Aeron Drake Wilderness Survival Guide

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Credits
Designed by AeronDrake
Made with "The Homebrewery", created by /u/stolksdorf.
Special thanks to /u/calculuschild, since he gave me
permission to use his "Alchemist's Supplies" as base for
the alchemy system on this guide.
Also thanks to everyone who helped with the typos,
suggestions, new ideas and making all of this mechanics
and rules more clear and balanced.
Art Used

"BookVileDarkness elf"
"WotC-Draconomicon-dragonskull"
"Dried Herbs" by Caitlin Regan
"WotC-Draconomicon-dragoon"
"Blacksmiths" by Steve Slater
"MonsterManual2_heros"
"Clint Bellanger's Mana Potion" by Iwan Gabovitch
"WotC-Draconomicon-dragonfootprint"
"ElderEvils_desert elf"

Table of Contents

3
3
Material Sources ..................................................................................
Creatures ..............................................................................................................
3
Minerals and Others ..........................................................................................
4
Plants and Herbs ................................................................................................
5
7
Part 2: Alchemy
Alchemy Basics .......................................................................................................
7
Creating a Mixture .................................................................................................
7
8
Part 3: Crafting
Object Types ............................................................................................................
8
Special Materials ...................................................................................................
8
Material Descriptions ............................................................................................
9
13
Part 4: Expanded Equipment
13
Armor and Shields ..............................................................................
13
Weapons ............................................................................................................
New Weapon Properties .......................................................................................
13
Weapons ...................................................................................................................
13
14
Adventuring Gear ................................................................................
16
Magic Items ..................................................................................................

Part 1: Collecting Materials

17
17
Feats .....................................................................................................................

Part 5: Customization Options

18
18
Environmental Hazards ...............................................................
20
Dangerous Terrains ..........................................................................

Part 6: Dangers of the Wild

Appendix: List of Essences
ON THE COVER

A lonely elf ranger is ready to ambush a troll in a forgotten
forest after several weeks of tracking and searching the
creature.

2

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

22

Part 1: Collecting Materials

Y

OU CAN COLLECT MATERIALS DURING
your travels, which are used to craft new
equipment, create alchemical concoctions and
gemstones. To get new materials, you must
expend the whole process without major
interruptions (like a combat). There're three
material categories, and each one has a special
way to collect them: Creatures, Minerals and others and
Plants and herbs.
Also, depending of the type of material and the place where
it is, they might be modifiers to the skill check made for
collecting the materials. The DM can add more than one of
the modifiers (for example, if you're traveling at normal pace
in a rainy day, the DC will be +11).
Special conditions

DC

Rain, fog, low visibility areas

+3

Storm, snowfall, no visibility areas

+5

Traveling at slow pace

+5

Traveling at normal pace

+8

Traveling at fast pace

+11

Material Sources
Creatures

Creature parts are used as alchemical materials and for
creating armor and weapons for the adventurers, which some
of them gives special features. Others take some of the
creature parts as trophies and decorations for their armor
and houses.
If you want to extract parts of animals and creatures, you
must make an Intelligence (Nature) check for common
creatures, Intelligence (Arcana) or an Intelligence (Religion)
check for rarer creatures. You can also make a Wisdom
(Survival) instead an Intelligence check when harvesting
parts. On a failed check, the part is destroyed or damaged. It's
up to the DM to determine which check is made depending
on the creature type and how common is that creature in the
world.
DC: 15 + 1/2 of the creature's CR (Creatures with a CR
less than 2 don't add the CR to the DC)

The number of checks you can make and the time used for
harvesting all the parts of a creature depends of the size of
the creature as shown in the following table. For example, if
you harvest a medium sized creature it will take one hour for
the whole process, even if you only make 1 check.
Creature Size Max. harvest checks Total time to harvest
Tiny

1

Two hours

Small

1

30 minutes

Medium

2

One hour

Large

3

One hour

Huge

4

Two hours

Gargantuan

5

Two hours (minimum)

Each successful check gives you a number of units
depending on the creature size as shown in the following
table, which can be used for creating new pieces of
equipment or as alchemical materials.
Creature size

Units collected per check

Tiny

1/4 unit

Small

1/2 unit

Medium

1 unit

Large

2 units

Huge

3 units

Gargantuan

4 units

You can only make one check for each part you want to
harvest. For example, a character can make 3 checks for
harvesting a large sized dragon, but he can only use one of
the checks to harvest the scales, and the other two checks
can be used for other parts of the dragon (like an essential
organ and the horns)
For alchemical uses, the DM determines the essence type
of the harvested parts. You can read more information about
the essences in the alchemy section.
When you use the parts for crafting armors and weapons,
you need a number of units of the same material depending
of the size for the object. You can read more about crafting
and the materials in the crafting section.

COLLECTING MATERIALS

3

In the following table are examples of creature parts and
their uses. Some parts deals damage if you fail to extract it.
The elemental damage can be any type of damage, and it's
defined by the DM (for example, a character takes fire
damage on a failed check to extract the essential organ of a
red dragon). You can determine the damage using the same
guidelines for traps damage found in the chapter 5 of the
Dungeon Master's Guide.

Getting Meat (Foraging Variant)

Part

Uses

Damage on a failure

Sting

Alchemy,
equipment

Deals poison damage on a failed
check

Wings,
feathers

Alchemy,
equipment

—

Fins

Alchemy,
equipment

—

Chitin

Equipment

—

Tail

Alchemy

—

Fangs,
teeth

Alchemy,
equipment

Deals piercing damage on a
failed check

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 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.

Organ

Alchemy

—

Creature Food Yield

Horns

Equipment

Deals piercing damage on a
failed check

Creature Size

Food Gained

Tiny

1 lb.

Ectoplasm Alchemy

Deals necrotic damage on a
failed check

Small

4 lb.

Scales

—

Medium

16 lb.

Large

32 lb.

Alchemy,
equipment

Elemental Alchemy
essence

Deals elemental damage on a
failed check

Claws

Alchemy,
equipment

Deals slashing damage on a
failed check

Bones

Alchemy,
equipment

—

Slime,
mucus

Alchemy

Deals elemental or poison
damage on a failed check

Essential
Organ

Alchemy

Deals elemental damage on a
failed check

Fur, hide

Equipment

—

Blood

Alchemy

—

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

4

For example, if you harvest some 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.
As other examples: A unit of pseudodragon's scales is
worth 5 sp (CR 1/4), and a unit of an adult blue dragon's
scales is worth 1,500 gp (CR 16).

Creature rarity

Unit value

6 or less Common

1% of the creature exp.

7-12

Uncommon

5% of the creature exp.

13-18

Rare

10% of the creature exp.

19-24

Very Rare

25% of the creature exp.

25+

Legendary

50% of the creature exp.

COLLECTING MATERIALS

Minerals and others

Minerals are earthen materials used for making armor,
weapons, and gaining special effects for those armors and
weapons. Minerals can be divided in two types and each type
has a unique way to acquire them.
Ores are extracted with the use of a Miner's Pick and a
Strength (athletics) check.
Gemstones are extracted with the use of Gem Extraction
Tools (worth 25 gp) and Dexterity check.
The check for extracting either mineral type is always DC
15. If needed, the character must make an Intelligence
(Nature) check first to find a vein or a place where the ores or
gemstones are.
If the character is extracting ores, on a success they
collects a number of ore units equal to 2d4 + your
Constitution modifier.
If the character is extracting gemstones, the DM
determines the amount of the gemstones found, or he can
roll a d20 and compare the result with the following table.
You can determine the kind of gemstones found using the
tables in the page 134 of the Dungeon Master's Guide.
d20

Gemstones found

1-15

1 gemstone (10 gp)

16-17

1d4 gemstones (10 gp)

18

1 gemstone (50 gp)

19

1d4 gemstones (50 gp)

20

Roll twice

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 or pieces of armor.
For collecting those materials, you need to make a
Strength (Athletics) or a Dexterity check, depending on the
material (DC 15). On a success you collect a number of units
equal to 2d4 + your Constitution modifier. For example, if a
character wants to collect some units of darkwood for an
armor, he must make a Strength (Athletics) check to cut
down the tree with an axe and get the material. On a success,
he collects a number of Darkwood units equals to 2d4 + his
Constitution modifier.
The time used for extracting minerals and other materials
equals to 1 day of downtime activity. This represents all the
time the character uses to find and extract the materials.
Materials Values

Minerals and other materials can be sold (and in some cases,
bought), and the value of each unit depends of the material.
For more information see the crafting section.

Plants and Herbs

Plants are used for creating alchemical potions and mixtures,
and they are divided in four levels of rarity.
Common plants, which have one essence
Uncommon plants, which have two different essences
Rare plants, which have two essences of the same type
Very Rare plants, which have two essences of the same
type and one extra essence
To gather plants, herbs and other similar resources the
character must make an Intelligence (Nature) check (DC 15).
If the character success the check, the DM rolls a d20 to
determine the number of resources gathered.
d20

Number of plants gathered

1-10

1

11-15

1d4

16-18

1d4+1

19

1d4+2

20

Roll twice

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).
Plants Values

You can buy and sell the plants and herbs in the market as
shown in the following table.
Plant Rarity

Market Value

Common

5 gp

Uncommon

10 gp

Rare

20 gp

Very Rare

40 gp

COLLECTING MATERIALS

5

Plants and Herbs by Areas

In the following tables you can see examples of plants and
their alchemical essence for various environments. You can
read more information about the essences properties in the
alchemy section.
Arctic
1d20 Name
1-5

Rarity

Essences

1d20 Name
1-5

Twilight wormwood

Rarity

6-10 Blue herb

Common

11-15 Mandrake root

Common

16-18 Aniseed sap

Uncommon

Common

19

Kreet paste

Rare

6-10 Drojos ivy

Common

20

Chromatic mud

Very Rare

11-15 Ucre bramble

Common

16-18 White poppy

Uncommon

Mountains
1d20 Name

Rarity

19

Kreet paste

Rare

1-5 Drojos ivy

Common

20

Angel flower

Very Rare

6-10 Ellond scrub

Common

11-15 Mandrake root

Common

16-18 Ash chives

Uncommon

1d20 Name
1-5

Rarity

Twilight wormwood

Essences

Common

19

Kasuni juice

Rare

6-10 Blue herb

Common

20

Dragontongue petals

Very Rare

11-15 Mandrake root

Common

16-18 Abyss flower

Uncommon

1d20 Name

Rarity

Kasuni juice

Rare

1-5 Ellond scrub

Common

20

Blackleaf Rose

Very Rare

6-10 Mandrake root

Common

11-15 Ucre bramble

Common

16-18 Aniseed sap

Uncommon

Desert
1-5

Drojos ivy

Rarity

Essences

Common

19

Lunar nectar

Rare

6-10 Ellond scrub

Common

20

Dragontongue petals

Very Rare

11-15 Ucre bramble

Common

16-18 Dried Ephedra

Uncommon

1d20 Name

Rarity

Olina petals

Rare

1-5

20

Ebrium fungus

Very Rare

6-10 Blue herb

Common

11-15 Ucre bramble

Common

16-18 Frenn moss

Uncommon

Forests
1-5

Twilight wormwood

Rarity

Essences

Twilight wormwood

Common

Common

19

Ecire laurel

Rare

6-10 Drojos ivy

Common

20

Spineflower berries

Very Rare

11-15 Ellond scrub

Common

16-18 Blood herb

Uncommon

19

Thunderleaf

Rare

20

Wisp stems

Very Rare

Lakes,
rivers
and ocean
COLLECTING
MATERIALS

Essences

Swamps

19

1d20 Name

Essences

Plains

19

1d20 Name

Essences

Common

Blue herb

Caves

6

Lakes, rivers and ocean

Essences

Part 2: Alchemy

E

ACH INGREDIENT USED IN ALCHEMY
has one or more essences which are
extracted and used to create mixtures with
alchemical properties: Water ( ), Air ( ),
Fire ( ), Earth ( ), Positive ( ) and
Negative ( ).

Alchemy Basics

You can create bombs and potions using up to six
ingredients to craft them.
The ingredients are any resource which have one or more
essences you use to create the mixture (such as blue
herbs or a Mandrake root).
You need a glass bottle worth 2 gp for each bomb or
potion you craft.
The value of bombs and potions equals to 10 gp plus 15
gp for each extra ingredient after the first.
Bombs have a range of (20/60).
If a bomb requires a saving throw, the DC is 8 + your
proficiency bonus + your Intelligence modifier.

Combination Effect
+

Heals 1d4 + 1.

+

Deals 1d4 lightning damage on contact. The
damage is doubled if the target is wearing a
metallic armor or a metallic weapon.

+

Deals 1d4 fire damage of contact. The
damage is doubled if the target is wearing
clothes, leather or something inflammable.

+

A series of small fragments are released and
deals 1d4 piercing damage to all creatures in
a 10-feet radius who failed a Dexterity saving
throw.

+

When you chew this crystal you can breathe
in places without oxygen for 1 minute.

+

A dense fog appears in a 15-feet sphere,
blocking the vision for 1d4 turns.

+

On an impact, the targets are covered with a
sticky gel. Any effect that deals fire, cold or
lightning damage to them while covered in
the gel occurs again at the start of each of
their turns. A creature can try to remove the
gel spending its action to make a Dexterity
saving throw.

+

Releases slippery oil on the ground in a 10feet area, and the creatures in the area must
make a Dexterity saving throw. On a fail, the
creature falls prone.

+

Deals 1d4 poison damage on contact and
the creature must make a Constitution
saving throw. On a failed save, the creature is
poisoned for 1 minute.

+

Deals 1d6 force damage on contact.

+

A series of small ice shards are released from
the bomb in a 5-feet radius. All creatures
within range must make a Dexterity saving
throw. On a failed save, the creature takes
1d4 cold damage.

+

A bright light explosion is released in a 10feet sphere, and all creatures in the area
must make a Dexterity saving throw or be
blinded for 2 turns.

+

A soundwave that deals 1d4 thunder damage
to all creatures within 10 feet. The affected
creatures must make a Constitution saving
throw or be deafened for 1d4 turns.

+

Deals 1d6 acid damage on contact.

+

Deals 1d6 radiant damage on contact.

+

Deals 1d6 necrotic damage on contact.

+

You have resistance to bludgeoning, piercing
or slashing damage for 1 minute (The
damage type is chosen when the potion is
created).

+

You have resistance to cold, fire or lightning
damage for 1 minute (The damage type is
chosen when the potion is created).

Creating a Mixture

After determining the number of ingredients and the value of
the mixture, you can start the process of crafting the bomb or
potion.
The character can distribute the essences to choose the
effects for the bomb or potion at the beginning of the
creation process.
The creation process must be made in sessions of 4
uninterrupted hours for each 25 gp of the object you're
trying to create. When you start the first session, all
ingredients are consumed.
Bombs and potions which have a value of 25 gp or less
can be crafted anywhere, while an expensive mixture will
require a place for crafting due the amount of ingredients
and the required tools for creating it.
At the end of the last session, the character must make an
Intelligence check, adding the proficiency bonus if he's
proficient with the alchemist's supplies. The DC for the
check is 6 + twice the number of ingredients used. If
the character passes the check, the mixture is created. On
a fail, the mixture is not created and all the ingredients are
lost.
Example of Creating a Mixture

A character can create a potion that heals 1d4 + 1 using two
common ingredients with 1 water essence each (DC 10) and
it will take 1 session of 4 hours for creating it, since its value
is 25 gp (10 gp as base, plus 15 gp for using two ingredients).
They can also create the same healing potion using a rare
ingredient which has 2 water essences (DC 8) and it will take
1 session of 4 hours to create it.
On the other hand, if they use two rare ingredients (2 water
essences each) they can create a better potion. The DC and
the time will be the same as the first case, but the healing is
doubled (2d4+2).

ALCHEMY

7

Part 3: Crafting

D

URING YOUR ADVENTURES AND TRAVELS,
you can collect a series of elements and
materials to craft special equipment. This
section expands the crafting system found in the
Player's Handbook and modifies some parts of
it.
You can craft nonmagical objects, including adventuring
equipment. You must be proficient with tools related to the
object you are trying to create (typically artisan's tools). You
might also need access to special locations to create it. For
example, someone proficient with smith's tools needs a forge
in order to craft a sword or suit of armor.
For every day of downtime you spend crafting, you can craft
one or more items with a total market value not exceeding 25
gp, and you must expend raw materials worth half the total
market value. If something you want to craft has a market
value greater than 25 gp, you make progress every day in 25gp increments until you reach the market value of the item.
For example, a suit of plate armor (market value of 1,500 gp)
takes 60 days to craft by you.
Multiple characters can combine their efforts toward the
crafting of single item, provided that the characters all have
proficiency with the requisite tools and are working together
in the same place. Each character contributes 25 gp worth of
effort for every day spent helping to craft the item. For
example, three characters with the requisite tool proficiency
and the proper facilities can craft a suit of plate armor in 20
days, at a total cost of 750 gp.
While crafting, you can maintain a modest lifestyle without
having to pay 1 gp per day, or a comfortable lifestyle at half
the normal cost (see chapter 5 of the Player's Handbook for
more information on lifestyle expenses).

Object Types

There're three types of objects you can craft:
Common objects are the objects you can easily find in a
store, dungeons and most of the artisans makes them
regularly, like a longsword or a leather armor.
Special objects are the pieces of equipment crafted with
special materials, like a darksteel longsword.
Unique objects are completely new creations, with custom
forms, qualities and benefits, like a greatsword with a
mechanism to transform it in two scimitars.
Skill Checks

When you craft an object, you must make a skill check at the
end of the process to see if you succeed on the creation of the
object. The skill check has the following rules:
You need to make an Ability check (d20 + ability modifier)
You can add the proficiency bonus if you are proficient
with the artisan tools you need.
If you are in a place without the tools needed or you dont
have the artisan tools, the check is made with
disadvantage and without your proficiency bonus.
DC for crafting objects: Normal objects: 10; Special
objects: 15; Unique objects: 20.

8

CRAFTING

If you fail the check, you must finish a long rest to make the
check again. After 3 consecutive failures, you need to start
the process again and all the materials you used are lost.
Hiring Artisans

You can hire one or more artisans to help you creating the
object or to create the object completely by themselves. When
using special materials, you need to hire an artisan which
knows how to work that material.
The cost for hiring an artisan depends of the object type
you want to create. In general, for rarer objects you will need
an artisan who knows how to work the material, have a
crafting guide or similar. You can see the cost of hiring an
artisan in the following table. If you hire an artisan to create a
unique object with special materials, the cost per day is 15
gp.
Hiring an Artisan
Object type

Cost per day

Normal (common labors of the artisan)

2 gp

Special (special materials)

5 gp

Unique (completely new object)

10+ gp

Special Materials

To create an object with special materials, you need an
amount of material units: For a medium-sized creature, when
you use the materials for crafting armors and clothing, you
need 3 units of the same material, for weapons and shields
you need 2 units of the same material and for 10 units of
ammunition you need 1 unit of the same material. If you want
to craft something for a bigger sized creature, you need to use
twice the amount of materials used for each size increment,
and for smaller sized creatures you need only half materials
per each size smaller than medium.
As an example, if you want to create an adamantine plate
armor for a medium sized character, it will take 60 days to
craft it, at a cost of 750 gp and three units of adamantine. If
you hire two artisans to work with you in the crafting, it will
take 20 days, at a total cost of 950 gp and three units of
adamantine.
In case of the creature parts, you gain an extra benefit
depending on the creature Challenge Rating, as shown in the
following table.
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 give you an extra +1 to your armor
class, for a total of 15 + dex modifier (max. +2).

Material Descriptions

In the following section you can find a list of special
materials, their unit value and their properties to armors or
weapons. Some of this materials might have other special
features (for example, an armor made with dragon bones
could grant you resistance to the dragon type damage)
Adamantine

Uncommon Material
A shiny black metal, known as one of the hardest substances
in existence.
Unit value: 250 gp.
Armor: While wearing a medium or heavy armor (non
hide) made with adamantine, any critical hit against you
becomes a normal hit.
Weapons: When you hit a creature with an adamantine
weapon, the damage overcomes the non-magic immunity and
resistance.
Aerocrystal

Rare Material
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.

Asmoroch wood

Rare Material
A black scorched wood which is cold to touch.
Unit value: 500 gp
Weapon: A weapon completely made of asmoroch wood
deals necrotic damage instead its normal damage type.
Aditionally, when you hit a creature you deal an extra 1d4
necrotic damage.
Beast feathers

Rarity Varies
Hippogriffs, Rocs, giant eagles and other flying creatures
have beautiful feathers used to show their majesty.
Unit value: Determined by the creature's CR.
Armor: While wearing clothing or any non-metallic armor
made with beast feathers, you have advantage on any animal
handling checks.
Bone

Rarity Varies
A series of bones joined together, mostly used by shamans
and wildlings.
Unit value: Determined by the creature's CR.
Armor: Replaces the metal. While wearing a medium or
heavy armor (non hide) made with bones, you have advantage
on Intimidation checks.
Weapon: Replaces the metal and wood.
Chitin

Rarity Varies
Flexible shells of chitinous creatures such as giant crabs or
remorhaz, 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 reduces
the Strength requirement by 1.
Cold Iron

Common Material
This iron is worked entirely while cold, known for its
effectiveness against fey creatures.
Unit value: 100 gp
Weapons: When you hit a fey with a cold iron weapon, you
can roll the damage again and use either result.
Coral

Common Material
Mostly used by sea and waterborne creatures to create their
weapons and armors.
Unit value: 100 gp
Armor: Replaces the metal. While wearing a medium or
heavy armor (non hide) made with coral, you speed while
swimming increases by 10 feet.
Weapons: Any melee weapon made with coral doesn't have
disadvantage on the attacks rolls while underwater.
CRAFTING

9

Darksteel

Uncommon Material
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: While wearing a medium or heavy armor (non
hide) made with darksteel, lightning damage that you take
from non magical attacks is reduced by 3.
Weapons: When you hit a creature with a darksteel
weapon, you deal an extra 1d4 lightning damage.
Darkwood

Common Material
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.
Dwarvenstone

Rare Material
This marble-like stones are used by dwarves to create a
ceremonial armor for the defenders of their cities, even
though is heavier and bulkier than metallic armors.
Unit value: 500 gp
Armor: While wearing a heavy armor made with
dwarvenstone, you have a +1 to your armor class, but the
strength requirement increases by 2 and your speed is
reduced in 10 feet.
Ellond hide

Rarity Varies
This brown-orange hide is harvested from desert and dry
areas creatures.
Unit value: Determined by the creature's CR.
Armor: While wearing clothing or any non-metallic armor
made with ellond hide, fire damage that you take from non
magical attacks is reduced by 3.
Eternal Ice

Rare Material
This cold white-blue block of ice resist high temperatures,
making it unable to melt in normal conditions.
Unit value: 500 gp
Weapon: A weapon completely made of eternal ice deals
cold damage instead its normal damage type. Aditionally,
when you hit a creature you deal an extra 1d4 cold damage.
Ignum

Rare Material
This black semi-translucent stone have some lava-like
glowing and flowing inside of it.
Unit value: 500 gp
Weapon: A weapon completely made of ignum deals fire
damage instead its normal damage type. Aditionally, when
you hit a creature you deal an extra 1d4 fire damage.

10

CRAFTING

Infernal Leather

Very Rare Material
A reddish hard leather created in the infernal planes.
Unit value: 750 gp
Armor: While wearing clothing or any non-metallic armor
made with infernal leather, you have a +1 bonus to your
Armor Class and you have resistance against fire damage.
Infernal Steel

Very Rare Material
A blood red metal found in the infernal planes which is very
resistant and captures the hot and flames.
Unit value: 750 gp
Armor: While wearing a medium or heavy armor (non
hide) made with infernal steel, you have a +1 bonus to your
Armor Class and you have resistance against fire damage.
Weapon: A weapon completely made of infernal steel deals
fire damage instead its normal damage type. Aditionally,
when you hit a creature you deal an extra 1d4+2 fire damage.
Leafweave

Common Material
Alchemically processed leaves that are hard as leather, used
also as camouflage.
Unit value: 100 gp
Armor: While wearing clothing or any non-metallic armor
made with leafweave, you have advantage on stealth checks
in woodlands and forests.
Mitrhil

Uncommon Material
This white-silver metal is lighter and flexible than common
steel.
Unit value: 250 gp
Armor: Metallic heavy armors made with mithril are
considered medium, and medium metallic armors made with
mithril are considered light. If the armor normally imposes
disadvantage on Dexterity (Stealth) checks or has a Strength
requirement, mithril version of the armor doesn't.
Weapon: Two handed weapons made with mithril lose the
heavy property and all the other weapons gain the light
feature.
Monster Scales

Rarity Varies
Big scales harvested from a creature, with a variety of colors,
shapes and sizes.
Unit value: Determined by the creature's CR.
Armor: Replaces the metal. If the armor normally imposes
disadvantage on Dexterity (Stealth) checks, a monster scales
version of the armor doesn't.

Obsidian

Uncommon Material
This black to deep purple glass-like stone is known to be very
sharp.
Unit value: 250 gp
Armor: While wearing a medium or heavy armor (non
hide) made with obsidian, when an enemy tries to grapple
you, it takes 1d4 piercing damage.
Weapons: Any piercing or slashing damage made with an
obsidian weapon deals an extra 1d4 of damage.
Orichalcum

Rare Material
This bronze orange metal is used to absorb the essence of
magic.
Unit value: 500 gp
Armor: While wearing a medium or heavy armor (non
hide) made with orichalcum, you have advantage against
Strength and Constitution saving throws against spells and
magic effects.
Weapon: A weapon completely made of orichalcum deals
force damage instead its normal damage type. Aditionally,
when you hit a creature you deal an extra 1d4 force damage.
Plague wood

Uncommon Material
This ancient mossy-like wood has small spores floating
around it.
Unit value: 250 gp
Weapon: When you hit a creature with a weapon made
completely with plague wood, you deal an extra 1d4 poison
damage.
Shadowsilk

Rarity Varies
This black semi-transparent silk is carefully made by
underground spiders and spider-like creatures.
Unit value: Determined by the creature's CR.
Armor: While wearing clothing or any non-metallic armor
made with shadowsilk, you have advantage on stealth checks
in lightly obscured areas (such as tree shadows).

Shadowfell Linen

Very Rare Material
A dark and purple linen found in the shadowfell.
Unit value: 750 gp
Armor: While wearing clothing or any non-metallic armor
made with shadowfell linen, you have a +1 bonus to your
Armor Class and you have resistance against psychic
damage.
Spiritual wood

Uncommon Material
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 have advantage
on concentration checks to maintain a spell.
Weapon: When you hit a creature with a weapon made
completely with spiritual wood, you deal an extra 1d4 force
damage. You can use a spiritual wood weapon as an arcane
focus.
Stellar Iron

Very Rare Material
A white bright metal, soft on touch but very resistant, known
for being used by celestial beings.
Unit value: 750 gp
Armor: While wearing a medium or heavy armor (non
hide) made with stellar iron, you have a +1 bonus to your
Armor Class and you have resistance against necrotic and
radiant damage.
Weapon: A weapon completely made of stellar iron deals
radiant damage instead its normal damage type. Aditionally,
when you hit a creature you deal an extra 1d4+2 radiant
damage.

CRAFTING

11

Optional Rule: Material Resistance
Every 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 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

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

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.

12

Resistance
CRAFTING Points by Value

Part 4: Expanded Equipment
Armor and Shields

Here you can find a new cloak to use without having any
armor proficiency and two shield options for your adventures.
Dueling cloak. Although worn, the wearer can hold the
cloak in his/her off-hand to use it for defense. You can spend
a bonus action to hold the cloak with one of your hands to
gain the AC bonus (you can't use a shield, a two-handed
weapon or any object with that hand while holding the cloak).
You can only wear it with light or no armor.

Buckler. A small metal shield is worn strapped to your
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.

Armor
Armor

Cost

Armor Class (AC)

Strength

Stealth

Weight

10 gp

+1

—

—

3 lb.

Buckler

8 gp

+1

—

—

4 lb.

Tower shield

15 gp

+3

Str 13

Disadvantage

30 lb.

Clothing
Dueling cloak

Shield

Weapon
New Weapon Properties

Some of the weapons listed here have special properties,
which are explained below.
Covert. You have advantage on Dexterity (Sleight on
Hands) checks to conceal this weapon.
Switch. This weapon have a mechanism to transform one
weapon to another. You can use your bonus action to change
the weapon form to another.

Firearms Properties

Firearms are a new and volatile technology, and as such bring
their own unique set of weapon properties.
Close-Combat. You have advantage on attack rolls made
against targets within 20 feet or less from you.
Reload. The weapon can be fired a number of times equal
to its Reload score before you must spend 1 action or 1 bonus
action to reload. You must have one free hand to reload a
firearm.

Weapons Descriptions

Gauntlet. A metal glove that allows you to punch and damage
your enemies. When you make an unarmed strike, you deal
the gauntlet damage instead. You can't use the gauntlet to
attack if you're holding something in that hand. The prize is
for only one gauntlet.

Gauntlet, spiked. This gauntlet have some metallic spikes
in the knuckles. When you make an unarmed strike with this
gauntlet, you deal the gauntlet damage instead. You can't use
the gauntlet to attack if you're holding something in that
hand. The prize is for only one gauntlet.
Scythe. When you make an attack with the Scythe, you can
choose to attack up to three creatures that are in line and at 5
feet of you. If you do so, you need to roll for each creature,
and all the rolls are made with disadvantage.
Dart, sleeping. A dart with a small glass vial filled with
sleeping liquid that is released when it enters into a
creature's body. When you hit a creature with this dart, roll
4d4. This is the total hit points you affect. After dealing the
dart damage, if the creature has equal or less hit points than
the total, the creature falls unconscious for 1 hour or until the
sleeper takes damage, or someone uses an action to shake or
slap the sleeper awake. You must keep the dart in the
creature's body, otherwise it awakes after 1 minute. When
you hit a creature, the glass vial is shattered to release the
liquid.
Khopesh. On a critical hit, the creature must make a
Dexterity Saving throw (DC 10) or be knocked prone.
Kukri. This weapon deals an extra 1d4 slashing damage
on a critical hit.
Switch axe. This weapon has two variants:
Axe form. While using the weapon in this form, you deal
1d12 slashing damage on a hit.
Lance form. While using the weapon in this form, you deal
1d12 piercing damage on a hit.

EXPANDED EQUIPMENT

13

Weapon
Name

Cost Damage

Weight Properties

Simple Melee Weapons
Gauntlet

1 gp 1d2 bludgeoning

1 lb. Special

Gauntlet, spiked

2 gp 1d4 piercing

2 lb. Special

Mace, heavy

6 gp 1d8 bludgeoning

6 lb. Heavy, two-handed

Scythe

8 gp 1d6 slashing

5 lb. Two-handed, special

Simple Ranged Weapons
Dart, sleeping
Flintlock Pistol

5 sp 1d4 piercing
250 gp 1d8 piercing

1/2 lb. Finesse, thrown (range 20/60)
3 lb. Ammunition (range 30/90), light, reload 1

Martial Melee Weapons
Claw

5 gp 1d6 slashing

2 lb. Finesse

Katana

25 gp 1d6 slashing

3 lb. Finesse, versatile (1d8)

Khopesh

10 gp 1d6 slashing

3 lb. Special

Kukri

4 gp 1d4 slashing

1 lb. Finesse, light, special, thrown (range 20/60)

Longspear

5 gp 1d8 piercing

5 lb. Two-handed, reach

Pick, light

2 gp 1d6 piercing

Switch axe

100 gp 1d12 slashing

18 lb. Heavy, switch, two-handed

1 lb. Light

Crossbow, bladed

75 gp 1d8 piercing

18 lb. Ammunition (range 80/320), loading, switch, two-handed

Crossbow, wrist

100 gp 1d6 piercing

3 lb. Ammunition (range 30/120), covert, light, loading

Musket

500 gp 1d12 piercing

10 lb. Ammunition (range 70/200), reload 1, two-handed

Pepperbox

450 gp 1d10 piercing

5 lb. Ammunition (range 40/150), light, reload 4

Scattergun

500 gp 1d10 piercing

10 lb. Ammunition (range 30/60), close-combat, reload 2

Martial Ranged Weapons

Crossbow, bladed. This weapon has two variants:
Crossbow form (ranged). While using the weapon in this
form, you deal 1d8 piercing damage on a hit.
Sword form (melee). While using the weapon in this form,
you deal 1d6 piercing damage on a hit.

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. 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.
The ammunition can be arrows, blowgun needles,
crossbow bolts, firearms bullets or scattergun shells.

14

EXPANDED EQUIPMENT

Alchemical bullets. These hollow glass sling bullets are
filled with some alchemical essence. When you hit a creature
with any of these bullets, you deal an extra 1d4 damage. The
damage type depends on the type of the bullet.
When you hit a fiend or undead creature with a holy bullet
deals an extra 1d6 radiant damage instead.
Antidote. When you drink this vial of liquid, you end one
disease affecting you.
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.

Ice axe. The ice axe has a sharp metal head that is
perpendicular to the shaft and has a spiked handle. You have
advantage on Strength (Athletics) checks you make to climb
in mountainous and/or icy terrain.
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.
Potion of restoration. When you drink this vial of liquid,
you end one condition affecting you. The condition can be
blinded, deafened, paralyzed or poisoned.
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.
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.

Adventuring Gear
Item

Cost Weight

Alchemical ammunition
Ammunition, acid (5)

5 gp 1/2 lb.

Ammunition, cold (5)

5 gp 1/2 lb.

Ammunition, fire (5)

5 gp 1/2 lb.

Ammunition, holy (5)

5 gp 1/2 lb.

Bullet, acid (5)

1 gp 1/2 lb.

Bullet, cold (5)

1 gp 1/2 lb.

Bullet, fire (5)

1 gp 1/2 lb.

Bullet, holy (5)

1 gp 1/2 lb.

Ammunition
Firearm Bullets (20)

3 gp

1 lb.

Scattergun Shells (20)

3 gp

2 lb.

Antidote

40 gp

─

Barbed wire (50 ft.)

75 gp

35 lb.

Dictionary

10 gp

2 lb.

Gem extraction tools

25 gp

2 lb.

5 gp

1 lb.

10 gp

5 lb.

4 gp

─

Nutrients

10 gp

─

Nutrients, Greater

40 gp

─

Nutrients, Superior

90 gp

─

Nutrients, Supreme

160 gp

─

Portal scroll

350 gp

─

40 gp

─

5 gp

3 lb.

Quiver scabbard

10 gp

2 lb.

Skis and poles

15 gp

6 lb.

Speed juice

10 gp

─

4 gp

40 lb.

Hammock
Ice axe
Money belt

Potion of restoration
Purification kit

Tent, four-person
Tent, pavilion

20 gp 200 lb.

EXPANDED EQUIPMENT

15

Magic Items
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

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

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.
Elven 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. 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.
Everlasting Quiver

Wondrous item, rare (requires attunement)
This brown and green leather quiver has a silvered brooch on
the strap. You can use a bonus action to click the brooch, and
with that a set of 20 pieces of non-magical ammunition
(arrows or bolts) appears inside of the quiver. The quiver can
hold up to 20 pieces of ammunition, and the arrows or bolts
can only be used by the character attuned to the quiver.
The quiver has 3 charges and each click of the brooch
expend 1 charge. The quiver regains 1d3 expended charges
daily at dawn.
Guardian Figurine

Wondrous item, uncommon
This stone figurine, small enough to fit on a pocket resembles
a humanoid with a spyglass and a bell. When you place it on
the ground and use a command word, you can cast the alarm
spell on it. You must wait until the next dawn to use the
figurine again.

16

EXPANDED EQUIPMENT

Mana Potion

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.
Spell Slot

Point Cost

lst

2

2nd

3

3rd

5

4th

6

5th

7

6th

9

7th

10

8th

11

9th

13

Part 5: Customization Options
Feats

The following feats are focused on improving your skills and
abilities for collecting materials, crafting, creating mixtures
and surviving on the wilderness.

Alchemist

You've discovered efficient ways to use the ingredients for
potions and bombs. You gain the following benefits:
When creating a mixture, you can double the essence of
the first common ingredient you use.
The maximum DC check when you are creating a mixture
cannot exceed 15.

Survivalist

You know how to survive in the wilderness, even in harsh
environment conditions. You gain the following benefits:
You have advantage on Wisdom (Perception) checks you
make to detect natural hazards.
You have advantage on saving throws that you make to
resist extreme temperatures.
When you gather food and water, you can choose to use
any pounds of food or gallons of water you found to refill
one use of a purification kit.

Crafting Expertise

You know faster ways to craft new pieces of equipment.
When you're crafting a nonmagical object, the time you
use to create it is halved.
You have a +2 bonus when you make an Ability check
when crafting a nonmagical object.

Forager

You know the best ways to collect food while traveling
through the wilderness. You gain the following benefits:
You have advantage on Wisdom (Survival) checks made
for gather food and water.
When determining how much food (in pounds)
and water (in gallons) you find, you roll
1d8 + your Wisdom modifier.

Herbalist

You've learned the physical description of plants and herbs
used for alchemy. You gain the following benefits:
You have advantage on Intelligence (Nature) checks made
to gather plants and herbs for alchemy.
The time you use to gather plants and herbs for alchemy is
halved.

Master Extractor

You know how to carefully extract and harvest creature's
parts, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
The time you use to harvest creature's parts is halved.
When you fail a check when harvesting a creature part
that deals damage, you take no damage instead.

PART 6: CUSTOMIZATION OPTIONS

17

Part 6: Dangers of the Wild
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

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

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

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

In the following section you can find a series 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.

Cyan

Cold

Constitution

Gray and Yellow

Lightning

Dexterity

Light Green

Acid

Constitution

Purple

Psychic

Wisdom

Avalanches, Rockfalls and Mudslides

Red

Fire

Constitution

White

Force

Intelligence

Hazard Examples

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

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.
18

Earthquakes

PART 7: DANGERS OF THE WILD

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

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

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.

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

Dangerous Hazard
Magma erupts from a point on the ground, creating a 20-foothigh, 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

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.

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

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

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 or bonus action, it
must make another check.

Rapids

Setback Hazard
When a creature enters the rapids, it must succeed on a
Strength saving throw or take bludgeoning damage, or half as
much damage on a successful one. The creatures in the
rapids are pushed 30 feet in the direction of the water flow,
and any Large or smaller creature inside the rapids must
succeed on a Strength saving throw or take damage.
Any creature caught by the rapids can move by swimming
and it can make a Strength (Athletics) check to swim out of
the rapids.

PART 7: DANGERS OF THE WILD

19

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

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.
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

WSG, P.18

Only near mountains

Blizzard

WSG, P.18

Elemental Cloud

WSG. P18

Frigid Water

DMG, P.110

Hailstorm

WSG, P.18

Cyan clouds only

Chasms and Ice Cracks DMG, P.122 Use the pits trap
DMG, P.110

Thin Ice

DMG, P.111

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.

20

PART 7: DANGERS OF THE WILD

Environmental Hazards
Hazard

Source

Notes

Earthquakes

WSG, P.18

Might cause rockfalls

Elemental Cloud

WSG, P.18

Lava

WSG, P.18

Pits

DMG, P.122

Rockfalls

WSG, P.18

Unsteady Ground

WSG, P.19

Desert

Extreme Cold (DMG, P.110)

Slippery Ice

Flooding. Some parts of the caves might be close to a water
source or any other liquid that can quickly fill a room.

Heat and Extreme Heat. The oposite 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

Earthquakes

WSG, P.18

Elemental Cloud

WSG, P.18

Lightning Storms

WSG, P.19

Sandstorms

WSG, P.19

Notes
Mostly red clouds

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

WSG, P.18

Might cause trees to fall

Elemental Cloud WSG, P.18
Insect Swarms

WSG, P.18

Lightning Storms WSG, P.19
Poison Clouds
and Spores

WSG, P.19

Razorvine

DMG, P.110

Might cause a forest fire

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

WSG, P.18

Hailstorm

WSG, P.18

Frigid Water

DMG, P.110 Ocean only

Only near arctic zones

Lightning Storms WSG, P.19
Rapids

WSG, P.19

Rivers only

Rogue Wave

WSG, P.19

Ocean only

Mountains

Altitude. When you're traveling at altitudes of 10,000 feet or
higher above sea level, you must follow the high altitude rules.

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.

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.
Environmental Hazards
Hazard

Source

Notes

Avalanches, rockfalls
and mudslides

WSG, P.18

Blizzard

WSG, P.18

Hailstorm

WSG, P.18

Lava

WSG, P.18

Near volcanoes

Lightning Storms

WSG, P.19

Rivers only

Magma Eruptions

WSG, P.19

Near Volcanoes

Unsteady Ground

WSG, P.19

Swamps

Clean water. Swamps are characterized by having slowmoving water and stagnant waters, making a bit difficult 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 reduce the visibility of any creature.
Environmental Hazards
Hazard

Source

Elemental Cloud

WSG, P.18

Insect Swarms

WSG, P.18

Mudslides

WSG, P.18

Poison Clouds and Spores

WSG, P.18

Quicksand

DMG, P.110

Razorvine

DMG, P.110

Unsteady Ground

WSG, P.19

Notes

PART 7: DANGERS OF THE WILD

21

Appendix A: List of Essences
Common

Very Rare

1.
2.
3.
4.
5.
6.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.

(Water)
(Air)
(Fire)
(Earth)
(Positive)
(Negative)

Uncommon
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.

(Water Air)
(Water Fire)
(Water Earth)
(Water Positive)
(Water Negative)
(Air Fire)
(Air Earth)
(Air Positive)
(Air Negative)
(Fire Earth)
(Fire Positive)
(Fire Negative)
(Earth Positive)
(Earth Negative)

Rare
1.
2.
3.
4.
5.
6.

(Water Water)
(Air Air)
(Fire Fire)
(Earth Earth)
(Positive Positive)
(Negative Negative)

(Water Water Air)
(Water Water Fire)
(Water Water Earth)
(Water Water Positive)
(Water Water Negative)
(Air Air Water)
(Air Air Fire)
(Air Air Earth)
(Air Air Positive)
(Air Air Negative)
(Fire Fire Water)
(Fire Fire Air)
(Fire Fire Earth)
(Fire Fire Positive)
(Fire Fire Negative)
(Earth Earth Water)
(Earth Earth Air)
(Earth Earth Fire)
(Earth Earth Positive)
(Earth Earth Negative)
(Positive Positive Water)
(Positive Positive Air)
(Positive Positive Fire)
(Positive Positive Earth)
(Negative Negative Water)
(Negative Negative Air)
(Negative Negative Fire)
(Negative Negative Earth)

Useful Information
Here you can find a list of references to the
Dungeon Master's Guild related to adventuring and
surviving on the wilderness.
Wilderness: pages 106-108
Mapping a Wilderness: pages 108-109
Wilderness Survival: pages 109-112
Unusual Environments: pages 116-120

Current Version: 5.3

22

APPENDIX: LIST OF ESSENCES



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