Crafting and Collecting materials (0.2)

Crafting and collecting materials

A homebrewed crafting system by “The Mighty Legs” With solid help from “Marv” and “Eric”.

Crafting and collecting materials, breaks down into 3 major uses, The making of armour and weapons, The use of spells, and the creation of potions. 

Collecting materials is broken down into three groups of collection, Monster parts, Herbs and plants, Minerals and others.

Changelog:

(0.2)

Resorted the materials section. 

Filled in more materials and uses. 


Collecting Materials

Collecting materials is a simple task that's broken down into three sections depending on what you’re trying to find/ collect. Below are the sections to find and harvest monster parts, A section for the gathering of herbs and plants, as well as the last section having to do with collecting of mineral and non-mineral materials. 

Monster parts 

The parts of monsters can be harvested and collected to be used in both the creation of weapons,armour, as well as potion making and spellcasting. The Dc for collecting a part is DC 14 + Half the monsters CR (Creatures under 2 do not add to the DC value). The limits on how many times you may try to harvest a part as well as how much you get each time is listed below in a chat titles Harvest checks. Some checks for some parts may only be tried once or may only succeed once. This due to the amount one creature may have of a specific part. IE most creatures will never let you harvest more than 2 eyes no matter how many times you pass the skill check. The checks needed for harvesting monster parts is an Intelligence (Nature) or Wisdom (survival) check for commonly found monsters, and the check for legendary and rare monsters few have ever seen will be called for by the DM/GM, either History, Arcana, or Religion. 

Harvest checks

Creature Size

Number of harvests

Time to Harvest

Yield amount

Tiny

1

1 hour

?  a Unit

Small

1

30 minutes

?  a Unit

Medium

2

1 hour

1 Unit

Large

3

1 hour

2 Units

Huge

4

2 hours

3 Units

Gargantuan

5

3 hours

4 Units

Listed below is a rough price one could expect upon selling monster parts to stores and citizens. Given that they don’t have famous or well known effects.

Parts Value Rough guide

Creature CR

Creature

Unit Value

≤ 6

Common

2% of monsters EXP

7-12

Uncommon

10% of monsters EXP

13-18

Rare

15% of monsters EXP

19-24

Very Rare

25% of monsters EXP

≥ 25

Legendary

50% of monsters EXP

Herbs and plants

Herbs and plants can be harvested for use in potion making. 

Herbs and plants can be collected in a few different ways. The simplest being the use of a Herbalism kit with a successful Nature or Survival Check. A single check may be made between short rests on a travel and once per day during a Long rest. The DC for finding useful herbs is based on the travel and weather conditions that one may face (DC equals 0+ Travel/Town Conditions + weather). While in a town there are no travel conditions but has a flat +9 to the DC. The second way is by buying from other potion makers and herbalists. 

Travel and weather conditions

DC

Rain, Fog, Low visibility areas

+3

Snow, Storm, No visibility areas

+5

Traveling at slow pace

+5

Traveling at normal pace

+8

Traveling at fast pace

+11

Herbs collected on a successful check (D20 no mod)

Roll

Number of plants gathered

1-10

1 Unit (Common)

11-14

1D4 Units (Uncommon and lower)

16-18

1D4+1 Units (May choose one Rare herb the rest of Uncommon or lower)

19

1D4+2 (may choose one Very rare herb and the rest may be of Rare or lower)

20

Roll twice


Minerals and others 

May be collected for the use of crafting weapons, armour, and other common items.

Minerals and Gems 

May be found and collected with a successful DC 16 Investigation check, Veins are broken down into two categories and you roll a D20 to determine which one. Those that have the stonecunning feature may roll their investigation check at advantage and choose which of the two Vein types. 
Gems and Ores. Ores may be taken from the Vein with a Miner's pickaxe (10gp). Gems may be removed with a Gem extracting tools(4gp) . Once a vein has been successfully found roll a D20 to determine what it is you found. If you Roll onto the Ores table, you roll once again to determine what ore based on the rarity of last roll.

Gem Table (1-10)

Roll

Gem Rarity

Amount

1-14

Common

1d4 Units

15-16

Uncommon

1d4 Units

17-18

Rare

1d4 Units

19

Legendary

1d4 Units

20

Roll twice

Gem Colour Table

Roll

Colour

1

Red

2

Orange

3

Yellow

4

White

5

Brown, 

6

Black

7

Green

8

Purple

9

Turquoise

10

Pink

Ore Table (11-20)

Roll

Material

Amount

1-12

Common

1d4 Units

13-15

Uncommon

1d4 Units

16-18

Rare

1d4 Units

19

Legendary

1d4 Units

20

Roll twice

Determine Ore

Roll

Common

Uncommon

Rare

Legendary

1

Copper

Platinum

Aerocrystal

Mithril

2

3

4

5

Ignum

6

7

8

Iron

Adamantine

9

Darksteel

10

11

Gold

12

13

Eternal Ice

14

15

Silver

Stellar Iron

16

17

Orichalcum

18

19

20

Non-Mineral Materials

There are also materials that are not minerals throughout the land of Arwin. To collect these materials a successful Athletics check with the appropriate tool. On a Dc 15 you collect 1D6 Units of the material. You can make the check a number of times equal to your constitution modifier between Short rests. Each check, equals an hour of time, regardless of results. 

Gathering of stone = Pickaxe

Gathering of Wood = Wood cutters Axe  


Crafting

You can craft non-magical items and adventuring equipment given that you have the materials, tools needed as well as an appropriate area for you to do the job. The making of weapons and armour for example need both Smiths tools and a working forge. For everyday of downtime you may craft items worth up to 25 GP in value, And you must expend half the markets value in materials. If you wish to make something more than 25 GP in value, you make 10gp of progress each day. 

Hiring Artisans:

Skilled professionals – 5 Gp a day. 

Exceptional artisans – 10 Gp a day. 

Process to crafting:

  • Choose your crafting materials,special additions and the Item you’re looking to craft: Select from the charts below what best fits your ideal weapon/armour.

  • Add up the DC: Determine what the value for each addition is by looking for the number marked under DC. 

  • Determining crafting value: The value of an item is half of its mundane price + (Unit cost)(Amount of units). 

  • Determine the time it takes to craft: Take the total price and determine the time (in days) by dividing the cost by 10 (The amount you may make each day). In addition to yourself, you may hire artisans to help you. Armour may have 5 extra workers, Weapons allow 4 extra workers, and items and nicknacks allowing 1 extra worker.  Depending on the amount of workers you hire, Divide the days by the amount of people working on the project. 

  • Roll the DC check at the end of the process to see if you’re successful

Success or fail:
Crafting items is done on a simple check once the item would be complete. 

The DC for the completion of any item is set by what you’re trying to make and what additional things you’re adding. 

3 Consecutive failures will result in a loss of all materials used and the item itself.

Units of material per Item

Type

Units

Armour

3

Weapons/Shields

2

Items and objects

1

Additional addons 

1

10pc of ammunition

1

Crafting types

Type

DC

Description

Common

10

Are any commonly found items amongst stores and peoples

Special

13

Any item made with special effects

Unique

20

Any item made with unique abilities

As mentioned above Weapons and armour may be made with special effects that cause your weapon or armour to act in different ways. Every Special effect you choose to add, gets its DC added to the DC needed to succeed in making the item(s).

Special Additions

Name

DC

Effect

Item

Special Material

+2

Material dependent effects

Any item

Balanced weight

+3

Adds Thrown 15/40

Any light weapon, 

Slim design

+3

Gain advantage to stealth checks to hide this weapon

Any light weapon

Serrated Edge

+4

Reroll 1’s on damage dies, keep new results

Sword, Javelin, Lance, Spear, Axe

Keen Edge

+5

+1 to crit range

Sword, Spear, Axe

Thick blade/Haft

+4

Grants advantage to shove/push with this weapon

Any 2-handed 

Extended grip

+5

Increase versatile die, or add versatile option 2 dice size up

Any 1-handed

Weighted end

+6

On crit, knock target prone (str save)

Any 2-handed, Flail

Spiked end

+6

On crit, target loses 1 AC for the rest of the fight

Hammer, Maul, Warpicks

Hooked Blade

+6

On crit, you may make a free attempt to grapple with advantage if the target is medium or small

Axe, Warpick

Sleek design

+6

On crit, Roll damage twice and take the higher of the two results

Any Weapon

Counter balanced

+6

On crit, Roll a D14 for the crit damage

Any 2-handed

Spiked armour

+6

While being worn, targets that grapple you take 1D6 Damage. This damage is applied when the grapple succeeds and only once per target per grapple. 

Any Heavy armour

Muffled armor

+6

When being worn, this armor does not give disadvantage on Dexterity (Stealth) checks.

Any Medium or Heavy armour


Materials

Materials may have added effects to those listed in the PHB. Those qualities and traits are listed here. 

Material qualities

Quality

Effect

Adaptable 

Materials with this trait may replace the use of wood or metals in crafting

Alchemical

Materials with this trait may be used to create potions or new materials

Altered weight

Materials with this trait may affect the weight of an item by either decreasing or increasing it

Camouflage 

Materials with this trait have advantage to be hidden.

Bane

Materials with this trait when made into weapons count as magical for the purpose of overcoming resistances and immunities

Resistant

Materials with this trait are resistant to all damage types

Exceptional

Materials with this trait that are made into Instruments and tools gain a +1 when using said tool. Tools must be of Mastercraft design to grant this bonus

Fragile

Materials with this trait are vulnerable to Bludgeoning and Thunder damage types

Indestructible

Materials with this trait are immune to all damage

Inferior

Materials with this trait grant a -1 to AC, ability checks, damage and to hit for calculations including items made from it.

Lithe

Materials with this trait grant light and medium armour (except half-plate) the ability to be worn under clothes

Malleable

Materials with this trait grants the user the ability to make items without a special place of work environment you have advantage on all skill checks to make items whose primary component has this trait

Plated

Materials with this trait count as metal in crafting armour

Poisonous

Materials with this trait may be used in the creation of Poisons and Venoms. 

Resistance

Materials with this trait grant resistance to a specific damage type

Scaled

Materials with this trait count as metal for crafting armour

Spell reactive

Materials with this trait may be used to enhance some spells. 

Universal Component

Materials with this trait may be used in the replacement of other spell components. Components used in this way are always used , even when the original components would not

Unshakeable

While worn, crit hits against the wearer are now normal hits

Valuable

Items with this trait are seen as rare and valuable, their values are multiplied by the market

Plentiful

Materials with this trait have a decreased cost for buying and selling

Additive 

Materials with this trait may be used in addition to other materials in crafting. 

Trophy

Materials with this trait may be used to create a trophy of some kind, making an achievement. 

Material

Rarity

Source

Value/Unit

Effect

Metal, Stone and Bone

Adamantine

Legendary

Ore veins 

1000gp

Indestructible, Unshakeable, Heavy armour made with this material get +1 AC. 

Alchemical silver

Common

Alchemical process

250gp

Bane. Weapons: add +2 to damage and to hit against Werewolves and Vampires. 

Alchemical Gold

Uncommon

Alchemical process

400gp

Valuable (2*),Adaptable, Exceptional

Aerocrystal

rare

Ore veins

800gp

Weapons: Grants Finesse 

Bone 

Common

Monsters

1gp

Light/Medium armour: -2AC(min.10) stealth disadv., intimidation adv.

Weapon: -2 Dmg (min.0) intimidation adv.

Cold Iron

Uncommon

Alchemical process

400gp

Attack advantage against Fairie creatures, as well as avoiding damage resistances and immunities.

Copper

Common

Ore Veins

25gp

Fragile, inferior 

Darksteel

Rare

Ore Veins

400gp

Armour: resistance to lighting damage. 

Weapons: 1D4 Lighting damage.

Dwarven stone

Common

Non-mineral collection

100gp

Armour made of this stone grant +1 AC, but add +1 to the strength requirement to wear it, in addition it it giving a -1 to all Dexterity checks. 

Eternal Ice

Rare

Ore Veins

640gp

Valuable(2*), Weapons: + 1D6 Cold damage

Gems

common

Ore Veins

25

Fragile,Valuable(2*), Alchemical

Uncommon

50

Fragile,Valuable(4)*), Alchemical

Rare

100

Fragile,Valuable(4*), Alchemical

Legendary

100

Fragile,Valuable(8*), Alchemical 

Gold

Uncommon

Ore veins

200gp

Inferior,Valuable (*2) 

Ignum

Rare

Ore Veins

700gp

Resistance fire, Weapons: Glow in a 10 foot radius and deals +1D6 fire damage.

Iron

Common

Ore Veins

50gp

Mithril

Legendary

Ore Veins

700gp

One handed weapons gain Light, Valuable(3*) , Bane

Orichalcum 

Rare 

Ore Veins

480gp

Crits stun fiends and undead. Bane, Resistance necrotic.

Platinum

Uncommon

Ore Veins

300gp

Weapon +1 to attack and damage rolls

Armour +1 to AC 

valuable(*3)

Quicksilver

Legendary

Refined from mithral and Silver.

600gp

Valuable (6*)

+2 to attack rolls makes one handed weapons light. 

Silver

Common

Ore Veins

50gp

Valuable(*2), Alchemical

Steel

Uncommon

Refined from Iron

150gp

Altered weight (75%)

+1 to attack rolls but not damage rolls. 

Valuable (3*)

Stellar Iron

legendary

Ore Veins

1000gp

Heavy and medium armour made with this material have +2 AC and gives Resistance Necrotic
Weapons: +1D8 Radiant damage

Stone

Common

Non-Mineral collection

5gp

Increases the strength requirement for the armour by 2, Fragile,Altered weight (300%).  

Cloths, Hides and Leathers

Canvas

Common

Cotton Fields and shops

2sp

Cotton

Common

Cotton Fields and shops

3gp

Desert hide

Uncommon

Monsters in the Golden Valley

150gp

While wearing a cloak or cape made of this material, you have resistance to the effects of heat and the sun. 

Leather

Common

Animals and shops

5gp

Malleable

Namura linen

Legendary

The City of Namura

800gp

Clothing made from this material give a +2 to AC and +1 to all Dexterity checks.

Valuable(2*)

Ravencloth

Rare

Dark elf spinners and shops

500gp

Altered weight (150%).While worn as a cloak or cape you gain advantage on all stealth checks made in dark and shadowy places. 

Exceptional. 

Silk

Uncommon

Silkworms and shops

40gp

Valuable(2*),Altered weight (50%)

Shadowsilk

Legendary

Drow Spinners and shops

500gp

Lithe, Valuable(3*), Altered weight (25%), When made into a cape or light Armour, the wearer is granted resistance to psychic damage. 

Spider Silk

Rare

Giant Spiders and shops

150gp

Lithe, Valuable (2*), Altered weight (25%). Can be made into light Armours

Woods

Ironclaw wood

Uncommon

Non-mineral collection

150gp

May replace metal materials in the use of Medium or heavy armour. Plentiful (half)

Plague wood

Rare

Non-mineral collection

150gp

Resistance poison
Replaces Iron and steel in armour.

Valuable(2*) 

Spiritual wood

Legendary

Non-Mineral collection

450gp

You can use any weapon made from only Spiritual wood as a casting focus and it deals +1D4 Force damage on a successful hit. 

valuable(2*)

Treant wood

Rare

Non-Mineral collection

150gp

Bane, Chams made from this material grant the user the ability to cast spike growth once per long rest without using a spell slot.

Valuable(2*)

Vallenwood

Common

Non-mineral collection

25gp

Removes heavy trait from weapons.

Other

Coral

Common

Non-mineral collection

Southern Sea

100gp

Replaces metal, Gain a swim speed of 10 feet.

Glass

Common

Non-mineral collection

10gp

Fragile, Inferior (applies when replaced as a material), Versatile 

Obsidian

Rare

Non-mineral collection

Volcanic areas

200

Valuable(2*),Fragile,Adaptable,

Weapons +1 damage. 


Herbs and plants 

Herb or plant

Rarity

Source

Value/Unit

Effect

Angel’s breath

Rare

Snowy plains

50gp

Alchemical. Tastes of mint.

Apple seed

Common

Apple trees

5gp

Alchemical

Ash Yam

common

Common field farms

1gp

Alchemical, Sweet tasting potato but very dry. 

Austras koks

Alchemical

Bat-thorn

rare

Alchemical

Bittergreen

common

13gp

Alchemical

Blackanther

rare

Alchemical

Blackmercy

uncommon

Alchemical

Bolda leaf

Boldatree (Boldaland)

Alchemical

Bunglers bain

Alchemical

Choke weed

Alchemical

Fire petals

Alchemical

Froth clover

Common

Snowy plains

8gp

Alchemical

Green lichen

Common

Alchemical

Grey kanet

Uncommon

The forest

21gp

Alchemical

Heather flower

Alchemical

Hypha facia

Common

forests

8gp

Alchemical

Kresh fiber

Alchemical

Marshmerrow

uncommon

The underland

18gp

Alchemical

Moon sugar

Alchemical

Nerian fiber

Alchemical

Phantom Fungus 

Alchemical

Poppy Grass

Uncommon

The Overgrowth

10gp

Alchemical

Red lichen

Uncommon

Alchemical

Roo bush

Alchemical

Scuttle leaf

Alchemical

Snape Grass

Uncommon

Forests and plains

12gp

Alchemical

Stoneflower petal

Alchemical

Tea Tea leaves 

Common

Tea Region

2gp

Alchemical, Makes the finest sweet tea in Arwin. 

Vigor leaf

Rare

The Undergrowth

50gp

Gives the effects of sleeping if eaten as a meal.Alchemical

Violet fungus 

Alchemical

Violet lichen

Very Rare

Yellow lichen

Rare

Zithar root

Very Rare

The Underland

100gp

Alchemical

Monster parts

Monster/Item

Part

Source

Value/Unit

Effect

Aboleth

Mucous

295gp

Alchemical, Poisonous

Hide

295gp

Malleable, resistance acid

Angel 

Blood

Deva

295gp

Alchemical, Universal component lv5

Blood

Planetar

1500gp

Alchemical, Universal component lv7

Blood

Solar

20,000gp

Alchemical, Universal component lv, Spell reactive. 

Additive: weapons made with the blood of a solar deal 2D8 radiant damage.

Feathers

Any angel

250gp

An angel feather may be used to cast the spell featherfall with a single target of 1 once without spell components or the use of a spell slot. 

Ankheg

Acid

Adult Ankheg

50gp

Acid (PHB 148)

Astral dreadnought

Silver Essence

8150gp

Bane, Weapons and armour made with this material give the user the ability to cast astral projection once in between long rests. 

Banderhobb

Shadow gland

125gp

Alchemical, Spell reactive. 

Basilisk 

Blood

60gp

Alchemical

Serpent Venom

25gp

Alchemical,Poisonous 

Beast feathers 

Birds of prey and or Mythical birds, Roc’s, Giant Eagle, Phoenix ,Etc.

Various

(Based on CR of feathers)

Based on feathers chosen. While wearing a cloak or cape You have advantage on animal handling checks on animals that have the same feathers as your cloak 

Behir

Hide

360gp

Durable, Resistance lightning, Scaled

Lighting fundamentalum

Adult Behir 

500gp

Spell Reactive

Blight 

Twigs

Any blight

35gp

Alchemical, Spell reactive 

Bulette

plate

125gp

Plated

Catoblepas

Tail sac

Spell Reactive

Cave Fisher

Filament

the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher {escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free.

Chimera

Heads

150gp

Armour made with the three heads of a chimera grant the wearer Advantage on Intimidation checks.

Trophy

Fire Fundmentalum

200gp

Spell reactive,

Chitin

Scorpionfolk, Giant Crabs,chuul

350gp

Medium armour: +1 max Dex bonus

Cloaker

Hide

155gp

Clothing, cloaks and robes grant Camouflage during the night, and disadvantage on stealth checks during the day.  

Couatl

Tears

185gp

Alchemical, Spell reactive. 

Hide

250gp

Resistant radiant, scaled, Fiends have disadvantage with weapon attacks made against those wearing armour of this material. 

Valuable (4*)

Dark mantle 

Ink

Spell Reactive

Deathlock mastermind

Hand

Spell Reactive 

Displacer beast

Hide

75gp

Inferior, Lilthe, Augmented weight (50%) can be made into light armour. 

Doppelganger

Blood

90gp

Alchemical

Dragon Turtle

Shell

1000gp

Indestructible, Plated, Resistance fire. Shields made with this get an additional +1 to the Ac they give.  

Valuable (3*)

Drider

Venom

65gp

Poisonous, Alchemical, Spell reactive. 

Drow

Blood

Aracnomancer

125gp

Alchemical 

Heart

Matron Mother 

1250gp

Alchemical, Spell reactive. Valuable(10*)

A charm made with the heart of a matron mother grants the wearer immunity to Charm, fear and spells like suggestion,compelled duel, and detect thoughts. 

Elemental 

Essence

Elementals

Alchemical, Universal component for the damage type of the Elemental,Valuable.

Ettercap

Web enzyme

Alchemical

Fairie 

Blood

Fey creatures

50gp

Alchemical

Eyes

Alchemical, Universal component for Fairie spells, Spell reactive. 

Fire newt

Saliva

30gp

Fire newt saliva can be crafted into a potion and thrown as an improvised weapon. Hit targets must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. 

Hide

Light Armours made of Fire Newt hide gain resistance against fire. 

Flail Snail 

shell

250gp

Shields made with this material gain: If the wearer succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: 

1-2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the wearer, it has no effect on the wearer and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. 

3-4. No additional effect. 

5-6. The shield converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the wearer must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. 

valuable(3*)

Flumph

Slime

13gp

Alchemical.

Fomorian

Eye

170gp

Alchemical, 

Gargoyle

Stone

100gp

Alchemical

Genies

Blood

Dao

Alchemical

Blood

Djinni

Alchemical

Blood

Efreeti

Alchemical

Blood

Marid

Alchemical

Giant

Blood

Any Giant

75gp

Alchemical.

Hand

Storm Giants

750gp

A Storm giants hand may be made into a charm, pendant or bracelet. Those wearing this item may disperse cloud like effects within 5 feet of you once per long rest.

Valuable (2*) 

Mask

Smiling one

2000gp

While wearing the mask you may cast the spell major illusion to make yourself look and sound the size of a Cloud giant. This may be used once per long rest. 

Shield metal

Dreadnought

400gp

Shields that are made of this material deal 2D6 fire damage when used as an improvised weapon. 

Valuable (4*)

Heart

Everlasting one

500gp

Making a charm, bracelet or pendant out of the heart of an Everlasting one, You may evoke the rage of the creature once per long rest. 

As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for l minute or until the giant is incapacitated. While raging, the giant gains the following benefits: , The giant has advantage on Strength checks and Strength saving throws , When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll. , The giant has resistance to bludgeoning, piercing, and slashing damage. 

Valuable (4*)

Teeth

Mouth of Grolantor

180gp

Chams, pendants and bracelets made with the teeth of a Mouth of Grolantor grant the wearer  immunity to confusion spells and similar magic. 

Charm

Dreamwalker

590gp

Crafting the Dreamwalkers charm into one for yourself grants the dreamwalkers charm Aura.  An enemy that starts its turn within 30 feet of the wearer must make a DC 13 Charisma saving throw, provided that the wearer isn't incapacitated. On a failed save, the creature is charmed by the wearer. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this Dreamwalker's Charm for 24 hours. The aura lasts 1 minute and may be used once per long rest.  

Brain

Quintessent

800gp

The Brain of a Quintessent may be made into a charm, bracelet or pendant and grants the wearer the ability to quell a major storm or weather effect once per long rest. 

Valuable (3*)

Gibbering Mouther

Saliva

55gp

Can be bottled and thrown in an attack as an improvised weapon with a range of 20 feet. Targets hit with the solution must succeed on a DC 13 Constitution save, or be blinded for 10 minutes.  

Grung 

Poison skin

45gp

must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. 

Gully Dwarf

Eyes

45gp

Alchemical

Hag

Teeth

Any hag

Alchemical, Spell reactive. 

Iron token

Annis hag

Spell reactive, 

Heart

Bheur hag

Harpy

Feathers

75gp

A cloak or cape made of these feathers grant the wearer immunity to the songs of the Harpy.

Hellhound

Fangs

Hydra

Blood

Any Hydra

100gp

Alchemical.

Hide

Chrono

Scaled,Light and medium armours give resistance to Cold damage

Pyro

Scaled,Light and medium armours give resistance to Fire damage

Ichor

Blood

Fiends (any)

Alchemical, Spell reactive. 

Intellect devourer

Brain

Alchemical, Spell reactive. 

Infernal Leather

Hell and various Devils

750

Resistance fire,

Light armours: +1 Ac

+1 DC

Infernal steel

Hell and various Devils

750

Resistance fire

Heavy armour and medium: +2 AC

+1 DC

Kipine

Antlers

100gp

Trophy.

Ki-rin

Blood

Horn

Lamia

eyes

Spell reactive. 

Magnin

hide

Clothing made with this hide glows and gives off faint heat. 

Additive.

Manticore

Tail spikes

80gp

Ammo made with the tail spikes deal +1 damage. 

skull

150gp

May be made into a helmet using the entire  skull. Grants advantage on intimidation rolls.

Trophy. 

Medusa

Snake hair

Spell reactive, Poisonous.

Mimic 

Mimic slime

65gp

Items with this liquid stick to surfaces easily. While wearing armour covered in this liquid grants the user advantage on grappling checks and disadvantage on dexterity checks made to stand from prone. Lasts 8 hours. 

Minotaur

Horns

270gp

Pendants, rings and bracelets made with these horns can be used to detect the direction you came from. 

Trophy.

Mummy

Mummy wrap

Mummy

10gp

While wearing anything made of this material you have vulnerability to necrotic damage

Additive

Mummy Lord

10gp

While wearing anything made of this material you have resistance to necrotic damage

Additive

Valuable (90*)

Myconids

Naga

Bones

Bone

Guardian

Spirit

Mindsnare 

Nightmare

Nightwalker

Heart

6250gp

Pendants and charms made with the heart of a Nightwalker grants Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 17 Constitution saving throw or take 14 (4d6) necrotic damage and grant the wearer advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura. You may activate this aura once per long rest. 

Nothic

Eyes

Oozes

Black pudding

Gelatinous cube

Gray ooze

Ochre Jelly

Owlbear

Feathers

Pegasus

Feathers

70gp

Cloaks, and capes made of this material grant the user 60 feet of slow fall.

Valuable(12*) 

Peryton

Antlers

Feathers

Phoenix

Feathers

Pixie

Wings

100gp

Additive, Can use your bonus action to recall a weapon with “thrown” back to your hand. 

Valuable(2*)

Pseudodragon

Poison

15gp

Poisonous

Purple Worm 

Poison

250gp

Poisonous 

Quaggoth

Hide

Clothing and cloaks made from this material keep the wearer warm in cold climates. 

Rakshasa

Blood

Remorhaz

Heatblood

Rust monster

Antenna

Salamanders 

Saliva

Alchemical 

Satyr

Horn

60gp

Alchemical, Spell reactive, 

Specter 

Dust

116gp

When applied to an object, the object may pass ethereally through objects

One time use, lasts 4 hours. 

Sphinx

Feather

Androsphinx

Additive, must be used when smelting metal for weapons. Bane and +2 to attack and damage rolls against chaotic creatures.

Feathers

Gynosphinx

Additive, must be used when smelting metal for weapons. Bane and +1 to attack and damage rolls against chaotic creatures.

Sprite

Succubus

Blood

Tarrasque

Hide

Blood

Carapace

Troll

Blood

Troll

Blood

Dire Troll

Venom Troll

Venom troll

Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unicorn 

Horn

Blood

Vampire

Dust

Will-o-wisp

Wraith

Wyvern 

Venom

Poisonous

Xorn

Yeti

Fur

When made into cloaks and robes, the wearer gets advantage on stealth checks in showy regions. 


Potions

Potions can be made two ways in the Land of Arwin. The first is through the mixing of ingredients found throughout the world. This can be done by anyone with a proficiency with the potion makers kit, Or if taught how. Simply roll a check using the tool and reference the table for success based on the potion being made. The second way is for replicating magical effects already known. Potion makers and skilled casters have worked endlessly to figure out how to store spells for later use. They eventually came to spell storage rings. Which despite their nier impossible creation, before them they had Spell potions. Spell potions require the person making the potion to first make a potion of spell absorption. 

Potion Name

Ingredients

DC

Effect

Cost

Auril's Kiss

2 Froth clover

1 Angels breath

12

This flask is filled with a white liquid that turns into a quickly growing block of ice. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 2d6 cold damage and becomes restrained by growing ice if the creature is Large or smaller. A creature can end this condition by using its action to make a DC 13 Strength check to break the ice. Any fire damage dealt to the ice ends the restrained condition immediately.

130gp

Anti-Petrification

1 Basilisk blood 2 Snape grass

16

Removes the petrification condition, Must be a contact potion.

168gp

Spell Absorption

1 Fairie blood or

1 Dragon blood,

3 common forest Herbs

13

The base potion for making magical potions. 

140gp

Face replicating 

2 Doppelganger Blood

When consumed, the creature is transformed into another of the same size for 8 hours. The appearance is copied from another humanoid, and is chosen by adding an element from that person to the potion (Hair, blood, Etc). This can be done any time during or after making the potion. 

360gp

Giant Strength

2 Giants blood

16

Potions made from the blood of giants grants the drinker with a +4 to their strength stat for the length of 1 hour. 

300

Small lesser potion

1 poppy grass

1 Hypha facia

11

1D6+2

50

Large lesser potion

2 poppy grass

1 Hypha facia

11

1D8+2

65

Small potion

2D6+4

400

Large potion

2D8+4

500

Superior small potion

3D6+6

900

Superior large Potion

3D8+6

1000gp

Exploding spider web 

2 Ettercap web enzyme 

As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target becomes restrained by spiders silk if the creature is Large or smaller. A creature can end this condition by using its action to make a DC 13 Strength check to break out of the web. Any fire damage dealt to the ice ends the restrained condition immediately

60gp

Anti-mind reading 

Flumph slime

Users under the effects of this potion cant have their minds read for 4 hours. 

25gp

Tear of sorrow

This viscous blue liquid is stored in a teardrop-shaped container. Looking directly at it for extended periods evokes a mild feeling of sorrow in the viewer. As an action, you can splash the contents of the container onto a creature within 5 feet of you or throw the container up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature, treating the potion as an improvised weapon. On a hit, the target must succeed on a DC 12 Wisdom saving throw or have disadvantage on Charisma checks and saving throws against the charmed or frightened conditions for 1 hour as it is consumed by feelings of misery and hopelessness

Temporary petrification 

2 Gargoyle stone

1 Bittergreen

420gp

Limb regrowth

3 Hydrablood

600gp

Minor magic resistance potion 

1Satyr Horn

Grants the drinker of this potion magical resistance for 1 hour. 

120gp

Spider transformation

2 Aracnomancer blood

2 marshmerrow

17

The drinker of this potion turns into a Giant spider for 1 hour. 

580gp

Night vision 

1 Gully Dwarf eye

1 Gray kanet 

13

Poisons and Venoms

Poison/Venom Name

Ingredients

DC

Effect

Cost

Truth poison

2 Couatl tears

While under the effects of this poison, targets may not willingly tell a lie as if under the effects of a zone of truth spell

Drider poison

2 Drider poison

13

DC13 constitution saving throw 2D8 poison damage. 

135gp

Purple worm Poison

2 Purple worm poison, 

19

User takes 12D4 on a failed DC19 constitution save, and half as much on a success. 

1000gp

Basilisk venom

2 Basilisk venom

12

User takes 3D4 on a failed DC 12 Constitution save, and half as much on a success. 

100gp

Pseudodragon Poison

2 Pseudodragon Poison

12

the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake. 

60gp

Medusa poison

Deformation 

1 Formorian eye

14

DC 14 Charisma saving throw. On a failed save, the creature is cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest

340gp

Troll Venom

2 Venom troll venom

16

Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spell Enhancements

Spell

Material

Effect

Lightning Breath

1Behir Fundamentalim

Exhale a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. 

Zone of truth

Couatl Tears

Increases the length of Zone of truth to 1 hour. 

Drider Venom

Fairie eye

Darkness

Dark mantle Ink

When used as part of a Darkness spell, the length of time is doubled or the area it covers is double. 

Ichor

Intellect devourer brain

Lamia eyes

Doubles the length of the Scrying spell. 

Medusa snake hair

Catoblepas tail sack

Solar Blood

Chimera Breath

Chimera Fundamentalim

Exhale fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one

Banderhobb Shadow gland

Matron mother heart 

Blight Twigs

When used as a spell component for the spell Entangle, increase the range by 5 feet. 

Deathlock mastermind hand

Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success

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