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  CITY AND WILD
  CITY AND WILD
  CITY AND WILD
  CITY AND WILD
  CITY AND WILD
  CITY AND WILD
  CITY AND WILD
  CITY AND WILD
  CITY AND WILD
  
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  Disclaimer: Aeron Drake is not responsible for the consequences of trying to hunt down an ancient red dragon in the wild without
  proper equipment for finishing a local guild contract. Some side effects by creating a healing potion using exotic materials may
  include hallucinations, paranoia, sudden changes in behavior and glowing eyes.
  Credits
  Credits
  Designed by /u/AeronDrake
  Made with "GMBinder", created by /u/iveld
  Cover Art: "C.Greenwood 2015" by Michael Gauss.
  Interior Art: Edge of Darkness" by Alayna, "Market
  tutorial" by Neisbeis, "Small Items Potion Vial 3" by
  Blackbirdink, "Stronghold" by jordangrimmer, "Armory" by
  000Fesbra000, "Gryffindor Dorms" by jontorresart, "Valor
  Champion" by whatyoumaydo, "Spell Books" by Tsabo6,
  "Fantasy Tavern Interior" by whatyoumaydo, "Gilead
  Weapon Storage gates" by Rusty001, "Martin Luther -
  Elster Gate" by Lyraina, "Adventuring Party" by
  Emortal982, "Fallcrest" by Ralph Horsley, "Quest Board
  Concepts 1" by Nhiv, "Troll Hunter" by Kerembeyit,
  "Campfire Argument' by Markus Stadlober, "Sandstorm"
  by KaiserFlames, "Shrine of Gods" by Nele-Diel, "Brokkr"
  by linhsiang, "Dragon Carcass" by Thomaswivegg, "Magic
  Scrolls" by Tsabo6, "Bone Armor Character Concept" by
  Jeffchendesigns, "Alchemist" by NinjArt1st, "Dwarf-Forge"
  by Graffiti-freak, "Alchemist's workshop" by
  mischeviouslittleelf, "Big Game" by pindurski.
   
   
   
  Using This Book
  Using This Book
  To use this book you will need the three basic rulebooks
  (Player's Handbook, Monster Manual and Dungeon Master's
  Guide). Additionally, for a better game experience, it should be
  used with the Xanathar's Guide to Everything, specially with
  the downtime rules found in that book.
  This is not a core rulebook, but I hope it will provide new
  ways to enjoy the game with rules for players and DMs to
  improve the urban and wild environments, to make travels
  more immersive and for giving more crafting options.
  Its been a long way since the very first edition of this
  supplement (called "Wilderness Survival Guide"), and since
  that moment I tried to expand, improve and balance the rules
  you can find here.
  Special thanks to all the people from the
  /r/UnearthedArcana for their amazing feedback, comments,
  and ideas that helped me to improve this book as much as
  possible.
   
  ON THE COVER
  Michael Gauss illustrates a ranger and a wizard from the
  Moon Hawks guild in a town near the mountains, ready to
  start a guild contract in the wilderness.
  Current Version: 2.1
  
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  Table of Contents
  Table of Contents
  4
  5
  5
  8
  10
  28
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  30
  42
  42
  43
  44
  45
  45
  48
  48
  49
  50
  51
  52
  52
  53
  55
  55
  57
  59
  60
  61
  61
  62
  63
  64
  64
  65
  66
  66
  74
  74
  79
  79
  79
  80
  82
  Part 1: The City
  Part 1: The City
  Chapter 1: Equipment and Stores
  Chapter 1: Equipment and Stores .................
  Equipment .......................................................................................
  New Magic Items ............................................................................
  Stores and Buildings ...................................................................
  Inns and Taverns ..........................................................................
  Chapter 2: Modular Structures
  Chapter 2: Modular Structures ...................
  Building a Structure ....................................................................
  Components List ..........................................................................
  Hirelings ........................................................................................
  Walls ...............................................................................................
  Chapter 3: Guilds
  Chapter 3: Guilds ..........................................................
  Rank Benefits ...............................................................................
  Creating a Guild ...........................................................................
  Guild Types ....................................................................................
  Creating Contracts ......................................................................
  Contract Types ..............................................................................
  Location .........................................................................................
  Contract Rewards ........................................................................
  Part 2: The Wild
  Part 2: The Wild
  Chapter 4: Surviving in the Wild
  Chapter 4: Surviving in the Wild ...............
  Basic Needs ..................................................................................
  Camping .........................................................................................
  Chapter 5: Dangers of the Wild
  Chapter 5: Dangers of the Wild ..................
  Environmental Hazards .............................................................
  Dangerous Terrains .....................................................................
  Special Terrains ...........................................................................
  Part 3: Complete Crafting
  Part 3: Complete Crafting
  Chapter 6: Collecting Materials
  Chapter 6: Collecting Materials ..............
  Material Sources ..........................................................................
  Buying and Selling .......................................................................
  Plants and Herbs by Areas ........................................................
  Chapter 7: Crafting Rules (XGtE)
  Chapter 7: Crafting Rules (XGtE) ............
  Crafting an Item ...........................................................................
  Scribing a Spell Scroll ................................................................
  Chapter 8: Modular Crafting
  Chapter 8: Modular Crafting ........................
  Material Description ...................................................................
  Chapter 9: Modular Alchemy
  Chapter 9: Modular Alchemy ..........................
  Creating a Concoction ................................................................
  Chapter 10: Modular Magic Items
  Chapter 10: Modular Magic Items .............
  Item Tiers ......................................................................................
  Item Properties ............................................................................
  Evolving Items ..............................................................................
  Appendix A: Parts by Creature
  Appendix A: Parts by Creature .......................
  
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  PART 1
  The City
  
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  PART 1 | EQUIPMENT AND STORES
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  Chapter 1: Equipment and Stores
  Chapter 1: Equipment and Stores
  Shield
  Cost
  Armor Class (AC)
  Strength
  Stealth
  Weight
  Buckler
  8 gp
  +1
  —
  —
  4 lb.
  Tower shield
  15 gp
  +3
  Str 13
  Disadvantage
  30 lb.
  T
  his chapter is divided in two sections. The first
  includes new equipment available for players
  and NPCs, and the second have new guidelines
  for stores, what items are for sale, and various
  stores ready to be used in the adventures.
  Equipment
  Equipment
  In this section you will find new equipment and their
  properties, equipment from the Dungeon Master's Guide and
  some content from the other official books. All of these are
  included in the stores presented in the second section.
  Shields
  Shields
  If you want more variants for the shields, you can introduce
  the two following options.
  Buckler. This small metal shield is worn strapped to the
  forearm. You can wield a weapon in the same hand of the
  buckler, but you have a -1 penalty on attack rolls with the
  weapon in that hand.
  Tower shield. A massive shield nearly as tall as a human. It
  provides the indicated bonus to your AC, and you can spend
  an action to use it as total cover until you make another
  action. The shield does not provide cover against targeted
  spells, and you can't use your shield hand for anything else.
  Due its weight, your speed is reduced by 10 feet. If you are
  also wearing heavy armor, you have a -2 on attack rolls.
  Adventuring Gear
  Adventuring Gear
  This section describes items that have special rules or require
  further explanation.
  Alchemical ammunition. Each of these projectiles carries
  a load of some alchemical essence in its hollow shaft (the
  sling bullets are hollow glass bullets filled with the alchemical
  essence). When it hits a target, the projectile's shaft shatters,
  releasing the alchemical essence directly onto the target.
  When you hit a creature with an alchemical ammunition, you
  deal an extra 1d4 damage. The damage type depends on the
  type of the ammunition.
  When you hit a fiend or undead creature with a holy
  ammunition deals an extra 1d6 radiant damage instead.
  Barbed wire. This is a roll of barbed steel wire designed to
  keep things in or out. A creature trying to cross barbed wire
  must make a Dexterity saving throw (DC 10) or take 1d4
  piercing damage and be restrained by the wire. A creature
  restrained by the barbed wire can use its action to make a
  Strength or Dexterity check (its choice) against the DC. On a
  success, it frees itself, on a failure, it takes 1d4 piercing
  damage. For setting up the barbed wire, it comes with a pair
  of thick gloves and anchor posts.
  Dictionary. Inside this book you have the list of words and
  translations from one standard language to common. When
  you're reading something in the dictionary's language, you can
  spend 10 minutes for each page of text to translate it.
  Money belt. This cloth pouch is designed to be worn under
  clothing and can hold up to 50 coins. Any Dexterity (Sleight of
  Hand) check to steal the coins inside of the pouch is made
  with disadvantage.
  Nutrients. A creature that drinks this vial of liquid gains a
  number of temporary hit points for 1 hour. The number of
  temporary hit points depends on the Nutrient's quality, as
  shown in the Nutrients table. If you want to use another
  nutrient, you must wait until the effect of the previous one
  ends first.
  Nutrients
  Quality
  Temporary Hit Points
  Normal
  1d4 + 4
  Greater
  1d4 + 9
  Superior
  1d4 + 14
  Supreme
  1d4 + 19
  Portal scroll. Using an action to read the scroll allows the
  reader to teleport to the linked permanent teleportation circle.
  You must be on the same plane of existence as the
  teleportation circle. The scroll is consumed and you instantly
  appears within 5 feet of the destination circle or in the nearest
  unoccupied space if that space is occupied. In general, the
  portal scroll contains a brief description of where the
  teleportation circle is located (city, location) and if it's owned
  by a faction or an organization.
  Purification kit. This kit is a leather pouch containing
  herbs and liquids. The kit has ten uses. As an action, you can
  expend one use of the kit to purify one pound of food or one
  gallon of drink, removing any poison and diseases.
  
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  New Adventuring Gear
  Adventuring Gear
  Cost
  Weight
  Alchemical ammunition
     Ammunition, acid (5)
  2 gp
  1/2 lb.
     Ammunition, cold (5)
  2 gp
  1/2 lb.
     Ammunition, fire (5)
  2 gp
  1/2 lb.
     Ammunition, holy (5)
  2 gp
  1/2 lb.
     Firearm bullet, acid (5)
  3 gp
  1/2 lb.
     Firearm bullet, cold (5)
  3 gp
  1/2 lb.
     Firearm bullet, fire (5)
  3 gp
  1/2 lb.
     Firearm bullet, holy (5)
  3 gp
  1/2 lb.
     Sling bullet, acid (5)
  1 gp
  1/2 lb.
     Sling bullet, cold (5)
  1 gp
  1/2 lb.
     Sling bullet, fire (5)
  1 gp
  1/2 lb.
     Sling bullet, holy (5)
  1 gp
  1/2 lb.
  Barbed wire (50 ft.)
  75 gp
  35 lb.
  Books
     Book, 50 pages
  4 gp
  1 lb.
     Book, 100 pages
  8 gp
  2 lb.
     Book, 200 pages
  17 gp
  4 lb.
     Book, 300 pages
  25 gp
  5 lb.
  Dictionary
  10 gp
  2 lb.
  Hammock
  5 gp
  1 lb.
  Money belt
  4 gp
  1 lb.
  Nutrients
  10 gp
  1 lb.
  Nutrients, Greater
  40 gp
  1 lb.
  Nutrients, Superior
  90 gp
  1 lb.
  Nutrients, Supreme
  160 gp
  1 lb.
  Portal scroll
  350 gp
  ─
  Purification kit
  5 gp
  3 lb.
  Quiver scabbard
  10 gp
  2 lb.
  Skis and poles
  15 gp
  6 lb.
  Speed juice
  10 gp
  1/2 lb.
  Tent, four-person
  4 gp
  40 lb.
  Tent, pavilion
  20 gp
  200 lb.
      Quiver scabbard. This quiver (for either arrows or bolts)
  has a hidden scabbard that can hold a small flat weapon, such
  a shortsword or dagger. A creature can use its action to
  inspect the quiver and must succeed on an Intelligence
  (Investigation) check to discover the scabbard (DC 12).
  Skis and poles. While traveling, skis allow you to move
  across snow and icy surfaces without reducing your speed. It
  takes an action to don and to remove the skis.
  Speed juice. When you drink this vial of liquid, your speed
  increases by 10 feet for 1 hour.
  Tent, pavilion. A huge open-air canopy, plus stakes, poles
  and ropes. It can comfortably fit twenty Medium-size
  humanoids underneath.
  Poisons (DMG)
  Poisons (DMG)
  Given their insidious and deadly nature, poisons are illegal in
  most societies but are a favorite tool among assassins and evil
  creatures such as drow.
  Poisons come in the following four types.
  Contact. Contact poison can be smeared on an object and
  remains potent until it is touched or washed off. A creature
  that touches contact poison with exposed skin suffers its
  effects.
  Ingested. A creature must swallow an entire dose of
  ingested poison to suffer its effects. The dose can be delivered
  in food or a liquid. You may decide that a partial dose has a
  reduced effect, such as allowing advantage on the saving
  throw or dealing only half damage on a failed save.
  Inhaled. These poisons are powders or gases that take
  effect when inhaled. Blowing the powder or releasing the gas
  subjects creatures in a 5-foot cube to its effect. The resulting
  cloud dissipates immediately afterward. Holding one's breath
  is ineffective against inhaled poisons, as they affect nasal
  membranes, tear ducts, and other parts of the body.
  Injury. Injury poison can be applied to Weapons,
  ammunition, trap Components, and other Objects that deal
  piercing or slashing damage and remains potent until
  delivered through a wound or washed off. A creature that
  takes piercing or slashing damage from an object coated with
  the poison is exposed to its effects.
  Sample Poisons
  Sample Poisons
     Assassin’s Blood (Ingested). A creature subjected to this
  poison must make a DC 10 Constitution saving throw. On a
  failed save, it takes 6 (1d12) poison damage and is poisoned
  for 24 hours. On a successful save, the creature takes half
  damage and isn't poisoned.
  Burnt Othur Fumes (Inhaled). A creature subjected to this
  poison must succeed on a DC 13 Constitution saving throw or
  take 10 (3d6) poison damage, and must repeat the saving
  throw at the start of each of its turns. On each successive
  failed save, the character takes 3 (1d6) poison damage. After
  three successful saves, the poison ends.
  Crawler Mucus (Contact). This poison must be harvested
  from a dead or Incapacitated crawler. A creature subjected to
  this poison must succeed on a DC 13 Constitution saving
  throw or be poisoned for 1 minute. The poisoned creature is
  Paralyzed. The creature can repeat the saving throw at the
  end of each of its turns, ending the effect on itself on a
  success.
  Drow Poison (Injury). This poison is typically made only
  by the drow, and only in a place far removed from sunlight. A
  creature subjected to this poison must succeed on a DC 13
  Constitution saving throw or be poisoned for 1 hour. If the
  saving throw fails by 5 or more, the creature is also
  Unconscious while poisoned in this way. The creature wakes
  up if it takes damage or if another creature takes an action to
  shake it awake.
  
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  Essence of Ether (Inhaled). A creature subjected to this
  poison must succeed on a DC 15 Constitution saving throw or
  become poisoned for 8 hours. The poisoned creature is
  Unconscious. The creature wakes up if it takes damage or if
  another creature takes an action to shake it awake.
  Malice (Inhaled). A creature subjected to this poison must
  succeed on a DC 15 Constitution saving throw or become
  poisoned for 1 hour. The poisoned creature is Blinded.
  Midnight Tears (Ingested). A creature that ingests this
  poison suffers no effect until the stroke of midnight. If the
  poison has not been neutralized before then, the creature
  must succeed on a DC 17 Constitution saving throw, taking
  31 (9d6) poison damage on a failed save, or half as much
  damage on a successful one.
  Oil of Taggit (Contact). A creature subjected to this poison
  must succeed on a DC 13 Constitution saving throw or
  become poisoned for 24 hours. The poisoned creature is
  Unconscious. The creature wakes up if it takes damage.
  Pale Tincture (Ingested). A creature subjected to this
  poison must succeed on a DC 16 Constitution saving throw or
  take 3 (1d6) poison damage and become poisoned. The
  poisoned creature must repeat the saving throw every 24
  hours, taking 3 (1d6) poison damage on a failed save. Until
  this poison ends, the damage the poison deals can’t be healed
  by any means. After seven successful Saving Throws, the
  effect ends and the creature can heal normally.
  Purple Worm Poison (Injury). This poison must be
  harvested from a dead or Incapacitated Purple Worm. A
  creature subjected to this poison must make a DC 19
  Constitution saving throw, taking 42 (12d6) poison damage on
  a failed save, or half as much damage on a successful one.
  Serpent Venom (Injury). This poison must be harvested
  from a dead or Incapacitated Giant Poisonous Snake. A
  creature subjected to this poison must succeed on a DC 11
  Constitution saving throw, taking 10 (3d6) poison damage on
  a failed save, or half as much damage on a successful one.
  Torpor (Ingested). A creature subjected to this poison must
  succeed on a DC 15 Constitution saving throw or become
  poisoned for 4d6 hours. The poisoned creature is
  Incapacitated.
  Truth Serum (Ingested). A creature subjected to this
  poison must succeed on a DC 11 Constitution saving throw or
  become poisoned for 1 hour. The poisoned creature can’t
  knowingly speak a lie, as if under the effect of a Zone of Truth
  spell.
  Wyvern Poison (Injury). This poison must be harvested
  from a dead or Incapacitated Wyvern. A creature subjected to
  this poison must make a DC 15 Constitution saving throw,
  taking 24 (7d6) poison damage on a failed save, or half as
  much damage on a successful one.
  Firearms and Explosives (DMG)
  Firearms and Explosives (DMG)
  If you want to model the swashbuckling style of The Three
  Musketeers and similar tales, you can introduce gunpowder
  weapons to your campaign that are associated with the
  Renaissance.
  It's up to the DM to decide whether a character has
  proficiency with a firearm. Characters in most D&D worlds
  wouldn't have such proficiency. During their downtime,
  characters can use the training rules in the Player's Handbook
  to acquire proficiency, assuming that they have enough
  ammunition to keep the weapons working while mastering
  their use.
  Explosives
  Explosives
  A campaign might include explosives from the Renaissance
  world.
  Bomb. As an action, a character can light this bomb and
  throw it at a point up to 60 feet away. Each creature within 5
  feet of that point must succeed on a DC 12 Dexterity saving
  throw or take 3d6 fire damage.
  Gunpowder. Gunpowder is chiefly used to propel a bullet
  out of the barrel of a pistol or musket, or it is formed into a
  bomb. Gunpowder is sold in small wooden kegs and in water-
  resistant powder horns.
  Setting fire to a container full of gunpowder can cause it to
  explode, dealing fire damage to creatures within 10 feet of it
  (3d6 for a powder horn, 7d6 for a keg). A successful DC 12
  Dexterity saving throw halves the damage. Setting fire to an
  ounce of gunpowder causes it to flare for 1 round, shedding
  bright light in a 30-foot radius and dim light for an additional
  30 feet.
  Firearms and D&D
  Not every game or setting allows the use firearms or
  explosives. Check with your DM first to see if they're available
  in your current campaign or adventure.
  Special Coatings
  Special Coatings
  In some cases, the adventurers might be able to coat or craft
  weapons using other materials in order to give new properties
  to their equipment. Due the complexity and expertise
  required, this service is generally available only on premium
  stores.
  Adamantine Weapons (XGTE)
  Adamantine Weapons (XGTE)
  Adamantine is an ultrahard metal found in meteorites and
  extraordinary mineral veins. In addition to being used to craft
  adamantine armor, the metal is also used for weapons.
  Melee weapons and ammunition made of or coated with
  adamantine are unusually effective when used to break
  objects. Whenever an adamantine weapon or piece of
  ammunition hits an object, the hit is a critical hit.
  The adamantine version of a melee weapon or ten pieces of
  ammunition costs 500 gp more than the normal version,
  whether the weapon or ammunition is made of the metal or
  coated with it.
  Silvered Weapons (PHB)
  Silvered Weapons (PHB)
  Some Monsters that have immunity or Resistance to
  nonmagical Weapons are susceptible to silver Weapons, so
  cautious adventurers invest extra coin to plate their Weapons
  with silver. You can silver a single weapon or ten pieces of
  Ammunition for 100 gp. This cost represents not only the
  price of the silver, but the time and expertise needed to add
  silver to the weapon without making it less effective.
  
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  New Magic Items
  New Magic Items
  In this section you will find new magic items for your
  adventures. In the part 3 of this supplement you will find
  some guidelines for creating your own magic items using a
  modular system to determine the item properties and rarity.
  Alfan's Tinderbox
  Alfan's Tinderbox
  Wondrous Item, Rare
  This small metallic box has a campfire image engraved and is
  warm to the touch. As an action, you can put the box on the
  ground and open it to create a magic campfire next to it. This
  fire is warm and magical, and you can to use an action to close
  the box and douse the campfire.
  Arrow of Tracking
  Arrow of Tracking
  Weapon (Arrow), uncommon
  This magical arrows are created for tracing and hunting down
  creatures. When you hit a creature with this arrow, you know
  the exact location of the creature and the direction of
  movement if it’s moving. The creature must be on the same
  plane of existence. The arrow effect last for eight hours.
  Bag of Colding
  Bag of Colding
  Wondrous item, rare
  This white leather bag is a variant of the Bag of Holding. The
  bag itself it’s imbued magically to keep everything inside of it
  at 40 degrees Fahrenheit, allowing keeping any perishable
  chilled and freshed. The bag can hold up to 250 pounds, not
  exceeding a volume of 64 cubic feet.
  Dragonbone Weapon
  Dragonbone Weapon
  Weapon (any), rare (requires attunement)
  You gain a +2 bonus to attack and damage rolls made with
  this weapon.
  When you hit with an attack using this magic weapon, the
  target takes an extra 1d6 damage. The damage type that is
  determined by the kind of dragon that provided the bones (see
  the table). In addition,
  Dragonplate Armor
  Dragonplate Armor
  Armor (plate), very rare (requires attunement)
  A dragonplate armor is made of the bones of one kind of
  dragon.
  While wearing this armor, you gain a +1 bonus to AC, you
  have advantage on saving throws against the Frightful
  Presence and breath weapons of dragons, and you have
  resistance to one damage type that is determined by the kind
  of dragon that provided the bones (see the table).
  Additionally, you can focus your senses as an action to
  magically discern the distance and direction to the closest
  dragon within 30 miles of you that is of the same type as the
  armor. This special action can't be used again until the next
  dawn.
  Ebony Bow
  Ebony Bow
  Weapon (longbow), very rare (requires attunement)
  This dark bow was created by an old vampire in a dark ritual
  using the blood of his ancestor.
  You gain a +2 bonus to attack and damage rolls made with
  this weapon.
  When you hit with an attack using this magic weapon, you
  deal an additional 1d6 necrotic damage and you regain hit
  points equal to half the total damage dealt (minimum 1).
  Curse. This bow is cursed, ad becoming attuned to it
  extends the curse to you. As long as you remain cursed, you
  are unwilling to part with the bow, keeping it within reach at
  all times. You also have disadvantage on attack rolls with
  weapons other than this one, unless no foe is within 60 feet of
  you that you can see or hear.
  Every day you must drink at least a gallon of fresh
  humanoid blood. For each day you don't drink, you gain 1 level
  of exhaustion. Finishing a long rest after drinking one gallon
  of blood reduces your exhaustion level by 1. If you die because
  of exhaustion, you become a vampire spawn on the next
  moonlight.
  Essence Extraction Device
  Essence Extraction Device
  Wondrous Item, Uncommon
  This device looks is a leather bracer with a small syringe on
  the side. It allows its wearer to extract a creature's essence
  and store it in an empty glass vial connected behind the
  syringe.
  It has 3 charges, and it regains 1d3 expended charges daily
  at dawn. When you make a check for harvesting a creature,
  you can extract one unit of the creature's essence.
  Additionally, if you have a creature part, you can expend 1
  charge to transform that part into one unit of the creature's
  essence.
  Everlasting Quiver
  Everlasting Quiver
  Wondrous item, rare (requires attunement)
  This brown and green leather quiver with a silvered brooch on
  the strap has 3 charges and regains 1d3 expended charges
  daily at dawn. You can use a bonus action to click the brooch
  and expend 1 charge to create a set of 20 pieces of non-
  magical ammunition (arrows or bolts) inside of the quiver. The
  quiver can hold up to 20 pieces of ammunition, and the
  arrows or bolts can only be used by the character attuned to
  the quiver.
  Dragon
  Damage Type
  Black
  Acid
  Blue
  Lightning
  Brass
  Fire
  Bronze
  Lightning
  Copper
  Acid
  Dragon
  Damage Type
  Gold
  Fire
  Green
  Poison
  Red
  Fire
  Silver
  Cold
  White
  Cold
  Dragon
  Resistance
  Black
  Acid
  Blue
  Lightning
  Brass
  Fire
  Bronze
  Lightning
  Copper
  Acid
  Dragon
  Resistance
  Gold
  Fire
  Green
  Poison
  Red
  Fire
  Silver
  Cold
  White
  Cold
  
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  PART 1 | EQUIPMENT AND STORES
  9
  Ghost Weapon
  Ghost Weapon
  Weapon (any weapon), uncommon (requires attunement)
  This spectral blades are carried by ghosts, wraiths and other
  incorporeal undeads. The weapon weights only 1 pound, and
  can be sworn only by the creature attuned to it.
  A ghost weapon deals necrotic damage instead of its
  normal damage, and when you hit with an attack using this
  magic weapon, you deal an additional 2d4 necrotic damage.
  Gloves of Crafting
  Gloves of Crafting
  Wondrous item, uncommon
  These leather gloves have a hammer and an anvil
  embroidered on each palm, and allows it's owner to craft
  items faster. While you're wearing the gloves, you count as two
  characters when you craft an item, reducing the crafting time
  to half (rounded up).
  Guardian Figurine
  Guardian Figurine
  Wondrous item, uncommon
  This stone figurine, small enough to fit on a pocket resembles
  a humanoid with a spyglass and a bell. When you place it on
  the ground and use a command word, you can cast the alarm
  spell on it. You must wait until the next dawn to use the
  figurine again.
  Instant Watchtower
  Instant Watchtower
  Wondrous item, uncommon
  As an action, you can open the bag next to a tree to create a
  portable platform in one of the tree sides, giving a stable
  surface. When opened, the watchtower appears in the nearest
  unoccupied space. The platform is created up to 20 feet high,
  and the bag also creates a rope ladder to climb up and down.
  The surface has space for one medium sized creature, and
  when a creature use its action to close the bag, the ladder and
  the platform disappears until the bag is opened again.
  Mask of the Medusa
  Mask of the Medusa
  Wondrous Item, Rare (requires attunement)
  While wearing this mask, you can use an action to cast the
  flesh to stone spell (save DC 13). You can cast the spell twice
  per dawn, and you regain any expended uses daily at dawn.
  Sunhallowed Spear
  Sunhallowed Spear
  Weapon (spear), legendary (requires attunement by a creature
  of good alignment)
  You gain a +3 bonus on attack and damage rolls made with
  this magic weapon. If you throw the spear, it flies back to your
  hand immediately after the attack.
  When you hit with an attack using this magic weapon, you
  deal an additional 1d10 radiant damage. If the target is evil
  aligned, that creature takes an extra 1d10 radiant damage.
  Potion of Mana
  Potion of Mana
  Potion, rarity varies
  This blue liquid is created using the essence of magic. When
  you drink this potion, you gain a number of points you can use
  to regain spell slots you already used. The number of points
  depends on the potion's rarity, as shown in the mana potions
  table.
  Mana Potions
  Potion of...
  Rarity
  Points
  Mana
  Uncommon
  1d4+1
  Greater mana
  Rare
  2d4 + 2
  Superior mana
  Very Rare
  3d4 + 4
  In the following table you can see how many points you
  need to spend for recovering a spell slot. When you use the
  potion, you must distribute the points immediately. You can
  recover any number of used spell slots if you have enough
  points to do so, and every point left is lost. You can only
  recover 5th-level or lower expended spell slots.
  Spell Slots per Points
  Spell Slot
  Point Cost
  1st
  2
  2nd
  3
  3rd
  5
  4th
  6
  5th
  7
  Potion of Mana
  
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  PART 1 | EQUIPMENT AND STORES
  10
  Stores and Buildings
  Stores and Buildings
  This section have several lists of buildings or stores that can
  be used by DMs during the adventures as a quick guideline of
  what items or services are for sale in a particular place.
  Each store is divided by type, which determines the items
  the store have.
  Small
  Small
  Small stores are mostly vendor carts, traveling merchants,
  and so on. A small store have a very limited amount of each
  item for sale.
  Basic
  Basic
  A basic store represents shops and merchant posts found in
  rural settlements and small towns. A basic store have only
  items that are daily used by the townsfolk and people nearby.
  Urban
  Urban
  An urban store represents the most common shops. These
  stores can be found in towns and cities alike, the store have an
  average stock of common items, and sometimes it can have a
  limited stock of a few rarer items.
  Premium
  Premium
  A premium store represents an exotic quality shop where the
  adventurers can find the rarest items. These stores are found
  only in the biggest cities, and they are only a few of them on
  each city. The stock of the rarest items sold in a premium
  store are limited to just a few units.
  To randomly determine the stores available in a particular
  settlement, roll a d100 an compare the result with the
  following table.
  Stores
  d100
  Store
  1-10
  Adventuring supplies
  11-15
  Alchemist/herbalist
  16-25
  Blacksmith/armory
  26-35
  General store
  36-45
  Hunter/leatherworker
  46-50
  Jeweler
  51-55
  Library/bookstore
  56-60
  Magic store
  61-70
  Stables/animal vendor
  71-75
  Tailor/clothing
  76-85
  Temple/faith supplies
  86-90
  Thieving supplies/black market vendor
  91-100
  Vehicles, transportation and other services
  Item Availability and Restocking
  Item Availability and Restocking
  Even though the tables below allows DMs to randomly
  determine the number of each item a store have, it's up to the
  DM to decide if a particular item is currently available in the
  store.
  As a general rule, the restocking occurs every week, but this
  could take longer for rural, travelling merchants or distant
  stores.
  Selling Spell Components
  Selling Spell Components
  Some stores might have spell components for sale. Still, not
  every store have the components for all spells. In order to
  simplify this, the store type determines the maximum level of
  spells, as shown below.
  A small store can sell components for 1st level spells.
  A basic store can sell components for 3rd level spells or
  lower.
  An urban store can sell components for 5th level spells or
  lower.
  A premium store can sell components for any spell.
  The stock per store type determines the number of spell
  components available for each spell level. For example, a basic
  store can sell components for up to 1d4 x 2 spells of 3rd level
  or lower.
  Variant Rule: Available Gold
  Even though adventures might have several items that
  merchants might be interested in buying, these individuals
  doesn't necessarily have the money to pay for everything. Here
  are some estimates for each store type you can use to
  determine if a merchant have enough money for paying and
  buying everything the players are willing to sell.
  Store Type
  Available Gold
  Small
  100 gp
  Basic
  200 gp
  Urban
  5,000 gp
  Premium
  10,000 gp
  Stores by type
  Stores by type
  In the following pages you will find several tables organized
  by types of items, allowing DMs and players to quickly check
  what kind of products the adventurers can find in a store.
  These tables also have columns with an estimated stock of
  each item per store type, which can help DMs to determine
  the amount of products a store have and what kind of store
  commonly have those items.
  
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  PART 1 | EQUIPMENT AND STORES
  11
  Adventuring Supplies
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Armor
  Light Armor
     Padded
  5 gp
  8 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Medium Armor
     Chain shirt
  10 gp
  20 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Heavy Armor
     Ring mail
  30 gp
  40 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
  Shield
     Buckler
  8 gp
  3 lb.
  CAW
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Shield
  10 gp
  6 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
  Weapons
  Simple Melee Weapons
     Dagger
  2 gp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Handaxe
  5 gp
  2 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Quarterstaff
  2 sp
  4 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Spear
  1 gp
  3 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Simple Ranged Weapons
     Shortbow
  25 gp
  2 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Martial Melee Weapons
     Longsword
  15 gp
  3 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Shortsword
  10 gp
  2 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Martial Ranged Weapons
     Longbow
  50 gp
  2 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Net
  1 gp
  3 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Adventuring Gear
  Ammunition
     Arrows (20)
  1 gp
  1 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Backpack
  2 gp
  5 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Bedroll
  1 gp
  7 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Case, map or scroll
  1 gp
  1 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Climber's kit
  25 gp
  12 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Clothes, traveler's
  2 gp
  4 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Crowbar
  2 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Fishing tackle
  1 gp
  4 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Flask or tankard
  2 cp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Grappling hook
  2 gp
  4 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Hammer
  1 gp
  3 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Hammock
  5 gp
  1 lb.
  CAW
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  12
  Adventuring Supplies (Continuation)
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Healer's kit
  5 gp
  3 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Hunting trap
  5 gp
  25 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 3
  1d4 + 5
  Lamp
  5 sp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Lantern, bullseye
  10 gp
  2 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 2
  Lantern, hooded
  5 gp
  2 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
  Mess kit
  2 sp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Pick, miner's
  2 gp
  10 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
  Piton
  5 cp
  1/4 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Pole (10-foot)
  5 cp
  7 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
  Pot, iron
  2 gp
  10 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 3
  1d4 + 5
  Potion of healing
  50 gp
  1/2 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 2
  Pouch
  5 sp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Purification kit
  5 gp
  3 lb.
  CAW
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Quiver
  1 gp
  5 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 3
  1d4 + 5
  Quiver scabbard
  10 gp
  2 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
  Rations (1 day)
  5 sp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Rope, hempen (50 feet)
  1 gp
  10 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Rope, silk (50 feet)
  10 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
  Sack
  1 cp
  1/2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Shovel
  2 gp
  5 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Signal whistle
  5 cp
  ─
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Skis and poles
  15 gp
  6 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Spyglass
  1,000 gp
  1 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
  Tent, four-person
  4 gp
  40 lb
  CAW
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Tent, two-person
  2 gp
  20 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4+ 3
  Tent, pavilion
  20 gp
  200 lb.
  CAW
  ─
  ─
  1d4 - 1
  1d4
  Tinderbox
  5 sp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Torch
  1 cp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Waterskin
  2 sp
  5 lb. (full)
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Whetstone
  1 cp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
  Tools
  Artisan's Tools
     Cartographer's tools
  15 gp
  6 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Navigator's tools
  25 gp
  2 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
  Miscellaneous
  Bit and bridle
  2 gp
  1 lb.
  Saddle
     Saddle, riding
  10 gp
  25 lb.
  Saddlebags
  4 gp
  8 lb.
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  13
  Alchemist/Herbalist
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Acid (vial)
  25 gp
  1 lb.
  PHB
  1d4 - 1
  1d4 x 2
  1d4 x 3
  1d4 x 5
  Alchemist's fire (flask)
  50 gp
  1 lb.
  PHB
  ─
  1d4 - 1
  1d4 x 2
  1d4 x 5
  Alchemical Ammunition
     Arrows/bolts, acid (5)
  2 gp
  1/2 lb.
  CAW
  ─
  ─
  1d4
  1d4 + 2
     Arrows/bolts, cold (5)
  2 gp
  1/2 lb.
  CAW
  ─
  ─
  1d4
  1d4 + 2
     Arrows/bolts, fire (5)
  2 gp
  1/2 lb.
  CAW
  ─
  ─
  1d4
  1d4 + 2
     Firearm bullet, acid (5)
  3 gp
  1/2 lb.
  CAW
  ─
  ─
  ─
  1d4
     Firearm bullet, cold (5)
  3 gp
  1/2 lb.
  CAW
  ─
  ─
  ─
  1d4
     Firearm bullet, fire (5)
  3 gp
  1/2 lb.
  CAW
  ─
  ─
  ─
  1d4
     Sling bullets, acid (5)
  1 gp
  1/2 lb.
  CAW
  ─
  ─
  1d4
  1d4 + 2
     Sling bullets, cold (5)
  1 gp
  1/2 lb.
  CAW
  ─
  ─
  1d4
  1d4 + 2
     Sling bullets, fire (5)
  1 gp
  1/2 lb.
  CAW
  ─
  ─
  1d4
  1d4 + 2
  Antitoxin (vial)
  50 gp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 3
  1d4 + 5
  Bottle, glass
  2 gp
  2 lb.
  PHB
  1d4
  1d4 + 2
  1d4 + 5
  1d4 + 6
  Component pouch
  25 gp
  2 lb.
  PHB
  1d4
  1d4 + 2
  1d4 + 5
  1d4 + 6
  Flask or tankard
  2 cp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Healer's kit
  5 gp
  3 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 3
  Jug or pitcher
  2 cp
  4 lb.
  PHB
  1d4
  1d4 + 2
  1d4 + 3
  1d4 + 5
  Nutrients (vial)
  10 gp
  1 lb.
  CAW
  1d4 -1
  1d4
  1d4 + 2
  1d4 + 4
  Nutrients, greater (vial)
  40 gp
  1 lb.
  CAW
  ─
  1d4 -1
  1d4 + 1
  1d4 + 3
  Nutrients, superior (vial)
  160 gp
  1 lb.
  CAW
  ─
  ─
  1d4 - 1
  1d4 + 1
  Nutrients, supreme (vial)
  350 gp
  1 lb.
  CAW
  ─
  ─
  ─
  1d4
  Oil (flask)
  1 sp
  1 lb.
  PHB
  ─
  1d4
  1d4 + 2
  1d4 + 5
  Perfume (vial)
  5 gp
  ─
  PHB
  ─
  ─
  1d4
  1d4 + 2
  Poison, basic (vial)
  100 gp
  ─
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Potion of healing
  50 gp
  1/2 lb.
  PHB
  ─
  1d4
  1d4 + 2
  1d4 + 3
  Purification kit
  5 gp
  3 lb.
  CAW
  ─
  1d4
  1d4 + 2
  1d4 + 4
  Speed juice (vial)
  120 gp
  1/2 lb.
  CAW
  ─
  ─
  1d4
  1d4 + 1
  Vial
  1 gp
  ─
  PHB
  1d4
  1d4 + 2
  1d4 + 4
  1d4 + 5
  Tools
  Artisan's Tools
     Alchemist's supplies
  50 gp
  8 lb.
  PHB
  ─
  1d4
  1d4 + 2
  1d4 + 3
  Herbalism kit
  5 gp
  3 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
  Miscellaneous
  Alchemical reagents
  Varies
  Varies
  CAW
  1d4
  1d4 + 2
  1d4 + 5
  1d4 + 7
  Spell components
  See spell
  ─
  PHB
  1d4 - 1
  1d4 + 2
  1d4 + 4
  1d4 + 5
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  14
  Blacksmith/Armory
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Armor
  Medium Armor
     Chain shirt
  10 gp
  20 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Scale mail
  50 gp
  45 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Breastplate
  400 gp
  20 lb.
  PHB
  ─
  1d4 -1
  1d4
  1d4 + 1
     Half plate
  750 gp
  40 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Heavy Armor
     Ring mail
  30 gp
  40 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Chain mail
  75 gp
  55 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Splint
  200 gp
  60 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Plate
  1,500 gp
  65 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
  Shield
     Buckler
  8 gp
  3 lb.
  CAW
  1d4 -1
  1d4
  1d4 + 1
  1d4 + 2
     Shield
  10 gp
  6 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
     Tower shield
  20 gp
  30 lb.
  CAW
  ─
  ─
  1d4
  1d4 + 1
  Weapons
  Simple Melee Weapons
     Dagger
  2 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Handaxe
  5 gp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Javelin
  5 sp
  2 lb.
  PHB
  1d4
  1d4 - 1
  1d4 + 2
  1d4 + 3
     Light hammer
  2 gp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Mace
  5 gp
  4 lb.
  PHB
  ─
  ─
  1d4 + 1
  1d4 + 2
     Sickle
  1 gp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Spear
  1 gp
  3 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Simple Ranged Weapons
     Crossbow, light
  25 gp
  5 lb.
  PHB
  ─
  ─
  1d4 + 1
  1d4 + 2
     Dart
  5 cp
  1/4 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 x 3
  Martial Melee Weapons
     Battleaxe
  10 gp
  4 lb.
  PHB
  ─
  ─
  1d4 + 1
  1d4 + 2
     Flail
  10 gp
  2 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Glaive
  20 gp
  6 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
     Greataxe
  30 gp
  7 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Greatsword
  50 gp
  6 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Halberd
  20 gp
  6 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Lance
  10 gp
  6 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
     Longsword
  15 gp
  3 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Maul
  10 gp
  10 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Morningstar
  15 gp
  4 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  15
  Blacksmith/Armory (Continuation)
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Martial Melee Weapons
     Pike
  5 gp
  18 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
     Rapier
  25 gp
  2 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4 + 1
     Scimitar
  25 gp
  3 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Shortsword
  10 gp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Trident
  5 gp
  4 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     War pick
  5 gp
  2 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Warhammer
  15 gp
  2 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Martial Ranged Weapons
     Crossbow, hand
  75 gp
  3 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4 + 1
     Crossbow, heavy
  50 gp
  18 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 2
     Musket
  500 gp
  10 lb.
  DMG
  ─
  ─
  ─
  1d4
     Pistol
  250 gp
  3 lb.
  DMG
  ─
  ─
  ─
  1d4
  Explosives
     Bomb
  150 gp
  1 lb.
  DMG
  ─
  ─
  ─
  1d4
     Gunpowder, keg
  250 gp
  20 lb.
  DMG
  ─
  ─
  ─
  1d4
     Gunpowder, powder horn
  35 gp
  2 lb.
  DMG
  ─
  ─
  ─
  1d4 + 2
  Adventuring Gear
  Ammunition
     Bullets (10)
  3 gp
  2 lb.
  DMG
  ─
  ─
  ─
  1d4 + 2
     Crossbow bolts (20)
  1 gp
  1½ lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Barbed wire (50 ft.)
  75 gp
  35 lb.
  CAW
  ─
  ─
  1d4 + 1
  1d4 + 3
  Block and tackle
  1 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 3
  Case, crossbow bolt
  1 gp
  1 lb.
  PHB
  ─
  1d4
  1d4 + 2
  1d4 + 5
  Chain (10 feet)
  5 gp
  10 lb.
  PHB
  ─
  1d4 - 1
  1d4 + 2
  1d4 + 5
  Hammer
  1 gp
  3 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 3
  1d4 +5
  Hammer, sledge
  2 gp
  10 lb.
  PHB
  ─
  1d4 - 1
  1d4 + 2
  1d4 + 3
  Lock
  10 gp
  1 lb.
  PHB
  ─
  ─
  1d4 + 2
  1d4 + 5
  Manacles
  2 gp
  6 lb.
  PHB
  ─
  ─
  1d4 + 2
  1d4 + 5
  Quiver scabbard
  10 gp
  2 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 2
  Spikes, iron (10)
  1 gp
  5 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 3
  Whetstone
  1 cp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Tools
  Artisan's Tools
     Smith's tools
  20 gp
  8 lb
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Tinker's tools
  50 gp
  10 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Miscellaneous
  Special materials*
  Varies
  Varies
  CAW
  1d4 - 2
  1d4 - 1
  1d4 + 1
  1d4 + 2
  * Minerals only.
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  16
  General Store
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Adventuring Gear
  Abacus
  2 gp
  2 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 2
  Barrel
  2 gp
  70 lb
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Basket
  4 sp
  2 lb.
  PHB
  1d4
  1d4 + 2
  1d4 + 4
  1d4 + 5
  Bell
  1 gp
  ─
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 2
  Blanket
  5 sp
  3 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Bottle, glass
  2 gp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 +3
  1d4 + 5
  Bucket
  5 cp
  2 lb.
  PHB
  1d4
  1d4 + 2
  1d4 + 4
  1d4 + 5
  Candle
  1 cp
  ─
  PHB
  1d4
  1d4 + 2
  1d4 + 4
  1d4 + 5
  Chalk (1 piece)
  1 cp
  ─
  PHB
  1d4
  1d4 + 2
  1d4 + 4
  1d4 + 5
  Chest
  5 gp
  25 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
  Clothes, common
  5 sp
  3 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 5
  1d4 + 7
  Clothes, fine
  15 gp
  6 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 3
  Flask or tankard
  2 cp
  1 lb.
  PHB
  1d4
  1d4 + 2
  1d4 + 4
  1d4 + 6
  Hammer
  1 gp
  3 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 3
  1d4 +5
  Hourglass
  25 gp
  1 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 2
  Ink (1 ounce bottle)
  10 gp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Ink pen
  2 cp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Jug or pitcher
  2 cp
  4 lb.
  PHB
  1d4
  1d4 + 2
  1d4 + 3
  1d4 + 5
  Ladder (10-foot)
  1 sp
  25 lb.
  PHB
  ─
  1d4
  1d4 + 2
  1d4 + 3
  Lamp
  5 sp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Lantern, bullseye
  10 gp
  2 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 2
  Lantern, hooded
  5 gp
  2 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
  Lock
  10 gp
  1 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
  Magnifying glass
  100 gp
  ─
  PHB
  ─
  ─
  1d4 - 1
  1d4
  Mess kit
  2 sp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
  Mirror, steel
  5 gp
  1/2 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Money belt
  4 gp
  1 lb.
  CAW
  ─
  ─
  1d4 - 1
  1d4
  Oil (flask)
  1 sp
  1 lb.
  PHB
  ─
  1d4
  1d4 + 2
  1d4 + 5
  Paper (one sheet)
  2 sp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 5
  1d4 + 6
  Parchment (one sheet)
  1 sp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 5
  1d4 + 6
  Pick, miner's
  2 gp
  10 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Pole (10-foot)
  5 cp
  7 lb.
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 3
  Pot, iron
  2 gp
  10 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Pouch
  5 sp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Robes
  1 gp
  4 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Rope, hempen (50 feet)
  1 gp
  10 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Rope, silk (50 feet)
  10 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
  — Stock per Store Type —
  
  18/1/2019
  City and Wild | GM Binder
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  PART 1 | EQUIPMENT AND STORES
  17
  General Store (Continuation)
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Sack
  1 cp
  1/2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Scale, merchant's
  5 gp
  3 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Sealing wax
  5 sp
  ─
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Shovel
  2 gp
  5 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Soap
  2 cp
  ─
  PHB
  ─
  1d4 - 1
  1d4 + 1
  1d4 + 3
  Tools
  Artisan's Tools
     Brewer's supplies
  20 gp
  8 lb
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Carpenter's tools
  8 gp
  6 lb
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Cobbler's tools
  1 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Cook's utensils
  1 gp
  8 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Glassblower's tools
  30 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Mason's tools
  10 gp
  8 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Painter's supplies
  10 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Potter's tools
  10 gp
  3 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Weaver's tools
  1 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Woodcarver's tools
  1 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Gaming Set
     Dice set
  1 sp
  ─
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Dragonchess set
  1 gp
  1/2 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Playing card set
  5 sp
  ─
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Three-Dragon Ante set
  1 gp
  ─
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Trade goods
  1 sq. yd. of cotton cloth
  5 sp
  4 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
  Cinnamon
  2 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Cloves
  3 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Copper
  5 sp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Flour
  2 cp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Ginger
  1 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Gold
  50 gp
  1 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Iron
  5 gp
  1 lb.
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 3
  Pepper
  2 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Saffron
  15 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Salt
  5 cp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Silver
  5 gp
  1 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Wheat
  1 cp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  — Stock per Store Type —
  
  18/1/2019
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  18/90
  PART 1 | EQUIPMENT AND STORES
  18
  Hunter/Leatherworker
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Armor
  Light Armor
     Padded
  5 gp
  8 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Leather
  10 gp
  10 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Studded leather
  45 gp
  13 lb.
  PHB
  ─
  1d4 -1
  1d4
  1d4 + 1
  Medium Armor
     Hide
  10 gp
  12 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Weapons
  Simple Melee Weapons
     Club
  1 sp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Dagger
  2 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Greatclub
  2 sp
  10 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Handaxe
  5 gp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Javelin
  5 sp
  2 lb.
  PHB
  1d4
  1d4 - 1
  1d4 + 2
  1d4 + 3
     Spear
  1 gp
  3 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Simple Ranged Weapons
     Shortbow
  25 gp
  2 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
     Sling
  1 sp
  ─
  PHB
  1d4
  1d4 + 2
  1d4 + 3
  1d4 + 4
  Martial Melee Weapons
     Longsword
  15 gp
  3 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Shortsword
  10 gp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Whip
  2 gp
  3 lb.
  PHB
  ─
  1d4 - 1
  1d4 + 2
  1d4 + 3
  Martial Ranged Weapons
     Blowgun
  10 gp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 3
  1d4 + 4
     Longbow
  50 gp
  2 lb.
  PHB
  ─
  ─
  1d4 + 2
  1d4 + 3
     Net
  1 gp
  3 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 4
  Adventuring Gear
  Ammunition
     Arrows (20)
  1 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
     Blowgun needles (50)
  1 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
     Sling bullets (20)
  4 cp
  1½ lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Hunting trap
  5 gp
  25 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 3
  1d4 + 5
  Quiver
  1 gp
  5 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
  Quiver scabbard
  10 gp
  2 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 2
  Tools
  Artisan's Tools
     Leatherworker's tools
  5 gp
  5 lb
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Woodcarver's tools
  1 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Miscellaneous
  Special materials*
  Varies
  Varies
  CAW
  1d4 - 2
  1d4 - 1
  1d4 + 1
  1d4 + 2
  * Only creature parts such as skins, hides.
  — Stock per Store Type —
  
  18/1/2019
  City and Wild | GM Binder
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  19/90
  PART 1 | EQUIPMENT AND STORES
  19
  Jeweler
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Adventuring Gear
  Signet ring
  5 gp
  ─
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Tools
  Artisan's Tools
     Jeweler's tools
  25 gp
  2 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Trade goods
     Copper
  5 sp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
     Gold
  50 gp
  1 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Iron
  5 gp
  1 lb.
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 3
     Platinum
  500 gp
  1 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
     Silver
  5 gp
  1 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Gemstones
     10 gp gemstone
  10 gp
  1/10 lb
  DMG
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 4
     50 gp gemstone
  50 gp
  1/10 lb
  DMG
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
     100 gp gemstone
  100 gp
  1/10 lb
  DMG
  ─
  1d4 - 1
  1d4 + 1
  1d4 + 2
     500 gp gemstone
  500 gp
  1/10 lb
  DMG
  ─
  ─
  1d4
  1d4 + 1
     1,000 gp gemstone
  1,000 gp
  1/10 lb
  DMG
  ─
  ─
  1d4 - 1
  1d4
     5,000 gp gemstone
  5,000 gp
  1/10 lb
  DMG
  ─
  ─
  ─
  1d4 - 1
  Art Objects
     25 gp art object
  25 gp
  varies
  DMG
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
     250 gp art object
  250 gp
  varies
  DMG
  ─
  1d4 - 1
  1d4 + 1
  1d4 + 2
     750 gp art object
  750 gp
  varies
  DMG
  ─
  ─
  1d4
  1d4 + 1
     2,500 gp art object
  2,500 gp
  varies
  DMG
  ─
  ─
  1d4 - 1
  1d4
     7,500 gp art object
  7,500 gp
  varies
  DMG
  ─
  ─
  ─
  1d4 - 1
  Miscellaneous
  Spell components*
  See spell
  ─
  PHB
  1d4 - 1
  1d4 + 2
  1d4 + 4
  1d4 + 5
  Special materials**
  Varies
  Varies
  CAW
  1d4 - 3
  1d4 - 2
  1d4
  1d4 + 1
  * Gems, gem dust/powder, and jewels-like components only.
  ** Minerals only.
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  20
  Library/Bookstore
  Item
  Cost
  Weight Source
  Small
  Basic
  Urban
  Premium
  Adventuring Gear
  Books
     Book (50 pages)
  4 gp
  1 lb.
  CAW
  1d4 + 2
  1d4 + 5
  1d4 + 7
  1d4 + 9
     Book (100 pages)
  8 gp
  2 lb.
  CAW
  1d4 + 1
  1d4 + 3
  1d4 + 5
  1d4 + 7
     Book (200 pages)
  17 gp
  4 lb.
  CAW
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
     Book (300 pages)
  25 gp
  5 lb.
  CAW
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
  Candle
  1 cp
  ─
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Case, map or scroll
  1 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Dictionary
  10 gp
  2 lb.
  CAW
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
  Ink (1 ounce bottle)
  10 gp
  ─
  PHB
  1d4
  1d4 + 3
  1d4 + 5
  1d4 + 7
  Ink pen
  2 cp
  ─
  PHB
  1d4
  1d4 + 3
  1d4 + 5
  1d4 + 7
  Paper (one sheet)
  2 sp
  ─
  PHB
  1d4 + 2
  1d4 + 5
  1d4 + 7
  1d4 + 9
  Parchment (one sheet)
  1 sp
  ─
  PHB
  1d4 + 2
  1d4 + 5
  1d4 + 7
  1d4 + 9
  Portal scroll
  350 gp.
  ─
  CAW
  ─
  ─
  1d4 - 1
  1d4
  Spellbook
  50 gp
  3 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4
  Magic Items*
     Common
  (1d6 + 1) x 10 gp
  Varies Varies
  ─
  ─
  1d4 - 1
  1d4
     Uncommon
  1d6 x 100 gp
  Varies Varies
  ─
  ─
  1d4 - 2
  1d4 - 1
     Rare
  2d10 x 1,000 gp
  Varies Varies
  ─
  ─
  1d4 - 3
  1d4 - 2
     Very Rare
  (1d4 + 1) x 10,000 gp
  Varies Varies
  ─
  ─
  ─
  1d4 - 3
  * Only magic scrolls and books. The price is halved for a consumable item like a potion or scroll. Source: Xanatar's Guide to
  Everything (p.126).
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  21
  Magic Store
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Adventuring Gear
  Arcane Focus
     Crystal
  10 gp
  1 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Orb
  20 gp
  3 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Rod
  10 gp
  2 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
     Staff
  5 gp
  4 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
     Wand
  10 gp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
  Books
     Book, arcane (50 pages)
  4 gp
  1 lb.
  CAW
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Book, arcane (100 pages)
  8 gp
  2 lb.
  CAW
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Book, arcane (200 pages)
  17 gp
  4 lb.
  CAW
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Book, arcane (300 pages)
  25 gp
  5 lb.
  CAW
  ─
  ─
  1d4 - 1
  1d4
  Bottle, glass
  2 gp
  2 lb.
  PHB
  1d4
  1d4 + 2
  1d4 + 5
  1d4 + 6
  Case, map or scroll
  1 gp
  1 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Component pouch
  25 gp
  2 lb.
  PHB
  1d4
  1d4 + 2
  1d4 + 5
  1d4 + 6
  Druidic Focus
     Sprig of mistletoe
  1 gp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
     Totem
  1 gp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
     Wooden staff
  5 gp
  4 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
     Yew wand
  10 gp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
  Flask or tankard
  2 cp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Ink (1 ounce bottle)
  10 gp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Ink pen
  2 cp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Paper (one sheet)
  2 sp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 5
  1d4 + 6
  Parchment (one sheet)
  1 sp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 5
  1d4 + 6
  Potion of healing
  50 gp
  1/2 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 4
  Portal scroll
  350 gp.
  ─
  CAW
  ─
  ─
  1d4 - 1
  1d4
  Pouch
  5 sp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Robes
  1 gp
  4 lb.
  PHB
  1d4
  1d4 + 3
  1d4 + 5
  1d4 + 7
  Spellbook
  50 gp
  3 lb.
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 4
  Vial
  1 gp
  ─
  PHB
  1d4
  1d4 + 2
  1d4 + 4
  1d4 + 5
  Miscellaneous
  Spell components
  See spell
  ─
  PHB
  1d4 - 1
  1d4 + 2
  1d4 + 4
  1d4 + 5
  Spellcasting Services*
     Identify
  20 gp
  ─
  PHB
  A
  A
  A
  A
     Divination
  210 gp
  ─
  PHB
  ─
  ─
  A
  A
  * The number of spells available to be cast as a service is limited to a maximum of three per day total, unless otherwise noted.
  The "A" under the Stock per Store Type determines which spells are available in each store type.
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  22
  Magic Store (Continuation)
  Item
  Cost*
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Magic Items
     Common
  (1d6 + 1) x 10 gp
  Varies
  Varies
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Uncommon
  1d6 x 100 gp
  Varies
  Varies
  1d4 - 2
  1d4 - 1
  1d4
  1d4 + 1
     Rare
  2d10 x 1,000 gp
  Varies
  Varies
  ─
  ─
  1d4 - 2
  1d4
     Very Rare
  (1d4 + 1) x 10,000 gp
  Varies
  Varies
  ─
  ─
  1d4 - 3
  1d4 - 2
     Legendary
  2d6 x 25,000 gp
  Varies
  Varies
  ─
  ─
  ─
  1d4 - 3
  * The price is halved for a consumable item like a potion or scroll. Source: Xanatar's Guide to Everything (p.126).
  Spell Scrolls
  Potions
  Potion
  Rarity
  Source
  Elixir of health
  Rare
  DMG
  Oil of etherealness
  Rare
  DMG
  Oil of sharpness
  Very rare
  DMG
  Oil of slipperiness
  Uncommon
  DMG
  Philter of love
  Uncommon
  DMG
  Potion of animal friendship
  Uncommon
  DMG
  Potion of clairvoyance
  Rare
  DMG
  Potion of climbing
  Common
  DMG
  Potion of diminution
  Rare
  DMG
  Potion of fire breath
  Uncommon
  DMG
  Potion of flying
  Very rare
  DMG
  Potion of gaseous form
  Rare
  DMG
  Potion of giant strength
     Hill giant
  Uncommon
  DMG
     Frost/stone giant
  Rare
  DMG
     Fire
  Rare
  DMG
     Cloud
  Very rare
  DMG
     Storm
  Legendary
  DMG
  Potion of growth
  Uncommon
  DMG
  Potion of healing
     Healing
  Common
  DMG
     Greater healing
  Uncommon
  DMG
     Superior healing
  Rare
  DMG
     Supreme healing
  Very rare
  DMG
  Potions (Continuation)
  Potion
  Rarity
  Source
  Potion of heroism
  Rare
  DMG
  Potion of invisibility
  Very rare
  DMG
  Potion of invulnerability
  Rare
  DMG
  Potion of longevity
  Very rare
  DMG
  Potion of mana
     Mana
  Uncommon
  CAW
     Greater mana
  Rare
  CAW
     Superior mana
  Very rare
  CAW
  Potion of mind reading
  Rare
  DMG
  Potion of poison
  Uncommon
  DMG
  Potion of resistance
  Uncommon
  DMG
  Potion of speed
  Very rare
  DMG
  Potion of vitality
  Very rare
  DMG
  Potion of water breathing
  Uncommon
  DMG
  Spell Level
  Rarity
  Cantrip
  Common
  1st
  Common
  2nd
  Uncommon
  3rd
  Uncommon
  4th
  Rare
  Spell Level
  Rarity
  5th
  Rare
  6th
  Very rare
  7th
  Very rare
  8th
  Very rare
  9th
  Legendary
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  23
  Stables/Animals Vendor
  Item
  Cost
  Weight Source
  Small
  Basic
  Urban
  Premium
  Mounts and Other Animals*
  Camel
  50 gp
  Varies
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Chicken
  2 cp
  Varies
  PHB
  1d4 - 1
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Cow
  10 gp
  Varies
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 2
  Donkey or mule
  8 gp
  Varies
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 2
  Elephant
  200 gp
  Varies
  PHB
  ─
  ─
  1d4 - 2
  1d4 - 1
  Goat
  1 gp
  Varies
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 2
  Horse, draft
  50 gp
  Varies
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 2
  Horse, riding
  75 gp
  Varies
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Mastiff
  25 gp
  Varies
  PHB
  1d4 - 2
  1d4 - 1
  1d4
  1d4 + 1
  Ox
  15 gp
  Varies
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Pony
  30 gp
  Varies
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 2
  Pig
  3 gp
  Varies
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 2
  Sheep
  2 gp
  Varies
  PHB
  ─
  1d4
  1d4 + 1
  1d4 + 2
  Tiny beast, common (e.g. cat, raven)
  5 cp
  Varies Varies
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Tiny beast, exotic (e.g. parrot, monkey )
  5 gp
  Varies Varies
  ─
  ─
  1d4 - 1
  1d4
  Warhorse
  400 gp
  Varies
  PHB
  ─
  ─
  1d4 - 2
  1d4 - 1
  Tack, Harness
  Barding
  x4
  x2
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Bit and bridle
  2 gp
  1 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Feed (per day)
  5 cp
  10 lb.
  PHB
  1d4 + 1
  1d4 + 3
  1d4 + 5
  1d4 + 7
  Saddle
     Exotic
  60 gp
  40 lb.
  PHB
  ─
  ─
  ─
  1d4 - 1
     Military
  20 gp
  30 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Pack
  5 gp
  15 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
     Riding
  10 gp
  25 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 4
  * Some animals might be only available in particular regions or areas.
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  24
  Tailor/Clothing
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Adventuring Gear
  Clothes, common
  5 sp
  3 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 5
  1d4 + 7
  Clothes, costume
  5 gp
  4 lb.
  PHB
  ─
  1d4 - 1
  1d4 + 5
  1d4 + 7
  Clothes, fine
  15 gp
  6 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 3
  Clothes, traveler's
  2 gp
  4 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  Robes
  1 gp
  4 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 3
  1d4 + 5
  Tools
  Artisan's Tools
     Cobbler's tools
  5 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Weaver's tools
  1 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Trade goods
  1 sq. yd. of canvas
  1 sp
  4 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
  1 sq. yd. of cotton cloth
  5 sp
  4 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
  1 sq. yd. of linen
  5 gp
  4 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  1 sq. yd. of silk
  10 gp
  4 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Miscellaneous
  Special materials*
  Varies
  Varies
  CAW
  1d4 - 2
  1d4 - 1
  1d4 + 1
  1d4 + 2
  * Only non-minerals, such as parts such as linen and textiles.
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  25
  Temple/Faith Supplies
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Adventuring Gear
  Alchemical Amunition
     Arrows/bolts, holy (5)
  2 gp
  1/2 lb.
  CAW
  ─
  ─
  1d4
  1d4 + 2
     Firearm bullet, holy (5)
  3 gp
  1/2 lb.
  CAW
  ─
  ─
  ─
  1d4
     Sling bullets, holy (5)
  1 gp
  1/2 lb.
  CAW
  ─
  ─
  1d4
  1d4 + 2
  Bell
  1 gp
  ─
  PHB
  Books
     Book, holy (50 pages)
  4 gp
  1 lb.
  CAW
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
     Book, holy (100 pages)
  8 gp
  2 lb.
  CAW
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
     Book, holy (200 pages)
  17 gp
  4 lb.
  CAW
  ─
  1d4 - 1
  1d4
  1d4 + 1
     Book, holy (300 pages)
  25 gp
  5 lb.
  CAW
  ─
  ─
  1d4 - 1
  1d4
  Candle
  1 cp
  ─
  PHB
  1d4
  1d4 + 3
  1d4 + 5
  1d4 + 7
  Chalk (1 piece)
  1 cp
  ─
  PHB
  1d4
  1d4 + 3
  1d4 + 5
  1d4 + 7
  Holy Symbol
     Amulet
  5 gp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
     Emblem
  5 gp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
     Reliquary
  5 gp
  2 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Holy water (flask)
  25 gp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Robes
  1 gp
  4 lb.
  PHB
  1d4
  1d4 + 3
  1d4 + 5
  1d4 + 7
  Tools
  Artisan's Tools
     Calligrapher's tools
  10 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Miscellaneous
  Spell components
  See spell
  ─
  PHB
  1d4 - 1
  1d4 + 2
  1d4 + 4
  1d4 + 5
  Spellcasting Services*
     Cure wounds (1st level)
  10 gp
  ─
  PHB
  A
  A
  A
  A
     Lesser restoration
  40 gp
  ─
  PHB
  ─
  A
  A
  A
     Prayer of healing (2nd level)
  10 gp
  ─
  PHB
  ─
  A
  A
  A
     Remove curse
  90 gp
  ─
  PHB
  ─
  ─
  A
  A
     Speak with dead
  90 gp
  ─
  PHB
  ─
  ─
  A
  A
     Greater restoration
  450 gp
  ─
  PHB
  ─
  ─
  A
  A
     Raise dead
  1,250 gp
  ─
  PHB
  ─
  ─
  ─
  A
  * The number of spells available to be cast as a service is limited to a maximum of three per day total, unless otherwise noted.
  The "A" under the Stock per Store Type determines which spells are available in each store type.
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  26
  Thieving Supplies/Black Market Vendor
  Item
  Cost
  Weight
  Source
  Small
  Basic
  Urban
  Premium
  Adventuring Gear
  Antitoxin (vial)
  50 gp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 3
  1d4 + 5
  Ball bearings
  1 gp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
  Caltrops (bag of 20)
  1 gp
  2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
  Climber's kit
  25 gp
  12 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Clothes, common*
  5 sp
  3 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 5
  1d4 + 7
  Clothes, costume
  5 gp
  4 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 3
  Crowbar
  2 gp
  5 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 2
  1d4 + 3
  Grappling hook
  2 gp
  4 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Manacles
  2 gp
  6 lb.
  PHB
  ─
  ─
  1d4 + 2
  1d4 + 5
  Poison, basic (vial)
  100 gp
  ─
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Pouch
  5 sp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 3
  Rope, hempen (50 feet)
  1 gp
  10 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 3
  Sack
  1 cp
  1/2 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4+ 5
  Spikes, iron (10)
  1 gp
  5 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 3
  Vial
  1 gp
  ─
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 2
  Tools
  Disguise kit
  25 gp
  3 lb.
  PHB
  ─
  1d4 - 1
  1d4
  1d4 + 1
  Forgery kit
  15 gp
  5 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Poisoner's kit
  50 gp
  2 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Thieves' tools
  25 gp
  1 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Poisons**
  Assassin's blood
  150 gp
  1/2 lb.
  DMG
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Burnt othur fumes
  500 gp
  1/2 lb.
  DMG
  ─
  ─
  ─
  1d4
  Crawler mucus
  200 gp
  1/2 lb.
  DMG
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Drow poison
  200 gp
  1/2 lb.
  DMG
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Essence of ether
  300 gp
  1/2 lb.
  DMG
  ─
  ─
  1d4 - 1
  1d4
  Malice
  250 gp
  1/2 lb.
  DMG
  ─
  ─
  1d4 - 1
  1d4
  Midnight tears
  1,500 gp
  1/2 lb.
  DMG
  ─
  ─
  ─
  1d4 - 1
  Oil of taggit
  400 gp
  1/2 lb.
  DMG
  ─
  ─
  1d4 - 1
  1d4
  Pale tincture
  250 gp
  1/2 lb.
  DMG
  ─
  ─
  1d4 - 1
  1d4
  Purple worm poison
  2,000 gp
  1/2 lb.
  DMG
  ─
  ─
  ─
  1d4 - 1
  Serpent venom
  200 gp
  1/2 lb.
  DMG
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Torpor
  600 gp
  1/2 lb.
  DMG
  ─
  ─
  ─
  1d4
  Truth serum
  150 gp
  1/2 lb.
  DMG
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  Wyvern poison
  1,200 gp
  1/2 lb.
  DMG
  ─
  ─
  ─
  1d4 - 1
  Miscellaneous
  Alchemical reagents***
  Varies
  Varies
  CAW
  1d4 - 1
  1d4
  1d4 + 1
  1d4 + 2
  * Only dark clothes with hoods.
  ** The value is for one dose. 
  *** Only reagents used to craft poisons.
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  27
  Vehicles, Transportation and Other Services
  Item
  Cost
  Weight Source
  Small
  Basic
  Urban
  Premium
  Drawn Vehicles
  Carriage
  100 gp
  600 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
  Cart
  15 gp
  200 lb.
  PHB
  ─
  1d4 - 1
  1d4 + 1
  1d4 + 2
  Chariot
  250 gp
  100 lb.
  PHB
  ─
  ─
  1d4 - 1
  1d4 + 1
  Saddle
     Exotic
  60 gp
  40 lb.
  PHB
  ─
  ─
  ─
  1d4 - 1
     Military
  20 gp
  30 lb.
  PHB
  ─
  ─
  1d4
  1d4 + 1
     Pack
  5 gp
  15 lb.
  PHB
  1d4
  1d4 + 1
  1d4 + 3
  1d4 + 5
     Riding
  10 gp
  25 lb.
  PHB
  1d4 - 1
  1d4
  1d4 + 2
  1d4 + 4
  Sled
  20 gp
  300 lb.
  PHB
  ─
  1d4 - 2
  1d4 - 1
  1d4 + 1
  Wagon
  35 gp
  400 lb.
  PHB
  ─
  1d4 - 1
  1d4 + 1
  1d4 + 3
  Airborne and Waterborne Vehicles
  Airship
  20,000 gp
  ─
  DMG
  ─
  ─
  ─
  1d4 - 3
  Galley
  30,000 gp
  ─
  DMG
  ─
  ─
  1d4 - 2
  1d4 - 1
  Keelboat
  3,000 gp
  ─
  DMG
  ─
  1d4 - 2
  1d4 - 1
  1d4
  Longship
  10,000 gp
  ─
  DMG
  ─
  ─
  1d4 - 2
  1d4 - 1
  Rowboat
  50 gp
  ─
  DMG
  ─
  1d4 - 2
  1d4 - 1
  1d4
  Sailing ship
  10,000 gp
  ─
  DMG
  ─
  ─
  1d4 - 2
  1d4 - 1
  Warship
  25,000 gp
  ─
  DMG
  ─
  ─
  ─
  1d4 - 2
  Services*
  Coach cab
     Between towns
  3 cp per mile
  ─
  PHB
  A
  A
  A
  A
     Within a city
  1 cp
  ─
  PHB
  ─
  ─
  A
  A
  Messenger
  2 cp per mile
  ─
  PHB
  ─
  A
  A
  A
  Ship's passage
  1 sp per mile
  ─
  PHB
  ─
  ─
  A
  A
  * The "A" under the Stock per Store Type determines which services are available in each store type.
  Airborne and Waterborne Vehicles (DMG p.119)
  Ship
  Speed
  Crew
  Passengers
  Cargo (tons)
  AC
  HP
  Damage Threshold
  Airship
  8 mph
  10
  20
  1
  13
  300
  ─
  Galley
  4 mph
  80
  ─
  150
  15
  500
  20
  Keelboat
  1 mph
  1
  6
  1/2
  15
  100
  10
  Longship
  3 mph
  40
  150
  10
  15
  300
  15
  Rowboat
  1½ mph
  1
  3
  ─
  11
  50
  ─
  Sailing ship
  2 mph
  20
  20
  100
  15
  300
  15
  Warship
  2½ mph
  60
  60
  200
  15
  500
  20
  — Stock per Store Type —
  
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  PART 1 | EQUIPMENT AND STORES
  28
  Inns and Taverns
  Inns and Taverns
  Since inns and taverns mostly sell food and rent rooms, the
  tables presented here have an expanded list of food and
  drinks separated by the inn or tavern quality. A higher quality
  taverns also have the food and drink from the lower quality
  ones.
  Lodging
  Inn Stay (Per Day)
  Cost
  Squalid
  7 cp
  Poor
  1 sp
  Modest
  5 sp
  Confortable
  8 sp
  Wealthy
  2 gp
  Aristocratic
  4 gp
  Other Services
  Feed (per day)
  5 cp
  Stabling (per day)
  5 sp
  Inn/Tavern
  Item
  Cost
  Squalid/Poor
  Food
     Biscuits
  2 cp
     Bread, loaf
  2 cp
     Butter
  1 cp
     Clam chowder
  2 cp
     Crackers
  1 cp
     Dried meat
  3 cp
     Egg
  1 cp
     Fruit
  1 cp
     Vegetables, boiled
  1 cp
     Vegetables, soup
  2 cp
  Drinks
     Ale (mug)
  4 cp
     Spirit (mug)
  3 cp
     Water (cup)
  1 cp
  Inn/Tavern (Continuation)
  Item
  Cost
  Modest/Comfortable
  Food
     Chese, hunk
  1 sp
     Fruit cake
  1 sp
     Meat, chunk
  3 sp
     Pickled sausage
  2 sp
     Pie
  1 sp
     Potatoes, baked
  1 sp
     Rice, white
  1 sp
     Stew, oyster and mushroom
  4 sp
     Stew, beef
  5 sp
     Vegetables, fresh
  1 sp
  Drinks
     Cider, (mug)
  6 cp
     Cofee (cup)
  1 sp
     Fruit juice (cup)
  3 cp
     Hot chocolate (cup)
  1 sp
     Mead (mug)
  8 cp
     Milk (pitcher)
  1 sp
     Tea, (cup)
  3 cp
     Wine, common (pitcher)
  2 sp
  Wealthy/Aristocratic
  Food
     Cake
  3 sp
     Meat, mixed
  5 sp
     Meat, exotic
  8 sp
     Potatoes, spiced
  3 sp
     Rice, wild
  3 sp
     Seafood
  6 sp
     Vegetables, stir fry
  3 sp
     Yogurt
  2 sp
  Drinks
     Wine, fine (bottle)
  10 gp
     Ale, dwarven (mug)
  4 sp
     Distilled drink (bottle)
  8 gp
     Tea, mixed (teapot)
  6 gp
  
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  PART 1 | MODULAR STRUCTURES
  29
  Chapter 2: Modular Structures
  Chapter 2: Modular Structures
  I
  n the Dungeon Master's Guide you can find some
  rules for building a stronghold, but those rules doesn't
  allow many customization options. The following
  rules gives characters and DMs alike new options for
  building a completely new structure and for
  customizing it with several rooms and areas. This
  section was inspired on the 3rd edition book called
  Stronghold Builder's Guidebook, and it will work great with
  the content from the Xantathar's Guide to Everything related
  to the artisan tools options and the new downtime activities.
  Building a Structure
  Building a Structure
  A character can spend time between adventures building a
  structure. Before work can begin, the character must acquire
  a plot of land. If the estate lies within a kingdom or similar
  domain, the character will need a royal charter (a legal
  document granting permission to oversee the estate in the
  name of the crown), a land grant (a legal document
  bequeathing custody of the land to the character for as long as
  he or she remains loyal to the crown), or a deed (a legal
  document that serves as proof of ownership). Land can also be
  acquired by inheritance or other means.
  Royal charters and land grants are usually given by the
  crown as a reward for faithful service, although they can also
  be bought. Deeds can be bought or inherited. A small estate
  might sell for as little as 100 gp or mas much as 1,000 gp. A
  large estate might cost 5,000 gp or more, if it can be bought at
  all.
  Building Space (BS)
  Building Space (BS)
  When buying a plot of land, you need to make sure its large
  enough to fit all the rooms and components you want to build,
  but since structures aren't always the same, the building
  spaces is the way to estimate every structure size and how
  much the plot of land will cost. Each building space is
  equivalent to a 20-foot-by-20-foot room with a 10-foot-high
  ceiling. One building space cost 100 gp.
  Structure Components
  Structure Components
  After determining the size of your building, you can use all
  building spaces to add rooms and other areas to your
  structure. Each component uses one or more building spaces,
  and you cannot exceed the building spaces the plot of land
  have.
  Each structure assume you're constructing a building with
  no more than two stories and no more than a single
  underground level. If you want to add more, you need to pay
  an extra 1,000 gp for each additional floor you want to add to
  your structure.
  Building Time
  Building Time
  Building a structure takes one workweek per 10,000 gp of the
  total price (2,000 gp per day). This can consider that the
  structure is already built and the characters just need to move
  in and buy all the room components.
  If you think it's too fast, feel free to lower the gold pieces per
  day to make the building time longer.
  Sample Structures
  In this table you can find the structures found in the Dungeon
  Master's Guide, a few others, and an estimated of the building
  spaces they should have.
  Structure
  Estimated Building Spaces
  Abbey
  6
  Cottage
  1
  Guidhall
  8
  House
  4
  Keep or small castle
  12
  Large House
  6
  Mansion
  12
  Noble estate with manor
  7
  Outpost or fort
  4
  Palace or large castle
  80
  Temple
  6
  Tower, fortified
  4
  Trading post
  2
  
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  PART 1 | MODULAR STRUCTURES
  30
  Components List
  Components List
  The following section you can find an alphabetical list of all
  the rooms and other components you can add to a structure.
  Alchemist's Lab, Basic
  Alchemist's Lab, Basic
  The room is filled with vials, flasks, burners, and other
  alchemical equipment. A small fireplace stands in one wall to
  heat the room and for providing the necessary fire for
  alchemical recipes created here. The floor is rough wood or
  stone, stained with chemicals, and there are shelves lined in
  the walls stocked with various alchemical reagents. 
  Size: 1 bs 
  Cost: 700 gp 
  Prerequisites: None 
  Benefit: An alchemist's supplies is always considered to be
  present in this room. Additionally, if a character is proficient
  with this tool, it can double its proficiency bonus when making
  a check with it.
  Alchemist's Lab, Fancy
  Alchemist's Lab, Fancy
  An alchemist has every tool he or she might need. This
  includes everything from the basic alchemist's lab, plus more
  ingredients and a larger number of tools. The walls are
  covered with blackboards where all sorts of notes can be
  scrawled, and the floor is made of rough tile. 
  Size: 1 bs 
  Cost: 3,000 gp 
  Prerequisites: One alchemist 
  Benefit: A total of four alchemist's supplies are always
  considered to be present in this room. A single character
  using this laboratory and having its resources all to himself
  can roll with advantage when making a check using the
  alchemist's supplies. Alternatively, up to four characters can
  share this space at the same time, and each one of them can
  double its proficiency bonus when making a check with an
  alchemist's supplies.
  Armory, Basic
  Armory, Basic
  Racks of armor and weapons fill the room, ready for being
  used when its time to defend against an attack. 
  Size: 1 bs 
  Cost: 500 gp 
  Prerequisites: None 
  Benefit: This room has enough space to hold equipment for
  25 soldiers, though the price doesn't include such gear.
  If you need a greater capacity, you can purchase this
  component multiple times.
  Armory, Fancy
  Armory, Fancy
  Similar to the basic armory, this room provides armor and
  weapons to the defenders of the place, but it also have various
  murals and other artwork depicting the glories of war cover
  the walls of this armory. 
  Size: 1 bs 
  Cost: 2,000 gp 
  Prerequisites: None 
  Benefits:. As with the basic version, this area has sufficient
  armor and weapon racks to equip 25 soldiers, though the
  price doesn't include any such gear.
  If you need a greater capacity, you can purchase this
  component multiple times.
   
  Auditorium, Fancy
  Auditorium, Fancy
  While any great hall can be used for performances, the
  auditorium is a space designed with acoustics and artistic
  appreciation in mind. 
  Size: 1 bs 
  Cost: 2,000 gp 
  Prerequisites: None 
  Benefit: A character that is proficient with the Charisma
  (Performance) skill adds twice its proficiency bonus when
  making a check with that skill in this room.
  Up to 30 people can fit in here for a service. If you need a
  greater capacity, purchase this component multiple times.
  Auditorium, Luxury
  Auditorium, Luxury
  A luxury auditorium offers plush and cushioned seating for
  the audience, and a stage that can be moved or adjusted as
  necessary for performance of theater, orchestra, or choir. 
  Size: 1 bs 
  Cost: 10,000 gp 
  Prerequisites: None 
  Benefit: A character that is proficient with the Charisma
  (Performance) skill gains advantage when making a check
  with that skill in this room. Alternatively, up to four characters
  can share this space at the same time, and each one of them
  can double its proficiency bonus when making a Charisma
  (Performance) check.
  Up to 30 people can fit in here for a service. If you need a
  greater capacity, purchase this component multiple times.
  Barbican
  Barbican
  This room sits atop a gate or gatehouse, usually in an exterior
  wall. It features murder holes/arrow slits (included in the
  price) in the floor. The barbican requires two guards on duty
  at all times. 
  Size: 1 bs 
  Cost: 1,000 gp 
  Prerequisites: Two guards per shift 
  Benefits: Guards can attack through the murder holes/arrow
  slits to the area below to defend the door or portcullis to enter
  the site.
  
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  PART 1 | MODULAR STRUCTURES
  31
  Barracks
  Barracks
  This room contains up to ten simple wooden beds with straw
  mattresses. A footlocker sits at the end of each bed for
  personal belongings. 
  Size: 1 bs 
  Cost: 400 gp 
  Prerequisites: None 
  Benefit: A barracks can hold ten people (usually guards or
  soldiers). If you need a greater capacity, you can purchase this
  component multiple times.
  If you want a higher class of quarters for officers, purchase
  bedroom components instead.
  Bath, Basic
  Bath, Basic
  This standard, sparsely furnished room contains a simple
  wooden or metal tub and a chamber pot or two, along with
  some rough wooden benches for seating. 
  Size: 0,5 bs 
  Cost: 400 gp 
  Prerequisites: None 
  Benefit: This room has space for one character. When the
  character takes a short rest, the amount of hit points are
  doubled when it spend a hit dice to regain hit points.
  Bath, Fancy
  Bath, Fancy
  This bathroom comes complete with a large tub, a chamber
  pot under a chair, and a means of disposing of the contents of
  the chamber pot easily. This can take the form of a chute to an
  underground disposal area, an open window over a gutter, or
  whatever you like. A fireplace allows you to heat water for
  baths, a cabinet holds plenty of towels, and a dressing screen
  separates part of the room. 
  Size: 1 bs 
  Cost: 2,000 gp 
  Prerequisites: None 
  Benefit: This room has space for one character. When the
  character takes a short rest, the amount of hit points are
  doubled when it spend a hit dice to regain hit points.
  Additionally, that character gains 1d4 temporary hit points,
  which last until they're lost or when the character finishes a
  long rest.
  Bath, Luxury
  Bath, Luxury
  This room features a tub large enough for three people to
  bathe in, plus a large fireplace for heating both the room and
  the water necessary for a warm bath. Two chamber pots with
  padded and upholstered leather chairs are here. Servants
  empty these on a regular basis. A carved cabinet holds a
  variety of thick towels, and a wardrobe full of fine dressing
  gowns stands nearby. Fine stuffed chairs are scattered about
  the place.
  The dressing table features three gilt-framed mirrors and
  the finest in grooming products, including aromatic perfumes,
  gilt-handled brushes, and so on. The walls are adorned with
  fine art. 
  Size: 2 bs 
  Cost: 10,000 gp 
  Prerequisites: One servant to keep the luxury bath clean and
  one valet to assist the bathers
   
  Benefit: This room has space for three characters. When the
  characters takes a short rest, the amount of hit points are
  doubled when it spend a hit dice to regain hit points.
  Additionally, each character gains 1d6 temporary hit points,
  which last until they're lost or when the character finishes a
  long rest.
  Bedroom Suite, Basic
  Bedroom Suite, Basic
  This master bedroom includes a walk-in closet and privy. The
  furnishings are rough, but they include a straw bed on a low
  frame, two chests of drawers and a mirror hanging on one
  wall. The bedclothes are made of rough cotton, wool, or even
  burlap, and the blanket is often a patchwork quilt made of
  whatever was available. A couple of rough benches form a
  sitting area next to a small table. 
  Size: 1 bs 
  Cost: 800 gp 
  Prerequisites: None 
  Benefit: This room has space for up to two characters.
  Characters that live here can keep a comfortable lifestyle
  without expending extra coin.
  Bedroom Suite, Fancy
  Bedroom Suite, Fancy
  This master bedroom comes complete with a well appointed
  walk-in closet filled with fine clothing and a tastefully adorned
  privy. The bed rests on a handsome frame and includes a
  mattress made of cotton batting. The sheets are of fine cotton,
  and the blankets are wool. Two finely carved bureaus are here,
  in which are kept stylish clothes. A bell rests on each bed
  stand so that the occupants can easily call for the servants.
  The bedroom suite also includes a pair of upholstered
  benches and a small writing desk. 
  Size: 1 bs 
  Cost: 5,000 gp 
  Prerequisites: None 
  Benefit: This room has space for up to two characters.
  Characters that live here can keep a wealthy lifestyle without
  expending extra coin. In addition, when a character finishes a
  long rest while in this room, you can reduce the character's
  exhaustion level by 2, provided that the character has also
  ingested some food and drink.
  Bedroom Suite, Luxury
  Bedroom Suite, Luxury
  The walk-in closet features rows of shelves for boots and
  shoes, plus handmade hangers for the finest in clothing. The
  walk-in garderobe allows two individuals to see to their privy
  needs in privacy and comfort. In the main room, there are two
  marble-topped bureaus filled with clothes. The four-poster
  bed is made of the finest wood hung with the wispiest of
  linens, and the mattress and the blankets are stuffed with
  feathers. The sheets are silk. A pair of stuffed chairs sits in
  one corner. In another, a finely polished and fully stocked
  writing desk waits to be used. 
  Size: 2 bs 
  Cost: 25,000 gp 
  Prerequisites: One valet 
  Benefit: This room has space for up to two characters.
  Characters that live here can keep an aristocratic lifestyle
  without expending extra coin. In addition, when a character
  finishes a long rest while in this room, you can reduce the
  character's exhaustion level by 3, provided that the character
  has also ingested some food and drink.
  
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  Bedrooms, Basic
  Bedrooms, Basic
  This area contains two smaller bedrooms, possibly with a
  connecting door. The furnishings in each room are rough,
  including a straw bed on a low frame, a single chest of
  drawers, and a mirror hanging on one wall. The bedclothes
  are made of rough cotton, wool, or even burlap, and the
  blanket is often a patchwork quilt made of whatever was
  available.
  Each room also has a rough bench sitting in front of a small
  table. This component includes a privy, though it need not be
  attached or adjacent to the bedroom component itself. 
  Size: 1 bs 
  Cost: 700 gp 
  Prerequisites: None 
  Benefit: This area have space for to two characters in
  separate rooms. Characters that live here can keep an modest
  lifestyle without expending extra coin.
  Bedrooms, Fancy
  Bedrooms, Fancy
  This area contains two smaller bedrooms with a connecting
  door. Each room has a bed that rests on a handsome frame
  and includes a mattress made of cotton batting. The sheets
  are of fine cotton, and the blankets are wool.
  Each room has a finely carved bureau and a handsome
  wardrobe. A bell rests on a bed stand next to each bed so that
  the occupants can easily call for the servants. In addition,
  there’s an upholstered bench and a small writing desk. This
  component includes a privy, though it need not be attached or
  adjacent to the bedroom component itself. 
  Size: 1 bs 
  Cost: 4,000 gp 
  Prerequisites: None 
  Benefit: This area have space for up to to four characters in
  two separate rooms. Characters that live here can keep an
  comfortable lifestyle without expending extra coin.
   
  Bedrooms, Luxury
  Bedrooms, Luxury
  This area contains two smaller bedrooms with a connecting
  door. Each room features a marble topped bureau and a
  gorgeous wardrobe. The fourposter bed is made of the finest
  wood hung with the wispiest of linens, and the mattress and
  the blankets are stuffed with feathers. The sheets are silk.
  A stuffed chair sits in one corner. In another, a finely
  polished and fully stocked writing desk waits to be used. The
  walls are adorned with fine art, often of people in positions of
  repose. Sometimes they feature dreamy scenes filled with
  pleasant nymphs or other fantastic or heavenly scenes. This
  component includes a privy, though it need not be attached or
  adjacent to the bedroom component itself.
  The luxuriousness of the room requires a single valet, who
  can be called with any of the bells positioned around the
  rooms. 
  Size: 2 bs 
  Cost: 20,000 gp 
  Prerequisites: one valet 
  Benefit: This area have space for up to to four characters in
  two separate rooms. Characters that live here can keep an
  wealthy lifestyle without expending extra coin.
  Chapel, Basic
  Chapel, Basic
  This space is dedicated to the worship of the higher power of
  your choice. It includes a simple altar, some rough pews for
  the worshipers, and an icon of the power in question. There’s
  also a closet for keeping religious supplies and garb in. While
  you don't necessarily need a cleric around so that you can visit
  the place and pray in it, official services can only be run here
  by a person ordained by the higher power your character has
  chosen. 
  Size: 1 bs 
  Cost: 1,000 gp 
  Prerequisites: None 
  Benefit: If a character takes a short rest praying within this
  room, it can cast the divination spell for free, even if the
  character can't cast that spell, provided that the character is
  under the deity's favor. The spell can be used once per day.
  Up to forty people can fit in here for a service. If you need a
  greater capacity, purchase this component multiple times.
  
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  Chapel, Fancy
  Chapel, Fancy
  This larger chapel features a polished stone altar, handsomely
  finished pews, and stained glass in the windows. There’s also
  a small dressing room for the cleric to prepare for services in,
  and in here there’s a wardrobe for keeping religious garb and
  supplies in. This place requires at least one acolyte to run
  properly 
  Size: 2 bs 
  Cost: 6,000 gp 
  Prerequisites: One acolyte 
  Benefit: This room is under the permanent effects of the
  hallow spell (the extra effect is chosen at the moment of
  building this room). If a character takes a short rest praying
  within this room, it can cast the divination spell for free, even
  if the character can't cast that spell, provided that the
  character is under the deity's favor. The spell can be used
  once per day.
  Up to 60 people can fit in here for a service. If you need a
  greater capacity, purchase this component multiple times.
  Chapel, Luxury
  Chapel, Luxury
  This enormous chapel features an altar set with gems and
  chased with precious metals, gilt-edged pews, and large
  stained-glass windows. Fine candelabra rest in separate
  prayer alcoves, and an elegant room with a wardrobe and
  large desk allows the presiding cleric to prepare for services
  in comfort. A supply closet holds extra prayer texts, altar
  cloths, candles, and other religious paraphernalia. This place
  requires at least two acolytes to run properly. 
  Size: 3 bs 
  Cost: 25,000 gp 
  Prerequisites: Two acolytes 
  Benefit: This room is under the permanent effects of the
  hallow spell (the extra effect is chosen at the moment of
  building this room). If a character takes a short rest praying
  within this room, it can cast the divination or the commune
  spell for free, even if the character can't cast that spell,
  provided that the character is under the deity's favor. Each
  spell can be used once per day.
  Up to 60 people can fit in here for a service. If you need a
  greater capacity, purchase this component multiple times.
  Common Area, Basic
  Common Area, Basic
  This plain room features bare floors with a few benches and
  walls with uninspiring artwork or tapestries. It might serve as
  a waiting room, a general meeting area, or an all-purpose
  room. Purchase this component multiple times if you want a
  larger common area. 
  Size: 1 bs 
  Cost: 500 gp 
  Prerequisites: None
  Common Area, Fancy
  Common Area, Fancy
  This room features polished stone or wood floors with
  comfortable benches. The walls bear impressive murals and
  sound-dampening curtains. It might serve as a waiting room, a
  general meeting area, or an all-purpose room. Purchase this
  component multiple times if you want a larger common area. 
  Size: 1 bs 
  Cost: 3,000 gp 
  Prerequisites: None
   
  Courtyard, Basic
  Courtyard, Basic
  Sometimes called a bailey, this large open space is surfaced
  either with gravel or patches of grass. It has no roof. Some
  flowers might appear around the edges of the area. Paths are
  worn through the center by people walking around the place.
  A rough bench or two sits here too. Purchase this component
  multiple times if you want a larger courtyard. 
  Size: 1 bs 
  Cost: 1,000 gp 
  Prerequisites: None
  Courtyard, Fancy
  Courtyard, Fancy
  This courtyard features some grass, but the paths are paved
  with cobblestones or bricks. Wrought-iron benches are placed
  strategically throughout the place, and a simple fountain sits
  in the center of the area, surrounded by paving stones as well.
  A bust or two stand on pedestals in strategic locations.
  Purchase this component multiple times if you want a larger
  courtyard. 
  Size: 1 bs 
  Cost: 6,000 gp 
  Prerequisites: None
  
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  Courtyard, Luxury
  Courtyard, Luxury
  This well-appointed courtyard is paved entirely with smoothly
  cut flagstones. A massive fountain forms the centerpiece, in
  which water pours endlessly from a masterfully carved statue
  dedicated to the higher power of the builder’s choice. Statuary
  is placed tastefully throughout the area, and cushioned
  benches (usually of iron or fine wood trimmed with gold) are
  scattered about the place. Purchase this component multiple
  times if you want a larger courtyard. 
  Size: 1 bs 
  Cost: 30,000 gp 
  Prerequisites: One servant for handling the gardening and
  other upkeep
  Dining Hall, Basic
  Dining Hall, Basic
  Long, rough, rectangular tables and benches line this main
  hall, both at the edges and in the middle. A fireplace sits at one
  end of the place, providing warmth for all. The walls of such a
  place are often decorated with hanging weapons, animal
  heads, and the like. The floor is usually either made of worn
  wood or rough stone. 
  Size: 2 bs 
  Cost: 2,000 gp 
  Prerequisites: Kitchen 
  Benefit: This seats 30 people comfortably. Purchase this
  component multiple times if you want a larger dining hall.
  Dining Hall, Fancy
  Dining Hall, Fancy
  This upscale version of the standard dining hall includes
  finely made tables surrounded with chairs instead of benches.
  The fireplace usually dominates the center of the room, the
  smoke drawn into a stony hood that goes into the ceiling. This
  provides a more even distribution of heat (and more equitable
  comfort level) in the room. The mural-covered walls depict
  local legends or the pantheon of deities respected by the
  owner. The floor is made of fine flagstones or polished wood. 
  Size: 2 bs 
  Cost: 12,000 gp 
  Prerequisites: Kitchen, one servant to bring food and
  removes empty dishes 
  Benefit: This seats 30 people comfortably. Purchase this
  component multiple times if you want a larger dining hall.
  Dining Hall, Luxury
  Dining Hall, Luxury
  This well-appointed room is dedicated specifically for hosting
  large meals. In some cases, it features a long, polished
  wooden or marble-topped table stretching from one end of the
  place to another. An exquisitely carved chair at the head of the
  table traditionally faces the main entrance to the room,
  allowing the head of the household full view of the room.
  Alternatively, you can furnish the hall with several smaller
  tables, either round or square, all of comparable quality to a
  larger one. The tables are covered with the finest linens, and
  the guests use the most treasured silverware to eat off the
  rarest china. Fine artwork lines the walls, and a beautiful
  chandelier provides plenty of light. Busts of prominent heroes
  throughout history sit near the serving tables that line the
  walls. The marble or parquet flooring provides additional
  beauty.
   
  Size: 2 bs 
  Cost: 50,000 gp 
  Prerequisites: Luxury Kitchen, two servants to bring food
  and remove empty dishes. 
  Benefit: This seats 16 people at a long table or 30 if smaller
  tables are used. Purchase this component multiple times if
  you want a larger hall.
  Dock, Air
  Dock, Air
  An air dock allows airships to load or unload people or cargo
  from or to the building. There are several elevators and cranes
  to rise or lower the cargo and a stairway connected to the
  central tower to allow passengers to move to the airship or to
  the building. 
  Size: 2 bs 
  Cost: 20,000 gp 
  Prerequisites: Six Laborers 
  Benefit: This component can support up to three airships.
  Purchase this component multiple times to allow additional
  airships to moor at the structure's docks. Additionally, you
  repair 2 hit points of damage on each day and it cost 10 gp for
  materials and labor.
  Dock, Basic
  Dock, Basic
  A dock allows ships to load or unload people or cargo from or
  to the building. It's common for storage spaces, shops, and
  taverns to be placed near the docks for the convenience of
  travelers and sailors. This structure is only appropriate for
  buildings that overlook a river, sea, or other body of water. 
  Size: 1 bs 
  Cost: 500 gp 
  Prerequisites: Two Laborers 
  Benefit: This component can support up to two keelboats,
  longships, rowboats, or sailing ships, but not warships or
  galleys. Purchase this component multiple times to allow
  additional ships to moor at the structure's docks.
  Dock, Extended
  Dock, Extended
  Similar to the basic dock, this larger and more complete
  structure can accommodate up to two of the largest of vessels. 
  Size: 2 bs 
  Cost: 3,000 gp 
  Prerequisites: Four Laborers 
  Benefit: This component can support up to two galleys and
  warships, or four smaller craft. Purchase this component
  multiple times to allow additional ships to moor at the
  structure's docks.
  Dock, Extended Dry
  Dock, Extended Dry
  An extended dock fitted with a series of pulleys, lifts, and
  rigging, this extended dock not only allows for hasty unloading
  of cargo, but also for the lifting of vessels into the air to effect
  complete repairs, overhauls, or even construct new hulls. 
  Size: 2 bs 
  Cost: 15,000 gp 
  Prerequisites: Six Laborers 
  Benefit: This component can support up to two galleys and
  warships, or four smaller craft. Additionally, you repair 2 hit
  points of damage on each day and it cost 10 gp for materials
  and labor. Purchase this component multiple times to allow
  additional ships to moor at the structure's docks.
  
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  Gatehouse
  Gatehouse
  This space usually serves as a primary entrance into the
  stronghold (or one of many entrances). As its name suggests,
  the gatehouse includes a gate (and a drawbridge, if stationed
  adjacent to a moat). Most gatehouses are fortified with a
  barbican (see above), guard post (see below), or both. 
  Size: 0,5 bs 
  Cost: 1,000 gp 
  Prerequisites: None
  Guard Post
  Guard Post
  Commonly built on top of towers to keep watch upon the
  surrounding environs and near gatehouses to guard the
  structure entrance. If part of the exterior wall, it includes free
  arrow slits instead of a window. 
  Size: 0,5 bs 
  Cost: 300 gp 
  Prerequisites: One guard per shift (minimum; many use two
  per shift) 
  Benefit: This component allows guards to keep watch upon
  the surrounding environs. It may include an alarm bell or horn
  to inform of an invasion or attack by enemy forces.
  Kitchen, Basic
  Kitchen, Basic
  This rudimentary stone- or wood-floored kitchen centers
  around a fireplace or stove. It includes a pantry, in which basic
  foodstuffs are stacked on shelves or hung from the ceiling.
  The kitchen includes pots and pans made of tin. A scullery
  provides storage for brooms and rags, along with a basin for
  washing dishes and laundry. 
  Size: 1 bs 
  Cost: 2,000 gp 
  Prerequisites: One cook 
  Benefit: You can prepare meals for up to fifteen people in this
  space. In a pinch, you can avoid hiring a cook by preparing the
  meals yourself.
  A cook's utensils is always considered to be present in this
  room. Additionally, if a character is proficient with this tool, it
  can double its proficiency bonus when making a check with it.
  Kitchen, Fancy
  Kitchen, Fancy
  This well-appointed kitchen features an iron stove, complete
  with cooking griddle on top and oven beneath, and cast-iron
  cookware. The scullery keeps cleaning solutions in addition to
  other supplies. The flooring is often of polished wood or rough
  tile. Good food fills the well-stocked pantry. 
  Size: 1 bs 
  Cost: 12,000 gp 
  Prerequisites: Two cooks 
  Benefit: Meals for up to 30 can be made in this place, but it
  requires a staff of at least two to run properly.
  A total of two cook's utensils are always considered to be
  present in this room. A single character using this kitchen and
  having its resources all to himself can roll with advantage
  when making a check using the cook's utensils. Alternatively,
  up to four characters can share this space at the same time,
  and each one of them can double its proficiency bonus when
  making a check with a cook's utensils.
  Kitchen, Luxury
  Kitchen, Luxury
  This massive kitchen includes two full-sized stoves, each with
  a griddle, stovetop, and large oven. An open fireplace allows
  the roasting of foods of any kind, up to and including a full pig.
  The scullery has two marble basins. The flooring is of
  polished marble or tile. The pots and pans are made of
  hammered copper. 
  Size: 2 bs 
  Cost: 50,000 gp 
  Prerequisites: Six cooks 
  Benefit: This place can handle meals for up to 100 people. It
  requires a staff of six to be run properly. If you need a greater
  capacity, purchase this kitchen multiple times.
  A total of six cook's utensils are always considered to be
  present in this room. Two characters using this kitchen and
  having its resources all to themselves can roll with advantage
  when making a check using the cook's utensils. Alternatively,
  up to six characters can share this space at the same time,
  and each one of them can double its proficiency bonus when
  making a check with a cook's utensils.
  Labyrinth
  Labyrinth
  Generally found only in dungeon strongholds, labyrinth
  components serve to confuse and bewilder foes, and perhaps
  trap them forever. 
  Size: 1 bs 
  Cost: 500 gp 
  Prerequisites: None 
  Benefit: You must decide the shape of the labyrinth when you
  build it. It can include some connecting rooms and you can
  add traps to this room to make it deadlier (or even some
  creatures or monsters). For a larger maze, purchase this
  component multiple times.
  Library, Basic
  Library, Basic
  Plain wooden shelves of books fill this room, arranged in any
  manner you desire. One or two small tables allow people to
  read the books, and a single lectern allows you to read a book
  while standing. 
  Size: 1 bs 
  Cost: 500 gp 
  Prerequisites: None 
  Benefit: This library can hold up to two different lots of books
  on specific subjects. For example, it could contain books on
  religion and arcana. If you need a greater capacity, purchase
  this component multiple times.
  Book Lots
  The library component isn't very useful unless
  books line the shelves. In general, a book lot gives
  information on specific subjects, such as arcana,
  religion or medicine.
  Each book lot cost 1,000 gp and gives advantage
  on checks related to the lot subject.
  Alternatively, a character can purchase a general
  book lot which costs 3,000 gp and provides a +2
  bonus on checks related to investigation and
  research.
  Bonuses from multiple book lots do not stack.
  
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  Library, Fancy
  Library, Fancy
  Fine polished shelves extend from this chamber’s tile or
  wooden floor to the ceiling above. Several ladders allow
  access to upper shelves. Several small tables scattered
  throughout the place allow researchers space to work. 
  Size: 1 bs 
  Cost: 3,000 gp 
  Prerequisites: None 
  Benefit: This library can hold up to three different lots of
  books on specific subjects. For example, it could contain
  books on religion, general knowledge, and nature.
  Additionally, when doing the research downtime activity, the
  gold spent is reduced to half. If you need a greater capacity,
  purchase this component multiple times.
  Library, Luxury
  Library, Luxury
  Floor-to-ceiling glass-fronted cabinets with top-hinged doors
  keep the books here in pristine condition. The ladders slide
  along on wheels and rails for both safety and convenience.
  The marble floor has symbols inlaid that denote the section of
  the library in which you stand.
  The library includes two private study carrels and a number
  of smaller tables. A single large table allows a researcher
  more space to spread out texts or large maps. A full-time
  librarian working near the entrance maintains a card catalog
  that indexes the entire library. 
  Size: 2 bs 
  Cost: 15,000 gp 
  Prerequisites: One librarian 
  Benefit: This library can hold up to six different lots of books
  on specific subjects. For example, it could contain books on
  religion, general knowledge, nature, arcana, survival, and
  history.
  Additionally, when doing the research downtime activity, the
  gold and time spent is reduced to half. If you need a greater
  capacity, purchase this component multiple times.
  Magic Laboratory, Basic
  Magic Laboratory, Basic
  This simple wood- or stone-floored laboratory contains a
  small mystical library, a writing desk, and a lab table for
  various magical experiments. The crude furnishings are made
  of rough wood. A basin sits in one corner, next to an open
  barrel of water. A fireplace squats against another wall, ready
  to provide heat as well as any fire that may be necessary. 
  Size: 1 bs 
  Cost: 500 gp 
  Prerequisites: None 
  Benefit: A character using this laboratory can craft a magic
  item. To complete a magic item, a character needs whatever
  tool proficiency is appropriate or proficiency in the Arcana
  skill.
  Additionally, if a character is proficient with the Arcana skill,
  it can double its proficiency bonus when making a check
  within this room.
  Magic Laboratory, Fancy
  Magic Laboratory, Fancy
  Similar but superior to the basic magic laboratory, this room
  has every tool the aspiring meddler in magic might need at his
  ready disposal. The walls of this place are covered with
  blackboards upon which all sorts of arcane or obscure notes
  can be scrawled. The rough tile floor allows easy cleaning
  while also preventing slips and falls. Four basins are in the
  place, each of which has a barrel of water suspended over it,
  complete with a tap to permit easy access. An emergency
  barrel mounted on a hinged platform can be tilted to pour
  water over a person in case of an emergency. 
  Size: 1 bs 
  Cost: 3,000 gp 
  Prerequisites: One apprentice 
  Benefit: A character using this laboratory can craft a magic
  item, and the time spent on crafting the item is reduced to
  half. To complete a magic item, a character needs whatever
  tool proficiency is appropriate or proficiency in the Arcana
  skill.
  Additionally, a single character using this laboratory and
  having its resources all to himself can roll with advantage
  when making an Arcana check within this room. Alternatively,
  up to four characters can share this space at the same time,
  and each one of them can double its proficiency bonus when
  making an Arcana check within this room.
  
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  Prison Cell
  Prison Cell
  This cell includes iron shackles on the walls and hay
  mattresses strewn about. The standard prison cell comes with
  six sets of manacles capable of binding a Medium-size
  creature. 
  Size: 0,5 bs 
  Cost: 500 gp 
  Prerequisites: One guard per shift 
  Benefit: You can shackle up to six Medium-size prisoners in a
  communal cell. Alternatively, you can replace the communal
  cell with independent jail cells. In this arrangement, each
  prison cell component includes two to four small cells each
  capable of holding one or two Medium-size creatures. If you
  need a greater capacity, purchase this component multiple
  times. You can get by with a single guard per two adjoining
  prison cell components.
  A Small creature takes up half the space in a prison cell as
  a Medium-size creature, Tiny and smaller creatures take up
  one-fourth the space, a Large creature takes up twice the
  space of a Medium-size creature, and a Huge creature four
  times the space. Generally, you can’t keep Gargantuan or
  larger creatures in a simple prison cell, though by buying
  enough components you could get a large enough space. They
  require specially made manacles, which cost 2,000 gp.
  Servants' Quarters
  Servants' Quarters
  These are basic, no-nonsense living quarters. Six slots exist in
  each such component, separated by thin walls that give the
  occupants some small semblance of privacy. Each slot has
  enough room for a bed, a chest of drawers with a small mirror
  atop it, a small table, and a chair. The furnishing and flooring
  are all rough but serviceable. Personal decorations hang from
  the walls. This component includes a privy, though it need not
  be attached or adjacent to the servants’ quarters. 
  Size: 1 bs 
  Cost: 400 gp 
  Prerequisites: None 
  Benefit: This area have space for up to six servants in four
  separated rooms or in one big room. If you need a greater
  capacity, purchase this component multiple times. For
  especially important servants such as a butler, it’s appropriate
  to put them in a basic bedroom or even a basic bedroom suite.
  Shop, Basic
  Shop, Basic
  This small, cheap storefront comes complete with wooden
  sign hanging from a pole out front. The main area includes
  rough shelves and a sales counter, and a back room offers a
  small amount of storage space. This area allows the structure
  owners to sell or buy nonmagical items without need to spend
  time looking for a buyer or seller. This is specially helpful for
  buying materials or items that are hard to find in the region or
  when characters goes to an adventure for several days. 
  Size: 1 bs 
  Cost: 400 gp 
  Prerequisites: One clerk 
  Benefit: The clerk can buy and sell a total of 6 items at the
  same time, and it takes 1 workweek to sell an item at half of
  its original price, or buy an item at its full price. Alternatively,
  the clerk can take 2 workweeks to sell an item at its original
  price or buy an item at it half of its original price.
  Shop, Fancy
  Shop, Fancy
  This shop has a large picture window in the front to draw the
  eyes of potential customers. The interior features polished
  wood floors, handsome shelves, and glass cases. The back
  room offers a small amount of storage. The shop requires two
  clean and well-dressed clerks. This room allows the structure
  owners to sell or buy nonmagical and magical items without
  need to spend time looking for a buyer or seller. This is
  specially helpful for buying materials or items that are hard to
  find in the region or when characters goes to an adventure for
  a long time. 
  Size: 1 bs 
  Cost: 4,000 gp 
  Prerequisites: Two clerks 
  Benefit: The clerks can buy and sell a total of 12 items at the
  same time, and it takes 1 workweek to sell an item at half of
  its original price, or buy an item at its full price. Alternatively,
  the clerks can take 2 workweeks to sell an item at its original
  price or buy an item at it half of its original price.
  For buying and selling magic items, follow the downtime
  rules found in the Xanathar's Guide to Everything for each
  magic item. The clerks of this room have a +2 bonus to the
  Charisma (Persuasion) checks it must make to buy or sell an
  item.
  Shop, Luxury
  Shop, Luxury
  This marble-floored shop speaks of wealth, both from your
  side of the counter and that of your customers. A large display
  window shows off special items, and inside, custom-built
  locked cases display your wares. Customers can sip from fine
  wines you offer them while shopping, or rest in stuffed leather
  chairs when they tire. You sell only the finest merchandise
  here, and your prices are as high as your stellar quality.
  The shop requires a staff of four to operate, including two
  clerks and two full-time guards. The clerks wait on customers
  hand and foot—customer satisfaction remains their only
  reason for getting up in the morning. 
  Size: 1 bs 
  Cost: 16,000 gp 
  Prerequisites: Two clerks, two guards per shift 
  Benefit: The clerks can buy and sell a total of 12 items at the
  same time, and it takes 1 workweek to sell an item at half of
  its original price, or buy an item at its full price. Alternatively,
  the clerks can take 2 workweeks to sell an item at its original
  price or buy an item at it half of its original price.
  For buying and selling magic items, follow the downtime
  rules found in the Xanathar's Guide to Everything for each
  magic item. The clerks of this room have a +5 bonus to the
  Charisma (Persuasion) checks it must make to buy or sell an
  item.
  Though the shop includes some storage, you may choose to
  abut this space with a larger storage area.
  Alternatively, you can combine this component with a
  storage component to create a bank or moneychangers.
  Usually, these storage spaces are secured with fortified walls,
  locks, or traps.
  
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  Smithy, Basic
  Smithy, Basic
  This basic smithy features a forge, an anvil, and a full set of
  metalworking tools. It has a barrel of water in which hot metal
  can be cooled. The stone walls and dirt or stone floors guard
  against accidental fires. This area requires the services of a
  smith. 
  Size: 1 bs 
  Cost: 500 gp 
  Prerequisites: One smith 
  Benefit: A smith's tools are always considered to be present in
  this room. Additionally, if a character is proficient with this
  tool, it can double its proficiency bonus when making a check
  with it.
  Smithy, Fancy
  Smithy, Fancy
  Similar to the basic smithy, this area features a polished stone
  floor and marble-encased forge of the highest quality. This
  area requires the services of a smith. 
  Size: 1 bs 
  Cost: 2,000 gp 
  Prerequisites: One smith 
  Benefit: A total of four smith's tools are always considered to
  be present in this room. A single character using this smithy
  and having its resources all to himself can roll with advantage
  when making a check using the smith's tools. Alternatively, up
  to four characters can share this space at the same time, and
  each one of them can double its proficiency bonus when
  making a check with an smith's tools.
  Stable, Basic
  Stable, Basic
  This rough, wooden structure features stalls for up to six
  Large mounts, a wooden water trough, and hay covering the
  unfinished floor. Tack and saddles hang over the dividing walls
  between stalls. Because of the smell, you'll want to place the
  stable far from the main part of the stronghold. A stable
  requires the employment of a groom. 
  Size: 1 bs 
  Cost: 500 gp 
  Prerequisites: One groom 
  Benefit: This area have space for up to six Large common
  mounts, such as horses, camels, or any other creature with
  the beast type. If you need a greater capacity, you can
  purchase this component multiple times
  Stable, Fancy
  Stable, Fancy
  This stable has hay on the floor, but the ground is either wood
  or stone. The stables are lined with fresh hay, and each horse
  has access to its own water supply. The troughs are all made
  of stone, and there’s even a small fireplace in here to keep
  things warm in the winter. A stable requires the employment
  of a groom. 
  Size: 1 bs 
  Cost: 3,000 gp 
  Prerequisites: One groom 
  Benefit: This place can hold up to six Large steeds at a time,
  each in their own stall. This stable is equipped to house
  uncommon mounts, such as griffins, pegasus, or any other
  creature with the monstrosity type. If you need a greater
  capacity, you can purchase this component multiple times.
  Stable, Luxury
  Stable, Luxury
  This stable has polished floors, intricately carved and inlaid
  woodwork, and walls of finished wood or the finest plaster.
  Fresh hay fills the six stalls, which the grooms clean on an
  hourly basis. Each tack and saddle has its own custom-carved
  pedestal upon which to rest. The entire place is as clean as
  most people’s kitchens. Running this stable requires two
  grooms to keep it pristine. 
  Size: 1 bs 
  Cost: 9,000 gp 
  Prerequisites: Two grooms 
  Benefit: This place can hold up to six Large steeds at a time,
  each in their own stall. This stable is equipped to house rare
  mounts, such as dragons, nightmares, or any other creature
  that can be mounted. If you need a greater capacity, you can
  purchase this component multiple times.
  Storage, Basic
  Storage, Basic
  This empty room has rough walls and an unfinished (possibly
  dirt) floor, and is used to keep crates, barrels and other items
  protected against the weather. Size: 1 bs 
  Cost: 250 gp 
  Prerequisites: None 
  Benefit: A typical storage component offers about 2,000 cubic
  feet of usable storage space. If you need a greater capacity,
  you can purchase this component multiple times.
  You can turn a storage space into a vault with the addition
  of safeguards such as watchmen, strong walls, traps, and
  locks.
  Storage, Fancy
  Storage, Fancy
  This room includes shelves of every variety and a finished
  floor. The superior organization allows more efficient use of
  space than a basic storage component. 
  Size: 1 bs 
  Cost: 1,000 gp 
  Prerequisites: None 
  Benefit: This space has about 3,000 cubic feet of usable
  storage space. If you need a greater capacity, you can
  purchase this component multiple times.
  You can turn a storage space into a vault with the addition
  of safeguards such as watchmen, strong walls, traps, and
  locks.
  Storage, Luxury
  Storage, Luxury
  This marble-floored room includes well-built shelves and fine-
  quality cabinets. An overstuffed chair in the center allows you
  to sit in comfort while the clerk or other servants retrieve
  desired goods. The clerk here serves as a quartermaster and
  inventory manager. 
  Size: 1 bs 
  Cost: 3,000 gp 
  Prerequisites: One clerk 
  Benefit: The area has about 4,000 cubic feet of usable storage
  space. If you need a greater capacity, you can purchase this
  component multiple times.
  You can turn a storage space into a vault with the addition
  of safeguards such as watchmen, strong walls, traps, and
  locks.
  
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  Study/Office, Basic
  Study/Office, Basic
  This space, also sometimes called a solar, comes complete
  with a desk, some shelves for books, a chair, and a closet for
  storage of things that should be close at hand, like paper, ink,
  and so on. The floor and furnishings are rough, but sturdy. 
  Size: 0,5 bs 
  Cost: 200 gp 
  Prerequisites: None 
  Benefit: This study have one of the following tools: a
  calligrapher's supplies, a cartographer's tools, or a forgery kit.
  The chosen tool is always considered to be present in this
  room. Additionally, if a character is proficient with this tool, it
  can double its proficiency bonus when making a check with it.
  Study/Office, Fancy
  Study/Office, Fancy
  Much like the basic office/study, this room comes with
  furnishings of a higher quality. The floor is usually polished
  wood or smooth stone. The polished wood or stone-floored
  room includes a few upholstered chairs for visitors. 
  Size: 1 bs 
  Cost: 2,500 gp 
  Prerequisites: None 
  Benefit: This study have two of the following tools: a
  calligrapher's supplies, a cartographer's tools, or a forgery kit.
  The chosen tools are always considered to be present in this
  room. Additionally, if a character is proficient with one of the
  tools, it can double its proficiency bonus when making a
  check with it.
  A single character using this room and having its resources
  all to himself can roll with advantage when making a check
  using one of the artisan tools. Alternatively, up to two
  characters can share this space at the same time, and each
  one of them can double its proficiency bonus when making a
  check with each artisan tool.
  Study/Office, Luxury
  Study/Office, Luxury
  This room represents the ultimate in office luxury. A well-
  appointed waiting room features an exquisite couch and a
  polished wooden desk, behind which sits a full-time clerk
  versed in making life as easy for the owner as possible.
  The main office features another stuffed couch and a set of
  comfortable chairs arrayed around a marble topped desk. The
  walls are covered with fine art, including a portrait of the
  owner of the building and any family he might have. 
  Size: 1,5 bs 
  Cost: 15,000 gp 
  Prerequisites: One clerk
  Benefit: This study have a calligrapher's supplies, a
  cartographer's tools, and a forgery kit. These tools are always
  considered to be present in this room. Additionally, if a
  character is proficient with one of the tools, it can double its
  proficiency bonus when making a check with it.
  A single character using this room and having its resources
  all to himself can roll with advantage when making a check
  using one of the artisan tools. Alternatively, up to three
  characters can share this space at the same time, and each
  one of them can double its proficiency bonus when making a
  check with each artisan tool.
  Tavern, Basic
  Tavern, Basic
  This a rough place serves rough drinks to rough people. A
  fireplace sits in one wall, and a bar stands opposite it.
  Benches and tables fill the remainder of the place. Two
  servants run the bar and serve meals. The cost of this
  component does not include any food or drink. 
  Size: 1 bs 
  Cost: 900 gp 
  Prerequisites: Two servants 
  Benefit: This tavern can seat up to 20 people. Every week, the
  tavern generates an income of 1d10 gp and 1d4 gallons of ale.
  If you need a greater capacity, you can purchase this
  component multiple times. The tavern owners can drink and
  eat a modest meal for free.
  A brewer's supplies is always considered to be present in
  this room. Additionally, if a character is proficient with this
  tool, it can double its proficiency bonus when making a check
  with it.
  Tavern, Fancy
  Tavern, Fancy
  This place serves wine as well as liquor and beer from its
  polished, marble-topped bar. It can call on the building’s
  kitchen for food; alternatively, you can attach an extra kitchen
  assigned purely to this component. The tables are round, with
  solid chairs, and there are a few booths lining the walls. Three
  servants run the bar and serve meals. The cost of this
  component does not include any food or drink. 
  Size: 1 bs 
  Cost: 4,000 gp 
  Prerequisites: Three servants 
  Benefit: This tavern can seat up to 20 people. Every week, the
  tavern generates an income of 1d10 gp and 2d4 gallons of ale.
  If you need a greater capacity, you can purchase this
  component multiple times. The tavern owners can drink and
  eat a comfortable meal for free.
  
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       A total of two brewer's supplies and two gaming sets are
  always considered to be present in this room. A single
  character using any of these tools and having its resources all
  to himself can roll with advantage when making a check using
  the tools. Alternatively, up to four characters can share this
  space at the same time, and each one of them can double its
  proficiency bonus when making a check with any of the tools.
  Tavern, Luxury
  Tavern, Luxury
  This breathtaking library of libations features the finest drinks
  of all sorts, and it even offers gourmet meals by way of the
  building’s kitchen—or one of its own if you care to attach it. It
  has a marble-topped bar, upholstered chairs, and tables
  covered with the finest linens and the best place settings.
  Gorgeous decorations festoon the walls, including art from
  the best known painters in the land. Three servants run the
  bar and serve meals. The cost of this component does not
  include any food or drink. 
  Size: 1 bs 
  Cost: 20,000 gp 
  Prerequisites: Four servants 
  Benefit: This tavern can seat up to 20 people, and every week,
  the tavern generates an income of 1d10 gp, 2d4 gallons of ale
  and 1 bottle of wine. If you need a greater capacity, you can
  purchase this component multiple times. The tavern owners
  can drink and eat a wealthy meal for free.
  A total of three brewer's supplies and three gaming sets are
  always considered to be present in this room. A single
  character using any of these tools and having its resources all
  to himself can roll with advantage when making a check using
  the tools. Alternatively, up to four characters can share this
  space at the same time, and each one of them can double its
  proficiency bonus when making a check with any of the tools.
  Throne Room, Basic
  Throne Room, Basic
  This plain but respectable chamber serves as the throne room
  or receiving room for a local lord, merchant prince, baron, or a
  even monarch on hard times. Colorful tapestries cover the
  walls, brightening the chamber. The padded throne itself sits
  on a raised wooden platform. Beside and below the throne,
  several chairs offer a place for advisers or noble-blooded
  relatives to sit in places of honor. A long carpet or collection of
  animal skins shows the path for petitioners seeking to
  beseech the throne’s good grace. 
  Size: 1 bs 
  Cost: 2,000 gp 
  Prerequisites: Two servants 
  Benefit: When a character that owns the structure makes a
  Charisma (Persuasion) check, that character is considered
  proficient in the Persuasion skill and add double its
  proficiency bonus to the check, instead of its normal
  proficiency bonus.
  This room holds up to twenty guests in addition to the
  throne’s occupant. Purchase this space multiple times for a
  larger area.
  Throne Room, Fancy
  Throne Room, Fancy
  This ornate hall serves as the seat of authority for a powerful
  duke, crime lord, or respectable king or queen. Lovely and
  ornate murals cover the walls and ceiling, embracing artistic
  styles both modern and classical. Stone steps lead the way the
  polished throne of stone or iron, and a discreet distance
  provides the royal seat with greater authority. A long carpet
  dyed in rich red or purple leads to the throne’s magnificent
  seat. 
  Size: 1 bs 
  Cost: 12,000 gp 
  Prerequisites: Four servants 
  Benefit: When a character that owns the structure makes a
  Charisma (Persuasion) check, that character is considered
  proficient in the Persuasion skill and gains advantage when
  making the check.
  This room holds up to twenty guests in addition to the
  throne’s occupant. Purchase this space multiple times for a
  larger area.
  Throne Room, Luxury
  Throne Room, Luxury
  Affordable only to the most puissant of emperors, queens, and
  absolute monarchs, this, the finest of assembly rooms,
  displays the ruler’s wealth, power, and dispensation for the
  sweet comforts in life. This chamber spares no expense in
  impressing the visitor, whether visiting ambassador, merchant
  with goods for sale, or the simplest commoner. The walls
  display a splash of colors that depict complementary themes
  of blue skies, splashing white-tipped and wave-filled oceans,
  white birds awing, and fish jumping into the air. Sparkling
  gems and precious metals adorn the enormous throne. Raised
  up on a dozen pink marble steps, the throne and its occupant
  gaze out on the chamber like an omnipotent ruler. 
  Size: 2 bs 
  Cost: 80,000 gp 
  Prerequisites: Six servants 
  Benefit: When a character that owns the structure makes a
  Charisma (Persuasion) check, that character is considered
  proficient in the Persuasion skill, it gains advantage when
  making the check, and it adds double its proficiency bonus to
  the check, instead of its normal proficiency bonus.
  Torture Chamber
  Torture Chamber
  All sorts of pain-inducing devices fill this dark chamber,
  including an iron maiden, a rack, thumbscrews, vises, and so
  on. Wall-mounted shackles allow the torturer to dangle
  victims from chains, and a lockable cage in the center can
  hold a single Medium-size prisoner between sessions. A
  fireplace allows heating of brands, while a barrel of water
  stands nearby for extinguishing flames. This place requires at
  least one torturer and one guard to run properly. 
  Size: 1 bs 
  Cost: 3,000 gp 
  Prerequisites: One torturer, one guard per shift 
  Benefit: A character that is proficient with the Charisma
  (Intimidation) skill adds twice its proficiency bonus when
  making a check with that skill in this room. Unlike most
  verbal threats and bluffs, use of a torture chamber allows
  retries on Intimidate checks every hour against restrained and
  helpless opponents.
  
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  Training Area, Combat
  Training Area, Combat
  This open area allows guards and soldiers to train in the art of
  war. It has a rack of wooden weapons and padded armor,
  archery targets, and practice dummies. 
  Size: 1 bs 
  Cost: 1,000 gp 
  Prerequisites: None 
  Benefit: A character that spend at least one hour training in
  this area gains advantage on initiative checks it makes until it
  finishes a short or long rest.
  Up to eight people can train in such a place at once. If you
  need a greater capacity, you can purchase this component
  multiple times.
  Training Area, Language or Tool
  Training Area, Language or Tool
  This room allows characters and others to learn a particular
  language or for using a specific tool. It includes various
  shelves and tables for placing all the tools and implements
  needed. 
  Size: 1 bs 
  Cost: 1,000 gp 
  Prerequisites: None 
  Benefit: A character can take the training downtime activity to
  learn one language or for gaining proficiency with a tool at
  half the cost needed per workweek. For training in a tool, the
  character must have the specific tool and use it every day of
  training.
  Trophy Hall, Basic
  Trophy Hall, Basic
  This glorified storage space allows you to display trophies
  won in your expeditions and adventures. Most trophies hang
  from the walls, while others line tables scattered throughout
  the room. 
  Size: 1 bs 
  Cost: 1,000 gp 
  Prerequisites: None 
  Benefit: This room have 10 slots for displaying trophies. Each
  Medium or smaller trophy uses 1 slot and each Large trophy
  uses 4 slots.
  If you need a greater capacity, you can purchase this
  component multiple times.
  Trophy Hall, Fancy (Museum)
  Trophy Hall, Fancy (Museum)
  More like a museum than a storage area, this polished wood-
  or stone-floored chamber holds its trophies in glass cases.
  Engravings detail each piece and its history. A guard stands
  watch over the valuables here at all times. 
  Size: 1 bs 
  Cost: 6,000 gp 
  Prerequisites: One guard per shift 
  Benefit: This room have 20 slots for displaying trophies. Each
  Medium or smaller trophy uses 1 slot, each Large trophy uses
  4 slots and each Huge trophy uses 9 slots.
  If you need a greater capacity, you can purchase this
  component multiple times.
  Workplace, Basic
  Workplace, Basic
  Each workplace contains tools and equipment dedicated to a
  singular purpose, usually the application of a specific tool or
  profession. 
  Size: 1 bs 
  Cost: 500 gp 
  Prerequisites: None 
  Benefit: This room have one of the following tools: a
  carpenter's tools, a cobbler's tools, a disguise kit, a
  glassblower's tools, a jeweler's tools, a leatherworker's tools, a
  mason's tools, a painter's supplies, a poisoner's kit, a potter's
  tools, a tinker's tools, a weaver's tools, or a woodcarver's tools.
  The chosen tool is always considered to be present in this
  room. Additionally, if a character is proficient with this tool, it
  can double its proficiency bonus when making a check with it.
  Workplace, Fancy
  Workplace, Fancy
  This area resembles the basic workplace, but it has finer tools
  and equipment. 
  Size: 1 bs 
  Cost: 2,000 gp 
  Prerequisites: None 
  Benefit: This room have two of the following tools: a
  carpenter's tools, a cobbler's tools, a disguise kit, a
  glassblower's tools, a jeweler's tools, a leatherworker's tools, a
  mason's tools, a painter's supplies, a poisoner's kit, a potter's
  tools, a tinker's tools, a weaver's tools, or a woodcarver's tools.
  Both tools must be the same, and the chosen tools are always
  considered to be present in this room. Additionally, if a
  character is proficient with this tool, it can double its
  proficiency bonus when making a check with it.
  A single character using this room and having its resources
  all to himself can roll with advantage when making a check
  using one of the artisan tools. Alternatively, up to two
  characters can share this space at the same time, and each
  one of them can double its proficiency bonus when making a
  check with each artisan tool.
  
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  Hirelings
  Hirelings
  Several components requires one or more hirelings to
  maintain the room up and running, and each of these hirelings
  must be paid to retain their service.
  Hireling
  Pay per Day Stats
  Acolyte
  2 gp
  Acolyte (MM P.342)
  Alchemist 2 gp
  Alchemist (CaW P.86)
  Apprentice 2 gp
  Apprentice Wizard (VGtM P.209)
  Bartender
  2 gp
  Commoner (MM P.345)
  Cook
  2 gp
  Commoner (MM P.345)
  Clerk
  2 gp
  Commoner (MM P.345)
  Groom
  2 sp
  Commoner (MM P.345)
  Guard
  2 gp
  Guard (MM P.347)
  Laborer
  2 sp
  Commoner (MM P.345)
  Librarian
  2 gp
  Commoner (MM P.345)
  Servant
  2 sp
  Commoner (MM P.345)
  Smith
  2 gp
  Commoner (MM P.345)
  Torturer
  2 sp
  Guard (MM P.347)
  Valet
  2 sp
  Commoner (MM P.345)
  Walls
  Walls
  Sometimes, builders construct walls after the structure is
  already in place, whether to guard against unwanted visitors
  or simply to add privacy. The wall sections are assumed to be
  10 feet tall and 20 feet wide each. For towers, you can place a
  guard post above the walls and add a siege equipment, such
  as a ballista or a trebuchet.
  The cost for walls will depend on the material you use, and
  each material have its own statistics regarding hit points, AC
  and damage threshold, as shown in the table below. When a
  wall section reaches 0 hit points, it is destroyed. You can read
  more about siege equipment, materials and damage threshold
  in the Chapter 8 of the Dungeon Master's Guide.
  Material
  AC
  Hit
  Points
  Damage
  Threshold
  Cost per
  Section
  Adamantine 23
  50
  20
  10,000 gp
  Iron
  19
  30
  10
  4,000 gp
  Mithral
  21
  40
  15
  6,000 gp
  Stone
  17
  20
  8
  2,500 gp
  Wood,
  bone
  15
  15
  5
  1,000 gp
  To calculate the amount of gold pieces it will cost to
  enclosure the whole structure, multiply the structure size in
  building spaces by the material cost per section, considering
  only the building spaces that are in the same level as the wall.
  For example, a group wants to build a wall around their
  mansion. The structure have 8 building spaces in the first
  floor and 4 building spaces in the second floor. In this case,
  the characters decide to build a stone wall, so they need to
  spend a total of 20,000 gold pieces to enclosure the mansion
  (8 x 2,500 gp).
  Siege Equipment Cost
  Siege Equipment Cost
  There is a list of siege weapons and its statistics in the page
  255 of the Dungeon Master's Guide. Here are the estimated
  prices and building time for each siege weapon for building
  and adding them to the walls and towers of your structure.
  Item
  Cost
  Building Time
  Ballista
  1,000 gp
  2 workweeks
      Ballista bolt
  10 gp
  1 day
  Cannon
  2,000 gp
  3 workweeks
      Cannon ball
  20 gp
  1 day
  Cauldron, suspended
  1,000 gp
  2 workweeks
      Cauldron oil
  10 gp
  1 day
  Mangonel
  1,500 gp
  2 workweeks
      Mangonel stone
  15 gp
  1 day
  Ram
  1,000 gp
  2 workweeks
  Siege Tower
  3,000 gp
  4 workweeks
  Trebuchet
  3,000 gp
  4 workweeks
      Trebuchet stone
  30 gp
  1 day
  
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  PART 1 | GUILDS
  43
  Chapter 3: Guilds
  Chapter 3: Guilds
  Entering a guild
  Entering a guild
  This system uses a reputation system which determines your
  rank on the guild. In most of the cases, the adventurers must
  gain a number of reputation points by completing contracts
  given by the guild to be considered as members of the guild.
  When a character gets the amount of reputation points
  required for the first rank, they can decide to join the guild.
  Additionally, characters cannot gain more points than the
  required for the next level until they are promoted.
  In the following table you can see a basic rank list and the
  reputation points a character needs to achieve each rank.
  Guild Ranks
  Rank
  Rank
  Level
  Required Rep.
  Points
  Grandmaster/Grandmistress
  6
  2,000
  Master/Mistress
  5
  1,000
  Expert
  4
  500
  Adept
  3
  200
  Journeyman
  2
  100
  Apprentice
  1
  50
  If needed, you can modify the rank names or the points
  required to achieve each rank (you can double the reputation
  points needed for each rank to create an elite guild).
  Other Requirements
  Other Requirements
  Some guilds might have additional requisites to enter, such as
  being able to cast spells, paying an entry fee, or complete a
  special task to determine if you are able to enter the guild.
  Guild Membership
  Guild Membership
  When you reach the first rank of the guild, you must pay dues
  of 5 gp per month to the guild. If you miss payments, you must
  make up back dues to remain in the guild's good graces and
  maintain your rank benefits.
  Characters with the guild artisan background are considered at
  least at the first rank of the guild. It's up to the DM to decide if
  those characters are at a higher rank.
  Reputation Points
  Reputation Points
  Every guild rank is determined by an amount of reputation
  points. These points are earned by finishing contracts and
  bounties. Gaining reputation allows you to increase your rank
  in the guild and get some rewards, which are described later
  on this guide.
  Contracts
  Contracts
  Most of the guild works are contracts that involve some quests
  or missions, which includes a location, some basic
  information of the quest and obviously, a reward. The
  reputation points earned by finishing a contract are
  determined by the DM.
  Bounties
  Bounties
  Bounties, also known as "hunt orders" are special guild
  missions that allow guild members to collect reputation points
  to gain ranks on the guild for killing certain creatures.
  Bounties have 3 parts: the creature for the hunt, the number
  of days the bounty will be active and the reward: reputation
  points and coin. The number of reputation points depends on
  the challenge rating of the killed creature, as shown in the
  table below.
  It's up to the DM to determine if the players need to collect
  parts of the creatures to prove they killed the creatures.
  Another option is to make the bounty magical, so the guild
  knows exactly how many creatures they've killed.
  Example Bounty: Ankheg Bounty
  In the last days, the number of ankhegs wandering
  near the town has greatly increased, making the
  farms outside the town a dangerous place, and the
  local adventurers’ guild created a hunt order to
  reduce the number of those creatures. The bounty
  will be active for only 3 days, and they must bring
  the ankheg mandibles to the guildhall to prove they
  killed them. For each ankheg mandible the
  adventurers bring, they will be rewarded with 4
  reputation points and the guild will pay them 4 gold
  pieces and 5 silver pieces.
  CR
  Reputation Points
  0 - 1/2
  1
  1
  2
  2
  4
  3
  7
  4
  11
  5
  18
  6
  23
  7
  29
  8
  39
  9
  50
  10
  59
  11
  72
  12
  84
  13
  100
  14
  115
  15
  130
  CR
  Reputation Points
  16
  150
  17
  180
  18
  200
  19
  220
  20
  250
  21
  330
  22
  410
  23
  500
  24
  620
  25
  750
  26
  900
  27
  1,050
  28
  1,200
  29
  1,350
  30
  1,550
  
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  Rank Benefits
  Rank Benefits
  Gaining ranks on a guild gives the players a series of benefits,
  such as better paid and challenging contracts, information
  and equipment. In the table below you can find some
  examples of rank rewards.
  Benefit
  Rank Needed
  Contracts, basic
  Apprentice
  Healing and care
  Apprentice
  Information, basic
  Apprentice
  Lodging and food (modest)
  Apprentice
  Messaging, basic
  Apprentice
  Training
  Apprentice
  Crafting Workshop
  Journeyman
  Equipment, basic
  Journeyman
  Contracts, advanced
  Adept
  Equipment, advanced
  Adept
  Information, advanced
  Adept
  Lodging and food
  (comfortable)
  Adept
  Equipment, magical
  Expert
  Information, exclusive
  Expert
  Local Guildhall
  Master/Mistress
  Lodging and food (wealthy)
  Master/Mistress
  Own the guild
  Grandmaster/Grandmistress
  Contracts, basic. These contracts includes simple tasks.
  Contracts, advanced. This contracts can include more
  long-term and challenging quests. These contracts should
  have a better pay or give more reputation than basic contracts.
  You can read more about the contract types and rewards
  later in this document.
  Crafting Workshop. You are able to use the workshops in
  the guildhalls, where you can find one or more artisan's tools
  at your disposal for crafting. The number and type of artisan's
  tools are determined by the DM (if any).
  Equipment, basic. This includes simple weapons, light
  armors and basic equipment (like rations and torches). You
  can also ask for horses for temporary use.
  Equipment, advanced. This includes martial weapons,
  medium and heavy armors, probably some artisan tools and
  specialized adventuring kits. This also includes other services,
  such using one of the guild coach cabs or a ship passage to a
  near city.
  Equipment, magical. This includes some potions, a few
  spell scrolls, and a few magical items. It can include some
  spellcasting services. Since magical items and services are
  rarer, it's up to the DM to determine if the characters must pay
  for using the magical items or for each time they want to use
  some of the guild spellcasting services.
  Spellcasting Costs
  If you decide the players must pay for the spellcasting services
  they can find on their guild, here's a formula to determine how
  much it will cost each spell.
  Square of the spell level multiplied by 10 gp plus double of the
  consumed material cost plus 10% of nonconsumed material cost.
  For example, after finishing a contract, the group of
  adventurers have found an unknown magical item, and since
  they don't have the spells to identify their properties, they
  decide to use their guild rank and ask to a guild wizard to cast
  the Identify spell on the object. Since it's a 1st level spell and it
  requires a pearl worth at least 100 gp, the total cost would be
  20 gp (10 gp + 10 gp for the pearl)
  
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      Healing and care. You can be healed in the guildhalls
  owned by your guild. Once per day, you can roll a number of
  dices equal to your rank level to recover your health. The dice
  is determined by the character's class hit dice.
  Information, basic. You get one piece of useful lore about
  the contract or bounty you're doing.
  Information, advanced. You get two pieces of useful lore
  about the contract or quest you're doing.
  Information, exclusive. You get three pieces of useful lore
  about anything you're looking for. The DM determines the
  type of information you get from the guild.
  Pieces of Useful Lore
  Each piece of useful lore is the equivalent of one true
  statement about a person, place, or thing. Examples include
  knowledge of a creature’s resistances, the password needed to
  enter a sealed dungeon level, the spells commonly prepared by
  an order of wizards, and so on.
  For a monster or an NPC, you can reveal elements of stats or
  personality. For a place, you can reveal secrets about it, such as
  a hidden entrance, the answer to a riddle, or the nature of a
  creature that guards the place.
      Local guildhall. You are rewarded with owning and leading
  a local guildhall in a city or town.
  Lodging and food. If you want, you can live in a local
  guildhall (your lifestyle expenses are covered by your
  membership).
  Messaging. You can use some of the guild messengers to
  deliver cards and small objects to another city or town.
  Training. You can learn a new language or training in a set
  of tools with a guild member. The prize or time is reduced by
  half (player's choice).
  DM Note: Promoting Characters
  Iit's up to the DM to determine if there are extra
  conditions to achieve each rank, such as a special
  quest or a minimum of finished advanced contracts
  to avoid farming reputation points (and eventually
  getting higher ranks doing low-level contracts).
  Another way to avoid this is by creating only a
  few contracts and bounties (such as 1d4 contracts
  every 7 days).
  Additionally, as a general rule, the
  Master/Mistress and Grandmaster/Grandmistress
  ranks are only obtainable under specific
  circumstances (such as when the guild gets a new
  guildhall and they need a new Master/Mistress to
  lead it or when the current Grandmaster dies).
  Creating a Guild
  Creating a Guild
  When creating a guild, you must decide the type or business of
  the guild. You can choose one from the table below or roll it
  randomly. Additionally, if you're creating a bigger guild, you
  can choose or roll again to get more specializations. In
  general, a guild should have between 1 to 3 specializations.
  d6
  Guild Type
  1
  Adventurers
  2
  Arcane
  3
  Artisans
  4
  Criminal
  5
  Religious
  6
  Scholastic
  Equipment Availability
  Equipment Availability
  You can requisition items for temporary use when doing
  contracts and tasks for the guild. The amount of equipment
  you can borrow is determined by the total gp of the items and
  it depends on your guild rank, as shown in the table below.
  Rank
  Max. Requisition GP
  Grandmaster/Grandmistress
  1,500 gp
  Master/Mistress
  1,000 gp
  Expert
  600 gp
  Adept
  450 gp
  Journeyman
  150 gp
  It's up to the DM to determine how many and what type of
  equipment the guild have. For example, a rural guild might
  only have light armor, simple weapons and 1d4 potions
  available for requisitioning.
  Guild Types
  Guild Types
  In this section you can read more about the guild types, what
  they do and what they usually have.
  Adventurers Guilds
  Adventurers Guilds
  These guilds are designed expressly for those who battle
  monsters, hunt treasure, and explore unknown lands.
  Adventurers Guilds Contracts
  d10 Contract Type
  1-3
  Exploration
  4-6
  Hunt
  7-9
  Raid
  10
  Roll in the random contracts table
  
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  Equipment and Tools
  Equipment and Tools
  Equipment, Basic. Armor, weapons and adventuring gear
  that cost 10 gp or less. Additionally, you can requisition a
  riding horse and a riding saddle. 
  Equipment, Advanced. Armor, weapons, adventuring gear,
  mounts and drawn vehicles. 
  Equipment, Magical. Common magic items and uncommon
  armor and weapons. 
  Tools. You can use leatherworker's tools, smith's tools and
  woodcarver's tools available on the guild for creating and
  repairing armor and weapons.
  Training
  Training
  You can train to gain proficiency with leatherworker's tools,
  smith's tools, or woodcarver's tools.
  Arcane Guilds
  Arcane Guilds
  These guilds consist primarily of arcane spellcasters, but
  occasionally boast noncasting members, such as experts who
  practice alchemy.
  Arcane Guilds Contracts
  d10 Contract Type
  1-3
  Exploration
  4-6
  Find
  7-9
  Resource Gathering
  10
  Roll in the random contracts table
  Equipment and Tools
  Equipment and Tools
  Equipment, Basic. Simple melee weapons, adventuring gear
  that cost 10 gp or less. Additionally, you can requisition a draft
  horse and a cart. 
  Equipment, Advanced. Simple weapons, adventuring gear,
  mounts and drawn vehicles. 
  Equipment, Magical. Common and uncommon magic items. 
  Tools. You can use alchemist's supplies and herbalism kit
  available on the guild for creating potions and other
  alchemical items.
  Training
  Training
  You can train to gain proficiency with alchemist's supplies,
  herbalism kit, or in a standard language.
  Artisans Guilds
  Artisans Guilds
  These guilds are the most common form of guild in most
  fantasy cities. Each is typically devoted to a single craft or
  profession, or at most a small group of closely related trades.
  Artisans Guilds Contracts
  d10 Contract Type
  1-3
  Exploration
  4-6
  Protection
  7-9
  Resource Gathering
  10
  Roll in the random contracts table
  Equipment and Tools
  Equipment and Tools
  Equipment, Basic. Simple melee weapons, adventuring gear
  that cost 10 gp or less. Additionally, you can requisition a draft
  horse and a wagon. 
  Equipment, Advanced. Light armor, simple weapons,
  adventuring gear, mounts and drawn vehicles. 
  Equipment, Magical. Common magic items. 
  Tools. You can use the artisan tools available on the guild for
  crafting. You can determine the tools available from the
  following list or rolling randomly.
  Training
  Training
  You can train to gain proficiency with the artisan tools the
  guild have.
  Criminal Guilds
  Criminal Guilds
  These guilds are (in general) considered illegal and highly
  secretive, except in particularly corrupt cities.
  Criminal Guilds Contracts
  d10 Contract Type
  1-3
  Exploration
  4-6
  Find
  7-9
  Hunt
  10
  Roll in the random contracts table
  Equipment and Tools
  Equipment and Tools
  Equipment, Basic. Light armor, simple weapons and
  adventuring gear that cost 10 gp or less. Additionally, you can
  requisition a vial of basic poison or thieves' tools. 
  Equipment, Advanced. Light and medium armor, weapons,
  adventuring gear, poisons, mounts and drawn vehicles. 
  Equipment, Magical. Common magic items and uncommon
  weapons. 
  Tools. You can use the forgery kit and poisoner's kit available
  on the guild.
  Training
  Training
  You can train to gain proficiency with the forgery kit, or
  poisoner's kit.
  d20 Artisan Tools
  1
  Brewers
  2
  Calligraphers
  3
  Carpenters
  4
  Cartographers
  5
  Cobblers
  6
  Cooks
  7
  Glassblowers
  8
  Jewelers
  9
  Leatherworkers
  10
  Masons
  d20 Artisan Tools
  11
  Painters
  12
  Potters
  13
  Smiths
  14
  Tinkers
  15
  Weavers
  16
  Woodcarvers
  17
  Roll twice
  18
  Roll twice
  19
  Roll three times
  20
  Roll four times
  
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  Religious Guilds
  Religious Guilds
  These guilds are associations of followers of the same faith. A
  religious guild is not the same thing as a sect or cult.
  Religious Guilds Contracts
  d10 Contract Type
  1-3
  Hunt
  4-6
  Find
  7-9
  Protection
  10
  Roll in the random contracts table
  Equipment and Tools
  Equipment and Tools
  Equipment, Basic. Light armor, simple weapons and
  adventuring gear that cost 10 gp or less. Additionally, you can
  requisition a draft horse and a cart. 
  Equipment, Advanced. Light armor, weapons, adventuring
  gear, mounts and drawn vehicles. 
  Equipment, Magical. Common magic items and uncommon
  weapons. 
  Tools. You can use the jeweler's tools and smith's tools
  available on the guild.
  Training
  Training
  You can train to gain proficiency with the jeweler's tools, or
  smith's tools.
  Scholastic Guilds
  Scholastic Guilds
  These guilds are dedicated to studying a particular topic to
  further the knowledge and education of its members.
  Scholastic Guilds Contracts
  d10 Contract Type
  1-3
  Exploration
  4-6
  Find
  7-9
  Resource Gathering
  10
  Roll in the random contracts table
  Equipment and Tools
  Equipment and Tools
  Equipment, Basic. Simple melee weapons, adventuring gear
  that cost 10 gp or less. Additionally, you can requisition a draft
  horse and a wagon. 
  Equipment, Advanced. Simple melee weapons, adventuring
  gear, mounts and drawn vehicles. 
  Equipment, Magical. Common magic items and uncommon
  wondrous items. 
  Tools. You can use the calligrapher's tools and tinker's tools
  available on the guild.
  Training
  Training
  You can train to gain proficiency with calligrapher's tools,
  tinker's tools, or in one language (standard or exotic).
  Variant: Expanded Training
  If your DM allows it, a character can also train to
  gain proficiency with an armor type, a weapon, or a
  particular skill. This proficiencies depends on the
  guild.
  Adventurers Guilds. You can also train to gain
  proficiency with an armor type, a weapon or one of
  the following skills: Athletics or Survival.
  Arcane Guilds. You can also train to gain
  proficiency with a simple weapon or one of the
  following skills: Arcana or History.
  Artisans Guilds. You can also train to gain
  proficiency in one of the following skills: Insight or
  Persuasion.
  Criminal Guilds. You can also train to gain
  proficiency with an armor type, a weapon or one of
  the following skills: Deception or Stealth.
  Religious Guilds. You can also train to gain
  proficiency with light armor, a simple weapon or
  one of the following skills: Insight or Religion.
  Scholastic Guilds. You can also train to gain
  proficiency in one of the following skills: History,
  Investigation, or Nature.
  
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  Creating Contracts
  Creating Contracts
  If you want to create and random contracts for your guild, you
  can use the following guidelines and information. First,
  determine the contract type by choosing or rolling in the guild
  contracts table of the guild. Alternatively, you can roll a d6 and
  choose a random contract from the following table.
  Random Contracts
  d6
  Contract Type
  1
  Exploration
  2
  Find
  3
  Hunt
  4
  Protection
  5
  Raid
  6
  Resource Gathering
  If you want to create larger or difficult contracts, you can
  choose various contract types for one contract. For example,
  you can create a contract that requires to discover the
  entrance of an ancient temple (exploration) and then kill every
  undead inside (hunt).
  Contract Difficulty
  Contract Difficulty
  Contracts are divided in basic contracts and advanced
  contracts. A basic contract should only have easy and
  medium encounters, while advanced contracts should have
  hard and deadly encounters.
  Contract Types
  Contract Types
  Exploration
  Exploration
  These contracts are for exploring new lands, such as an
  island, caves, an old dungeon or a forgotten jungle. In general,
  the objective of this contract is to provide an accurate map,
  creating routes for traveling through the terrain or even
  building an outpost and defenses.
  These contracts also involves surveillance or
  reconnaissance tasks for getting information about the area,
  the creatures in the area or searching for a hidden entrance to
  a dungeon.
  d6 The Mission
  1 Mapping the location
  2 Search or create new routes to the location
  3 Build an outpost and defenses
  4 Land surveillance
  5 Observe a creature
  6 Find a hidden entrance
  Find
  Find
  These contracts are for finding someone or something, such
  as finding a missing explorers group, recovering a specific
  object found in a dungeon and searching (and bringing back to
  justice) a wanted criminal.
  These contracts also involves stealing an object or valuable
  information, such as searching for letters related with a plan
  to kill the current guild leader (and uncover the conspiracy) or
  information and proof to solve a mystery.
  d6
  The Mission
  1
  Find someone
  2
  Find something
  3
  Steal something
  4
  Find valuable information
  5
  Retrieve an object
  6
  Rescue someone
  Hunt
  Hunt
  These contracts are for killing or hunting down a creature, an
  individual or a particular group, such as killing an evil wizard,
  slaying a creature in the wild and assassinate the leader of
  another guild. These contracts also involve destroying a
  particular object.
  d4 The Mission
  1 Slay a specific monster
  2 Assassinate an individual
  3 Kill all members from a particular group
  4 Destroy a particular object
  Protection
  Protection
  These contracts involve escorting someone through a
  dangerous area and defending a location such as holding a
  fortified outpost until the reinforcements arrive. These
  contracts also involves protecting someone, such as being the
  bodyguards of a noble in a diplomatic mission, and guard an
  object, such as defending an ancient magical tome and
  preventing of being destroyed.
  d4 The Mission
  1 Escort someone from one point to another
  2 Defend a place or location
  3 Protect an individual
  4 Guard an object
  
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  Raid
  Raid
  These contracts involve breaking, entering and cleaning a
  place, such as entering into an ancient temple, disable all the
  traps and slaying all creatures (so the archeologists can enter
  without danger) or raiding a bandit camp, destroying or
  stealing all their supplies.
  These contracts also involves disabling particular objects,
  such as destroying the siege weapons before they reach the
  city, assaulting a caravan, blocking trade routes and disabling
  routes to a location.
  d6
  The Mission
  1
  Attack a location
  2
  Destroy a nearby camp
  3
  Steal supplies
  4
  Disable potential dangers
  5
  Blocking trade routes
  6
  Disabling an entrance
  Resource Gathering
  Resource Gathering
  These contracts involve collecting materials or any resource
  needed for further uses, such as collecting a particular herb
  for creating a medicine to heal someone, mine some materials
  for creating special weapons and equipment and even buying
  materials from a remote place and transport it to a specific
  location.
  d4
  The Mission
  1
  Gather herbs and plants
  2
  Collect a specific mineral
  3
  Harvest a creature part
  4
  Buy or trade a resource
  Collecting Materials Rules
  In the part 3 of this supplement you can find simple
  rules for harvesting parts from creatures, gathering
  plants and collecting other materials.
  Additional Conditions
  Additional Conditions
  If you want to give a twist to the contracts, you can add one or
  more of the following conditions:
  Stealthily. You cannot be detected or raise the alarm while
  you are doing the contract.
  No Kills. You cannot kill while doing the contract.
  Specific Time and Place. You need to complete the task
  contract in a specific day or moment. For example, you must
  assassinate an individual when it's talking in front of a crowd
  of people in the town square.
  Against Time. You have a limited time to do the contract.
  For example, another group is going to do the same contract
  at the same time, and the first group that finishes the contract
  gets the reward.
  Local Resources. You can only use resources you can find
  in the location of your contract.
  Limited Resources. You can only use some of your
  equipment. For example, you need to enter a party for
  gathering information, but you cannot enter with armor or
  weapons (but perhaps you can hide a dagger in your clothes).
  Location
  Location
  After you have determined the contract type, you need to
  determine the location where the characters must go to
  complete the contract. Here you can find a table for general
  locations and a table for a specific location. You can use one
  or both tables to determine the location when needed.
  If you use the distant land or another plane, roll again to
  determine the setting of the location (for example, you can
  make the contract to be in another continent or in the
  elemental plane of earth)
  d12 General Location
  1
  Arctic
  2
  Caves
  3
  Desert
  4
  Forest or jungle
  5
  Lake or river
  6
  Mountain
  d12 General Location
  7
  Ocean
  8
  Plains
  9
  Swamp
  10 Urban
  11 Distant land
  12 Another plane
  d20 Specific Location
  1
  Ancient ruins
  2
  Battlefield
  3
  Catacombs
  4
  Cliffs
  5
  Dungeon
  6
  Encampment
  7
  Fortress or castle
  8
  Mansion
  9
  Market
  10 Oasis
  d20 Specific Location
  11 Palace
  12 Prison
  13 Sanctuary or Shrine
  14 Sewers
  15 Storehouse
  16 Tavern
  17 Temple
  18 Tomb
  19 Tower
  20 Undercity
  
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  Contract Rewards
  Contract Rewards
  Finally, you need to determine what kind of rewards the
  characters will get after successfully finishing the contract. In
  general, the contract will reward with gold and reputation
  points for the guild.
  Gold
  Gold
  Almost every contract has a gold reward. A simple way to
  determine the amount of gold the contract gives is by using
  the following tables. You can modify these values as much as
  you need.
  Basic Contracts
  Advanced Contracts
  Paying for creature's parts
  If a contract or bounty also pays for creature's parts,
  you can determine the prize following the rules
  found in the Collecting Materials section later in
  this supplement.
  Reputation Points
  Reputation Points
  Another way to reward the characters is by giving reputation
  points for doing the contract, allowing them to gain ranks in
  the guild and unlock more benefits. You can determine the
  amount of reward points per character using the following
  tables.
  Basic Contracts
  Advanced Contracts
  Other Rewards
  Other Rewards
  A guild can give additional rewards to characters for finishing
  contracts, such as free training in one particular tool,
  information about something in particular, objects and magic
  items.
  Party
  Level
  Gold per
  Character
  1st
  10 gp
  2nd
  20 gp
  3rd
  30 gp
  4th
  50 gp
  5th
  100 gp
  6th
  120 gp
  7th
  150 gp
  8th
  180 gp
  9th
  220 gp
  10th
  240 gp
  Party
  Level
  Gold per
  Character
  11th
  320 gp
  12th
  400 gp
  13th
  440 gp
  14th
  500 gp
  15th
  560 gp
  16th
  640 gp
  17th
  780 gp
  18th
  840 gp
  19th
  980 gp
  20th
  1,140 gp
  Party
  Level
  Gold per
  Character
  1st
  20 gp
  2nd
  40 gp
  3rd
  80 gp
  4th
  100 gp
  5th
  220 gp
  6th
  280 gp
  7th
  340 gp
  8th
  420 gp
  9th
  480 gp
  10th
  560 gp
  Party
  Level
  Gold per
  Character
  11th
  720 gp
  12th
  900 gp
  13th
  1,020 gp
  14th
  1,140 gp
  15th
  1,280 gp
  16th
  1,440 gp
  17th
  1,760 gp
  18th
  1,900 gp
  19th
  2,180 gp
  20th
  2,540 gp
  Party
  Level
  Reputation points
  per Character
  1st
  3
  2nd
  5
  3rd
  8
  4th
  13
  5th
  25
  6th
  30
  7th
  38
  8th
  45
  9th
  55
  10th
  60
  Party
  Level
  Reputation points
  per Character
  11th
  80
  12th
  100
  13th
  110
  14th
  125
  15th
  140
  16th
  160
  17th
  195
  18th
  210
  19th
  245
  20th
  285
  Party
  Level
  Reputation points
  per Character
  1st
  5
  2nd
  10
  3rd
  20
  4th
  25
  5th
  55
  6th
  70
  7th
  85
  8th
  105
  9th
  120
  10th
  140
  Party
  Level
  Reputation points
  per Character
  11th
  180
  12th
  225
  13th
  255
  14th
  285
  15th
  320
  16th
  360
  17th
  440
  18th
  475
  19th
  545
  20th
  635
  
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  PART 2
  The Wild
  
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  Chapter 4: Surviving in the Wild
  Chapter 4: Surviving in the Wild
  I
  n the wild, it’s obvious that manmade structures do
  not appear whenever characters are in need of shelter
  and warmth. While adventurers can plan a route
  through the wild to arrive places for rest and avoid
  having to camp in the wild, this only happens a few
  times, and characters can only have a shelter if they
  are able to fashion some kind of structure from the
  available natural materials or if they take the necessary gear
  along with them.
  Basic Needs
  Basic Needs
  While traveling through the wild, creatures and characters
  must have enough amounts of food and water to survive and
  protection against precipitation, wind, cold and heat.
  Food and Water
  Food and Water
  Creatures that don't eat or drink suffers the effects of
  exhaustion. Exhaustion caused by lack of food or water can't
  be removed until the creature eats and drinks the full required
  amount. Water needs are doubled if the weather is hot.
  Food and Water Needs
  Creature Size
  Food per Day
  Water per Day
  Tiny
  1/4 pound
  1/4 gallon
  Small
  1 pound
  1 gallon
  Medium
  1 pound
  1 gallon
  Large
  4 pounds
  4 gallons
  Huge
  16 pounds
  16 gallons
  Gargantuan
  64 pounds
  64 gallons
  A creature 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.
  A creature 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 creature automatically
  suffers one level of exhaustion. A normal day of eating
  resets the count of days without food to zero.
  A creature that 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 creature
  with access to even less water automatically suffers one
  level of exhaustion at the end of the day. If the creature
  already has one or more levels of exhaustion, the creature
  takes two levels in either case.
  Foraging (DMG, P.111)
  Foraging (DMG, P.111)
  Characters can gather food and water as the party travels at a
  normal or slow pace. A foraging character makes a Wisdom
  (Survival) check, with the DC determined by the abundance of
  food and water in the region.
  Foraging
  Food and Water Availability
  DC
  Abundant food and water sources
  10
  Limited food and water sources
  15
  Very little, if any, food and water sources
  20
  If multiple characters forage, each character makes a
  separate check. On a Successful check, roll 1d6 + the
  character's Wisdom modifier to determine how much food (in
  pounds) the character finds, then repeat the roll for water (in
  gallons).
  Getting Meat (Foraging Variant)
  Getting Meat (Foraging Variant)
  While the characters can forage to survive on the wilderness,
  they also can hunt down and kill a creature to harvest the
  meat and use it as food. The meat they yield spoils after a
  single day if uneaten. Eating spoiled meat might require a
  Constitution saving throw (DC 15) to avoid throwing up the
  food or getting diseased.
  A character can make a Wisdom (Survival) check to try to
  collect meat as food. The DC for the check is typically 15, but
  it’s up to the DM to modify the DC. The amount of meat
  harvested is determined by the creature size, as shown in the
  Creature Food Yield table below.
  Getting meat does not count on the maximum harvest
  checks you can make to harvest a creature, but doing so might
  destroy other parts such as the creature hide and organs.
  Creature Food Yield
  Creature Size
  Food Gained
  Tiny
  1 lb.
  Small
  4 lb.
  Medium
  16 lb.
  Large
  32 lb.
  Huge
  64 lb.
  Gargantuan
  128 lb.
  Drinking Blood
  Drinking Blood
  While characters can also collect blood in vials as resources,
  in other cases, the extreme need of water can drive someone
  to harvest a creature's blood and drink it to stay alive. When a
  character makes a Wisdom (Survival) check to collect meat as
  food, it can also collect a number of gallons of blood equal to
  half the amount of meat. A character drinking blood must
  make a Constitution saving throw (DC 15) to avoid vomiting.
  Cooking and Purifying
  Even though a character can eat meat or drink blood from any
  creature for nourishment, some of them can be poisonous, be
  diseased or cause other special effects to the character if its
  not prepared or cooked correctly.
  
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  Warmth
  Warmth
  Some terrains require special gear or shelter that helps
  characters to maintain its personal temperature. Walking in
  the arctic, through a desert or even during heavy rain may
  force creature to find shelter or suffer the consequences. Up
  to the DM, if creatures are not properly protected, they must
  make a saving throw against extreme cold or extreme heat at
  the end of the day, which are described in the chapter 5 of the
  Dungeon Master's Guide.
  Camping
  Camping
  Characters can carry a tent to protect themselves against
  wind and rain, but sometimes they don't have access to that
  kind of gear, and in those situations they can try to find a
  natural shelter or build one using materials they can gather.
  Natural shelters are divided in two types: basic and advanced.
  Basic Shelter. Almost every natural shelter found in the
  wild is considered as a basic shelter. This shelter has enough
  space for 4 medium-sized creatures, and in general they're
  constructed from many small pieces of vegetation. Due to its
  simple design, a basic shelter protects against wind or
  precipitation (determined by the DM).
  Advanced Shelter. An advanced shelter have space for 6
  medium-sized creatures or more and protects everyone inside
  against the wind, rain, snow and other environmental features.
  Additionally, an advanced shelter helps to maintain the
  personal temperature and in some cases it also provides some
  defenses against wild creatures.
  Natural Shelters
  Natural Shelters
  Terrain and time are the mayor factors that determines the
  chance for adventurers to be able to locate a natural shelter or
  construct something out of materials they find the zone.
  Arctic zones has no useful vegetation that adventurers can
  use for shelter, but they can find crevasses and make
  improvised snow walls that can provide some protection.
  Desert zones has no vegetation that adventurers can use,
  but they can run across irregularities in the surface, such as
  large rocks and some dunes that can provide shelter on at
  least one side.
  Forest zones are one of the easiest terrains to find natural
  shelter. Trees and large plants can give adventurers some
  protection from wind and rain. In a forest, boughs or branches
  can be cut from trees and laid across a grid of poles to give
  characters a roof over their heads and protection from wind.
  Hills are full of irregular terrain that can serve as a simple
  windbreak. Additionally, thick vegetation is fairly abundant
  during most of the year, allowing adventurers to fashion a
  windbreak out of it.
  Mountains, for this purpose, are considered to be rough,
  rocky areas with little or no vegetation. However, adventurers
  can come across some natural features, such as caves and
  alcoves that are large enough for the group.
  Plains are generally flat, but not necessarily featureless. A
  small gully might help adventurers to get out of the wind.
  Additionally, if a plain has some vegetation, characters may be
  able to gather enough branches and greenery for a windbreak.
  Swamps commonly have vegetation that can be scavenged
  and used as shelter, and characters can come across a fallen
  tree or similar feature that can help as a shelter.
  Finding Natural Shelter
  Finding Natural Shelter
  Characters can make a Wisdom (Survival) check to try to find
  a natural shelter in the area. Depending on the terrain, the
  difficulty and time to find an appropriate shelter varies, as
  shown in the following table.
  Terrain
  DC
  Time Needed
  Arctic
  25
  30 minutes
  Desert
  25
  30 minutes
  Forest
  10
  10 minutes
  Hills
  10
  10 minutes
  Mountains
  20
  20 minutes
  Plains
  20
  20 minutes
  Swamps
  15
  15 minutes
  In general, this check should be made whenever characters
  are looking for shelter. On a successful check, they find a basic
  shelter, or an advanced shelter if the check succeeds by 5 or
  more. On a failure, they can make a new check after 10
  minutes if they keep moving.
  Additional Conditions
  You can increase the DC and time depending on some special
  conditions, such as looking for a shelter in the night or while
  it's raining.
  Rain, fog and low visibility areas. Increase the DC by 3 and
  add half the base time.
  Storm, snowfall and no visibility areas. Increase the DC by 5
  and it takes twice the base time.
  It’s up to the DM to determine the properties of the shelter
  they find. For example, A large rock can be used as a basic
  shelter because it protects against the wind, but it doesn't
  protect against rain or snow, while a cave in the face of a
  mountain can be considered an advanced shelter, because it
  protects against wind, rain and snow.
  Upgrading a Shelter
  Upgrading a Shelter
  While characters can look for natural shelter, they can also
  gather materials and upgrade a basic shelter into an advanced
  shelter or add extra features, such as a palisade wall or other
  defensive measures.
  Collecting Materials
  Collecting Materials
  A character can gather materials by making an Wisdom
  (Survival) check or a Strength (Athletics) check. Use the table
  under the Finding Natural Shelter part to determine the DC
  and time used for collecting materials. During this activity, the
  character gather branches and vegetation that is lying in the
  area, cut down a tree to collect wood or mine a big rock to
  collect stones.
  
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      On a success, it collects a number of units equal to 2d6 + its
  Constitution modifier. A character can make a number of
  checks per day equal to twice its Constitution modifier
  (minimum 1).
  Upgrading
  Upgrading
  For upgrading a shelter, the character must use a number of
  units of materials depending on which feature they want, as
  shown in the table below. Multiple characters can combine
  their efforts toward the upgrading of the shelter, reducing the
  time by ten times its Constitution modifier for each character
  working on the upgrade to a minimum of 10 minutes. For
  example, a character with a Constitution modifier of +2 will
  reduce the time it takes to finish a shelter feature by 20
  minutes.
  Upgrading a Shelter
  Feature
  Units Required
  Time
  Advanced shelter upgrade
  15
  4 hours
  Basic wall
  6
  1 hour
  Platform
  10
  2 hours
  Spike barrier
  5
  30 minutes
  Stone wall
  10
  4 hours
  Advanced Shelter Upgrade. Upgrading a basic shelter into
  an advanced shelter includes a door, simple roofing and walls
  made from various pieces of thatch, wood, stone or similar.
  Upgrading a shelter allows up to 6 medium-sized creatures to
  enter and protect themselves.
     Basic Wall. This 15-feet long, 6 feet tall fence or wall is
  made from wooden stakes, tree trunks, adobe or even bones,
  and it’s used as a defensive structure or enclosure. Each 5 feet
  of wall has an AC 15, 15 hit points and a damage threshold of
  5.
  Platform. This 10-foot square wooden platform is attached
  on a large tree, or raised on piles over the soil, enabling to
  build on it. The platform can be built up to 10 feet high and
  includes a simple wooden staircase to access the platform.
  Spike barrier. A 10-feet long barrier with many wooden or
  bone spikes. The area covered by the barrier is considered
  difficult terrain. Any creature that moves through the spike
  wall must make a Dexterity saving throw (DC 10) or take 1d4
  piercing damage. The barrier has an AC 15, 15 hit points and
  a damage threshold of 5.
  Stone Wall. A stone wall is a 15-feet long, 6 feet tall wall
  made from brick-and-mortar, used as a defensive structure or
  enclosure. Each 5 feet of wall has an AC 17, 30 hit points and
  a damage threshold of 10.
  Some of this upgrades might not available to build in
  certain terrains due the type of materials needed. For
  example, a spike barrier might be hard to craft in a desert
  since it requires wood or large bones.
  Additional Features
  While the upgrading features covers the most basic
  and generic ones, you can also create new ones,
  such as a clay oven, wooden furniture and such for
  creating a survival-themed campaign.
  
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  Chapter 5: Dangers of the Wild
  Chapter 5: Dangers of the Wild
  Environmental Hazards
  Environmental Hazards
  In this section you can find new environmental hazards, which
  follows similar rules as traps or lair actions. To determine the
  DC and damage, use the following tables.
  Hazards Save DCs and Attack Bonuses
  Hazard Danger Level
  Save DC
  Setback
  10-11
  Dangerous
  12-15
  Deadly
  16-20
  Damage Severity by Level
  Character Level
  Setback
  Dangerous
  Deadly
  1st-4th
  1d10
  2d10
  4d10
  5th-10th
  2d10
  4d10
  10d10
  11th-16th
  4d10
  10d10
  18d10
  17th-20th
  10d10
  18d10
  24d10
  Hazard Examples
  Hazard Examples
  Here is a list of new hazards ready to use in your campaigns.
  Each hazard has one or more hazard danger levels which
  determine the DC for the checks and the damaged they deal.
  Avalanches, Rockfalls and Mudslides
  Avalanches, Rockfalls and Mudslides
  Any Level of Hazard
  Any character in the area where the hazard occurs must make
  a Dexterity saving throw. On a failed save, a creature takes
  bludgeoning damage and is buried by the hazard, or half as
  much damage on a successful one. The area is filled with
  snow, rubble or mud and becomes difficult terrain.
  Any buried creature is considered suffocated, and it can dig
  through to free itself. To do so, the creature must succeed a
  number of Strength (Athletics) checks, as shown in the
  following table.
  Hazard Level
  Number of Checks
  Setback
  2
  Dangerous
  3
  Deadly
  4
  You can read more about suffocating rules in the chapter 8
  of the Player's Handbook.
  Blizzard
  Blizzard
  Setback Hazard
  The area affected by a blizzard is considered difficult terrain.
  When a creature without proper shelter is in the area affected
  by the blizzard for one hour, it must make a Constitution
  saving throw, taking cold damage on a failed save or half as
  much damage on a successful one. If a creature is wearing
  warm clothing, it has advantage on the saving throw.
  Earthquakes
  Earthquakes
  Any Level of Hazard
  A tremor shakes the area; each creature on the ground in that
  area must make a Dexterity saving throw or be knocked
  prone.
  The hazard level is determined by the proximity to the
  epicenter or the intensity of the earth tremor:
  Setback. Far from the epicenter or light earthquake.
  Dangerous. Near the epicenter or moderate earthquake.
  Deadly. Very close to the epicenter or severe earthquake.
  Elemental Cloud
  Elemental Cloud
  Any Level of Hazard
  This cloud is made with elemental essence. When a creature
  enters the cloud, it must make an appropriate saving throw,
  taking damage on a failed save, or half as much damage on a
  successful one. A creature that ends its turn in the cloud must
  roll another saving throw.
  Cloud Color
  Damage Type
  Saving Throw
  Black
  Necrotic
  Constitution
  Cyan
  Cold
  Constitution
  Gray and Yellow
  Lightning
  Dexterity
  Light Green
  Acid
  Constitution
  Purple
  Psychic
  Wisdom
  Red
  Fire
  Constitution
  White
  Force
  Intelligence
  Hailstorm
  Hailstorm
  Dangerous Hazard
  Similar to a blizzard, the terrain affected by the hailstorm is
  considered difficult terrain. When a creature without proper
  shelter is in the area affected by the hailstorm for one hour, it
  must make a Constitution saving throw, taking cold damage
  on a failed save or half as much damage on a successful one.
  Insect Swarm
  Insect Swarm
  Setback Hazard
  A cloud of swarming insects fills a 20-foot-radius sphere. The
  swarm moves at 20 feet on each round. When a creature
  enters the cloud, it must make a Constitution saving throw. On
  a failed save, it takes piercing damage, or half as much
  damage on a successful one. A creature that ends its turn in
  the cloud must roll another saving throw. A creature cannot be
  damaged by the insect swarm if it’s wielding a torch or if it is
  at least 5 feet from a fire.
  Lava
  Lava
  Deadly Hazard
  The lava is considered difficult terrain. Any creature that
  enters the lava takes fire damage. A creature that ends its turn
  in the lava takes fire damage.
  
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  Lightning Storms
  Lightning Storms
  Dangerous or Deadly Hazard
  The DM rolls a d100 to determine if any creature is hit by a
  lightning.
  This check can be made at the beginning of each turn
  during a combat or in any time while the party is not in
  combat.
  d100
  Number of Creatures
  1-50
  0
  51-70
  1d4
  71-80
  1d6
  81-90
  1d8
  91-100
  1d10
  The creatures hit by a lightning are determined by the DM,
  and any creature in the area under total cover from above
  cannot take damage.
  Magma Eruptions
  Magma Eruptions
  Dangerous Hazard
  Magma erupts from a point on the ground, creating a 20-foot-
  high, 5-foot-radius geyser. Each creature in the geyser's area
  must make a Dexterity saving throw, taking fire damage on a
  failed save, or half as much on a successful one.
  Poison Clouds and Spores
  Poison Clouds and Spores
  Setback Hazard
  When a creature enters the cloud, it must make a Constitution
  saving throw, taking poison damage on a failed save, or half as
  much damage on a successful one. A creature that ends its
  turn in the cloud must make another saving throw.
  Rapids
  Rapids
  Setback Hazard
  When a Large or smaller creature enters the rapids its pushed
  30 feet way in the direction of the water flow and it must
  succeed on a Strength saving throw or take bludgeoning
  damage. Any creature caught by the rapids can make a
  Strength (Athletics) check to swim out of the rapids.
  Rogue Wave
  Rogue Wave
  Dangerous Hazard
  A large and unexpected wave that can be extremely
  dangerous. When a creature is hit by the rogue wave, it must
  succeed on a Strength saving throw or take bludgeoning
  damage, or half as much damage on a successful save. The
  rogue wave, along with any creatures in it, moves in a straight
  line at a speed of 50 feet per turn, and any Huge or smaller
  creature inside the wall must succeed on a Strength saving
  throw or take damage. The wave damage is reduced by 1d10
  on each subsequent round. When the damage is reduced to 0,
  the wave ends.
  A creature caught by the wave can move by swimming and
  it can make a Strength (Athletics) check to swim out of the
  wave.
  Sandstorms
  Sandstorms
  Dangerous Hazard
  Any creature in the sandstorm must make a Constitution
  saving throw or be blinded until the sandstorm ends. A
  creature can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success. A creature
  cannot be blinded by the sandstorm if it’s wearing goggles or
  something that protects its eyes.
  Any check that relies on sight is made with disadvantage for
  the duration of the sandstorm.
  Unsteady Ground
  Unsteady Ground
  Setback Hazard
  The floor in the area is considered difficult terrain. Any
  creature on the ground that starts moving on its turn while in
  the area must succeed on a Dexterity (Acrobatics) check or
  fall prone. If a creature uses a Dash action, it must make
  another check.
  
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  Dangerous Terrains
  Dangerous Terrains
  In the following section you can find survival considerations
  and hazards for various terrains. You can combine different
  terrains to create a more dynamic (and probably more deadly)
  environment.
  Arctic
  Arctic
  Cold and Extreme Cold. The temperatures in this
  environment are lower than other places, and you need proper
  gear for resisting this temperatures. Whenever the
  temperature is at or below 0 degrees Fahrenheit, you must
  follow the rules of extreme cold.
  Extreme Cold (DMG, P.110)
  Whenever the temperature is at or below 0 degrees
  Fahrenheit, a creature exposed to the cold must
  succeed on a DC 10 Constitution saving throw at
  the end of each hour or gain one level of
  exhaustion. Creatures with resistance or immunity
  to cold damage automatically succeed on the
  saving throw, as do creatures wearing cold weather
  gear (thick coats, gloves, and the like) and creatures
  naturally adapted to cold climates.
  Food Scarcity. It's hard to find food like plants and creatures
  due the low temperatures. All the checks for foraging and
  hunting have a DC equal to 20. 
  Shelter. In general, the arctic areas are vast frozen plains with
  big glaciers and rocks, making it difficult to find a natural
  shelter.
  Environmental Hazards
  Hazard
  Source
  Notes
  Avalanches
  CAW, P.55
  Only near mountains
  Blizzard
  CAW, P.55
  Elemental Cloud
  CAW. 55
  Cyan clouds only
  Frigid Water
  DMG, P.110
  Hailstorm
  CAW, P.55
  Chasms and Ice Cracks DMG, P.122 Use the pits trap
  Slippery Ice
  DMG, P.110
  Thin Ice
  DMG, P.111
  Caves
  Caves
  Darkness and Light. Most of the natural caves don't have
  light sources, so anyone who enters must bring their sources
  of light and fire for warmth, cooking and in some cases,
  defense. A caves might have some light sources, such as
  groups of fluorescent fungus or other dangerous light sources,
  like lava. 
  Orientation and tracking. Inside a cave it's almost
  impossible to determine where's North: lots of caves are just
  tunnels connected, making it more difficult to create an
  accurate map of it. 
  Flooding. Some parts of the caves might be close to a water
  source or any other liquid that can quickly fill a room.
  Environmental Hazards
  Hazard
  Source
  Notes
  Earthquakes
  CAW, P.55
  Might cause rockfalls
  Elemental Cloud
  CAW, P.55
  Lava
  CAW, P.55
  Pits
  DMG, P.122
  Rockfalls
  CAW, P.55
  Unsteady Ground
  CAW, P.56
  Desert
  Desert
  Heat and Extreme Heat. The opposite of the arctic terrain,
  temperatures in this environment are higher than other
  places, and you need enough water supplies for resisting the
  heat. Whenever the temperature is at or above 100 degrees
  Fahrenheit, you must follow the rules of extreme heat.
  Extreme Heat (DMG, P.110)
  When the temperature is at or above 100 degrees
  Fahrenheit, a creature exposed to the heat and
  without access to drinkable water must succeed on
  a Constitution saving throw at the end of each hour
  or gain one level of exhaustion. The DC is 5 for the
  first hour and increases by 1 for each additional
  hour. Creatures wearing medium or heavy armor, or
  who are clad in heavy clothing, have disadvantage
  on the saving throw. Creatures with resistance or
  immunity to fire damage automatically succeed on
  the saving throw, as do creatures naturally adapted
  to hot climates.
  Shelter. In general, the desert areas are just sand and rocks
  (in some areas they might be some scattered shrubs), making
  it difficult to find a safe campsite. 
  Strong Wind. A strong wind imposes disadvantage on ranged
  weapon attack rolls and Wisdom (Perception) checks that rely
  on hearing. A strong wind also extinguishes open flames,
  disperses fog, and makes flying by nonmagical means nearly
  impossible. A flying creature in a strong wind must land at the
  end of its turn or fall.
  A strong wind in a desert can create a sandstorm that
  imposes disadvantage on Wisdom (Perception) checks that
  rely on sight. 
  Water Scarcity. Finding water in a desert is extremely
  difficult, unless you're near an Oasis. All checks made for
  getting water have a DC equal to 20.
  Environmental Hazards
  Hazard
  Source
  Notes
  Earthquakes
  CAW, P.55
  Elemental Cloud
  CAW, P.55
  Mostly red clouds
  Lightning Storms
  CAW, P.56
  Sandstorms
  CAW, P.56
  
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  Forests and Jungles
  Forests and Jungles
  Density. Sometimes is hard to walk through a forest due the
  great number of plants, trees and vegetation. In most of the
  cases, you can't walk in a straight line through the forest. 
  Orientation and tracking. Inside a forest, the trees covers the
  sky, making it hard to determine where's North, and
  depending the density of the forest it might be harder to keep
  a track. 
  Sight and hearing. It might be more difficult to see or hear
  your surroundings because the density of the forest, the tree
  shadows, obstacles (such a fallen tree) and the sound of the
  trees and vegetation moving with the wind.
  Environmental Hazards
  Hazard
  Source
  Notes
  Earthquakes
  CAW, P.55
  Might cause trees to fall
  Elemental Cloud
  CAW, P.55
  Insect Swarms
  CAW, P.55
  Lightning Storms CAW, P.56
  Might cause a forest fire
  Poison Clouds  
  and Spores
  CAW, P.56
  Razorvine
  DMG, P.110
  Lakes, rivers and ocean
  Lakes, rivers and ocean
  Orientation and tracking. In the middle of the ocean or
  under a storm, it's difficult to determine the cardinal points
  without the proper tools. 
  Shipwrecks. In the ocean, lakes and even in rivers there're
  rocks, icebergs, and more that can damage or destroy a ship
  or boat. 
  Water streams. The river streams can change drastically
  depending on the terrain around the rivers, like the terrain
  elevation, inclination and waterfalls.
  Environmental Hazards
  Hazard
  Source
  Notes
  Elemental Cloud
  CAW, P.55
  Hailstorm
  CAW, P.55
  Only near arctic zones
  Frigid Water
  DMG, P.110
  Ocean only
  Lightning Storms
  CAW, P.56
  Rapids
  CAW, P.56
  Rivers only
  Rogue Wave
  CAW, P.56
  Ocean only
  Mountains
  Mountains
  Altitude. When you're traveling at altitudes of 10,000 feet or
  higher above sea level, you must follow the high altitude rules. 
  Strong wind. A strong wind imposes disadvantage on ranged
  weapon attack rolls and Wisdom (Perception) checks that rely
  on hearing. A strong wind also extinguishes open flames,
  disperses fog, and makes flying by nonmagical means nearly
  impossible. A flying creature in a strong wind must land at the
  end of its turn or fall.
  A strong wind in a desert can create a sandstorm that
  imposes disadvantage on Wisdom (Perception) checks that
  rely on sight.
   
  High Altitude (DMG, P.110)
  Traveling at altitudes of 10,000 feet or higher
  above sea level is taxing for a creature that needs to
  breathe, because of the reduced amount of oxygen
  in the air. Each hour such a creature spends
  traveling at high altitude counts as 2 hours for the
  purpose of determining how long that creature can
  travel.
  Breathing creatures can become acclimated to a
  high altitude by spending 30 days or more at this
  elevation. Breathing creatures can't become
  acclimated to elevations above 20,000 feet unless
  they are native to such environments.
  Environmental Hazards
  Hazard
  Source
  Notes
  Avalanches, rockfalls  
  and mudslides
  CAW, P.55
  Blizzard
  CAW, P.55
  Hailstorm
  CAW, P.55
  Lava
  CAW, P.55
  Near volcanoes
  Lightning Storms
  CAW, P.56
  Magma Eruptions
  CAW, P.56
  Near Volcanoes
  Unsteady Ground
  CAW, P.56
  Swamps
  Swamps
  Clean water. Swamps are characterized by having slow-
  moving and stagnant waters, being harder to find drinkable
  water. Drinking stagnant water might cause diseases. 
  Warmth. The swamps are wet and soggy, so finding dry
  resources for making a fire it's almost impossible. 
  Low visibility. Mist, fog and lowlands are common in this
  terrain, and they reduces the visibility of any creature.
  Environmental Hazards
  Hazard
  Source
  Notes
  Elemental Cloud
  CAW, P.55
  Insect Swarms
  CAW, P.55
  Mudslides
  CAW, P.55
  Poison Clouds and Spores
  CAW, P.56
  Quicksand
  DMG, P.110
  Razorvine
  DMG, P.110
  Unsteady Ground
  CAW, P.56
  
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  PART 2 | DANGERS OF THE WILD
  59
  Special Terrains
  Special Terrains
  In the wilderness, there're places that have been touched by
  ancient magic or energies for centuries, creating a persistent
  effect on those lands. Here're some ideas for creating special
  terrains you can add to flesh a particular zone in the wild.
  Blood Rock
  Blood Rock
  This area was part of old and forgotten ceremonial sacrifices,
  a massive battle between armies that fought for centuries or
  the place where a powerful otherwordly creature was slain.
  The area is covered by stones with a red tone, bones covered
  by dirt and mud and dry blood. Any creature standing in this
  area can score a critical hit on a 19 or 20.
  Long-Term Effect: A creature must succeed on a DC 10
  Wisdom saving throw at the end of each hour. On a failed
  save, the creature must use its action each round to attack the
  nearest creature it sees. At the end of each of its turns, the
  creature can make a new Wisdom saving throw. On a success,
  the effect ends until another hour passes.
  Death Circle Ruins
  Death Circle Ruins
  This area surrounded by dark stone pillars is infused with
  necrotic energy. Any healing effect, such as a cure wounds
  spell only heals half the total amount in this area.
  Long-Term Effect: A living creature must succeed on a DC
  10 Constitution saving throw at the end of each hour. On a
  failed save, its hit point maximum is reduced by 1d6. To
  recover the reduced hit points, the creature must spend 1
  hour outside the area covered by the death circle ruins.
  Defiled Ground
  Defiled Ground
  The dark energy fills this area, attracting undead creatures to
  this area. Any undead creature gains a +1 bonus on attack
  rolls while standing in the defiled ground. Additionally, when
  an undead is reduced to 0 hit points, roll a d20. On a 10 or
  higher, the undead creature rises with 1 hit point on its next
  turn. If an undead is reduced to 0 hit points by radiant
  damage, it cannot roll for rising again.
  Long-Term Effect: A creature must succeed on a DC 10
  Constitution saving throw at the end of each hour. On a failed
  save, it takes 5 necrotic damage.
  Grab Grass
  Grab Grass
  This thick, tough grass grows in areas constantly touched by
  Feywild magic that clings to characters and creatures that
  falls prone. An area covered by grab grass is considered
  difficult terrain, and any creature that falls prone in this area
  must make a Strength (Athletics) check to stand up (DC 10).
  Life Circle Ruins
  Life Circle Ruins
  This area surrounded by white stone pillars is infused with
  pure life energy. Every 1 minute, any living creature that
  begins its turn in the area regains 2 hit points.
  Long-Term Effect: Any living creature that stays in this
  area for 1 hour can end either one disease or one condition
  afflicting it. The condition can be blinded, deafened, paralyzed
  or poisoned.
  Planetouched
  Planetouched
  Due to planar energy, a powerful artifact or some other factor,
  this terrain boosts certain types of energy related to one plane.
  Pick one damage type from the following list: Acid, Cold, Fire,
  Force, Lightning, Necrotic, Psychic or Radiant. Any attack that
  deals the chosen damage type deals an extra 1d6 damage of
  that type.
  Sacred Shrine
  Sacred Shrine
  A sacred shrine is dedicated to a particular deity, infusing with
  divine energy the area nearby. A creature that shares the
  deity's alignment gains a +1 bonus on attack rolls while
  standing in the area covered by the shrine.
  Long-Term Effect: A creature that has a different
  alignment to the deity's alignment must succeed on a DC 10
  Wisdom saving throw at the end of each hour. On a failed
  save, it has disadvantage on attack rolls against creatures that
  shares the deity's alignment. At the end of each of its turns,
  the creature can make a new Wisdom saving throw. On a
  success, the effect ends until another hour passes.
  
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  60
  PART 3
  Complete Crafting
  
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  PART 3 | COLLECTING MATERIALS
  61
  Chapter 6: Collecting Materials
  Chapter 6: Collecting Materials
  W
  HEN ADVENTURING, IT'S POSSIBLE TO
  find common and exotic materials which are
  used to craft new objects and gear. In this
  section you will find new rules for collecting
  materials, which can be used for crafting new
  weapons, armor, clothing, and other kind of
  gear. This document expands the crafting rules
  found in the downtime revisited section of the Xanatar's
  Guide to Everything to focus on the process of collecting new
  materials for crafting new items.
  Material Sources
  Material Sources
  When the characters are camping in a forest, exploring an
  abandoned mine, diving in the ocean, or surviving in a
  dungeon, they can also search and gather raw materials for
  crafting.
  Every day, characters can collect materials while traveling
  through the wild or exploring a dungeon or a cave. These
  materials can be found by mining a mineral vein, gathering
  plants and herbs for potions and other concoctions, and
  harvesting or collecting creature parts for later use.
  Creatures
  Creatures
  Creature parts are mostly used as materials and creating
  armor and weapons. Others take some of the creature parts
  as trophies and decorations for their armor and houses.
  When characters hunt down or finds a dead creature they
  can attempt to harvest some parts for crafting and surviving.
  Since creatures and monsters varies in type and rarity, the
  characters must make a specific ability check.
     The Extracting Creature Parts table shows which ability
  check a character must make to extract some parts from a
  creature. The DC for harvesting a part equals to 12 plus
  half the creature challenge rating (creatures with a
  challenge rating lower than 2 don't add it to the DC).
  Extracting Creature Parts
  Creature Type
  Ability Check
  Aberration, construct, dragon, elemental,  
  ooze
  Arcana
  Beast, giant, humanoid, monstrosity, plant
  Nature
  Celestial, fey, fiend, undead
  Religion
  The number of checks a character can make depends of the
  size of the creature. Every harvest check takes 1 hour to
  complete, even if the character fails the roll. Each successful
  check gives the character a number of units which can be
  used for crafting new pieces of equipment, objects, and other
  kind of gear. On the other side, a failure destroys the part.
  The DM determines the number of checks the party can
  make for each part they want to harvest. He also decides the
  amount of units a character get, but the number of units
  cannot exceed the maximum shown in the following table.
  Creature  
  Size
  Maximum  
  Checks
  Maximum Units  
  per Check
  Tiny
  1
  1/4 unit
  Small
  2
  1/2 unit
  Medium
  2
  1 unit
  Large
  3
  2 units
  Huge
  4
  3 units
  Gargantuan
  5
  4 units
  
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  PART 3 | COLLECTING MATERIALS
  62
      For example, characters can make multiple checks for
  harvesting various units of scales from a large red dragon, but
  they can make only one check for harvesting the heart (which
  gives only 1 unit instead of two).
  Creature Essence
  All creatures are divided in various types, and
  characters can extract a unit of that essence using
  an essence extraction device. You can read more
  about that magic item in the New Magic Items
  section.
  Parts Values
  Parts Values
  The value of each harvested unit goes from 1% to 50% of the
  experience of the creature. The harvested parts of common
  creatures have a value of 1% of the creature's experience,
  while the rarer creature's parts value is close to 50% of the
  creature's experience. You can determine the values of each
  extracted part in the following table.
  Units Value
  CR
  Creature rarity
  Unit value
  3 or less
  Common
  1% of the creature exp.
  4-8
  Uncommon
  5% of the creature exp.
  9-12
  Rare
  10% of the creature exp.
  13-18
  Very Rare
  25% of the creature exp.
  19+
  Legendary
  50% of the creature exp.
  As examples, if a character harvest one unit of feathers
  from a hippogriff (CR 1), the value of the feather unit will be
  1% of the base experience (200 exp), which is 2 gp. A unit of
  pseudodragon's scales is worth 5 sp (CR 1/4), and a unit of an
  adult blue dragon's scales is worth 3,750 gp (CR 16).
  Keeping Parts Chilled
  Keeping Parts Chilled
  If characters wants to keep some creature parts for later use,
  they need to maintain the parts in a chilled place to avoid
  decomposition. Check the Bag of Colding in the New Magic
  Items section of this supplement.
  Other Materials
  Other Materials
  In addition to the materials a character can collect from
  creatures, there're plenty of other sources for gathering raw
  materials for crafting and other uses. These materials are
  divided in minerals (like orichalcum and obsidian), non-
  minerals (like darkwood), and plants and herbs.
  Minerals
  Minerals
  Minerals are earthen materials used for making armor,
  weapons, and when using exotic materials, those pieces of
  gear gain special qualities.
  To extract minerals, a character must use a miner's pick
  and make a Strength (Athletics) check. The DC for extracting
  ores is always 15. On a success, the character collects a
  number of ore units equal to 1d4 + its Constitution modifier
  (minimum 1 unit).
  If needed, the character must make an Intelligence (Nature)
  check first to find a vein or a place where the ores are.
  Non-Mineral Materials
  Non-Mineral Materials
  There're also other materials which are not ores or
  gemstones, such as wood, stone, and coral that can be also
  used to craft weapons, armor, and other kind of items and
  gear.
  For collecting those materials, a character needs to make a
  Strength (Athletics) or a Dexterity check, depending on the
  material (DC 15). On a success, the character collects a
  number of units equal to 2d4 + its Constitution modifier
  (minimum 1).
  For example, if a character wants to collect some units of
  darkwood, he must make a Strength (Athletics) check to cut
  down the tree with an axe and get the material. On a success,
  the character collects a number of darkwood units equals to
  1d4 + its Constitution modifier.
  The time used for extracting minerals and other materials
  equals to 1 day of downtime activity. This represents all the
  time the character uses to find and extract the materials.
  Plants and Herbs
  Plants and Herbs
  Plants are mostly used for creating alchemical mixtures,
  cooking, and in some cases for creating dyes for painting.
  To gather plants, herbs and other similar resources the
  character must success a DC 15 Intelligence (Nature) check.
  On a success, the character collects a number of units equal
  to 1d4 + its Intelligence modifier (minimum 1 unit).
  The time used for gathering equals to 1 hour for each
  check, and you can make a number of checks per day equal to
  your Intelligence modifier (minimum 1).
  Buying and Selling
  Buying and Selling
  It's up to the DM to determine if collected materials can be
  sold (and in some cases, bought). The value of each unit
  depends of the material. For more information about special
  materials and values, read the material description section of
  this supplement.
  
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  PART 3 | COLLECTING MATERIALS
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  Plants and Herbs by Areas
  Plants and Herbs by Areas
  In the following tables you can see examples of plants for
  various environments. When a character succeeds a roll to
  gather plants and herbs, the DM can chose one of the
  following plants or roll a d20 to determine it randomly. You
  can read more information about each plant in the material
  description section.
  Arctic/Cold areas
  1d8
  Name
  1
  Aniseed sap
  2
  Ghostly snowdrop
  3-4
  Kreet paste
  5
  Spineflower berries
  6
  White poppy
  7
  Winter turtlehead
  8
  Yeti's Parsley
  Caves
  1d6
  Name
  1
  Abyss flower
  2
  Banshee's lament
  3
  Ebrium fungus
  4
  Glowing duscle
  5
  Nightshade
  6
  Viper thistle
  Arid/Desert areas
  1d6
  Name
  1
  Crimson brittlebush
  2
  Dried ephedra
  3
  Ellond shrub
  4
  Iron thistle
  5
  Twilight wormwood
  6
  Wizard's clover
  Forests
  1d6
  Name
  1
  Ash chives
  2
  Blue cress
  3
  Drojos ivy
  4
  Kasuni juice
  5
  Olina petals
  6
  Thunderleaf
  Lakes, rivers and ocean
  1d6
  Name
  1
  Blue seaweed
  2
  Chromatic mud
  3
  Golden coneflower
  4
  Healer's boon
  5
  Mermaid braid
  6
  Slime thimbleberry
  Mountains
  1d8
  Name
  1
  Angel flower
  2
  Golden hibiscus
  3
  Lunar nectar
  4-5
  Storm daisy
  6
  Sugar hibiscus berries
  7
  Tempest flower
  8
  Wolf hair
  Plains
  1d8
  Name
  1
  Blood herb
  2
  Dragontongue petals
  3
  Dusk itchweed
  4
  Gray gilliflower
  5
  Mandrake root
  6
  Raven silkweed
  7-8
  Ucre bramble
  Swamps
  1d6
  Name
  1
  Blackleaf rose
  2
  Bone garlic
  3
  Ecire laurel
  4
  Frenn moss
  5
  Goblin mud
  6
  Wisp stems
  
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  PART 3 | CRAFTING RULES (XGTE)
  64
  Chapter 7: Crafting Rules (XGtE)
  Chapter 7: Crafting Rules (XGtE)
  D
  URING ADVENTURES AND TRAVELS, A
  character can collect and harvest a series of
  materials and objects to craft common and
  special equipment. This supplement expands the
  following crafting rules, which can also be found
  in the Xanatar's Guide to Everything.
  Crafting an Item
  Crafting an Item
  A character who has the time, the money, and the needed
  tools can use downtime to craft armor, weapons, clothing, or
  other kinds of nonmagical gear.
  Resources and Resolution. In addition to the appropriate
  tools for the item to be crafted, a character needs raw
  materials worth half of the item's selling cost. To determine
  how many workweeks it takes to create an item, divide its gold
  piece cost by 50. A character can complete multiple items in a
  workweek if the item's combined cost is 50 gp or lower. Items
  that cost more than 50 gp can be completed over longer
  periods of time, as long as the work in progress is stored in a
  safe location.
  Multiple characters can combine their efforts. Divide the
  time needed to create an item by the number of characters
  working on it. Use your judgment when determining how
  many characters can collaborate on an item. A particularly
  tiny item, like a ring, might allow only one or two workers,
  whereas a large, complex item might allow four or more
  workers.
  A character needs to be proficient with the tools needed to
  craft an item and have access to the appropriate equipment.
  Everyone who collaborates needs to have the appropriate tool
  proficiency. You need to make any judgment calls regarding
  whether a character has the correct equipment. The following
  table provides some examples.
  Proficiency
  Items
  Herbalism kit
  Antitoxin, potion of healing
  Leatherworker's tools
  Leather armor, boots
  Smith's tools
  Armor, weapons
  Weaver's tools
  Cloaks, robes
  If all the above requirements are met, the result of the
  process is an item of the desired sort. A character can sell an
  item crafted in this way at its listed price.
  Crafting Magic Items. Creating a magic item requires
  more than just time, effort, and materials. It is a long-term
  process that involves one or more adventures to track down
  rare materials and the lore needed to create the item.
  Potions of healing and spell scrolls are exceptions to the
  following rules. For more information, see "Brewing Potions
  of Healing" later in this section and the "Scribing a Spell
  Scroll" section, below.
  To start with, a character needs a formula for a magic item
  in order to create it. The formula is like a recipe. It lists the
  materials needed and steps required to make the item.
  An item invariably requires an exotic material to complete
  it. This material can range from the skin of a yeti to a vial of
  water taken from a whirlpool on the Elemental Plane of
  Water. Finding that material should take as part of an
  adventure.
  The Magic Item Ingredients table suggests the challenge
  rating of a creature that the characters need to face to acquire
  the materials for an item. Note that facing a creature does not
  necessarily mean that the characters must collect items from
  its corpse. Rather, the creature might guard a location or a
  resource that the characters need to access to.
  Magic Item Ingredients
  Item Rarity
  CR Range
        
  Common
  1-3
  Uncommon
  4-8
  Rare
  9-12
  Very Rare
  13-18
  Legendary
  19+
  If appropriate, pick a monster or a location that is a
  thematic fit for the item to be crafted. For example, creating a
  mariner's armor might require the essence of a water weird.
  Crafting a staff of charming might require the cooperation of a
  specific arcanaloth, who will help only if the characters
  complete a task for it. Making a staff of power might hinge on
  acquiring a piece of an ancient stone that was once touched
  by the god of magic–a stone now guarded by a suspicious
  androsphinx.
  In addition to facing a specific creature, creating an item
  comes with a gold piece cost covering other materials, tools,
  and so on, based on the item's rarity. Those values, as well as
  the time a character needs to work in order to complete the
  item, are shown on the Magic Item Crafting Time and Cost
  table. Halve the listed price and creation time for any
  consumable items.
  Magic Item Crafting Time and Cost
  Item Rarity
  Workweeks*
  Cost*    
  Common
  1
  50 gp    
  Uncommon
  2
  200 gp    
  Rare
  10
  2,000 gp    
  Very Rare
  25
  20,000 gp    
  Legendary
  50
  100,000 gp    
  *Halved for a consumable item like a potion or scroll
     To complete a magic item, a character also needs whatever
  tool proficiency is appropriate, as for crafting a nonmagical
  object, or proficiency in the Arcana skill.
  If all the above requirements are met, the result of the
  process is a magic item of the desired sort.
  
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  PART 3 | CRAFTING RULES (XGTE)
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  Complications. Most of the complications involved in
  creating something, especially a magic item, are linked to the
  difficulty in finding rare ingredients or components needed to
  complete the work. The complications a character might face
  as byproducts of the creation process are most interesting
  when the characters are working on a magic item: there's a 10
  percent chance for every five workweeks spent on crafting an
  item that a complication occurs. The Crafting Complications
  table provides examples of what might happen.
  Crafting Complications
  d6 Complication
  1 Rumors swirl that what you're working on is unstable
  and a threat to the community.*
  2 Your tools are stolen, forcing you to buy new ones.*
  3 A local wizard shows keen interest in your work and
  insists on observing you.
  4 A powerful noble offers a hefty price for your work and
  is not interesting in hearing a no for an answer.*
  5 A dwarf clan accuses you of stealing its secret lore to
  fuel your work.*
  6 A competitor spreads rumors that your work is shoddy
  and prone to failure.*
  *Might involve a rival
      Brewing Potions of Healing. Potions of healing fall into a
  special category for item crafting, separate from other magic
  items. A character who has proficiency with the herbalism kit
  can create these potions. The times and costs for doing so are
  summarized on the Potion of Healing Creation table.
  Potion of Healing Creation
  Type
  Time
  Cost   
  Healing
  1 day
  25 gp   
  Greater healing
  1 workweek
  100 gp   
  Superior healing
  3 workweeks
  1,000 gp   
  Supreme healing
  4 workweeks
  10,000 gp   
  Variant Rule: Fast Crafting
  If you want players to craft items faster, you can
  reduce the time and cost of crafting any item to half
  (rounded up). For example, crafting a rare magic
  item will take 5 workweeks and 1,000 gp worth in
  raw materials.
  Scribing a Spell Scroll
  Scribing a Spell Scroll
  With time and patience, a spellcaster can transfer a spell to a
  scroll, creating a spell scroll.
  Resources. Scribing a spell scroll takes an amount of time
  and money related to the level of the spell the character wants
  to scribe, as shown in the Spell Scroll Costs table. In addition,
  the character must have proficiency in the Arcana skill and
  must provide any material components required for the
  casting of the spell. Moreover, the character must have the
  spell prepared, or it must be among the character's known
  spells, in order to scribe a scroll of that spell.
  If the scribed spell is a cantrip, the version of the scroll
  works as if the caster were 1st level.
  Spell Scroll Costs
  Spell level    Time
  Cost   
  Cantrip
     1 day
  15 gp   
  1st
     1 day
  25 gp   
  2nd
     3 days
  250 gp   
  3rd
     1 workweek
  500 gp   
  4th
     2 workweeks
  2,500 gp   
  5th
     4 workweeks
  5,000 gp   
  6th
     8 workweeks
  15,000 gp   
  7th
     16 workweeks
  25,000 gp   
  8th
     32 workweeks
  50,000 gp   
  9th
     48 workweeks
  250,000 gp   
  Complications. Crafting a spell scroll is a solitary task,
  unlikely to attract much attention. The complications that
  arise are more likely to involve the preparation needed for the
  activity. Every workweek spent scribing brings a 10 percent
  chance of a complication, examples of which are on the
  Scribe a Scroll Complications table.
  Scribe a Scroll Complications
  d6 Complication
  1 You bought up the last of the rare ink used to craft
  scrolls, angering a wizard in town.
  2 The priest of a temple of good accuses you of
  trafficking in dark magic.*
  3 A wizard eager to collect one of your spells in a book
  presses you to sell the scroll.
  4 Due to a strange error in creating the scroll, it is instead
  a random spell of the same level.
  5 The rare parchement you bought for your scrolls has a
  barely visible map on it.
  6 A thief attempts to break into your workroom.*
  *Might involve a rival
  
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  Chapter 8: Modular Crafting
  Chapter 8: Modular Crafting
  W
  HILE CHARACTERS CAN CRAFT A 
  specific item (nonmagical and magical), they
  can also craft their own gear depending on
  what they want. To create an object with
  special materials, a character needs an amount
  of material units for crafting it.
  As general rule, a character needs 3 units of the same
  material for crafting a medium-sized creature armor or
  clothing, and 2 units of the same material for weapons,
  shields, and 10 units of ammunition. For bigger creatures, the
  character needs twice the amount of materials used for each
  size increment, and for smaller creatures, the character needs
  only half materials per each size smaller than medium.
  Since magic items are more complex and unique features, a
  character might require more units of the same material or
  some units of different materials to craft the magic item.
  Material Description
  Material Description
  In the following section you can find a list of materials, their
  unit value and properties. Some of this materials might have
  other special features. For example, an armor made with
  dragon bones could grant you resistance to the dragon's
  breath weapon damage type.
  Unless the materials are used for crafting magic items, a
  piece of gear crafted with any of these materials is non-
  magical.
  Creatures
  Creatures
  There are a lot of different creatures in Dungeons and
  Dragons, and because of that, this section have some general
  creature parts that can be used for crafting. Feel free to create
  your own specific creature materials (such as using one unit
  of aboleth tail for crafting a magical +2 whip).
  For non-magical armor and weapons you make with
  creature parts, you gain an extra benefit depending on the
  creature Challenge Rating, as shown in the following table.
  Non-Magical Armor and Weapons Bonus
  Creature CR Armor Class
  Weapons (attack and damage)
  6 or less
  none
  none
  7-12
  none
  +1
  13-18
  +1
  +2
  19-24
  +2
  +3
  25+
  +3
  +4
  For example, a scale mail created with scales from an adult
  blue dragon (CR 16) will grant a +1 bonus to the armor class,
  for a total of 15 + dex modifier (max. +2), and a longsword
  made with bones harvested from an ice devil (CR 14) will
  grant a +2 bonus to attack and damage rolls made with that
  weapon.
  Bone
  Bone
  A series of bones joined together, mostly used by shamans
  and wildlings.
  Unit value: Determined by the creature's CR.
  Armor: Replaces the metal. A non-magical armor made
  with bones grants you a +3 bonus to Charisma (Intimidation)
  checks you make.
  Weapon: Replaces the metal and wood.
  Chitin
  Chitin
  These flexible shells of chitinous creatures such as giant
  crabs or remorhaz are used to craft armors, known to be
  lighter than metallic armors.
  Unit value: Determined by the creature's CR.
  Armor: Replaces the metal. While wearing a medium armor
  (non hide) made with chitin, the armor's dexterity bonus
  increases by 1.
  Heavy armors made with chitin reduce the Strength
  requirement by 1.
  
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  Creature Essence
  Creature Essence
  All creatures are different, but they're grouped up in types
  which determines their fundamental nature.
  Unit value: Determined by the creature's CR.
  Weapon: Can be used to craft specific slaying weapons
  such as an arrow of dragon slaying.
  Other: Can be used to craft specific potions, alchemical
  concoctions, and magic items such as a brazier of
  commanding fire elementals.
  Ellond Hide
  Ellond Hide
  This brown-orange hide is harvested from desert and dry
  areas creatures.
  Unit value: Determined by the creature's CR.
  Armor: A non-magical hide armor made with ellond hide
  reduces the fire damage you take by 3. It's also used to craft a
  hide armor of fire resistance.
  Monster Feathers
  Monster Feathers
  Hippogriffs, Rocs, giant eagles and other flying creatures have
  beautiful feathers used to show their majesty.
  Unit value: Determined by the creature's CR.
  Armor: A non-magical armor made with monster feathers
  grants you a +3 bonus to Wisdom (Animal Handling) checks
  you make.
  Other: Harvested monster feathers from a CR 9 or higher
  creature can be used to craft a Quaal's feather token.
  Monster Scales
  Monster Scales
  Scales harvested from creatures, with a variety of colors,
  shapes and sizes.
  Unit value: Determined by the creature's CR.
  Armor: Replaces the metal. Used to craft a scale mail
  armor.
  Harvested monster scales from a CR 13 or higher dragon
  can be used to craft a dragon scale mail.
  Shadowsilk
  Shadowsilk
  This black semi-transparent silk is carefully made by
  underground spiders and spider-like creatures.
  Unit value: Determined by the creature's CR.
  Armor: A non-magical armor made with shadowsilk grants
  you a +3 bonus to Dexterity (Stealth) checks to hide in lightly
  obscured areas (such as tree shadows). Harvested shadowsilk
  from a CR 13 or higher creature can be used to craft a cloak
  of arachnida.
  Minerals
  Minerals
  Adamantine
  Adamantine
  A shiny black metal, known as one of the hardest substances
  in existence.
  Unit value: 250 gp.
  Armor: Used to craft the adamantine armor.
  Weapon: When you hit an object with an adamantine
  weapon or piece of ammunition, the hit is a critical hit.
  Aerocrystal
  Aerocrystal
  A light blue, glass-like crystal known for creating quick,
  precise weapons.
  Unit value: 500 gp
  Weapon: You can use your Dexterity modifier for attacks
  and damage made with an aerocrystal weapon.
  Aquastone
  Aquastone
  Mostly used by sea and waterborne creatures to create their
  weapons and armors.
  Unit value: 100 gp
  Armor: Replaces the metal. While wearing a medium or
  heavy armor (non hide) made with aquastone, you speed while
  swimming increases by 10 feet.
  Weapons: Any melee weapon made with aquastone doesn't
  have disadvantage on the attacks rolls while underwater.
  Asmoroch Steel
  Asmoroch Steel
  A black scorched-like metal which is cold to touch.
  Unit value: 500 gp
  Armor: A non-magical armor made with asmoroch steel
  reduces the necrotic damage you take by 3. It's also used to
  craft an armor of necrotic resistance (metallic armor only)
  Weapon: A non-magical weapon made with asmoroch steel
  deals an additional 1d4 necrotic damage. It's also used to craft
  necrotic damage dealing magic weapons, such as the sword of
  life stealing.
  Cold Iron
  Cold Iron
  This iron is worked entirely while cold, known for its
  effectiveness against fey and fiendish creatures.
  Unit value: 100 gp
  Weapons: When you hit a fey or a fiend with a cold iron
  weapon, you can roll the damage again and use either result.
  Darksteel
  Darksteel
  A darkened blue metal that only forms in areas affected by
  thunderstorms, known for having that energy inside of it.
  Unit value: 250 gp.
  Armor: A non-magical armor made with darksteel reduces
  the lightning damage you take by 3. It's also used to craft an
  armor of lightning resistance (metallic armor only).
  Weapons: A non-magical weapon made with darksteel
  deals an additional 1d4 lightning damage. It's also used to
  craft lightning damage dealing magic weapons, such as the
  javelin of lightning.
  Other: Used to craft lightning damage dealing magic items,
  such as the wand of lightning bolt.
  Dwarvenstone
  Dwarvenstone
  This marble-like ore is used by dwarves to create their
  ceremonial armor for the defenders of their cities, even
  though is heavier and bulkier than other metallic armors.
  Unit value: 500 gp
  Armor: Used to craft a dwarven plate.
  
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  Ignum
  Ignum
  This black semi-translucent stone have some lava-like glowing
  and flowing inside of it.
  Unit value: 500 gp
  Weapon: A non-magical weapon made with ignum deals an
  additional 1d4 fire damage. It's also used to craft fire damage
  dealing magic weapons, such as the flame tongue.
  Other: Used to craft fire damage dealing magic items, such
  as the staff of fire.
  Infernal Steel
  Infernal Steel
  A blood red metal crafted in the lower planes, known for
  being used by demons and devils to fight celestials.
  Unit value: 750 gp
  Armor: A non-magical armor made with infernal steel
  reduces the fire damage you take by 3. It's also used to craft an
  armor of fire resistance (metallic armor only) or a demon
  armor.
  Weapon: When you hit a celestial or any good-aligned
  creature with an infernal steel weapon, you can roll the
  damage again and use either result.
  Mithral
  Mithral
  This white-silver metal is lighter and flexible than common
  steel.
  Unit value: 250 gp
  Armor: Used to craft the mithral armor.
  Weapon: Two handed weapons made with mithral lose the
  heavy property and all the other weapons gain the light
  feature.
  Obsidian
  Obsidian
  This black to deep purple glass-like stone is known to be very
  sharp.
  Unit value: 250 gp
  Armor: While wearing a non-magical medium or heavy
  armor (non hide) made with obsidian, when an enemy
  grapples you, it takes 1d4 slashing damage.
  Weapons: A non-magical weapon made with obsidian deals
  an additional 1d4 slashing damage. It's also used for crafting
  the sword of sharpness.
  Orichalcum
  Orichalcum
  This bronze orange metal is used to absorb the essence of
  magic.
  Unit value: 500 gp
  Armor: A non-magical armor made with orichalcum
  reduces the force damage you take by 3. It's also used to craft
  an armor of force resistance (metallic armor only).
  Weapons: A non-magical weapon made with orichalcum
  deals an additional 1d4 force damage.
  Other: Used to craft anti-magic items, such as the ring of
  mind shielding.
  Plaguesteel
  Plaguesteel
  This ancient mossy-like metal has small spores floating
  around it.
  Unit value: 250 gp
  Weapon: A non-magical weapon made with plaguesteel
  deals an additional 1d4 poison damage. It's also used to craft
  poison damage dealing magic weapons, such as the dagger of
  venom.
  Other: Used to craft poison damage dealing magic items,
  such as the staff of the adder.
  Stellar Iron
  Stellar Iron
  A white bright metal, soft on touch but very resistant, known
  for being used by celestial beings.
  Unit value: 750 gp
  Armor: A non-magical armor made with stellar iron
  reduces the radiant damage you take by 3. It's also used to
  craft an armor of radiant resistance (metallic armor only).
  Weapon: When you hit a fiend or an undead with a stellar
  iron weapon, you can roll the damage again and use either
  result. It's also used to craft radiant damage dealing weapons,
  such as the sun blade.
  Non-Minerals
  Non-Minerals
  Darkwood
  Darkwood
  This piece of wood is as hard as normal wood but very light.
  Unit value: 100 gp
  Armor: Replaces the metal of any medium or heavy armor.
  Eternal Ice
  Eternal Ice
  This cold white-blue block of ice resist high temperatures, and
  it cannot melt in normal conditions.
  Unit value: 500 gp
  Weapon: A non-magical weapon made with eternal ice
  deals an additional 1d4 cold damage. It's also used to craft
  cold damage dealing magic weapons, such as the frost brand.
  Other: Used to craft cold damage dealing magic items, such
  as the staff of frost.
  Infernal Leather
  Infernal Leather
  A reddish hard leather created in the infernal planes.
  Unit value: 750 gp
  Armor: A non-magical armor made with infernal leather
  reduces the fire damage you take by 3 and grants you a +3
  bonus to Charisma (Persuasion) checks when talking with
  fiends. It's also used to craft an armor of fire resistance
  (leather or studded leather).
  Leafweave
  Leafweave
  Alchemically processed leaves that are hard as leather, used
  also as camouflage.
  Unit value: 100 gp
  Other: Used to craft the boots of elvenkind and the cloak of
  elvenkind.
  Shadowfell Linen
  Shadowfell Linen
  A dark and purple linen found in the shadowfell.
  Unit value: 750 gp
  Armor: A non-magical armor made with shadowfell linen
  reduces the psychic damage you take by 3. It's also used to
  craft an armor of psychic resistance (leather or studded
  leater).
  Spiritual wood
  Spiritual wood
  This cyan-like wood has a natural connection with the magic.
  Unit value: 250 gp
  Armor: Replaces the metal of any medium or heavy armor.
  While wearing an spiritual wood armor, you gain a +3 bonus
  to concentration checks to maintain a spell.
  
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  Plants and Herbs
  Plants and Herbs
  The following list includes several plants and herbs (or parts
  of them) that can be used as reagents in alchemy.
  Abyss Flower
  Abyss Flower
  Description. A dark pink flower with a thorny stem.
  Unit value: 10 gp
  Bomb effect: Bomb (poison)
  Poison effect: Condition (unconscious)
  Potion effect: Archery
  Angel Flower
  Angel Flower
  Description. A tiny white yellow flower found in mountains
  near rocks and stones.
  Unit value: 10 gp
  Bomb effect: Blinding
  Poison effect: Vulnerability (radiant)
  Potion effect: Fortify (Wisdom)
  Aniseed Sap
  Aniseed Sap
  Description. A thick amber-like fluid extracted from an
  Aniseed tree which can be found in cold regions.
  Unit value: 10 gp
  Bomb effect: Bomb (lightning)
  Poison effect: Vulnerability (acid)
  Potion effect: Resistance (cold)
  Ash Chives
  Ash Chives
  Description. A plant that grows in clumps from underground
  bulbs and produce round, hollow gray leaves.
  Unit value: 10 gp
  Bomb effect: Bomb (lightning)
  Poison effect: Vulnerability (acid)
  Potion effect: Resistance (cold)
  Banshee's Lament
  Banshee's Lament
  Description. A plant with leaf rosettes and bright, vibrant
  colours, with either blooms or inflorescence being
  produced on a stalk. The color varies between blue and
  pink.
  Unit value: 10 gp
  Bomb effect: Bomb (psychic)
  Poison effect: Condition (deafened)
  Potion effect: Resistance (cold)
  Blackleaf Rose
  Blackleaf Rose
  Description. A blood red rose with a black stem and small
  reddish thorns.
  Unit value: 10 gp
  Bomb effect: Bomb (poison)
  Poison effect: Harm
  Potion effect: Fortify (Dexterity)
  Blood Herb
  Blood Herb
  Description. A dark red poisonous herb with a similar shape
  to the Healer's boon herb, which can be found in forests.
  Unit value: 10 gp
  Bomb effect: Bomb (poison)
  Poison effect: Harm
  Potion effect: Melee
  Blue Cress
  Blue Cress
  Description. A plant with long stems topped with loose heads
  of blue, four-petalled flowers.
  Unit value: 10 gp
  Bomb effect: Bomb (lightning)
  Poison effect: Intensify
  Potion effect: Archery
  Blue Seaweed
  Blue Seaweed
  Description. A bright blue seaweed that appears as a fuzzy
  patch of tubular fingers that hang down from rocks nearby
  water.
  Unit value: 10 gp
  Bomb effect: Bomb (cold)
  Poison effect: Vulnerability (cold)
  Potion effect: Water breathing
  Bone Garlic
  Bone Garlic
  Description. A bulbous plant that grows up to 3 feet in height.
  While it produces a beautiful white rounded flower, the bulb
  is the only part used in alchemy.
  Unit value: 10 gp
  Bomb effect: Bomb (necrotic)
  Poison effect: Harm
  Potion effect: Resistance (radiant)
  Chromatic Mud
  Chromatic Mud
  Description. A strange mud that reflects the light from any
  light source, glowing faintly, which can be found near
  oceans, rivers and lakes.
  Unit value: 10 gp
  Bomb effect: Bomb (acid)
  Poison effect: Intensify
  Potion effect: Resistance (acid)
  Crimson Brittlebush
  Crimson Brittlebush
  Description. A shrub that grows up to 30 inches tall, with
  fragrant leaves and a capitula with red-yellow ray florets and
  crimson disc florets.
  Unit value: 10 gp
  Bomb effect: Bomb (psychic)
  Poison effect: Vulnerability (psychic)
  Potion effect: Resistance (psychic)
  Dragontongue Petals
  Dragontongue Petals
  Description. A plant with golden petals which are spicy and
  when eaten, they give a similar sensation as if you were
  drinking firewater.
  Unit value: 10 gp
  Bomb effect: Bomb (fire)
  Poison effect: Vulnerability (fire)
  Potion effect: Resistance (fire)
  Dried Ephedra
  Dried Ephedra
  Description. A brown shrub found in warm arid regions
  which has tiny scale-like leaves.
  Unit value: 10 gp
  Bomb effect: Fog
  Poison effect: Weakness (Dexterity)
  Potion effect: Fortify (Constitution)
  
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  Drojos Ivy
  Drojos Ivy
  Description. A purple climbing or ground-creeping woody
  plant used by small animals as natural ropes in jungles and
  forests.
  Unit value: 10 gp
  Bomb effect: Bomb (psychic)
  Poison effect: Vulnerability (necrotic)
  Potion effect: Fortify (Dexterity)
  Dusk Itchweed
  Dusk Itchweed
  Description. A plant that grows up to 6 feet tall with a solid
  green stem and numerous orange flowers. The leaves are
  spirally arranged, long and broad.
  Unit value: 10 gp
  Bomb effect: Fog
  Poison effect: Vulnerability (force)
  Potion effect: Resistance (radiant)
  Ebrium Fungus
  Ebrium Fungus
  Description. A brown fungus which is known by its strong
  odor and potent poison when dried and grinded.
  Unit value: 10 gp
  Bomb effect: Bomb (poison)
  Poison effect: Weakness (Strength)
  Potion effect: Resistance (thunder)
  Ecire Laurel
  Ecire Laurel
  Description. An aromatic evergreen shrub with green,
  glabrous leaves that grows in swamps.
  Unit value: 10 gp
  Bomb effect: Bomb (radiant)
  Poison effect: Vulnerability (thunder)
  Potion effect: Resistance (poison)
  Ellond Shrub
  Ellond Shrub
  Description. A dried-looking woody plant with has several
  main stems arising at or near the ground.
  Unit value: 10 gp
  Bomb effect: Bomb (fire)
  Poison effect: Condition (paralyzed)
  Potion effect: Healing
  Frenn Moss
  Frenn Moss
  Description. A blue gray moss that grows in swamps and
  marshes.
  Unit value: 10 gp
  Bomb effect: Bomb (poison)
  Poison effect: Vulnerability (poison)
  Potion effect: Resistance (poison)
  Ghostly Snowdrop
  Ghostly Snowdrop
  Description. A tiny plant with two linear leaves and a single
  small semi-translucent white drooping bell shaped flower
  with blue markings.
  Unit value: 10 gp
  Bomb effect: Bomb (necrotic)
  Poison effect: Vulnerability (necrotic)
  Potion effect: Resistance (radiant)
  Goblin Mud
  Goblin Mud
  Description. A bright green thick and dense mud that
  appears under the rocks in swamps and marshes.
  Unit value: 10 gp
  Bomb effect: Bomb (acid)
  Poison effect: Vulnerability (acid)
  Potion effect: Resistance (poison)
  Glowing Duscle
  Glowing Duscle
  Description. An herb that reaches a height of nearly 50
  inches, with long, ovate leaves. The flowers have whitish
  petals and yellow dots.
  Unit value: 10 gp
  Bomb effect: Bomb (lightning)
  Poison effect: Weakness (Intelligence)
  Potion effect: Resistance (psychic)
  Golden Coneflower
  Golden Coneflower
  Description. A plant that grows up to 4 feet tall with erect
  stems and leaves arranged alternately. The leaves are
  normaly hairy with a rough texture, and the yellow flowers
  are collected together into single rounded heads.
  Unit value: 10 gp
  Bomb effect: Bomb (radiant)
  Poison effect: Condition (deafened)
  Potion effect: Fortify (Charisma)
  Golden Hibiscus
  Golden Hibiscus
  Description. A plant with lanceolate leaves with a toothed
  margin and a large, trumpet-shaped yellow flower with five
  petals.
  Unit value: 10 gp
  Bomb effect: Slipperiness
  Poison effect: Weakness (Intelligence)
  Potion effect: Melee
  Gray Gilliflower
  Gray Gilliflower
  Description. A plant that grows up to 30 inches tall, with
  glaucous, slender leaves. The silver-gray flowers are
  produced singly or up to five together in a cyme.
  Unit value: 10 gp
  Bomb effect: Bomb (lightning)
  Poison effect: Condition (frightened)
  Potion effect: Resistance (thunder)
  Healer's Boon
  Healer's Boon
  Description. A medicinal red herb that grows near water
  sources like rivers and lakes.
  Unit value: 10 gp
  Bomb effect: Bomb (radiant)
  Poison effect: Vulnerability (radiant)
  Potion effect: Healing
  Iron Thistle
  Iron Thistle
  Description. A silver flowering plant characterized by leaves
  with sharp prickles on the stem and flat parts of leaves.
  Unit value: 10 gp
  Bomb effect: Bomb (force)
  Poison effect: Weakness (Constitution)
  Potion effect: Melee
  
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  Kasuni Juice
  Kasuni Juice
  Description. A white dense liquid extracted from the
  spherical fruit of a Kasuni tree.
  Unit value: 10 gp
  Bomb effect: Bomb (psychic)
  Poison effect: Weakness (Wisdom)
  Potion effect: Fortify (Intelligence)
  Kreet Paste
  Kreet Paste
  Description. A thick viscous fluid extracted from a Kreet
  mushroom, found in humid cold places.
  Unit value: 10 gp
  Bomb effect: Slipperiness
  Poison effect: Weakness (Dexterity)
  Potion effect: Resistance (lightning)
  Lunar Nectar
  Lunar Nectar
  Description. The nectar from the silver tiny flower named
  Lunar Dust, which can only be harvested under moonlight.
  Unit value: 10 gp
  Bomb effect: Bomb (psychic)
  Poison effect: Weakness (Constitution)
  Potion effect: Resistance (force)
  Mandrake Root
  Mandrake Root
  Description. The roots from a Mandrake plant are known for
  having small air bags on its interior, and when squished, the
  compressed air faintly sounds like screams.
  Unit value: 10 gp
  Bomb effect: Slipperiness
  Poison effect: Vulnerability (psychic)
  Potion effect: Resistance (psychic)
  Mermaid Braid
  Mermaid Braid
  Description. A gold-brown seaweed that grows up to 30 feet
  long from its holdfast, found under the ocean and lakes.
  Unit value: 10 gp
  Bomb effect: Bomb (cold)
  Poison effect: Weakness (Charisma)
  Potion effect: Water breathing
  Nightshade
  Nightshade
  Description. A deep dark blue flower with 4 soft, long and
  pointy petals and a gray, dried-looking stem.
  Unit value: 10 gp
  Bomb effect: Bomb (necrotic)
  Poison effect: Weakness (Wisdom)
  Potion effect: Darkvision
  Olina Petals
  Olina Petals
  Description. These pink petals from an Olina flower have
  small bright red dots, known for its venomous properties.
  Unit value: 10 gp
  Bomb effect: Bomb (cold)
  Poison effect: Weakness (Dexterity)
  Potion effect: Archery
  Raven Silkweed
  Raven Silkweed
  Description. A plant that grows up to 5 feet tall with simple
  and opposite leaves that are up to 1 feet long. The highly
  fragrant star-shaped flowers vary from black through
  purplish.
  Unit value: 10 gp
  Bomb effect: Bomb (necrotic)
  Poison effect: Harm
  Potion effect: Darkvision
  Slime Thimbleberry
  Slime Thimbleberry
  Description. A dense shrub up to 8 feet tall with several
  canes growing in large clumps. This shrub produces a
  green fruit filled with a thick paste which is used in
  alchemy.
  Unit value: 10 gp
  Bomb effect: Bomb (acid)
  Poison effect: Weakness (Charisma)
  Potion effect: Resistance (acid)
  Storm Daisy
  Storm Daisy
  Description. A plant with rosettes of small rounded leaves
  that grow flat to the ground with a silver and spiker flower.
  Unit value: 10 gp
  Bomb effect: Blinding
  Poison effect: Vulnerability (lightning)
  Potion effect: Fortify (Dexterity)
  Spineflower Berries
  Spineflower Berries
  Description. These tiny purple brown berries grows in the
  center of the Spineflower, a rare plant with sharp petals and
  a stem filled with spines.
  Unit value: 10 gp
  Bomb effect: Bomb (lightning)
  Poison effect: Condition (paralyzed)
  Potion effect: Fortify (Charisma)
  Sugar Hibiscus Berries
  Sugar Hibiscus Berries
  Description. A plant with simple leaves on purplish stems
  and a large white taproot. The flowers are also white,
  followed by purple black berries which are used for poisons.
  Unit value: 10 gp
  Bomb effect: Bomb (fire)
  Poison effect: Intensify
  Potion effect: Healing
  Tempest Flower
  Tempest Flower
  Description. A plant that grows up to 10 feet tall, with simple
  or branched stems. The leaves are spirally arranged and the
  flowers are produced in daisy-like inflorescences, with
  yellow and orange florets arranged in a prominent, cone-
  shaped head.
  Unit value: 10 gp
  Bomb effect: Bomb (thunder)
  Poison effect: Weakness (Strength)
  Potion effect: Resistance (lightning)
  
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  Thunderleaf
  Thunderleaf
  Description. These yellow leaves are soft to touch and known
  for never fell from a Thundertree because of wind.
  Unit value: 10 gp
  Bomb effect: Bomb (thunder)
  Poison effect: Vulnerability (lightning)
  Potion effect: Resistance (thunder)
  Twilight Wormwood
  Twilight Wormwood
  Description. A purple gray fibrous plant with straight stems,
  growing up to 3 feet tall. The leaves are spirally arranged,
  and they're known for their poisonous properties.
  Unit value: 10 gp
  Bomb effect: Bomb (psychic)
  Poison effect: Condition (blinded)
  Potion effect: Fortify (Wisdom)
  Ucre Bramble
  Ucre Bramble
  Description. A white rough tangled prickly shrub with thorny
  stems that grows in almost every terrain.
  Unit value: 10 gp
  Bomb effect: Blinding
  Poison effect: Condition (blinded)
  Potion effect: Resistance (radiant)
  Viper Thistle
  Viper Thistle
  Description. A flowering poisonous plant characterized by
  leaves with sharp prickles on the stem and flat parts of
  leaves. The flowerhead have a bright red-purple colour.
  Unit value: 10 gp
  Bomb effect: Bomb (poison)
  Poison effect: Vulnerability (poison)
  Potion effect: Darkvision
  White Poppy
  White Poppy
  Description. A beautiful white flower that grows up to 4 feet
  tall and it have 5 petals, giving it a small star shape.
  Unit value: 10 gp
  Bomb effect: Fog
  Poison effect: Condition (unconscious)
  Potion effect: Resistance (necrotic)
  Winter Turtlehead
  Winter Turtlehead
  Description. A plant with opposite, simple leaves, on stout,
  upright stems. The flower are white and formed by two-
  lipped petals, which gives them a snapping beak
  appearance.
  Unit value: 10 gp
  Bomb effect: Slipperiness
  Poison effect: Vulnerability (cold)
  Potion effect: Water breathing
  Wisp Stems
  Wisp Stems
  Description. This tiny flower looks like a bright blue
  dandelion seed head. Even though it looks pretty, the stem
  is the only usable part for alchemical concoctions.
  Unit value: 10 gp
  Bomb effect: Bomb (poison)
  Poison effect: Harm
  Potion effect: Fortify (Strength)
  Wizard's Clover
  Wizard's Clover
  Description. A small evergreen plant with three leaves (rarely
  four) and heads or dense spikes of small red and yellow
  flowers.
  Unit value: 10 gp
  Bomb effect: Bomb (force)
  Poison effect: Vulnerability (force)
  Potion effect: Fortify (Intelligence)
  Wolf Hair
  Wolf Hair
  Description. A pale gray moss that looks like fur, which grows
  in trees and rocks.
  Unit value: 10 gp
  Bomb effect: Bomb (force)
  Poison effect: Vulnerability (thunder)
  Potion effect: Melee
  Yeti's Parsley
  Yeti's Parsley
  Description. A bright glue-gray plant with a flowering stem
  with sparser leaves and flat-topped umbels with numerous
  cyanish flowers, which can be found in cold climates.
  Unit value: 10 gp
  Bomb effect: Bomb (cold)
  Poison effect: Condition (frightened)
  Potion effect: Fortify (Constitution)
  
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  Optional Rules: Material
  Optional Rules: Material
  Resistance
  Resistance
  Every non-magical armor or weapon made with special
  materials have a number of resistance points. If the points
  are reduced to 0, the piece of equipment is broken and you
  need to repair it to use it again.
  The points are reduced in the following events:
  When you make an attack with a weapon made with a
  special material and you roll a 1, the resistance points of
  the weapon are reduced by 1 point.
  When you take a critical hit from an opponent, it reduces
  your armor resistance points by 1.
  Each reduced point also reduces the attack bonus and
  damage dealt for weapons, and the AC for armors.
  In the following table you can see how many resistance
  points have a special material depending on the material
  value. A material that replaces any of the materials mentioned
  in the table uses the resistance of the replaced material (for
  example, a coral armor uses the metal resistance points)
  Resistance Points by Value
  Material Value
  Clothing, non-metallic
  Wood Metal
  100 or less
  2
  3
  4
  101 - 500
  3
  4
  5
  501 - 1.000
  4
  5
  6
  1.001 or more
  5
  6
  7
  Repairing Equipment
  Repairing Equipment
  If you want to repair a piece of equipment made with a special
  material, you need to make a tools check using the required
  artisan tools. The DC equals to 8 + total amount of reduced
  points.
  Depending on what you're trying to repair, you need to use a
  number of units of the same material, as shown in the
  following table.
  Equipment type
  Number of Material Units
  Armor
  2 units
  Weapon
  1 unit
  If you pass the check, the equipment is repaired completely.
  If you fail the check, you can make another check when you
  finish a long rest.
  Common Items Resistance
  Common Items Resistance
  You can also apply this rules to common materials like iron
  and wood. Determine the resistance points using the market
  value of the items, and for repairing them you will need units
  of iron, wood, or any other common material.
  
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  PART 3 | MODULAR CRAFTING
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  Chapter 9: Modular Alchemy
  Chapter 9: Modular Alchemy
  C
  HARACTERS CAN USE SOME OF THE
  materials they collect during their adventures to
  craft new pieces of gear, magic weapons and
  armor, but they can also use some for creating
  various alchemical concoctions. Materials that
  have an alchemical feature are known as
  reagents.
  Due the complexity of some mixtures, only the most
  experienced characters can create certain concoctions. The
  character level determines the maximum rarity of the
  concoction it can create, as shown in the table below.
  Concoction Rarity
  Required Character Level
  Common
  1st
  Uncommon
  3rd
  Rare
  7th
  Very Rare
  10th
  Concoction Rarity
  Concoction Rarity
  The concoction rarity is determined by the number of
  reagents used for creating the mixture. In addition, the
  concoction rarity determines the duration of each effect that
  have a duration.
  Reagents Used Concoction Rarity
  Effects Duration
  1
  Common
  1 minute
  2
  Uncommon
  10 minutes
  3
  Rare
  1 hour
  4
  Very rare
  5 hours
  For example, a concoction created with 1 reagent is a
  common concoction and any effect with a duration will last for
  1 minute, and one created with 3 reagents is a rare
  concoction, and the effects with a duration will last for 1 hour.
  Creating a Concoction
  Creating a Concoction
  Concoctions are divided in bombs, poisons and potions. For
  creating each of these, a character must be proficient with a
  particular tool: alchemist's supplies for bombs, a poisoner's kit
  for poisons or an herbalism kit for potions. In addition, an
  empty vial is required for storing the created mixture.
  Creating a concoction also comes with a gold piece cost
  covering other materials, tools, as well as the time a character
  needs to work in order to complete the mixture. The base cost
  is reduced by the total value of the reagents used.
  Creating a Concoction
  Type
  Time
  Cost
  Bomb
     Common
  1 day
  25 gp
     Uncommon
  3 days
  80 gp
     Rare
  1 workweek
  250 gp
     Very rare
  2 workweeks
  500 gp
  Poison
     Common
  1 day
  25 gp
     Uncommon
  3 days
  100 gp
     Rare
  1 workweek
  500 gp
     Very rare
  2 workweeks
  1,000 gp
  Potion
     Common
  1 day
  25 gp
     Uncommon
  1 workweek
  100 gp
     Rare
  3 workweeks
  1,000 gp
     Very rare
  4 workweeks
  10,000 gp
  Multiple characters can combine their efforts. Divide the
  time needed to create a concoction by the number of
  characters working on it. As a general rule, the number of
  characters that can work on the same concoction cannot
  exceed the number of reagents used. Still, the DM have the
  last word when deciding how many characters can work on
  each concoction.
  Reagents
  Reagents
  A reagent is the material used in alchemy that grants a base
  effect for any concoction. Each reagent grants one level of an
  effect, so combining two reagents that grants the Resistance
  (fire) effect it will produce a Resistance (fire) II mixture.
  The reagents can have the same effect, be various with
  different effects, or a combination of both (such as combining
  two reagents with one effect and two reagents with another
  effect). Still, a character cannot combine effects from different
  concoction types, such as combining the Blinding (a bomb
  effect) with the Weakness (a poison effect).
  Combinations Examples
  Combinations Examples
  Using two Healing reagents will result in a Healing II
  concoction.
  Using an Archery and a Resistance (fire) reagents will
  result in a Archery I/Resistance I (fire) concoction.
  Using two Weakness (Wisdom) and a Vulnerability (fire)
  reagents will result in a Weakness II
  (Wisdom)/Vulnerability I (fire) concoction.
  Using a Bomb (fire) and a Bomb (force) reagents will result
  in a Bomb I (fire)/Bomb I (force) concoction.
  
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  Reagent List
  Reagent
  Bomb Effect
  Poison Effect
  Potion Effect
  Abyss flower
  Bomb (poison)
  Condition (unconscious)
  Archery
  Angel flower
  Blinding
  Vulnerability (radiant)
  Fortify (Wisdom)
  Aniseed sap
  Bomb (lightning)
  Vulnerability (acid)
  Resistance (cold)
  Ash chives
  Bomb (fire)
  Vulnerability (fire)
  Resistance (necrotic)
  Banshee's lament
  Bomb (psychic)
  Condition (deafened)
  Resistance (cold)
  Blackleaf rose
  Bomb (poison)
  Harm
  Fortify (Dexterity)
  Blood herb
  Bomb (poison)
  Harm
  Melee
  Blue cress
  Bomb (lightning)
  Intensify
  Archery
  Blue seaweed
  Bomb (cold)
  Vulnerability (cold)
  Water breathing
  Bone garlic
  Bomb (necrotic)
  Harm
  Resistance (radiant)
  Chromatic mud
  Bomb (acid)
  Intensify
  Resistance (acid)
  Crimson brittlebush
  Bomb (psychic)
  Vulnerability (psychic)
  Resistance (psychic)
  Dragontongue petals
  Bomb (fire)
  Vulnerability (fire)
  Resistance (fire)
  Dried ephedra
  Fog
  Weakness (Dexterity)
  Fortify (Constitution)
  Drojos ivy
  Bomb (psychic)
  Vulnerability (necrotic)
  Fortify (Dexterity)
  Dusk Itchweed
  Fog
  Vulnerability (force)
  Resistance (radiant)
  Ebrium fungus
  Bomb (poison)
  Weakness (Strength)
  Resistance (thunder)
  Ecire laurel
  Bomb (radiant)
  Vulnerability (thunder)
  Resistance (poison)
  Ellond shrub
  Bomb (fire)
  Condition (paralyzed)
  Healing
  Frenn moss
  Bomb (poison)
  Vulnerability (poison)
  Resistance (poison)
  Ghostly snowdrop
  Bomb (necrotic)
  Vulnerability (necrotic)
  Resistance (radiant)
  Bombs
  Bombs
  This category includes any thrown mixture which can damage
  or cause other effects on an area. As an action, a character
  can throw a concoction up to 30 to a location it can see. The
  mixture shatters when it reach the location, releasing its
  content, and any creature within the area of explosion must
  make a Dexterity saving throw or take damage. A successful
  save reduces the damage in half.
  The concoction rarity determines save DC and the area of
  explosion of the concoction.
  Concoction Rarity
  Save DC
  Area of Explosion
  Common
  10
  5-foot radius
  Uncommon
  13
  10-foot radius
  Rare
  15
  15-foot radius
  Very rare
  17
  20-foot radius
  Poisons
  Poisons
  Poisons are substances that cause disturbances in living
  creatures. When creating a poison, the character must choose
  the poison type, which can be contact, ingested, inhaled or
  injury. You can read more about the poison types on the
  chapter 1 of this supplement.
  In addition, the concoction rarity determines the
  Constitution save DC a creature must make to try to resist the
  poison.
  Concoction Rarity
  Save DC
  Common
  10
  Uncommon
  13
  Rare
  15
  Very rare
  17
  If the creature fails the check, is considered poisoned for
  the duration of the poison. Then, and any other effects occurs.
  The poisoned condition lasts until the duration of the
  mixture. If the poison imposes any other effect or condition,
  the creature can repeat the saving throw at the end of each of
  its turns, ending any additional effects on itself on a success.
  Potions
  Potions
  Potions are mixtures created to give benefits to anyone who
  drinks it. The effect depends on the potion used.
  A creature can only be under the effects of one potion that
  has a duration, and drinking a new potion will replace the
  previous effect.
  
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  Reagent List (Continuation)
  Reagent
  Bomb Effect
  Poison Effect
  Potion Effect
  Goblin mud
  Bomb (acid)
  Vulnerability (acid)
  Resistance (poison)
  Glowing duscle
  Bomb (lightning)
  Weakness (Intelligence)
  Resistance (psychic)
  Golden coneflower
  Bomb (radiant)
  Condition (deafened)
  Fortify (Charisma)
  Golden hibiscus
  Slipperiness
  Weakness (Intelligence)
  Melee
  Gray gilliflower
  Bomb (lightning)
  Condition (frightened)
  Resistance (thunder)
  Healer's boon
  Bomb (radiant)
  Vulnerability (radiant)
  Healing
  Iron thistle
  Bomb (force)
  Weakness (Constitution)
  Melee
  Kasuni juice
  Bomb (psychic)
  Weakness (Wisdom)
  Fortify (Intelligence)
  Kreet paste
  Slipperiness
  Weakness (Dexterity)
  Resistance (lightning)
  Lunar nectar
  Bomb (psychic)
  Weakness (Constitution)
  Resistance (force)
  Mandrake root
  Slipperiness
  Vulnerability (psychic)
  Resistance (psychic)
  Mermaid braid
  Bomb (cold)
  Weakness (Charisma)
  Water breathing
  Nightshade
  Bomb (necrotic)
  Weakness (Wisdom)
  Darkvision
  Olina petals
  Bomb (cold)
  Weakness (Dexterity)
  Archery
  Raven silkweed
  Bomb (necrotic)
  Harm
  Darkvision
  Slime thimbleberry
  Bomb (acid)
  Weakness (Charisma)
  Resistance (acid)
  Storm daisy
  Blinding
  Vulnerability (lightning)
  Fortify (Dexterity)
  Spineflower berries
  Bomb (lightning)
  Condition (paralyzed)
  Fortify (Charisma)
  Sugar hibiscus berries
  Bomb (fire)
  Intensify
  Healing
  Tempest flower
  Bomb (thunder)
  Weakness (Strength)
  Resistance (lightning)
  Thunderleaf
  Bomb (thunder)
  Vulnerability (lightning)
  Resistance (thunder)
  Twilight wormwood
  Bomb (psychic)
  Condition (blinded)
  Fortify (Wisdom)
  Ucre bramble
  Blinding
  Condition (blinded)
  Resistance (radiant)
  Viper thistle
  Bomb (poison)
  Vulnerability (poison)
  Darkvision
  White poppy
  Fog
  Condition (unconscious)
  Resistance (necrotic)
  Winter turtlehead
  Slipperiness
  Vulnerability (cold)
  Water breathing
  Wisp stems
  Bomb (poison)
  Harm
  Fortify (Strength)
  Wizard's clover
  Bomb (force)
  Vulnerability (force)
  Fortify (Intelligence)
  Wolf hair
  Bomb (force)
  Vulnerability (thunder)
  Melee
  Yeti's parsley
  Bomb (cold)
  Condition (frightened)
  Fortify (Constitution)
  
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  Reagent Effects (Bombs)
  Effect
  Description
  Rarity
  Blinding
     Blinding I
  A bright light explosion is released when the bomb explodes. Any creature  
  that fails the saving throw is blinded for 1 round
  Common
     Blinding II
  A bright light explosion is released when the bomb explodes. Any creature  
  that fails the saving throw is blinded for 1d4 rounds
  Uncommon
  Bomb*
     Bomb I
  Every creature in the bomb area must make a saving throw or take 1d6 damage.  
  A successful saving throw halves the damage
  Common
     Bomb II
  Every creature in the bomb area must make a saving throw or take 3d6 damage.  
  A successful saving throw halves the damage
  Uncommon
     Bomb III
  Every creature in the bomb area must make a saving throw or take 5d6 damage.  
  A successful saving throw halves the damage
  Rare
     Bomb IV
  Every creature in the bomb area must make a saving throw or take 7d6 damage.  
  A successful saving throw halves the damage
  Very rare
  Fog
     Fog I
  A dense fog appears in the area, blocking the vision for 1d4 rounds
  Common
     Fog II
  A dense fog appears in the area, blocking the vision for 1d4 + 1 rounds
  Uncommon
  Slipperiness
  Slippery oil is released on the ground in the bomb area. Any creature that start  
  its turn in the area must make a Dexterity saving throw or be knocked prone
  Common
  * The damage type is determined by the reagent used.
  Reagent Effects (Poisons)
  Effect
  Description
  Rarity
  Condition*
  The creature is under the effect of one condition
  Common
  Harm
     Harm I
  The creature takes 1d6 poison damage or half as much on a successful save
  Common
     Harm II
  The creature takes 2d6 poison damage or half as much on a successful save
  Uncommon
     Harm III
  The creature takes 5d6 poison damage or half as much on a successful save
  Rare
     Harm IV
  The creature takes 6d6 poison damage or half as much on a successful save
  Very rare
  Intensify
     Intensify I
  The creature must succeed two saving throws to end any effect caused by the poison
  Common
     Intensify II
  The creature must succeed three saving throws to end any other effect caused by the poison
  Uncommon
     Intensify III
  The creature must succeed five saving throws to end any other effect caused by the poison
  Rare
  Vulnerability**
     Vulnerability I Damage that the creature take from one damage type is  
  increased by 3 (minimum 1)
  Common
     Vulnerability II The creature have vulnerability against one damage type
  Rare
  Weakness***
     Weakness I
  When the creature makes a saving throw, it have a -1 penalty on that roll
  Common
     Weakness II
  When the creature makes a saving throw, it must roll a d4 and subtract the number rolled  
  to that roll
  Uncommon
     Weakness III
  The creature have disadvantage whenever it makes a saving throw
  Rare
  * The condition is determined by the reagent used.
  ** The damage type is determined by the reagent used. 
  *** The base ability is determined by the reagent used. 
  
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  Reagent Effects (Potions)
  Effect
  Description
  Rarity
  Archery
     Archery I
  When you make a ranged attack roll, you have a +1 bonus on that roll
  Common
     Archery II
  When you make a ranged attack roll, you can roll a d4 and add the number rolled  
  to that roll
  Uncommon
     Archery III
  When you make a ranged attack roll, you can roll with advantage
  Rare
  Darkvision
     Darkvision I
  You gain darkvision out to a range of 30 feet
  Common
     Darkvision II
  You gain darkvision out to a range of 60 feet
  Uncommon
  Fortify*
     Fortify I
  When you make a skill check or saving throw, you have a +1 bonus on that roll
  Common
     Fortify II
  When you make a skill check or saving throw, you can roll a d4 and add the  
  number rolled to that roll
  Uncommon
     Fortify III
  When you make a skill check or saving throw, you can roll with advantage
  Rare
  Healing
     Healing I
  When you drink this mixture, you regain 2d4 + 2 hit points
  Common
     Healing II
  When you drink this mixture, you regain 4d4 + 4 hit points
  Uncommon
     Healing III
  When you drink this mixture, you regain 8d4 + 8 hit points
  Rare
     Healing IV
  When you drink this mixture, you regain 10d4 + 20 hit points
  Very rare
  Melee
     Melee I
  When you make a melee attack roll, you have a +1 bonus on that roll
  Common
     Melee II
  When you make a melee attack roll, you can roll a d4 and add the number rolled  
  to that roll
  Uncommon
     Melee III
  When you make a melee attack roll, you can roll with advantage
  Rare
  Resistance**
     Resistance I
  Damage that you take from one damage type is reduced by 3 (minimum 1)
  Common
     Resistance II
  You gain resistance against one damage type
  Uncommon
  Water Breathing
  You can breathe underwater for the duration of the mixture
  Uncommon
  * The base ability is determined by the reagent used.
  ** The damage type is determined by the reagent used.
  
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  PART 3 | MODULAR MAGIC ITEMS
  79
  Chapter 10: Modular Magic Items
  Chapter 10: Modular Magic Items
  E
  VERY MAGICAL ITEM HAVE SPECIAL
  properties which can go from dealing
  additional damage, giving resistance to a
  particular damage type, allowing a character
  to cast spells, increase their attributes and
  more. This section gives both players and
  DMs some guidelines to create custom
  magic items, which can also be crafted using the previous
  rules.
  The character level determines the recommended levels a
  character should have to gain access to a specific tier. For
  example, a 3rd level character should have a tier 1 item, while
  a 9th level character can have a tier 3 item or lower.
  Character Level
  Item Tier
  Properties' Rarity
  1st-4th
  Tier 1
  Minor
  5th-8th
  Tier 2
  Uncommon
  9th-12th
  Tier 3
  Rare
  13th-16th
  Tier 4
  Very Rare
  17th-20th
  Tier 5
  Legendary
  Item Tiers
  Item Tiers
  Any magic item created using these rules have an item tier,
  which determines the number and rarity of properties for that
  item. For more information about uncommon and rarer
  properties, see the "Item Properties" section, below. A tier 1
  item only have a minor property, and tier 2 and higher items
  can also have one minor property that gives a simple feature
  or effect to it for free. You can choose this property from the
  What Minor Property Does It Have? table found in the page
  143 of the Dungeon's Master Guide.
  The following table shows the properties rarity for magic
  items for every tier.
  Properties Rarity per Tier
  Tier
  Property 1
  Property 2
  Property 3
  Tier 1
  Minor
  -
  -
  Tier 2
  Uncommon
  Uncommon
  -
  Tier 3
  Rare
  Rare
  -
  Tier 4
  Very Rare
  Rare
  Uncommon
  Tier 5
  Legendary
  Very Rare
  Rare
  Item Properties
  Item Properties
  In the following tables you can find various magical properties
  divided by type. It's up to the DM to determine if an item can
  have the same property multiple times and if its possible to
  add a property to a particular item. For example, a character
  can't add the Armor I property twice to a tier 3 magic armor,
  and that character cannot add the Weapon II or Vampiric II
  properties since an armor isn't made for dealing damage.
  Spells and Charges
  Spells and Charges
  If an item has the charges or spell properties, the creator must
  decide which spell wants to add when creating the item. The
  character must have proficiency in the Arcana skill and must
  provide any material components required for the casting of
  the spell. Moreover, the character must have the spell
  prepared, or it must be among the character's known spells, in
  order to add that spell to the item.
  For items with the Spell property, a character can choose
  only one spell to add. The spell level is determined by the
  property rarity. For example, an item that have the Spell III
  property with the lightning bolt spell, that spell will be casted
  as a 7th-level spell every time a character uses it.
  For items with charges, a character can choose to add
  various spells. The number of spells and the spell level is
  determined by the rarity of the property, as shown in the
  following table.
  Property
  Number of Spells
  Maximum Spell Level
  Charges I
  1
  1st
  Charges II
  2
  3rd
  Charges III
  3
  5th
  Charges IV
  4
  6th
  Each charge equals to 1 spell slot level. For example,
  expending 1 charge allows the character to cast a 1st-level
  spell the item have, and expending 5 charges allows the
  character to cast a 5th-level spell the item have.
  Uncommon Properties
  Property
  Description
  Ability
  Increase I
  Increase an Ability Score to 16
  Charges I
  The item has 3 charges (DC 11). It regains  
  1d3 expended charges daily at dawn
  Damage I
  The item deals an extra 1d4 damage
  Light I
  The item shed bright light in a 20-foot  
  radius and dim light for an additional 40 feet
  Movement I The item grants a climbing or swimming  
  speed equal to the walking speed
  Permaspell I You can cast one cantrip at will (DC 11)
  Skill I
  The item grants a +5 bonus to one skill
  Slayer I
  The item deals an extra 2d6 damage against  
  a specific creature type
  Spell I
  You can cast a spell at 3rd level once per long
  rest (DC 11)
  Vampiric I
  On a critical hit, you regain 1 hitpoint
  Weapon I
  You gain a +1 bonus on attacks and damage
  rolls
  
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  Rare Properties
  Property
  Description
  Ability
  Increase II
  Increase an Ability Score to 18
  Armor I
  The item grants you +1 AC
  Charges II
  The item has 5 charges (DC 13). It regains  
  1d4 expended charges daily at dawn
  Damage II
  The item deals an extra 1d6 damage
  Defense I
  Damage that you take from one damage  
  type is reduced by 3 (minimum 1)
  Light II
  The item shed bright light in a 40-foot  
  radius and dim light for an additional 40 feet
  Permaspell II You can cast one 1st-level spell at will (DC
  13)
  Returning
  The item has the thrown property (20/60)  
  and it flies to your hand after attacking
  Sentinel II
  The item glows faintly when a creature of  
  a specific type is near (240 feet or less)
  Skill II
  The item grants advantage to one skill check
  Slayer II
  The item deals an extra 3d6 damage  
  against a specific creature type
  Spell II
  You can cast a spell at 6th level once per
  long rest (DC 13)
  Vampiric II
  On a critical hit, you regain hitpoints  
  equal to half the damage dealt (minimum 1)
  Weapon II
  You gain a +2 bonus on attacks and damage
  rolls
  Very Rare Properties
  Property
  Description
  Ability
  Increase III
  Increase an Ability Score to 20
  Armor II
  The item grants you +2 AC
  Charges III
  The item has 7 charges (DC 15). It regains  
  1d6 expended charges daily at dawn
  Damage III
  The item deals an extra 1d8 damage
  Defense II
  You gain resistance against one damage type
  Light III
  The item shed bright light in a 80-foot  
  radius and dim light for an additional 80 feet
  Permaspell II You can cast one 2nd-level spell at will (DC
  15)
  Spell III
  You can cast a spell at 7th level once per
  long rest (DC 15)
  Vampiric III
  On a hit, you regain hitpoints equal to  
  half the damage dealt (minimum 1)
  Weapon III
  You gain a +3 bonus on attacks and damage
  rolls
  Legendary Properties
  Property
  Description
  Ability
  Increase IV
  Increase an Ability Score to 22
  Armor III
  The item grants you +3 AC
  Charges IV
  The item has 9 charges (DC 17). It regains  
  1d6+2 expended charges daily at dawn
  Damage IV
  The item deals an extra 1d10 damage
  Defense III
  You gain immunity against one damage type
  Permaspell III You can cast one 3rd-level spell at will (DC
  17)
  Spell IV
  You can cast a spell at 8th level once per
  long rest (DC 17)
  Crafting Modular Magic Items
  If the DM allows it, a character can craft these
  items. To do so, determine the item rarity first,
  then, follow the downtime rules found in the
  Xanathar's Guide to Everything to set the CR range,
  workweeks and gold cost for each item.
  Evolving Items
  Evolving Items
  You can use the modular magic item rules for creating an item
  that will evolve with a specific character. First, make sure to
  give something to the item so it makes the character the only
  one to use it, such as adding a class prerequisite for attuning
  to the item. You can also link it with the character's story and
  important events, like being the weapon his father used when
  he was an adventurer.
  Evolving Requirements
  Evolving Requirements
  To evolve an item to a tier, the character must be at least at the
  minimum level required for each tier to evolve the item. For
  example, a 7th level character cannot evolve his or her magic
  item to tier 3 until reaching 9th level.
  Additionally, even if a character has level to evolve the item
  to the next tier, it's up to the DM to determine an additional
  task or a triggering event to allow the item to evolve. This
  requirement gives a bit of background to the item, and also
  allows the DM to create some special quests to discover the
  item hidden features. Here're some sample requirements you
  can use:
  The character must slay a number of creatures with the
  weapon.
  The item must be placed on the altar found in the top of an
  abandoned wizard tower.
  The character must gain a deity's favor.
  The character must defeat an old enemy of the weapon
  maker.
  The item evolves after saving a group of innocents from a
  dark ritual.
  The character must execute a light (or dark) ritual.
  The item evolves when the character makes a big sacrifice
  for a personal cause.
  
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  Item Tiers and Evolving Items
  Item Tiers and Evolving Items
  Whenever an item evolves into a new tier, you can upgrade the
  properties to a rarer level following the same table from the
  Item Tiers section.
  Tier 2. When it evolves to this tier, you can add two
  uncommon special properties to the item.
  Tier 3. When it evolves to this tier, you can upgrade the
  uncommon special properties to rare special properties.
  Tier 4. When it evolves to this tier, the item gains an extra
  uncommon special property and you can upgrade one rare
  special property to a very rare special property.
  Tier 5. When it evolves to this tier, you can upgrade one
  uncommon special property to a rare special property, one
  rare special property to a very rare special property, and one
  very rare special property to a Legendary property
  Taking and Replacing Properties
  Taking and Replacing Properties
  Since this rules are based on evolving the weapon properties
  instead of changing them to other, I don't recommend
  replacing one property with another at higher tiers, but it's up
  to you if you want to do so. For example, replacing the
  Damage II property with the Vampiric III property when
  evolving to tier 4.
  A reason for replacing properties could be related with the
  item background story or a very particular event, such as
  discovering that the item contains the soul of an evil creature,
  replacing the "good-aligned" properties when the soul is
  awakened, like replacing the Light I property to a Damage I
  property (necrotic) for a weapon.
  Alternatively, you can avoid taking one property at the
  beginning rarity, and then take a rarer property at higher tiers.
  For example, when creating an armor, you only choose the
  Ability Increase I property and left the second property empty
  at tier 2. Then, when the armor evolves to tier 3, you upgrade
  the Ability Increase to II and you also pick the Armor I for the
  second property.
  Triggering Event Example
  Triggering Event Example
  A 3rd level character is rewarded with Igni, a longsword used
  by his family for generations to defend the city against evil.
  Since he is a 3rd level character, the weapon is at tier 1, so
  it's just a basic longsword with a nice name, a background
  history, and the Guardian minor property (for now).
  The character continues its adventures using the
  longsword, and after some adventures he reaches level 5. In
  this moment, his father tells him that the longsword has
  special abilities, and the character needs to prove himself
  worthy to unleash those abilities. For this, he must destroy an
  old fire elemental that attacked the city years ago.
  In this case, the character have the first requirement
  completed (reach level 5 to evolve the weapon to tier 2), but
  the weapon will not evolve until the character kills the fire
  elemental mentioned by his father.
  After reaching 6th level, the character decides to enter the
  elemental lair and fight with the creature, and at the moment
  he destroys the elemental, the essence of the creature is
  drained by the longsword, and with that the weapon evolves to
  tier 2, giving the weapon a +1 to attack and damage and an
  extra +1d4 fire damage on a hit.
  Evolving Weapon Example
  Evolving Weapon Example
  Igni (Tier 1)
  Igni (Tier 1)
  Weapon (longsword), common (requires attunement)
  Same stats as the longsword found in the Player's Handbook,
  plus the guardian minor property (+2 on initiative rolls if the
  bearer isn't incapacitated).
  Igni (Tier 2)
  Igni (Tier 2)
  Weapon (longsword), uncommon (requires attunement)
  When a character evolves Igni to this tier, apply the following
  changes to the item's traits:
  You gain a +1 on attack and damage rolls made with this
  weapon. Additionally, when you hit with an attack using
  this weapon, the target takes an additional 1d4 fire
  damage.
  Igni (Tier 3)
  Igni (Tier 3)
  Weapon (longsword), rare (requires attunement)
  When a character evolves Igni to this tier, apply the following
  changes to the item's traits:
  Increase the bonus to attack and damage rolls to a +2
  The fire damage dealt by attacks with this weapon
  increases to 1d6.
  Igni (Tier 4)
  Igni (Tier 4)
  Weapon (longsword), very rare (requires attunement)
  When a character evolves Igni to this tier, apply the following
  changes to the item's traits:
  The fire damage dealt by attacks with this weapon
  increases to 1d8.
  As an action, you can cast the fireball spell at 3rd level (DC
  11). After using this ability, you need to finish a long rest.
  Igni, Soul of the Fire (Tier 5)
  Igni, Soul of the Fire (Tier 5)
  Weapon (longsword), legendary (requires attunement)
  When a character evolves Igni to this tier, apply the following
  changes to the item's traits:
  Increase the bonus to attack and damage rolls to a +3
  The fire damage dealt by attacks with this weapon
  increases to 1d10.
  As an action, you can now cast the fireball spell at 6th level
  (DC 13). After using this ability, you need to finish a long
  rest.
  
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  Appendix A: Parts by Creature
  Appendix A: Parts by Creature
  I
  n the following section you will find some example
  materials a character can get from creatures. This list
  doesn't includes weapons, armor, or any kind of gear
  the creature have. Instead, the list can help players
  and DMs to determine what they can harvest from
  each creature. Remember that every creature have 1
  unit of the creature type essence that can be extracted
  using a essence extraction device.
  The list also includes the total amount of each part a
  character can harvest. This list doesn't consider bones, meat,
  blood, or common organs. Some creatures have particular
  organs listed because they grant benefits or features to the
  creature, such as the essential organ that gives a dragon its
  breath weapon. Read the Collecting Materials section to see
  how many harvest checks the characters can make per
  creature.
  Aarakockra
  Aarakockra
  1 unit of aarakockra feathers
  Aboleth
  Aboleth
  1 unit of aboleth brain
  4 units of aboleth hide
  1 unit of aboleth mucous
  1 unit of aboleth tail
  1d4 units of aboleth teeth
  3 units of aboleth tentacles
  Angels
  Angels
  Deva
  Deva
  1 unit of deva feathers
  Planetar
  Planetar
  4 units of planetar feathers
  Solar
  Solar
  4 units of solar feathers
  Ankheg
  Ankheg
  1 unit of ankheg acid
  4 units of ankheg carapace
  2 units of ankheg claws
  1 unit of ankheg mandibles
  Azer
  Azer
  1 unit of azer heart
  Banshee
  Banshee
  1 unit of banshee ectoplasm
  1 unit of banshee dust
  Basilisk
  Basilisk
  2 units of basilisk eyes
  2 units of basilisk hide
  1d4 units of basilisk teeth
  Behir
  Behir
  4d4 units of behir claws
  1 unit of behir essential organ
  9 units of behir hide
  Beholders
  Beholders
  Beholder
  Beholder
  1 unit of central beholder eye
  2 units of small beholder eyes
  Death Tyrant
  Death Tyrant
  3 units of death tyrant ectoplasm
  Spectator
  Spectator
  1 unit of central spectator eye
  1 unit of small spectator eyes
  Blights
  Blights
  Needle Blight
  Needle Blight
  1 unit of needle blight roots
  Twig Blight
  Twig Blight
  1 unit of twig blight roots
  Vine Blight
  Vine Blight
  1 unit of vine blight roots
  Bulette
  Bulette
  2 units of bulette claws
  2 units of bulette scales
  Cambion
  Cambion
  1 unit of cambion wings
  1 unit of fiend heart
  Carrion Crawler
  Carrion Crawler
  2 units of carrion crawler tentacles
  1 unit of carrion crawler mucus
  Chimera
  Chimera
  2 units of chimera claws
  1 unit of young red dragon essential organ
  1 unit of young red dragon scales
  4 units of young red dragon wings
  Chuul
  Chuul
  2 units of chuul carapace
  1 unit of chuul tentacles
  2 units of chuul pincers
  Cloaker
  Cloaker
  1 unit of cloaker eyes
  2 units of cloaker hide
  Cockatrice
  Cockatrice
  1 unit of cockatrice hide
  Couatl
  Couatl
  1 unit of couatl feathers
  1 unit of couatl hide
  1 unit of couatl venom sac
  
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  Cyclops
  Cyclops
  1 unit of cyclops eye
  2d4 units of cyclops toes
  Darkmantle
  Darkmantle
  1 unit of darkmantle hide
  1 unit of darkmantle tentacles
  Death Knight
  Death Knight
  1 unit of death knight heart
  Demilich
  Demilich
  1/4 units of demilich ectoplasm
  Demons
  Demons
  Barlgura
  Barlgura
  2 units of barlgura hide
  Chasme
  Chasme
  2 units of chasme carapace
  2 units of chasme wings
  Dretch
  Dretch
  1 unit of dretch fetid cloud sac
  Glabrezu
  Glabrezu
  2 units of glabrezu carapace
  2 units of glabrezu claws
  Goristro
  Goristro
  6 units of goristro hide
  2 units of goristro horns
  Hezrou
  Hezrou
  2 units of hezrou claws
  1 unit of hezrou essential organ (stench)
  Marilith
  Marilith
  2 units of marilith snake tail
  Nalfeshnee
  Nalfeshnee
  2 units of nalfeshnee tusks
  2 units of nalfeshnee wings
  Shadow Demon
  Shadow Demon
  1 unit of shadow demon dust
  Vrock
  Vrock
  4 units of vrock hide
  1 unit of vrock spores
  2 units of vrock wings
  Yochlol
  Yochlol
  1 unit of yochlol eye
  1 unit of yochlol slime
  Devils
  Devils
  Barbed Devil
  Barbed Devil
  1 unit of barbed devil hide
  Bearded Devil
  Bearded Devil
  1 unit of bearded devil beard
  Bone Devil
  Bone Devil
  1 unit of bone devil poison
  Erinyes
  Erinyes
  2 units of erinyes feathers
  Horned Devil
  Horned Devil
  2 units of horned devil horns
  2 units of horned devil wings
  Ice Devil
  Ice Devil
  4 units of ice devil carapace
  1 unit of ice devil mandibles
  Imp
  Imp
  1/4 units of imp wings
  Pit Fiend
  Pit Fiend
  4 units of pit fiend hide
  2 units of pit fiend horns
  2 units of pit fiend wings
  Spined Devil
  Spined Devil
  1 unit of spined devil hide
  2 units of spined devil wings
  Dinosaurs
  Dinosaurs
  Allosaurus
  Allosaurus
  2 units of allosaurus claws
  4 units of allosaurus hide
  Ankylosaurus
  Ankylosaurus
  6 units of ankylosaurus hide
  Plesiosaurus
  Plesiosaurus
  4 units of plesiosaurus hide
  Triceratops
  Triceratops
  6 units of triceratops hide
  3 units of triceratops horns
  Pteranodon
  Pteranodon
  2 units of pteranodon wings
  Tyrannosaurus Rex
  Tyrannosaurus Rex
  6 units of tyrannosaurus rex hide
  4d4 units of tyrannosaurus rex teeth
  Displacer Beast
  Displacer Beast
  4 unit of displacer beast hide
  2 units of displacer beast tentacles
  Doppelganger
  Doppelganger
  1 unit of doppelganger brain
  2 units of doppelganger flesh
  Dracolich
  Dracolich
  Dracolich, Adult
  Dracolich, Adult
  An adult dracolich has the same materials as the base dragon
  with the following parts and modifications
  It only have 1d6 units of adult dragon scales
  
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  Dracolich, Ancient
  Dracolich, Ancient
  An ancient dracolich has the same materials as the base
  dragon with the following parts and modifications
  It only have 1d8 units of ancient dragon scales
  Dragon, Shadow
  Dragon, Shadow
  A shadow dragon has the same materials as the base dragon,
  plus the following parts and modifications
  1 unit of shadow dragon dust
  The dragon essential organ is replaced by a shadow
  dragon essential organ
  The dragon scales are renamed as shadow dragon scales
  (do the same for claws, horns, teeth, wings, and so on)
  Dragons
  Dragons
  All dragons share the same base parts a character can
  harvest, and the only way to differentiate them is by the
  dragon kin (black, blue, brass, bronze, copper, gold, green, red,
  silver, and white). Feel free to add special or unique parts to
  each dragon type.
  Ancient Dragon
  Ancient Dragon
  4d4 units of ancient dragon claws
  1 unit of ancient dragon essential organ
  2 units of ancient dragon horns
  8 units of ancient dragon scales
  4d4 units of ancient dragon teeth
  8 units of ancient dragon wings
  Adult Dragon
  Adult Dragon
  4d4 units of adult dragon claws
  1 unit of adult dragon essential organ
  2 units of adult dragon horns
  6 units of adult dragon scales
  4d4 units of adult dragon teeth
  6 units of adult dragon wings
  Young Dragon
  Young Dragon
  1d4 units of young dragon claws
  1 unit of young dragon essential organ
  2 units of young dragon horns
  4 units of young dragon scales
  2d4 units of young dragon teeth
  4 units of young dragon wings
  Dragon Wyrmling
  Dragon Wyrmling
  2 units of dragon wyrmling claws
  1 unit of dragon wyrmling essential organ
  2 units of dragon wyrmling horns
  2 units of dragon wyrmling scales
  1d4 units of dragon wyrmling teeth
  2 units of dragon wyrmling wings
  Dragon Turtle
  Dragon Turtle
  6d6 units of dragon turtle claws
  12 units of dragon turtle hide
  12 units of dragon turtle shell fragments
  Drider
  Drider
  1d8 drider legs
  1 unit of drider web sac
  Dryad
  Dryad
  1 unit of dryad heart
  Elementals
  Elementals
  Air Elemental
  Air Elemental
  1 unit of elemental dust
  Earth Elemental
  Earth Elemental
  1 unit of elemental rock shards
  Fire Elemental
  Fire Elemental
  1 unit of elemental molten core
  Water Elemental
  Water Elemental
  1 unit of elemental water
  Empyrean
  Empyrean
  1 unit of empyrean heart
  Ettercap
  Ettercap
  1 unit of ettercap claws
  1 unit of ettercap poison
  1 unit of ettercap silk gland
  Ettin
  Ettin
  2 units of ettin tusk
  2d4 units of ettin toes
  Faerie Dragon
  Faerie Dragon
  All faerie dragons share the same parts a character can
  harvest, and the only way to differentiate them is by the faerie
  dragon's scales color, which are divided in two groups: the
  younger ones (red, orange, and yellow), and the old ones
  (green, blue, indigo, and violet). Feel free to add special or
  unique parts to each faerie dragon type.
  1/4 units of faerie dragon essential organ
  1/4 unit of faerie dragon scales
  Flumph
  Flumph
  1 unit of flumph foul-smelling liquid
  1 unit of flumph tendrils
  Fomorian
  Fomorian
  1 unit of fomorian evil eye
  2d4 units of fomorian fingers
  Fungi
  Fungi
  Gas Spore
  Gas Spore
  2 units of gass spore poisonous gas
  Violet Fungus
  Violet Fungus
  1 unit of violet fungus stalks
  Galeb Duhr
  Galeb Duhr
  1 unit of galeb duhr rocky skin
  Gargoyle
  Gargoyle
  1 unit of gargolye rocky skin
  Ghost
  Ghost
  1 unit of ghost ectoplasm
  
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  Ghouls
  Ghouls
  Ghast
  Ghast
  1 unit of ghast claws
  1 unit of ghast stench
  Ghoul
  Ghoul
  1 unit of ghoul claws
  Giants
  Giants
  All giants share the same base parts a character can harvest,
  and the only way to differentiate them is by the giant race
  (cloud, fire, frost, hill, stone, and storm). Feel free to add
  special or unique parts to each giant race.
  Giant
  Giant
  1 unit of giant heart
  2d4 units of giant toes
  Gibbering Mouther
  Gibbering Mouther
  1 unit of gibbering mouther eyes
  1 unit of gibbering mouther spittle gland
  Gorgon
  Gorgon
  2 units of gorgon hide
  2 units of gorgon horns
  1 unit of gorgon petrifying gas sac
  Grell
  Grell
  1 unit of grell beak
  1d4 units of grell tentacles
  Gricks
  Gricks
  Grick
  Grick
  1 unit of grick beak
  1 unit of grick hide
  1d4 units of grick tentacles
  Grick Alpha
  Grick Alpha
  1 unit of grick alpha beak
  2 units of grick alpha hide
  1d4 units of grick alpha tentacles
  Griffon
  Griffon
  2 units of griffon claws
  2 units of griffon feathers
  Hags
  Hags
  All hags share the same base parts a character can harvest,
  and the only way to differentiate them is by the hag type
  (green, night, and sea). Feel free to add special or unique parts
  to each hag type.
  1 unit of hag claws
  1 unit of hag heart
  Harpy
  Harpy
  1 unit of harpy feathers
  Hell Hound
  Hell Hound
  1 unit of hell hound essential organ
  1 unit of hell hound hide
  1 unit of hell hound teeth
  Hippogriff
  Hippogriff
  2 units of hippogriff claws
  2 units of hippogriff feathers
  Hook Horror
  Hook Horror
  2 units of hook horror carapace
  2 units of hook horror hooks
  Hydra
  Hydra
  9 units of hydra scales
  4d4 units of hydra teeth
  Intellect Devourer
  Intellect Devourer
  1 unit of intellect devourer brain matter
  1 unit of intellect devourer claws
  Kenku
  Kenku
  1 unit of kenku feathers
  Kraken
  Kraken
  15 units of kraken hide
  4 units of kraken ink sac
  15 units of kraken scales
  6d4 units of kraken teeth
  2d4 units of kraken tentacles
  Lamia
  Lamia
  2 units of lamia claws
  1 unit of lamia heart
  Lich
  Lich
  1 unit of lich ectoplasm
  Magmin
  Magmin
  1 unit of magmin molten skin
  Manticore
  Manticore
  1 unit of maticore tail spike
  2 units of manticore teeth
  2 units of manticore wings
  Medusa
  Medusa
  1 unit of medusa head
  Mephits
  Mephits
  All mephits share the same base parts a character can
  harvest, and the only way to differentiate them is by their type
  (dust, ice, magma, mud, smoke, and steam). Feel free to add
  special or unique parts to each mephit.
  Mephit
  Mephit
  1 unit of mephit core
  Merfolk
  Merfolk
  1 unit of merfolk hide
  
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  Merrow
  Merrow
  2 units of merrow hide
  Mind Flayer
  Mind Flayer
  1 unit of mind flayer brain
  1 unit of mind flayer tentacles
  Minotaur
  Minotaur
  2 units of minotaur horns
  Mummies
  Mummies
  Mummy
  Mummy
  1 unit of mummy heart
  2 units of mummy wrappings
  Mummy Lord
  Mummy Lord
  2 units of mummy lord dust
  2 units of mummy lord wrappings
  Myconids
  Myconids
  Myconid Sprout
  Myconid Sprout
  1 unit of myconid sprout spores
  Myconid Adult
  Myconid Adult
  1 unit of myconid adult spores
  Myconid Sovereign
  Myconid Sovereign
  2 units of myconid sovereign spores
  Nagas
  Nagas
  Bone Naga
  Bone Naga
  2d4 units of bone naga fangs
  Guardian Naga
  Guardian Naga
  2d4 units of guardian naga fangs
  2 units of guardian naga scales
  1 unit of guardian naga poison gland
  Spirit Naga
  Spirit Naga
  2d4 units of spirit naga fangs
  2 units of spirit naga scales
  Nightmare
  Nightmare
  1 unit of nightmare hooves
  Nothic
  Nothic
  1 unit of nothic claws
  1 unit of nothic eye
  Ogres
  Ogres
  Ogre
  Ogre
  2d4 units of ogre toes
  Half-Ogre
  Half-Ogre
  1d4 units of half ogre toes
  Oni
  Oni
  1 unit of oni claws
  1 unit of oni ivory horns
  2d4 units of oni toes
  Oozes
  Oozes
  Black Pudding
  Black Pudding
  2 units of black pudding goo
  Gelatinous Cube
  Gelatinous Cube
  2 units of gelatinous cube gel
  Gray Ooze
  Gray Ooze
  1 unit of gray ooze slime
  Ochre Jelly
  Ochre Jelly
  2 units of ochre jelly slime
  Otyugh
  Otyugh
  2 units of otyugh teeth
  2 units of otyugh tentacles
  Owlbear
  Owlbear
  1 unit of owlbear claws
  2 units of owlbear feathers
  1 unit of owlbear hide
  Pegasus
  Pegasus
  2 units of pegasus feathers
  1 unit of pegasus hooves
  Peryton
  Peryton
  1 unit of peryton antlers
  1 unit of peryton feathers
  1 unit of peryton talons
  Piercer
  Piercer
  1 unit of piercer hide
  Pixie
  Pixie
  1/4 units of pixie dust
  Pseudodragon
  Pseudodragon
  1/4 units of pseudodragon scales
  1/4 units of pseudodragon venom
  Purple Worm
  Purple Worm
  8 units of purple worm hide
  4d4 units of purple worm teeth
  2d4 units of purple worm venom
  Quaggoth
  Quaggoth
  1 unit of quaggoth claws
  1 unit of quaggoth hide
  Remorhazes
  Remorhazes
  Young Remorhaz
  Young Remorhaz
  2 units of young remorhaz carapace
  1 unit of young remorhaz heat organ
  2d4 units of young remorhaz legs
  Remorhaz
  Remorhaz
  4 units of remorhaz carapace
  1 unit of remorhaz heat organ
  3d4 units of remorhaz legs
  
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  Roc
  Roc
  8 units of roc feathers
  2d4 units of roc talons
  Roper
  Roper
  2 units of roper hide
  1d6 units of roper tendrils
  1d4 units of roper teeth
  Rust Monster
  Rust Monster
  1 unit of rust monster antennae
  1 unit of rust monster carapace
  Salamanders
  Salamanders
  Fire Snake
  Fire Snake
  1 unit of fire snake scales
  Salamander
  Salamander
  2 units of salamander scales
  Shadow
  Shadow
  1 unit of shadow ectoplasm
  1 unit of shadow dust
  Shambling Mound
  Shambling Mound
  1 unit of shambling mound root-stem
  2 units of shambling mound vines
  Slaadi
  Slaadi
  Note: A slaad only have a control gem if it was born from the
  Spawning Stone in Limbo.
  Red Slaad
  Red Slaad
  1 unit of red slaad claws
  1 unit of red slaad control gem
  1d4 units of slaad eggs
  1 unit of red slaad hide
  Blue Slaad
  Blue Slaad
  1 unit of blue slaad claws
  1 unit of blue slaad control gem
  2 units of blue slaad hide
  Green Slaad
  Green Slaad
  1 unit of green slaad claws
  1 unit of green slaad control gem
  2 units of green slaad hide
  Gray Slaad
  Gray Slaad
  1 unit of gray slaad claws
  1 unit of gray slaad control gem
  1 unit of gray slaad hide
  Death Slaad
  Death Slaad
  1 unit of death slaad claws
  1 unit of death slaad control gem
  1 unit of death slaad hide
  Specter
  Specter
  1 unit of specter ectoplasm
  1 unit of specter dust
  Sphinxes
  Sphinxes
  Androsphinx
  Androsphinx
  2 units of androsphinx feathers
  2 units of androsphinx hide
  Gynosphinx
  Gynosphinx
  2 units of gynosphinx feathers
  2 units of gynosphinx hide
  Sprite
  Sprite
  1/4 units of sprite dust
  Succubus/Incubus
  Succubus/Incubus
  1 unit of succubus/incubus claws
  1 unit of succubus/incubus wings
  Tarrasque
  Tarrasque
  15 units of tarrasque carapace
  15 units of tarrasque hide
  6d4 units of tarrasque teeth
  6d4 units of tarrasque horns
  Thri-Kreen
  Thri-Kreen
  1 unit of thri-kreen carapace
  1 unit of thri-kreen venom
  Treant
  Treant
  6 units of treant bark
  4d4 units of treant branches
  4d4 units of treant roots
  Umber Hulk
  Umber Hulk
  3 units of umber hulk carapace
  2 units of umber hulk mandibles
  Unicorn
  Unicorn
  1 unit of unicorn hooves
  1 unit of unicorn horn
  Vampires
  Vampires
  Vampire
  Vampire
  1 unit of vampire dust
  1 unit of vampire fangs
  1 unit of vampire heart
  Vampire Spawn
  Vampire Spawn
  1 unit of vampire spawn dust
  1 unit of vampire spawn fangs
  1 unit of vampire spawn heart
  Will-o'-Whisp
  Will-o'-Whisp
  1/4 unit of will-o'-whisp dust
  1/4 unit of will-o'-whisp ectoplasm
  Wraith
  Wraith
  1 unit of wraith dust
  1 unit of wraith ectoplasm
  
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  Wyvern
  Wyvern
  2 units of wyvern scales
  1 unit of wyvern stinger
  1 unit of wyvern teeth
  2 units of wyvern venom
  2 units of wyvern wings
  Xorn
  Xorn
  1 unit of xorn rocky hide
  1d4 units of xorn teeth
  Yeti
  Yeti
  Yeti
  Yeti
  2 units of yeti hide
  2 units of yeti horns
  2 units of yeti eyes
  Abominable Yeti
  Abominable Yeti
  3 units of yeti hide
  2 units of yeti horns
  2 units of yeti eyes
  Yuan-Ti
  Yuan-Ti
  Yuan-Ti Abomination
  Yuan-Ti Abomination
  2 units of yuan-ti abomination scales
  1 unit of yuan-ti abomination fangs
  1 unit of yuan-ti abomination venom
  Yuan-Ti Malison
  Yuan-Ti Malison
  1 unit of yuan-ti malison scales
  1 unit of yuan-ti malison venom
  Miscelaneous Creatures
  Miscelaneous Creatures
  Ape
  Ape
  1 unit of ape hide
  Awakened Shrub
  Awakened Shrub
  1/2 unit of awakened shrub twigs
  Awakened Tree
  Awakened Tree
  3 units of wood
  Axe Beak
  Axe Beak
  2 units of axe beak feathers
  Baboon
  Baboon
  1/2 unit of baboon hide
  Badger
  Badger
  1/4 units of badger pelt
  Bat
  Bat
  1/4 units of bat wings
  Black Bear
  Black Bear
  1 unit of black bear hide
  Blink Dog
  Blink Dog
  1 unit of blink dog hide
  Blood Hawk
  Blood Hawk
  1/2 units of blood hawk feathers
  Boar
  Boar
  1 unit of boar hide
  1 unit of boar tusks
  Brown Bear
  Brown Bear
  2 units of brown bear hide
  Camel
  Camel
  2 units of camel hide
  Cat
  Cat
  1/4 unit of cat pelt
  Constrictor Snake
  Constrictor Snake
  2 units of constrictor snake skin
  Crab
  Crab
  1/4 unit of crab carapace
  Crocodile
  Crocodile
  2 units of crocodile hide
  2 units of crocodile teeth
  Death Dog
  Death Dog
  1 unit of death dog pelt
  Deer
  Deer
  1 unit of deer hide
  Dire Wolf
  Dire Wolf
  2 units of dire wolf pelt
  Draft Horse
  Draft Horse
  1 unit of draft horse hooves
  Eagle
  Eagle
  1/2 units of eagle feathers
  Elephant
  Elephant
  6 units of elephant hide
  2 units of elephant tusks
  Elk
  Elk
  1 unit of elk antlers
  2 units of elk hide
  Flying Snake
  Flying Snake
  1/4 units of flying snake feathers
  1/4 units of flying snake hide
  Giant Ape
  Giant Ape
  3 units of giant ape hide
  Giant Badger
  Giant Badger
  1 unit of giant badger hide
  Giant Bat
  Giant Bat
  2 units of giant bat hide
  2 units of giant bat wings
  
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  Giant Boar
  Giant Boar
  2 units of giant boar hide
  2 units of giant boar tusks
  Giant Centipede
  Giant Centipede
  1/2 units of giant centipede poison
  Giant Constrictor Snake
  Giant Constrictor Snake
  4 units of giant constrictor snake skin
  Giant Crab
  Giant Crab
  1 unit of giant crab carapace
  Giant Crocodile
  Giant Crocodile
  4 units of giant crocodile hide
  3 units of giant crocodile teeth
  Giant Eagle
  Giant Eagle
  2 units of giant eagle feathers
  Giant Elk
  Giant Elk
  1 unit of giant elk antlers
  4 units of giant elk hide
  Giant Fire Beetle
  Giant Fire Beetle
  1 unit of giant fire beetle carapace
  1 unit of giant fire beetle glowing glands
  Giant Frog
  Giant Frog
  1 unit of giant frog skin
  1 unit of giant frog tongue
  Giant Goat
  Giant Goat
  2 units of giant goat pelt
  1 unit of giant goat horns
  Giant Hyena
  Giant Hyena
  2 units of giant hyena pelt
  Giant Lizard
  Giant Lizard
  2 units of giant lizard scales
  Giant Octopus
  Giant Octopus
  3 units of giant octopus tentacles
  1 unit of giant octopus ink sac
  Giant Owl
  Giant Owl
  2 units of giant owl feathers
  Giant Poisonous Snake
  Giant Poisonous Snake
  1 unit of giant poisonous snake skin
  1 unit of giant poisonous snake poison
  Giant Rat
  Giant Rat
  1/2 units of giant rat hide
  Giant Scorpion
  Giant Scorpion
  2 units of giant scorpion carapace
  2 units of giant scorpion claws
  1 unit of giant scorpion sting
  1 unit of giant scorpion venom sac
  Giant Sea Horse
  Giant Sea Horse
  2 units of giant sea horse hide
  Giant Shark
  Giant Shark
  4 units of giant shark skin
  Giant Spider
  Giant Spider
  1 unit of giant spider venom
  1 unit of giant spider web sac
  Giant Toad
  Giant Toad
  1 unit of giant toad tongue
  2 units of giant toad skin
  Giant Vulture
  Giant Vulture
  2 units of giant vulture feathers
  Giant Wasp
  Giant Wasp
  1 unit of giant wasp stinger
  Giant Weasel
  Giant Weasel
  1 unit of giant weasel hide
  Giant Wolf Spider
  Giant Wolf Spider
  1 unit of giant wolf spider venom
  1 unit of giant wolf spider web sac
  Goat
  Goat
  1 unit of goat pelt
  Hawk
  Hawk
  1/4 units of hawk feathers
  Hunter Shark
  Hunter Shark
  2 units of hunter shark skin
  Hyena
  Hyena
  1 unit of hyena pelt
  Jackal
  Jackal
  1 unit of jackal pelt
  Killer Whale
  Killer Whale
  4 units of killer whale skin
  Lion
  Lion
  2 units of lion hide
  Lizard
  Lizard
  1/4 units of lizard scales
  Mammoth
  Mammoth
  4 units of mammoth hide
  2 units of mammoth tusks
  Mastiff
  Mastiff
  1 unit of mastiff hide
  Mule
  Mule
  1 unit of mule hide
  Octopus
  Octopus
  1 unit of octopus tentacles
  1/2 unit of octopus ink sac
  Owl
  Owl
  1/4 units of owl feathers
  
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  Panther
  Panther
  1 unit of panther hide
  Phase Spider
  Phase Spider
  1 unit of phase spider venom
  1 unit of phase spider web sac
  Poisonous Snake
  Poisonous Snake
  1/4 units of poisonous snake skin
  1/4 unit of poisonous snake poison
  Polar Bear
  Polar Bear
  2 units of polar bear hide
  Pony
  Pony
  1 unit of pony hooves
  Rat
  Rat
  1/4 units of rat pelt
  Raven
  Raven
  1/4 units of raven feathers
  Reef Shark
  Reef Shark
  1 unit of reef shark skin
  Rhinoceros
  Rhinoceros
  2 units of rhinoceros hide
  2 units of rhinoceros horns
  Riding Horse
  Riding Horse
  1 unit of riding horse hooves
  Saber-Toothed Tiger
  Saber-Toothed Tiger
  2 units of saber-toothed tiger hide
  1 unit of saber-toothed tiger fangs
  Scorpion
  Scorpion
  1/4 units of scorpion venom
  Spider
  Spider
  1/4 units of spider venom
  Tiger
  Tiger
  2 units of tiger hide
  Vulture
  Vulture
  1 unit of vulture feathers
  Warhorse
  Warhorse
  1 unit of warhorse hooves
  Weasel
  Weasel
  1/4 units of weasel pelt
  Winter Wolf
  Winter Wolf
  2 units of winter wolf hide
  Wolf
  Wolf
  1 unit of wolf hide
  Worg
  Worg
  2 units of worg hide
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/City and Wild v2.1.pdf