Crafting difficulty tables
The difficulty of the roll is based on your level and the rarity or difficulty of the item shown in the table below.
Meeting the check is one success. If you succeed by 5 more than the check it is an additional success.
Dealing with new recipes.
Mundane Crafting Difficulty
Crafting Level |
Common |
Uncommon |
Rare |
Very Rare |
Legendary |
Novice |
10 |
15 |
20 |
25 |
30 |
Apprentice |
10 |
15 |
20 |
25 |
30 |
Expert |
5 |
10 |
15 |
20 |
25 |
Artisan |
5 |
10 |
15 |
20 |
25 |
Master |
- |
5 |
10 |
15 |
20 |
Magical Crafting Table
Enchanter Level |
Common |
Uncommon |
Rare |
Very Rare |
Legendary |
Beginner |
15 |
20 |
25 |
30 |
- |
Scribe |
10 |
15 |
20 |
25 |
30 |
Hedge Wizard |
5 |
10 |
15 |
20 |
25 |
Mage |
5 |
10 |
15 |
20 |
25 |
Magician |
- |
5 |
10 |
15 |
20 |
Magical Material Experimentation Table
Enchanter Level |
Common |
Uncommon |
Rare |
Very Rare |
Legendary |
Beginner |
10 |
15 |
20 |
25 |
30 |
Scribe |
5 |
10 |
15 |
20 |
25 |
Hedge Wizard |
- |
5 |
10 |
15 |
20 |
Mage |
- |
- |
5 |
10 |
15 |
Magician |
- |
- |
- |
5 |
10 |
Environment
Sometimes crafting in a certain environment will influence the outcome of the item being crafted. I don't have a table for this just something fun to keep in mind.
Arctic
1d20 Name Rarity
- 1-5 Blue herb Common
- 6-10 Drojos ivy Common
- 11-15 Ucre bramble Common
- 16-18 White poppy Uncommon
- 19 Kreet paste Rare
- 20 Angel flower Very Rare
Caves
1d20 Name Rarity
- 1-5 Twilight wormwood Common
- 6-10 Blue herb Common
- 11-15 Mandrake root Common
- 16-18 Abyss flower Uncommon
- 19 Kasuni juice Rare
- 20 Blackleaf rose Very Rare
Desert
1d20 Name Rarity
- 1-5 Drojos ivy Common
- 6-10 Ellond scrub Common
- 11-15 Ucre bramble Common
- 16-18 Dried ephedra Uncommon
- 19 Olina petals Rare
- 20 Ebrium fungus Very Rare
Forests
1d20 Name Rarity
- 1-5 Twilight wormwood Common
- 6-10 Drojos ivy Common
- 11-15 Ellond scrub Common
- 16-18 Blood herb Uncommon
- 19 Thunderleaf Rare
- 20 Wisp stems Very Rare
Lakes, rivers and ocean
1d20 Name Rarity
- 1-5 Twilight wormwood Common
- 6-10 Blue herb Common
- 11-15 Mandrake root Common
- 16-18 Aniseed sap Uncommon
- 19 Kreet paste Rare
- 20 Chromatic mud Very Rare
Mountains
1d20 Name Rarity
- 1-5 Drojos ivy Common
- 6-10 Ellond scrub Common
- 11-15 Mandrake root Common
- 16-18 Ash chives Uncommon
- 19 Kasuni juice Rare
- 20 Dragontongue petals Very Rare
Plains
1d20 Name Rarity
- 1-5 Ellond scrub Common
- 6-10 Mandrake root Common
- 11-15 Ucre bramble Common
- 16-18 Aniseed sap Uncommon
- 19 Lunar nectar Rare
- 20 Dragontongue petals Very Rare
Swamps
1d20 Name Rarity
- 1-5 Twilight wormwood Common
- 6-10 Blue herb Common
- 11-15 Ucre bramble Common
- 16-18 Frenn moss Uncommon
- 19 Ecire laurel Rare20 Spineflower berries Very Rare
Crafting Complications
Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.
d6 Complication
- 1 Rumors swirl that what you're working on is unstable and a threat to the community.*
- 2 Your tools are stolen, forcing you to buy new ones.*
- 3 A local wizard shows keen interest in your work and insists on observing you.
- 4 A powerful noble offers a hefty price for your work and is not interesting in hearing a no for an answer.*
- 5 A dwarf clan accuses you of stealing its secret lore to fuel your work.*
- 6 A competitor spreads rumors that your work is shoddy and prone to failure.*
*Might involve a rival
Scribe a Scroll Complications
Complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table.
d6 Complication
- 1 You bought up the last of the rare ink used to craft scrolls, angering a wizard in town.
- 2 The priest of a temple of good accuses you of trafficking in dark magic.*
- 3 A wizard eager to collect one of your spells in a book presses you to sell the scroll.
- 4 Due to a strange error in creating the scroll, it is instead a random spell of the same level.
- 5 The rare parchement you bought for your scrolls has a barely visible map on it.
- 6 A thief attempts to break into your workroom.*
*Might involve a rival
Wild Magic
- Roll on this table every round for 1 minute
- Caster and target switch positions after spell
- Can see invisible creatures
- A flaming horse appears (Not Nightmare, real horse)
- A modron appears within 5 feet for one minute
- Caster explodes with plant growth
- Cast fireball at 3rd level centered on self
- Weapons in 60’ radius turn to food for 1 minute
- Cat magic missile as 5th-level spell
- Caster breathes 30’ fire cone next time they speak
- Change height by 1d10: Even: grow, Odd: shrink
- Target is cocooned in crystal until someone breaks it
- Cast confusion centered on self
- Cast thunder wave centered on self
- Regain 5 HP every round for 1 minute
- Target is transported to Ethereal Plane for 1 minute
- Grow long beard made of feathers until sneeze
- Swarm of rats carry caster 30’ in random direction
- Cast grease centered on self
- Creatures within 30’ are stuck in place vs Str DC 15
- For 1 minute, spell targets have disadv. on saves
- A mature oak sprouts in an unoccupied space in 60’
- Caster’s skin turns vibrant blue till remove curse
- Caster can only speak to animals for 24 hours
- Third eye grows; adv. on Perception for 1 minute
- Caster gains 100 lbs, move speed halved, 1 minute
- Spells cost additional bonus round cast time
- Next turn caster takes no action, vomits 1d100 SP
- Teleport up to 60 feet away to unoccupied space
- Caster’s hands become covered in sticky goop
- Transported to Astral Plane until end of next turn
- Cabbages sprout abundantly within a 30’ radius
- Max dmg of next damaging spell cast in next minute
- Caster can mimic target’s voice perfectly for 24 hrs
- Age changes 1d10 years. Odd: Younger, Even: Older
- Caster grows antlers, sheds them in 24 hours
- 1d6 flumphs appear for 1 minute in 60’; scared
- Caster and target flung 10’ in opposite directions
- Regain 2d10 HP
- Gravity reverses in 30’ radius till start of next turn
- Become potted plant until start of next turn
- Caster distracted by cloud of gnats for next minute
- For next minute, teleport up to 20’ as bonus action
- Spell ricochets off target to random creature in 30’
- Cast levitate on self
- Caster’s money cycles: CP -> SP -> GP -> CP
- Unicorn appears within 5’ for next minute
- One of target’s eyes replaced by 500 GP sapphire
- Cannot speak, emit pink bubbles instead
- Smoke fumes from caster’s ears for 1 minute
- Spectral shield, +2 AC, no magic missile for 1 minute
- Caster gains 3’ prehensile tail for 1 hour
- Cannot get drunk for 5d6 days
- All unlocked doors/windows in 60’ fly open
- Hair falls out, grows back within 24 hours
- Caster’s face blackened by small explosion
- For 1 minute, flammable touch (not worn/carried)
- Geyser lifts caster 50’ in air until start of next turn
- Regain lowest-level expended spell slot
- A confused bear appears within 60’ for 1 minute
- For 1 minute, can only shout when speaking
- Grass instantly sprouts to 3’ tall within 20’, 1 minute
- Cast fog cloud centered on self
- Caster can only breathe underwater for next minute
- Up to 3 creatures of choice in 30’:4d10 lightning dmg
- Caster falls Unconscious until start of next turn
- Frightened by nearest creature until end of next turn
- If target dies in next minute, its ghost haunts caster
- Everyone in 30’: invisible for 1 minute or till atk/cast
- All within 60’ saves vs Wis 15 or drops w/e they hold
- Resistance to all damage for next minute
- Everything within 20’ pulled 10’ toward caster
- Random creature within 60’ is poisoned for 24 hours
- Caster smells like lavender for 1d6 days
- Glow brightly for 1 minute. Blind others within 5’.
- Casters clothes become uncomfortably tight
- Cast polymorph on self. Fail save: Sheep form.
- If spell would kill target, target’s extremities fly apart
- Illusory butterflies/flowers flutter in 5’ radius 1 min.
- Caster trapped in a giant glass ball
- Take one additional action immediately
- Caster’s fists become huge, deal 1d8 B dmg, 1 min.
- Others in 30’: 1d10 necro dmg. Gain HP equal to loss
- Loud voice ridicules caster on init count 20 for 1 min
- Cast mirror image
- Caster’s arms become tentacles for 1 minute
- Cast fly on random creature within 60’
- Large floating eye follows caster for 1 hour
- Become invisible/silent for 1 minute or till atk/cast
- Caster’s INT and STR swap for 1 hour
- If you die in next minute, come back per reincarnate
- Caster sees everyone as a decaying corpse for 24h
- Size increases by 1 size category for 1 minute
- All light sources within 60’ radius extinguished
- You and all in 30’: vulnerable to piercing dmg, 1 min.
- Caster becomes frightened of a color for 1 hour
- Surrounded by faint ethereal music for 1 minute
- Caster suffers a head cold for 24 hours
- Regain all expended Sorcery Points
- Next phrase spoken by caster becomes true
Curses
When crafting magical items each failure has the potential to cause a curse to originate in the magical item.
- 1 The cursed must get proper permission before entering any domicile.
- 2 The cursed will always close their eyes in the presence of fire.
- 3 Anytime the cursed walks through a doorway, they will thoughtlessly slam it behind themselves, causing a racket and possibly knocking nearby items off shelves.
- 4 If the cursed sees a knot, they are compelled to untie it.
- 5 The cursed cannot get wet. If they do, their most important concern becomes drying themselves as soon as possible.
- 6 The cursed is mesmerized by any form of performance art they encounter. They are unable to continue on until it ends, or they are dragged away from it.
- 7 The cursed may never sit for any reason.
- 8 Nobody remembers the cursed between meetings. Each time they encounter someone, that person believes it is the very first time.
- 9 Everyone who meets the cursed seems to recall hearing stories about them. These stories paint the picture of an unreliable, cruel, and evil person.
- 10 Any money that the cursed doesn’t spend the same day the get it, disappears.
- 11 Compasses don’t work within 100′ of the cursed.
- 12 The cursed can be turned by clerics as though they were undead. If a friendly cleric turns undead, they are not able to exempt the cursed.
- 13 Every coin that passes through the hand of the cursed transforms into a less valuable metal. (Platinum turns to gold, gold to silver, silver to copper, copper to steel, etc).
- 14 A permanent raincloud drizzles on the head of the cursed. Each week they must roll a save versus Breath to avoid rusted equipment. (In addition to other annoyances which would occur).
- 15 The cursed’s shoes wear out within 4 hours. They must carry spare pairs unless they wish to adventure barefooted. Adventuring without shoes reduces max hp by 1 per hit die.
- 16 The cursed sleeps for 16 hours each day, instead of 8.
- 17 The cursed’s reflection shows a gaunt, dead thing. Not even a living corpse, just a corpse propped up in roughly the same position the cursed is currently in. Others who notice this will be horrified.
- 18 There will never be any lodging available in any town the cursed visits.
- 19 The gender of the cursed is randomly determined each morning.
- 20 The cursed gains a crippling weakness against common dogs. A dog’s bite is so poison to them, that they must make a save versus poison or die
- 21 Anytime the cursed takes more than 3 damage in a single round the wind is knocked out of them. They must save versus Poison or they won’t be able to do any more than move during their next turn.
- 22 The cursed cannot hold their breath. Ever. At all. For any reason.
- 23 Any time a save is called for, the cursed rolls their worst save instead of the save that was intended.
- 24 Anytime the cursed is in a private residence, they will accidentally break something the owner holds dear.
- 25 Any time anyone at the game table coughs or sneezes, the cursed is consumed by a loud and obnoxious coughing / sneezing fit in-game. To the point that people start to think they’re faking it for attention or something.
- 26 The cursed’s dietary needs are altered so they can only be sustained by animals that people care about: horses, cats, dogs, etc. Nobody needs to care about the specific animal eaten, so long it is of a type that people in the area generally keep as pets.
- 27 Anything experienced by the cursed while alone is entirely fictional. The only real experiences they have are those shared by at least one other member of the party.
- 28 The cursed loses all concept of table manners. They eat in the most disgusting way imaginable.
- 29 The cursed character becomes hyper-sensitive to changes in air pressure. They cannot travel more than 20′ vertically in a day without becoming light headed and weak.
- 30 All clothing becomes unbearably itchy. The cursed must go about naked or suffer from constant discomfort.
- 31 The cursed attracts biting insects and rashes to their body; and thus they itch constantly. They are completely incapable of sitting still, and anytime it might be required they fidget and scratch and rub themselves against things. Contorting themselves to reach difficult itches.
- 32 Everything the cursed says comes out as sarcastic and disrespectful.
- 33 The cursed has intermittent super strength, allowing them to punch through stone walls and stomp their foes into the ground. This power only manifests itself when the cursed least desires it. This causes simple, ordinary actions to become destructive. The referee will judge which actions have this ‘benenfit’ after the fact.
- 34 Everything that the cursed says must rhyme. If they fail, they’ll take 1 point of damage each time.
- 35 The cursed cannot abide the presence of the opposite gender, and must either fight, or excuse themselves from the area if they encounter one.
- 36 Each non-cursed member of the group (including the referee) should be asked to name a common word. These words are then put onto a list, kept in common view of the whole table. If the cursed speaks any of these words during play, their character takes 1 point of damage to a random ability score.
- 37 The player to the right of the cursed should name a letter. The cursed cannot use any words which begin with that letter, on pain of suffering 1 point of damage each time they do so.
- 38 If the cursed uses an edged weapon, they will cut themselves after every fail attack roll, dealing half weapon damage.
- 39 The cursed grows a pair of gills, and can now only breathe in water.
- 40 The cursed must make an original pun each game day. Any days in which they fail to do this, they are struck by lightning.
- 41 The cursed must reroll all their ability scores each morning. 3d6, in order.
- 42 If the cursed is a caster, they may now only access the spells of a different casting class. Magic Users can only prepare Cleric spells. Clerics can only prepare MU spells. Other casters are restricted to the spells of whatever spellcasting class is deemed most opposed to their own. If the cursed is not a caster, reroll their curse.
- 43 Between sessions, the cursed goes on uncontrollable drunken adventures that they then have no memory of. Each session starts with a hangover, and a new injury.
- 44 The cursed becomes trapped in whatever clothes they’re currently wearing. Characters wearing armor will suffer mounting penalties after being forced to sleep in their armor for long periods. If the cursed was not wearing any armor at the time the curse took hold, they will still become ever smellier, and more offensive to civilized folk.
- 45 If music is played, the cursed must dance to it. Even if it’s just enemy wardrums.
- 46 The cursed’s face turns into a ceramic mask, fitted over exposed muscle and bone.
- 47 Any boat the cursed boards will be blown off course and shipwrecked far from where it was supposed to be.
- 48 The cursed is compelled to break any glass they see.
- 49 Pack animals hate the cursed, and will flee or attack if the cursed is near.
- 50 Instead of food, the cursed subsists off of making people cry.
- 51 Anyone who spends the night under the same roof as the cursed will be struck by lightning the next time they stand under an open sky.
- 52 An obese old woman appears each night to hover over the cursed as they sleep, staring at them in slack-jawed annoyance. Drool dribbles from her mouth, onto the cursed’s sleeping form. If she is confronted, she flies into a rage fit that will prevent anyone from sleeping. If she is attacked, she is killed, but the dreams of the cursed are tormented and give no rest. She returns the next night, still agitated from having been slain.
- 53 The cursed does not have a name. No word seems to describe them, and anytime one is tried, it is forgotten by everyone, including the cursed.
- 54 Everything the cursed says must be sung.
- 55 In any religious rite the cursed witnesses or participate in, they will perform a sacrilege.
- 56 Within a day of encountering some new community or culture, the cursed will always commit some highly offensive faux pas that is unique to that community.
- 57 Any tool the cursed uses has a 1 in 6 chance to break.
- 58 If the curseds own any structure, it will burn to the ground or be otherwise demolished the first time the cursed sleeps in it.
- 59 Any animal the cursed attempts to ride will attempt to buck them off at the most inopportune time possible.
- 60 No warning given by the cursed will ever be heeded.
- 61 No servant will remain faithful to the cursed when their back is turned.
- 62 No message sent from anything but the cursed’s own lips will ever reach its destination.
- 63 Any map the cursed might benefit from will be half-ruined before it can be used.
- 64 Half of any book the cursed might benefit from will be torn out or destroyed before they can be read.
- 65 Any wand found by the cursed will have only a single charge.
- 66 Anytime the cursed expresses a concern, it will be interpreted as a joke.
- 67 Any community the cursed stays in for a week will experience poor fortune for a year. Bad harvests, raiding bands, lost trade agreements, war, etc.
- 68 No fire can ever be put out in the presence of the cursed. Even fully submerging a torch in water won’t work.
- 69 The cursed has 100% fertility, and is irresistible to the opposite sex. 100% as in “literally anything sexual results in pregnancy.” The cursed makes babies from blowjobs.
- 70 Anything that drops from the cursed’s hands is lost, and can only be found by someone who would never return it willingly.
- 71 Even the smallest amount of a drug–a thimble of beer, second hand marijuana smoke, etc–will have the full effects of a day of binging on the cursed.
- 72 The cursed’s morality becomes an absolutist thing. Any deviation from your alignment or stated values will result in losing all class abilities until an atonement is made.
- 73 The cursed tastes good. Really good. Creatures that eat manflesh will smell the cursed much more readily, and be persistent in pursuing them. Any time the cursed takes damage from fire, the sizzling scent causes an immediate random encounter check. Any time the cursed takes damage from a bite, that creature will direct all their attacks towards the tasty tasted cursed one.
- 74 The cursed comes to believe strongly that the Iron age was a mistake, and that mankind was led astray by their hubris in smelting metals that were not meant for them. Bronze is the most advanced metal the cursed may use. The cursed will proselytize to others about their iron-sins.
- 75 The cursed believes they are dead. Any damage dealt to them, as well as their actual hit point total, are kept secret by the referee. The cursed simply doesn’t believe any of it has occurred. How can they be hurt if they’re already dead? It’s silly.
- 76 The cursed PC transforms into the cursed player. The PC takes on the appearance of the player, as well as the group’s best guess at how the player’s real life abilities would translate into the game world. The new PC doesn’t have any modern knowledge. They are as they would be if they had been born in the game world and followed an equivalent life path to their real life’s path.
- 77 Randomly determine a player who is not the cursed or the referee. That player must come up with a catchphrase. Any session in which the cursed does not use their catchphrase in some appropriate way, is a session in which they forfeit any experience points they would have gained.
- 78 The cursed falls into a deep sleep until their true love’s kiss wakes them. The the cursed is unplayable, and will likely remain so unless the rest of the party set up a kissing booth or something.
- 79 The the cursed immediately and irrevocably falls in love with the next NPC of the appropriate type they meet. Resisting this infatuation will result in a negative level each week, as the cursed finds they cannot eat or sleep or enjoy the activities they once did. The only cure for this malady is the pursuit and marriage of the NPC. The cursed will always be very happy in this marriage and unwilling to leave it, no matter how horrible and demanding the referee makes their spouse. The referee is encouraged to make the cursed’s spouse very horrible and demanding.
- 80 The cursed shows visible, obvious signs of desire anytime they see a piece of treasure. So if they encounter a king wearing a golden crown, they’ll spend the whole conversation staring wide-eyed at his crown and making grabby-hands in the air towards it. Obviously, this does little to endear the cursed to anyone who owns treasure.
- 81 The cursed is contorted into a sphere. They can roll in any direction they desire, and take some actions with their arms. They are none the less limited in their ability to perform many common tasks due to their new shape.
- 82 The size of the cursed becomes variable. Each morning when they wake, roll a d6 to determine how big the cursed is this day. 1. Ant sized; 2. Housecat sized; 3. Halfling sized; 4. Adult human sized; 5. Tall as an elephant; 6. Tall as a giraffe.
- 83 Everyone who sees the cursed perceives them as an octopus struggling to survive on land. Everything the cursed says is heard as the pitiable wailing of a dying cephalopod.
- 84 The cursed needs to pee every 10 minutes.
- 85 Anytime the cursed takes damage, the wound immediately turns to gold. Since the wound cannot be healed, the hit point loss becomes permanent.
- 86 Once combat has begun, the cursed is unable to stop fighting until every foe is dead. Even those who seem like they might someday consider the possibility of becoming a foe must die.
- 87 The next time the cursed wrongs someone, that person will exaggerate the wrong into a horrible, unsympathetic crime. They will expend great effort to ensure everyone knows of the cursed’s foul nature.
- 88 An intense rivalry develops between the cursed and another randomly determined member of the party. This rival PC will receive bonus experience each time they work against the cursed’s interests or betray their trust.
- 89 The cursed becomes a natural target for pickpockets. Anytime they enter a crowd or a large community, they will lose some of their carried gold and possessions.
- 90 The cursed becomes a natural target for burglars. Each session they will lose some of their gold and possessions that are not carried with them. Hiring guards, hiding valuables, or placing valuables in a vault will provide only temporary relief. Each of these will eventually be overcome by burglars.
- 91 The cursed must always agree with the majority opinion of any group they’re in. This would include a lynch mob that wanted to have the party hanged. So long as the opinion is held by the majority, it is also the fervent opinion of the cursed.
- 92 The player to the right of the cursed selects a well known personality. A political figure or celebrity, with whom the cursed’s player is familiar. In speech, mannerism, word, and deed, the cursed must now be played as though they were that personality.
- 93 The cursed becomes a moral boyscout. They will always feel compelled to help anyone who has even the slightest need, and would never dream of accepting recompense for their efforts.
- 94 When the cursed encounters an NPC, they must make a reaction roll to determine their demeanor towards that NPC. The reaction roll is modified by the NPC’s charisma.
- 95 At the beginning of each adventure, a vulture swoops down and demands the cursed give them 500 money. If the cursed refuses, the vulture takes a bite out of their belly, pulling one of their organs free and flying off with it. The cursed takes 2 Constitution damage from this, but is otherwise unharmed. The process repeats until the cursed is dead, or starts paying the bird off. Previously taken organs can be bought back for 750 money. The vulture itself is invulnerable to attack, and can only be seen by the cursed.
- 96 Every surface the cursed stands on is as slippery as melting ice.
- 97 The cursed exaggerates everything. They regularly make promises that they cannot live up to, and make wild claims about past accomplishments.
- 98 The cursed becomes a hireling, the the cursed’s hireling becomes the player character.
- 99 Any piece of food the cursed is about to consume has a 1 in 10 chance to be poison. This poisoning occurs when a piece of food goes from being “food,” to being “the cursed’s food.”100 The only manner of fighting the cursed can participate in is dance fighting.
Creatures
There are a lot of different creatures in Dungeons and Dragons, and because of that, this section have some general creature parts that can be used for crafting. Feel free to create your own specific creature materials (such as using one unit of aboleth tail for crafting a magical +2 whip).
Bone
A series of bones joined together, mostly used by shamans and wildlings.
Unit value: Determined by the creature's CR.
Armor: Replaces the metal. While wearing a medium or heavy armor (non hide) made with bones, you gain a +3 bonus to Charisma (Intimidation) checks you make.
Weapon: Replaces the metal and wood.
Chitin
These flexible shells of chitinous creatures such as giant crabs or remorhaz are used to craft armors, known to be lighter than metallic armors.
Unit value: Determined by the creature's CR.
Armor: Replaces the metal. While wearing a medium armor (non hide) made with chitin, the armor's dexterity bonus increases by 1.
Heavy armors made with chitin reduce the Strength requirement by 1.
Creature Essence
All creatures are different, but they're grouped up in types which determines their fundamental nature.
Unit value: Determined by the creature's CR.
Weapon: Can be used to craft specific slaying weapons such as an arrow of dragon slaying.
Other: Can be used to craft specific potions, alchemical concoctions, and magic items such as a brazier of commanding fire elementals.
Ellond Hide
This brown-orange hide is harvested from desert and dry areas creatures.
Unit value: Determined by the creature's CR.
Armor: While wearing clothing or a hide armor made with ellond hide, fire damage you take is reduced by 3.
Harvested ellond hide from a CR 9 or higher creature can be used to craft a hide armor of fire resistance.
Monster Feathers
Hippogriffs, Rocs, giant eagles and other flying creatures have beautiful feathers used to show their majesty.
Unit value: Determined by the creature's CR.
Armor: While wearing clothing or any non-metallic armor made with monster feathers, you gain a +3 bonus to Wisdom (Animal Handling) checks you make.
Other: Harvested monster feathers from a CR 9 or higher creature can be used to craft a Quaal's feather token.
Monster Scales
Scales harvested from creatures, with a variety of colors, shapes and sizes.
Unit value: Determined by the creature's CR.
Armor: Replaces the metal. Used to craft a scale mail armor.
Harvested monster scales from a CR 13 or higher dragon can be used to craft a dragon scale mail.
Shadowsilk
This black semi-transparent silk is carefully made by underground spiders and spider-like creatures.
Unit value: Determined by the creature's CR.
Armor: While wearing clothing or any non-metallic armor made with shadowsilk, you gain a +3 bonus to Dexterity (Stealth) checks you make in lightly obscured areas (such as tree shadows).
Harvested shadowsilk from a CR 13 or higher creature can be used to craft a cloak of arachnida.
Minerals
Adamantine
A shiny black metal, known as one of the hardest substances in existence.
Unit value: 250 gp.
Armor: Used to craft the adamantine armor.
Weapon: When you hit an object with an adamantine weapon or piece of ammunition, the hit is a critical hit.
Asmoroch Steel
A black scorched-like metal which is cold to touch.
Unit value: 500 gp
Armor: Used to craft an armor of necrotic resistance (metallic armor only)
Weapon: Used to craft necrotic damage dealing weapons, such as the sword of life stealing.
Cold Iron
This iron is worked entirely while cold, known for its effectiveness against fey and demonic creatures.
Unit value: 100 gp
Weapons: When you hit a fey or a fiend with a cold iron weapon, you can roll the damage again and use either result.
Darksteel
A darkened blue metal that only forms in areas affected by thunderstorms, known for having that energy inside of it.
Unit value: 250 gp.
Armor: Used to craft an armor of lightning resistance (metallic armor only).
Weapons: Used to craft lightning damage dealing weapons, such as the javelin of lightning.
Other: Used to craft lightning damage dealing magic items, such as the wand of lightning bolt.
Dwarvenstone
This marble-like ore is used by dwarves to create their ceremonial armor for the defenders of their cities, even though is heavier and bulkier than other metallic armors.
Unit value: 500 gp
Armor: Used to craft a dwarven plate.
Infernal Steel
A blood red metal found in the infernal planes which is very resistant and captures the hot and flames.
Unit value: 750 gp
Armor: Used to craft an armor of fire resistance (metallic armor only) or a demon armor.
Weapon: Used to craft fire damage dealing weapons, such as the flame tongue.
Other: Used to craft fire damage dealing magic items, such as the staff of fire.
Mithral
This white-silver metal is lighter and flexible than common steel.
Unit value: 250 gp
Armor: Used to craft the mithral armor.
Weapon: Two handed weapons made with mithral lose the heavy property and all the other weapons gain the light feature.
Orichalcum
This bronze orange metal is used to absorb the essence of magic.
Unit value: 500 gp
Armor: Used to craft an armor of force resistance (metallic armor only).
Other: Used to craft anti-magic items, such as the ring of mind shielding.
Plaguesteel
This ancient mossy-like metal has small spores floating around it.
Unit value: 250 gp
Weapon: Used to craft poison damage dealing weapons, such as the dagger of venom.
Other: Used to craft poison damage dealing magic items, such as the staff of the adder.
Stellar Iron
A white bright metal, soft on touch but very resistant, known for being used by celestial beings.
Unit value: 750 gp
Armor: Used to craft an armor of radiant resistance (metallic armor only).
Weapon: Used to craft radiant damage dealing weapons, such as the sun blade.
Non-Minerals
Aerocrystal
A light blue, glass-like crystal known for creating quick, precise weapons.
Unit value: 500 gp
Weapon: You can use your Dexterity modifier for attacks and damage made with an aerocrystal weapon.
Coral
Mostly used by sea and waterborne creatures to create their weapons and armors.
Unit value: 100 gp
Armor: Replaces the metal. While wearing a medium or heavy armor (non hide) made with coral, you speed while swimming increases by 10 feet.
Weapons: Any melee weapon made with coral doesn't have disadvantage on the attacks rolls while underwater.
Darkwood
This piece of wood is as hard as normal wood but very light.
Unit value: 100 gp
Armor: Replaces the metal of any medium or heavy armor.
Eternal Ice
This cold white-blue block of ice resist high temperatures, being unable to melt in normal conditions.
Unit value: 500 gp
Weapon: Used to craft cold damage dealing weapons, such as the frost brand.
Other: Used to craft cold damage dealing magic items, such as the staff of frost.
Ignum
This black semi-translucent stone have some lava-like glowing and flowing inside of it.
Unit value: 500 gp
Weapon: Used to craft fire damage dealing weapons, such as the flame tongue.
Infernal Leather
A reddish hard leather created in the infernal planes.
Unit value: 750 gp
Armor: Used to craft an armor of fire resistance (leather or studded leather).
Leafweave
Alchemically processed leaves that are hard as leather, used also as camouflage.
Unit value: 100 gp
Other: Used to craft the boots of elvenkind and the cloak of elvenkind.
Obsidian
This black to deep purple glass-like stone is known to be very sharp.
Unit value: 250 gp
Armor: While wearing a medium or heavy armor (non hide) made with obsidian, when an enemy tries to grapple you, it takes 1d4 slashing damage.
Weapons: Used for crafting the sword of sharpness.
Shadowfell Linen
A dark and purple linen found in the shadowfell.
Unit value: 750 gp
Armor: Used to craft an armor of psychic resistance (leather or studded leater).
Spiritual wood
This cyan-like wood has a natural connection with the magic.
Unit value: 250 gp
Armor: Replaces the metal of any medium or heavy armor. While wearing an spiritual wood armor, you gain a +3 bonus to concentration checks to maintain a spell.
Plants and Herbs
Abyss Flower
A dark pink flower with a thorny stem used to create poisons.
Unit value: 10 gp
Alchemy: Used to craft the poison called malice.
Angel Flower
This tiny white yellow flower is found in mountains near rocks and stones.
Unit value: 40 gp
Alchemy: Used to craft potions of flying.
Aniseed Sap
This amber like fluid is known for its resistance against cold.
Unit value: 10 gp
Alchemy: Used to craft potions of cold resistance.
Ash Chives
This plant grow in clumps from underground bulbs and produce round, hollow gray leaves.
Unit value: 10 gp
Alchemy: Used to craft the poison called burnt othur fumes.
Blackleaf Rose
This blood red rose have a black stem with small reddish thorns.
Unit value: 40 gp
Alchemy: Used to craft the poison called midnight tears.
Blood Herb
A dark red herb found in forests, with a similar shape to the blue herb.
Unit value: 5 gp
Alchemy: Used to craft potions of poison.
Blue Herb
A medicinal dark blue herb that grows in almost every terrain near water sources like rivers and lakes.
Unit value: 5 gp
Alchemy: Used to craft potions of healing.
Chromatic Mud
This rare mud can be found near oceans, and it reflects the light from any light source, glowing faintly.
Unit value: 40 gp
Alchemy: Used to craft oils of sharpness.
Dragontongue Petals
These golden petals are spicy when eaten, giving a similar effect as drinking firewater.
Unit value: 10 gp
Alchemy: Used to craft potions of fire breath.
Dried Ephedra
A brown shrub found in warm arid regions which has tiny scale-like leaves.
Unit value: 10 gp
Alchemy: Used to craft potions of fire resistance.
Drojos Ivy
A purple climbing or ground-creeping woody plant used by animals and humanoids as natural ropes in jungles and forests.
Unit value: 5 gp
Alchemy: Used to craft potions of climbing.
Ebrium Fungus
This brown fungus is known by its strong odor and potent poison when dried and grinded.
Unit value: 40 gp
Alchemy: Used to craft the poison called torpor.
Ecire Laurel
An aromatic evergreen shrub with green, glabrous leaves that grows in swamps.
Unit value: 20 gp
Alchemy: Used to craft potions of poison resistance.
Ellond Shrub
A dried looking woody plant which is smaller than a tree and has several main stems arising at or near the ground.
Unit value: 5 gp
Alchemy: Used to craft alchemist's fire
Frenn Moss
A blue gray moss that grows in swamps and marshes.
Unit value: 10 gp
Alchemy: Used to craft the poison called essence of ether.
Kasuni Juice
A white dense liquid extracted from the spherical flower of a Kasuni plant.
Unit value: 20 gp
Alchemy: Used to craft oils of slipperiness.
Kreet Paste
A thick viscous fluid extracted from a Kreet mushroom, found in humid cold places.
Unit value: 20 gp
Alchemy: Used to craft potions of greater healing.
Lunar Flower
The nectar from this white tiny flower can only be harvested under moonlight.
Unit value: 20 gp
Alchemy: Used to craft potions of force resistance.
Mandrake Root
This root have small air bags inside of it, and when the root is squished the air sounds like screams for a few seconds.
Unit value: 5 gp
Alchemy: Used to craft potions of thunder resistance.
Olina Petals
These pink petals have small bright red dots, known for its venomous properties.
Unit value: 20 gp
Alchemy: Used to craft the poison called pale tincture.
Spineflower Berries
Small purple brown berries that grows in the center of the spineflower, a rare plant with sharp petals and a stem filled with spines.
Unit value: 40 gp
Alchemy: Used to craft potions of superior healing.
Thunderleaf
These yellow leaves are soft to touch and known for never fell from a thundertree because of wind.
Unit value: 20 gp
Alchemy: Used to craft potions of flying.
Twilight Wormwood
A purple gray fibrous plant with straight stems, growing up to 3 feet tall. The leaves are spirally arranged, and they're known for their poisonous properties.
Unit value: 5 gp
Alchemy: Used to craft basic poison vials.
Ucre Bramble
A white rough tangled prickly shrub with thorny stems that grows in almost every plain, no matter the temperature.
Unit value: 5 gp
Alchemy: Used to craft potions of radiant resistance.
Wisp Stems
This tiny flower looks like a bright blue dandelion seed head. Even though it looks pretty, the stem is the only usable part for alchemical concoctions.
Unit value: 40 gp
Alchemy: Used to craft potions of vitality.
White Poppy
A beautiful white flower that grows up to 4 feet tall and it have 5 petals, giving it a small star shape.
Unit value: 10 gp
Alchemy: Used to craft potions of growth.
Character Level Item Tier Properties' Rarity
- 1st-4th Tier 1 Minor
- 5th-8th Tier 2 Uncommon
- 9th-12th Tier 3 Rare
- 13th-16th Tier 4 Very Rare
- 17th-20th Tier 5 Legendary
Item Tiers
Any magic item created using this rules have an item tier, which determines the number and rarity of properties for that item. For more information about uncommon and rarer properties, see the "Item Properties" section, below.
A tier 1 item only have a minor property, and tier 2 and higher items can also have one minor property that gives a simple feature or effect to it for free. You can choose this property from the What Minor Property Does It Have? table found in the page 143 of the Dungeon's Master Guide.
The following table shows the properties rarity for magic items for every tier.
Properties Rarity per Tier
- Tier Property 1 Property 2 Property 3
- Tier 1 Minor - -
- Tier 2 Uncommon Uncommon -
- Tier 3 Rare Rare -
- Tier 4 Very Rare Rare Uncommon
- Tier 5 Legendary Very Rare Rare
Item Properties
In the following tables you can find various magical properties divided by type. It's up to the DM to determine if an item can have the same property multiple times and if its possible to add a property to a particular item. For example, a character can't add the Armor I property twice to a tier 3 magic armor, and that character cannot add the Weapon II or Vampiric II properties since an armor isn't made for dealing damage.
Spells and Charges
If an item has the charges or spell properties, the creator must decide which spell wants to add when creating the item. The character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to add that spell to the item.
For items with the Spell property, a character can choose only one spell to add. The spell level is determined by the property rarity. For example, an item that have the Spell III property with the lightning bolt spell, that spell will be casted as a 7th-level spell every time a character uses it.
For items with charges, a character can choose to add various spells. The number of spells and the spell level is determined by the rarity of the property, as shown in the following table.
- Property Number of Spells Maximum Spell Level
- Charges I 1 1st
- Charges II 2 3rd
- Charges III 3 5th
- Charges IV 4 6th
Each charge equals to 1 spell slot level. For example, expending 1 charge allows the character to cast a 1st-level spell the item have, and expending 5 charges allows the character to cast a 5th-level spell the item have.
Uncommon Properties
Property Description
- Ability Increase I Increase an Ability Score to 16
- Charges I The item has 3 charges (DC 11). It regains
- 1d3 expended charges daily at dawn
- Damage I The item deals an extra 1d4 damage
- Movement I The item grants a climbing or swimming
- speed equal to the walking speed
- Permaspell I You can cast one cantrip at will (DC 11)
- Skill I The item grants a +5 bonus to one skill
- Slayer I The item deals an extra 2d6 damage against
- a specific creature type
- Spell I You can cast a spell at 3rd level once per long rest (DC 11)
- Vampiric I On a critical hit, you regain 1 hitpoint
- Weapon I You gain a +1 bonus on attacks and damage rolls
Rare Properties
Property Description
- Ability Increase II Increase an Ability Score to 18
- Armor I The item grants you +1 AC
- Charges II The item has 5 charges (DC 13). It regains
- 1d4 expended charges daily at dawn
- Damage II The item deals an extra 1d6 damage
- Defense I Damage that you take from one damage
- type is reduced by 3 (minimum 1)
- Light II The item shed bright light in a 40-foot
- radius and dim light for an additional 40 feet
- Permaspell II You can cast one 1st-level spell at will (DC 13)
- Returning The item has the thrown property (20/60)
- and it flies to your hand after attacking
- Sentinel II The item glows faintly when a creature of
- a specific type is near (240 feet or less)
- Skill II The item grants advantage to one skill check
- Slayer II The item deals an extra 3d6 damage
- against a specific creature type
- Spell II You can cast a spell at 6th level once per long rest (DC 13)
- Vampiric II On a critical hit, you regain hitpoints
- equal to half the damage dealt (minimum 1)
- Weapon II You gain a +2 bonus on attacks and damage rolls
Very Rare Properties
Property Description
- Ability Increase III Increase an Ability Score to 20
- Armor II The item grants you +2 AC
- Charges III The item has 7 charges (DC 15). It regains
- 1d6 expended charges daily at dawn
- Damage III The item deals an extra 1d8 damage
- Defense II You gain resistance against one damage type
- Light III The item shed bright light in a 80-foot
- radius and dim light for an additional 80 feet
- Permaspell II You can cast one 2nd-level spell at will (DC 15)
- Spell III You can cast a spell at 7th level once per long rest (DC 15)
- Vampiric III On a hit, you regain hitpoints equal to
- half the damage dealt (minimum 1)
- Weapon III You gain a +3 bonus on attacks and damage rolls
Legendary Properties
Property Description
- Ability Increase IV Increase an Ability Score to 22
- Armor III The item grants you +3 AC
- Charges IV The item has 9 charges (DC 17). It regains
- 1d6+2 expended charges daily at dawn
- Damage IV The item deals an extra 1d10 damage
- Defense III You gain immunity against one damage type
- Permaspell III You can cast one 3rd-level spell at will (DC 17)
- Spell IV You can cast a spell at 8th level once per long rest (DC 17)
Parts Values
The value of each harvested unit goes from 1% to 50% of the experience of the creature. The harvested parts of common creatures have a value of 1% of the creature's experience, while the rarer creature's parts value is close to 50% of the creature's experience. You can determine the values of each extracted part in the following table.
- Units Value
- CR Creature rarity Unit value
- 6 or less Common 1% of the creature exp.
- 7-12 Uncommon 5% of the creature exp.
- 13-18 Rare 10% of the creature exp.
- 19-24 Very Rare 25% of the creature exp.
- 25+ Legendary 50% of the creature exp.
As examples, if a character harvest one unit of feathers from a hippogriff (CR 1), the value of the feather unit will be 1% of the base experience (200 exp), which is 2 gp. A unit of pseudodragon's scales is worth 5 sp (CR 1/4), and a unit of an adult blue dragon's scales is worth 1,500 gp (CR 16).
Parts by Creature
Aarakockra
1 unit of aarakockra feathers
Aboleth
1 unit of aboleth brain
4 units of aboleth hide
1 unit of aboleth mucous
1 unit of aboleth tail
1d4 units of aboleth teeth
3 units of aboleth tentacles
Angels
Deva
1 unit of deva feathers
Planetar
4 units of planetar feathers
Solar
4 units of solar feathers
Ankheg
1 unit of ankheg acid
4 units of ankheg carpace
2 units of ankheg claws
1 unit of ankheg mandibles
Azer
1 unit of azer heart
Banshee
1 unit of banshee ectoplasm
1 unit of banshee dust
Basilisk
2 units of basilisk eyes
2 units of basilisk hide
1d4 units of basilisk teeth
Behir
4d4 units of behir claws
1 unit of behir essential organ
9 units of behir hide
Beholders
Beholder
1 unit of central beholder eye
2 units of small beholder eyes
Death Tyrant
3 units of death tyrant ectoplasm
Spectator
1 unit of central spectator eye
1 unit of small spectator eyes
Blights
Needle Blight
1 unit of needle blight roots
Twig Blight
1 unit of twig blight roots
Vine Blight
1 unit of vine blight roots
Bulette
2 units of bulette claws
2 units of bulette scales
Cambion
1 unit of cambion wings
1 unit of fiend heart
Carrion Crawler
2 units of carrion crawler tentacles
1 unit of carrion crawler mucus
Chimera
2 units of chimera claws
1 unit of young red dragon essential organ
1 unit of young red dragon scales
4 units of young red dragon wings
Chuul
2 units of chuul carpace
1 unit of chuul tentacles
2 units of chuul pincers
Cloaker
1 unit of cloaker eyes
2 units of cloaker hide
Cockatrice
1 unit of cockatrice hide
Couatl
1 unit of couatl feathers
1 unit of couatl hide
1 unit of couatl venom sac
PARTS BY CREATURE
Cyclops
1 unit of cyclops eye
2d4 units of cyclops toes
Darkmantle
1 unit of darkmantle hide
1 unit of darkmantle tentacles
Death Knight
1 unit of death knight heart
Demilich
1/4 units of demilich ectoplasm
Demons
Barlgura
2 units of barlgura hide
Chasme
2 units of chasme carpace
2 units of chasme wings
Dretch
1 unit of dretch fetid cloud sac
Glabrezu
2 units of glabrezu carpace
2 units of glabrezu claws
Goristro
6 units of goristro hide
2 units of goristro horns
Hezrou
2 units of hezrou claws
1 unit of hezrou essential organ (stench)
Marilith
2 units of marilith snake tail
Nalfeshnee
2 units of nalfeshnee tusks
2 units of nalfeshnee wings
Shadow Demon
1 unit of shadow demon dust
Vrock
4 units of vrock hide
1 unit of vrock spores
2 units of vrock wings
Yochlol
1 unit of yochlol eye
1 unit of yochlol slime
Devils
Barbed Devil
1 unit of barbed devil hide
Bearded Devil
1 unit of bearded devil beard
Bone Devil
1 unit of bone devil poison
Erinyes
2 units of erinyes feathers
Horned Devil
2 units of horned devil horns
2 units of horned devil wings
Ice Devil
4 units of ice devil carapace
1 unit of ice devil mandibles
Imp
1/4 units of imp wings
Pit Fiend
4 units of pit fiend hide
2 units of pit fiend horns
2 units of pit fiend wings
Spined Devil
1 unit of spined devil hide
2 units of spined devil wings
Dinosaurs
Allosaurus
2 units of allosaurus claws
4 units of allosaurus hide
Ankylosaurus
6 units of ankylosaurus hide
Plesiosaurus
4 units of plesiosaurus hide
Triceratops
6 units of triceratops hide
3 units of triceratops horns
Pteranodon
2 units of pteranodon wings
Tyrannosaurus Rex
6 units of tyrannosaurus rex hide
4d4 units of tyrannosaurus rex teeth
Displacer Beast
4 unit of displacer beast hide
2 units of displacer beast tentacles
Doppelganger
1 unit of doppelganger brain
2 units of doppelganger flesh
Dracolich
Dracolich, Adult
An adult dracolich has the same materials as the base dragon with the following parts and modifications
It only have 1d6 units of adult dragon scales
PARTS BY CREATURE
Dracolich, Ancient
An ancient dracolich has the same materials as the base dragon with the following parts and modifications
It only have 1d8 units of ancient dragon scales
Dragon, Shadow
A shadow dragon has the same materials as the base dragon, plus the following parts and modifications
1 unit of shadow dragon dust
The dragon essential organ is replaced by a shadow dragon essential organ
The dragon scales are renamed as shadow dragon scales (do the same for claws, horns, teeth, wings, and so on)
Dragons
All dragons share the same base parts a character can harvest, and the only way to differentiate them is by the dragon kin (black, blue, brass, bronze, copper, gold, green, red, silver, and white). Feel free to add special or unique parts to each dragon type.
Ancient Dragon
4d4 units of ancient dragon claws
1 unit of ancient dragon essential organ
2 units of ancient dragon horns
8 units of ancient dragon scales
4d4 units of ancient dragon teeth
8 units of ancient dragon wings
Adult Dragon
4d4 units of adult dragon claws
1 unit of adult dragon essential organ
2 units of adult dragon horns
6 units of adult dragon scales
4d4 units of adult dragon teeth
6 units of adult dragon wings
Young Dragon
1d4 units of young dragon claws
1 unit of young dragon essential organ
2 units of young dragon horns
4 units of young dragon scales
2d4 units of young dragon teeth
4 units of young dragon wings
Dragon Wyrmling
2 units of dragon wyrmling claws
1 unit of dragon wyrmling essential organ
2 units of dragon wyrmling horns
2 units of dragon wyrmling scales
1d4 units of dragon wyrmling teeth
2 units of dragon wyrmling wings
Dragon Turtle
6d6 units of dragon turtle claws
12 units of dragon turtle hide
12 units of dragon turtle shell fragments
Drider
1d8 drider legs
1 unit of drider web sac
Dryad
1 unit of dryad heart
Elementals
Air Elemental
1 unit of elemental dust
Earth Elemental
1 unit of elemental rock shards
Fire Elemental
1 unit of elemental molten core
Water Elemental
1 unit of elemental water
Empyrean
1 unit of empyrean heart
Ettercap
1 unit of ettercap claws
1 unit of ettercap poison
1 unit of ettercap silk gland
Ettin
2 units of ettin tusk
2d4 units of ettin toes
Faerie Dragon
All faerie dragons share the same parts a character can harvest, and the only way to differentiate them is by the faerie dragon's scales color, which are divided in two groups: the younger ones (red, orange, and yellow), and the old ones (green, blue, indigo, and violet). Feel free to add special or unique parts to each faerie dragon type.
1/4 units of faerie dragon essential organ
1/4 unit of faerie dragon scales
Flumph
1 unit of flumph foul-smelling liquid
1 unit of flumph tendrils
Fomorian
1 unit of fomorian evil eye
2d4 units of fomorian fingers
Fungi
Gas Spore
2 units of gass spore poisonous gas
Violet Fungus
1 unit of violet fungus stalks
Galeb Duhr
1 unit of galeb duhr rocky skin
Gargoyle
1 unit of gargolye rocky skin
Ghost
1 unit of ghost ectoplasm
Ghouls
Ghast
1 unit of ghast claws
1 unit of ghast stench
Ghoul
1 unit of ghoul claws
Giants
All giants share the same base parts a character can harvest, and the only way to differentiate them is by the giant race (cloud, fire, frost, hill, stone, and storm). Feel free to add special or unique parts to each giant race.
Giant
1 unit of giant heart
2d4 units of giant toes
Gibbering Mouther
1 unit of gibbering mouther eyes
1 unit of gibbering mouther spittle gland
Gorgon
2 units of gorgon hide
2 units of gorgon horns
1 unit of gorgon petrifying gas sac
Grell
1 unit of grell beak
1d4 units of grell tentacles
Gricks
Grick
1 unit of grick beak
1 unit of grick hide
1d4 units of grick tentacles
Grick Alpha
1 unit of grick alpha beak
2 units of grick alpha hide
1d4 units of grick alpha tentacles
Griffon
2 units of griffon claws
2 units of griffon feathers
Hags
All hags share the same base parts a character can harvest, and the only way to differentiate them is by the hag type (green, night, and sea). Feel free to add special or unique parts to each hag type.
1 unit of hag claws
1 unit of hag heart
Harpy
1 unit of harpy feathers
Hell Hound
1 unit of hell hound essential organ
1 unit of hell hound hide
1 unit of hell hound teeth
Hippogriff
2 units of hippogriff claws
2 units of hippogriff feathers
Hook Horror
2 units of hook horror carapace
2 units of hook horror hooks
Hydra
9 units of hydra scales
4d4 units of hydra teeth
Intellect Devourer
1 unit of intellect devourer brain matter
1 unit of intellect devourer claws
Kenku
1 unit of kenku feathers
Kraken
15 units of kraken hide
4 units of kraken ink sac
15 units of kraken scales
6d4 units of kraken teeth
2d4 units of kraken tentacles
Lamia
2 units of lamia claws
1 unit of lamia heart
Lich
1 unit of lich ectoplasm
Magmin
1 unit of magmin molten skin
Manticore
1 unit of maticore tail spike
2 units of manticore teeth
2 units of manticore wings
Medusa
1 unit of medusa head
Mephits
All mephits share the same base parts a character can harvest, and the only way to differentiate them is by their type (dust, ice, magma, mud, smoke, and steam). Feel free to add special or unique parts to each mephit.
Mephit
1 unit of mephit core
Merfolk
1 unit of merfolk hide
PARTS BY CREATURE
Merrow
2 units of meerow hide
Mind Flayer
1 unit of mind flayer brain
1 unit of mind flayer tentacles
Minotaur
2 units of minotaur horns
Mummies
Mummy
1 unit of mummy heart
2 units of mummy wrappings
Mummy Lord
2 units of mummy lord dust
2 units of mummy lord wrappings
Myconids
Myconid Sprout
1 unit of myconid sprout spores
Myconid Adult
1 unit of myconid adult spores
Myconid Sovereign
2 units of myconid sovereign spores
Nagas
Bone Naga
2d4 units of bone naga fangs
Guardian Naga
2d4 units of guardian naga fangs
2 units of guardian naga scales
1 unit of guardian naga poison gland
Spirit Naga
2d4 units of spirit naga fangs
2 units of spirit naga scales
Nightmare
1 unit of nightmare hooves
Nothic
1 unit of nothic claws
1 unit of nothic eye
Ogres
Ogre
2d4 units of ogre toes
Half-Ogre
1d4 units of half ogre toes
Oni
1 unit of oni claws
1 unit of oni ivory horns
2d4 units of oni toes
Oozes
Black Pudding
2 units of black pudding goo
Gelatinous Cube
2 units of gelatinous cube gel
Gray Ooze
1 unit of gray ooze slime
Ochre Jelly
2 units of ochre jelly slime
Otyugh
2 units of otyugh teeth
2 units of otyugh tentacles
Owlbear
1 unit of owlbear claws
2 units of owlbear feathers
1 unit of owlbear hide
Pegasus
2 units of pegasus feathers
1 unit of pegasus hooves
Peryton
1 unit of peryton antlers
1 unit of peryton feathers
1 unit of peryton talons
Piercer
1 unit of piercer hide
Pixie
1/4 units of pixie dust
Pseudodragon
1/4 units of pseudodragon scales
1/4 units of pseudodragon venom
Purple Worm
8 units of purple worm hide
4d4 units of purple worm teeth
2d4 units of purple worm venom
Quaggoth
1 unit of quaggoth claws
1 unit of quaggoth hide
Remorhazes
Young Remorhaz
2 units of young remorhaz carapace
1 unit of young remorhaz heat organ
2d4 units of young remorhaz legs
Remorhaz
4 units of remorhaz carapace
1 unit of remorhaz heat organ
3d4 units of remorhaz legs
PARTS BY CREATURE
Roc
8 units of roc feathers
2d4 units of roc talons
Roper
2 units of roper hide
1d6 units of roper tendrils
1d4 units of roper teeth
Rust Monster
1 unit of rust monster antennae
1 unit of rust monster carapace
Salamanders
Fire Snake
1 unit of fire snake scales
Salamander
2 units of salamander scales
Shadow
1 unit of shadow ectoplasm
1 unit of shadow dust
Shambling Mound
1 unit of shambling mound root-stem
2 units of shambling mound vines
Slaadi
Note: A slaad only have a control gem if it was born from the Spawning Stone in Limbo.
Red Slaad
1 unit of red slaad claws
1 unit of red slaad control gem
1d4 units of slaad eggs
1 unit of red slaad hide
Blue Slaad
1 unit of blue slaad claws
1 unit of blue slaad control gem
2 units of blue slaad hide
Green Slaad
1 unit of green slaad claws
1 unit of green slaad control gem
2 units of green slaad hide
Gray Slaad
1 unit of gray slaad claws
1 unit of gray slaad control gem
1 unit of gray slaad hide
Death Slaad
1 unit of death slaad claws
1 unit of death slaad control gem
1 unit of death slaad hide
Specter
1 unit of specter ectoplasm
1 unit of specter dust
Sphinxes
Androsphinx
2 units of androsphinx feathers
2 units of androsphinx hide
Gynosphinx
2 units of gynosphinx feathers
2 units of gynosphinx hide
Sprite
1/4 units of sprite dust
Succubus/Incubus
1 unit of succubus/incubus claws
1 unit of succubus/incubus wings
Tarrasque
15 units of tarrasque carapace
15 units of tarrasque hide
6d4 units of tarrasque teeth
6d4 units of tarrasque horns
Thri-Kreen
1 unit of thri-kreen carapace
1 unit of thri-kreen venom
Treant
6 units of treant bark
4d4 units of treant branches
4d4 units of treant roots
Umber Hulk
3 units of umber hulk carapace
2 units of umber hulk mandibles
Unicorn
1 unit of unicorn hooves
1 unit of unicorn horn
Vampires
Vampire
1 unit of vampire dust
1 unit of vampire fangs
1 unit of vampire heart
Vampire Spawn
1 unit of vampire spawn dust
1 unit of vampire spawn fangs
1 unit of vampire spawn heart
Will-o'-Whisp
1/4 unit of will-o'-whisp dust
1/4 unit of will-o'-whisp ectoplasm
Wraith
1 unit of wraith dust
1 unit of wraith ectoplasm
PARTS BY CREATURE
Wyvern
2 units of wyvern scales
1 unit of wyvern stinger
1 unit of wyvern teeth
2 units of wyvern venom
2 units of wyvern wings
Xorn
1 unit of xorn rocky hide
1d4 units of xorn teeth
Yeti
Yeti
2 units of yeti hide
2 units of yeti horns
2 units of yeti eyes
Abominable Yeti
3 units of yeti hide
2 units of yeti horns
2 units of yeti eyes
Yuan-Ti
Yuan-Ti Abomination
2 units of yuan-ti abomination scales
1 unit of yuan-ti abomination fangs
1 unit of yuan-ti abomination venom
Yuan-Ti Malison
1 unit of yuan-ti malison scales
1 unit of yuan-ti malison venom
Miscelaneous Creatures
Ape
1 unit of ape hide
Awakened Shrub
1/2 unit of awakened shrub twigs
Awakened Tree
3 units of wood
Axe Beak
2 units of axe beak feathers
Baboon
1/2 unit of baboon hide
Badger
1/4 units of badger pelt
Bat
1/4 units of bat wings
Black Bear
1 unit of black bear hide
Blink Dog
1 unit of blink dog hide
Blood Hawk
1/2 units of blood hawk feathers
Boar
1 unit of boar hide
1 unit of boar tusks
Brown Bear
2 units of brown bear hide
Camel
2 units of camel hide
Cat
1/4 unit of cat pelt
Constrictor Snake
2 units of constrictor snake skin
Crab
1/4 unit of crab carapace
Crocodile
2 units of crocodile hide
2 units of crocodile teeth
Death Dog
1 unit of death dog pelt
Deer
1 unit of deer hide
Dire Wolf
2 units of dire wolf pelt
Draft Horse
1 unit of draft horse hooves
Eagle
1/2 units of eagle feathers
Elephant
6 units of elephant hide
2 units of elephant tusks
Elk
1 unit of elk antlers
2 units of elk hide
Flying Snake
1/4 units of flying snake feathers
1/4 units of flying snake hide
Giant Ape
3 units of giant ape hide
Giant Badger
1 unit of giant badger hide
Giant Bat
2 units of giant bat hide
2 units of giant bat wings
PARTS BY CREATURE
Giant Boar
2 units of giant boar hide
2 units of giant boar tusks
Giant Centipede
1/2 units of giant centipede poison
Giant Constrictor Snake
4 units of giant constrictor snake skin
Giant Crab
1 unit of giant crab carapace
Giant Crocodile
4 units of giant crocodile hide
3 units of giant crocodile teeth
Giant Eagle
2 units of giant eagle feathers
Giant Elk
1 unit of giant elk antlers
4 units of giant elk hide
Giant Fire Beetle
1 unit of giant fire beetle carapace
1 unit of giant fire beetle glowing glands
Giant Frog
1 unit of giant frog skin
1 unit of giant frog tongue
Giant Goat
2 units of giant goat pelt
1 unit of giant goat horns
Giant Hyena
2 units of giant hyena pelt
Giant Lizard
2 units of giant lizard scales
Giant Octopus
3 units of giant octopus tentacles
1 unit of giant octopus ink sac
Giant Owl
2 units of giant owl feathers
Giant Poisonous Snake
1 unit of giant poisonous snake skin
1 unit of giant poisonous snake poison
Giant Rat
1/2 units of giant rat hide
Giant Scorpion
2 units of giant scorpion carapace
2 units of giant scorpion claws
1 unit of giant scorpion sting
1 unit of giant scorpion venom sac
Giant Sea Horse
2 units of giant sea horse hide
Giant Shark
4 units of giant shark skin
Giant Spider
1 unit of giant spider venom
1 unit of giant spider web sac
Giant Toad
1 unit of giant toad tongue
2 units of giant toad skin
Giant Vulture
2 units of giant vulture feathers
Giant Wasp
1 unit of giant wasp stinger
Giant Weasel
1 unit of giant weasel hide
Giant Wolf Spider
1 unit of giant wolf spider venom
1 unit of giant wolf spider web sac
Goat
1 unit of goat pelt
Hawk
1/4 units of hawk feathers
Hunter Shark
2 units of hunter shark skin
Hyena
1 unit of hyena pelt
Jackal
1 unit of jackal pelt
Killer Whale
4 units of killer whale skin
Lion
2 units of lion hide
Lizard
1/4 units of lizard scales
Mammoth
4 units of mammoth hide
2 units of mammoth tusks
Mastiff
1 unit of mastiff hide
Mule
1 unit of mule hide
Octopus
1 unit of octopus tentacles
1/2 unit of octopus ink sac
Owl
1/4 units of owl feathers
PARTS BY CREATURE
Panther
1 unit of panther hide
Phase Spider
1 unit of phase spider venom
1 unit of phase spider web sac
Poisonous Snake
1/4 units of poisonous snake skin
1/4 unit of poisonous snake poison
Polar Bear
2 units of polar bear hide
Pony
1 unit of pony hooves
Rat
1/4 units of rat pelt
Raven
1/4 units of raven feathers
Reef Shark
1 unit of reef shark skin
Rhinoceros
2 units of rhinoceros hide
2 units of rhinoceros horns
Riding Horse
1 unit of riding horse hooves
Saber-Toothed Tiger
2 units of saber-toothed tiger hide
1 unit of saber-toothed tiger fangs
Scorpion
1/4 units of scorpion venom
Spider
1/4 units of spider venom
Tiger
2 units of tiger hide
Vulture
1 unit of vulture feathers
Warhorse
1 unit of warhorse hooves
Weasel
1/4 units of weasel pelt
Winter Wolf
2 units of winter wolf hide
Wolf
1 unit of wolf hide
Worg
2 units of worg hide
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