Aeron Drake Wilderness Survival Guide

User Manual:

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Page Count: 22

Credits
Art Used
Table of Contents
Table of Contents
Part 1: Collecting Materials
Material Sources
Part 2: Alchemy
Part 3: Crafting
Part 4: Expanded Equipment
Armor and Shields
Weapons
Adventuring Gear
Magic Items
Part 5: Customization Options
Feats
Part 6: Dangers of the Wild
Environmental Hazards
Dangerous Terrains
Appendix: List of Essences
ON THE COVER
Part 1: Collecting Materials
Y
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 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)
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
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
Organ Alchemy —
Horns Equipment Deals piercing damage on a
failed check
Ectoplasm Alchemy Deals necrotic damage on a
failed check
Scales Alchemy,
equipment
Elemental
essence Alchemy 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
Units Value
CR 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.
Getting Meat (Foraging Variant)
Creature Food Yield
Creature Size Food Gained
Tiny 1 lb.
Small 4 lb.
Medium 16 lb.
Large 32 lb.
Minerals and others
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
Materials Values
Plants and Herbs
d20 Number of plants gathered
1-10 1
11-15 1d4
16-18 1d4+1
19 1d4+2
20 Roll twice
Plants Values
Plant Rarity Market Value
Common 5 gp
Uncommon 10 gp
Rare 20 gp
Very Rare 40 gp
Plants and Herbs by Areas
Arctic
1d20 Name Rarity Essences
1-5 Blue herb Common
6-10 Drojos ivy Common
11-15 Ucre bramble Common
16-18 White poppy Uncommon
19 Kreet paste Rare
20 Angel flower Very Rare
Caves
1d20 Name Rarity Essences
1-5 Twilight wormwood Common
6-10 Blue herb Common
11-15 Mandrake root Common
16-18 Abyss flower Uncommon
19 Kasuni juice Rare
20 Blackleaf Rose Very Rare
Desert
1d20 Name Rarity Essences
1-5 Drojos ivy Common
6-10 Ellond scrub Common
11-15 Ucre bramble Common
16-18 Dried Ephedra Uncommon
19 Olina petals Rare
20 Ebrium fungus Very Rare
Forests
1d20 Name Rarity Essences
1-5 Twilight wormwood Common
6-10 Drojos ivy Common
11-15 Ellond scrub Common
16-18 Blood herb Uncommon
19 Thunderleaf Rare
20 Wisp stems Very Rare
Lakes, rivers and ocean
Lakes, rivers and ocean
1d20 Name Rarity Essences
1-5 Twilight wormwood Common
6-10 Blue herb Common
11-15 Mandrake root Common
16-18 Aniseed sap Uncommon
19 Kreet paste Rare
20 Chromatic mud Very Rare
Mountains
1d20 Name Rarity Essences
1-5 Drojos ivy Common
6-10 Ellond scrub Common
11-15 Mandrake root Common
16-18 Ash chives Uncommon
19 Kasuni juice Rare
20 Dragontongue petals Very Rare
Plains
1d20 Name Rarity Essences
1-5 Ellond scrub Common
6-10 Mandrake root Common
11-15 Ucre bramble Common
16-18 Aniseed sap Uncommon
19 Lunar nectar Rare
20 Dragontongue petals Very Rare
Swamps
1d20 Name Rarity Essences
1-5 Twilight wormwood Common
6-10 Blue herb Common
11-15 Ucre bramble Common
16-18 Frenn moss Uncommon
19 Ecire laurel Rare
20 Spineflower berries Very Rare
Part 2: Alchemy
E
Alchemy Basics
Creating a Mixture
Example of Creating a Mixture
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 10-
feet 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 10-
feet 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).
Part 3: Crafting
D
Object Types
Skill Checks
Hiring Artisans
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
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
Material Descriptions
Adamantine
Aerocrystal
Asmoroch wood
Beast feathers
Bone
Chitin
Cold Iron
Coral
Darksteel
Darkwood
Dwarvenstone
Ellond hide
Eternal Ice
Ignum
Infernal Leather
Infernal Steel
Leafweave
Mitrhil
Monster Scales
Obsidian
Orichalcum
Plague wood
Shadowsilk
Shadowfell Linen
Spiritual wood
Stellar Iron
Optional Rule: Material Resistance
Resistance Points by Value
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
Equipment type Number of Material Units
Armor 2 units
Weapon 1 unit
Common Items Resistance
Part 4: Expanded Equipment
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Clothing
Dueling cloak 10 gp +1 3 lb.
Shield
Buckler 8 gp +1 4 lb.
Tower shield 15 gp +3 Str 13 Disadvantage 30 lb.
Armor and Shields
Weapon
New Weapon Properties
Firearms Properties
Weapons Descriptions
Weapon
Name Cost Damage Weight Properties
Simple Melee Weapons
Gauntlet 1 gp 1d2 bludgeoning 1 lb. Special
Gauntlet, spiked 2 gp 1d4 piercing 2 lb. Special
Mace, heavy 6 gp 1d8 bludgeoning 6 lb. Heavy, two-handed
Scythe 8 gp 1d6 slashing 5 lb. Two-handed, special
Simple Ranged Weapons
Dart, sleeping 5 sp 1d4 piercing 1/2 lb. Finesse, thrown (range 20/60)
Flintlock Pistol 250 gp 1d8 piercing 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 1 lb. Light
Switch axe 100 gp 1d12 slashing 18 lb. Heavy, switch, two-handed
Martial Ranged Weapons
Crossbow, bladed 75 gp 1d8 piercing 18 lb. Ammunition (range 80/320), loading, switch, two-handed
Crossbow, wrist 100 gp 1d6 piercing 3 lb. Ammunition (range 30/120), covert, light, loading
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
Adventuring Gear
Nutrients
Quality Temporary Hit Points
Normal 1d4 + 4
Greater 1d4 + 9
Superior 1d4 + 14
Supreme 1d4 + 19
Adventuring Gear
Magic Items
Alfan's Tinderbox
Arrow of Tracking
Bag of Colding
Elven Watchtower
Everlasting Quiver
Guardian Figurine
Mana Potion
Mana Potions
Potion of... Rarity Points
Mana Uncommon 1d4+1
Greater mana Rare 2d4 + 2
Superior mana Very Rare 3d4 + 4
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
Alchemist
Crafting Expertise
Forager
Herbalist
Master Extractor
Survivalist
Part 6: Dangers of the Wild
Environmental Hazards
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
Avalanches, Rockfalls and Mudslides
Hazard Level Number of Checks
Setback 2
Dangerous 3
Deadly 4
Blizzard
Earthquakes
Elemental Cloud
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
Insect Swarm
Lava
Lightning Storms
d100 Number of Creatures
1-50 0
51-70 1d4
71-80 1d6
81-90 1d8
91-100 1d10
Magma Eruptions
Poison Clouds and Spores
Rapids
Rogue Wave
Sandstorms
Unsteady Ground
Dangerous Terrains
Arctic
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.
Environmental Hazards
Hazard Source Notes
Avalanches WSG, P.18 Only near mountains
Blizzard WSG, P.18
Elemental Cloud WSG. P18 Cyan clouds only
Frigid Water DMG, P.110
Hailstorm WSG, P.18
Chasms and Ice Cracks DMG, P.122 Use the pits trap
Slippery Ice DMG, P.110
Thin Ice DMG, P.111
Caves
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 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.
Environmental Hazards
Hazard Source Notes
Earthquakes WSG, P.18
Elemental Cloud WSG, P.18 Mostly red clouds
Lightning Storms WSG, P.19
Sandstorms WSG, P.19
Forests and Jungles
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 Might cause a forest fire
Poison Clouds
and Spores WSG, P.19
Razorvine DMG, P.110
Lakes, rivers and ocean
Environmental Hazards
Hazard Source Notes
Elemental Cloud WSG, P.18
Hailstorm WSG, P.18 Only near arctic zones
Frigid Water DMG, P.110 Ocean only
Lightning Storms WSG, P.19
Rapids WSG, P.19 Rivers only
Rogue Wave WSG, P.19 Ocean only
Mountains
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 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
Environmental Hazards
Hazard Source Notes
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
Appendix A: List of Essences
Common
Uncommon
Rare
Very Rare
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

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