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GRIO’S GUIDE TO THE WILDLANDS
4 INTRODUCTION
CREDITS
Lead Design and Editing: Drew Merritt
Contributing Design: Charles Baker, Brian Black, Donovan Baures, Jared Coplin, Seth Kravetz,
Merritt Miera, Ryan Patterson, Justin Shipler, Sean Trew
Art Direction: Brian Black
Graphic Design and Layout: CJ Hudgins
Cover Illustration: Ferdinand Ladera
Interior Illustrations: Zoe Badini, Mary Ellen Draper, Francesca Gatti, Melanie Korte, Tina Nguyen,
Ferdinand Ladera, Alana Radkevich, Alex van der Linde, Jackie Youwakim
Special Thanks: Dave and Erika Bean, Sumitra Black, and Jessica Merritt for your tremendous
support for this massive undertaking. We would not be here without you.
© 2021 Next-Level Gaming Grio’s Guide to the Wildlands. Next-Level Gaming logo, The Four
Tools of the Next-Level Encounter Design Philosophy, and Grio Whiteshine are trademarks of
Next-Level Gaming, LLC. All characters and the distinctive likenesses thereof are property of
Next-Level Gaming, LLC.
Next-Level Gaming, LLC is:
Drew Merritt: Co-Founder and President of Operations
Brian Black: Co-Founder and Brand Manager
CJ Hudgins: Design and Marketing
Charles Baker: Professional Game Master
Donovan Baures: Professional Game Master
Jared Coplin: Professional Game Master
Seth Kravetz: Professional Game Master
Arnaldo Raul Cortes Lebron: Professional Game Master
Ryan Patterson: Professional Game Master
Justin Shipler: Professional Game Master
Sean Trew: Professional Game Master
INTRODUCTION 5
GRIO’S GUIDE TO THE WILDLANDS
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6 INTRODUCTION
FOREWARD
The wilderness has always been a fundamental element of fantasy adventure. I
vividly recall the absolute sense of wonder that I experienced when first reading
Tolkien’s The Lord of the Rings trilogy in junior high school. From the daunting
journey past Weathertop on the way to Rivendell, to the failed crossing over
the icy peak of Caradhras, to the long trek across the wide grassy expanse
watched over by the Rohirrim of King Theoden, to the final push through the
horrendous landscape of Mordor itself - all of these wild places actually became
characters in the telling of an epic story. Without these harsh and unforgiving
“characters,” Frodo’s arduous task most certainly would have felt less dynamic,
and his ultimate triumph likely would have been perceived as less magnificent.
In my experience with the 5th Edition of this game we love so dearly, much of
that dynamic wonder and wild magnificence has been absent. The details for
wilderness environments and their many hazards have been largely omitted
from official sourcebooks. Although this decision was almost certainly part of
an attempt to ensure that the rules of the game would be accessible and easy to
follow for new generations of players, the lack of wilderness mechanics clearly
creates a void for the game master who wishes to include these elements as a
part of the greater adventure tale. Grio’s Guide to the Wildlands is designed to
satisfy that very desire.
Our goal in creating this resource is to provide all of the tools that you might need
to create a living, breathing biome for your player characters to experience. We
have tried to do so with a balance of gritty realism and streamlined efficiency in
mind. We hope you enjoy the final product!
Drew Merritt,
Co-Founder of Next-Level Gaming
INTRODUCTION 7
TABLE OF CONTENTS 1
2
Introduction 5
The Four Tools of Next-Level Design 6
Who is Grio Whiteshine? 6
General Information and Tables 8
Expanded Climbing System and Fall Damage 10
Expanded Swimming System 14
Festering Wounds 22
Chapter One: Hunting in the Wildlands 38
Chapter Two: Herbalism & Poisoncraft 56
Chapter Three: Alchemy 76
Chapter Four: Desert Wastelands 94
Chapter Five: Tropical Jungles 114
Chapter Six: Swamps, Marshes, & Bogs 134
Chapter Seven: Foothills & Mountains 154
Chapter Eight: Temperate Forests & Woodlands 170
Chapter Nine: Steppes, Prairies, and Other Grasslands 188
Chapter Ten: Subterranean Caverns & Mines 206
Chapter Eleven: Arctic Expanse 222
Chapter Twelve: Seacoasts & Islands 230
Appendix A: Adventuring Gear & Magic Items
Appendix B: Backer List
INTRODUCTION
Using This Book - Read This First provide opportunities for interaction with the
natural environment.
Within the pages of this sourcebook, you’ll Each encounter design consists of four distinct
find a number of unique natural encounters tools, all placed right at the Game Master’s
that can be introduced into the wilderness fingertips. It is important to understand the
environments of your 5th Edition game intent of the design philosophy so that you
sessions. This synopsis is designed to may benefit from it to the fullest extent.
familiarize you with the design process and A Note on the Importance of Presentation
the presentation of these encounters. Characters who are moving through wildland
Important Tip: areas are sometimes surrounded by
Much of the content in this book represents magnificent open vistas. At other times their
expanded rule systems that are not a part of surroundings may be veiled by vegetation,
the core mechanics of the game. As a Game rocky barriers, or harsh environmental
Master, it is crucially important that you dis- conditions. Often the territory through which
cuss the use of these rule systems with your they are traveling has the potential to provide
players before implementing them in your characters with subtle hints regarding
game sessions. Players should be made aware navigation methods, survival techniques, and
of the potential risks and additional challeng- potential hazards.
es presented by this content, and they should Regardless of their characters’ surroundings,
be given the opportunity to consent to use of players will depend heavily on the descriptions
this material. and presentation of the environment that is
Additionally, it is best to fully disclose the sys- provided to them by the Game Master. The
tems that you as the GM are using to resolve majority of the encounters presented in
encounters. If a Group Skill Challenge is in use, this guide are designed to give players the
walk your players through how that system opportunity to assess what is happening to
works. When dealing with expanded systems their characters through skill checks and
for climbing, swimming, and wounds, do your special character abilities.
best to let the players understand the risks
that are being presented before the character
makes an unrecoverable mistake. If there is
any doubt about the level of understanding,
explain the system further. While many play-
ers will enjoy the additional level of challenge
that is presented by this content, most players
will not enjoy the frustration that comes with
a misunderstanding about how to navigate
the risks.
As the GM, you have the freedom to adjust
these descriptions and mechanics for the
benefit of your players.
The hazards in the following chapters consist
of weather conditions, natural obstacles,
geothermic events, and other physical
phenomena that have the potential to engage
player characters with exciting challenges
that will be every bit as captivating as an evil
necromancer and his tower full of undead
minions.
This is a menu of options from which to choose.
With the variety of encounters and hazards
available here, we hope that you’ll be able to
find just the right balance of complexity and
enjoyment for your table. You are not likely to
utilize every encounter in this guide. Instead,
the chapters associated with each of the
nine natural biomes should provide you with
a few extra tools that you may use to keep
players on their toes, to make the world of
your adventure feel gritty and realistic, and to
INTRODUCTION 1
THE FOUR TOOLS OF NEXT-LEVEL DESIGN
TPhaert “ONneee:dTleheaNndarrTahtrievaedT”hirceoand indicates the intend to interact with the environment to
section of the text that a Game Master may gather more information about the dangers
use to connect an encounter to the larger at hand.
story of a campaign.
For example, a raging forest fire can present For example, as the characters venture into
a dramatic challenge for players, but a the depths of an abandoned mine where
conscientious GM will need a reason for that deadly cave-ins are possible, the following
fire to have started in the first place. descriptions might be available. The italic
This first part of our encounter design offers print is meant to be paraphrased or read
inspiration for the dedicated storyteller aloud to the players on a successful check.
and provides an opportunity to meld the The characters may realize a little or a lot
environmental challenge into the campaign about the inherent risk of the situation,
world. depending on how successful they are with
Perhaps this fire was sparked by a lightning the initial WIS (Perception) check and the
storm that passed overhead while the subsequent INT (Investigation) and/or INT
characters were taking a long rest. It might (History) checks:
possibly have been caused by a careless
group of bandits who failed to smother their The GM should call for this initial WIS
campfire. Or maybe the archenemy of the (Perception) check or use characters’
adventuring party set this fire intentionally as Passive Perception:
a combat tactic, and his forces are waiting for
the characters at the edge of the forest where DC 12 WIS (Perception) or Higher: As you
they are most likely to emerge. proceed down the mine tunnel, you notice that
The possibilities for narrative depth are the support beams that had been so prevalent
endless, but the goal of the Narrative Thread only a few moments before have now completely
section is to help the GM to consider how this disappeared. This is a rough-hewn and unsupported
natural event fits into the story that is being tunnel that continues on into the darkness beyond.
told by the players in the campaign. The
inspirational hooks that are provided may also Once the characters have been introduced
help an improvisational GM who is including to the basic details of the environment,
an encounter on the spur of the moment in the GM may allow them to use other skills
response to player character actions. and abilities to recognize more refined
information.
DC 14 INT (Investigation) or Higher: There are
markings on the floor and ceiling of this excavated
corridor where support beams once stood, but it is
now clear that they have been moved away, most
likely when the workers abandoned this area of the
mine.
DC 16 INT (Investigation) or Higher: You also
notice several cracks in the ceiling above your head
that extend as far as you can see in either direction.
PAanrtiTmwmoe:rTshiveeNdeexst-cLreipvteiol nDecsacnripttriuolny bring The structural integrity of this tunnel is highly
an encounter to life, and we realize how questionable.
important it can be for Game Masters to have
well-written boxed text at their fingertips. DC 18 INT (History) or Higher: You are aware
that miners would only retreat from a tunnel like this
if there were a significant risk. That risk might be
The second element of our encounter design a potential collapse, accumulation of poisonous
includes the “Perceptive Eyes” icon, and when or flammable gasses, or some other threat to their
these peepers show up on the page, it’s an safety.
opportunity for the GM to describe what the
characters see, hear, and feel in the moments Success or failure in these skill checks can
leading up to a natural challenge. have a significant impact on how much time
the characters have to react as the potentially
What the characters understand may be catastrophic scene unfolds.
determined by passive skill checks, or it may
be determined by a roll of the dice, but the IMPORTANT TIP:
encounter page will always provide several Beyond the initial opportunity to perceive the
tiers of potentially available information. risk that is presented by the encounter, many
These tiers are not a simple checklist for of the higher-tier skill checks are intended
tpthhlaeeypeGlrMacyehtraosrautcosteevroasc.saIlainznsete“hainodfw,oatdhGueMmir psch”hoafuroaldrcttaehsreks to be choices that are verbalized by player
characters. Allow them the opportunity to
explore as thoroughly (or as thoughtlessly)
as they choose.
2 INTRODUCTION
Part Three: Player Action Opportunity These situations should be quick and intense,
If characters are able to spot the threat posed and we have streamlined the mechanical text
by a natural hazard, they should be given a in a way that should allow the GM to resolve
brief moment to describe how they react. The the consequences rapidly.
third part of our encounter system helps to Hazard Initiative Count
guide the Game Master in providing players Some of the natural phenomena included
with that opportunity. When this “d20” icon in Grio’s Guide may be run as if they are
is displayed, it should serve as a reminder for monsters who are attacking the party. In this
the GM to pause and ask the players what case, the hazard itself may be given a place
their characters would like to do with the (or multiple places) in the Initiative Count.
information that has been presented. When this is the case, the information on
If an avalanche is barreling down the hazard initiative will be provided at the top of
mountainside, a character might choose the Mechanical Resolution section of the text.
to climb a nearby tree. If a sandstorm is on Simplified Group Skill Challenges
the horizon, the character may take special Alternatively, some of the encounters in
preparations to cover her eyes, nose, and the book are presented as Group Skill
mouth. If a section of rock on the cliffside that Challenges. This mechanic was implemented
the party is climbing looks like it is about to in 4th Edition, and there are certain natural
give way, the character may have a moment events that benefit greatly from the Group
to secure climbing gear for himself or for Skill Challenge philosophy. However, we’ve
one of his companions. These moments are attempted to streamline this process in order
among the most dramatic and intense in the to make it quick and engaging for players and
game, and they can be incredibly engaging GMs alike.
for players. When a Group Skill Challenge is presented,
Each of the encounters in this book is the GM is prompted to make the players at
designed to provide the characters with the table aware of the shift in mechanics. In
an opportunity to avoid danger through a game system that focuses heavily on the
successful skill checks, but there may be times mechanics of combat, it’s important for the
when characters fail at the available checks players to understand that a challenge of this
and find themselves surprised. In moments type will require them to think more about
where characters are caught completely off their skills and proficiencies. Each Group Skill
guard, their opportunities to react may be Challenge is presented with its own specific
extremely limited or non-existent, at the GM’s requirements, but they all adhere to the same
discretion. basic framework, as follows:
• Roll for Initiative: Characters will roll for
initiative at the start of any Group Skill
Challenge to determine the order in which
they make their checks. If the GM prefers,
all characters may roll their checks
simultaneously.
Part Four: Mechanical Resolution • Successes vs. Failures: In any Group
When the hazard has been introduced into the Skill Challenge, the adventuring party
campaign world, and the players have been as a whole must accumulate a certain
given their opportunity to perceive it and number of successful skill checks before
react to it, all that remains is a straightforward accumulating a specified number of
and balanced set of mechanics to resolve failed skill checks. For example, in dealing
what happens to the characters in that with the sudden appearance of icebergs
moment. These mechanics are indicated by floating in an arctic sea, the group may
the “Mechanical Gears” icon on the encounter be required to make 9 successful skill
page. checks in order to navigate their ship
Each encounter in this book has uniquely safely through the hazard. However, if
designed mechanics that are intended to the group accumulates several skill check
make the natural hazard or obstacle feel failures first, there may be devastating
“real” and meaningful for the players, without consequences as the hull of the ship takes
allowing it to slow the gameplay significantly. significant damage from collisions with
the icebergs.
INTRODUCTION 3
• Skill Proficiency Requirements: In most Difficulty and Complexity Ratings
To aid in ease of use, the Next-Level team has
Group Skill Challenge scenarios, players given each of the hazards in the book two
will be free to choose how they use important ratings. The ratings are placed at
their characters’ skills for the benefit of the beginning of each encounter.
the group. However, a player character
may only use skills in which he or she is • Player Difficulty Rating:
Proficient. For example, a Bard character
who is not proficient in the STR (Athletics) Some natural hazards are minor
skill would not be allowed to roll a STR inconveniences or barriers to travel, but
(Athletics) check during a skill challenge. some have the potential to wipe out an
Instead, the character would need to find entire adventuring party in the blink of
a way to use his or her proficiencies in the an eye. All encounters have been given a
most effective way possible. Player Difficulty Rating of Easy, Medium,
or Difficult to indicate their relative levels
• Optional “Creativity” Rule: The GM may of danger to the party. These levels of
difficulty are indicated by green, yellow,
also choose to place further restrictions and red dots, repsectively.
on the skills that player characters choose
during a skill challenge. One optional rule • Mechanical Complexity Rating:
that may be put into play states that a Additionally, some encounters are more
player character may not use the same complicated for a Game Master to
skill more than once during a Group Skill execute than others. To aid in selection
Challenge event. The intended effect of of appropriate hazards for your game
this rule is to force players to come up sessions, we have given each encounter a
with creative solutions to the problem Mechanical Complexity Rating of Simple,
that is being presented. Average, or Complex. These levels are
also indicated by the green, yellow, and
• Suggested Skills and Consequences: red scale. For Complex encounters, it may
be necessary to study the encounters and
Each Group Skill Challenge in Grio’s their mechanics closely prior to the start
Guide to the Wildlands comes with a of your game session.
list of potential skill checks and the
consequences of failure should the rolls go
badly. These details are provided to assist
the GM and to prompt players if they are
having trouble adapting to this style of
play. However, they are only suggestions.
The GM may adjudicate other player
actions according to his or her discretion.
Hazard DCs, Speeds, and Effects
All of the mechanical information required
for a GM to run a given hazard will be stated
directly in the Mechanical Resolution section
of the text. Difficulty Class information and
any physical attributes will be listed, and
potential damage dealt to player characters
(or Conditions that may be rendered against
those characters) will also be listed.
Scaling for Weak or Powerful Parties
Most of our encounters have been designed
and tested for a party of 4 to 6 adventurers
ranging from Level 5 to Level 8. The majority
of the encounters in this book will be printed
for that party level range. Adjustments may
be made to the Mechanical Resolution section
of certain encounters in the event that the
GM needs to scale the encounter for a very
small (or very large) party, or needs to scale
the hazard for groups that are significantly
above or below the intended level range for
the encounter.
In general, if scaling of an encounter needs to
occur, the Game Master should not make any
adjustments to the Next-Level Description or
Player Action Opportunity sections. Instead,
the GM should adjust all related DCs in the
Mechanical Resolution section two points in
the desired direction (easier or more difficult).
4 INTRODUCTION
WHO IS GRIO WHITESHINE?
Grio Whiteshine came to be through one of our personal home games. Grio
was a quirky, bumbling wild magic sorcerer character that I played through
several campaigns. With Drew’s collaboration on backstory and characteristics,
our young adventurer set off on his first quest to discover the source of these
abilities, which were shunned by the society where he grew up.
Being cast out at a young age, Grio was forced to adapt to life on the streets and
small villages surrounding his home. Often getting into precarious situations,
he learned much more about the world, just from a need to survive. Because
of these harrowing experiences, Grio was able to gather mastery of his own
abilities as well as an understanding of the skills needed to escape dangers both
natural and unnatural.
During his time exploring the wilderness, Grio was always concerned that he
would face a difficult challenge that would end in his demise. Because of that
fear, Grio kept a meticulous catalogue of notes from these encounters, including
what actions worked for his fellow adventurers and what didn’t. While traveling
through several natural biomes in his journeys, Grio would use his previous
experiences to avoid dangerous encounters.
After a life of adventure, Grio made time to organize all of his notes in the hopes
that it would help adventurers who came after him to survive as he did. Grio’s
Guide to the Wildlands is Grio’s gift to those with the unquenchable desire to
explore and master the wilderness.
Brian Black (Grio Whiteshine),
Co-Founder of Next-Level Gaming
INTRODUCTION 5
GENERAL INFORMATION AND TABLES
Each natural biome covered in the following the party is operating outside of the
chapters is uniquely challenging for player Initiative system since it takes a great
characters. However, there are some common deal more time than free-climbing.
elements that apply to encounters in more
than one environment. The information and ○ In order to select a proper location
tables provided here can be used as an easy
reference for character interactions with for the piton, the Lead Climber
natural hazards must succeed on either a DC 12
WIS (Survival) check or a DC 12
EXPANDED CLIMBING SYSTEM INT (Nature) check (player choice).
AND FALL DAMAGE Features like Stonecunning, or
proficiency with Mason’s Tools may
Adventurers may encounter a vertical cliff provide Advantage on these checks
face, a wall of vines, or some other obstacle at the GM’s discretion. On a failure,
that may be climbed. If in Initiative Order due the Lead Climber places a piton in an
to a Combat or Chase scenario, characters area of the rocky or icy surface that
may descend or ascend at half of their normal is subject to the Flaking Effect noted
movement speed through a series of DC 15 below.
STR (Athletics) Climbing Checks, as per the
standard rules. These checks may be made at ○ Flaking Effect: If the Lead Climber
Advantage for a climber with the assistance fails the required WIS (Survival) or
of a rope that is properly secured overhead INT (Nature) check when hammering
and are automatically successful for a creature a piton into a rock or ice surface, the
with a CLIMBING SPEED. structural integrity of that surface
is compromised, and it is not strong
enough to hold the piton. The next
time that any climber uses the section
If NOT in Initiative Order, use the climbing of rope secured by that piton, the rock
distances referenced below. If a hammer and or ice where the piton is attached
pitons are to be used, a lead climber must splits open and fails to secure the
precede other climbers in order to drive the rope. The affected climber Slips and
pitons into the climbing surface and to feed must succeed on a DC 15 Dexterity
the rope through the eyelets for trailing Saving Throw to avoid a fall. All
climbers. Use of a climber’s kit can assure climbers below the area of the flaking
that the lead climber does not fall more than effect must also succeed on the DC
25 feet if a Slip should occur. 15 Dexterity Saving Throw to avoid
being knocked off the wall by falling
Start by determining a climbing order rocks, ice, or debris. All failures on
for the party and determine whether the the DEX Save result in Fall Damage &
first climber(s) to ascend can provide any Injury from the table below.
assistance to the climber(s) who will ascend
later. ● Trailing Climbers - Depending on the
height of the vertical climb and the
● Lead Climber - Climbing a near vertical amount of rope at the party’s disposal,
surface without the aid of ropes is a task some Trailing Climbers may be able to
suited for a strong and confident athlete. benefit from pitons and ropes that are
secured by the Lead Climber.
○ Any climber with a Climbing Speed,
○ A Trailing Climber with the assistance
with specific climbing assistance
provided by a magical item or spell, or of properly secured ropes may move
with Proficiency in the STR (Athletics) 50 feet up or down the vertical
skill may move 50 feet up or down the climbing surface with no check
vertical climbing surface with no check required.
required. Since there is no pressure
being applied by Combat or a Chase, ○ If a 50 ft section of rope is occupied
it’s fair to assume that an athlete of this
ability should be able to take the time by more than one climber at a time,
necessary to find proper handholds there is a 40% chance that the piton
and footholds. However, an unassisted securing it will give way, leading to a
character (See Trailing Climbers below Slip for all climbers who are on that
for potential assistance) who does not section of rope. If the party does not
have any of these boons must succeed have enough rope to accommodate
on a DC 15 STR (Athletics) check to all of the climbers in the party, some
move 50 feet up or down the wall Trailing Climbers may have to scale
when free-climbing. the vertical face in much the same
way that the Lead Climber would.
○ If climbing rock or ice, the lead climber
may hammer a piton into the surface
every 50 feet and attach a length
of rope to aid other climbers. This
technique can only be utilized when
6 INTRODUCTION
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throw falls toward the surface below. At the Game Master’s discretion, other members of
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FALL DAMAGE & INJURY TABLE
DISTANCE FALLEN BLUDGEONING DAMAGE INJURY SUSTAINED
50 feet (5d6) Sprained knee or ankle -
80 feet (8d6) Movement speed halved until
120 feet (12d6) next Long Rest.
200 feet All Remaining HP The condition(s) above, plus
broken legs - Movement
speed reduced to 0 until
magical healing is applied for
at least half of the HP lost
from the fall.
The condition(s) above, plus
Unconscious and Unstable -
Creature drops to 0 HP and
begins making Death Saving
Throws
Instant death
INTRODUCTION 7
EXPANDED SWIMMING SYSTEM
Falling Into Water From Significant Heights
When a character falls into a body of water from a significant height (10 feet or more), falling
damage should be calculated just as it would for a fall onto hard ground. This fall damage is
calculated at (1d6) Bludgeoning damage per 10 feet fallen, and the conditions from the Fall
Damage & Injury Table above should still be applied. However, a character who is falling
into deep water may make a DEX (Acrobatics) check if they are proficient in that skill. On
a success, reduce the Distance Fallen by half as he or she dives gracefully into the water. A
creature who falls into water by accident, or by diving from a height of 10 feet or more, will
initially sink 10 feet below the surface.
For example, a dexterous character who falls from a height of 50 feet into the ocean and
succeeds on the DC 12 DEX (Acrobatics) check will still take (2d6) points of Bludgeoning
damage from the fall. However, he will not sustain the injury or the movement penalty because
the fall is considered a 25-foot fall instead of a 50-foot fall.
Swim Checks Required to Surface
Furthermore, a submerged creature must make a Swim Check in order to get back to the
surface - a prospect that can be made incredibly difficult by heavy armor or encumbering
equipment. Note that these Swim Checks are only required to move vertically toward the
surface of the water. They are not required for horizontal movement. See the Swim Check
Table below:
WEIGHT OF ADVENTURER + SWIM CHECK REQUIREMENTS IF CHECK IS FAILED BY
GEAR CARRIED 5 OR MORE
STR (ATHLETICS) CHECK
Less than 50 lbs REQUIRED TO MOVE Sinks 5 feet
51 to 100 lbs Sinks 5 feet
101 to 150 lbs VERTICALLY AT HALF SPEED Sinks 10 feet
151 to 200 lbs DC 8 Sinks 10 feet
201 to 300 lbs DC 10 Sinks 10 feet
301 to 400 lbs DC 12 Sinks 15 feet
Over 400 lbs DC 14 Sinks 15 feet
DC 16
DC 18
DC 20
A character who chooses to drop gear may give themselves an easier Swim Check.
For example, Shaena Tealeaf, a Halfling Rogue, is not the strongest of characters. She weighs
39 pounds and has nearly maxed out her carrying capacity with a total of 80 lbs of gear, which
puts her Swim Check at a DC 12 (Total weight of 119 lbs). Only 10 lbs of that weight is due to
her Leather Armor, which would take 1 minute to doff. She may choose to drop her Burglar’s
Pack, which accounts for the other 70 pounds of gear, in order to lower the Swim DC to 8.
On the contrary, Flint Fireforge, a 215lb Dwarf Cleric, is carrying a total of 80 lbs of gear.
His required STR (Athletics) check for the swim is set at a DC 16 (Total weight of 295 lbs).
Unfortunately, his Chain Mail weighs 55 lbs, which is more than half of his total weight carried.
Since it takes 5 minutes to doff this Heavy Armor, Flint can only manage to drop 25 lbs of gear
to help with his Swim DC. He can’t do anything meaningful to help with his Swim DC before
he starts drowning, so that Heavy Armor is a real anchor in this scenario.
If a creature’s Swim Check is sufficient to reach the surface of the water, they may tread water
for up to 1 minute as they await assistance from their fellow adventurers. For each minute
that elapses, a character who is treading water must succeed on an additional Swim Check to
avoid being submerged again.
Challenging Swims and Physical Exertion
In certain scenarios, characters may have to consider the pace of a swim over long or unknown
distances. Even heroes have limits, and swimming rapidly for an extended period of time can
use up oxygen stores very quickly.
8 INTRODUCTION
The Swimming Pace Table below takes the speed of the swim into consideration as an adjustment
to the standard rules for Suffocation. Of course, as long as an adventurer is swimming at
the surface of the water and is able to breathe consistently, suffocation does not come into
play. However, when Exhaustion sets in, or when a lengthy underwater swim is required, the
reductions to the length of time that a character can hold his breath become quite significant.
A Constitution Saving Throw is required at the end of each 30-second swim segment to avoid
panic and to continue holding one’s breath. The pace of the swim determines the DC of this
“composure” CON Save and whether that Saving Throw is rolled normally, or with Advantage
or Disadvantage. These “Composure” Constitution Saving Throws should not be used if the
party is in Initiative Order.
SWIMMING PACE TABLE
(Swimming Speed is Half of Walking Speed Unless Otherwise Altered by Spells, Character Features, or Special
Equipment)
SWIMMING PACE HORIZONTAL DISTANCE CON SAVE REQUIRED AFTER
Fast Pace (Dashing) TRAVELED IN 30 SECONDS EACH 30 SECONDS AT
CHOSEN PACE
10 x Swimming Speed
Succeed on a DC 12
CON Save Rolled at
Disadvantage or lose 30
seconds of Hold Breath time.
Normal Pace 5 x Swimming Speed Succeed on a DC 10 CON
Slow Pace (Conserving (Rounded Down) Save or lose 30 seconds of
Energy) 4 x Swimming Speed Hold Breath time.
Succeed on a DC 8 CON
Save Rolled at Advantage
or lose 30 seconds of Hold
Breath time.
A character who chooses to swim as fast as possible for as long as possible might find himself
running out of breath at just the wrong time.
For example, Grio Whiteshine has a standard swimming speed of 15 feet per round, and he
absolutely hates the water. When forced to swim, he would prefer for it to be over as quickly
as possible. If he sets out on an underwater swim of unknown length at a Fast Pace, he can
cover 150 feet every 30 seconds. Things may be going “swimmingly” until he fails his first two
DC 12 CON Saves (Rolled at Disadvantage) after having swum a total of 300 feet in the first
minute. You see, Grio’s CON Modifier of + 2 only allows him to hold his breath for a maximum
of 3 minutes under the best of circumstances. He’s just been swimming for one third of that
time, but two moments of panic have now cost him another third of his maximum time. He
might not even be able to make it back to where he started with the one minute he has left. If
he doesn’t make it to breathable air in the next 60 seconds, without another failure, Grio will
begin suffocating.
If instead Grio had chosen to take the slow and steady route, conserving energy as he swims
and rolling his DC 8 CON Saves at Advantage every 30 seconds, he is at an extreme statistical
advantage and is all but guaranteed to cover a minimum distance of 360 feet with his 3 minutes
of hold breath time. Granted, nothing is ever guaranteed in this game, but in this scenario, Grio
would likely be better off staying calm and carrying on. Moving at a slow pace also gives Grio
the option to turn and sprint back to where he started if one of those Con Saves goes poorly.
It’s a matter of style, but it’s good to have choices.
INTRODUCTION 9
FESTERING WOUNDS
A creature with Festering Wounds is susceptible to significant damage and overall Exhaustion
as the systemic infection progresses. A creature who is proficient in the Medicine skill, or who
is proficient with an Herbalism Kit, may recognize the risk of infection with a basic examination
of the wounds (no check required). Any healing applied at this time will negate the risk of
Festering Wounds.
A creature with Festering Wounds will suffer the effects in the Festering Wounds Table below
until sufficient healing has been performed:
FESTERING WOUNDS TABLE
TIME PERIOD ADDITIONAL HEALING REQUIRED TO REVERT INFECTION TO
SINCE WOUND DAMAGE & THE PREVIOUS LEVEL OF SEVERITY (UP ONE
WAS ACQUIRED CATEGORY ON THE TABLE)
8 Hours EFFECTS IMPOSED
IMMEDIATELY A Short Rest AND Magical Healing up to Full
16 Hours HP, or a Short Rest AND a successful DC 12
(2d6) Necrotic WIS (Medicine) check with the aid of a Healer’s
24 Hours Damage. Max HP Kit or Specific Herbalism Remedies, reverses
is reduced by the the infection to the stage in effect shortly after
36 Hours amount of damage wounds were sustained.
taken, and the
48 Hours creature takes 1
60 Hours Level of Exhaustion.
(4d6) additional A Long Rest AND Magical Healing up to Current
Necrotic Damage. Max HP, or a Long Rest AND successful DC 13
Max HP is reduced WIS (Medicine) check with the aid of a Healer’s
by the amount of Kit or Specific Herbalism Remedies, reverses the
damage taken, and infection to the 8-hour stage (additional healing
the creature takes 1 required to move up another level).
Level of Exhaustion.
(6d6) additional A Long Rest AND Magical Healing up to
Necrotic Damage. Current Max HP, or a Long Rest AND successful
Max HP is reduced DC 14 WIS (Medicine) check with the aid of a
by the amount of Healer’s Kit or Specific Herbalism Remedies,
damage taken, and reverses the infection to the 16-hour stage
the creature takes 1 (additional healing required to move up another
Level of Exhaustion. level).
(8d6) additional A Long Rest AND Magical Healing up to
Necrotic Damage. Current Max HP, or a Long Rest AND successful
Max HP is reduced DC 15 WIS (Medicine) check with the aid of a
by the amount of Healer’s Kit or Specific Herbalism Remedies,
damage taken, and reverses the infection to the 24-hour stage
the creature takes 1 (additional healing required to move up another
Level of Exhaustion. level).
Creature A Long Rest AND Magical Healing up to Max
immediately falls HP From 36-Hour Stage, or a Long Rest AND
to 0 HP and is successful DC 16 WIS (Medicine) check with
Incapacitated. the aid of a Healer’s Kit or Specific Herbalism
Remedies, reverses the infection to the 36-hour
Death stage (additional healing required to move up
another level).
Resurrection Magic May Heal the Creature
According to its Specific Spell Description
10 INTRODUCTION
FOOD AND WATER REQUIREMENTS
(existing 5th Edition mechanics reprinted with examples for convenient reference)
A character needs one pound of food per day and can make food last longer by subsisting on
half rations. Eating half a pound of food in a day counts as half a day without food. Please see
the example below.
A character can go without food for a number of days equal to 3 + his or her Constitution
modifier (minimum 1). At the end of each day beyond that limit, a character automatically
suffers one level of Exhaustion.
A normal day of eating resets the count of days without food to zero.
EXAMPLE OF THE BENEFITS OF EATING HALF RATIONS:
Vertha has Eating Accumulated Level of Eating Accumulated Level of
a +2 CON Full Days w/o Exhaustion Half- Days w/o Exhaustion
Modifier and Day’s Food for the Day? Day’s Food for the Day?
3 full rations Rations Rations
available No
1 full 0 days No .5 ration .5 days
Day 1 ration No
1 full 0 days No .5 ration 1 day
Day 2 ration No
1 full 0 days No .5 ration 1.5 days
Day 3 ration No
No food 1 day No .5 ration 2 days No
Day 4 No food 2 days No
Day 5 No food 3 days No .5 ration 2.5 days No
Day 6 No food 4 days No
Day 7 No food 5 days No .5 ration 3 days No
Day 8 No food 6 days No
Day 9 No food 7 days No .5 ration 3.5 days
Day 10
No .5 ration 4 days
Yes .5 ration 4.5 days
Yes .5 ration 5 days
EXAMPLE OF THE BENEFITS OF SPACING RATIONS AND RESETTING DAYS WITHOUT FOOD:
Vertha has Eating Accumulated Level of Eating Accumulated Level of
a +2 CON Every Days w/o Exhaustion Every Third Days w/o Exhaustion
Modifier and Day Food for the Day Food for the
3 full rations Day? Day?
available
1 full 0 days No No Food 1 day No
Day 1 ration
1 full 0 days No No Food 2 days No
Day 2 ration
1 full 0 days No 1 full ration 0 days No
Day 3 ration
No food 1 day No No Food 1 day No
Day 4 No food 2 days No
Day 5 No food 3 days No No Food 2 days No
Day 6 No food 4 days No
Day 7 No food 5 days No 1 full ration 0 days No
Day 8 No food 6 days No
Day 9 No food 7 days No No Food 1 day No
Day 10
No No Food 2 days
Yes 1 full ration 0 days
Yes No Food 1 day
INTRODUCTION 11
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A
character who drinks only half that much water must succeed on a DC 15 Constitution saving
throw or suffer one level of Exhaustion at the end of the day. A character with access to even
less water automatically suffers one level of exhaustion at the end of the day.
If the character already has one or more levels of Exhaustion, the character takes two levels
in either case.
Note in the example below that dehydration is much more severe than malnourishment. Because
drinking a normal day’s ration of water does not reset the count like it does with food intake,
there is not a clear advantage to skipping days of water intake. Drinking half of the necessary
amount only gives a character A CHANCE to survive longer on the available water supply. It’s
not guaranteed.
EXAMPLE OF THE BENEFITS OF DRINKING HALF THE NEEDED AMOUNT OF WATER:
Vertha has Drinking Accumulated New Drinking Accumulated % Chance
a +2 CON 2 gallons Days w/o Levels of 1 gallon Days w/o of Level of
Modifier per Water Exhaustion per day Water Exhaustion for
and 4 day (as for the the Day? (Roll
gallons required Day? of 12 or less
of water in the with +2 CON
available desert) Modifier)
Day 1 2 gallons 0 days No 1 gallon .5 days 60%
Day 2 2 gallons 0 days No 60%
Day 3 No Water 1 day 1 Level 1 gallon 1 day 60%
Day 4 No Water 2 days 2 Levels 60%
Day 5 2 Levels 1 gallon 1.5 days
No Water 3 days 2 Levels 100%
Day 6 (Death) 1 gallon 2 days
N/A 100%
Day 7 No 3 days - 2 Levels
N/A Water 100%
Day 8 - 2 Levels
No Water 4 days No 4 days 100%
Water - 2 Levels
N/A N/A No 5 days
Water
N/A N/A No 6 days
Water
12 INTRODUCTION
INTRODUCTION 13
14 HUNTING IN THE WILDLANDS
CHAPTER ONE
HUNTING IN THE WILDLANDS
Overview
Before the rise of agriculture, hunting was the primary method of acquiring meat and other
animal products. Skilled hunters are still revered by their tribes for their ability to find, stalk, and
dispatch magnificent animals. A hunting session should be dramatic, full of imagery, suspense,
and useful mechanics that make hunting fun for all players no matter how much hunting
experience they may have in real life.
d6 Personality Trait
Creating Your Hunter - A Guide for Players I walk with a significant limp because
For characters who spend much of their 1 of a run-in with a neglected hunting
time traveling in the wildlands, a proficiency
in hunting and trapping makes a great trap.
deal of sense. The ability to harvest prey
animals for food and supplies may be the Animals are easier to predict than
difference between life and death in certain 2 people, and I am much more at home
environments.
When creating a hunter, consider taking in the wildlands than I am in town.
the Trapper background. This background
provides your character with specific I made every item of clothing that I
advantages related to the discipline. 3 wear from the hides of animals that
Additionally, it is important to select Wisdom
as your highest ability score because the I’ve trapped.
checks required to prepare and conduct a
hunt will rely heavily on a character’s Wisdom I am missing two fingers on my
Modifier - specifically the WIS (Survival) skill. left hand, and I like to share the
Background: Trapper 4 gruesome injury as a cautionary tale
Skill Proficiencies: Nature, Survival for any small children that I meet.
Tool Proficiencies: Leatherworker’s Tools
Languages: One of your choice My favorite meal is fried squirrel, and
Equipment: Traveler’s clothes, a pouch I’m eager to cook it for my traveling
containing 10 gp, Leatherworker’s Tools, 5 companions at every possible
and a Hunting Trap.
opportunity.
A Trapper understands the movements of
animals in the wild. You have learned that a Many of the traps that I create are
well-placed trap is much more efficient than obviously crafted to catch humanoids
even the best of hunters, and you’ve learned rather than animals, but I cover my
how to craft many of these traps yourself. 6 true intentions by giving overly
You have the ability to use the standard saw-
toothed Hunting Trap, and you can also set a detailed and deceptive justifications
Spring Snare, a Tension Spear, a Deadfall, or for my designs.
a Pit Trap according to your needs.
Feature: Mechanical Genius d6 Ideal
Your experience with traps gives you
Advantage on all WIS (Perception) checks to Food: Knowledge of trapping
notice trap placement and INT (Investigation) provides the most efficient and
checks to discern mechanical trap operations. 1 reliable means of survival for
The DCs of all WIS (Perception) checks made a person who is isolated in the
to notice your traps, as well as any Saving wilderness. (Any)
Throws rolled to resist their effects, are
increased by 3. Additionally, you may set a Deception: I care less about the
standard Hunting Trap as a Bonus Action on products gained from trapping than
your turn in combat. 2 about the feeling of superiority that I
get from drawing an unwary creature
into one of my traps. (Evil)
History: Most cultures preserve
unique knowledge of hunting and
3 trapping, and I am eager to learn as
many new techniques as I can. (Any)
Nature: The laws of nature may be
unmerciful, but they always make
4 sense - unlike the laws created by
people. (Lawful)
Perfection: A trap design is never
truly finished. It can always be
5 improved through experimentation
and redesign. (Any)
Balance: Hunting and trapping are
6 an essential part of natural balance.
(Neutral)
HUNTING IN THE WILDLANDS 15
d6 Bond d6 Flaw
The animal that I use as a hunting I have a compulsion to set at least
1 companion is my closest and dearest 1 one trap per day, and I sometimes
friend. place them in inappropriate locations.
The trapping tradition is culturally My desire for perfection causes me to
significant and must be passed onto set traps very slowly and deliberately,
2 future generations of wilderness 2 sometimes to the frustration of my
survivalists. companions.
Cities and towns (and their inept I truly enjoy the sight of blood, so
citizens) are destroying the natural 3 I sometimes get caught up in the
3 world around us, and their expansion
visual spectacle created by my traps.
must be slowed.
Although my contraptions are
My grandfather was a legendary expertly designed, I have trouble
4 trapper, and I honor his memory by keeping them secret and sometimes
4 reveal their placement with
practicing my skills regularly.
unconscious gestures and eye
Traps are tools of military superiority, movements.
5 and I consider myself a master
When I am in a settlement, I fidget
strategist. 5 and pace nervously because of the
I use my knowledge to keep my crowds.
traveling companions safe, and I must
6 always be first in the marching order I need to see the fruits of my labor,
so I can spot potential dangers to and it is incredibly difficult for me to
others. 6 walk away from a trap without seeing
it sprung.
HUNTING FUNDAMENTALS are inexperienced hunters in real life, but
Before the Encounter grant Advantage on the WIS (Survival)
Determine the Quality of the prey by rolling check for especially good planning.
(1d8). Record this number for future use as
it will determine many of the aspects of the • Camouflage
hunting encounter, including but not limited
to the perceptive abilities of the animal and Seasoned hunters know that blending
the precision required for a kill shot. This result into the environment and breaking up
will be referred to hereafter as the Quality their outline helps to avoid detection by
Modifier. prey that rely on sight. This is especially
Hunt Preparation important against predators with
Prey species and predatory beasts have binocular vision. Hunters may gather and
evolved to detect hunters by sight, smell, or incorporate twigs, leaves, moss, grasses,
hearing. A failure to take preparatory steps and other bits of the wilderness into their
before an animal is encountered ends many outfit. A Ghillie Suit is crafted specifically
hunts before they have properly begun. for this purpose and gives a hunter a
Furthermore, choosing the terrain and tremendous edge on attempts to hide via
establishing an ambush position can greatly camouflage.
increase the chances of a successful hunt. A hunter must succeed on a DC 14
WIS (Survival) check to find and to
• Preparing the Ground successfully incorporate plants from the
local environment into his or her garb such
Setting the stage for a hunt can be the that they are well camouflaged. The hunter
difference between successfully bagging a has advantage on the WIS (Survival)
meal and going hungry. Whether stalking check if proficient with a Disguise Kit or
prey through a jungle, leading a predator wearing a Ghillie Suit that is suited to the
to a well-placed trap, laying out bait and appropriate biome.
waiting in a hide, or taking the time to
practice with and find the exact range of • Masking Scent
the kill zone, preparing the ground helps
the hunter conduct the hunt on his or her Without exception, game animals have
own terms. vastly more acute senses of smell than
To Prepare the Ground, the hunter must humanoid hunters. The hunter must take
succeed on a DC 16 WIS (Survival) check. measures to mask scent, or be given away
Encourage the players to describe how by the wind. Fresh dung, urine, and fetid
their characters go about preparing the mud are examples of things that can be
ground. Avoid punishing them if they used to cover or eliminate a hunter’s scent.
16 HUNTING IN THE WILDLANDS
It is also common practice to approach an animal from a downwind position. A skilled hunter
will always take note of wind direction and attempt to position himself or herself downwind
from the prey so that scent will be carried away from the animal.
Additionally, to Mask Scent, the hunter may do one of the following:
○ Succeed on a DC 18 Wisdom (Survival) check to find the correct substance with which
to mask their scent
○ Utilize a spell like Pass Without a Trace
○ Use the Scent Masking Concoction from the Alchemy chapter
○ State another feasible method for covering natural humanoid scent
• Eliminating Noise
Armor, weapons, heavy footfalls, and dry foliage are just a few examples of things that can
alert prey to a hunter’s presence. Removing, mitigating, and minimizing components that
create excess noise greatly increases the chances that a hunt will be successful.
Eliminating Noise requires a DEX (Stealth) check that will be adjudicated at the time of the
stalk that is based on the Quality of the prey. The hunter must be aware of their own noise
and any factors that may create unnecessary noise.
Mechanics of the Hunting System
In each of the following steps, a base DC will be calculated using the Quality Modifier of the
prey that was rolled before the start of the encounter. However, remember that the hunt is also a
narrative experience for the players. Consider using some of the descriptive text that is provided
with each step of the process.
Locating Prey
The surrounding wilderness is silent and serene as you begin to track your quarry. You bend down to touch
the ground, searching for tracks, scat, or any other signs of passage. The plan for your stalk will unfold based
on the preparations that you have made and the signs left by your prey.
To Locate Prey, the hunter, or the leader of the hunting party, must succeed on a WIS (Survival)
check. The DC for this check is 13 + (Quality Modifier), modified by situations outlined in the
table. If the hunter or hunting party leader fails to find prey, he or she may try again in 4 hours.
Situation Change to Related
DC
Proficient in INT(Nature) Skill -2
Successfully Preparing the Ground, Camouflaging, Masking Scent,
and/or Eliminating Noise (see Preparation) -2 each
Ideal hunting conditions (May only apply in Jungle, Forest, or
Grassland biomes) such as plentiful forage, relatively low predator -2
population, very remote
Successfully utilizing a trained hunting creature (dog, horse, hawk, -2
etc.) -2
Applicable class or background features such as Ranger Favored +4
Terrain, Outlander background, Circle of the Land Druid
Unfavorable hunting conditions (rain, snow, high winds, darkness, +4
etc.)
Adverse environmental conditions, overpopulation of predators,
herd migration, nearby monsters, invasive species, disease, etc.
(Automatically applies to Desert, Arctic, and Subterranean biomes)
HUNTING IN THE WILDLANDS 17
STALKING PREY Kill Shot Mechanics
You check the direction of the wind in an You are within range to take a shot, and you
attempt to prevent your scent from wafting note all of the factors that will add up to
toward your quarry, and you move swiftly and success or failure: the layout of the terrain
as silently as you can to gain an advantageous before you, the movements and intentions
position. of your prey, and the pounding of your own
The following mechanics should be followed heart.
whether the hunter is moving on foot or
hunting from a blind or another stationary If a hunter has successfully Stalked a prey
position. creature, it is time for the Kill Shot: a single
ranged attack with a weapon or spell. Spells
● Determine Upwind or Downwind and features that deal area of effect damage or
○ A hunter must succeed on a DC 12 spells such as Magic Missile that automatically
hit cannot be used for a Kill Shot. Spells that
WIS (Survival) check to determine the utilize a saving throw rather than an attack
direction of any prevailing or swirling roll may not be used for Kill Shots.
winds.
**Kill Shot Mechanics may only be used
○ On a failure, wind conditions are not outside of a hunt at the GM’s discretion
(allowing for an ambush, calling a targeted
in the hunter’s favor and that hunter is shot on an enemy combatant, etc). For the
considered “Upwind” during the stalk. purposes of the Kill Shot, Hit Points and
Initiative are temporarily set aside.
● To stalk the prey without being discovered,
● Kill Shot Sequence
every member of the hunting party must
make a DEX (Stealth) check. The DC for The AC of the Kill Shot starts at 14 + the
this check is the prey creature’s Passive Quality Modifier of the creature being
Perception + (Quality Modifier). The hunted. A hunter has several opportunities
situations outlined in the table below to increase the probability of hitting such
may further impact the success of the a high DC by Sensing, Studying, Readying,
stalk. On any failure, the hunter or hunting Aiming, and Signaling before the Release
party must return to Locating Prey if they of the shot.
wish to continue the hunt. Alternatively,
the hunting encounter may devolve into Each time the hunter succeeds on one of
combat at the GMs discretion (see below). the following skill checks, the Kill Shot’s AC
decreases by the difference between the
Situation Change to check DC and the total rolled. Likewise,
Hunting from a Related DC each time the hunter fails on one of these
blind, elevated checks, the Kill Shot’s AC increases by
position, with a -2 the difference between the check DC and
trained creature, the total rolled. Describe each step of the
or other carefully -2 each process and keep track of the resulting
planned position or AC.
technique -2
Successfully +2 per individual 1. Sense: DC 13 WIS (Perception) check
Preparing +2 per hunter to gauge the wind direction and speed,
the Ground, wearing Medium thickness of foliage, interfering terrain, or
Camouflaging, Armor other environmental effects.
Masking Scent, and/ +4 per hunter
or Eliminating Noise wearing Heavy 2. Study: DC 15 WIS (Insight) check to
(see Preparation) Armor analyze the movements and intentions of
Downwind +4 the prey.
More than one
individual hunting 3. Ready: DC 13 + (Quality Modifier)
Hunter wearing Wisdom Saving Throw for the hunter to
Medium Armor calm breathing and center the mind.
Hunter wearing 4. Aim: DC 15 Dexterity check to aim true.
Heavy Armor 5. Signal (optional): DC 14 Wisdom (Animal
Upwind
Handling) check. If hunting with a trained
animal companion, the hunter may signal
the attack.
6. Release: The hunter makes the attack roll.
18 HUNTING IN THE WILDLANDS
Example Kill Shot Sequence: Grio is hunting a mighty elk of Quality 6. The Kill Shot AC for this
creature is 20 (14 + 6). Grio rolls a 14 as he Senses the environmental effects of the moment. This
success reduces the AC to 19, and Grio goes on to Study the movements of the elk. His roll of
20 on the WIS (Insight) check, further reducing the AC to 15. Grio Readies himself for the shot,
trying to calm his own heartbeat and steady his breathing, but he is unable to do so, rolling a 14
on his Wisdom Saving Throw. Since the result is 5 below the DC of 19 (13 + 6), the Kill Shot AC
increases by 5. As he raises his hands to aim a Ray of Frost for the attack, Grio rolls the exact
DC of 15 on his Dexterity check, resulting in no change to the AC. The final Kill Shot AC is 19 - a
difficult shot to be sure, but such a magnificent, high-quality beast should not be easy to harvest.
Success and Failure
• If the Kill Shot AC is met, the creature is killed immediately and retains all its Quality.
• If the Kill Shot AC is not met, the prey is either wounded or missed entirely.
○ A shot that misses the DC by 5 points or less hits outside the kill zone, wounding the
creature and decreasing the Quality Modifier used for any harvested products by 5. If
this reduction to the Quality Modifier reduces the Quality to less than 1, no products may
be harvested from the creature. Roll the damage for the attack as you normally would in
a combat engagement.
○ A shot that is under the DC by 6 or more misses the creature completely.
○ In either case, a docile prey animal will flee, but an animal with the will to fight will likely
charge.
Devolving Into Combat
Certain types of prey, especially those who are themselves predators, may attack instead of
fleeing, and the hunter may quickly turn into the hunted.
If the GM has decided that the hunt has devolved into combat, the fight or flight instinct of the
hunted creature makes it more powerful than it otherwise might be. Consult the table below for
changes to the creature’s stat block and Roll for Initiative!
ORIGINAL MODIFIER EFFECT ON PREY IN COMBAT
1-3 10% more HP, +1 to attack and damage modifiers
4-5 20% more HP, +2 to attack and damage modifiers
6-7 30% more HP, Damage dice scale up (d4 becomes d6, d6 becomes d8, etc.),
+3 to attack and damage modifiers
8 40% more HP, Damage dice scale up, +4 to attack and damage modifiers,
extra attack
HUNTING IN THE WILDLANDS 19
Products character who eats unpreserved meat beyond
The products of the Hunt are separated into this 4-hour mark must succeed on a DC 15
three categories: the trophy, edibles, and hunt Constitution Saving Throw or take a level of
materials. All three types of products are Exhaustion from the severe vomiting that is
irreparably damaged if the kill shot transmits induced by the rancid meat.
Acid, Fire, Necrotic, or Poison damage. Preserving food by salting or smoking requires
a Long Rest and a DC 12 WIS (Survival)
Trophies check. A successful check of this kind creates
Trophies include antlers, claws, teeth, spines, a daily ration for every 2 pounds of meat
beaks, heads, and other parts that may be that is preserved. On a failure, only 1 ration is
preserved indefinitely as wall mounts, jewelry, preserved for every 5 pounds of meat.
or ornamentation. To gather a trophy from a
successful hunt, a character must succeed on Hunt Materials
a INT (Nature) check. The DC of this check is Hunt materials are any body parts that are not
DC 10 + (Quality Modifier). On a failed check, considered an ornamental trophy or edible
the trophy is ruined and is worthless. meat. Materials gathered from a hunt may
include bone, hide, sinew, and glands to name
When adding a trophy to a player’s inventory, a few. Any Legendary Ingredients to be used
be sure to give it an appropriate weight. For in high-level alchemy concoctions should be
example, a head is roughly 10% of the weight considered as Hunt Materials as well.
of an entire creature. Also note the type of These materials can be harvested a number
creature it came from and the final Quality of of times determined by the size of the hunted
the trophy. creature:
A hunter may be able to find willing buyers Creature Size Maximum Material
for high-quality trophies in major settlements. Harvesting Attempts
A well-preserved trophy should sell for Tiny 1
approximately 5 x Creature CR x (Quality Small 2
Modifier) gold pieces, but these types of Medium 3
sales are subject to negotiation. Large 4
Huge 5
Edibles Gargantuan 6
A hunt may yield food for the hunter, provided
it can be harvested and preserved successfully.
The maximum amount of food harvested is
determined using the following table:
Creature Pounds of Food Harvested To harvest Hunt Materials, a successful DC 12
Size + (Quality Modifier) WIS (Survival) check is
Tiny ¼ of the Quality Modifier, required.
rounded down, (minimum ¼
Small pound) When adding materials to a player’s inventory,
½ of the Quality Modifier, the GM should assign appropriate weight.
Medium rounded down, (minimum 1 Note the type of material it is (e.g. hide, bone,
Large pound) etc.), the type of creature it came from, and
Huge Quality Modifier x 5 (minimum 5 the final Quality of the material.
Gargantuan pounds)
Quality Modifier x 10 (minimum
10 pounds)
Quality Modifier x 20, (minimum
20 pounds)
Quality Modifier x 50, (minimum
50 pounds)
Harvesting food from a successful hunt
requires a WIS (Survival) check. The DC for
this check is 20 - (Quality Modifier) because
it is much easier for a hunter to gather food
from a high-quality specimen. On a failure,
the number of pounds of harvested food is
reduced to the minimum listed in the table
above. Food harvested in this way only lasts
for a maximum of four hours unless characters
are able to salt, smoke, or freeze the meat. A
20 HUNTING IN THE WILDLANDS
HUNTING IN THE WILDLANDS 21
22 HERBALISM & POISIONCRAFT
CHAPTER TWO
HERBALISM AND POISONCRAFT
Overview
Herbalism is a discipline passed down from
one naturalist to another (often from parent
to child), and it involves the identification
and combination of useful plants to generate
healing and restorative effects. In nearly
every natural biome, a skilled herbalist should
be able to locate plants with medicinal
value. As a natural contrast, some of these
plants also have poisonous properties. Some
herbalists choose to focus on the mixing of
these powerful toxins instead. The following
mechanics and rules are designed to simulate
herbalism and poisoncraft within a 5e setting,
and they introduce a new means by which
your player characters can influence the
campaign world.
Creating Your Herbalist or Poison Master - A Background: Master Herbalist
Guide for Players Skill Proficiencies: Nature, Medicine
Tool Proficiencies: Herbalism Kit
Healing is typically in high demand for an Languages: One of your choice
adventuring party, and herbalism provides Equipment: Traveler’s clothes, a pouch
the flexibility to supply that healing without containing 10 gp, an Herbalism Kit, and
relying on magic. A character who can create three Common ingredients of your choice.
and carry a supply of restorative potions can
perform the same primary role of a healer
without a reliance on spell slots. This might A Master Herbalist trained you in advanced
also be a way for a character who is already methods of foraging for plants and mixing
focused on healing magic to augment his or beneficial restorative potions. You have
her abilities. helped the diseased, the wounded, and the
poisoned with this skill set, and you have
On the other hand, a poisoner character might some renown as a traveling healer. Common
fit a more unique niche. These characters people are more willing to let you into their
often come from darker settings and more homes and may offer you a place to rest and
troubled backgrounds. The knowledge that eat in exchange for your services.
they wield is designed to take life rather than Feature: Botany Expert
to restore it, and in turn, they are often sought Specify a type of natural terrain (Desert,
out by evil organizations and individuals who Jungle, Swamp, Forest, Grassland, Mountains,
are interested in assassinations and political Arctic, Subterranean, or Coastal) in which
power plays. you are a master forager. When conducting
a foraging expedition in this terrain, you find
When creating an herbalist, consider taking twice as much of any Common ingredient,
either the Master Herbalist or the Poison and you may also gather one additional
Master background. These backgrounds Supplement ingredient of your choice. You
provide your character with specific may add both your WIS (Medicine) modifier
advantages related to the discipline. and your proficiency bonus on all checks that
Additionally, it is important to select Wisdom use the Herbalism Kit.
as your highest ability score because the
checks required to combine the herbs into
potions and poisons will rely heavily on a
character’s Wisdom Modifier - specifically the
WIS (Medicine) skill.
Mint
HERBALISM & POISONCRAFT 23
d6 Personality Trait
1 I get caught up in the details of each and every plant that I encounter, often lingering
and losing track of time.
2 I prosthelytize to companions, acquaintances, and even complete strangers about
the amazing dietary and medicinal benefits of plants.
3 I carry a pouch of seeds with me at all times and make a point to plant one in a
patch of open soil each day when the sun is at its zenith.
4 Having spent so much time in the company of plants, I do struggle to make
meaningful connections with more “active” creatures.
5 I speak to plants, and they speak to me.
6 Dried herbs and seed-bearing plants sprout from every opening of my pack, my
pockets, and even my shoes.
d6 Ideal
1 Medicine: Herbalism is the most important academic discipline because of the help
and the harm that it can do to others. (Any)
2 Gain: My skills are in high demand, and I will sell medicines or poisons to the highest
bidder. (Evil)
3 Knowledge: There is an herbal remedy for every malady in the multiverse, and I will
one day know them all. (Neutral)
4 Chance: The power of life and death may exist in different parts of the same plant,
and fools are free to discover death if they cannot tell the difference. (Chaotic)
5 Peace: Though plants have both the ability to give life and to take it, my skills must
always be used for the good of those around me. (Lawful)
6 Balance: The wildlands contain so many blessings that can benefit civilization, and
we must maintain a proper balance in our relationship with nature. (Good)
d6 Bond
A younger sibling of mine died when I was a child, and a simple herbal remedy would
1 have been enough to defeat the disease. I’ll never allow this to happen again on my
watch.
2 The deity whom I serve is a patron of natural remedies.
3 One never knows when a potion or poison might make the difference in an
encounter. Always be prepared.
4 My mother taught me everything that I know about plants, and I live my life to honor
her memory.
5 My knowledge of plants gives me the upper hand in any situation.
6 Nature provides everything that we need for survival, and we must do our part to
protect nature in return.
d6 Flaw
1 People are a mystery to me. Plants are so much easier to understand.
2 I am addicted to some of the “medicinal” properties of the plants that I harvest.
3 Although I am passionate about herbalism, I am also highly allergic to most pollen, so
I find myself sneezing constantly.
4 I move slowly, and I am never in a hurry. Why rush through life? Stop and smell the
roses.
5 My teeth are permanently stained green from the herbal teas that I consume.
6 The plants that I work with have very long and complicated names that I cannot
pronounce, so I make up shorter names that are easier to remember.
24 HERBALISM & POISIONCRAFT
d6 Personality Trait
Cold and calculating at all
1 times, I never allow myself
to show emotion.
I am slow to trust, and I
am confident that once my
2 trust has been gained, no
one would dare break it.
I always maintain a kind
and friendly demeanor
towards everyone I meet,
3 and no one suspects my
true vocation until it is far
too late.
Veiled threats are
embedded in my most
4 basic communications with
Background: Poison Master others.
Skill Proficiencies: Nature, Medicine I find it difficult to sleep
Tool Proficiencies: Poisoner’s Kit, soundly at night because
Disguise Kit 5 the faces of my countless
Languages: Thieves Cant,
One of your choice victims haunt my dreams.
Equipment: Disguise Kit, common clothes
with a hood, a pouch containing 20 gp, I keep a menagerie of
and a Poisoner’s Kit. poisonous creatures in
6 small jars and cages that I
From a young age you have known the ins
and outs of the criminal underground. You can carry in my pack.
understand the flow of goods and the means
by which assassins are hired to do the dirty d6 Ideal
work of those who have enough coin. These
blades in the night are your primary source Precision: A quick, clean
of income. They come to you for brews kill with no unpleasant
capable of dealing death in more subtle ways, 1 mishaps is always my goal.
and your creations make it seem as though
their targets died of natural causes. After all, (Any)
nothing sends a more menacing message
than a king choking on his own blood. Pain: It is not enough
simply to kill; my targets
Feature: Death Dealer will most certainly
Due to your vast experience with hired 2 experience pain as they
assassins, you are capable of detecting the
presence of poison in consumables and move on from this world.
on weapons, and as such you may roll with (Evil)
Advantage on any check used to determine if
food, drink, or weapons have been poisoned. Fate: Everyone dies at
You have Resistance to Poison damage due to some point, and I have
exposure over many, many years. Additionally, 3 no qualms with being
you may add your proficiency bonus to the the vehicle of a person’s
Save DC of any poisons that you create, and demise. (Neutral)
you may apply poison to a weapon as a bonus
action on your turn in combat. Exploration: Poisons have
so many varied and unique
4 characteristics, and finding
new deadly substances
never gets old. (Chaotic)
Justice: My poisons are
often used to dispatch
violent and depraved
5 criminals, and I can think of
no better use for my skills.
(Lawful)
Pride: There are others
who do what I do, but
6 none have come close to
the reputation that I have
built for myself. (Any)
HERBALISM & POISONCRAFT 25
d6 Bond
1 Deep within my core I truly despise all living things and gain a great deal of
pleasure from their destruction.
2 The study of death is every bit as valuable as the study of life, and my
research in the area of poisonous substances is important work.
3 I have been wronged by many people during my lifetime. Some of them are
already dead, but many more are still on my list.
My brother is an assassin for a powerful organization, and I continue to
4 provide him with reliable tools of the trade in the hopes that I can keep
negative consequences from befalling him.
5 The poison master who mentored me expects me to live up to his
reputation. He may choose to eliminate me if I don’t.
6 The coin that I earn from this lucrative profession will keep my children from
growing up in the same squalid conditions that I did.
d6 Flaw
1 The poisonous fumes produced by my mixtures have taken their toll over
the years, and I have a nagging cough that cannot be quelled.
2 My loyalty goes to the highest bidder, without exception.
3 My taste buds are completely and permanently destroyed.
4 I enjoy the suffering of others much more than I care to admit.
5 Necrosis has turned the tips of my fingers black, so I must wear gloves to
conceal my craft from others.
6 I believe that my work makes me untouchable, and I am overconfident to the
point of arrogance.
26 HERBALISM & POISIONCRAFT
HERBALISM FUNDAMENTALS: Forest, Grassland, or Coastal
Standard Discovery Table
• Potions: Mixed potions are the end
Common Tier 60% chance of
products of an herbalist’s efforts. Ingredients discovery. A successful
These potions might be used to heal DC 12 INT(Nature)
damage sustained in combat, to check increases the
eliminate debilitating conditions, or to chance of discovery to
create specific poison effects. Higher- 80%. The player rolls a
level effects require rare and unique d6 and the character
ingredients. Proficiency with an Herbalism may select a number
Kit is necessary to manufacture restorative of ingredients (player
potions, and proficiency with a Poisoner’s choice) in this tier equal
Kit is necessary to craft debilitating to the result rolled on
mixtures. the d6.
Types of potions and poisons are listed
at the end of this chapter (see Herbalism Supplement Tier 30% chance of
Products). Ingredients discovery. A successful
DC 16 INT(Nature)
• Ingredient Tiers: The plants necessary to check increases the
chance of discovery to
create herbalism products fall into two 40%. The player rolls a
different tiers. Discovering useful plants d4 and the character
in each tier requires a percentile roll, may select a number
and for the creation of some products, of ingredients (player
certain tiers of plants are required. Many choice) in this tier equal
ingredients that allow for the creation to the result rolled on
of more common effects fall under the the d4.
Common tier. Supplements are used
primarily to boost the effects of Common
plants.
• Using the Kits: Unlike in the Alchemy
system detailed in Chapter Three, the
Herbalism System does not require
components or charges of any kind. The
Herbalism Kit and the Poisoner’s Kit in the
core rules are tool sets with which a player
character may develop proficiency, and
once that proficiency has been attained,
tool checks may be made using
THE HERBALISM/POISONCRAFT PROCESS:
Discovering Useful Plants (d100 Roll)
To forage for the necessary plants or
poisonous material for a desired product,
either the Herbalism Kit or Poisoner’s Kit
proficiency is required. Finding the necessary
ingredients in the wildlands is based on the
biome-specific percentage tables below.
The GM and the player who is controlling the
herbalist character must both realize that
such a character would be searching for very
specific combinations of plants. Therefore,
this system has been arranged as a shopping
list with many possible combinations. A
creative GM may imagine additional potions,
poisons, and herbal remedies beyond the
samples that have been provided here.
HERBALISM & POISONCRAFT 27
When a character wants to forage for ingredients, he or she can first make an INT (Nature) check.
Depending on the success of that roll, the percentage chance of finding proper ingredients may
be increased. The player then rolls the percentile dice, and if the roll is equal to or higher than
the required percentage, the ingredient(s) are acquired. For a 60% chance, a player must roll
41 or higher on the percentile dice. Foraging may only take place during a Long Rest or during
downtime as determined by the GM, and the character may only forage for ingredients within
one specific tier on each attempt.
Example: Grio Whiteshine is in the Sable Wood and would like to search for Common Tier
ingredients before the party settles down for a long rest. In this case, there is a 60% chance that
Grio can successfully locate the ingredients that he desires. Grio can choose to roll a DC 12 INT
(Nature) check to raise his chances of success to 80%. Grio rolls a 13 on his INT (Nature) check
and receives the boost to the percentile roll. He rolls a 23 on the percentile dice and is successful
in the foraging attempt because of that boost. Grio then rolls a d6 to determine how many
Common Tier ingredients are found. His roll of 4 allows him to choose four Common ingredients
of ingredients from the Common Plants list.
The percentages that are required to locate ingredients may be reduced or augmented by the
characteristics of certain biomes.
Desert, Arctic, or Mountain - Reduced Discovery Table
Common Tier Ingredients 20% chance of discovery. A successful DC 12 INT (Nature)
check increases the chance of discovery to 40%. The
player rolls a d6 and the character may select a number of
ingredients (player choice) in this tier equal to the result
rolled on the d6.
Supplement Tier Ingredients 10% chance of discovery. A successful DC 16 INT (Nature)
check increases the chance of discovery to 20%. The
player rolls a d4 and the character may select a number of
ingredients (player choice) in this tier equal to the result
rolled on the d4.
Jungle, Swamp, or Subterranean - Augmented Discovery Table
Common Tier Ingredients 70% chance of discovery. A successful DC 12 INT (Nature)
check increases the chance of discovery to 90%. The
player rolls a d6 and the character may select a number of
ingredients (player choice) in this tier equal to the result
rolled on the d6.
Supplement Tier Ingredients 40% chance of discovery. A successful DC 16 INT (Nature)
check increases the chance of discovery to 60%. The
player rolls a d4 and the character may select a number of
ingredients (player choice) in this tier equal to the result
rolled on the d4.
Great Mullein
28 HERBALISM & POISIONCRAFT
CREATING POTIONS OR POISONS:
A character who would like to make a potion or poison product from gathered ingredients must
make a single tool check with an Herbalism Kit or Poisoner Kit. The check is a simple d20 roll,
plus the character’s WIS (Medicine) modifier. Creation of products can be attempted during
a Short Rest, Long Rest, or downtime activity as determined by the time requirement on the
Herbalism and Poison Products tables. The DC of the required check increases based on the
type and number of ingredients required in the recipe, and poisons are typically more difficult
to create than standard herbalism products.
Example: Grio is Level 18 and would like to create a Potion of Supreme Healing. Per the
flaxseed oil supplement requirements, he has gathered four portions of the oil, and he also has
Chachacoma, Echinacea, Chamomile, and Valerian as his four unique Restorative ingredients.
The party has some downtime, and Grio needs five hours to combine the ingredients effectively.
Grio rolls a 2 on the d20 for his Herbalism Kit check, adds his WIS (Medicine) modifier of +7,
and as an Herbalism Master he gets to add his proficiency bonus of +6. Since the DC for the
Potion of Supreme Healing is a 16, and Grio’s roll only totaled 15, this attempt results in a failure.
Perhaps Grio notices that one of his ingredients had aged beyond use, and the product is now
a non-consumable, smelly paste. The ingredients and time are lost, and no product is available
for use.
Herbalism Products:
Each of the following products represents a single dose of an herbal remedy that can be
combined from Common and Supplement ingredients. These products require proficiency with
the Herbalism Kit. Unless otherwise noted, a dose can only be used to affect a single creature.
The Herbalism Kit Check DCs for these products are calculated as 8 + 1 (for each Common
ingredient) + 2 (for each Supplement ingredient). A product containing only Common
ingredients can be created in 1 hour. Each Supplement ingredient adds an hour to the creation
time.
Herbalism Product Ingredients and Effects
Aloe Vera Common: Aloe (1)
DC 9 Herbalism Kit The gel-like substance inside the leaves of this plant can be used to heal
Check minor ailments of the skin. Resets the CON Save DC and Max HP for
(Any Short Rest) creatures suffering from Sunburn. May be used to halt the progression of
Antidote (Basic) Festering Wounds, but does not revert the infection to its previous stage.
DC 12 Herbalism Kit Common: Chamomile (1) and Elderberry (1)
Check
(2 hours) Supplement: Rosemary (1)
This simple mixture can render common poisons inert. Negates the lasting
Antidote (Advanced) effects (aside from immediate Poison damage) of any Ingested poison with a
DC 16 Herbalism Kit CON Save DC of 15 or lower.
Check Common: Chamomile (1), Gingko (1), White Clover (1), Honey (1)
(3 hours)
Antitoxin Supplement: Rosemary (1) and Turmeric (1)
DC 11 Herbalism Kit This thick mixture is powerful enough to counteract more serious Ingested
Check poisons, and it can be used to treat the effects of Inhaled and Contact
(Any Short Rest) poisons as well. Negates the lasting effects (aside from immediate Poison
damage) of any Ingested, Inhaled, or Contact poison. Has no effect against
Injury poisons.
Common: Feverfew (1), Elderberry (1), and Pine Needle (1)
A creature that drinks this vial of liquid gains Advantage on saving throws
against poison for 1 hour. It confers no benefit to undead or constructs.
Digestive Tincture Common: Ocean Spray (1), Lizard’s Tail (1), Chamomile (1), and
DC 14 Herbalism Kit Pine Needle (1)
Check
(2 hours) Supplement: Turmeric (1)
When a parasitic infection or other stomach ailment takes hold, this 29
powerfully fragrant mixture is a reliable cure. Reverses the effects of Swamp
Gut, Otyugh disease, and other infections caused by fouled water.
HERBALISM & POISONCRAFT
Herbalism Product Ingredients and Effects
Eye Wash Common: Eyebright (1), White Clover (1), and Honey (1)
DC 13 Herbalism Kit
Check (2 hours) Supplement: Flaxseed Oil (1)
Administered directly onto eyes with an Action. Removes the Blinded
Healing Poultice condition unless that condition is permanent.
DC 12 Herbalism Kit Common: Great Mullein (1), Lizard’s Tail (1), Ocean Spray (1), and Eyebright
Check (Any Short (1)
Rest) A poultice coated with a paste made from these ingredients is highly
effective in preventing infection. Reverts Festering Wounds to a previous
Insect Repellant level of severity. Negates the risk of Festering Wounds when used within 8
(10 doses) hours of sustaining the injury.
DC 10 Herbalism Kit Common: Pine Needle (1)
Check (2 hours)
Supplement: Catnip (1)
Mountain Tea When infused in a gallon of fresh water and applied directly to skin, this
DC 10 Herbalism Kit mixture keeps biting insects at bay. Keeps swarming insects from making
Check (Any Short contact with exposed skin for a period of 4 hours.
Rest) Common: Chachacoma (1) and Mint (1)
These two ingredients infused into a tea can increase blood circulation and
Potion of Mental help to fight altitude sickness. When consumed during a Short Rest or a
Clarity Long Rest, this tea removes 1 Altitude Point.
DC 16 Herbalism Kit Common: Yerba Mate (1), Betony (1), Valerian (1), and Feverfew (1)
Check (3 Hours)
Supplement: Gotu Kola (1) and Sage (1)
Potion of Healing The serenity of the mind is a beautiful thing! A creature who drinks this
DC 11 Herbalism Kit mixture makes all Wisdom and Intelligence Saving Throws at Advantage for
Check (2 Hours) a period of 8 hours.
Common: Any Restorative (1)
Potion of (Greater)
Healing Supplement: Flaxseed Oil (1)
DC 12 Herbalism Kit You regain hit points when drinking this potion.
Check (3 Hours) Restores 2d4 + 2 HP
Common: Different Restorative Ingredients (2)
Potion of (Superior)
Healing Supplement: Flaxseed Oil (2)
DC 17 Herbalism Kit You regain hit points when drinking this potion.
Check (4 Hours) Restores 4d4 + 4 HP
Common: Different Restorative Ingredients (3)
Potion of (Supreme)
Healing Supplement: Flaxseed Oil (3)
DC 20 Herbalism Kit You regain hit points when drinking this potion.
Check (5 Hours) Restores 8d4 + 8 HP
Common: Different Restorative Ingredients (4)
Potion of (Lesser)
Restoration Supplement: Flaxseed Oil (4)
DC 13 Herbalism Kit You regain hit points when drinking this potion.
Check (2 Hours) Restores 10d4 + 20 HP
Common: Mint (1), Great Mullein (1), and Valerian (1)
Supplement: Reishi Mushroom (1)
The combined effects of these plants can reverse the course of minor
ailments. A creature who drinks this potion gains the effects of the Lesser
Restoration Spell.
30 HERBALISM & POISIONCRAFT
Herbalism Product Ingredients and Effects
Common: Yerba Mate (1), Echinacea (1), Chachacoma (1), and Gingko (1)
Potion of (Greater) Supplement: Reishi Mushroom (1) and Rosemary (1)
Restoration This potion affects both the body and the mind, eliminating the effects of
DC 16 Herbalism Kit more serious maladies. A creature who drinks this potion gains the effects of
Check (3 Hours) the Greater Restoration Spell.
Common: Eyebright (1) and Elderberry (1)
Sunscreen In Desert, Mountain, or Coastal areas where Sunburn may be a significant
(10 Doses) risk, this lotion can serve as protection from the sun’s brutal rays. One dose
DC 10 Herbalism Kit prevents the possibility of being affected by sunburn for 4 hours.
Check (Any Short Common: Yerba Mate (1)
Rest) Supplement: Gotu Kola (1)
When infused together into a tea, these two plants speed the physical
Yerba Mate recovery from exhaustion. Allows a creature to recover a Level of Exhaustion
DC 11 Herbalism Kit on a Short Rest rather than on a Long Rest.
Check (Any Short
Rest)
Poison Products: A dose of any of the Injury poisons listed
below may be used to coat a single blade or
Each of the following products represents up to 3 projectiles. The poison remains potent
a single dose of a toxic poison that can be until it has been introduced to a wound, and
combined from Common and Supplement then the poison no longer coats the weapon.
Ingredients. These products require proficiency
with the Poisoner’s Kit. Unless otherwise While the listed poisons are derived from
noted, a dose can only be used to affect a herbal ingredients, an adept poisoner would
single creature. likely be well-versed in creature toxins as well.
Poisons from a monster’s stat block should
**In many cases these poison effects are be used in accordance with the type of attack
much more severe than the poisons listed that delivers the toxin:
in the core rulebooks. They can have highly
significant impacts on PCs and NPCs alike. ••• Piercing Damage = Injury Poison
Game Masters are advised to allow these Breath Weapon = Inhaled Poison
poisons only after careful consideration. Tentacles or Skin = Contact Poison
If a poison’s description refers to effects The Poisoner’s Kit Check DCs for these
that last until the poison is neutralized, those products are calculated as 8 + 1 (for each
effects are assumed to continue indefinitely Common ingredient) + 6 (for each Supplement
until a specific antidote is administered, or ingredient). A product containing only
until a spell, like Protection from Poison or Common ingredients can be created in 1 hour.
Lesser Restoration, is cast on the affected Each Supplement ingredient adds an hour to
creature. the creation time.
Eyebright 31
HERBALISM & POISONCRAFT
Poison Product Ingredients and Effects
Common: N/A
Supplement: Jequirity Peas (1)
These tiny peas hold a powerful (if slow-acting) toxin that is preferred by
careful and patient assassins. If introduced to a small prick or cut, the toxin
is incredibly difficult to overcome. Many skilled killers have masqueraded
as helpful friends who were innocently swatting away an imaginary bee or
a spider who pierced the skin just before the aid could be rendered. Some
even go so far as to craft a false bee corpse that can be used as both a
delivery system and as evidence of the alleged sting.
Abrin Because of the small amount of poison in each pea, this poison is typically
(Injury or Ingested) delivered through a pin prick or a dart. It is highly difficult to obtain
quantities large enough to coat a blade or an arrowhead. Once delivered,
DC 14 Poisoner’s Kit the toxin works over a period of four days:
Check (2 Hours) ● 1 hour after exposure and following: Severe vomiting and diarrhea lead
** On a failure of 5 or to a serious risk of dehydration.
more, the Poisoner who ● 24 hours after exposure: The poisoned creature must succeed on a DC
is working with the
peas pricks a finger and 17 CON Save or suffer one Level of Exhaustion. This Exhaustion is due to
suffers the full effects of dehydration. On a successful Save, the Exhaustion is overcome, but the
the poison. poison’s effects continue to progress until neutralized.
● 48 hours after exposure: Fever and respiratory distress cause periodic
sweating, a slight bluish tint to the skin, and mild hallucinations. The
poisoned creature must succeed on a DC 19 CON Save or suffer two
Levels of Exhaustion. On a successful Save, the Exhaustion is overcome,
but the poison’s effects continue to progress until neutralized.
● 72 hours after exposure: The poisoned creature must succeed on a DC
21 CON Save or become Stunned as internal organs begin to fail. The
creature also takes two additional Levels of Exhaustion. On a successful
Save, the creature is not Stunned or Exhausted further, but the poison’s
effects continue to progress until neutralized.
● 96 hours after exposure: If the poison has not been neutralized by this
point, the creature immediately falls Unconscious and begins making
Death Saving Throws until the poison is neutralized.
Aconite Common: Betony (1)
(Injury) Supplement: Monkshood Root (1)
DC 15 Poisoner’s Kit When introduced directly into the bloodstream through a wound, this
Check (2 Hours) mixture has rapid paralytic effects and has the potential to stop a creature’s
heart within moments. A creature subjected to this delivery method must
** On a failure of 5 or succeed on a DC 21 Constitution Saving Throw or become Paralyzed for 1
more, the Poisoner who minute. The paralysis lasts until the poison is neutralized. After 1 minute has
is working with the elapsed, the creature falls Unconscious and begins making Death Saving
plant pricks a finger and Throws until the poison is neutralized.
suffers the full effects of
the poison. Common: Chamomile (1) - OR - Mint (1) - OR - Honey (1)
Supplement: Monkshood Flowers (1)
Aconite
(Ingestion) The monkshood plant (sometimes known alternatively as wolfsbane) is
lethally toxic upon ingestion. Sometimes infused into tea or mixed with
DC 15 Poisoner’s Kit honey, a tiny amount of this poison can prove fatal. A creature who ingests
Check (2 Hours) a food or drink laced with this poison immediately takes (4d6) Poison
damage and must succeed on a DC 19 Constitution Saving Throw as it
** On a failure of 5 or begins vomiting incessantly. While poisoned in this way, the creature is
more, the Poisoner Incapacitated. On a successful Save, the creature continues vomiting for
who is working with the next hour but is not Incapacitated and takes half the Poison damage. If
the plant suffers the poison has not been neutralized within 1 hour, the creature must make
(4d6) Poison damage a DC 21 Constitution Saving Throw or fall Unconscious. While Unconscious
on contact. due to the effects of Aconite, a creature makes Death Saving Throws until
the poison is neutralized. On a successful Save, the creature does not fall
Unconscious but instead takes two Levels of Exhaustion.
32 HERBALISM & POISIONCRAFT
Poison Product Ingredients and Effects
Common: Honey (1) - OR - Aloe (1)
Supplement: Belladonna Root (1)
Belladonna Root The roots of the Belladonna (or Deadly Nightshade) plant contain powerful
(Injury) alkaloids that can kill quickly when introduced directly into the bloodstream.
DC 15 Poisoner’s Kit Poisoners may mix the ground up roots of the plant into a thick gel that may
Check (2 Hours) be used to coat blades or arrowheads. When this poisonous concoction is
delivered through an open wound, the wounded creature must immediately
succeed on a DC 17 CON Save or become Stunned by the toxins. While
Stunned in this way, the creature experiences vivid hallucinations and cannot
act or react. If left untreated, the creature falls Unconscious ten minutes
after sustaining the injury and makes Death Saving Throws until the poison
is neutralized. On a successful Saving Throw, the creature takes one Level of
Exhaustion, but experiences no further harm from the toxins.
Common: Chamomile (1) - OR - Mint (1)
Supplement: Hemlock (1)
Hemlock Tea A small amount of Hemlock added to an otherwise inconspicuous cup of tea
(Ingested) is enough to kill a target within hours. One hour after ingestion, the creature
DC 15 Poisoner’s Kit automatically takes (4d6) Poison damage. Additionally, the creature must
Check (2 Hours) succeed on a DC 15 CON Save. On a failure, the creature experiences
painful abdominal cramps, nausea, and full-body convulsions, conveying the
Paralyzed condition. Additionally, two hours after ingestion, the creature
must succeed on a DC 17 CON Save or fall Unconscious. Death Saving
Throws are required until the poison is neutralized. A creature who succeeds
on either CON Save takes one Level of Exhaustion but experiences no further
harm from the poison’s effects.
Mandrake Root Common: N/A
(Inhaled) Supplement: Mandrake Root (1)
DC 14 Poisoner’s Kit This powerful hallucinogenic root can be burned, and the fumes can be
Check (2 Hours) captured for later use. Any creature who is within 5 feet of the fumes
must succeed on a DC 15 Constitution Saving Throw or become both
** On a failure of 5 or Poisoned and Incapacitated by the toxins for a period of 1 minute. While
more, the Poisoner who Incapacitated in this way, a creature experiences nightmarish delusions and
is working with the believes that it is being attacked by the nearest creature, regardless of what
fumes suffers the effects is happening in reality. The desperation caused by these delusions forces
of the poison. an affected creature to use its Action to attack the perceived threat(s) as
aggressively as possible. The GM decides what weapon or spell attacks the
poisoned creature uses. This effect lasts for the duration of 1 minute, and a
creature does not have the opportunity to repeat saving throws.
Manchineel Common: N/A
(Contact or Injury) Supplement: Manchineel Sap (1)
DC 14 Poisoner’s Kit The milky sap of the Manchineel tree causes burning, can inflame the skin
Check (2 Hours) tissues, can create blisters and eruptions within seconds. Often used to
create poison traps, or to coat weapons, this sap causes (3d6) Poison
** On a failure of 5 or damage if it contacts exposed skin. If the poison contacts a creature’s
more, the Poisoner eyes, the creature is Blinded until the poison is neutralized by eye drops,
who is working with an antidote, or magical protections. If the poison is not neutralized within
the sap suffers the 8 hours, the Blinded condition becomes permanent. If the sap is delivered
effects of the poison. into an open wound via a blade or a projectile, it instead does (8d6) Poison
damage.
Common: Any common food that pairs with fruit
Supplement: Manchineel Apple (1)
Manchineel When ingested, the fruit of the Manchineel quickly incapacitates and then
(Ingested) slowly kills its consumer. Some assassins choose to mix a few pieces of
No check or time Manchineel fruit in with more standard fare. A creature who ingests any
required to utilize the amount of this fruit will immediately take (3d6) Poison damage as the
fruit as an edible item poison burns the mouth and throat. The creature must also succeed on a
DC 14 CON Save or be Incapacitated as the throat swells shut, causing the
creature to Suffocate. On a success, the creature is not Incapacitated and
Suffocating, but instead begins vomiting uncontrollably and takes a Level of
Exhaustion every hour until the poison is neutralized.
HERBALISM & POISONCRAFT 33
Poison Product Ingredients and Effects
Manchineel Common: N/A
(Inhaled) Supplement: Manchineel bark (1)
DC 14 Poisoner’s Kit When inhaled, the smoke created by burning the wood of the Manchineel
Check (2 Hours) tree causes respiratory distress and death within moments. An adept
poisoner may capture this smoke for later release. A creature who is within
** On a failure of 5 or 5 feet of the smoke must succeed on a DC 17 CON Save. On a failure, the
more, the Poisoner who creature takes (6d6) Poison damage from the smoke, becomes Blinded,
is working with the and is Suffocating as respiratory distress sets in. On a successful Save, the
fumes suffers the effects creature is not Blinded or Suffocating and takes half damage. A creature
of the poison. who fails the Save continues Suffocating until a proper antidote or magic
neutralizes the poison.
Common: Wine or another sweet berry beverage
Supplement: Nightshade Berries (1)
Nightshade Berries The semi-sweet berries of the nightshade plant can be alluring but deadly.
(Ingested) When mixed into wine or another sweet, berry-flavored beverage that
DC 15 Poisoner’s Kit covers their unique taste, the ingested toxins work quickly and efficiently.
Check (2 Hours) Ten minutes after ingestion, a creature must make a DC 16 CON Save.
On a failure, the creature is Stunned and begins to experience full body
convulsions and vivid hallucinations. If left untreated, the poisoned creature
falls Unconscious and begins making Death Saving Throws 1 hour after
ingestion. A creature who succeeds on the initial CON Save takes a Level of
Exhaustion but experiences no further harm from the toxins.
Common: Mixed with any cooked food
Supplement: Castor Bean (1)
Ricin The powerful ricin compound in Castor Beans can be lethal when small
(Ingested) amounts are mixed into prepared meals. Ten minutes after ingestion, a
DC 14 Poisoner’s Kit creature who is poisoned in this way must succeed on a DC 18 CON Save
Check (2 hours) or experience severe vomiting and seizures as the poison takes hold. On a
failure, the creature falls Unconscious for a period of one hour while under
the initial effects of the poison. If left untreated, the Unconscious creature
must make a DC 20 CON Save one hour after ingestion. On a failure, Death
Saving Throws are required until the poison is neutralized. A creature
who succeeds on either CON Save is conscious but takes two Levels of
Exhaustion.
Ec hinac ea
34 HERBALISM & POISIONCRAFT
HERBALISM INGREDIENTS:
Ingredient Description Effect
Aloe The aloe plant grows well in rocky desert conditions. The Restorative
(Common) fleshy leaves contain a gel-like substance that may be applied
topically to burns (including Sunburn) and other wounds.
Belladonna Root The cylindrical root of the Deadly Nightshade plant may be Poison
(Supplement) ground up as an ingredient for an Ingested poison much in the
same way that its berries might, but it is more commonly used
with a gel that allows for the coating of blades or projectiles.
When used in this way, Belladonna becomes a powerful Injury
poison.
Betony Betony is a common herb with purple flowers. The parts Preventative
(Common) of the plant that grow above the ground create a calming
effect on both body and mind. It can also be used to enhance
paralyzing poisons.
Castor Beans The bizarre spiny seed pods of this woody shrub can be Poison
(Supplement) broken open to access small seeds that are filled with
poisonous ricin. This poison is estimated to be thousands of
times more powerful than typical snake venom.
Catnip This small herbaceous plant is a member of the mint family. Preventative
(Supplement) The chemical compounds within its leaves are highly attractive
to the olfactory receptors of felines and a strong deterrent to
biting insects.
Chachacoma Infusions made from this small yellow flower are highly Bolstering,
(Common) effective at improving blood circulation and countering the Restorative
effects of altitude sickness.
Chamomile This well-known blossom creates a simple herbal infusion that Bolstering,
(Common) promotes relaxation and digestive health. Restorative
Echinacea The benefits of this common purple coneflower include Bolstering,
(Common) reduced inflammation and improved immunity. Restorative
Elderberry Sometimes referred to as the “medicine chest” by able Preventative,
(Common) healers, the elderberry plant touts benefits as varied as Restorative
relieving stress, healing minor skin ailments, reducing fever,
and even calming epileptic seizures.
Eyebright Eyebright can be ground up to deter bacterial growth and as Preventative
(Common) part of a salve used to protect skin from the rays of the sun.
Feverfew A somewhat mysterious anti-inflammatory, pain reliever, and Preventative
(Common) digestive aid, this little flower is related to the common daisy.
Flaxseed Flaxseeds may be pressed to produce an oil that promotes Bolstering,
(Supplement) general well-being, including skin and heart health. Restorative
Gingko The leaves of this tree may be used to improve metabolic Bolstering
(Common) function, circulation, and mental focus.
Gotu Kola This powerful herb contributes to reduced anxiety and Bolstering
(Supplement) increased mental clarity.
Great Mullein This plant is a mild sedative and has wound treatment Preventative,
(Common) applications. It is particularly useful as part of a poultice to Restorative
keep wounds from festering.
Hemlock All parts of this dangerous plant contain toxins that affect Poison
(Supplement) the central nervous system, potentially causing convulsions,
paralysis, and death.
Honey In addition to being an edible food source packed with energy, Preventative,
(Common) honey has antibacterial properties and may help to prevent Restorative
allergic reactions to local pollen.
Jequirity Peas Though the poison in these tiny red fruits is slow-acting, it can Poison
(Supplement) lead to severe dehydration from vomiting, mild hallucinations,
and organ failure over a period of days.
HERBALISM & POISONCRAFT 35
Ingredient Description Effect
Lizard’s Tail
(Common) Though folk medicine teaches that this plant may impart Restorative
regenerative abilities, it is simply named for its tail-shaped
Manchineel bunch of flowers. These wetland plants do help to treat
(Supplement) festering wounds and infections caused by fouled water.
Mandrake
(Supplement) Dubbed “the tree of death,” every part of this plant is highly Poison
Mint toxic, and it can be used to deliver damaging Ingested,
(Common) Inhaled, Contact, and Injury poisons.
Monkshood
(Supplement) Mandrake roots contain powerful hallucinogenic toxins that Poison
Nightshade have the ability to induce delirium.
Berries
(Supplement) Mint leaves have a pleasant cooling flavor and immune Bolstering
Ocean Spray boosting vitamins
(Common)
Pine Needle This attractive purple flower, also known as wolfsbane, has Poison
(Common) powerful paralytic effects. When ingested or introduced via
Reishi injury, it is one of the most deadly poisons available.
Mushroom
(Supplement) These dark-colored berries are sometimes mistaken for Poison
blueberries by inexperienced foragers. Unlike blueberries, they
Rosemary can cause blurred vision, loss of muscle control, hallucinations,
(Supplement) convulsions, and death.
Sage
(Supplement) Commonly known as a “blood cleanser,” this flowery plant Preventative,
is often used in infusions for wound dressing and digestive Restorative
Turmeric health.
(Supplement)
Known for their antioxidant and digestion boosting properties, Bolstering
Valerian pine needles can be used to brew a base tea for herbal
(Common) remedies.
White Clover
(Common) This small mushroom is thought to bolster the immune Bolstering
Yerba Mate system, fight fatigue, and help heal serious illnesses.
(Common)
A dramatic aid to blood circulation and cognitive abilities, Bolstering
Rosemary can be used to bolster a number of healing Bolstering
products and antidotes. Preventative,
This plant has long been used as a type of “spiritual cleanser.” Restorative
It aids the immune system, reduces stress, and focuses the Restorative
mind. Restorative
The antioxidant and immune-boosting properties of this Bolstering,
yellow spice are actually believed by certain cultures to Restorative
prolong life. A skilled herbalist may use it to counter the
effects of illness or poison.
Valerian root has long been used as a sleep aid and a stress
reducer. It promotes an overall calming effect on the mind
and body.
White Clover is a highly nutritional herb with specific benefits
for eye and skin health.
An infusion made from this plant has powerful restorative
effects on both the body and mind. In fact, a Yerba Mate tea
can significantly improve rest and recovery.
Reishi Mushroom
36 HERBALISM & POISIONCRAFT
HERBALISM & POISONCRAFT 37
38 ALCHEMY
CHAPTER THREE
ALCHEMY
Overview Background: Alchemist Practitioner
Alchemy is the mystical process of You have spent the majority of your life
transforming one material into another in an dedicating yourself to the art of alchemy. The
attempt to produce magical effects. Those various alchemical ingredients are common
who are proficient in alchemy strive to knowledge to you, and your skill with
enhance abilities, manipulate the elements, Alchemy Supplies and components from the
and wreak havoc on their enemies. The Alchemy Toolkit is unmatched. This mastery
following mechanics and rules are designed of alchemical science allows you to enhance
to simulate alchemy within a 5e setting, and abilities and manipulate the world around
they introduce a new means by which your you..
player characters can influence the campaign
world. Skill Proficiency: History, Nature
Tool Proficiency: Alchemist Supplies
Creating Your Alchemist - A Guide for Players Focus Expertise: You gain +1 to an Ability
There are a number of reasons to create an Score of your choice. This represents
adventurer with a background or a proficiency your primary alchemical focus (Body,
in the discipline of alchemy. Some players use Mind, or Soul).
alchemy as a means of supplementing spell Equipment: Alchemist Supplies, a
slots. Some use it as an alternative to multi- miner’s pick, a pouch containing 20 gp, a
classing. Either way, alchemy provides your notebook, a set of travelers clothes, and
character with the power to create MORE a book on alchemical ingredients.
magical effects. Feature: Genius Mixologist
Alchemy can be a very expensive discipline, Thanks to your previous training, you have a
but in campaigns with high treasure rewards, knack for handling all things alchemical. When
it becomes a truly valuable way to spend all rolling a check to determine the creation of
of that hard-earned gold. Wealthy characters any alchemical concoction, the time required
might utilize alchemy as a means by which is reduced by half. Additionally, you may roll
they can “buy” extra spell slots. your checks using double your proficiency
When creating an alchemist, consider taking bonus when the check involves your chosen
the Alchemist Practitioner background. This Focus Expertise ability score. You may roll with
background provides your character with Advantage on all INT(Nature) checks made
specific advantages related to the discipline. to locate and extract alchemical ingredients.
Additionally, it is important to select Suggested Characteristics
Intelligence as your highest ability score Dedicated alchemists spend much of their time
because the checks required to discover and consumed by study and experimentation. The
combine ingredients will rely heavily on a concoctions manufactured in this trade are
character’s Intelligence Modifier - specifically the result of knowledge collected and passed
the INT (Nature) skill. down by a few talented chemists over the
Other ability scores should be considered as centuries, but they also require many hours
well since the spell save DCs and attack roll of trial and error by an individual practitioner.
bonuses used with alchemical concoctions As such, alchemists tend to be somewhat . . .
are related to specific ability scores. For eccentric.
example, an alchemist with a higher Charisma
score and a lower Strength score will likely
have more success with the Charisma effects
of the Soul Focus than she will have with the
Strength effects of the Body Focus.
Spell saves against alchemy
concoctions = 8 + Ability Modifier
Related to the Effect + Proficiency
Bonus + Any Special Modifiers
Spell attack bonus for alchemy
concoctions = Ability Modifier
Related to the Effect + Proficiency
Bonus
ALCHEMY 39
d6 Personality Trait
1 I am extremely paranoid that others are attempting to steal my alchemical
discoveries.
2 When I meet a fellow academic, I prod for information incessantly, hoping to unearth
new truths about the multiverse.
3 I have been involved in far too many explosions, and instinctively fall to the ground
and cover my head whenever I hear a loud noise.
4 My eyebrows were burned off long ago, so I have crafted a pair of false eyebrows
from mouse fur. They look unquestionably “natural.”
5 I often mumble chemical formulas and mathematical equations to myself while
eating, traveling, and even while in combat.
6 I keep a dead roach named Reginald in my pocket and sometimes speak to it as if it
is a Familiar.
d6 Ideal
1 Fame: I want to be known by all as the most powerful alchemist in history. (Any)
2 Power: My concoctions give me the power to dominate those of lower intellect. (Evil)
3 Knowledge: The more that I learn, the more that I realize how little I truly know.
(Neutral)
4 Experimentation: The elements combine in fascinating ways, and the permutations
are endless. (Chaotic)
5 Discipline: A careless mistake in mixing a concoction could cost someone their life.
(Lawful)
6 Sacrifice: My work is more important than my comfort, and I must sacrifice for the
greater good. (Good)
d6 Bond
1 Alchemy is far superior to magic, both in its reliability and its precision.
2 I am obsessed with the pursuit of a specific elixir of wondrous power, but no matter how hard I
try, I haven’t been able to produce the desired effect.
3 I have an elderly loved one who is at death’s door, and the only hope of extending this
cherished life is to discover the elusive Philosopher’s Stone.
4 I am the last in a long line of alchemy practitioners, and I must find a worthy apprentice to
whom I can teach this noble discipline.
5 The alchemy notebook that I carry with me contains powerful secrets. No eyes but my own may
gaze upon it, and I would defend it with my life.
6 The Alchemy Supplies that I use in my experiments have been handed down by able
practitioners through the centuries. I would be devastated if they were lost or broken.
d6 Flaw
1 I do not believe that any other person is truly capable of understanding my craft.
2 The arcane arts are a disturbing mystery to me, and I secretly despise those who can cast
spells.
3 I am obsessive in everything I do, and I do not understand when to stop with a course of
inquiry.
4 I have doubts about my alchemical concoctions and prefer to try them out on others before
using them on myself.
5 I often ignore my better judgement and pursue experiments that are likely to cause harm.
6 Alchemy is a very expensive discipline, and I have a habit of stealing to support my work.
40 ALCHEMY