Wilderness Survival Guide

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Designed

Credits
Designed by AeronDrake
Made with "The Homebrewery", created by /u/stolksdorf. Table of Contents
Special thanks to /u/calculuschild, since he gave me 3
permission to use his "Alchemist's Supplies" as base for Part 1: Collecting Materials
the alchemy system on this guide. 3
Material Sources ..................................................................................
Also thanks to everyone who helped with the typos, Creatures ..............................................................................................................
3
suggestions, new ideas and making all of this mechanics Minerals and Others ..........................................................................................
4
and rules more clear and balanced. Plants and Herbs ................................................................................................
5
Art credits 7
"Troll Hunter" by Kerembeyit Part 2: Alchemy
"Dragon Carcass" by Thomaswivegg Alchemy Basics .......................................................................................................
7
"Solstice Gathering" by Ironshod Creating a Mixture .................................................................................................
7
"Bone armor character concept" by jeffchendesigns
"Dwarf-Forge" by Graffiti-freak Part 3: Crafting 8
"I dont know this one" by ArtDeepMind Object Types ............................................................................................................
8
"Small Items Potion Vial 3" by blackbirdink Special Materials ...................................................................................................
8
"Borderland Explorer" by LucasGraciano Material Descriptions ............................................................................................
9
"Sandstorm" by KaiserFlames
"The Alchemist" by rodg art Part 4: Socketing 12
Socketing Basics ....................................................................................................
12
Gem Properties ......................................................................................................
12
Part 5: Expanded Equipment 13
Armor and Shields ..............................................................................13
13
Weapons ............................................................................................................
New Weapon Properties .......................................................................................
13
Weapons ...................................................................................................................
13
14
Adventuring Gear ................................................................................
16
Magic Items ..................................................................................................
Part 6: Customization Options 17
17
Feats .....................................................................................................................
Part 7: Dangers of the Wild 18
Environmental Hazards ............................................................... 18
Dangerous Terrains .......................................................................... 20
Appendix: List of Essences 22
Extras 23

ON THE COVER
Kerem Beyit illustrates a lonely ranger casting a spell while
she finds a troll footstep on the forest ground after several
weeks of tracking and searching the creature.

Disclaimer: I'm not resposible for the consequences of trying to hunt down an ancient red dragon without proper equipment.
Table ofbyContents
Some side effects creating a healing potion using strange materials may include hallucinations, paranoia, sudden changes in
behavior and glowing eyes.
CONTENTS
2
Part 1: Collecting Materials

Y
ou can collect materials during your travels, The number of checks you can make and the time used for
which are used to craft new equipment, create harvesting all the parts of a creature depends of the size of
alchemical concoctions and collecting gems the creature as shown in the following table. For example, if
used for socketing your equipment for extra you harvest a medium sized creature it will take one hour for
benefits. To get new materials, you must expend the whole process, even if you only make 1 check.
the whole process without major interruptions
(like a combat). There're three material Creature Size Max. harvest checks Total time to harvest
categories, and each one has a special way to collect them: Tiny 1 Two hours
Creatures, Minerals and others and Plants and herbs. Small 1 30 minutes
Also, depending of the type of material and the place where
it is, they might be modifiers to the skill check made for Medium 2 One hour
collecting the materials. The DM can add more than one of Large 3 One hour
the modifiers (for example, if you're traveling at normal pace
in a rainy day, the DC will be +11). Huge 4 Two hours
Gargantuan 5 Two hours (minimum)
Special conditions DC
Rain, fog, low visibility areas +3 Each successful check gives you a number of units
Storm, snowfall, no visibility areas +5 depending on the creature size as shown in the following
table, which can be used for creating new pieces of
Traveling at slow pace +5 equipment or as alchemical materials.
Traveling at normal pace +8
Creature size Units collected per check
Traveling at fast pace +11
Tiny 1/4 unit
Small 1/2 unit
Material Sources Medium 1 unit
Creatures Large 2 units
Creature parts are used as alchemical materials and for Huge 3 units
creating armor and weapons for the adventurers, which some
of them gives special features. Others take some of the Gargantuan 4 units
creature parts as trophies and decorations for their armor
and houses. You can only make one check for each part you want to
If you want to extract parts of animals and creatures, you harvest. For example, a character can make 3 checks for
must make an Intelligence (Nature) check for common harvesting a large sized dragon, but he can only use one of
creatures, an Intelligence (Arcana) or an Intelligence the checks to harvest the scales, and the other two checks
(Religion) check for rarer creatures. You can also make a can be used for other parts of the dragon (like an essential
Wisdom (Survival) instead an Intelligence check when organ and the horns)
harvesting parts. On a failed check, the part is destroyed or For alchemical uses, the DM determines the essence type
damaged. It's up to the DM to determine which check is made of the harvested parts. You can read more information about
depending on the creature type and how common is that the essences in the alchemy section.
creature in the world. When you use the parts for crafting armors and weapons,
DC: 15 + 1/2 of the creature's CR (Creatures with a CR you need a number of units of the same material depending
less than 2 don't add the CR to the DC) of the size for the object. You can read more about crafting
and the materials in the crafting section.

COLLECTING MATERIALS
3
In the following table are examples of creature parts and For example, if you harvest some feathers from a hippogriff
their uses. Some parts deals damage if you fail to extract it. (CR 1), the value of the feather unit will be 1% of the base
The elemental damage can be any type of damage, and it's experience (200 exp), which is 2 gp.
defined by the DM (for example, a character takes fire As other examples: A unit of pseudodragon's scales is
damage on a failed check to extract the essential organ of a worth 5 sp (CR 1/4), and a unit of an adult blue dragon's
red dragon). You can determine the damage using the same scales is worth 1,500 gp (CR 16).
guidelines for traps damage found in the chapter 5 of the Getting Meat (Foraging Variant)
Dungeon Master's Guide. While the characters can forage to survive on the wilderness,
Part Uses Damage on a failure they also can hunt down and kill a creature to harvest the
meat and use it as food. The meat they yield spoils after a
Sting Alchemy,
equipment
Deals poison damage on a failed
check
single day if uneaten. Eating spoiled meat might require a
Constitution saving throw to avoid throwing up the food or
Wings, Alchemy, getting diseased.
feathers equipment A character can make a Wisdom (Survival) check to try to
Fins Alchemy, collect meat as food. The DC for the check is typically 15, but
equipment its up to the DM to modify the DC. The amount of meat
Chitin Equipment harvested is determined by the creature size, as shown in the
creature food yield table below.
Tail Alchemy Getting meat does not count on the maximum harvest
Fangs, Alchemy, Deals piercing damage on a checks you can make to harvest a creature.
teeth equipment failed check
Creature Food Yield
Organ Alchemy Creature Size Food Gained
Horns Equipment Deals piercing damage on a Tiny 1 lb.
failed check
Small 4 lb.
Ectoplasm Alchemy Deals necrotic damage on a
failed check Medium 16 lb.
Scales Alchemy, Large 32 lb.
equipment
Elemental Alchemy Deals elemental damage on a Minerals and others
essence failed check
Minerals are earthen materials used for making armor,
Claws Alchemy, Deals slashing damage on a weapons, and gaining special effects for those armors and
equipment failed check weapons. Minerals can be divided in two types and each type
Bones Alchemy, has a unique way to acquire them.
equipment
Ores are extracted with the use of a Miner's Pick and a
Slime, Alchemy Deals elemental or poison Strength (athletics) check.
mucus damage on a failed check Gems are extracted with the use of Gem Extraction Tools
Essential Alchemy Deals elemental damage on a (worth 2 gp) and Dexterity (Sleight of Hand) check. The
Organ failed check gems are also divided in four levels which determines the
Fur, hide Equipment power and the benefits you get when you add them to an
armor, shield or weapon.
Blood Alchemy
The check for extracting either mineral type is always DC
Parts Values 15. If needed, the character must make an Intelligence
The value of each harvested unit goes from 1% to 50% of the (Nature) check first to find a vein or a place where the ores or
experience of the creature. The harvested parts of common gems are.
creatures have a value of 1% of the creature's experience, If the character is extracting ores, on a success they
while the rarer creatures parts value is close to 50% of the collects a number of ore units equal to 2d4 + your
creature's experience. You can determine the values of each Constitution modifier.
extracted part in the following table. If the character is extracting gems, the DM determines the
Units Value amount and level of the gems found, or he can roll a d20
CR Creature rarity Unit value and compare the result with the following table.
6 or less Common 1% of the creature exp. d20 Gems found
7-12 Uncommon 5% of the creature exp. 1-15 1 gem (1st level gem)
13-18 Rare 10% of the creature exp. 16-17 1 gem (2nd level gem)
19-24 Very Rare 25% of the creature exp. 18 1 gem (3th level gem)
25+ Legendary 50% of the creature exp. 19 1 gem (4th level gem)
20 Roll twice
COLLECTING MATERIALS
4
The gem can be determined by the DM or rolled randomly Very Rare plants, which have two essences of the same
and comparing the result with the table below. You can read type and one extra essence
more about the gem level and properties in the socketing To gather plants, herbs and other similar resources the
section. character must make an Intelligence (Nature) check (DC 15).
If the character success the check, the DM rolls a d20 to
Gem Color determine the number of resources gathered.
d10 Color
d20 Number of plants gathered
1 Brown
1-10 1
2 Blue
11-15 1d4
3 Red
16-18 1d4+1
4 White
19 1d4+2
5 Yellow
20 Roll twice
6 Black
7 Green The time used for gathering equals to 1 hour for each
8 Purple check, and you can make a number of checks per day equal to
your Intelligence modifier (minimum 1).
9 Orange
10 Gray Plants Values
You can buy and sell the plants and herbs in the market as
Non-Mineral Materials shown in the following table.
There're also other materials which are not ores or gems, Plant Rarity Market Value
such as wood, stone and coral, that can be also used to craft
weapons or pieces of armor. Common 5 gp
For collecting those materials, you need to make a Uncommon 10 gp
Strenght (athletics) or a Dexterity (Sleight of Hand) check, Rare 20 gp
depending on the material (DC 15). On a success you collect
a number of units equal to 2d4 + your Constitution modifier. Very Rare 40 gp
For example, if a character wants to collect some units of
darkwood for an armor, he must make a Strength (athletics)
check to cut down the tree with an axe and get the material.
On a success, he collects a number of Darkwood units equals
to 2d4 + his Constitution modifier.
The time used for extracting minerals and other materials
equals to 1 day of downtime activity. This represent all the
time the character uses to find and extract the materials.
Materials Values
Minerals and other materials can be sold (and in some cases,
bought), and the value of each unit depends of the material.
For more information see the crafting section.
You can also sell the gems you found in your adventures.
The base market value of the gems is determined by the
following table.
Rarity Gem Level Value
Common 1st 25 gp
Uncommon 2nd 50 gp
Rare 3rd 75 gp
Very Rare 4th 100 gp

Plants and Herbs


Plants are used for creating alchemical potions and mixtures,
and they are divided in four levels of rarity.
Common plants, which have one essence
Uncommon plants, which have two different essences
Rare plants, which have two essences of the same type

Very Rare plants COLLECTING MATERIALS


5
Lakes, rivers and ocean
Plants and Herbs by Areas 1d20 Name Rarity Essences
In the following tables you can see examples of plants and
their alchemical essence for various environments. You can 1-5 Twilight wormwood Common
read more information about the essences properties in the 6-10 Blue herb Common
alchemy section.
11-15 Mandrake root Common
Arctic
16-18 Aniseed sap Uncommon
1d20 Name Rarity Essences
19 Kreet paste Rare
1-5 Blue herb Common
20 Chromatic mud Very Rare
6-10 Drojos ivy Common
11-15 Ucre bramble Common Mountains
16-18 White poppy Uncommon 1d20 Name Rarity Essences

19 Kreet paste Rare 1-5 Drojos ivy Common

20 Angel flower Very Rare 6-10 Ellond scrub Common


11-15 Mandrake root Common
Caves
16-18 Ash chives Uncommon
1d20 Name Rarity Essences
19 Kasuni juice Rare
1-5 Twilight wormwood Common
20 Dragontongue petals Very Rare
6-10 Blue herb Common
11-15 Mandrake root Common Plains
16-18 Abyss flower Uncommon 1d20 Name Rarity Essences

19 Kasuni juice Rare 1-5 Ellond scrub Common

20 Blackleaf Rose Very Rare 6-10 Mandrake root Common


11-15 Ucre bramble Common
Desert
16-18 Aniseed sap Uncommon
1d20 Name Rarity Essences
19 Lunar nectar Rare
1-5 Drojos ivy Common
20 Dragontongue petals Very Rare
6-10 Ellond scrub Common
11-15 Ucre bramble Common Swamps
16-18 Dried Ephedra Uncommon 1d20 Name Rarity Essences

19 Olina petals Rare 1-5 Twilight wormwood Common

20 Ebrium fungus Very Rare 6-10 Blue herb Common


11-15 Ucre bramble Common
Forests
16-18 Frenn moss Uncommon
1d20 Name Rarity Essences
19 Ecire laurel Rare
1-5 Twilight wormwood Common
20 Spineflower berries Very Rare
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
COLLECTING and ocean
MATERIALS
6
Part 2: Alchemy

E
ach ingredient used in alchemy have one or
more essences which are extracted and Combination Effect
used to create mixtures with alchemical + On an impact, the targets are covered with a
properties: Water ( ), Air ( ), Fire ( ) sticky gel. Any effect that deals fire, cold or
and Earth ( ). This are considered the lightning damage to them while covered in
basic essences, and there are two extra the gel occurs again at the start of each of
essences which improves the effects on a their turns. A creature can try to remove the
concoction: Positive ( ) and Negative ( ). gel spending its action to make a Dexterity
saving throw (DC 10).
Alchemy Basics + Releases slippery oil on the ground in a 10-
feet area, and the creatures in the area must
You can create bombs and potions using up to six make a Dexterity saving throw. On a fail, the
ingredients to craft them. creature falls prone.
The ingredients are any resource which have one or more
essences you use to create the mixture (such as blue + Deals 1d4 poison damage on contact and
the creature must make a Constitution
herbs or a Mandrake root). saving throw (DC 10). On a failed save, the
You need a glass bottle worth 2 gp for each bomb or creature is poisoned for 1 minute.
potion you craft.
The value of bombs and potions equals to 10 gp plus 15 + Deals 1d6 force damage on contact.
gp for each extra ingredient after the first. + A series of small ice shards are released from
Bombs have a range of (20/60). the bomb in a 5-feet radius. Al the creatures
at range must make a Dexterity saving throw
Creating a Mixture (DC 10). On a failed save, the creature takes
1d4 cold damage.
After determining the number of ingredients and the value of
the mixture, you can start the process of crafting the bomb or + A bright light explosion is released in a 10-
potion. feet sphere, and all creatures in the area
The creation process must be made in sessions of 4 must make a Dexterity saving throw (DC 10)
uninterrupted hours for each 25 gp of the object you're trying or be blinded for 2 turns.
to create. When you start the first session, all ingredients are + A soundwave that deals 1d4 thunder damage
consumed. to the creatures. All the damaged creatures
Bombs and potions which have a value of 25 gp or less can are also deafened for 1d4 turns.
be crafted anywhere, while an expensive mixture will require + Deals 1d6 acid damage on contact.
a place for crafting due the amount of ingredients and the
required tools for creating it. + Deals 1d6 radiant damage on contact.
At the end of the last sesion, the character must make an + Deals 1d6 necrotic damage on contact.
Intelligence check, adding the proficiency bonus if he's
proficient with the alchemist's supplies. The DC for the + You have resistance to bludgeoning, piercing
check is 6 + twice the number of ingredients used. If the or slashing damage for 1 minute (The
character passes the check, the mixture is created. On a fail, damage type is choosen when the potion is
the mixture is not created and all the ingredients are lost. created).

Combination Effect + You have resistance to cold, fire or lightning


damage for 1 minute (The damage type is
+ Heals 1d4 + 1. choosen when the potion is created).
+ Deals 1d4 lightning damage on contact. The + All the other effects are doubled.
damage is doubled if the target is wearing a
metallic armor or a metallic weapon. + Increases the effect radius in 5 feet.

+ Deals 1d4 fire damage of contact. The A character can create a potion that heals 1d4 + 1 using
damage is doubled if the target is wearing
clothes, leather or something inflamable.
two common ingredients with 1 water essence each (DC 10)
and it will take 1 session of 4 hours for creating it, since its
+ A series of small fragments are released and value is 25 gp (10 gp as base, plus 15 gp for using two
deals 1d4 piercing damage to all creatures in ingredients). They can also create the same healing potion
a 10-feet radius who failed a Dexterity saving using a rare ingredient which have 2 water essences (DC 8)
throw (DC 10). and it will take 1 session of 4 hours to create it.
+ When you chew this crystal you can breathe On the other hand, if they uses two rare ingredients (2
in places without oxygen for 1 minute. water essences each) they can create a better potion. The DC
and the time will be the same as the first case, but the healing
+ A dense fog appears in a 15-feet sphere,
blocking the vision for 1d4 turns.
is doubled (2d4+2).

ALCHEMY
7
Part 3: Crafting

D
uring your adventures and travels, you can If you fail the check, you must finish a long rest to make the
collect a series of elements and materials to check again. After 3 consecutive failures, you need to start
craft special equipment. This section expands the process again and all the materials you used are lost.
the crafting system found in the Player's
Handbook and modifies some parts of it. Hiring Artisans
You can hire one or more artisans to help you creating the
You can craft nonmagical objects, including adventuring object or to create the object completely by themselves. When
equipment. You must be proficient with tools related to the using special materials, you need to hire an artisan which
object you are trying to create (typically artisan's tools). You knows how to work that material.
might also need access to special locations to create it. For The cost for hiring an artisan depends of the object type
example, someone proficient with smith's tools need a forge you want to create. In general, for rarer objects you will need
in order to craft a sword or suit of armor. an artisan who knows how to work the material, have a
For every day of downtime you spend crafting, you can craft crafting guide or simmilar. You can see the cost of hiring an
one or more items with a total market value not exceeding 25 artisan in the following table. If you hire an artisan to create a
gp, and you must expend raw materials worth half the total unique object with special materials or sockets, the cost per
market value. If something you want to craft has a market day is 15 gp.
value greater than 25 gp, you make progress every day in 25- Hiring an Artisan
gp increments until you reach the market value of the item. Object type Cost per day
For example, a suit of plate armor (market value of 1,500 gp)
takes 60 days to craft by yourself. Normal (common labours of the artisan) 2 gp
Multiple characters can combine their efforts toward the Special (special materials or sockets) 5 gp
crafting of single item, provided that the characters all have
proficiency with the requisite tools and are working together Unique (completely new object) 10+ gp
in the same place. Each character contributes 25 gp worth of
effort for every day spent helping to craft the item. For Special Materials
example, three characters with the requisite tool proficiency To create an object with special materials, you need an
and the proper facilities can craft a suit of plate armor in 20 amount of material units: For a medium-sized creature, when
days, at a total cost of 750 gp. you use the materials for crafting armors and clothing, you
While crafting, you can maintain a modest lifestyle without need 3 units of the same material, for weapons and shields
having to pay 1 gp per day, or a comfortable lifestyle at half you need 2 units of the same material and for 10 units of
the normal cost (see chapter 5 of the Player's Handbook for ammunition you need 1 unit of the same material. If you want
more information on lifestyle expenses). to craft something for a bigger sized creature, you need to use
twice the amount of materials used for each size increment,
Object Types and for smaller sized creatures you need only half materials
There're three types of objects you can craft: per each size smaller than medium.
Common objects are the objects you can easily find in a As an example, if you want to create an adamantine plate
store, dungeons and most of the artisans makes them armor for a medium sized character, it will take 60 days to
regularly, like a longsword or a leather armor. craft it, at a cost of 750 gp and three units of adamantine. If
Special objects are the pieces of equipment crafted with you hire two artisans to work with you in the crafting, it will
special materials or sockets, like a darksteel longsword. take 20 days, at a total cost of 950 gp and three units of
Unique objects are completely new creations, with custom adamantine.
forms, qualities and benefits, like a greatsword with a In case of the creature parts, you gain an extra benefit
mechanism to transform it in two scimitars. depending on the creature Challenge Rating, as shown in the
following table.
Skill Checks Creature CR Armor Class Weapons (attack and damage)
When you craft an object, you must make a skill check at the
end of the process to see if you succeed on the creation of the 6 or less none none
object. The skill check has the following rules: 7-12 none +1
You need to make an Ability check (d20 + ability modifier) 13-18 +1 +2
You can add the proficiency bonus if you are proficient 19-24 +2 +3
with the artisan tools you need.
If you are in a place without the tools needed or you dont 25+ +3 +4
have the artisan tools, the check is made with
disadvantage and without your proficiency bonus. For example, a scale mail created with scales from an adult
blue dragon (CR 16) will give you an extra +1 to your armor
DC for crafting objects: Normal objects: 10; Special class, for a total of 15 + dex modifier (max. +2).
objects: 15; Unique objects: 20.

CRAFTING
8
Asmoroch wood
Material Descriptions A black scorched wood which is cold to touch.
Unit cost: 500 gp
In the following section you can find a list of special Weapon: When you hit a creature with a weapon
materials, the unit cost of each one and their properties to completely made of asmoroch wood, you deal 1d6 necrotic
armors or weapons. Some of this materials might have other damage.
special features (for example, an armor made with dragon
bones could grant you resistance to the dragon type damage Beast feathers
and remove the AC penalty) Hyppogriffs, Rocs, giant eagles and other flying creatures
have beautiful feathers used to show their majesty.
Adamantine Unit cost: Determined by the creature's CR.
A shiny black metal, known as one of the hardest substances Armor: While wearing a cape, clothing or hide armor
in existence. created with beast feathers, you have advantage on any
Unit cost: 250 gp. animal handling checks.
Armor: While wearing a medium or heavy armor (non
hide) made with adamantine, any critical hit against you Bone
becomes a normal hit. A series of bones joined together, mostly used by shamans
Weapons: When you hit a creature with an adamantine and wildlings.
weapon, the damage overcomes the non-magic immunity and Unit cost: Determined by the creature's CR.
resistance. Armor: Replaces the metal. You have advantage on
Intimidation checks made while wearing a bone armor but
Aerocrystal the base armor class is reduced by 2.
A light blue, glass-like crystal known for creating quick, Weapon: Replaces the metal. All the damage made with a
precise weapons. bone weapon is reduced by 2.
Unit cost: 500 gp
Weapon: You can use your dexterity modifier for attacks Chitin
and damage made with aerocrystal. Flexible shells of chitinous creatures such as giant crabs or
remorhaz known to be lighter than metallic armors and used
by acuatic creatures.
Unit cost: Determined by the creature's CR.
Armor: Replaces the metal. While wearing a medium or
heavy armor (non hide), the armor's dexterity bonus increases
by 1.
Cold Iron
This iron is worked entirely while cold, known for its
effectiveness against fey creatures.
Unit cost: 100 gp
Weapons: When you hit a fey with a cold iron weapon, you
can roll the damage again and use either result.
Coral
Worn by sea creatures and races, such as tritons, it gives you
more flexibility under the sea.
Unit cost: 100 gp
Armor: Replaces the metal. While wearing a coral armor,
you swim speed increases by 10 feet
Darksteel
A darkened bue metal that only forms in areas affected by
thunderstorms, known for having that energy inside of it.
Unit cost: 150 gp.
Armor: While wearing a medium or heavy armor (non
hide) made with Darksteel, you have resistance to lightning
damage.
Weapons: When you hit a creature with a Darksteel
weapon, you deal an extra 1d4 lightning damage.

CRAFTING
9
Infernal Leather
Darkwood A reddish hard leather created in the infernal planes.
This piece of wood is as hard as normal wood but very light. Unit cost: 750 gp
Unit cost: 50 gp Armor: Light armors made with infernal leather have a +1
Armor: Replaces the metal of any medium or heavy armor. to the armor class. While wearing it you have resistance
Weapons: Weapons made completely of darkwood gains against fire damage.
the light feature.
Infernal Steel
Dragon Scales A blood red metal found in the infernal planes which is very
Big scales harvested from a dragon body, with a variety of resistant and captures the hot and flames.
colors depending of the dragon. Unit cost: 750 gp
Unit cost: Determined by the creature's CR. Armor: Medium and heavy armors (non hide) made with
Armor: While wearing a dragon scale armor, you have infernal steel have a +2 to the armor class. While wearing
resistance to the dragon's damage type. wearing it you have resistance against fire damage.
Weapon: When you hit a creature with an infernal steel
Dwarven Stone weapon, you deal an extra 1d8 fire damage.
This marble-like stones are used by dwarves to create a
ceremonial armor for the defenders of their cities, even Leafweave
though is heavier and bulkier than metallic armors. Alchemically processed leaves that are hard as leather, used
Unit cost: 250 gp also as camouflage.
Armor: While wearing a heavy dwarven stone armor, you Unit cost: 100 gp
have a +1 to your armor class, but the strength requirement Armor: While wearing a cape, clothing or hide armor
increases by 2 and your speed is reduced in 10 feet. created with leafweave, you have advantage on stealth checks
in woodlands and forests.
Ellond hide
This brown-orange hide is harvested from desert and dry Mitrhil
areas creatures. This white-silver metal is lighter and flexible than common
Unit cost: Determined by the creature's CR. steel.
Armor: While wearing a cape, clothing or hide armor Unit cost: 250 gp
created with ellond hide, you have resistance against fire Armor: Heavy armors made with mithril are considered
damage. medium, and medium armors are considered light. The
armor's dexterity bonus increases by 1.
Eternal Ice Weapon: Two handed weapons made with mithril lose the
This cold white-blue block of ice resist high temperatures, heavy property and all the other weapons gain the light
making it unable to melt in normal conditions. feature.
Unit cost: 250 gp
Weapon: When you hit a creature with an eternal ice Obsidian
weapon you deal an extra 1d6 cold damage. This black to deep purple glass-like stone is known to be very
sharp.
Ignum Unit cost: 150 gp
This black semi-traslucent stone have some lava-like glowing Armor: While wearing an obsidian armor (non-hide
and flowing inside of it. medium or heavy armor) when an enemy tries to grapple you,
Unit cost: 250 gp it takes 1d4 piercing damage.
Armor: While wearing a medium or heavy armor (non Weapons: Any piercing or slashing damage made with an
hide) made with ignum, you have resistance against cold obsidian weapon deals an extra 1d4 of damage.
damage.
Weapon: It emits bright light in a-10 foot radius, and when
you hit a creature with an ignum weapon you deal an extra
1d6 fire damage.

CRAFTING
10
Orichalcum Optional Rules: Material Resistance
This bronze orange metal its used to protect against magic, Every armor, weapon or shield made with special materials
absorbing some part of the magical essence and then have a number of resistance points. If the points are reduced to
unleashing it.
Unit cost: 500 gp 0, the piece of equipment is broken and you need to repair it
Armor: While wearing a medium or heavy armor (non to use it again.
hide), you have advantage against Strength and Constitution The points are reduced in the following events:
saving throws against spells and magic effects. When you make an attack with a weapon made with a
Weapon: When you hit a creature with an orichalcum special material and you roll a 1, the resistance points of
weapon, you deal an extra 1d6 force damage. the weapon is reduced by 1 point.
When you take a critical hit from an oponent, it reduces
Plague wood your armor resistance points by 1. If you're wielding a
This ancient mossy-like wood have small spores floating shield, reduce the resistance points of the shield first.
arround it.
Unit cost: 200 gp Each reduced point also reduces the damage dealt for
Weapon: When you hit a creature with a weapon made weapons and the AC for armors and shields.
completely with plague wood, you deal an extra 1d6 poison In the following table you can see how many resistance
damage. points have a special material depending on the material value.
A material that replaces any of the materials mentioned in the
Shadow silk table uses the resistance of the replaced material (for example,
This black semi-transparent silk is carefuly made by a Coral armor uses the metal resistance points)
underground spiders and spider-like creatures.
Unit cost: Determined by the creature's CR.
Armor: While wearing a cape, clothing or hide armor Resistance Points by Value
created with shadow silk, you have advantage on Material Value Hide, Clothing Wood Metal
stealth checks in lightly obscured areas (such as 100 or less 2 3 4
tree shadows). 101 - 500 3 4 5
Shadowfell Linen 501 - 1.000 4 5 6
A dark and purple linen found in the shadowfell. 1.001 or more 5 6 7
Unit cost: 750 gp
Armor: While wearing a cape, clothing or hide armor Repairing Equipment
created with shadowfell linen, you have resistance against
force and psychic damage. If you want to repair a piece of equipment made with a special
material, you need to make a tools check using the required
Spiritual wood artisan tools. The DC equals to 8 + total ammount of reduced
This cyan-like wood have a natural connection with the points.
magic. Depending on what you're trying to repair, you need to use a
Unit cost: 150 gp number of units of the same material, as shown in the
Armor: Replaces the metal of any medium or heavy armor.
While wearing an spiritual wood armor, you have advantage following table.
on concentration checks to maintain a spell.
Weapon: You can use any weapon made completely with Equipment type Number of Material Units
spiritual wood as an arcane focus, and you deal an extra 1d4 Armor 2 units
force damage on a hit. Shield 1 unit
Stellar Iron Weapon 1 unit
A white bright metal, soft on touch but very resistant, known
for being used by celestial beings. If you pass the check, the equipment is repaired completely.
Unit cost: 750 gp If you fail the check, you can make another check when you
Armor: Medium and heavy armors (non hide) made with finish a long rest.
stellar iron have a +2 to the armor class. While wearing it you
have resistance against necrotic damage. Common Items Resistance
Weapon: When you hit a creature with a stellar iron
weapon, you deal an extra 1d8 radiant damage. If you use this rules, you can also apply them to common
items like a longsword, a bow or an armor. Determine the
resistance points unsing the market value of the items, and for
repairing them you will need units of iron, wood, or any other
common material.

CRAFTING
11
Part 4: Socketing

I
n your adventures and travels, it's possible to find In the following table you can see the damage type, which
special gems which have been imbued with magic applies for the damage dealt with weapons and the
that can be used to add special benefits to your resistances for armors.
armor and weapons. The gems are divided in levels
which determines the power of the gem, and you Color Damage Type
can't use a gem with a higher level than the slot level. Brown Acid
Blue Cold
Socketing Basics Red Fire
You can add one socket to any armor, shield or weapon and White Force
you need to attune to the item with the gem for use the gem
properties. You can change a gem from an item, but you need Yellow Lightning
to spend a short rest to attune to the new item with the gem Black Necrotic
again. Green Poison
Adding a Slot Purple Psychic
When adding a slot to an object, you need to spend the slot Orange Radiant
cost shown in the following table, then you have to make a
Dexterity check, adding your proficiency bonus if you have Gray Thunder
the jeweler's tools and if are proficient with them. To craft the
slot and use a gem, the character must meet a level minimum For example, a 1st level black gem socketed in a weapon
determined by the slot level, as shown on the following table. will add an extra 1d4 necrotic damage, and the same gem
socketed on an armor or shield will reduce the necrotic
Slot Level Cost DC to create Character lvl damage you take by 3.
1st 250 gp 10 1st
2nd 500 gp 15 1st
3rd 750 gp 15 5th
4th 1,000 gp 20 10th

If you fail the check, you must finish a long rest to make the
check again, and if you fail the check by 5 or more, the slot is
damaged and the object cannot be socketed again.
You can hire an artisan to make the slot, but in that case
the slot cost will be doubled (this includes the hiring costs).
Gems Properties
Each gem have some special features depending of the
object. For armors and shields, the gem makes you more
resistant to a damage type, and for weapons, you deal the
damage type of the gem. The damage dice and the damage
reduction is determined by the gem level.
1st Level Gems
Armors and shields: Reduce the gem damage type by 3.
Weapons: You deal an extra 1d4 gem damage type.
2nd Level Gems
Armors and shields: Reduce the gem damage type by 4.
Weapons: You deal an extra 1d6 gem damage type.
3rd Level Gems
Armors and shields: Reduce the gem damage type by 5.
Weapons: You deal an extra 1d8 gem damage type.
4th Level Gems
Armors and shields: Reduce the gem damage type by 6.
Weapons: You deal an extra 1d10 gem damage type.

SOCKETING
12
Part 5: Expanded Equipment
Bark. This armor is crafted from bark of trees and treated
Armor and Shields to prevent it from becoming brittle over time, and is
Here you can find new armor and shield options to your commonly used by druids. It includes arms, legs, chest and
adventures, and two new cloaks to use without having any back protection.
armor proficiency. Buckler. A small metal shield is worn strapped to your
Dueling cloak. Although worn, the wearer can hold the forearm. You can wield a weapon in the same hand of the
cloak in his/her off-hand to use it for defense. You can spend buckler, but you have a -1 penalty on attack rolls with the
a bonus action to hold the cloak with one of your hands to weapon in that hand.
gain the AC bonus (you can't use a shield, a two-handed Tower shield. A massive shield nearly as tall as a human. It
weapon or any object with that hand while holding the cloak). provides the indicated bonus to your AC, and you can spend
You can only wear it with light or no armor. an action to use it as total cover until you make another
Reinforced cloak. A cloak with some metalic plates or action. The shield does not provides cover against targeted
scales around the top and the shoulders that grants some spells, and you can't use your shield hand for anything else.
protection, used commonly by nobility, traveling merchants Due its weight, your speed is reduced by 10 feet. If you are
and wizards. You can only wear it with light or no armor. also wearing heavy armor, you have a -2 on attack rolls.

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Clothing
Dueling cloak 10 gp +1 3 lb.
Reinforced cloak 20 gp +1 5 lb.
Light Armor
Bark 20 gp 11 + Dex modifier 15 lb.
Heavy Armor
Banded mail 45 gp 15 Str 13 Disadvantage 45 lb.
Shield
Buckler 8 gp +1 4 lb.
Tower shield 15 gp +3 Str 13 Disadvantage 30 lb.

Gauntlet, spiked. This gauntlet have some metallic spikes


Weapons in the knuckles. When you make an unarmed strike with this
New Weapon Properties gauntlet, you deal the gauntled damage instead. You can't use
the gauntlet to attack if you're holding something in that
Some of the weapons listed here have special properties, hand. The prize is for only one gauntlet.
which are explained below. Scythe. When you make an attack with the Scythe, you can
Covert. You have advantage on Dexterity (Sleight on choose to attack up to three creatures that are in line and at 5
Hands) checks to conceal this weapon. feet of you. If you do so, you need to roll for each creature,
Switch. This weapon have a mechanism to transform one and all the rolls are made with disadvantage.
weapon to another. You can use your bonus action to change Dart, sleeping. A dart with a small glass vial filled with
the weapon form to another. sleeping liquid that is released when it enters into a
creature's body. When you hit a creature with this dart, roll
Weapons Descriptions 4d4. This is the total hit points you affect. After dealing the
Gauntlet. A metal glove that allows you to punch and damage dart damage, if the creature have equal or less hit points than
your enemies. When you make an unarmed strike, you deal the total, the creature falls unconscious for 1 hour or until the
the gauntlet damage instead. You can't use the gauntlet to sleeper takes damage, or someone uses an action to shake or
attack if you're holding something in that hand. The prize is slap the sleeper awake. You must keep the dart in the
for only one gauntlet. creature's body, otherwise it awakes after 1 minute. When
you hit a creature, the glass vial is shattered to release the
liquid.

EXPANDED EQUIPMENT
13
Weapon
Name Cost Damage Weight Properties
Simple Melee Weapons
Gauntlet 1 gp 1d2 bludgeoning 1 lb. Special
Gauntlet, spiked 2 gp 1d4 piercing 2 lb. Special
Mace, heavy 6 gp 1d8 bludgeoning 6 lb. Heavy, two-handed
Scythe 8 gp 1d6 slashing 5 lb. Two-handed, special
Simple Ranged Weapons
Dart, sleeping 5 sp 1d4 piercing 1/2 lb. Finesse, thrown (range 20/60)
Martial Melee Weapons
Claw 5 gp 1d6 slashing 2 lb. Finesse
Katana 25 gp 1d6 slashing 3 lb. Finesse, versatile (1d8)
Khopesh 10 gp 1d6 slashing 3 lb. Special
Kukri 4 gp 1d4 slashing 1 lb. Finesse, light, special, thrown (range 20/60)
Longspear 5 gp 1d8 piercing 5 lb. Two-handed, reach
Pick, light 2 gp 1d6 piercing 1 lb. Light
Switch axe 100 gp 2d6 slashing 18 lb. Heavy, switch, two-handed
Martial Ranged Weapons
Crossbow, bladed 75 gp 1d8 piercing 18 lb. Ammunition (range 80/320), loading, switch, two-handed
Crossbow, wrist 100 gp 1d6 piercing 3 lb. Ammunition (range 30/120), covert, light, loading

Ammunition, cold. Each of these projectiles carries a load


Khopesh. You score a critical hit with a 19 or 20. of some alchemical essence in it's hollow shaft. When it hits a
Kukri. This weapon deals an extra 1d4 slashing damage target, the projectile's shaft shatters, releasing the alchemical
on a critical hit. essence directly onto the target. When you hit a creature with
Switch axe. This weapon have two variants: an alchemical arrow or bolt, you deal an extra 1d4 cold
Sword form. While using the weapon in this form, you damage.
deal 2d6 slashing damage on a hit. Ammunition, fire. Each of these projectiles carries a load
Axe form. While using the weapon in this form, you deal of some alchemical essence in it's hollow shaft. When it hits a
1d12 slashing damage on a hit. target, the projectile's shaft shatters, releasing the alchemical
essence directly onto the target. When you hit a creature with
Crossbow, bladed. This weapon have two variants: an alchemical arrow or bolt, you deal an extra 1d4 fire
damage.
Crossbow form (ranged). While using the weapon in this Ammunition, holy. Each of these projectiles carries a load
form, you deal 1d8 piercing damage on a hit. of some holy water in it's hollow shaft. When it hits a target,
Sword form (melee). While using the weapon in this form, the projectile's shaft shatters, releasing the holy water
you deal 1d6 piercing damage on a hit. directly onto the target. When you hit a fiend or undead
creature with a holy arrow or bolt, you deal an extra 1d6
Adventuring Gear radiant damage.
Bullet, acid. These hollow glass sling bullets are filled with
This section describes items that have special rules or acid. When you hit a creature with any of these bullets, you
require further explanation. deal an extra 1d4 acid damage.
Ammunition, acid. Each of these projectiles carries a load Bullet, cold. These hollow glass sling bullets are filled with
of some alchemical essence in it's hollow shaft. When it hits a a cold alchemical liquid. When you hit a creature with any of
target, the projectile's shaft shatters, releasing the alchemical these bullets, you deal an extra 1d4 cold damage.
essence directly onto the target. When you hit a creature with Bullet, fire. These hollow glass sling bullets are filled with
an alchemical arrow or bolt, you deal an extra 1d4 acid some alchemical fire. When you hit a creature with any of
damage. these bullets, you deal an extra 1d4 fire damage.

EXPANDED EQUIPMENT
14
Dictionary. Inside this book you have the list of words and
translations from one standard language to common. When
Adventuring Gear
you're reading something in the dictionary's language, you
can spend 10 minutes for each page of text to translate it.
Item Cost Weight Gem extraction tools. Used for extracting gems used for
Alchemical ammunition
socketing.
Ice axe. The ice axe has a sharp metal head that is
Ammunition, acid (arrow or bolt) 5 gp perpendicular to the shaft and has a spiked handle. You have
Ammunition, cold (arrow or bolt) 5 gp advantage on Strenght (Athletics) checks you make to climb
in mountainous and/or icy terrain.
Ammunition, fire (arrow or bolt) 5 gp Money belt. This cloth pouch is designet to be worn under
Ammunition, holy (arrow or bolt) 5 gp clothing and can hold up to 50 coins. Any Dexterity (Sleight
Bullet, acid 1 gp
of Hand) check to steal the coins inside of the pouch is made
with disadvantage.
Bullet, cold 1 gp Nutrients. A creature that drinks this vial of liquid gains a
Bullet, fire 1 gp number of temporary hit points for 1 hour. The number of
temporary hit points depends on the Nutrient's quality, as
Bullet, holy 1 gp shown in the Nutrients table. If you want to use another
Antidote 40 gp nutrient, you must wait until the effect of the previous one
Barbed wire (50 ft.) 75 gp 35 lb.
ends first.
Dictionary 10 gp 2 lb. Nutrients
Quality Temporary Hit Points
Gem extraction tools 2 gp 2 lb.
Normal 1d4 + 4
Hammock 5 gp 1 lb.
Greater 1d4 + 9
Ice axe 10 gp 5 lb.
Superior 1d4 + 14
Money belt 4 gp
Supreme 1d4 + 19
Nutrients 10 gp
Nutrients, Greater 40 gp Portal scroll. Using an action to read the scroll allows to
Nutrients, Superior 90 gp teleport you to the linked permanent teleportation circle. You
must be on the same plane of existence as the teleportation
Nutrients, Supreme 160 gp circle. The scroll is consumed and you instantly appears
Portal scroll 350 gp within 5 feet of the destination circle or in the nearest
Potion of restoration 40 gp unoccupied space if that space is occupied and the scroll. In
general, the portal scroll have a brief description of where is
Purification kit 5 gp 3 lb. the teleportation circle (city, location) and if it's owned by a
Quiver scabbard 10 gp 2 lb. faction or an organizaction.
Potion of restoration. When you drink this vial of liquid,
Skis and poles 15 gp 6 lb. you end one condition affecting you. The condition can be
Speed juice 10 gp blinded, deafened, paralyzed or poisoned.
Tent, four-person 4 gp 40 lb. Purification kit. This kit is a leather pouch containing
herbs and liquids. The kit has ten uses. As an action, you can
Tent, pavilion 20 gp 200 lb. expend one use of the kit to purify one pound of food or one
gallon of drink, removing any poison and diseases.
Quiver scabbard. This quiver (for either arrows or bolts)
has a hidden scabbard that can hold a small flat weapon,
such a shortsword or dagger. A creature can use its action to
inspect the quiver and must succeed on an Intelligence
Bullet, holy. These hollow glass sling bullets are filled with (Investigation) check to discover the scabbard (DC 12).
holy water. When you hit a fiend or undead creature with any Skis and poles. While traveling, skis allow you to move
of these bullets, you deal an extra 1d6 radiant damage. across snow and icy surfaces without reducing your speed. It
Antidote. When you drink this vial of liquid, you end one takes an action to don an to remove the skis.
disease affecting you. Speed juice. When you drink this vial of liquid, your speed
Barbed wire. This is a roll of barbed steel wire designed to increases by 10 feet for 1 hour.
keep things in or out. A creature trying to cross barbed wire Tent, pavilion. A huge open-air canopy, plus stakes, poles
must make a Dexterity saving throw (DC 10) or take 1d4 and ropes. It can confortably fit twenty Medium-size
piercing damage and be restrained by the wire. A creature humanoids underneath.
restrained by the barbed wire can use its action to make a
Strength or Dexterity check (its choice) against the DC. On a
success, it frees itself, on a failure, it takes 1d4 piercing
damage. For setting up the barbed wire, it comes with a pair
of thick gloves and anchor posts.
EXPANDED EQUIPMENT
15
Mana Potion
Magic Items Potion, rarity varies
Alfan's Tinderbox This blue liquid is created using the essence of magic. When
Wondrous Item, Rare you drink this potion, you gain a number of points you can
use to regain spell slots you already used. The number of
This small metallic box has a campfire image engraved and is points depends on the potion's rarity, as shown in the mana
warm to the touch. As an action, you can put the box on the potions table.
ground and open it to create a magic campfire next to it. This
fire is warm and magical, and you can to use an action to Mana Potions
close the box and douse the campfire. Potion of... Rarity Points
Mana Uncommon 1d4+1
Arrow of Tracking
Weapon (Arrow), uncommon Greater mana Rare 2d4 + 2
Superior mana Very Rare 3d4 + 4
This magical arrows are created for traking and hunting
down creatures. When you hit a creature with this arrow, you In the following table you can see how many points you
know the exact location of the creature and the direction of need to spend for recovering a spell slot. When you use the
movement if its moving. The creature must be on the same potion, you must distribute the points immediately. You can
plane of existence. The arrow effect last for eight hours. recover any number of used spell slots if you have enough
Bag of Colding
points to do so, and every point left is lost.
Wondrous item, rare Spell Slot Point Cost

This white leather bag is a variant of the Bag of Holding. The lst 2
bag itself its imbued magically to keep everything inside of it 2nd 3
at 40 degrees Fahrenheit, allowing to keep any perishable 3rd 5
chilled and freshed.
4th 6
Elven Watchtower 5th 7
Wondrous item, uncommon 6th 9
As an action, you can open the bag next to a tree to create a 7th 10
portable platform in one of the tree sides, giving a stable
surface. The platform is created up to 20 feet high, and the 8th 11
bag also creates a rope ladder to climb up and down. The 9th 13
surface has space for one medium sized creature, and when a
creature use its action to close the bag, the ladder and the
platform dissapears until the bag is opened again.
Everlasting Quiver
Wondrous item, rare (requires attunement)
This brown and green leather quiver have a silvered brooch
on the strap. You can use a bonus action to click the brooch,
and with that a set of 20 pieces of non-magical ammunition
(arrows or bolts) appears inside of the quiver. The quiver can
hold up to 20 pieces of ammunition, and the arrows or bolts
can only be used by the character attuned to the quiver.
The quiver has 3 charges and each click of the brooch
expend 1 charge. The quiver regains 1d3 expended charges
daily at dawn.
Guardian Figurine
Wondrous item, uncommon
This stone figurine, small enough to fit on a pocket resembles
a humanoid with a spyglass and a bell. When you place it on
the ground and use a command word, you can cast the alarm
spell on it. You must wait until the next dawn to use the
figurine again.

EXPANDED EQUIPMENT
16
Part 6: Customization Options
Feats Herbalist
The following feats are focused on improving your skills and You've learned the physical description of plants and herbs
abilities for collecting materials, crafting, creating mixtures used for alchemy. You gain the following benefits:
and surviving on the wilderness. You have advantage on Intelligence (Nature) checks made
to gather plants and herbs for alchemy.
Alchemist The time you use to gather plants and herbs for alchemy is
You've discovered efficient ways to use the ingredients for halved.
potions and bombs. You gain the following benefits:
Master Extractor
When creating a mixture, you can double the essence of You know how to carefuly extract and harvest creature's
the first common ingredient you use. parts, gaining the following benefits:
The maximum DC check when you are creating a mixture
cannot exceed 15. Increase your Intelligence score by 1, to a maximum of 20.
The time you use to harvest creature's parts is halved.
Crafting Expertise When you fail a check when harvesting a creature part
You know faster ways to craft new pieces of equipment. that deals damage, you takes no damage instead.
When you're crafting a nonmagical object, the time you Survivalist
use to create it is halved. You know how to survive in the wilderness, even in harsh
You have a +2 bonus when you make an Ability check environment conditions. You gain the following benefits:
when crafting a nonmagical object.
You have advantage on Wisdom (Perception) checks you
Forager make to detect natural hazards.
You know the best ways to collect food while traveling You have advantage on saving throws that you make to
through the wilderness. You gain the following benefits: resist extreme temperatures.
When you gather food and water, you can choose to use
You have advantage on Wisdom (Survival) checks made any pounds of food or gallons of water you found to refill
for gather food and water. one use of a purification kit.
When determining how much food (in pounds)
and water (in gallons) you find, you roll
1d8 + your Wisdom modifier.

PART 6: CUSTOMIZATION OPTIONS


17
Part 7: Dangers of the Wild
Environmental Hazards Earthquakes
Any Level of Hazard
In this section you can find new environmenal hazards, which
follows similar rules as traps or lair actions. To determine the A tremor shakes the area; each creature on the ground in that
DC and damage they deal, use the following tables. area must make a Dexterity saving throw or be knocked
prone.
Hazards Save DCs and Attack Bonuses The hazard level is determined by the proximity to the
Hazard Danger Level Save DC epicenter or the intensity of the earth tremor:
Setback 10-11 Setback. Far from the epicenter or light earthquake.
Dangerous 12-15 Dangerous. Near the epicenter or moderate earthquake.
Deadly 16-20
Deadly. Very close to the epicenter or severe earthquake.
Elemental Cloud
Damage Severity by Level Any Level of Hazard
Character Level Setback Dangerous Deadly
This cloud is made with elemental essence. When a creature
1st-4th 1d10 2d10 4d10 enters the cloud, it must make an appropriate saving throw,
5th-10th 2d10 4d10 10d10 taking damage on a failed save, or half as much damage on a
11th-16th 4d10 10d10 18d10 successful one. A creature that ends its turn in the cloud
must roll another saving throw.
17th-20th 10d10 18d10 24d10
Cloud Color Damage Type Saving Throw
Hazard Examples Black Necrotic Constitution
In the following section you can find a series of new hazards Cyan Cold Constitution
ready to use in your campaigns. Each hazard has one or Gray and Yellow Lightning Dexterity
more hazard danger levels which determines the DC for the
checks and the damaged they deal. Light Green Acid Constitution
Purple Psychic Wisdom
Avalanches, Rockfalls and Mudslides Red Fire Constitution
Any Level of Hazard
White Force Intelligence
Any character in the area where the hazard occurs must
make a Dexterity saving throw. On a failed save, a creature Hailstorm
takes bludgeoning damage and is buried by the hazard, or Dangerous Hazard
half as much damage on a successful one. The area is filled
with snow, rubble or mud and becomes difficult terrain. Similar to a blizzard, the terrain affected by the hailstorm is
Any buried creature is considered suffocated, and it can dig considered difficult terrain. When a creature without proper
through to free itself. To do so, the creature must succeed a shelter is in the area affected by the hailstorm for one hour, it
number of Strength (Athletics) checks, as shown in the must make a Constitution saving throw, taking cold damage
following table. on a failed save or half as much damage on a successful one.
Hazard Level Number of Checks
Insect Sawrm
Setback 2 Setback Hazard
Dangerous 3
A cloud of swarming insects fills a 20-foot-radius sphere. The
Deadly 4 swarm moves at 20 feet on each round. When a creature
enters the cloud, it must make a Constitution saving throw.
You can read more about suffocating rules in the chapter 8 On a failed save, it takes piercing damage, or half as much
of the Player's Handbook. damage on a successful one. A creature that ends its turn in
the cloud must roll another saving throw. A creature cannot
Blizzard be damaged by the insect swarm if its wielding a torch or if it
Setback Hazard is at least 5 feet from a fire.
The area affected by a blizzard is considered difficult terrain. Lava
When a creature without proper shelter is in the area affected Deadly Hazard
by the blizzard for one hour, it must make a Constitution
saving throw, taking cold damage on a failed save or half as The lava is considered difficult terrain. Any creature that
much damage on a successful one. If a creature is wearing enter the lava takes fire damage. A creature that ends its turn
warm clothing, it has advantage on the saving throw. in the lava takes fire damage.
PART 7: DANGERS OF THE WILD
18
Rogue Wave
Lightning Storms Dangerous Hazard
Dangerous or Deadly Hazard
The DM rolls a d100 to determine if any creature is hit by a A large and unexpected wave that can be extremely
lightning. dangerous. When a creature is hit by the rogue wave, it must
This check can be made at the beginning of each turn succeed on a Strenght saving throw or take bludgeoning
during a combat or in any time while the party is not in damage, or half as much damage on a successful save. The
combat. rogue wave, along with any creatures in it, moves in a straight
line at a speed of 50 feet per turn, and any Huge or smaller
d100 Number of Creatures creature inside the wall must succeed on a Strenght saving
throw or take damage. The wave damage is reduced by 1d10
1-50 0 on each subsequent round. When the damage is reduced to 0,
51-70 1d4 the wave ends.
71-80 1d6 A creature caught by the wave can move by swimming and
it can make a Strenght (Athletics) check to swim out of the
81-90 1d8 wave.
91-100 1d10
Sandstorms
The creatures hit by a lightning are determined by the DM, Dangerous Hazard
and any creature in the area under total cover from above Any creature in the sandstorm must make a Constitution
cannot take damage. saving throw or be blinded until the sandstorm ends. A
Magma Eruptions
creature can repeat the saving throw at the end of each of its
Dangerous Hazard turns, ending the effect on itself on a success. A creature
cannot be blinded by the sandstorm if its wearing googles or
Magma erupts from a point on the ground, creating a 20-foot- something that protects its eyes.
high, 5-foot-radius geyser. Each creature in the geyser's area Any check that relies on sight are made with disadvantage
must make a Dexterity saving throw, taking fire damage on a for the duration of the sandstorm.
failed save, or half as much on a successful one.
Unsteady Ground
Poison Clouds and Spores Setback Hazard
Setback Hazard The floor in the area is considered difficult terrain. Any
When a creature enters the cloud, it must make a creature on the ground that starts moving on its turn while in
Constitution saving throw, taking poison damage on a failed the area must succeed on a Dexterity (Acrobatics) check or
save, or half as much damage on a successful one. A creature fall prone. If a creature uses a Dash action or bonus action, it
that ends its turn in the cloud must make another saving must make another check.
throw.
Rapids
Setback Hazard
When a creature enters the rapids, it must succeed on a
Strenght saving throw or take bludgeoning damage, or half as
much damage on a successful one. The creatures in the
rapids are pushed 30 feet in the direction of the water flow,
and any Large or smaller creature inside the rapids must
succeed on a Strenght saving throw or take damage.
Any creature caught by the rapids can move by swimming
and it can make a Strenght (Athletics) check to swim out of
the rapids.

PART 7: DANGERS OF THE WILD


19
Flooding. Some parts of the caves might be close to a water
source or any other liquid that can quickly fill a room.
Dangerous Terrains
In the follwing section you can find survival considerations Environmental Hazards
and hazards for various terrains. You can combine different Hazard Source Notes
terrains to create a more dynamic (and probably more Earthquakes WSG, P.18 Might cause rockfalls
deadly) environment. Elemental Cloud WSG, P.18
Arctic Lava WSG, P.18
Cold and Extreme Cold. The temperatures in this Pits DMG, P.122
environment are lower than other places, and you need Rockfalls WSG, P.18
propper gear for resisting this temperatures. Whenever the Unsteady Ground WSG, P.19
temperature is at or below 0 degrees Fahrenheit, you must
follow the rules of extreme cold.
Desert
Extreme Cold (DMG, P.110) Heat and Extreme Heat. The oposite of the arctic terrain,
Whenever the temperature is at or below 0 degrees temperatures in this environment are higher than other
Fahrenheit, a creature exposed to the cold must succeed on a places, and you need enough water supplies for resisting the
DC 10 Constitution saving throw at the end of each hour or heat. Whenever the temperature is at or above 100 degrees
gain one level of exhaustion. Creatures with resistance or
Fahrenheit, you must follow the rules of extreme heat.
immunity to cold damage automatically succeed on the saving
Extreme Heat (DMG, P.110)
throw, as do creatures wearing cold weather gear (thick coats,
When the temperature is at or above 100 degrees Fahrenheit,
gloves, and the like) and creatures naturally adapted to cold
a creature exposed to the heat and without access to drinkable
climates.
water must succeed on a Constitution saving throw at the end
of each hour or gain one level of exhaustion. The DC is 5 for
Food Scarcity. It's hard to find food like plants and creatures
due the low temperatures. All the checks for foraging and the first hour and increases by 1 for each additional hour.
hunting have a DC equal to 20. Creatures wearing medium or heavy armor, or who are clad in
heavy clothing, have disadvantage on the saving throw.
Shelter. In general, the arctic areas are vast frozen plains Creatures with resistance or immunity to fire damage
with big glaciers and rocks, making it difficult to find a automatically succeed on the saving throw, as do creatures
natural shelter. naturally adapted to hot climates.
Environmental Hazards
Hazard Source Notes Shelter. In general, the desert areas are just sand and rocks
Avalanches WSG, P.18 Only near mountains (in some areas they might be some scattered shrubs), making
it difficult to find a safe campsite.
Blizzard WSG, P.18
Elemental Cloud WSG. P18 Cyan clouds only
Strong Wind. A strong wind imposes disadvantage on
ranged weapon attack rolls and Wisdom (Perception) checks
Frigid Water DMG, P.110 that rely on hearing. A strong wind also extinguishes open
Hailstorm WSG, P.18 flames, disperses fog, and makes flying by nonmagical means
nearly impossible. A flying creature in a strong wind must
Chasms and Ice Cracks DMG, P.122 Use the pits trap land at the end of its turn or fall.
Slippery Ice DMG, P.110 A strong wind in a desert can create a sandstorm that
Thin Ice DMG, P.111
imposes disadvantage on Wisdom (Perception) checks that
rely on sight.
Caves Water Scarcity. Finding water in a desert is extremely
Darkness and Light. Most of the natural caves don't have difficult, unless you're near an Oasis. All checks made for
light sources, so anyone who enters must bring their sources getting water have a DC equal to 20.
of light and fire for warmth, cooking and in some cases, Environmental Hazards
defense. A caves might have some light sources, such as Hazard Source Notes
groups of fluorescent fungus or other dangerous light
sources, like lava. Earthquakes WSG, P.18
Elemental Cloud WSG, P.18 Mostly red clouds
Orientation and tracking. Inside a cave it's almost
impossible to determine where's North: lots of caves are just Lightning Storms WSG, P.19
tunnels connected, making it more difficult to create an Sandstorms WSG, P.19
accurate map of it.

PART 7: DANGERS OF THE WILD


20
Forests and Jungles High Altitude (DMG, P.110)
Density. Sometimes is hard to walk through Traveling at altitudes of 10,000 feet or higher above sea level
a forest due the great number of plants, is taxing for a creature that needs to breathe, because of the
trees and vegetation. In most of the cases, reduced amount of oxygen in the air. Each hour such a
you can't walk in a straight line through the creature spends traveling at high altitude counts as 2 hours for
forest. the purpose of determining how long that creature can travel.
Orientation and tracking. Inside a forest, the trees covers Breathing creatures can become acclimated to a high
the sky, making it hard to determine where's North, and altitude by spending 30 days or more at this elevation.
depending the density of the forest it might be harder to keep Breathing creatures can't become acclimated to elevations
a track. above 20,000 feet unless they are native to such
environments.
Sight and hearing. It might be more difficult to see or hear
your surroundings because the density of the forest, the tree
shadows, obstacles (such a fallen tree) and the sound of the Strong wind. A strong wind imposes disadvantage on ranged
trees and vegetation moving with the wind. weapon attack rolls and Wisdom (Perception) checks that
rely on hearing. A strong wind also extinguishes open flames,
Environmental Hazards disperses fog, and makes flying by nonmagical means nearly
Hazard Source Notes impossible. A flying creature in a strong wind must land at
Earthquakes WSG, P.18 Might cause trees to fall
the end of its turn or fall.
A strong wind in a desert can create a sandstorm that
Elemental Cloud WSG, P.18 imposes disadvantage on Wisdom (Perception) checks that
Insect Swarms WSG, P.18 rely on sight.
Lightning Storms WSG, P.19 Might cause a forest fire Environmental Hazards
Poison Clouds WSG, P.19 Hazard Source Notes
and Spores Avalanches, rockfalls WSG, P.18
Razorvine DMG, P.110 and mudslides
Blizzard WSG, P.18
Lakes, rivers and ocean Hailstorm WSG, P.18
Orientation and tracking. In the middle of the ocean or Lava WSG, P.18 Near volcanoes
under a storm, it's difficult to determine the cardinal points Lightning Storms WSG, P.19 Rivers only
without the proper tools.
Magma Eruptions WSG, P.19 Near Volcanoes
Shipwrecks. In the ocean, lakes and even in rivers there're
rocks, icebergs, and more that can damage or destroy a ship Unsteady Ground WSG, P.19
or boat.
Swamps
Water streams. The river streams can change drastically Clean water. Swamps are characterized by having slow-
depending on the terrain arround the rivers, like the terrain moving water and stagnant waters, making a bit difficult to
elevation, inclination and waterfalls. find drinkable water. Drinking stagnant water might cause
Environmental Hazards diseases.
Hazard Source Notes
Warmth. The swamps are wet and soggy, so finding dry
Elemental Cloud WSG, P.18 resources for making a fire it's almost impossible.
Hailstorm WSG, P.18 Only near arctic zones
Low visibility. Mist, fog and lowlands are common in this
Frigid Water DMG, P.110 Ocean only terrain and they reduce the visibility of any creature.
Lightning Storms WSG, P.19
Environmental Hazards
Rapids WSG, P.19 Rivers only Hazard Source Notes
Rogue Wave WSG, P.19 Ocean only Elemental Cloud WSG, P.18
Insect Swarms WSG, P.18
Mountains Mudslides WSG, P.18
Altitude. When you're traveling at altitudes of 10,000 feet or Poison Clouds and Spores WSG, P.18
higher above sea level, you must follow the high altitude rules.
Quicksand DMG, P.110
Razorvine DMG, P.110
Unsteady Ground WSG, P.19

PART 7: DANGERS OF THE WILD


21
Common
Appendix A: List of Essences
Common Very Rare
1. (Water) 1. (Water Water Air)
2. (Air) 2. (Water Water Fire)
3. (Fire) 3. (Water Water Earth)
4. (Earth) 4. (Water Water Positive)
5. (Positive) 5. (Water Water Negative)
6. (Negative) 6. (Air Air Water)
Uncommon 7. (Air Air Fire)
8. (Air Air Earth)
1. (Water Air) 9. (Air Air Positive)
2. (Water Fire) 10. (Air Air Negative)
3. (Water Earth) 11. (Fire Fire Water)
4. (Water Positive) 12. (Fire Fire Air)
5. (Water Negative) 13. (Fire Fire Earth)
6. (Air Fire) 14. (Fire Fire Positive)
7. (Air Earth) 15. (Fire Fire Negative)
8. (Air Positive) 16. (Earth Earth Water)
9. (Air Negative) 17. (Earth Earth Air)
10. (Fire Earth) 18. (Earth Earth Fire)
11. (Fire Positive) 19. (Earth Earth Positive)
12. (Fire Negative) 20. (Earth Earth Negative)
13. (Earth Positive) 21. (Positive Positive Water)
14. (Earth Negative) 22. (Positive Positive Air)
23. (Positive Positive Fire)
Rare 24. (Positive Positive Earth)
1. (Water Water) 25. (Negative Negative Water)
2. (Air Air) 26. (Negative Negative Air)
3. (Fire Fire) 27. (Negative Negative Fire)
4. (Earth Earth) 28. (Negative Negative Earth)
5. (Positive Positive)
6. (Negative Negative)

APPENDIX: LIST OF ESSENCES


22
Extras
Useful Information
Here you can find a list of references to the Dungeon
Master's Guild related to adventuring and surviving on the
wilderness.
Wilderness: pages 106-108
Mapping a Wilderness: pages 108-109
Wilderness Survival: pages 109-112
Unusual Environments: pages 116-120
Changelog
05.05.2017
Added two water environmental hazards: rapids and
rogue waves.
Added a new section of survival considerations for
terrains for improving the survival and the danger of the
wilderness in a simple way.
04.25.2017
Fixed some spelling for the Dangers of the Wild section
(special thanks to thorn1993)
04.11.2017
Added an optional rule for damaging and repairing pieces
of equipment made with special materials.
Added a whole new section with environmental hazards.
04.01.2017
Added the rules for meat harvesting as a variant for
foraging rules.
Added new magic items.
Modified the format + new images.
Added Wisdom (Survival) checks as an alternative for
harvesting creatures parts/
Modified a bit the mining and resource collection rules.
Now it should be more consistent with what I'm looking
for.
03.18.2017
New look to the first page and new illustrations.
Now you need to attune to the item with the gem to use
the properties.
Removed the 5th level gems.
You can wear the cloaks only if you're have light or no
armor (also modified the dueling cloak description to
clarify how to gain the AC bonus)
The tower shield reduces your speed and you have a -2 on
attack rolls if you're also wearing heavy armor.
Current Version: 5.2

EXTRAS
23