instead of this rule, a Ranger rarely returns with a low quantity of herbs. Should a Ranger succeed the DC required to find an herb in their Favored Terrain, and that herb allows them to roll for the quantity obtained, the Ranger may reroll any 1 or 2. They must then use the new roll. In addition, Whenever a Ranger is Foraging while travelling, they only suffer from half the penalty that would normally affect a roll (rounded down). For example, if a Ranger were travelling at a fast pace, instead of a +4 to the DC of the herb, it would be a +2.

Appendix A

33

Spells Commune With Nature

PHB page 224: "You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area - terrain and bodies of water; prevalent plants, minerals, animals, or peoples; powerful celestials, fey, fiends, elementals, or undead; influence from other planes of existence; buildings." This spell mainly affects Fishing, Foraging, Hunting, and Mining. Because of this rule, should a player cast this spell before performing one of these professions, they may add a +2 to their roll.

Creation

PHB page 229: "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before." This spell mainly affects any profession. Should anything be created using this spell, due to the time limit of the spell, it may not be used in any profession. For example, if you were to create adamantine using this spell, it may not be used to smith an item. Or, if you were to create vegetable matter, it may not be used in preparing ny food

Fabricate

PHB page 293: "You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects." This spell mainly affects Smithing and Crafting. Because of this rule, this spell makes it easier to perform the Smithing or Crafting profession. Should you be proficient in the tools required for the profession needed to create the item you wish to fabricate, you may add a +1 to the roll. The time it takes to do the activity does not change. For example, should you wish to smelt an iron bar, are proficient in smith's tools, and would otherwise cast fabricate on iron ore, you may, instead, add a +1 to the roll to smith the iron bar. This spell cannot affect the Alchemy or Cooking profession. Fabricate will not produce a potion nor prepare food from ingredients.

34

Appendix A

Credits I. The Homebrewery

The website I used to create this project. A great tool for anyone looking to homebrew their own things for D&D. II. Benjamin Brews

This project draws influence from Benjamin Brews' "Massive Profession Addition." Some of the formats and ideas in this project can be credited directly to that work. It can be found on the DM's Guild as a "Pay What You Want" title. III. DM Alex

This project was inspired by DM Alex's "5 Runescape Skills you can apply to RPGs." The original ideas for creating this project came from that work, and attempting to expand on the ideas. It can be found on The DM's Tavern in a free-to-read article. IV. Wizards of the Coast

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by FuzzyTunaTaco and published under the Community Content Agreement for Dungeon Masters Guild.

Credits

35
D&D 5e Character Professions

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