Heron’s Manual - Volume 1: Pursuing Activities

by JKyle

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Heron's Manual
Volume 1: Pursuing Activities
In Loving Memory of Azrail D. Tirich
One of the Greatest Kings & Sorcerers to Have Ever Lived

Introduction

Created by JKyle

Actions

Actions Table
Action
Main Actions
Attack Typically an Action. Use one of your character's listed attacks.
Cast Typically an Action. Use one of your character's listed spells
Choke Impose the suffocation condition. You may use this action on a creature that is already grappled by you. Make a Strength Check. The target resists with a CON save. Regardless of CON modifier the creature starts suffering the effects of suffocation on your STR check success. At 3 levels of exhaustion gained this way the target goes unconscious for 1d4 rounds in combat. The action must made each round to continue choking.
Consuming (Someone Else) Giving an ally food, drink, or a potion.
Bleed Impose the Bleeding condition. Make a slashing melee attack and hit 5 or over their AC. (The attack is included in this action.)
Dash Doubles movement speed for one turn.
Dazzle Impose the Dazzled condition. Make a Performance or Persuasion check. Can not have attacked the one being dazzled this turn.
Daze Impose the Daze condition. Make a bludgeoning melee attack against the one being dazed and an athletics check. (The attack is included in this action.)
Disengage Prevent opportunity attacks.
Disarm Knock/grab an item out of a target's hand. Make an Athletics check.
Distract Impose the Distract condition. Make Deception, Performance, or Persuasion check.
Disgust Impose the Nauseated condition. Make a Performance or Persuasion check.
Dodge Increase defenses. Attack rolls against you have a disadvantage and you have an advantage on DEX saves.
Escape Escape a grapple. Make an Acrobatics or Athletics check.
Grapple Impose the Grappled condition. Grab or wrestle a target. Make an Athletics check.
Handicap Impose the Handicap condition. Make a physical melee attack and do half the target's HP in damage. (The attack is included in this action.)
Help Grant an ally advantage. Physical based activities can usually have more than one helper while intellectual and wise based activities can only have ONE helper.
Hide Attempt to hide from creatures that can not see you. Make a Stealth check.
Improvise Any action not listed, allowed by the GM.
Intimidate Impose the Shaken condition. Make an optional attack against the one being intimidated this turn (increases chance of intimidation) and an Intimidation check. (The attack is included in this action.)
Inspire Give an ally advantage on their next ability check, save, or attack roll. Make a Performance or Persuasion check. NAT 20 on the performance or persuasion check will heal the single targeted alley 1d4 HP if they are above 0 HP. This Action may not have an effect on a targeted ally that can NOT hear and/or see.
Pain-Wreck Impose the Pain-Wrecked condition. Make any attack and do half the target's HP in damage. (The attack is included in this action.)
Ready Choose an action you want to take as a reaction when a trigger occurs.
Taunt Imposes the annoyed condition. Make an attack against the one being taunted this turn and a Deception, Performance or Persuasion check. (The attack is included in this action.)
Take Cover Duck behind cover. Increases your amount of cover.
Shove Push back or knock prone a target. Make an Athletics check.
Suppressive Fire Gives a target disadvantage on ranged attacks against allies till the end of the round. Make a ranged attack near a target. Purposely miss.

Created by JKyle

Search Focus your attention on finding something. GM may have you roll Perception or Investigation check.
Overwatch Choose a 45° cone to monitor. Once before your next turn, after a target within that area moves or takes an action, you may choose to make a ranged attack against them as a free reaction. You have advantage on this attack and may resolve the attack using the lowest cover level the target had during its turn (thus simulating an attack while someone runs across a gap or stands from cover to shoot).
Use Feature Typically an action. Use one of your character's listed Feats.
Use Object To use certain objects takes an action. This is equiping or unequiping gear such as a shield. Or pulling gear out of a backpack.
Bonus Actions
Consuming (Yourself) Giving yourself food, drink, or a potion.
Expose Leave cover to draw fire, foregoing any cover bonus afforded by their space. This may give advantage on an Ability check or even an attack, depending on battlefield geometry and conditions. May also draw enemy fire to you.
Offhand Attack Typical no ability modifiers or PB can be added to this attack. Light melee weapon only.
Use Object Some objects may be used with a bonus action.
Reactions
Defend Attempt to gain resistance to a melee attack. Make an Athletics or Insight check. This may also prevent certain conditions from being imposed on.
Opportunity Attack Attack an enemy creature that leaves your reach that does not take the disengage action.
Readied Action Execute an action that you have previously readied.
Free Actions
Avoid Avoid being dazed/disarmed/grappled/shoved. Make an Acrobatics or Athletics check.
Resist Resist being choked/dazzled/distracted/disguised/intimidated/taunted. Make a Insight, CON/WIS/CHR save check, or another check determined by GM.
Use Skill Any skill not listed, allowed by the GM. Typically first use can be a free action.
Use Object Use of some objects not listed, allowed by the GM can typically be a free action on first use.

Created by JKyle

Variant Conditions

Conditions Table
Condition Description Typical Intensity Level
Ache You have disadvantage on Saves. Poorer
Levels of Addiction You are addicted to a sustenance (drug). Greater
Annoyed You have disadvantage on all attack rolls made against those not annoying / taunting you till the start of the taunters next turn or 1 round. Poorer
Bestowed You are given a magical effect that is positive. Mythical
Bleeding You take 1d4 Slash/Piercing Damage each round in combat. Each hour out of combat. Average
Blinded Checks that require sight fail automatically. Attacks against you have advantage and your attacks have disadvantage. Average
Burned You take 1d4+ Fire/Radiant Damage each round in combat. Each hour out of combat. Average
Charmed You can not willing do harm to the charmer and the charmer has advantage on social skill checks against you. Greater
Levels of Corruption You become more evil. Mythical
Cursed You are given a magical effect that is negative. Mythical
Dazed You can not take reactions, and may use either take an action or a bonus action but not both. Regardless of your abilities or effects, you cannot make more than one melee or ranged attack. Poorer
Dazzled You have disadvantage on attack roll against the dazzler and the dazzler has advantage on social skill checks against you. Poorer
Deafened Checks that require hearing fail automatically. Average
Diseased You take ability score damage depending on GM. You can not heal ability score damage until the diseased condition is removed. Other healing is normal. Might have other/different effects depending on the disease type. Greater
Disoriented You have disadvantage on the first damage roll of your turn or the round. Poorer
Distracted Attacks against you have advantage and your save checks have disadvantage until your turn or you are attack. Poorer
Entangled Your movement speed is cut in half and your DEX saves have disadvantage. Average
Levels of Energy Find the levels posted else where. Greater
Levels of Exhaustion Find the levels posted else where. Greater
Frightened You disadvantage on Ability Checks and Attack rolls while the source of its fear is within sight. You can’t willingly approach the source of its fear. Greater
Grappled Your speed becomes 0. Attacks against you have advantage and your DEX save checks have disadvantage. Average
Handicapped Either your speed is halved or you suffer -2 to any attack rolls that require your hands. Average
Incapacitated You can not take any actions or reactions. Average
Levels of Intoxication You become intoxicated by a sustenance (drug). Average
Invisible No one can see you without the use of special ability or equipment. Attacks against you have disadvantage and your attacks have advantage. Average
Madness You become more insane and gain flaw. Greater
Mishap An effect either magical or non-magical happens to you. -

Created by JKyle

Muted Cannot speak. Checks and Spells that use verbal elements checks automatically. Average
Nauseated You have disadvantage on your next attack roll or ability check. Must make a CON save check or take 1d4 necrotic damage. Poorer
Pain-Wracked You have disadvantage on ability checks and save checks. Poorer
Panicked You must if possible disengage or dash with all your movement speed from the source of its fear, as well as any other dangers you encounter, along a random path. You must use the dodge or defend actions anytime you can, and can ONLY attack or interact with obstacles using special abilities including spells ONLY if needed as a means of escape. If cornered, you must cower and not attack. Superior
Paralyzed You are incapacitated, can not move, and speak. You automatically fail all physical save checks. Attacks against you have advantage and any attacks made within 1 meter of you are automatically a critical hit. Average
Petrified Turns into solid inanimate substance. You are incapacitated, can't speak, and unaware. Attack rolls against you have advantage. Auto fail physical saves. Resistance to damage. Immune to incoming poison or disease. Mythical
Poisoned You have disadvantage on attack rolls and ability checks. You suffer one level of Exhaustion that cannot be removed till the poison condition is restored. This exhaustion persists even if you no longer Poisoned, until they take a long rest while not poisoned. Each day (24 hours) you are poisoned you gain another exhaustion. Other poison effects might apply depending on the type of poison. Average
Possessed You are under the control of another entity. Mythical
Prone Only movement option is crawl or stand up. Ranged attacks have disadvantages on you and melee attacks have advantages on you. Poorer
Radiated You take 1d6+ Necrotic/Radiant Damage each round of combat. Each hour out of combat. Average
Restrained Your speed becomes 0. Attacks against you have advantage and your DEX save checks and attack rolls have disadvantage. Poorer
Shaken You have disadvantage on first attack roll or ability check on your turn. Poorer
Slowed Your movement speed is reduced by half, you can take a Reaction, Main Action or Bonus Action but not more then type of action. Regardless of your abilities or effects, you cannot make more than one melee or ranged attack.
Souless You loose your soul. Could have various effects. Mythical
Staggered You have 50% chance of falling prone when moving, you have disadvantage on DEX saves, and you can take a Main Action or Bonus Action but not both. Average
Stunned You are incapacitated, can not move, and speak. You automatically fail all physical save checks. Attacks against you have advantage. Average
Suffocating You must make CON save checks each fail gives exhaustion. Superior
Unconscious You are incapacitated, can not move, speak, and are unaware. You automatically fail all physical save checks. Attacks against you have advantage and any attacks made within 1 meter of you are automatically a critical hit. Superior
Weightless Push off of something you have a fly speed of 30ft but have a lack of control in direction. Poorer
Winded Disadvantage on CON, DEX, and STR checks. Average
Wounded You take a wounded effect. Greater

Hit Points vs Conditions

Despite a creature taking Hit Point Damage a creature may have not actually have been cut or otherwise wounded (taken actual damage) unless taking a condition. Hit Points more so track Will Power or Energy levels of a creature. The less Hit Points the more the creature has lost the WILL to keep fighting. It is only when hitting at or below 0 HP or when taking a condition that actual damage occurs.

Condition make it easier to mechanically track the mechanical effects of an effect on a creature. How these effects are removed will vary between condition and the intensity level of that condition. Some methods of removal include medicine check, tend to wounds activity, time, basic healing, and/or spells, potions, elixirs, food, or any other methods that heal that specific condition or provide a level of restoration. Typically level of intensities for condition will not come into effect though on occasion a creature may be effected by a more or lesser intense version of a condition. If this is the case the condition could be harder or easier to remove.

Created by JKyle

Condition Intensity Table
Intensity DC Typical Cure
Poorer 5 A Specific Action, Any Amount of Healing and/or Time
Average 10 A Specific Action and/or Lesser Restoration
Greater 15 Greater Restoration
Superior 20 Superior Restoration
Supreme 25 Supreme Restoration
Extreme 30 Extreme Restoration
Legendary 35 Legendary Restoration
Mythical 40 Mythical Restoration

Ache

This is a lesser version of the Pain-wracked Condition. You have slight discomfort like a headache or joint pain that is dull but is still bothering you and dividing your attention.

Cause

The Ache condition can be imposed by an Ability, other conditions, various elements, or the Game Master's say so.

Effect

The one who is Aching has Disadvantage on all Mental and Social Saving throws.

Ends

Has no typically clear end condition. May end when healed, time passes, or a CON save is passed.

Levels of Addiction

You become addicted to or obsessed with mostly commonly a substance (drug) but it could be anything or even anyone. That substance is all you can think about. All you carve.

Cause

Addiction is mostly commonly caused by an addictive substance (drug) like Elixirs or on a lesser scale alcohol. But pretty much anything could potentially cause Addiction. Typically there will be a chance to make a WIS or CON saving throw to resist the addiction.

Effect

There are 7 levels of addiction. Usually increase in levels the longer the addiction is fed but more intense addiction may start at higher levels.

Levels of Addiction Table
Level DIS & Penalties DMG Every Day Not Using
Level 1 Disadvantage on Charisma rolls. 1d4
Level 2 Disadvantage on Wisdom rolls. 1d6
Level 3 Disadvantage on Intelligence rolls. 1d8
Level 4 When not using -2 on Dexterity Ability Score. 1d10
Level 5 When not using -2 on Constitution Ability Score. 1d12
Level 6 When not using -2 on Strength Ability Score. 1d20
Level 7 When not using -5 on all rolls 1d20

† The levels disadvantages and roll penalties stack.

‡ The DMG does NOT stack.

Advantage on checks when resisting someone trying to take away the source of Addiction or convince you not to use.

Your moral alignment and/or personality may change. This condition is pretty roleplay heavy discussion with the player should be had before giving this condition.

Ends

For every week passed without engaging in the source of the addiction the dependency (addiction condition) will reduce (heal) 1 level of addiction. May also end with use of spells/rituals, foods, elixirs, or potions that heal the addiction condition.

Annoyed

You have been taunted or have been over come with frustration. You can not think straight and your sights are set on whoever or whatever is annoying you (causing the condition).

Cause

The Annoyed Condition can be imposed by an ability, the Taunt Action, and/or the Game Master's say so.

Taunt (Action): An attack roll and a Deception, Performance, or Persuasion Check is contested by the target's Insight.

(The attack is included in the action and does not need to hit. In some cases an attack does not need to be made.)

Effect

The one who is Annoyed has Disadvantage on all attack rolls made against those NOT annoying them (disadvantage on who and what did not cause the condition).

Created by JKyle

Ends

Typically this condition will end at the Start of the Taunters next turn or after 1 round has passed. May also end when with a passed Insight check or WIS save.

Corrupted

Becoming corrupted is a roleplayed condition. It is the change of your behavior and moral alignment to evil. Similar to Addiction and/or Souless. It could be considered an addiction to Power.

Corruption blackens the Soul and/or heart. The soul helps keep corruption in check without a soul corruption will occur easier and faster.

Cause

The use of corruptive spells/rituals. the consumption of elixirs or potions that corrupts, or the Addiction Condition. Some abilities, just straight up roleplaying actions, being souless may also impose corruption, and/or the Game Master's say so.

Effect

There are several levels of intensities for corruption that are meant to help act as a guide when roleplaying being corrupted.

The intensity level of the condition depends on how many times you have been corrupted and what your moral alignment is at the start of the corruption. The effect of corruption could be described similarly to loosing your soul except more prone towards evil. Like on the low end of the intensity scale you forget how to be good.

You become more inclined to evil actions and less able to know what is good and see from others perspectives.

Levels of Corruptions
Intensity Level Example
Level 1 You may not think of others. Ignoring someone in need of help or assistance when it is not obvious.
Level 2 You may commit small acts of evil in secret or alone.
Level 3 You may manipulate and do what serves you best but not harm others in a obvious way.
Level 4 You may commit evil acts but still on some level don't want to cause harm.
Level 5 You may commit evil acts with little worry during but after the fact may feel devastated.
Level 6 You may commit evil acts with no concern for anyone but yourself. True Evil.
Level 7 You may commit terrible evil acts and harm others out of pure spite just because you can and you will enjoy it. Chaotic Evil.

Ends

Resistance rolls WIS or CHR may be made when being corrupted and through out corruption depending on the actions of the player and players around them.

Others may try to end the corruption of the corrupted player with inspiring emotional speeches. May also end with use of spells/rituals, foods, elixirs, or potions that heal the corruption. Ending corruption will be near impossible without a Soul.

Bleeding

You are losing blood

Cause

The Bleeding Condition can be imposed by an ability, slashing attack, creature losing more then half of its Hit Points in one hit, an attack hitting more then 5 over the Armor Class, and/or the Game Master's say so.

Effect

A bleeding creature will take 1d4 (slash/piercing) damage each round in combat. Each hour out of combat

Ends

A bleeding creature will heal from its bleeding condition with a DC 15 Tending to Wounds activity.

Having access to a proper Healer’s Kit, Herbalist’s Kit, or Surgeon’s Kit will lower the DC by 5. Surgeon’s Kit will also give you an advantage. If you are proficient in any of those kits the DC will lower by an additional 5 and you can add your PB as normal. This will expend 2 uses from the Kit. Also, any spell or potions that typically heals physical conditions like lesser restoration will heal this condition.

Dazzled

Dazed

Disoriented

Created by JKyle

Travel & Camping

Choosing How to Travel

Before you set out on any journey you need to prepare. Are you going on foot or on horseback? What is the terrain? How well do you know the area? Do you have any maps? What is the weather? How fast will you be traveling? Are all questions that need to be ask before starting the journey.

Method

On Foot, Riding (Horseback), non-motorized vehicle (wagon, coach, and etc...), or motorized (magic) vehicle.

Below you will see tiers of paces you can travel at that are based on moving on foot. When riding or driving a vehicle will changes your travel speed at the different tiers of pace. How the method of travel affects travel speed and traveling in general various.

Travel Challenge

Travel challenge gives you the Navigation DC and adjusts speed at which you can travel. It is determined by terrain difficulty, weather, how well you know the area, and if you have any maps. Below are some factors that affect traveling though various other factors could add Positive or Negative Bonuses to the Navigation DC and/or the Travel Speed.

Travel Difficulty DC Travel Speed
Super Easy (somewhere you regularly travel to / know well) No DC (No Roll) +1
Very Easy (open plains, clear skies, map) 5 w/ ADV -
Easy (open plains, clear skies, map) 5 -
Moderate (artic, desert, forest, hills, no map, rain) 10 -1
Hard (deep forest, swamp, mountains, heavy rain) 15 -2
Very Hard (lightening, snow, fog) 20 -3
Super Hard (rapids, cliff face, magical, heavy storm) 20 w/ DIS -3
Impossible (pure magical darkness, high speed winds) 25 w/ DIS -4

Prime Locations & Travel Paths

Home locations are locations that the party spends a ton of time at, is a safe haven, and/or some kind of home base or significant location. These can be houses, camps, towns, cities, well traveled roads, or anything the Game Master considers a regularly traveled location or path for the party.

When traveling to these locations along a path the party is familiar with depending on the Story and the GM they do not need to roll or do anything. The travel will be considered Super Easy difficulty. They will automatically travel at moderate to fast pace with a +1. Unless they want to do any traveling activities it will be smooth sailing and out of game jump directly to the destination.

Pace

Pace determines your Travel Speed. Travel speed is the actual movement speed (on foot) per hour.

Travel Pace Travel Speed
Very Fast 5 miles per hour (40 miles per 8 Hours)
Fast 4 miles per hour (32 miles per 8 Hours)
Normal 3 miles per hour (24 miles per 8 Hours)
Slow 2 miles per hour (16 miles per 8 Hours)
Very Slow 1 miles per hour (8 miles per 8 Hours)

Favored Activities Favored activities may be made with advantage when traveling at this pace or at this time.

Associated Activities Associated activities are typical activities for the corresponding pace or at this time.

Hindered Activities Hindered activities must be made with disadvantage when traveling at this pace or at this time.

Forbidden Activities These activities cannot be taken when traveling at this pace or time period.

Very Fast Pace

No time to waste. No breaks and fast steps.

Travel Speed. 5 miles per hour (40 miles per 8 Hours)

Favored Activities. None

Associated Activities. None

Hindered Activities. None

Forbidden Activities. Draw a Map, Hunt & Forage, Sneak, Track, Keep Watch, Navigate, Scout, Trailblaze

Fast Pace

No time to waste. Short breaks and fast steps.

Travel Speed. 4 miles per hour (32 miles per 8 Hours)

Favored Activities. None

Associated Activities. None

Hindered Activities. Keep Watch, Navigate, Scout, Trailblaze

Forbidden Activities. Draw a Map, Hunt & Forage, Sneak, Track

Normal Pace

No need to hurry, but don't dilly-dally either.

Travel Speed. 3 miles per hour (24 miles per 8 Hours)

Favored Activities. None

Associated Activities. Keep Watch, Navigate, Scout, Trailblaze

Hindered Activities. Draw a Map, Hunt & Forage, Sneak, Track

    Forbidden Activities. None

Slow Pace

Take your time. Rest often or longer.

Travel Speed. 2 miles per hour (16 miles per 8 Hous)

Favored Activities. Keep Watch, Navigate, Scout, Trailblaze

Associated Activities. Draw a Map, Hunt & Forage, Sneak, Track

Hindered Activities. None

Forbidden Activities. None

Very Slow Pace

Take your time. Rest often or longer.

Travel Speed. 1 miles per hour (8 miles per 8 Hous)

Favored Activities. Draw a Map, Hunt & Forage, Keep Watch, Navigate, Scout, Trailblaze, Sneak, Track

Associated Activities. None

Hindered Activities. None

Forbidden Activities. None

Forced March

Characters can travel for 8 hours in a day before risking exhaustion. For each additional hour of travel beyond that, each character must make a Constitution saving throw at the end of every hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion. If the party is moving at a slow pace, they gain a +5 bonus to the check, and a fast pace imposes a -5 penalty.

Travel Activity Coming Soon

Camping & Resting Coming Soon

Created by JKyle

Player Activities

These are a list of additional actions that can be taken. Often times they are more complex or take more time then other actions. Activities help give you a guideline of what you can do while traveling, resting, or when you have nothing else to do. Activities can be pursued to improve your character, make new gear, and earn money. Activities can be a character's hobby, or their career path. When thinking about doing an Activity you have main four aspect to consider: Time, Location, Properties, and Skills & Gear needed.

Most activities have a specific amount of time they will take while others really depend on what you are doing with the activity. In any case you need to make sure you have enough time planned out for the activity.

Some activities can be performed any where as long as you have the time available to focus on them. Other activities require you to be traveling while in some cases the activity preferred or require time is during a short or long rest. Typically if the activity is under 2 hours it can the majority of the time be performed during a long rest. Under 1 hour and you can perform it during a short rest. This is sometimes not the case.

Activities have properties that tell you what to expect when doing an activity. This may be a warning that the activity is dangerous or could risk exhaustion. This can also tell you if the activity is something that could be done while traveling or have advantages if done during a rest.

You will need to know what you will need to undergo the activity. Some activities are simple and just require pure effort and/or skill. All you have to do is roll and beat a require DC to have an success. Other activities can be more complex gear such as bundles, kits, and misc. supplies are required or make the activity easier. Most of the time it is NOT a requirement to have the gear to attempt the activity but having the right gear would in most cases significantly improve chance of success.

Consult further down into the book for details given about the times, locations, properties, skills, and gear associated with activities.

Activity Time

Activities take time to complete. The time could be any where from 10 minutes to 8 hours. In order to receive credit for the activity you need to usually have access to that full time with out interruption. An activity with the Distraction property are super sensitive to this and will end and fail if concentration is lost in anyway. Activities mentioned that have a ~ symbol next to their time or instead of the their time are looser do not have a specific time or do not require the full time to be used.

Time Table

Below is a table of times and the activities that commonly take that amount of time.

Time Activity
~ Keeping Watch, Map Making, Navigating, Scouting, Tracking, Trailblazing
10min Appraisal, Bonding, Healing, Identifying
1hr Attuning, Boosting Camp, Cooking, Disguising, Finding Camp, Identifying, Keeping Watch, Recuperate, Setting Up Traps, Tend to Companions, Tend to Wounds
2hr Disguising, Felling, Fishing, Foraging, Hunting, Keeping Watch, Learning, Mining, Reading
4hr Learning, Reading, Training
8hr Brewing, Crafting, Designing Blueprint, Extracting, Imbuing, Planning Ritual, Performing Ritual, Repair, Researching Formula, Scribing, Training
9hr+ Building, Extracting, Performing Ritual

No Specific Time (~ or +-)

Like stated in the intro of this section activities that fit this category either the time changes depending on what you doing with the activity, they do not require a standard time frame, and/or do not require the use of the full time in order to receive credit and success for the activity.

The activities that have a ~ that fit in this category can be interrupted or have the times changed and adjusted depending on what you doing with the activity. These are activities like Keep Watch which can be split into 1 or 2 hour chucks but do not have to use that full time to receive credit and success for the time used. Similarly activities like Map Making, Navigation, or Scouting are based on the Travel Legs of where you are going therefore based on the total time traveling.

If an activity has a + and/or a - next to their time then they could take any longer and/or shorter then that amount of time. The amount of time determined will be decided before the activity They still need the full time to be completed in order for the activity to be successful. Example of this is performing a ritual. The amount of time a ritual takes is solely dependent on the ritual's plan.

10+ Minutes

The occasional activity takes less then an hour to complete. This does not mean these activities can be repeated countless times in a day. Typically these activities are limited to an X amount that can be done with in a time from or without taking a short or long rest.

1 Hour

Hour long activities can be done during a short rest in most cases and as long as they do not have the Strenuous property. Two of these activities can be done during a long rest and in some cases they will even have advantage if done during a long rest when they have the Rest property.

2 Hours

2 Hour long activities can be done during a long rest in most cases and as long as they do not have the Strenuous property. In some cases they will even have advantage if done during a long rest when they have the Rest property.

3+ Hours

These are activities that take a long time usually 4 to 8 hours. They can not be fit into a rest and most be done on their own dedicated time.

Activity Locations

Activities can be broken down into there the best place to do them is. You have activities that could be done any time, activities that gain advantages if done during a short and/or long rest, activities because of the time they take can not be done during a rest, and activities that are only for traveling.

Location Table
Location Activity
Free Time Appraisal, Bonding, Boosting Camp, Brewing, Building, Cooking, Crafting, Designing Blueprint, Disguising, Extracting, Finding Camp, Felling, Fishing, Foraging, Healing, Hunting, Identifying, Imbuing Keeping Watch, Learning, Mining, Planning Ritual, Performing Ritual, Reading, Repair, Researching Formula, Scribing, Setting Up Traps, Training
Rest, Short Appraisal, Attuning, Bonding, Boosting Camp, Cooking, Disguising, Healing, Identifying, Keeping Watch, Recuperate, Setting Up Traps, Tend to Companions, Tend to Wounds
Rest, Long Appraisal, Attuning, Bonding, Boosting Camp, Cooking, Disguising, Fishing, Foraging, Healing, Hunting, Identifying, Keeping Watch, Learning, Reading, Recuperate, Setting Up Traps, Tend to Companions, Tend to Wounds
Travel Finding Camp, Foraging, Hunting, Keeping Watch, Map Making, Navigating, Scouting, Tracking, Trailblazing

Free Time

These are activities that do need to be done during a rest or travel or that can NOT be done during a rest or travel. Your characters might take several days off from adventuring to pursue these activities.

Rest, Short & Rest, Long

Activities that take 1 and/or 2 hours and are not strenuous. These activities can fit perfectly in a rest sometimes gain advantage for doing so.

Travel

These are activities that can be done while traveling. Some of which can only be done while traveling.

Activity Properties

Property Table
Property Activity
Dangerous Fishing, Foraging, Hunting, Setting Up Traps, Scouting
Distracting Appraisal, Attuning, Bonding, Boosting Camp, Brewing, Building, Cooking, Crafting, Designing Blueprint, Disguising, Extracting, Felling, Fishing, Healing, Identifying, Imbuing, Learning, Map Making, Mining, Navigating, Planning Ritual/Spell, Performing Ritual, Reading, Repair, Researching Formula, Scribing, Tend to Companions, Tend to Wounds, Trailblazing, Training
Exhausting Brewing, Building, Crafting, Designing Blueprint, Extracting, Felling, Imbuing, Learning, Mining, Planning Ritual/Spell, Performing Ritual. Reading, Repair, Researching Formula, Scouting, Scribing, Trailblazing, Training
Focused Cooking, Healing, Map Making, Navigating, Scouting, Setting Up Traps, Tend to Companions, Tend to Wounds, Tracking, Trailblazing
Relaxing Recuperate, Tend to Companions, Tend to Wounds
Rest Attuning, Foraging, Healing, Identifying, Keeping Watch, Learning, Reading
Restrictive Appraisal, Bonding, Healing, Identifying, Recuperate
Strenuous Extracting, Felling, Learning, Mining, Performing Ritual
Travel Finding Camp, Foraging, Hunting, Keeping Watch, Map Making, Navigating, Scouting, Tracking, Trailblazingp

Dangerous Activities

Activities that require you go off alone and separate from the group. Thus risking being attack or trapped without help. Chance of encounter occurs.

Distracting Activities

These activities require your full attention. Passive perception suffers a -5.

Exhausting Activities

Activities that if you do this activity twice or more with out taking a long rest then you will suffer one level of exhaustion after finishing the second.

Focused Activities

Activities that can only be performed max of twice during travel or rest (twice by the same PC or twice by 2 different PCs). Only the highest of the two check results will determine the effect. If a character fails their check, they still suffer the consequences.

Created by JKyle

Relaxing Activities

Activities that if done during a Long Rest will increase your quality of rest (sleep). With an activity you can only increase the quality of rest once per a long rest. Meaning doing two Relaxing activities will NOT increase your rest quality beyond the first time. If you are camping and do NOT have the proper camping equipment then you can NOT benefit from a Relaxing activity's rest quality increase.

Rest Activities

Are activities that if performed during a Short or Long Rest will have an Advantage.

Restrictive Activities

These are activities that have some restriction to how many times you can do them typically on the same creature or object within certain time frame. This is like healing, appraisal, or identifying. Once you have used those activities on an object or creature you can not go back to do them again unless significant time goes by or new information is revealed are examples. The restriction for each the activity are detailed further down.

Strenuous Activities

These are activities that can occur a chance of giving exhaustion during the activity even the first time doing the activity. A CON Saving Throw will sometimes be required and fail save will mean a level or more of exhaustion.

Travel Activities

Activities that can be performed during a travel leg. Some can only be performed during travel. Only one activity can be performed per a character during each travel leg. Going at medium or fast pace might prevent the activity or cause a Disadvantage on the roll.

Running Activities

When running an activity you want to first declare the activity you want to run and then make sure you have what you need. The right amount of time to complete it, the the right location to do it, and the correct skill, bundles, and supplies needed if any are needed at all.

Ability Stats

All Activities are based on an Ability Stat. Sometime mulitple different Ability Stats could be used. Depending on what you are doing with the activity changes the Ability Stat that is rolled (this is determined by the GM). Sometimes you can choose the Ability Stat you want to use though the optimal Ability Stat may make the roll easier then using non-optimal Ability Stat. You may have disadvantage or some kind of negative bonus if you use the non-ptimal Ability Stat. For example if you use WIS (perception) instead of INT (Investigation) on the Finding Camp activity then you will have DIS on the roll.

Ability Stat Table
Ability Stat Activity
Physical Stats
Strength (STR) Boosting Camp, Building, Felling, Mining, Trailblazing, Training
Dexterity (DEX) Boosting Camp, Brewing, Building, Cooking, Crafting, Repair, Training
Constitution (CON) Training
Mental Stats
Intelligence (INT) Appraisal, Attuning, Building, Crafting, Designing Blueprint, Extracting, Finding Camp, Identifying, Imbuing, Learning, Map Making, Planning Ritual/Spell, Performing Ritual, Reading, Repair, Researching Formula, Scouting, Tracking, Training
Wisdom (WIS) Bonding, Brewing, Cooking, Extracting, Finding Camp, Fishing, Forging, Healing, Hunting, Identifying, Imbuing, Keeping Watch, Navigating, Planning Ritual/Spell, Performing Ritual, Reading, Recuperate, Scribing, Setting Up Traps, Tend to Companions, Tend to Wounds, Tracking, Training
Social Stat
Charisma (CHR) Disguising, Training

Skills

Most Activities are able to use a Skill on the roll though some you can NOT. When you use a Skill you can add your proficiency bonus to the roll if you are proficient in that Skill. Sometime mulitple different Skill could be used. Depending on what you are doing with the activity changes the skill that is added to the roll (this is determined by the GM). Sometimes you can choose the Skill you want to use though the optimal Skill may make the roll easier then using non-optimal Skill. You may have disadvantage or some kind of negative bonus if you use the non-optimal Skill. For example if you use WIS (perception) instead of INT (Investigation) on the Finding Camp activity then you will have DIS on the roll.

Created by JKyle

Skill Table
Skill Ability Stat Activity
Physical Skills
Acrobatics DEX Building. Training
Athletics STR Boosting Camp, Building, Felling, Mining, Trailblazing, Training
Sleight of Hand DEX Boosting Camp, Brewing, Building, Cooking, Crafting, Repair, Scribing, Training
Stealth DEX Boosting Camp, Training
Mental Skills
Animal Handling WIS Bonding, Training, Tend to Companions (Animals), Training
Arcana INT (WIS) Appraisal, Attuning, Brewing, Building, Cooking, Crafting, Extracting, Identifying, Imbuing, Learning, Planning Ritual, Performing Ritual, Repair, Scribing, Training
Culture WIS Appraisal, Identifying, Training
History INT Building, Training
Insight WIS Training
Investigation INT Appraisal, Building, Finding Camp, Identifying, Scouting, Tracking, Training
Medicine WIS Brewing, Cooking, Healing, Recuperate, Repair, Tend to Wounds , Training
Nature WIS Appraisal, Brewing, Cooking, Crafting, Fishing, Foraging, Hunting, Identifying, Learning, Repair, Scribing, Training
Perception WIS Finding Camp, Keeping Watch
Religion INT (WIS) Appraisal, Building, Crafting, Extracting, Identifying, Imbuing, Learning, Planning Ritual, Performing Ritual, Scribing, Training
Science INT Appraisal Brewing, Building, Cooking, Crafting, Designing Blueprint, Identifying, Learning, Planning Ritual, Repair, Scribing, Training
Survival WIS Fishing, Foraging, Hunting, Navigating, Setting Up Traps, Tracking, Training
Social Skills
Intimidation CHR (STR) Training
Performance CHR Training
Persuasion CHR (INT, WIS) Training
Deception CHR (INT, WIS) Disguising, Training

Bundles

Bundles include Supply Bundles, Tools, and Kits. Most Activities are able to use a Bundle on the roll though some you can NOT. When you use a Bundle you can add your proficiency bonus to the roll if you are proficient in that Bundle.

Even if you not proficient in the Bundle using one could give you a bonus such as advantage on the roll. Sometime multiple different Bundles could be used. Depending on what you are doing with the activity changes the Bundle that is added to the roll (this is determined by the GM).

Sometimes you can choose the Bundle you want to use though the optimal Bundle may make the roll easier then using non-optimal Bundle. You may have disadvantage or some kind of negative bonus if you use the non-optimal Bundle.

Created by JKyle

Bundle Table
Bundle Ability Stat Activity
Common
Butcher's Tools (Prepping Meat) DEX, STR Cooking, Training
Carpenter's Kit STR Building, Crafting, Repair, Training
Cartographer's Tools WIS Map Making, Scribing, Training
Cobbler's Tools DEX Crafting, Repair, Training
Cooking Utensils (Cooking Speciality Foods) INT, WIS Cooking, Training
Climbers Kit STR Training
Felling Supplies STR Felling, Training
Fishing Supplies DEX, INT, WIS Fishing, Training
Gaming Sets DEX or WIS Training
Glassblower's Tools DEX Building, Crafting, Repair, Training
Healer’s Kit (Heals, has 10 uses) WIS Healing, Recuperate, Tend to Wounds, Training
Herbalist's Kit (Heals, has 10 uses. Helps with any herb related activity) WIS Appraisal, Brewing, Crafting, Repair, Healing, Recuperate, Tend to Wounds, Training
Leatherworker's Tools DEX Crafting, Repair, Training
Mason’s Tools STR Building, Crafting, Repair, Scribing, Training
Mess Kit (Eating/Cooking Foods) DEX, INT, WIS Cooking, Training
Musical Instruments CHR Training
Navigator's Tools WIS Navigating, Scouting, Tracking, Training
Painter's Supplies DEX Brewing, Building, Scribing, Training
Performer’s Supplies CHR Training
Potter's Tools DEX Crafting, Repair, Training
Smith’s Tools STR Building, Crafting, Repair, Training
Trapper's Kit DEX Hunting, Setting Up Traps, Tracking, Training
Tinker’s Tools INT Crafting, Repair, Training
Weaver's Tools DEX Crafting, Repair, Scribing, Training
Woodcarver's Tools DEX Building, Crafting, Repair, Scribing, Training
Uncommon
Alchemist's Supplies INT Brewing, Crafting, Repair, Identifying, Training
Brewer’s Supplies WIS Brewing, Training
Culinary Tools (Cooking Magical Foods) INT, WIS Cooking, Training
Cryptographer’s Tools INT Training
Mining Supplies STR Mining, Training
Jeweler's Tools DEX Appraisal, Crafting, Repair, Identifying, Training
Research Kit INT Designing Blueprint, Planning Ritual, Learning, Training
Surgeon's Kit (Heals, has 10 uses) DEX, WIS, INT Healing, Tend to Wounds, Training
Tattooist’s Tools DEX Scribing, Training
Torture Tools DEX, STR,WIS Training

Created by JKyle

Bundle Ability Stat Activity
Thieves' Tools DEX, INT Training
Translation Kit INT, WIS Training
Rare
Extracting Tools INT or WIS Extracting, Training
Engineering Kit INT or DEX Building, Crafting, Repair, Training
Forensics Kit INT Training
Forgery Kit DEX Training
Gunsmith's Kit INT Crafting, Repair, Training
Imbuing Tools DEX, INT, WIS Imbuing, Training
Ordnance's Supplies DEX Crafting, Training
Poisoner's Kit INT Brewing, Training
Scrollscriber's Supplies INT, WIS Planning Ritual/Spell, Scribing, Training
Wandmaker's Tools DEX, INT, WIS Crafting, Repair, Training

Supplies

This is miscellaneous gear or ingredients that is needed or would help. This could come in the form pretty much anything. Very few activities absolutely need supplies. For most activities it more depends on what you are doing with activity that determines if supplies will be needed or not. Creative use of supplies in the activity will potentially give bonuses.

Helping

A player can use the Help Action normally on pretty much any activity except for training (where helping works differently). The Help Action gives the primary roller Advantage on the roll. Typically only ONE helper can assist on any single roll but may be special circumstance where you can have more then one helper in which case Advantage may stack or a + bonus may be given for the extra help in these rare situations. The Helper mechanically does not need to doing anything besides state they are helping before the roll occurs but solid roleplay explanation may give additional bonus.

Activity Practice

Each time you perform an activity you gain practice with that activity. Once you have reached 1000 hours of practice on an activity you can add Half your Proficiency Bonus on top of any existing proficiency bonuses you add from skills and bundles to the activity related rolls. Once you have reached 3000 hours you can add your full Proficiency Bonus. With the activities Training and Learning this is not the case.

Logging Hours

Make sure to log every hour you spend on an activity. Failure to keep track of the hours will result in them not be able to count towards your practice.

Earning Proficiency

Hours Proficiency
1,000 Half Proficiency
3,000 Full Proficiency
10,000 Double Proficiency (Expertise)

Created by JKyle

Full List of Activities

Activity List

Below is a full quick reference table of all Activities available to players. What is indicated on the list is the norm not always the requirement. Like seen else where you can sometimes use, for example, different Skills for that aren't listed in the below chart. Details are specified further down for each activity.

Activity Ability Stat Skill Bundle Supplies Time Properties Page
Appraisal INT, WIS Investigation Yes No 10min Distracting, Restrictive
Attuning INT Arcana No No 1hr+ Distracting, Rest
Bonding WIS Animal Handling No No 10min Distracting, Restrictive
Boosting Camp DEX, STR, WIS Stealth, Athletics No Yes 1hr Distracting, Focused
Brewing WIS, DEX Yes Brewer’s Supplies Yes 8hr Distracting, Exhausting
Building INT, DEX, STR Yes Yes Yes 1day Distracting, Exhausting
Cooking WIS, DEX Nature, Survival Cooking Utensils Yes 1hr Distracting, Focused, Rest
Crafting INT, WIS, DEX Yes Yes Yes 8hr Distracting, Exhausting
Designing Blueprint INT No No Yes 8hr Distracting, Exhausting
Disguising CHR Deception, Performance Disguise Kit Yes 1hr, 2hr Distracting
Extracting INT, WIS Arcana, Religion Extracting Tools Yes 8hr+- Distracting, Exhausting, Strenuous
Felling STR Athletics Felling Supplies Yes 2hr Distracting, Exhausting, Strenuous
Finding Camp INT, WIS Investigation, Perception No No 1hr Travel
Fishing WIS Survival, Nature Fishing Supplies Yes 2hr Distracting
Foraging WIS Survival, Nature No Yes 2hr Dangerous, Rest, Travel
Healing WIS Medicine Healing Kit, Herbalist Kit, Surgeon Kit Yes 10min Distracting, Focused, Rest, Restrictive
Hunting WIS Survival, Nature No Yes 2hr Dangerous, Travel
Identifying INT, WIS Yes Yes No 10min, 1hr Distracting, Rest, Restrictive
Imbuing INT, WIS Arcana, Religion Imbuing Tools Yes 8hr Distracting, Exhausting
Keeping Watch WIS Perception No No 1hr~, 2hr~ Rest, Travel
Learning INT, WIS Yes No No 2hr+ Distracting, Exhausting, Rest, (Strenuous)
Map Making INT No Cartographer's Tools No ~ Distracting, Focused, Travel
Mining STR Athletics Mining Supplies Yes 2hr Distracting, Exhausting, Strenuous
Navigating WIS Survival Navigator's Tools No ~ Distracting, Focused, Travel
Planning Ritual/Spell INT, WIS Arcana, Religion No Yes 8hr Distracting, Exhausting
Performing Ritual INT, WIS Arcana, Religion No Yes 8hr+- Distracting, Exhausting, Strenuous

Created by JKyle

Activity Ability Stat Skill Bundle Supplies Time Properties Page
Reading INT, WIS No No Yes 2hr+ Distracting, Exhausting, Rest
Recuperate WIS Medicine Healing Kit, Herbalist Kit No 1hr Relaxing, Restrictive
Repair INT, DEX Yes Yes Yes 8hr Distracting, Exhausting
Researching Formula INT No No Yes 8hr Distracting, Exhausting
Scouting INT Investigation Navigator's Tools No 1hr~ Dangerous, Exhausting, Focused, Travel
Scribing WIS, DEX Yes Yes Yes 8hr Distracting, Exhausting
Setting Up Traps WIS Survival No Yes 1hr Dangerous, Focused
Tend to Companions (Animals) WIS Animal Handling No No 1hr Distracting, Focused, (Relaxing)
Tend to Wounds WIS Medicine Healing Kit, Herbalist Kit, Surgeon Kit Yes 1hr Distracting, Focused, (Relaxing)
Tracking INT, WIS Investigation, Survival Navigator's Tools No ~ Focused, Travel
Trailblazing STR Athletics No Yes ~ Distracting, Exhausting, Focused, Travel
Training Yes Yes Yes Yes 4hr, 8hr Distracting, Exhausting

Appraisal

This is the activity of determining the value of an object. Usually that is the monetary value. Determining how much it may be worth on average at market value. Appraisal can be done without knowing what the item is or if it is magical though if you do NOT know what the item is or that it is magical then it may make the DC harder or give you inaccurate appraisal.

Ability Stat

Appraisal typically uses the ability stat of Intelligence though on occasion Wisdom may be called for depending on what is being evaluating.

Skill

Appraisal typically uses the skill Investigation though on occasion Nature, Religion or even Arcana may be called for depending on what is being evaluating.

Bundle

A bundle that corresponds with the item being Appraised such as Jeweler's Tools for appraising a gem will give advantage and if you are proficient in the Jeweler's Tools you can add your Proficient Bonus (again if are you are already proficient in the skill being used.).

Supplies

No supplies are typically used or needed though clever use of supplies approved by the GM may give a bonus.

Time / Location

Appraisal typically takes 10 minutes though in special circumstances this could change. Appraisal can be done anywhere at anytime.

Properties

Appraisal is a Distracting and Restrictive activity.

Appraisal Distracting Activity

Appraisal requires your full attention. Passive perception suffers a -5.

Appraisal Restrictive Activity

In this case the restriction is that you can NOT appraise the same item twice unless you acquire new information on the item.

Attuning

This is the activity of connecting magical item to you. Most magical items can NOT be used until they are attuned to you. Most magical items need to be identified first before they can be attuned. This means at the bare minimum you need to know that the item is magical and what the primary purpose of the magical item.

Ability Stat

Attuning typically uses the ability stat of Intelligence though on occasion Wisdom may be called for depending on what is being evaluating. Sometimes will NOT need to roll to attune. If you did need to roll and are unsuccessful you will have to attempt to attune again.

Skill

Attuning always takes the Arcana Skill. Sometimes will NOT need to roll to attune. If you did need to roll and are unsuccessful you will have to attempt to attune again.

Bundle

No Bundles are needed when Attuning.

Supplies

No Supplies are needed when Attuning.

Time / Location

Attuning typically takes 1 hour + the time to identify the magical item if needed though sometimes attuning could take a longer or even shorter amount of time. Attuning can be done anywhere at anytime. But you get advantage for doing during a rest.

Properties

Attuning is a Distracting and Rest activity.

Attuning Distracting Activity

Attuning requires your full attention. Passive perception suffers a -5.

Attuning Rest Activity

If you attune during a short or long rest you gain advantage on the roll.

Bonding

This is the activity of gaining the trust of companion and forming a deeper connection with them. You can only attempt to increase your bond with your companion once per a day and it must be rolled with Animal Handling during a long rest. If you combine bonding with Tend to Animals activity not only will the bond roll take zero additional time but you will also have advantage on the roll and using two Tend to Animal activities will give you a +1 on the roll. Training your companion is different then bonding this is depicted in the training activity.

Stages of Bonding

There are 5 Stages of Bond and occasional special bond stages for some companions. You will need to complete a certain number of successes to form the increasing bonds. The number of Successes, the DC required, and the Modifier is recorded under the description of each stage.

Failing below a 3 on a bonding (non-training) Animal Handling Check will reverse a previous success which may lower your bond unless you are at the Bond Stage 5: Absolute Trust then it takes something horrific or a betrayal of some kind roleplay-wise to lower the bond. If you are at the trust stage betraying them may remove the trust altogether making you have to regain it. Below the Stage description are listed as well as a table that gives an overview of all the stages.


    Stage 1: Wild (Untamed) - At this stage, they have a mind of their own and will act completely on their own. When at this stage they can be unpredictable.

Stage 2: No Bond (Tamed) - at this stage, the companion will not follow constantly or not at all. They may disappear at random times. They may test you, tease you, and will only try to communicate with you at the bare minimum. They may act hostel or negatively towards you.

You won't be able to give them any commands or may have to roll Animal Handling with a disadvantage and at a DC 20+. You will have disadvantages on any non-bonding checks dealing with them including Animal Handling and the DCs will be 20+.

Depending on your actions they may leave and never return. Companions at this stage can NOT typically revert back to Wild.

Stage 3: Pet - They will follow you to most locations. Stay around more often. Communicate more regularly. You may be able to give them some simple commands but you may have disadvantages. More complex commands may be impossible or have a DC 15+ roll.

You may have disadvantages on any non-bonding checks dealing with them. You can also train with them at this point to do a variety of activities but you may have a disadvantage during the training. If they are not trained in a command you give them it may be impossible or have a DC 20+.

Stage 4: Trust - Most companions can only gain the trust stage with one PC. They will trust you, listen to you, and follow your commands tho you still may need to roll but you will have no disadvantage. They will communicate with you whenever they can.

You can start training them to fight, attack, and forge/hunt small prey for you without disadvantage. You will have NO disadvantage on any checks dealing with them. You will have an advantage on animal handling checks made during a long rest. Meaning 1 Tending to Animal activity will give you a +1 and 2 will have no additional benefit to the role.

Stage 5: Absolute Trust - They will trust you absolutely, listen to you without question, and follow your commands without you needing to roll the majority of the time. You will have an advantage on all checks dealing with them. And trainings will no longer have negative modifiers.

Special Bond Stage - On rare occasions, some companions will have unlockable special bonding levels. These could be magical.

Stage Successes Difficulty Class Modifier
Wild (Untamed) - - -
No Bond (Tamed) 20 10 -5
Pet 2 10 0
Trust 3 10 0
Absolute Trust 5 10 0

Ability Stat

Bonding always uses the Wisdom Ability Stat.

Skill

Bonding always uses the Animal Handling Skill.

Bundle

No Bundle can be used when Bonding.

Created by JKyle

Time / Location

Bonding takes 10 minutes but if you pair it will Tend to Companions (Animals) activity in order to gain the bonuses to the roll it will take 1 hour or 2 hours. Bonding activity must be done at a Long Rest.

Properties

Bonding is a Distracting and Restrictive activity.

Bonding Distracting Activity

Bonding requires your full attention. Passive perception suffers a -5.

Bonding Restrictive Activity

In this case the restriction is that you can only bond with the same companion once a day at a long rest.

Boosting Camp

Before boosting camp you need to find a camp. See page XX. Your found camp will have certain amount of base set properties. Based on how well you rolled to find the camp you could have set number of Comfortable properties, set number of Defendable properties, and/or set number of Hidden properties.

But you are not stuck with the amount of properties your found camp has as you can use 1 hour or more time attempting to boost your camp. This time spent is considered part of your long or short rest so doing more then 2 hours will usually interrupt your rest unless you have an ability that gives you more time awake.

When boosting your camp you have three options you can Rearrange Camp (this increases the Comfortability property. In turn increasing the comfort of the camp therefore increasing your quality of rest that you will have.), Fortify Camp (this increases the Defendable property. In turn increasing defense of the camp.), or Camouflage Camp (this increases the Hidden property. In turn increasing stealth of the camp.)

Rearrange Camp

A type of Boosting Camp activity that increase the Comfortable property level of your camp. You can move rocks and rearrange the surrounding nature to make the camp more comfortable. You are LIMITED overall to having an Average Comfortable (Level 3 Rest) unless you have a Average Bedroll. You are limited with this activity specifically, to having a Super Comfortable (Level 4 Rest) unless you have a Rich Bedroll.

Natural occurrences such as storms may lower the quality of rest though having other gear could prevent that from occurring. Like for example a tent may prevent the rest quality from being lowered by a storm.

Fortify Camp

A type of Boosting Camp activity that increases the Defendable property level of your camp. Build barricades or other obstacles around your camp. You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and rampart around it. All ways of increasing the defendability of the camp. Making harder for intruders to get in. Being creative with the resources around you or with you can lower the DC of the roll that will be needed.

Camouflage Camp

A type of Boosting Camp activity that increases the Hidden Property level of your camp. Surround the camp with bushes. Cover tents with leafs. Are All methods of hiding your camp making it harder for intruders to find you. Being creative with the resources around you or with you can lower the DC of the roll that will be needed.

Ability Stat

Rearrange Camp is a straight up WIS or INT roll. Fortifying Camp is a STR Check. Camouflaging Camp is a DEX Check.

Skill

Fortifying Camp is a Athletics Check. Camouflaging Camp is a Stealth Check. You can not use a skill on the Rearrange Camp Boosting Camp activity.

Bundle

No Bundle can be used when Boosting Camp.

Time / Location

Boosting Camp is a 1 hour activity. The Boosting Camp activity must be done at a Long Rest.

Properties

Boosting Camp is a Distracting and Focus activity no matter the type you are doing.

Boosting Camp Distracting Activity

Boost Camp requires your full attention. Passive perception suffers a -5.

Boosting Camp Focus Activity

Boosting Camp activity can only be done a MAX of twice during a Long Rest (twice by the same PC or twice by 2 different PCs) Only the HIGHEST of the two check results will determine the effect. If a character fails their check, they still suffer the consequences.

Brewing

Brewing is the act of mixing together potions, poisons, elixirs, or other concoction of liquids such as an alcoholic beverage. You typically need to have a formula and the right supplies before you can brew something. Further down you can find a references to popular potions.

More information about Brewing can be found on Page XX.

(Warning! Drinking too many Potions in a row and you will suffer from Toxicity. See Page XX. Drinking too many Elixirs in general can be addictive. Side Note: Elixirs are NOT considered Potions.)

Created by JKyle

Ability Stat

Brewing uses WIS or DEX. WIS is typically the go to Ability Stat to use when Brewing especially when making more complex concoction like potions or poison. If you use DEX on complex concoction then the DC could be harder. DEX is better for simpler concoction.

Skill

When using the Ability Stat WIS you could use a number of different skills for Brewing. Arcana (with WIS), Medicine, and Nature are skills that could be used when rolling with WIS on the Brewing Activity. If you are using DEX for your Ability Stat then rolling the skill of Sleight of Hand will be needed.

Bundle

Yes, Brewing Supplies Bundle can be used to give you positive bonuses and as normal you are able to, if proficient in the Bundle, add your Proficiency Bonus on top of any Proficiency Bonus you may being add from your skill, that you are using for the roll. Creative use with other Bundles could also give you bonuses to your roll.

Supplies

Supplies including various components and ingredients will be needed to brew. Sometimes not having the correct supplies needed could make the task more difficult, dangerous, or even impossible to do. Sometimes a listed supply in a formula could be skipped though this is often times not recommended as every ingredient has its purpose typically. Being creative with supplies could make rolls easier.

Time / Location

The default time for Brewing is 8 Hours, but for brewing simpler concoction the time could take as little as 10 minutes.

Brewing can be done pretty much at any location as long as you have the time for it. Majority of the time Brewing can NOT be done during a Rest.

Properties

Brewing is a Distracting and Exhausting Activity.

Brewing Distracting Activity

Brewing requires your full attention. Passive perception suffers a -5.

Brewing Exhausting Activity

If you do the Brewing Activity more then TWICE (16 Hours) with OUT taking a long rest then you will suffer one level of exhaustion after finishing the second.

Building

Building takes a lot time, effort, supplies, money, and maintenance. Maintenance on buildings where the maintenance cost is under 1gp typically will not have to be acknowledged especially. You need to have Blueprint before you can starting Building.

Below is table of examples of the average cost of both building and maintenance. Keep in mind though based o verity of factors like how much players are involved in the process can change the time and/or cost of the project.

Construction Costs

Building Low Mid Hight Time
Abbey 30,000gp 50,000gp 80,000gp 200 to 400 Days
Cabin 500gp 1,000gp 1,500gp 60 to 90 Days
GuildHall 10,000gp 15,000gp 20,000gp 100 to 300 Days
House 600gp 1,100gp 1,500gp 70 to 100 Days
Keep 30,000gp 50,000gp 80,000gp 200 to 400 Days
Outpost (Fort) 10,000gp 15,000gp 20,000gp 100 to 300 Days
Castle 300,000gp 500,000gp 800,000gp 1,200 to 1,500 Days
Shop 600gp 1,100gp 1,500gp 70 to 100 Days
Temple 30,000gp 50,000gp 80,000gp 200 to 400 Days
Tower, Fortified 10,000gp 15,000gp 20,000gp 100 to 300 Days
Trading post 3,000gp 5,000gp 8,000gp 100 to 300 Days

Maintenance Costs

Building Cost Per Day Skilled Hirelings Unskilled Hirelings
Abbey 20gp 5 25
Cabin 5sp - 1
Farm 5sp 1 2
GuildHall 5gp 5 3
House 5sp to 1gp - 1
Keep 100gp 50 50
Outpost (Fort) 50gp 20 40
Castle 400gp 200 100
Shop 2gp 1 -
Temple 1gp to 25gp 2 to 10 0 to 10
Tower, Fortified 25gp 10 -
Trading post 10gp 2 4

Created by JKyle

Ability Stat

The Building Activity could use DEX, INT, and/or STR. Building is such a long activity that will need to be performed multiple times most likely, especially, for larger projects. Because of this multiple different checks may be require multiple times.

Skill

For Building multiple different skills could, can and may be used. Acrobatics, Arcana, History, Investigation, and/or Religion may all be used one or more times depending on the project being built.

Bundle

Yes, for Building a wide range of Bundles could and may be needed. This includes Artificer's Tools, Carpenter's Kit, Engineering Kit, Glassblower's Tools, Mason's Tools, Painter's Supplies, Woodcarver's Tools. Building could be much harder if not impossible with out the proper Bundle.

The right bundles could give you Advantage and/or other positive bonuses as well if you are Proficient in the one you use you can add your Proficiency Bonus on top of any Proficiency Bonus you may already from your Skill that you are using. Creating use could potentially allow you to use other Bundles as well.

Supplies

Ton of materials (Supplies) will be needed for building. With out the right materials Building could be harder or impossible.

You could collect your own materials needed but for bigger projects especially, this could be tenuous and a challenging task. For most bigger/complex projects it may be easier for you to use a construction company to get everything you need. They will often times be able to lump everything you need from materials to labor into one large some of Gold.

Time / Location

Building as you can see above can take several days to finish. though that is composed of several 1 Day building activities. You may be require to potentially do 60+ building activities depending on the project.

Because building takes a Day for a single activity you can not do it during a rest otherwise as long as you have the time you can do it any other location.

Unlike a lot of other activities and a lot like crafting, a Building Activity can be broken up. A single activity does not have to be done all in one day (12 hour period). But you will only roll at the end of every 12 hours of rolling.

Properties

Building is a Distracting and Exhausting Activity.

Building Distracting Activity

Building requires your full attention. Passive perception suffers a -5.

Building Exhausting Activity

If you do the Building Activity more then TWICE (1 Day) with OUT taking a long rest then you will suffer one level of exhaustion after finishing the second.

Cooking

Cooking is the act of mixing together different portions of rations or individual food ingredients to make different kinds of meals; rations, specialty foods, and magical foods. All these meals/foods need recipes in order for you to cook them.

More information about Cooking can be found on Page XX.

Cooking Specialty Foods (Meals)

Specialty Foods will give temporarily Hit Points for 1 or more hours after the specialty food is consumed depending on the rarity of the specialty food.

Cooking Magical Foods (Magical Meals)

Magical Foods are often times highly complex recipes (full meals) that contain magical ingredients usually as the main ingredient. Magical Foods take skill to properly cook. Not done properly magical foods could be dangerous.

They typically are a lot like potions except you eat them and they are cooked instead of brewed. They will give all sorts of magical abilities depending on the recipe and ingredients being used typically the ability will be temporary but this is not always the case.

Unlike Potions you do NOT suffer the chance of Toxicity when you consume most Magical Foods. Though Magical Foods that offer equivalent benefits can be rarer, have worse side effects if prepared incorrectly, and can take more skill to prepare.

Ability Stat

The best ability stat to use when Cooking is typically WIS though DEX can be used equally as well for simple recipes. For more complex recipes you will want to use WIS. If you are cooking magically related foods then you will roll using INT.

Skill

When using the Ability Stat WIS you could use a number of different skills for Cooking. Nature sometimes Medicine and in some rare situations Arcana (with WIS) are skills that could be used when rolling with WIS on the Cooking Activity. If you are using DEX for your Ability Stat then rolling the skill of Sleight of Hand will be needed. Magical Foods will require you to use Arcana (with INT).

Bundle

Yes, Mess Kit, Cooking Utensils, and/or Culinary Tools are all Bundles that can be used for Cooking. They will give you positive bonuses and as normal you are able to, if proficient in the Bundle, add your Proficiency Bonus on top of any Proficiency Bonus you may being adding from your skill, that you are using for the roll of the Cooking Activity. Creative use with other Bundles could also give you bonuses to your roll. Mess Kits are best for rations, Cooking Utensils are best for (Super) Specialty Foods, and Culinary Tools are best for Magical Foods.

Supplies

Supplies including various ingredients will be needed to Cook. Sometimes not having the correct supplies needed could make the task more difficult, dangerous, or even impossible to do. Sometimes a listed supply in a recipe could be skipped though this is often times not recommended as every ingredient has its purpose typically. Being creative with supplies could make rolls easier.

Time / Location

Cooking can be done during a rest as it is a 1 hour activity. You will also have advantage for cooking during a rest. In rare circumstances cooking Magical Food could take up to as much as 8 hours.

Outside of a rest Cooking can be done pretty much at any location when you have the time for it.

Properties

Cooking is a Distracting, Focused and Rest Activity.

Cooking Distracting Activity

Cooking requires your full attention. Passive perception suffers a -5.

Cooking Focus Activity

Cooking activity can only be done a MAX of twice during a Long Rest (twice by the same PC or twice by 2 different PCs) Only the HIGHEST of the two check results will determine the effect. If a character fails their check, they still suffer the consequences.

Cooking Rest Activity

Cooking activity has Advantage when performed during a Short or Long Rest.

Crafting

Crafting is the process of making mundane or magical items this includes gear, all sorts of equipments, weapons, and armor. Crafting is the combination of everything from Blacksmithing to Suing. In order to craft anything you will need a Blueprint.

Mundane Crafting

The difficulty of Crafting a Mundane item depends on the quality of the item being crafted. The higher the quality of materials and the blueprint being used the higher the cost and difficulty will be. You can on occasion take a lower quality blueprint and choose to craft it at multiple quality levels. Quality of an item is based on the quality of the materials, the workmanship quality, and the number of beneficial properties being applied to the item.

Item Quality

Quality Crafting DC
Poor 5
Standard (Average) 10
Refined (Rich) 15
Exceptional 20
Exquisite 23
Masterwork 25

Magical Crafting

Magical crafting is similar to mundane crafting except for the use of magical resources in the crafting process. Magical crafting is much more difficult then Mundane crafting and can take 1+ weeks. Magical crafting will need to broken into chucks and you will need to roll multiple times The DC will often times be higher, often unknown, and/or additional rolls like an Arcana check may be needed. Magical crafting can also be dangerous and failure could lead to immediate or future dangerous consequences. Sometimes crafting intensely magical items could make the activity a strenuous activity. Below is time chart of how it typically takes to craft a magical item based on rarity.

Rarity Workweeks
Common 1
Uncommon 2
Rare 10
Very Rare 25
Legendary 50
Mythical/Artifact 100

† Times may vary. Typically time will be halved for consumable items.

Ability Stat

The best ability stat to use when Crafting is typically INT though DEX can be used equally as well for simple projects. For more complex projects you will want to use INT. If you are Crafting magically related items then you will roll using INT.

Skill

Most of the time when crafting with INT or WIS the roll is a straight up ability stat roll with no skill check but on occasion if you crating something that is related to Nature, Region, or Arcana for example you may be able to roll with the relevant skill check. If you are crafting with DEX then you roll with the Sleight of Hand skill.

Created by JKyle

Bundle

Yes, Crafting may use any relevant bundle to what is being crafted. Leading to the bundles you can use ranging widely and many cases more then one kind of bundle could be used. Typically like normal you must choose only one bundle to use to assist the crafting process but on bigger projects you may be able to switch out the bundle being used through out the crafting process. You can never take advantage of two or more bundles on one roll.

Supplies

Supplies including various ingredients will be needed to Craft. Sometimes not having the correct supplies needed could make the task more difficult, dangerous, or even impossible to do. Sometimes a listed supply in a blueprint could be skipped though this is often times not recommended as every ingredient has its purpose typically. Being creative with supplies could make rolls easier.

Time / Location

Crafting typically takes 8 hours to complete a single Blueprint (project). Sometimes it could take a shorter amount of time or on occasion a longer amount of time.

Crafting is a unique activity (like Building) depending on the Blueprint and the urgency you can possibly craft in hour long chucks. You will not roll until you have crafted 8 hours or less on the rare chance the craft does not take that long. If the craft takes longer then 8 hours you will still be able to roll for progress every 8 hours or less.

Crafting can be done pretty much at any location as you have the time for it. Crafting can NOT be done during a Rest.

Properties

Crafting is a Distracting and Exhausting Activity.

Crafting Distracting Activity

Crafting requires your full attention. Passive perception suffers a -5.

Crafting Exhausting Activity

If you do the Crafting Activity more then TWICE (16 Hours) with OUT taking a long rest then you will suffer one level of exhaustion after finishing the second.

Designing Blueprint

A Blueprint is needed in order to craft or build anything. You can not craft or build an object or structure until you have a Blueprint for what you want to craft or build. A Blueprint can be purchased but it can also be designed (made). All you have to do is spend time and make the needed roll and you pretty design a blueprint to craft or build anything within reasons and the laws of the universe. It helps to have creativity and knowledge of how the universe works in order to flavor what will be needed for your Blueprint.

A Blueprint contains a list of ingredients and the process that needs to be completed to craft. The more complex of an object or structure you want to craft or build the more complex of a Blueprint.

Ability Stat

You will alway use a straight up INT ability score check for Designing a Blueprint.

Skill

No skill can be used.

Bundle

No bundle can be used.

Supplies

Various supplies can be used mostly just for roleplay effect.

Time / Location

Designing a Blueprint takes 8 Hours every time no less or no more. You are able to split this up.

Properties

Designing a Blueprint is a Distracting and Exhausting Activity.

Designing Blueprint Distracting Activity

Designing a Blueprint requires your full attention. Passive perception suffers a -5.

Designing Blueprint Exhausting Activity

If you do the Designing a Blueprint Activity more then TWICE (16 Hours) with OUT taking a long rest then you will suffer one level of exhaustion after finishing the second.

Disguising

Disguising is the act of looking like someone else. This will help you fool others with deception. The better the disguise the harder the DC will be for the someone figuring out who you are.

Rolled Quality of Disguise DC
1 Failed
5 DC 5
8 DC 8
10 DC 10
12 DC 12
15 DC 15
18 DC 18
20 DC 20

Ability Stat

You will alway use a straight up CHR ability score check for Disguising.

Skill

For Disguising multiple different skills can be used. Deception, and/or Performance.

Bundle

Yes, when Disguising you will want to use a Disguise Kit. Without disguise kit you will have DIS on the disguising process. With a Disguise Kit you will have ADV and if proficient you can add your proficiency bonus.

Created by JKyle

Supplies

Various supplies can be used mostly for roleplay effect and for mechanical benefits. Clever use of supplies can give you bonuses.

Time / Location

Disguising takes 1 Hour or 2 Hours. If you disguise for 1 Hour you will have DIS. Spending 2 Hours Disguising you will be able to roll with out DIS. Disguising can NOT be done when traveling or resting.

Properties

Disguising is a Distracting Activity.

Disguising Distracting Activity

Disguising requires your full attention. Passive perception suffers a -5.

Extracting

This is the act of extracting essence out of an object or creature. Extraction is the opposite of imbuing but takes more of a Ritual to perform rather then a blueprint or formula.

Often times the ritual will be nothing more then just the extraction process but the more complicated or dangerous the extraction the more elaborate the ritual.

If you are extracting from a creature you will typically want it to be alive but this is not always the case.

The more magical the object or creature is often times the easier but more dangerous the extraction process will be.

Ability Stat

You will alway use either INT or WIS ability score check for Extracting along with whatever checks are required to prepare for the ritual.

Skill

For Extracting multiple different skills can be used. Arcana and/or Religion.

Bundle

Extracting Tools can be used to give ADV, lower the DC, and/or add your proficiency bonus. Other bundles may be useful depending on the ritual needs.

Supplies

Extracting itself typically takes no supplies but the ritual needed may require various supplies.

Time / Location

Extracting can typically take 8+ Hours of time. Though this may vary slightly depending on several factors. Extracting can NOT be done when traveling or resting.

Properties

Extracting is a Distracting, Exhausting, and Strenuous Activity.

Extracting Distracting Activity

Extracting requires your full attention. Passive perception suffers a -5.

Extracting Exhausting Activity

If you do the Extracting Activity more then TWICE with OUT taking a long rest then you will suffer one level of exhaustion after finishing the second.

Extracting Strenuous Activity

During Extracting Activity you have a chance of exhaustion. Doing an average extracting activity you make a DC 10 CON save on failure take 1d3 levels of exhaustion. Easier or harding Extracting activities might have a higher chance of exhaustion or give more exhaustion.

Felling

Felling is the act of cutting down trees. Typically on smaller or normal trees this will be a simple process and may not require anything, but on magical or more complex trees this may require the use of this activity.

Ability Stat

You will alway use STR ability score check for Felling.

Skill

Felling only uses the Athletics Skill.

Bundle

Felling Supplies can be used to give ADV, lower the DC, and/or add your proficiency bonus.

Supplies

Felling typically only requires an Axe or tool to chop down the tree but creative use of other supplies can give you bonuses. Felling Tools bundle will include a basic axe but better quality axes can be obtained.

Time / Location

Felling is a 2 Hour activity. Felling can NOT be done when traveling or resting.

Properties

Felling is a Distracting, Exhausting, and Strenuous Activity.

Felling Distracting Activity

Felling requires your full attention. Passive perception suffers a -5.

Felling Exhausting Activity

If you do the Felling Activity more then TWICE with OUT taking a long rest then you will suffer one level of exhaustion after finishing the second.

Felling Strenuous Activity

During Felling Activity you have a chance of exhaustion. Doing an average Felling activity you make a DC 10 CON save on failure take 1 level of exhaustion. Easier or harding Felling activities might have a higher chance of exhaustion or give more exhaustion.

Finding Camp

Finding Camp is the act of looking for a good location and setting up a camp. For this activity you will roll to determine how good the location is for the camp.

Finding Camp is consider part of traveling. Finding camp will count towards your total travel time. So you will want to start Finding Camp at least 1 hour before you end traveling if you are traveling. Finding Camp can be done outside of traveling but will count 1 hour towards the total amount of time you have spent traveling for that day.

Because Finding Camp can be done while traveling it can be paired with the Keeping Watch Activity and the Scouting Activity.

When you have rolled for Finding Camp has discussed in more detail below you will have access to certain amount of points to spend on the Comfortability Property, Defendable Property, or the Camouflage Property.

Rolled Points Acquired
25 or NAT 20 8 Points
20 6 Points
18 5 Points
15 4 Points
10 3 Points
5 2 Points
3 1 Point
1 0 Points
Comfortability Property

Comfortability Property determine how well you rest. Every point in this will increase your Comfortability Level as well as if in a harsh environment with lots of disturbances decrease the DC needed to beat to have restful sleep.

You are limited to a MAX of an Average Comfortability Level if you do NOT have a Bedroll. And you are limited to a MAX of a Super Comfortability Level if you do NOT have a Rich Bedroll.

Depending on the environment and other factors like being indoors or having a tent you may automatically start at a certain level of comfortability. Like being in very easy terrain with a comfortable clear field with clear skies to sleep under may start you at an Average Comfortability Level. While resting in an extremely hot, cold, or stormy environment may start you at a Very Poor Uncomfortable comfortability Level. No matter what comfortability you start at you will still require the amount of points indicated to increase in Comfortability Level.

Comfortability Level Description Points Added
6 At the end of a Very Super Comfortable Long Rest, a character heals all HP, reduces 3 levels of exhaustion, and regains all your maximum Hit Dice (rounded down). (Will need a bedroll and/or other sleep equipment) 8 Points
5 At the end of a Super Comfortable Long Rest, a character heals all HP, reduces 2 levels of exhaustion, and regains all your maximum Hit Dice (rounded down). (Will need a bedroll and/or other sleep equipment) 5 Points
4 At the end of an Average Comfortable Long Rest, a character heals all HP, reduces 1 level of exhaustion, and regains half your maximum Hit Dice (rounded down). 3 Points
3 At the end of an Uncomfortable or Interrupted Long Rest, a character heals all HP, reduces NO levels of exhaustion, and regains quarter of their maximum Hit Dice (rounded down). 2 Points
2 At the end of a Very Uncomfortable or Interrupted for 1 Hour Long Rest, a character heals half of their HP, reduces NO levels of exhaustion, and regains quarter of their maximum Hit Dice (rounded down). 1 Points
1 At the end of a Very Poor Uncomfortable or Interrupted for 2+ Hours Long Rest, a character heals quarter of their HP, reduces NO levels of exhaustion, and regains quarter of their maximum Hit Dice (rounded down). 0 Points

Like stated above in harsh environments or if being interrupted with disturbances you may need to make a CON saving throw to see if you are able to rest well through the night. Every point you add to comfortability will decrease this DC. Depending on how much you fail the DC will determine how far down your Comfortability Level drops.

Without special circumstance or gear that say otherwise you are limited to 4 Points in the Comfortability Property while camping.

DC Decreased Points Added
-10 4 Points
-8 3 Points
-5 2 Points
-3 1 Point
-0 0 Points

Created by JKyle

The CON save is not always rolled it depends on several factors if the GM calls for a roll. Below you will find the default DC for the various environments but those may change depending on other factors. If you are in a Super Easy environment but someone is constantly screaming your face then the DC will be way higher.

Environment Difficulty DC Starting Comfortability Level
Super Easy (In a warm home building) 3 Average
Very Easy (open plains, clear skies, map) 5 Average
Easy (open plains, clear skies, map) 10 Average
Moderate (artic, desert, forest, hills, no map, rain) 15 Uncomfortable
Hard (deep forest, swamp, mountains, heavy rain) 18 Very Uncomfortable
Very Hard (lightening, snow, fog) 20 Very Poor Uncomfortable
Super Hard (rapids, cliff face, magical, heavy storm) 20 w/ DIS Very Poor Uncomfortable
Impossible (pure magical darkness, high speed winds) 25 w/ DIS Very Poor Uncomfortable
Defendable Property

Defendable Property determines how hard it will be for someone to break into your camp if they discovered it. Any creature or thing that decides to come into your camp will need to make a STR (Athletics) check to pass the DC of your Defendable Property.

Without special circumstance or gear that say otherwise you are limited to 4 Points in the Defendable Property while camping.

Property DC Points Added
20 4 Points
15 3 Points
10 2 Points
5 1 Point
0 0 Points
Camouflage Property

Camouflage Property determines how hard it will be for someone to locate your camp. This is how hidden your camp is. If any creature or thing is just happening to walk near your camp or is specifically looking for you camp they will need to make a WIS or INT (Perception or Investigation) check or use their passive to pass the DC of your Camouflage Property.

Without special circumstance or gear that say otherwise you are limited to 4 Points in the Camouflage Property while camping.

Property DC Points Added
20 4 Points
15 3 Points
10 2 Points
5 1 Point
0 0 Points

Ability Stat

Finding Camp takes either INT or WIS.

Skill

Finding Camp can either be normal Investigation Check or a Perception Check with DIS. This is typically paired with the Traveling activities Keeping Watch and Scouting. If you are scouting you will just use the investigation check you already made. If you are Keeping Watch you will roll again and take the lowest of the two perception checks.

Bundle

No Bundle can be used when Finding Camp.

Supplies

No Supplies can be used when Finding Camp.

Time / Location

Finding Camp is a 1 Hour activity. Typically Finding Camp is done while traveling but it can also be done out side of traveling.

Properties

Finding Camp is a Traveling Activity

Finding Camp Travel Activity

Finding Camp can be done while traveling.

Fishing

Fishing is the act of hunting for fish. You may sometimes find fish when foraging or hunting but if you particularly want to hunt for fish you will use this activity.

Ability Stat

You will alway use WIS ability score check for Fishing.

Skill

Fishing can use the Survival or Nature Skill.

Bundle

Fishing Supplies can be used to give ADV, lower the DC, and/or add your proficiency bonus.

Supplies

Fishing at the bare minimum requires an Rod, net, or some kind of tool capture fish. Additional use of other supplies can give you bonuses. The Fishing Tools bundle will include a basic rod but better quality rod or nets can be obtained.

Time / Location

Fishing is a 2 Hour activity. Fishing can NOT be done when traveling but can be done during rest.

Created by JKyle

Properties

Fishing is a Distracting Activity.

Fishing Distracting Activity

Fishing requires your full attention. Passive perception suffers a -5.

Foraging

Foraging is the act of looking for food, plants, herbs, bugs, and other ingredients found in nature.

More information about Foraging can be found on Page XX.

Foraging Chance Table

DC Roll Discover Focus %
NAT 1 1d2 x1 Damage
Encounter
Nothing
0%
3 1d2 x1 Food
Nothing
5% - 0% - 0%
5 1d3 x1 Wild Ingredient
Food
Nothing
15% - 5% - 0%
10 1d3 x2 Wild Ingredient
Food
Nothing
25% - 15% - 0%
13 1d4 x2 Herb
Wild Ingredient
Food
Nothing
50% - 25% - 15%
15 1d3 x3 Herb
Wild Ingredient
Food
75% - 50% - 25%
18 1d3 x3 Herb
Wild Ingredient
Food
Focus
90% - 75% - 50%
20 1d3 x4 Herb
Wild Ingredient
Food
Focus
100% - 90% - 75%
25 1d3 x5 Herb
Wild Ingredient
Food
Focus
100% - 95% - 90%

30% Chance of an Encounter

The Focus % has a High %, Medium %, and Low % indicated. The High % is the chance of finding a Poorer Quality of the Item you are Focusing on. The Lower % and Medium % is the chance of finding an or Greater (Rich) Quality or Average Quality of the item you are focusing. If the item you are looking for is not native to the environment you are currently in the % chance can decrease by as much as 50% depending on the environment and GM.

There is a 10% chance of finding a Food or Wild Ingredient item that is NOT listed as being native to the environment you are currently foraging in.

The DC can increase by as much as 5 when foraging in desolate environments or environments that are considered difficult terrain.

Ability Stat

You will alway use WIS ability score check for Foraging.

Skill

Foraging can use the Survival or Nature Skill.

Bundle

No bundle can be used when Foraging

Supplies

Foraging require no supplies though a basket or another form of container could be useful.

Time / Location

Foraging is a 2 Hour activity. Foraging can be done when traveling and during rest.

Properties

Foraging is a Dangerous, Rest, and Travel Activity.

Foraging Dangerous Activity

Foraging requires one to separate from their may party and produces a chance of an encounter.

Foraging Travel Activity

Foraging can be done while traveling.

Foraging Rest Activity

If you Forage during a long rest you gain advantage on the roll.

Healing

Healing is a board activity that involves the act of using medicine skill to help someone feel better and give them the will power and energy to move forward.

Hit Points

Hit points (HP) determine the Will Power or Energy of a creature or object. During combat scratches, scrapes, cuts, and the fatigue and avoiding lethal and wounding blows will reduce the HP of a creature. When hitting 0 HP the creature will go unconscious and may die or begin to die. Hit Point damage does not necessarily mean being wounded. Any HP damage below 0 is actual harming damage and will result in wounds, permanent injury, and/or eventually death.

Ability Stat

You will alway use WIS ability score check for any kind of the Healing activity.

Skill

Healing will always use Medicine.

Bundle

Most kinds of Healing Activities require a Healing Kit, Herbalist Kit, or Surgeon's Kit. By using these kits you are able to use the activity. You may add your proficiency bonus if you are proficient in the kit as normal. Using a Surgeon's Kit may give you additional bonuses such as Advantage on the roll.

Supplies

Most supplies needed for healing activity are found in the required bundles.

Time / Location

Healing is typically a 10 minute activity.

Properties

Healing is a Distracting, Focused, Rest, and Restrictive Activity.

Healing Distracting Activity

Healing requires your full attention. Passive perception suffers a -5.

Healing Focus Activity

Healing activity can only be done a MAX of twice during a Long Rest (twice by the same PC or twice by 2 different PCs) Only the HIGHEST of the two check results will determine the effect. If a character fails their check, they still suffer the consequences.

Healing Rest Activity

Healing activity has Advantage when performed during a Short or Long Rest.

Healing Restrictive Activity

Healing activity can NOT be done again to the same creature till that creature has had a long rest.

Types of Healing Activities

Consciousness

Making a successful medicine check DC 10 (typically) and spending 10 minutes with 1 USE of a Healing Kit, Herbalist Kit, or Surgeon's Kit you can heal a stabilized creature (creature not dead or dieing) under 0 Hit Points to 1 Hit Point waking them up from their previous unconsciousness state.

On a NAT 1 failure on the medicine check the creature with destabilize going back to having to make Death Saving throws.

Surgeon's Kit will give you advantage on the roll.

Healing HP

Making a successful medicine check DC 10 (typically) and spending 10 minutes with 1 USE of a Healing Kit or Surgeon's Kit you can heal an awake creature (creature above 0 HP) 1d4 Hit Points. With 2 USES from the kit you can heal 1d6 Hit Points.

Surgeon's Kit will give you advantage on the roll.

Healing Poorer Intensity Condition

Making a successful medicine check DC 10 (typically) and spending 10 minutes with 2 USES of a Healing Kit, Herbalist Kit or Surgeon's Kit you can heal an awake creature (creature above 0 HP) 1 Poorer intensity condition. These are conditions that can typically be healed with a specific action, any amount of healing and/or time.

Surgeon's Kit will give you advantage on the roll.

Healing Average Intensity Condition

Making a successful medicine check DC 20 (typically) and Tend to Wounds Activity with 2 USES of a Healing Kit, Herbalist Kit, or Surgeon's Kit you can heal an awake creature (creature above 0 HP) 1 Average intensity condition. You can heal conditions typically that do not need Lesser or higher Restoration to be healed.

You can use a Tend to Wounds Activity to heal conditions without the Healing Activity (a Bundle) but using a bundle (Healing Activity) will lower the DC by 5. Surgeon’s Kit will also give you an advantage. If you are proficient in any of those kits the DC will lower by an additional 5 and you can add your PB as normal.

Surgery

Making a successful medicine check DC varies and Tend to Wounds Activity with 2 USES of a Surgeon's Kit you can perform surgery (improved or improvised healing) on an asleep or unconscious creature. This will heal the creature 2d6 Hit Points and/or remove foreign elements from their body. If the creature awakens or is awake during such an operations they may gain small amount of the Madness Condition (trauma).

This version of the Healing Activity may also be able or needed to heal (end) some Greater or more stubborn Average Intensity Conditions.

This version of the Healing Activity may be done with 3 USES to modify or change a creature in some way often times this means a super high DC and even a longer amount of time. This may in fact also do Hit Point damage to the creature during the procedure.

Depending on what the PC wants to do they may need or want to find or make instructions (a blueprint) on the surgery they are performing to make it possible or easier to perform.

Stabilizing Dieing Creature

Making a successful medicine check DC 10 you can stabilizing a creature that is under 0 Hit Points that is in the process of dieing (making death saving throws).

A Successful medicine check DC 10 stabilizes at the current 0 or negative HP they are currently at instantly therefore keeping them alive and preventing them from dieing.

A failure on the medicine check will result in not only failing to stabilize the creature but also the creature will fail two death saving throws and in some cases instantly die.

On a NAT 1 failure on the medicine check the creature will die instantly.

You do not need a bundle or 10 minutes of time for this use of the Healing Activity but with 1 USE of a Healing Kit, Herbalist Kit, or Surgeon's Kit will give you advantage on the roll.

Surgeon's Kit will also reduce the DC by 5.

Created by JKyle

Hunting

Hunting is the process of looking for prey to kill. Typically this is small prey or prey significantly below your CR. Depending on the animal found you and the DC rolled on the survival or nature skill check you may be required to roll a To Hit roll. Hit and you have successfully hunted that creature. Miss and the creature may run away, hit back, or do nothing. The last two giving you another chance to hit.

Hunting Chance Table

DC Discover
NAT 1 Damage or Encounter
3 Damage or Nothing
5 90% Chance of Escaping
8 75% Chance of Escaping
10 50% Chance of Escaping
15 25% Chance of Escaping
18 15% Chance of Escaping
20 5% Chance of Escaping
25 1% Chance of Escaping
NAT 20 0% Chance of Escaping

Ability Stat

You will alway use WIS ability score check for Hunting.

Skill

Hunting can use the Survival or Nature Skill. Depending on the animal you find you may be required to make at least 1 To Hit roll.

Bundle

No bundle can be used when Hunting

Supplies

Hunting require no supplies though a better weapon may help.

Time / Location

Hunting is a 2 Hour activity. Hunting can be done when traveling and during rest.

Properties

Hunting is a Dangerous, Rest, and Travel Activity.

Hunting Dangerous Activity

Hunting requires one to separate from their may party and produces a chance of an encounter.

Hunting Travel Activity

Hunting can be done while traveling.

Hunting Rest Activity

If you Hunt during a long rest you gain advantage on the roll.

Identifying

This is the activity of determining what an object is. What is it's purpose? The may attempt to try to identify if an object has magical properties or not.

Ability Stat

Identifying typically uses the ability stat of Intelligence though on occasion Wisdom may be called for depending on what is being identified.

Skill

Identifying typically uses the skills Investigation or Science though on occasion Science, Nature, Religion or even Arcana may be called for depending on what is being Identified.

Bundle

A bundle that corresponds with the item being Identified such as Jeweler's Tools for Identifying a gem will give advantage and if you are proficient in the Jeweler's Tools you can add your Proficient Bonus (again if are you are already proficient in the skill being used.).

Supplies

No supplies are typically used or needed though clever use of supplies approved by the GM may give a bonus.

Time / Location

Identifying typically takes 10 minutes though in special circumstances this could change. Magic items could take as long as an hour to Identify. Identifying can be done anywhere at anytime.

Properties

Identifying is a Distracting, Rest, and Restrictive activity.

Identifying Distracting Activity

Identifying requires your full attention. Passive perception suffers a -5.

Identifying Restrictive Activity

In this case the restriction is that you can NOT Identify the same item twice unless you acquire new information on the item.

Identifying Rest Activity

If you identify for two hours during a long rest you gain advantage on the roll.

Imbuing

Imbuing is the act of giving or bestowing on an object or even in some cases a creature magical power. This one way magical items or Arcane Focuses can be made. Instead of crafting an item using materials that are magical you can imbue the item with magic after it is already crafted. To imbue something typically requires a blueprint first.

Ability Stat

Imbuing typically uses the ability stat of Intelligence or Wisdom.

Created by JKyle

Skill

Imbuing typically uses the skill Arcana, Though one could make an argument that Religion and Science would be reasonable to use.

Bundle

Imbuing typically calls for Imbuing Tools but does not require them. Use imbuing tools will lower the DC and/or give Advantage. Other bundles depending on the situation could be used.

Supplies

Supplies and ingredients may be needed depending on what is being imbued and with how much power it is being imbued with. This could be anything that the imbuing blueprint requires. Most supplies or ingredients called for are just to reduce risk.

Time / Location

Imbuing typically takes 8 hours but longer segments of 8 hours or set amount of waiting time may me needed.

Properties

Imbuing is a Distracting, Rest, and Restrictive activity.

Imbuing Distracting Activity

Imbuing requires your full attention. Passive perception suffers a -5.

Imbuing Exhausting Activity

If you do the Imbuing Activity more then TWICE with OUT taking a long rest then you will suffer one level of exhaustion after finishing the second.

Keeping Watch

This activity is process of watching for approaching encounters mostly while traveling or having a rest.

Ability Stat

Keeping Watch typically uses the ability stat of Wisdom.

Skill

Keeping Watch typically uses the skill Perception.

Bundle

No current bundle can be used while Keeping Watch.

Supplies

No supplies are typically used or needed though clever use of supplies approved by the GM may give a bonus.

Time / Location

Keeping Watch can take any amount of time but one roll is typically equal to 1 hour or 2 hours.

Properties

Keeping Watch is a Rest, and Travel activity.

Keeping Watch Rest Activity

Keep Watch activity has Advantage when performed during a Short or Long Rest.

Keeping Watch Travel Activity

Foraging can be done while traveling.

Created by JKyle

Felling

Woods

For simplicity sake outside of fantasy magical forests I have split woodlands in three main categories of normal woodlands that may be encountered in the material plane.

Temperate

These are woodlands located around or slightly above sea level in climates with mild average temperatures. You may find forests like these on the base of a mountain.

Tropical

These are woodlands located in hot humid climates with a lot of rain. You may find forests like these along the coast of an ocean or high in the mountains.

Boreal

These are woodlands located way above sea level in climates with very cold winter temperatures. You may find forests like these high in the mountains.

# Wood Chopping DC
Temperate
1 Red Alder 12
2 Cypress 15
3 Quaking Aspen 10
4 Black Cherry 18
5 Aqiun Ebony 30
6 Slippery Elm 17
7 Sweet Gum 17
8 Hawthorn 19
10 Western Hemlock 15
11 Holly 19
12 Lacewood 17
13 Black Locust 21
14 Birds Eye Maple 21
15 Common Oak 20
16 Russian Olive 22
17 Osage Orange 30
18 Padauk 26
19 Persimmon 30
20 Plum 23
21 Yellow Poplar 15
22 Redwood 11
23 East Indian Rosewood 28
24 Sassafras 16
25 Black Walnut 19
26 White Walnut 12
27 Western Yew 22
Tropical
1 ​Applewood 22
2 Bloodwood 26
3 Bocote 23
4 Bubinga 23
5 Canarywood 20
6 Chakte Kok 19
7 Sweet Chestnut 16
8 Cocobolo 26
9 Makassar Ebony 30
10 Khaya 19
11 Kingwood 30
12 Koa 19
13 Lignum Vitae 33
14 Black Limba 16
15 Fijian Mahogany 18
16 Ovangkol 23
17 Pau Amarello 24
18 Black Poisonwood 29
19 Purpleheart 27
20 Honduran Rosewood 28
21 Sapele 23
22 Teak 19
23 Tulipwood 27
24 Verawood 40
25 Andean Walnut 19
26 Wenge 26
27 Weeping Willow 12
28 Zebrawood 26
Boreal
1 Basswood 10
2 White Ash 19
3 Beech 19

Created by JKyle

# Wood Chopping DC
4 Yellow Birch 19
5 Aromatic Cedar 17
6 Cedar of Lebanon 16
7 Western Red Cedar 10
8 Black Cherry 18
9 Douglas Fir 15
10 Shagbark Hickory 21
11 Hornbeam 22
12 Curly Maple 21
13 Sugar Maple 21
14 Red Oak 22
15 White Oak 23
16 Northern White Pine 10
17 Sumac 16
18 Rowan 24
19 Sycamore 17
20 Black Willow 12

Created by JKyle

Foraging

Foods

Some of foods below can be found in all environments and sessions they are just more likely to be found in the environment and session they are listed under.

# Forest/Woodlands
Spring
1 Ramps (Wild Leeks)
2 River Cane Shoots
3 Fiddleheads (Young Ferns)
4 Oyster Mushroom
5 Quail Eggs
Summer
6 Catfish
7 Queen Anne’s Lace (Wild Carrots)
8 Chicken of the Woods Mushroom
9 Cattails (near water)
10 BlackBerries
Fall
11 Chicory (Leafy Vegetable)
12 Paw Paw (Tree Fruit)
13 Bolete Mushrooms
14 Acorns
15 Black Walnuts
Winter
16 Rose Hips (Rose Bush Berries)
17 Crabapple (Tree Fruit)
18 Persimmons (Tree Fruit)
19 Gingko Nuts
20 Chestnuts
# Mountains/Steppes
Spring
1 Shaggy Mane Mushrooms
2 Horseradish
3 Rhubarb (Young Ferns)
4 Morel Mushrooms
5 Green Fir Pine Cones
Summer
6 Cherries
7 Gooseberry
8 Blueberry
9 Elderberries
10 Raspberries
Fall
11 Porcini Mushroom
12 Chanterelle
13 Salmon
14 Sheep Sorrel (Leafy Vegetable)
15 Evergreen Needles
Winter
16 Camas Root
17 Actinidia (Bush Fruit)
18 Juniper Berries
19 Usnea – Old Man’s Beard (Moss)
20 Sea buckthorn (Bush Berry)
# Water/Coastal
Spring
1 Pepper Dulse (Seaweed)
2 Gutweed (Seaweed)
3 Brown Crabs
4 Duck Eggs
5 Sandpiper Eggs
Summer
6 Brown shrimp
7 Snails
8 Sugar Kelp (Seaweed)
9 Sea Lettuce (Seaweed)
10 Beach Peas
Fall
11 Beach Mustard (Leafy Vegetable)
12 Oarweed (Seaweed)
13 Serrated Wrack (Seaweed)
14 Sand Crab
15 Watercress (Leafy Vegetable)

Created by JKyle

Winter
16 Mussels
17 Laver (Seaweed)
18 Dumont’s Weed (Seaweed)
19 Clams
20 Oysters
# Plains/Meadow
Spring
1 Wild Violets
2 Dandelions
3 Burdock (Leafy Vegetable)
4 Daylilies
5 Kudzu (Leafy Vegetable)
Summer
6 Lambsquarter (Leafy Vegetable)
7 Purslane (Succulent)
8 Miner’s Lettuce
9 Hedgehog Mushrooms
10 Wild Onions
Fall
11 Strawberries
12 Wild Grapes
13 Wild Apples
14 Squash
15 Pecans
Winter
16 Kinnikinnick (Leafy Vegetable)
17 Greenbriar Root
18 Cattail Root
19 Chickweed
20 Teaberry
# Arid/Desert
Spring
1 Nettles (Leafy Vegetable)
2 Agarita Berries
3 Yucca Flower
4 Milk Thistle
5 Chiávul Buds (Cactus)
Summer
6 Saguaro Fruit (Cactus)
7 Mulberries
8 Wild Poppies
9 Hackberry
10 Amaranth
Fall
11 Honey Mesquite (Bush and Seeds)
12 Prickly Pear (Cactus)
13 Peppergrass
14 Sweetgum Pods
15 Henbit (Leafy Vegetable)
Winter
16 Buffalo Gourd
17 Carolina Bristle Mallow
18 Barrel Cactus
19 Agave
20 Arrowhead Root
# Tropical/Jungle (Exotic)
1 Mountain Apples
2 Guava
3 Lilikoi (Passion Fruit)
4 Opal Crab
5 Breadfruit
6 Mangoes

† Cook thoroughly before consuming.

Created by JKyle

7 Tangerines
8 Kukui Nut
9 Coconuts
10 Papayas
11 Pumelos
12 Pomegranates
13 Limo (Seaweed)
14 Ogo (Seaweed)
16 Clown Fruit
17 Jinn Mushroom
18 Dizzy Daze Twist (Leafy Vegetable)
19 Wily Fur Nut
20 Grizzle Timber Root
# Random Finds
1 Honeycomb
2 Abandoned Cart with Cheeses
3 A Buried, Sealed, Cask of Ale
4 Cottage ruins with jarred preserves
5 Several Fat, Nutritious Local Grubs

† Cook thoroughly before consuming.

Created by JKyle

Foraging

Herbs

Lists go from Common to Very Rare.

# Forest/Woodlands
1-5 Yarrow Flowers
6-10 Twilight Wormwood
11-15 Drojos Ivy
16 Ellond Scrub
17 Blood Herb
18 Black Ivy
19 Thunderleaf
20 Wisp Stems
# Tropical/Jungle
1-5 Deadly Nightshade
6-10 Sandbox Tree
11-15 Tropical Pitcher
16 Sensitive Plant
17 Whistling Thorn
18 Queen Niu's Water Lily
19 Corpse Lily
20 Corpse Flower
# Mountains/Steppes
1-5 Drojos ivy
6-10 Ellond scrub
11-15 Mandrake root
16 Ash chives
17 Vein Lily
18 Kasuni juice
19 Solar Wormwood
20 Dragontongue petals
# Cave/Subterranean
1-5 Midnight Wormwood
6-10 Night Herb
11-15 Mandrake Root
16 Abyss Flower
17 Night Maize
18 Kasuni Juice
19 Lunar Flowers
20 Blackleaf Rose
# Water/Coastal
1-5 Pun Seaweed
6-10 Twilight Wormwood
11-15 Blue Herb
16 Mandrake Root
17 Aniseed
18 Wuggy Moss
19 Kreet Paste
20 Chromatic Mud
# Swamps/Wetlands
1-5 Twilight Wormwood
6-10 Blue Herb
11-15 Ucre Bramble
16 Frenn Moss
17 Gnoll's Weed
18 Ecire Laurel
19 Spineflower Berry
20 Death Root
# Plains/Hills
1-5 Yarrow Flowers
6-10 Ellond Scrub
11-15 Ucre Bramble
16 Mandrake Root
17 Aniseed Sap
18 Blood Tree Sap
19 Lunar Flower
20 Dragontongue Petal (Flower)

Created by JKyle

# Arid/Deserts
1-5 Drojos Cacti
6-10 Blood Thistle
11-15 Eucalyptus
16 Needle Flower
17 Dried Ephedra
18 Nug Fungus
19 Olina Petals
20 Ebrium Fungus
# Tundra/Arctic
1-5 Ice Herb
6-10 Drojos Ivy
11-15 Water Scrub
16 White Poppy
17 Taggit Bloom
18 Kreet Paste
19 Angel Bloom
20 Lee Paste
# Wasteland/Corruptland
1-5 Deadly Nightshade
6-10 Abyss Flower
11-15 Night Maize
16 Blackleaf Rose
17 Death Root
18 Corpse Flower
19 Hell Bloom
20 Frighting Woodrose
# Ethereal Limbo
1 - 2 Viping Vitalis
3 - 4 Kirin's Fang
5 - 6 Nightcall Bloom
7 - 8 Xeni Leaves
9 Olus Veritis
10 Ghost Blossom
11 Spriteball Petals
12 Mother Tulip
13 Lamurma Bell
14 Nightmare Root
15 Ironhand
16 Silverstem
17 Annam's Finger
18 Tenser's Thorn
19 Pargen Vine
20 Black Lotus
Annam's Finger Roll Chart

Annam's Finger is the name given to the berries found on this gnarled blooming root, which can be distilled into potions of giant strength - mentioned later.

This is the Roll chart for what concentration of Annam's Finger you may harvest:

1-2 Brown Berries - hill giant

3 Grey Berries - frost/stone giant

4 Red Berries - fire giant

5 White Berries - cloud giant

6 Violet Berries - storm giant

# Astral Window
1 - 2 Sukebind
3 - 4 Aeglos
5 - 6 Athelas
7 - 8 Elanor
9 Mallorn
10 Pipe-weed
11 Ololaire
12 Simbelmyne
13 Valinor Tree
14 Gillyweed
15 Knobweed
16 Firemoss
17 Tears of Edgll
18 Dorim Vine
19 Phantom Fungus
20 Angolan Sauntering Tree

Created by JKyle

# Fey Plane
1 Aelfengrape
2 Coldwood
3 Djinn Blossom
4 Fey Cherry
5 Singing Tubes
6 Wilting Dancer
7 Fly Fish Fruit
8 Moondew
9 Flame Clove
10 Clowvine
11 Lakeleaf
12 Lichbriar
13 Mahre
14 Orevine
15 Salamander Orchid
16 Tahtoalehti
17 Glee Fur
18 Sentient Grass
19 Dragon Ice Fruit
20 Giganteus Dandelo
# UnderDark
1 Faerzress
2 Barrelstalk
3 Bulbfruit
4 Bluecap
5 Ripplebark
6 Shrieker
7 Violet Mushroom
8 Violet Fungi
9 Funguswood or "Zurkhwood"
10 Gourdplant
11 Kelpie
12 Lichen
13 Fire Lichen
14 Wisp Lichen
15 Luurden
16 Yellow and Brown Mold
17 Russet Mold
18 Darkreeds
19 Obliviax (memory moss)
20 Waterorbs

Created by JKyle

Expanded Foraging

Wild Ingredients

# Rarity List 1 Location
Plants
1-2 Uncommon Arrow Root Desert; Forest; Grassland
3 Very Rare Black Sap Forest; Swamp
4 Rare Blight Ichor Forest; Swamp; Coastal
5 Rare Blue Toadshade Coastal; Forest; Swamp
6 Rare Chromus Slime Coastal; Underdark; Underwater; Ocean
7 Rare Cosmos Glond Coastal; Desert; Underwater; Ocean
8 Very Rare Devil's Bloodleaf Hill; Swamp; Underdark; Underwater; Ocean
9 Rare Elemental Water Arctic; Desert; Coastal; Underwater; Ocean; Forest; Grassland; Hill; Mountain; Swamp; Underdark
10 Rare Fiend's Ivy Arctic; Underdark
11-12 Uncommon Hydrathistle Coastal; Swamp; Underwater; Ocean
13-14 Uncommon Ironwood Heart Arctic; Forest; Hill
15 Rare Luminous Cap Dust Mountain; Underdark
16 Very Rare Mortflesh Powder Arctic; Underdark
17-18 Uncommon Muroosa Balm Forest; Grassland
19-20 Uncommon NightShade Berries Forest; Hill
List 2
21-22 Uncommon Olisuba Leaf Forest; Grassland; Swamp
23 Rare Primordial Balm Mountain; Swamp; Underdark
24 Rare Rock Vine Hill; Mountain
25-28 Common Scillia Beans Desert; Grassland
29 Rare Sliver Hibiscus Arctic; Underdark
30 Rare Soothsalts Mountain; Underdark
31-34 Common Sprig of Mistletoe Forest; Grassland; Hill
35 Very Rare Tail Leaf Grassland; Hill
36-39 Common Theki Root Swamp
40-41 Uncommon Verdant Nettle Forest
List 3
42 Very Rare Voidroot Arctic; Desert
43-44 Uncommon Willowshade Oil Forest; Swamp; Coastal
45 Very Rare Wisp Stalks Forest; Underdark
46 Rare Wrackwort Bulbs Coastal; Swamp; Underwater; Ocean
Bugs (Units of)
47-50 Common Ants Desert; Forest; Grassland; Mountain; Hill; Underdark
51-54 Common Bumblebees Forest; Grassland; Hill
55-56 Uncommon Butterflies Arctic; Forest; Grassland; Mountain; Hill; Coastal
57-60 Common Caterpillars Forest; Grassland; Hill
List 4
61 Rare Cicadas Desert; Forest; Grassland
62-65 Common Crickets Forest; Grassland; Hill
66-67 Uncommon Dragonflies Desert; Forest; Grassland; Hill
# Rarity List 1 Location
68 Rare Dung Beetles Desert; Grassland
69-72 Common Fireflies Forest; Grassland; Mountain; Hill; Coastal
73 Rare Glowworms Mountain; Underdark
74-75 Uncommon Grasshoppers Grassland; Hill
76 Very Rare Hornets Forest; Mountain
77-80 Common Ladybugs Desert; Forest; Grassland; Hill
List 5
81 Rare Praying Mantis Forest; Grassland; Hill; Mountain
82 Very Rare Rhino Beetles Forest; Grassland; Hill
83 Rare Scarab Beetles Desert
84-85 Uncommon Slugs Forest; Grassland; Mountain; Hill; Coastal

Created by JKyle

86 Very Rare Stag Beetles Forest; Grassland; Hill
Plants
87-90 Common Arctic Creeper Arctic; Mountain
91-94 Common Drakus Flower Desert; Grassland; Mountain
95-98 Common Emetic Wax Forest; Swamp
99-102 Common Lavender Sprig Coastal; Grassland; Hill
List 6
103 Rare Radiant Synthseed Underdark
104-108 Very Common Bloodgrass Arctic; Desert; Coastal; Underwater; Ocean; Forest; Grassland; Hill; Mountain; Swamp; Underdark
109-110 Uncommon Dried Ephedra Desert; Mountain
111-114 Common Fennel Silk Arctic; Underdark
115-116 Uncommon Ginkgo Brush Hill; Underdark
117-120 Common Hyacinth Nectar Coastal; Grassland; Underwater; Ocean
List 8
121-125 Very Common Mandrake Root Arctic; Desert; Coastal; Underwater; Ocean; Forest; Grassland; Hill; Mountain; Swamp; Underdark
126-130 Very Common Milkweed Seeds Arctic; Desert; Coastal; Underwater; Ocean; Forest; Grassland; Hill; Mountain; Swamp; Underdark
131-135 Very Common Wild Sageroot Arctic; Desert; Coastal; Underwater; Ocean; Forest; Grassland; Hill; Mountain; Swamp; Underdark
136-139 Common Amanita Cap Coastal; Swamp
140 Very Rare Basilisk Breath Mountain; Coastal
List 9
141-144 Common Cactus Juice Desert; Grassland
145 Common Frozen Seedlings Arctic; Mountain
146-149 Common Harrada Leaf Forest
150-154 Very Common Howeling Love Orchid Forest; Grassland
155-159 Very Common Quicksilver Lichen Arctic; Desert; Coastal; Underwater; Ocean; Forest; Grassland; Hill; Mountain; Swamp; Underdark
160-161 Uncommon Spineflower Berries Desert; Swamp
List 10
162-166 Very Common Wyrmtongue Petals Arctic; Desert; Coastal; Underwater; Ocean; Forest; Grassland; Hill; Mountain; Swamp; Underdark
Bugs
167 Rare Auriellin's Imp Weevil Desert; Forest; Grassland; Mountain; Hill; Underdark
168 Very Rare Bastard Finding Mosquito Forest; Grassland; Hill
169 Very Rare Bonsai Wasp Forest; Grassland; Mountain; Hill; Coastal
170 Very Rare Bookwyrm Libraries (places with lots of books)
171 Rare Boreal Ice Beetle Arctic
172 Rare Chaos mosquito Desert; Coastal; Forest; Grassland; Hill; Mountain; Swamp; Underdark
# Rarity List 1 Location
173 Legendary Corpse Hunter Forest; Grassland; Hill; Mountain; Swamp; Underdark
68 Rare Death's Head Scorpion Desert; Grassland
171 Rare Deathfate Moth Forest; Grassland; Mountain; Hill; Coastal
171 Rare Dino Roller Mountain; Underdark
174-175 Uncommon Dino-mite Grassland; Hill
176 Very Rare Drailian Elephant Fly Forest; Mountain
177 Very Rare Ethereal Flat Worms Ethereal Limbo
178 Very Rare Feywild Boneflys Feywild
179 Very Rare Fire Beetle Desert; Mountain
180 Very Rare Fly Dragon Desert; Coastal; Forest; Grassland; Hill; Mountain
List 11
181 Very Rare Ghost rock Ethereal Limbo

Created by JKyle

182 Very Rare Giant Ant Lion Mountain; Underdark
183 Rare Giant Phasmid Forest
183 Rare Giant Sea Lice Coastal
184 Rare Giant Tarantula Hawk Desert; Forest; Hill
185-186 Uncommon Giraffe Beetle Forest; Grassland; Hill; Jungle
187-188 Uncommon Glass Hornet Forest; Jungle; Swamp
189-190 Uncommon Glitterbugs Forest; Grassland; Hill; Mountain
191 Rare Gnomish Butterflies Desert; Forest; Grassland; Hill
192-193 Uncommon Gnomish Gnats Coastal; Desert; Forest; Grassland; Hill; Mountain
194-195 Uncommon Greater Darkling Beetle Desert; Grassland; Hill;
196 Very Rare Hairy Backed Skillet Pan Darkling Beetle Forest; Grassland; Hill
197-198 Uncommon Honey Locust Grassland
199-200 Uncommon Hopping Crab Forest; Lake; Coastal
List 12
201 Rare Ice ants Arctic
202 Rare Indigo Bloat Worm Lakes; Ocean; Underwater
203-204 Uncommon Kung-fu Mantis Forest; Grassland
205 Very Rare Lava Centipede Mountain; Volcano
206 Legendary Megamoth Jungle
207-210 Common Monkey Spider Jungle
211-214 Common Necro-wasp Larvae Desert; Forest; Grassland; Hill; Mountain; Jungle
215-218 Common Orc Moth Forest; Grassland; Hill;
219 Legendary Phoenix Butterfly Desert; Forest; Grassland; Hill; Mountain;
220 Very Rare Phoenix Roach Desert; Forest; Grassland; Hill; Mountain;
List 13
221-225 Common Prismic Caterpillar Forest; Grassland; Hill; Mountain;
226-229 Uncommon Puffer Fly Jungle; Mountain; Swamp; Underdark
230-235 Very Common Reverse Bee Forest; Grassland; Hill;
236-240 Common Sea Spider Lake; Ocean; Underwater
List 14
241-244 Uncommon Skitter Dancers Coastal; Lake; Ocean
245 Rare Steel Termite Mountain
245-249 Common Storm Flies Mountain
250 Rare Strum Spiders Desert
251-255 Common Super Mealworm Darkling Beetle Grassland
256-259 Uncommon Tetracurn Beetle Mountain; Underdark
260-263 Uncommon Tetracurn Grub Mountain; Underdark
List 15
264-267 Uncommon Tetracurn Pod Mountain; Underdark
268-272 Common The Luminous Mammalian Mantis Forest; Grassland; Hill;
273-276 Uncommon Versin's Butterfly Forest
277 Rare Vornath Tree Worm Forest
278-281 Uncommon Thaorian Spiker Pod Jungle; Swamp
List 16
282-285 Uncommon Darken Widow Spider Underdark; Cave; Mountain
# Rarity List 1 Location
286-290 Common Red Wolf Spider Underdark; Cave; Mountain; Grasslands; Forest;
291-296 Very Common Black Widow Spider Forest; Deserts; Grasslands
297-301 Very Common Elven Wandering Spider Jungle; Forest; Swamp
List 17
Plants
302-306 Very Common Dwarven Recluse Spider Mountain;
307-311 Very Common Orc Spider Forest; Hill; Grassland
312 Rare Darkwood Forest
313-318 Very Common Gum Arabic Forest

Created by JKyle

319-323 Common Cloves Forest
List 18
324-328 Uncommon Opium Poppy Grassland; Hill; Forest
329-333 Uncommon Peyote Desert;
334-338 Uncommon Salvia Jungle; Forest;
339-343 Uncommon Cannabis Forest; Jungle; Grasslands
List 19
344-348 Uncommon Ayahuasca Jungle;
349-353 Uncommon Betel Nut Jungle; Forest
354-358 Uncommon Tobacco Grassland; Hill; Forest
359-363 Uncommon Jimsonweed Grassland; Hill; Forest
List 20
364-368 Uncommon Coca Jungle;
369-373 Uncommon Silenean Baby Woodrose Jungle;
374-378 Uncommon Dream Herb Jungle;
379-383 Uncommon Heavenly Blue’ Morning Glory Jungle; Forest
List 21
384-388 Uncommon Kava Forest; Grassland
389-393 Uncommon Perin Torch Cactus Desert;
394-401 Super Common Fly Agaric Mushroom Forest; Grassland
List 22
402-405 Uncommon Ashwagandha Jungle; Forest
406-410 Uncommon Maca Jungle; Forest
411-415 Uncommon Ginseng Grassland; Hill; Forest
416-420 Uncommon Eleuthero Jungle;
List 23
421-427 Super Common Basil Grassland; Hill; Forest
428 Rare Holy Basil Grassland; Hill; Forest
429-432 Uncommon Rhodiola Tundra, Artic, Forest
433-436 Uncommon Reishi Mushroom Forest; Grassland; Hill
437-440 Uncommon Schizandra Jungle; Mountain;
List 24
441-444 Uncommon Cordyceps Fungus Jungle; Forest
445-448 Common Ginger Jungle; Forest
449-453 Common Turmeric Jungle; Forest
454-458 Uncommon Boswellia Forest; Desert
459-463 Uncommon Devil’s claw Desert;
List 25
464-468 Uncommon Cat's Claws Jungle;
469-473 Uncommon Cacao Jungle;
474-478 Uncommon Matcha Jungle; Forest
479-483 Uncommon Cinnamon Jungle; Forest
List 26
484-488 Uncommon Blue Butterfly Pea Swamp; Jungle; Forest
489-493 Common Passionflower Forest; Desert
494-498 Common Vanilla Jungle;
499-503 Common Catnip Grassland; Hill
List 27
504-508 Common Chamomile Grassland; Hill
509-514 Very Common Lemon Balm Jungle; Forest
515-519 Very Common Milk Thistle Grassland; Hill
Minerals
520-523 Common Drolect Mud Underdark

Created by JKyle

More on Brewing

Elixirs

Elixirs

Elixirs are like beneficial drugs. They are non-magical purely scientific chemistry based concoctions that are typically intended to be beneficial to a creature on consumption. Magic and Science are very similar if not one in the same in this universe so you could say that Elixir still contain some magic just not at the potency level of Potions. Elixirs can be useful because you can consume the same elixir multiple times to stack the elixirs benefits in most cases though the can come with a cost.

Unlike potions Elixirs do not typically have dangerous side effects when brewing or toxicity when consuming too much. Although you will see in the ELIXIR WARNING sections that Elixirs can have their own issues. Elixirs can be addictive if too many of the same kind are consumed too frequently. As their positive effects stack you risk gaining level of addiction and being dependent on the substances. And highly potent elixirs will in turn be highly addictive.

Making Elixirs

Elixirs are typically made of four core ingredients with two optional ingredients for flavor.

Liquid Ingredient: This is the base ingredient that everything is brewed into and is most commonly a tea of some sort but can also be alcohol, water or a milk.

Medicinal Ingredient: This is the core ingredient that provides the Elixir with its beneficial property. Medical natural (material plane) ingredients are split into nine categories. Adaptogens, Anti-inflammatory, Antioxidants, Calming, Cleansing/detoxifying, Digestive Support, Energy/Focus, Hormone Balancing, and Immune Boosting. Unnatural ingredients can be found on other planes and include things like Demon Blood.

Fat Ingredient: This absorbing ingredient. Also the elixir to be absorbed by the creature consuming it. This is most commonly a plant based oil, milk/creamer, butter, but could be animal based.

Protein Ingredient: This ingredient strengthens the bonds and medical benefits. It is not needed but can make your elixir stronger. This is typically plant based collagen, milk, seed, or manna but could be animal based.

Carbs/Sweeteners and Spices: Are only for flavor.

Ingredients

Medicinal

Adaptogens: ashwagandha, maca, ginseng, eleuthero, holy basil, rhodiola, reishi, schizandra, cordyceps.

Anti-inflammatory: ginger, turmeric, boswellia, cloves, devil’s claw, cat’s claw.

Antioxidants: raw cacao, cloves, matcha, turmeric, ginger, cinnamon, blue butterfly pea.

Calming: lavender, passionflower, vanilla, catnip, chamomile, lemon balm, CBD.

Cleansing/detoxifying: milk thistle, lemon, ginger, turmeric, dandelion root, schizandra, cayenne.

Digestive support: anise, cardamom, lemongrass, peppermint, slippery elm, marshmallow root, fennel, chamomile, gentian, ginger.

Energy/Focus: cacao, bacopa, rhodiola, chaga, green tea, cordyceps, ginkgo, ginseng, shilajit, gotu kola, lion’s mane.

Hormone balancing: ashwagandha, shatavari, black cohosh, maca, schizandra, mucuna.

Immune boosting: astragalus, reishi, cat’s claw, lemon, rose petal, turkey tail chaga, echinacea, elderberry

Liquid

Water, Alcohol, Nut Milk, Camellia Tea (Green Tea), Holy Basil Tea, Gynostemma Tea

Fat

Coconut oil, MCT oil, Ghee, Flax oil, Grapeseed oil, Nut milks/creamers, Cacao Butter

Protein

Collagen, Nut milks, Chia seed, Coconut manna

Potions

Potions

Potions are magical concoctions that deliver potent magic to a creature. The magic is usually intended to be beneficial to the creature on consumption.

You will see below under the POTION WARNING sections that potion can have unintended side effects or issues if brewed incorrect. Also consuming too many potion especially ones of legendary or higher potency can induce toxicity side effects if you drink too many.

Brewing Potions

The Brewing Activity is detailed above under the activities section of the book. But below are some details that are specific to brewing potions.

There are many different combinations of magical herbs and ingredients that can make a potion. There is no standardized set formula for any particular type of potion. Though below you will see example ingredients for the popular potions listed.

All formulas will roughly follow the same combination of the below pattern and could contain two to five ingredients depending on the potency.

  • 1 Key Ingredient (Relevant Magical Property)
  • 1 or 2 Stabilizing Ingredient(s) (Stabilizing Magical Property)
  • 1 or 2 Enhancing Ingredient(s) (Enhancing Magical Property)
  • 1 or 2 Combining Ingredient(s) (Combining [glue] Property)
  • Flavor Ingredient(s) (Option Ingredient(s) for Roleplay)

The potency of the potion being brewed is determined by the rarity of the ingredients, the amount of ingredients used, and skill check roll.

The examples listed below only include the ingredients not the full formulas therefore your character in game will still mechanically need to purchase, find, or create a formula before being able to brew the potion.

4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

(Poorer to Extreme Mana potions cannot restore Higher Level Spell Slots above 9th Level, ie: 10th - 12th level, as those are only regained through Legendary and Mythical Mana Potions or special circumstances.)

Spell Slot Point Cost
10th 15
11th 18
12th+ 21

Potion Warning!

Potion Brewing Incidents

When brewing potions the DC is a Scale. A range of different kinds of failure could occur. Different potions may there own failure scale depending on the difficulty of the potion and other factors. Below is a default DC Failure scale for a 8 to 12 DC Average Potion. Use the low or high DCs depending on the tools and supplies being used and the situation.

Failure Scale
Low High Roll Result
NAT 20 NAT 20 - Greater Potion
8 12 - Successful (Nothing Happens)
6 10 1d2 Poorer Potion
Successful (Side Effect)
4 8 1d4 Poorer Potion
Successful (Side Effect)
Unsuccessful (Nothing Happens)
Seemingly Successful (Nothing Happens)
2 6 1d4 Poorer Potion
Successful (Extreme Side Effect)
Unsuccessful (Incident)
Seemingly Successful (Incident)
- 2 1d3 Unsuccessful (Nothing Happens)
Unsuccessful (Incident)
Seemingly Successful (Incident)
1 1 1d2 Unsuccessful (Extreme Incident)
Seemingly Successful (Extreme Incident)

Instead of doing a Failure Scale you could also do a percentage roll for what happens when the DC is not met.

# Result Chance
0 Success 1-79
1 Higher Quality Potion (then expected) 80
2 Lower Quality Potion (then expected) 81-86
3 Unsuccessful (Nothing Happens) 87-89
4 Seemingly Successful (Nothing Happens) 90-91
5 Successful (Side Effect) 92-93
6 Unsuccessful (Incident) 94-95
7 Seemingly Successful (Incident) 96-97
8 Successful (Extreme Side Effect) 98
9 Unsuccessful (Extreme Incident) 99
10 Seemingly Successful (Extreme Incident) 100

[Depending on where the potion was acquired you may need to roll a 1d100 to determine if the potion is viable or not on the above table.]

  • Higher Quality Potion You make an even better quality (higher potency) potion then you intended to. You may or may not know until consumed.
  • Lower Quality Potion You make a lower quality (lower potency) potion then you intended to. You may or may not know until consumed.
  • Successful (Side Effect) The potion was successful but has a unintended side effect. (Arcane Check DC to detect is 10 + number failed by or a 1d8.)
  • Unsuccessful (Nothing Happens) You know that you failed. The ingredients have been wasted and no incident occurs.
  • Seemingly Successful (Nothing Happens) You do NOT know that you failed. You make think you made the potion you intended to or a lower quality potion. The ingredients have been wasted and no incident occurs when the potion is consumed. (Arcane Check DC to detect is 10 + number failed by or a 1d8.)
  • Unsuccessful (Incident) You know that you failed. The ingredients have been wasted and RIGHT then an incident occurs. Roll the below Unsuccessful Incident Table.
  • Seemingly Successful (Incident) You do NOT know that you failed. You make think you made the potion you intended to or a lower quality potion. The ingredients have been wasted and upon consumption of the potion an incident occurs. Roll the below Seemingly Successful Incident Table. (Arcane Check DC to detect is 10 + number failed by or a 1d10.)

[For Extreme Incidents either damage is doubled or roll the incident table twice.]

[Below are default incident tables. Custom tables may be used depending on the potion.]

[The below tables may be used for spell and ritual side effects and incidents as well.]

Potency Table
Rarity Potency Potency DC
Very Common Poorer 5
Common Average 9
Uncommon Greater 11
Rare Superior 13
Very Rare Supreme 15
Legendary Extreme 17
Legendary Legendary 20
Mythical Mythical 25

Created by JKyle

Potion Toxicity

Magical potions have powerful beneficial effects, but most beings weren’t built to handle the raw power of so much magic running through their veins. Drinking a single potion has no immediate side effects, but if you drink more before your body has the chance to clean the potion’s potent magic from your system, it could have serious consequences.

If you consume more than one potion before finishing a long rest, you must make a Constitution saving throw after drinking it. The DC of the saving throw is equal to potency of the potion you drank. If you drink three or more potions before completing a long rest, you have disadvantage on this saving throw.

You do NOT take toxicity and do NOT need to make a Constitution Save for the first three Poorer Potency Potions Consumed as long as you have not consumed any potions of another Potency before hand.

Any Time you drink a Mythical Potency Potion you must make a Constitution Saving Throw immediately even if its your first potion consumed after a long rest. On failure make a 1d12 roll from the Toxicity Effect Table every time you fail from a consumed Mythical Potion.

  • On a success, your body is able to withstand the residual magic from multiple potions mingling in your body. On failures the magic overpowers you.

  • On the 1st failure, you gain the Nauseated Condition. There is a 5% chance you will loose the effect of the potion you just drank.

  • On the 2nd failure, you gain the Nauseated and Poisoned Condition. There is a 10% chance you will loose the effect of the potion you just drank.

  • On the 3rd+ failure, you gain the Nauseated Condition, Poisoned Condition, and make a 1d12 roll from the Toxicity Effect Table. There is a 15% chance you will loose the effect of the potion you just drank.

Created by JKyle

More on Cooking

Cooking Foods

Individual Foods

Individual food items (such as blueberries or a 1lb of beef) are typically ingredients in recipes and possibly other types of concoctions. On their own they do not serve much of a purpose. In some cases consuming enough of one individual food might count as a poor ration. Though typically to get any value out of individual food items you need to use a cooking activity and possibly combine the food ingredient with other ingredients to make a more complex food or meal.

All individual foods and meals can expire and rot. Though this is not closely tracked unless it is a magical food.

RAW Meats roughly expire after 24 hours unless kept cold.

Cooked Meats, vegetables, and fruits roughly expire after 2 weeks unless preserved in some way.

Other foods verity of expiration or may not expire.

Purify Food and Drink can be used to extend the shelf life of food and restore expired foods. This spell can restore the magical properties of expired magical foods.

Recipes

A recipe is a set of instruction designed to inform someone how to use a cooking activity to "cook" a full meal or complex food.

There are two types of recipes; Simple and Complex. Each dish type will provide their own unique challenges when it comes to cooking and their own unique benefits for those that consume them.

A Simple recipe can be cooked on a campfire or similar source of heat with a basic mess kit or cooking utensils. They include eggs, meats, and stews. These recipes take as little as 1 hour to cook.

A Complex recipe requires more Complex Cooking Equipment often times requiring you to have Culinary Tools or full kitchen. They include broths, desserts, pastries, and soups. These recipes can take as long as 8 hours to cook and normally require a special ingredient.

Cooking Activity

A cooking activity does not mean that actual cooking has to occur. Just refers to the a process of using a recipe or not to combine, mix, prep, bake, or cook rations or individual food ingredients.

You can use a cooking activity to make individual foods into a poor ration, ration, or rich ration often times without a recipe being needed.

More complex Specialty Foods (Meals), and Magical Foods (Magical Meals) must mechanically need a recipe to be able to use a cooking activity to make them.

To cook a dishes using a cooking activity, you must know the recipe or at least in some cases just know what ingredients are required. After choosing a dish to cook, you must gather the required ingredients.

Calculate your Cooking DC. This will be the following.

Recipe DC + Equipment - Dish Experience = Cooking DC

Afterwards, roll vs the Cooking DC. If you do NOT meet the cooking DC, you get a bad quality version of the dish. If you meet the cooking DC, you get a typical dish. If your roll also beats and exceeds the Gourmet DC, the dish will be a gourmet version and may provide additional bonuses. No matter how many meals cooked, you gain only +1 (or +2 for Gourmet) Dish Experience.

Typical Quality. The meal has been cooked to an acceptable level and all benefits from eating the meal are gained. Awards +1 Dish Experience

Gourmet Quality. The meal has been cooked to perfection. Along with the benefits the meal offers, you gain temp HP equal to the the your level. Awards +2 Dish Experience

Expires. The meal is ruined, any positive effects are removed, eating the meal still may provide nourishment, but those who consume it may be Nauseated, Poisoned, Diseased or could suffer and even worse side effect.

Dish Experience

Each time you cook a meal you gain dish experience on that specific meal. The gained Dish Experience can be used to lower the DC of the same meal you cooked gain. A meals DC can NOT go below 5 using Dish Experience.

Sometimes a complex magical meal may require previous dish experience from cooking other meals before cooking that magical meal. If you do not meet the required Dish Experience then you will suffer Disadvantage on the cooking activity roll.

Simple Recipe Examples
Recipe Recipe Price Cooking DC
Baked Potato 10gp 6
Cockatrice Omelette 50gp 10
Charcoal Roated Wolf 25gp 10
Kobol-Ka-Bob 50gp 10
Bullywug Leg 50gp 9
Meatballs 30gp 8
Meat Kebabs 20gp 9
Roasted Meat 50gp 8

Created by JKyle

Complex Recipe Examples
Recipe Recipe Price Cooking DC
Aboleth Filet 1,500 gp 25
Basilisk Steak 500 gp 20
Behir Brochette 1,450 gp 23
Beholder Eyestalk Soup 2,000 gp 24
Wisping Bread 250gp 10
Dragon's Broth 2,000 gp 25
Goblin Gumbo 500 gp 15
Hell Hound Ham 500 gp 17
Wild Boar Meat Pie 100 gp 16
Volcano Bread 100gp 14

Specialty Foods (Meals)

Specialty Foods are combination of foods aka meals that not only provide the benefits of a Ration or Rich Ration but also provide temporary Hit Points (HP) to the creature that consumed the food for 1 (one) hour. Anything above Average Specialty Food is often times referred to as Specialty Super Food and is considered a rich ration as well.

Cooking Specialty Food is all or nothing. You have a set minimum DC and if you fail you will not have made a specialty food though the food item could still be salvageable as an ordinary poorer ration, ration, or rich ration.

You can only gain the benefits from consuming one specialty foods at a time. The benefits do NOT stacks. So eating more than one specialty food will not provide you with additional benefits. The most potent specialty food will take the highest priority.

Specialty Foods
Quality Rarity Temporary HP Gained Hours
Specialty Poorer Foods Very Common 1d4 - 1 1
Specialty Average Foods Common 1d4 1
Specialty Greater Foods Uncommon 1d4 + 1 1
Specialty Superior Foods Rare 1d6 1
Specialty Supreme Foods Very Rare 1d6 + 1 1
Specialty Extreme Foods Legendary 2d6 + 4 2
Specialty Legendary Foods Legendary 3d6 + 8 3
Specialty Mythical Foods Mythical 4d6 + 10 4

It takes a lot of eating a magical food to overdose though it is possible. But unlike potions or elixirs the effects from magical foods tend to not stack.

You only benefit from one Magical Meal per a long rest, if they eat any more they gain no additional benefits and retain the benefits, even if they have ran out, of the first meal. So eating more then one of the same type of magical meal (food) has no benefit.

Magic Effects Tables

Incident Table
d20 Incident Effect
1 Explodes. Everything in a 1d10 + 2 foot radius takes 1d10 Force Damage + 1d6 Force Damage for every level of intended potency above Average. They may succeed a DC 10 + number failed by when brewing (or 1d8) DEX saving throw to take half.
2 Everything in a 30 foot radius is flown 10 feet + 5 feet for level of intended potency above Poorer into the air then falls suddenly with force taking 1d6+ Bludgeoning Damage. Successful Acrobatics check DC 10 + number failed by when brewing (or 1d8) may be made to take half damage.
3 Mixture bubbles and acid is splashes everywhere. Everything in a 10 foot radius takes 2d6 Acid Damage + 1d4 Acid Damage for every level of intended potency above Average. They may succeed a DC 10 + number failed by when brewing (or 1d8) DEX saving throw to take half.
4 Zaps of powerful magical energy pop 30 feet all directions having a random temporary effect (cruse) determined by GM that lasts 10 + 1d10 hour and/or they may take 2d8 Force Damage. Successful Acrobatics check DC 10 + number failed by (or 1d8) may be made to avoid the effect and a success by more then 5 to avoid the damage.
5 Zaps of powerful magical energy pop 30 feet all directions having a random permanent effect (cruse) determined by GM that lasts till it can be cured and/or they may take 2d8 Force Damage. Successful Acrobatic check DC 10 + number failed by (or 1d8) may be made to avoid the effect and a success by more then 5 to avoid the damage.
6 A blast wave of lightening shoots out in all directions. Every creature takes 1d12 Lightening Damage + 1d12 Lightening Damage for every level of intended potency above Average. They may succeed a DC 10 + number failed by when brewing (or 1d8) DEX saving throw to take half and a success by more then 5 to take no damage.
7 A Zap of powerful lightening strikes the closest creature. That creature takes 3d12 Lightening Damage. They may succeed a DC 10 + number failed by when brewing (or 1d8) DEX saving throw to take half.
8 A cloud of dense green poisonous smoke is created. Every creature in a 30 foot radius takes 1d6 Poison Damage and is given the Poisoned or Nauseous condition. If the intended potion potency was Greater or higher they will also take an additional poison side effect. They may succeed a DC 10 + number failed by when brewing (or 1d8) CON saving throw to not be Poisoned. On success they are instead only given the Nauseous condition.
9 A dense black cloud is created. Every creature in a 30 foot radius takes 1d6 Necrotic Damage and is given the Panicked, Frighten, or Shaken condition. If the intended potion potency was Greater or higher they will also take an additional madness side effect. They may succeed a DC 10 + number failed by when brewing (or 1d8) CON saving throw to not be Frighten. On success they are instead only give the Shaken condition. On a failure by more then 5 they are given the Panicked condition.
10 A dense black cloud is created. Every creature in a 30 foot radius takes 1d6 Necrotic Damage and is given a level of Corruption. If the intended potion potency was Greater or higher they will also take an additional madness side effect. They may succeed a DC 10 + number failed by when brewing (or 1d8) CON saving throw to not be Corrupted. On a failure by more then 5 they are given 2 levels of Corruption.
11 A dense pink cloud is created. Every creature in a 30 foot radius takes 1d6 Psychic Damage and is given a hallucinations or delusion madness effect how long it will last is determined by the GM. If the intended potion potency was Greater or higher they will also gain a level of addiction. They may succeed a DC 10 + number failed by when brewing (or 1d8) CON saving throw to not be affected. On a failure by more then 5 they are given 2 levels of Addiction.
12 A zap of powerful magic strikes the closest creature. That creature transform into a CR 1/4 or lower creature for 1d4 days (24 hours) or as determined by the GM. They may succeed a DC 10 + number failed by when brewing (or 1d8) DEX saving throw to avoid the effect all together.
13 A zap of powerful magic strikes the closest creature. That creature takes on a side effect or effect of the intended potion. They may succeed a DC 10 + number failed by when brewing (or 1d8) DEX saving throw to avoid the effect all together.
14 Powerful beam of energy slice in a random direction Roll 1d10 (N, NE, E, SE, S, SW, W, NW, Up, or Down). Anything in a 100 foot line in that direction takes 10d10 Radiant Damage. They may succeed a DC 10 + number failed by when brewing (or 1d8) DEX saving throw to take half damage.
15 Starts raining large frogs in a 60 foot radius for 1 minute. Until out of the radius every creature will take 1d4 Bludgeoning Damage for every 5 feet they move or every 6 seconds they are in the affected area. Successful Acrobatics check DC 10 + number failed by when brewing (or 1d8) may be made each 5 feet or round to take half damage. A success by more then 5 to avoid all damage.

Created by JKyle

16 A dense red cloud or a hand(s) is created. Every creature in a 30 foot radius takes 1d6 Bludgeoning Damage and is given the Prone and Paralyzed, Restrained, or Grapple condition for 1 minute. If the intended potion potency was Greater or higher they will also take an additional 1d12 Psychic Damage. They may succeed a DC 10 + number failed by when brewing (or 1d8) CON saving throw to be given the Grappled condition. On a failure they are given the Restrained condition. On failure by more then 5 they are given Paralyzed. Unless paralyzed a successful Acrobatics or Athletics check DC 10 + number failed by when brewing (or 1d8) may be made each round to be freed.
17 A puff of colored powder fill a 30 foot cube. Everything including creatures to items that the powder touches is permanent died a random neon color Roll 1d6 (Red, Green, Pink, Blue, Orange, or Yellow.) If the intended potion potency was Greater or higher they will also slightly glow in the dark taking a -2 to stealth at night. They may succeed a DC 12 + number failed by when brewing (or 1d8) DEX saving throw to avoid the effect all together.
18 A puff of smoke occurs. Creature closes to the incident or a random creature takes a toxicity effect. Roll on the Toxicity Effect Table.
19 A puff of smoke occurs. Creature closes to the incident or a random creature takes a side effect. Roll on the Side Effect Table.
20 Puffs of smoke occur. 10 creature that are the closes to the incident or at random near the area takes a side effect or toxicity effect Roll 1d2. Roll on the Side Effect and/or Toxicity Effect Tables.

Side Effect Table
d10 Side Effect
1
1 Nothing bad at all for now. Roll the table again 1 Hour later.
2 You are put to sleep. Can be awaken with an action.
3 Rapid hair growth all over the body.
4 Bleeding from the eyes. Bleeding Condition.
5 Vivid hallucinations for 1 minute. Madness Condition.
6 Visions of your death over and over again for 1 minute. Madness Condition.
7 Your skin permanent cracks and appears distorted.
8 Spots grow on the skin permanently.
9 Diarrhoea. Nauseated Condition.
10 Vomiting. Nauseated Condition.
2
1 Permanent blurred Vision. -5 to Perception.
2 Blindness. Blind Condition.
3 Deafness. Deaf Condition.
4 Mutism. Mute Condition.
5 Rapid Bleeding. Double Damage Bleeding Condition.
6 A permanent sudden horrific accent. -1 to Charisma Ability Score.
7 The irresistible urge to dance for 1d4 hours. Make a CON Save DC 10 for each hour every fail is 1 exhaustion.
8 Permanently hear demons in your head. Gain 1 Corruption Level.
9 Permanent loss of balance. -1 to Dexterity Ability Score.
10 Everything permanently tastes like dirt and doesn't provide as much sustenance. Must eat double the amount of rations a day.
3
1 Permanent excessive drooling. -1 to Charisma Ability Score.
2 Permanent loss of intelligence. -2 to Intelligence Ability Score.
3 Permanent loss of strength. -2 to Strength Ability Score.
4 Permanent loss of constitution. -2 to Constitution Ability Score.
5 Permanent loss of dexterity. -2 to Dexterity Ability Score.
6 Permanent loss of speed. -5 to Speed.
7 Genuine happiness for 1 hour. +1 to Charisma Ability Score for 1 hour.
8 Hunger for 1d4 x 2 days. No food sustains you. You must go with out sustenance (food) for that many days.
9 Thirst for 1d4 x 2 days. No water sustains you. You must go with out sustenance (water) for that many days.
10 Permanent trouble breathing. Disadvantage on exhaustion saves and death saves.
4
1 Permanent sudden Moustache that can not be easily removed.
2 Poisoning. Poison Condition and 1 additional poison effect.
3 Petrification. Petrified Condition for 1 hour.
4 Stunned. Stunned Condition for 1 minute.
5 Immobilized. Restrained Condition for 1 minute.

Created by JKyle

6 Permanent increased libido. Positive Charisma score and this will give you ADV on CHR checks otherwise this will give you DIS on CHR checks when talking to those attracted to you.
7 Fidgeting. Madness Condition.
8 Permanent itchiness. -1 to Ability Score modifiers
9 Permanent rashes. -1 to Constitution Ability Score.
10 Permanently attracts bears. You will tend to have more bear encounters when camping and traveling.
5
1 Permanent constantly covered in dirt. -1 to Charisma Ability Score.
2 Permanent horrifying smell. -2 to Charisma Ability Score.
3 Permanent baldness. You loose all your hair.
4 Permanent swelling. -1 to Constitution Ability Score.
5 Loss of a random item. Random disappears and is lost.
6 Curses. You gain curse/hex roll on a Curse & Hex Table.
7 Damage. You take 1d10 [random type] damage for ever level of potency x number you failed the DC by or 1d8.
8 Permanent weakness to a random magical damage type.
9 Permanent weakness to physical damage.
10 Permanent Feelings of Guilt, Anxiety, or Shame. -2 to Wisdom Ability Score.
6
1 Permanent uncontrollable sneezing. A random -1 to any roll on GM's say so.
2 Permanent uncontrollable crying and sadness. A random -1 to any Wisdom roll on GM's say so.
3 Permanent uncontrollable need to sing heroic music. Stop whatever you are doing at a random time to attempt to do this for 6 seconds on the GM's say so.
4 Permanent uncontrollable urge to hug. Stop whatever you are doing at a random time to attempt to do this for 6 seconds on the GM's say so.
5 Permanent uncontrollable need to steal. Stop whatever you are doing at a random time to attempt to do this for 6 seconds on the GM's say so.
6 Permanent uncontrollable burping. A random -1 to any Charisma roll on GM's say so.
7 Permanent Paranoia. Madness Condition.
8 Permanent loss of small. Can not roll perception on small.
9 Permanent insomnia. You also have 1 less level rest when taking a long rest.
10 Permanent Bad luck. At random time on the GM's so you will be force to reroll a successful roll (to have disadvantage).
7
1 Summons imps that want to kill you.
2 Summons angry bees.
3 Permanent uncontrollable Fear of [random thing]. Frighten Condition when you see that thing.
4 Temporary madness. Madness Condition.
5 Super relaxed for 1 hour. +1 to Wisdom for 1 hour.
6 Enhanced appreciation of colours and sound for 1 hour. +1 to Performance and Perception for 1 hour.
7 Tripping the hell out. Madness Condition.
8 Pain. Pain-wrecked Condition for 1 hour.
9 Light headedness. Ached Condition for 1 minute.
10 Permanent Increased confidence. +2 to Charisma Ability Score.
8
1 Permanent Recklessness. -2 to Wisdom Ability Score
2 Permanent uncontrollable Rage. At random times on the GM's say so you Rage like a barbarian.
3 Permanent Sadness. -2 to Wisdom Ability Score.
4 Dizziness. Dazed Condition for 1 minute.
5 Slight random possession. Up for interpretation.
6 You strongly believe that you are someone else. Madness Condition.
7 Permanent allergic now to the last food you ate or drank. You gain the nauseated if not poison condition by consuming that food now.
8 Severe debt. Leprechaun appears claiming you own him money and to pay up or he will remove a limb.
9 Grumpiness. Madness Condition.
10 Permanent uncontrollable muscle spasms. A random -1 to any Dexterity roll on GM's say so.
9
1 Permanent Recklessness. -2 to Wisdom Ability Score
2 Permanent uncontrollable Rage. At random times on the GM's say so you Rage like a barbarian.
3 Permanent Sadness. -2 to Wisdom Ability Score.
4 Dizziness. Dazed Condition for 1 minute.
5 Slight random possession. Up for interpretation.
6 You strongly believe that you are someone else. Madness Condition.
7 Permanent allergic now to the last food you ate or drank. You gain the nauseated if not poison condition by consuming that food now.
8 Severe debt. Leprechaun appears claiming you own him money and to pay up or he will remove a limb.
9 Grumpiness. Madness Condition.

Created by JKyle

10 Permanent uncontrollable bloated feeling. At random times you will take the Nauseated Condition on the GM's say so.
10
1 Diseased. Common Cold for 1d4 weeks. -1 to all Ability Scores. Half time on a DC 10 CON save.
2 Diseased. Flu for 1d4 weeks. -5 to all Ability Scores. Half time on a DC 10 CON save.
3 You become permanent lighter. Jump twice as high and long.
4 Permanent uncontrollable urge to fight. Stop whatever you are doing at a random time to attempt to do this for 6 seconds on the GM's say so.
5 Permanent uncontrollable need to make friends. Stop whatever you are doing at a random time to attempt to do this for 6 seconds on the GM's say so.
6 Nausea. Gain the Nauseated Condition.
7 Permanent gain a random weakness.
8 Permanent uncontrollable Mood swings. A random -1 to any Charisma roll on GM's say so.
9 Addiction. Gian 1d4 levels of Addiction to a random food.
10 Need for booze. Gian 1d4 levels of Addiction to alcohol.
11
1 Drunkeness. Gain 1d4 levels of intoxication for every level of potency.
2 Permanent uncontrollable Coughing. A random -1 to any Physical roll on GM's say so.
3 You become permanent lighter. Jump twice as high and long.
4 Permanent uncontrollable babbling or laughter. Stop whatever you are doing at a random time to attempt to do this for 6 seconds on the GM's say so.
5 Permanent uncontrollable bad taste. At random times you will take the Nauseated Condition on the GM's say so.
6 Summons a demon.
7 Summons a celestial
8 Creates a monster.
9 Creates a copy of you that will last 1 day.
10 Transforms you into a random humanoid creature for 1d12 hours.
12
1 Summons deadly clowns.
2 Intelligence drops to 3 for 1 minute.
3 Creates illusionary dragon.
4 Summons a god.
5 Transports you to random location.
6 You can fly.
7 You are invisible.
8 You grow or shrink in size.
9 You turn permanent bright purple.
10 You recover all spell slots but for each of those recovered spell slots used you roll this table again.

[Side Effects that are permanent can be cured with Greater Restoration unless they have then they need a Superior Restoration. Otherwise they can be cured through normal means and/or Lesser Restoration.]

[If the Side Effect was given by Legendary or higher potency potion or equally powerful incident then it will need Legendary and/or Mythical Restoration to heal.]

Created by JKyle

Toxicity Effect Table
d12 Toxicity Effect
1 Your stomach twists and turns, visibly wriggling inside you. You take 1d6 acid damage per level of rarity above common of the potion you drank at the end of every hour.
2 Your veins begin to glow an unusual color, and your blood feels like it’s burning. You take necrotic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also take this damage whenever you are effected by a spell that deals damage. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success.
3 Your eyes secrete a thick, cloudy fluid veined with neon color. You become Blinded. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success.
4 Your ears fill with a colorful, gummy substance. You become Deafened. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success.
5 Your saliva turns into a thick, glue-like ichor, sealing your mouth shut. You become Muted. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Lesser restoration also ends this effect.
6 Your legs lose all feeling, and solidify into a chalky, brittle substance. You become Handicapped. At the end of every hour you travel at a normal or fast pace overland, or at the end of every turn in which you move 30 feet or more, you take necrotic damage equal to 1 + 1d6 per rarity above common of the potion you drank. You can repeat the saving throw at the end of every hour, ending the effect on yourself on a success. Greater restoration also ends this effect.
7 Your skin becomes translucent, and feels as thin as an insect’s wing. You take necrotic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also take this damage whenever you take damage from a weapon attack. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Greater restoration also ends this effect.
8 Your thinking slows, and you feel a strange liquid sloshing around within your skull. You become Ached. You take psychic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Greater restoration also ends this effect.
9 Your limbs feel like jelly, and your flesh becomes slick and wobbles when touched. You become Handicapped. You take necrotic damage equal to 1 + 1d8 per rarity above common of the potion you drank. You also have disadvantage on Strength, Dexterity, and Constitution saving throws. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Greater restoration also ends this effect.
10 Your entire body convulses, and then locks up. You become paralyzed until the start of your next turn. Then, you cough up tiny frogs out of your throat every hour suffering from the Nauseated condition at that time. You can repeat the saving throw at the end of every day, ending the effect on yourself on a success. Greater restoration also ends this effect.
11 Your voice becomes permanently very high pitched like you consumed helium.
12 Your skin becomes permanently blue and glows in the dark. This gives you a permanent -2 to stealth at night.

Created by JKyle

Wild Magic Tables

d100 1. Standard Themed
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07-08 You cast fireball as a 3rd-level spell centered on yourself.
09-10 You cast magic missile as a 5th-level spell.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You cast confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
33-34 You can take one additional action immediately.
35-36 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
37-38 You cast mirror image.
39-40 You cast fly on a random creature within 60 feet of you.
41-42 You become invisible for the next minute. During that time, other creatures can't hear you.
43-44 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
45-46 Your size increases by one size category for the next minute.
47-48 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
49-50 You are surrounded by faint, ethereal music for the next minute.
51-52 You regain 2d10 hit points.
53-54 You grow a pair of ethereal wings for the next minute, allowing you to fly at a speed of 60 feet.
55-56 You become resistant to all damage for the next minute.
57-58 You gain immunity to being intoxicated by alcohol for the next 5d6 days.
59-60 Your hair falls out but grows back within 24 hours.
61-62 You cast thunderwave as a 3rd-level spell.
63-64 You take on the appearance of a zombie for the next minute.
65-66 You cast detect thoughts on a random creature within 60 feet of you.
67-68 If you're in the air, you fall.
69-70 You cast levitate on yourself.
71-72 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
73-74 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
75-76 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
77-78 You are immune to being paralyzed for the next minute.
79-80 You shrink one size category for the next minute.
81-82 You cast haste on yourself.
83-84 You emit a powerful blast of psychic energy. Each creature within 30 feet of you must make an Intelligence saving throw. On a failed save, a creature takes 2d10 psychic damage and is stunned for 1 minute. On a successful save, a creature takes half damage and isn't stunned.
85-86 You cast enlarge/reduce on a random creature within 60 feet of you.
d100 1. Standard Themed
87-88 You and all creatures within 30 feet of you gain resistance to a damage type of your choice for the next minute.
89-90 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
91-92 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
93-94 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
95-96 You can take one additional reaction immediately.
97-98 Each creature within 30 feet of you takes 1d10 psychic damage. You regain hit points equal to the sum of the psychic damage dealt.
99-00 Roll twice on this table. Ignore this result if you roll a 99 or 00 on either roll.
d10 2. Necromancy Themed DC
1 A swarm of skeletal hands burst from the ground and grab hold of the caster, dealing 4d8 necrotic damage and holding them in place until they pass a DC 18 Strength check to break free. 18
2 The caster's eyes turn black as they are possessed by a powerful demon. They gain resistance to all damage and the ability to cast Hellish Rebuke at will, but must make a DC 18 Wisdom save every turn or be forced to attack the nearest creature. 19
3 A portal to the Abyss opens up, unleashing a horde of demons that attack everything in sight. The demons deal 6d6 fire damage and have an AC of 20. 20
4 The caster's skin turns to stone, granting them resistance to all damage but slowing them down significantly. They have disadvantage on all Dexterity-based checks and their movement speed is halved. 17
5 The caster's blood turns to acid, dealing 5d6 acid damage to any creature within 10 feet of them. The caster takes 1d6 acid damage every time they cast a spell or attack with a weapon. 18
6 The caster's body is wracked with pain as their bones begin to break and reform. They take 5d10 bludgeoning damage and are stunned for 1d4 rounds. 20
7 A swarm of insects burst from the caster's mouth, dealing 4d6 poison damage to any creature within 20 feet. The insects continue to swarm around the caster for 1d4 rounds, distracting and disorienting them. 16
8 The caster's shadow detaches itself from their body and begins to attack them. The shadow has the caster's stats and abilities, but deals double damage and is immune to all damage except radiant damage.
9 The caster is cursed with lycanthropy, transforming them into a werewolf at the next full moon. While in werewolf form, the caster has increased strength and speed, but is unable to cast spells or use any equipment.
10 The caster is consumed by a fiery aura, dealing 8d6 fire damage to any creature within 30 feet. The aura also sets the caster's clothing and hair on fire, dealing an additional 2d6 fire damage each round until they put out the flames.
d10 3. Necromancy Themed DC
1 The caster's limbs contort and twist unnaturally, granting them a climb speed of 40 feet but causing them to take 1d4 psychic damage each time they move. 16
2 A spectral hand appears and attempts to drag the caster to the nearest graveyard. The caster must make a DC 18 Strength check to resist the hand's grasp or be pulled 30 feet in the direction of the graveyard. 18
3 The caster is plagued by horrific nightmares, causing them to suffer from exhaustion until they complete a quest given to them by a powerful demon. 20
4 The lich king's icy grip tightens around you, making it difficult to move. Roll a DC 15 Strength saving throw or be restrained for one minute. If you fail the saving throw by 10 or more, you are also paralyzed for one minute. 18
5 Your veins turn black and necrotic energy courses through your body. You suffer one level of exhaustion and take 3d6 necrotic damage. 20
6 A swarm of undead creatures appears around you. Roll a DC 15 Dexterity saving throw or take 2d10 necrotic damage as the undead swarm engulfs you. 17
7 Your mind is assaulted by visions of the lich king's dominion over the undead. You take 2d10 psychic damage and must make a DC 15 Wisdom saving throw or be frightened for one minute. 19
8 The lich king's curse afflicts you, causing your skin to rot and your hair to fall out. You suffer one level of exhaustion and take 2d8 necrotic damage. 16
9 A portal to the lich king's realm opens beneath your feet, pulling you into the underworld. Roll a DC 20 Strength saving throw to resist being pulled into the portal. If you fail, you are banished to the underworld for 1d4 rounds. 20
10 Your shadow detaches from you and becomes a dark, malevolent creature. It attacks you and your allies, dealing 2d8 necrotic damage on each hit. Roll a DC 15 Wisdom saving throw to regain control of your shadow. 19

Created by JKyle

d4 4. Necromancy Themed DC
1 Your bones turn brittle and start to crack. You take 1d8 necrotic damage, and your movement speed is halved until you complete a short rest. 15
2 The spirits of the dead swirl around you, distracting you from your enemies. You have disadvantage on attack rolls until the end of your next turn. 16
3 A surge of necrotic energy erupts from your body, damaging everyone around you. Each creature within 10 feet takes 2d10 necrotic damage, and you gain temporary hit points equal to the damage dealt. 18
4 The area around you becomes cursed, causing any corpses in the area to animate and attack you. Roll a DC 15 Dexterity saving throw to avoid being grappled by the corpses. On a failed save, you take 2d8 necrotic damage and are restrained until the end of your next turn. 17
d10 5. Wacky Themed
1 The player becomes invisible, but their clothes remain visible. Hilarity and embarrassment ensues.
2 The player's head transforms into a giant piece of broccoli for 1d4 hours. The head still functions as normal, but it's difficult to take seriously.
3 The player grows a luxurious beard made of living snakes that bite anyone who tries to get close.
4 The player grows an extra limb of their choice, but it has a mind of its own and will occasionally slap the player in the face or high-five someone else.
5 The player's eyes switch places, causing them to see everything upside down and backwards.
6 The player belches a cloud of glitter that blinds everyone in a 5-foot radius.
7 The player's weapon turns into a rubber chicken for 1d4 rounds. It deals no damage but makes a hilarious "squawk" sound upon impact.
8 The player's feet become ice skates for 1d4 hours, causing them to slip and slide uncontrollably.
9 The player's hair turns into snakes that hiss and bite anyone who touches them.
10 The player's voice becomes a high-pitched squeak for 1d4 hours, making it impossible to take them seriously in any situation.
d10 6. Wacky Themed
1 Your skin turns completely translucent for the next minute, making your organs visible to everyone.
2 You shrink to half your size and take on the appearance of a grotesque goblin for the next hour.
3 Your hair falls out and grows back instantaneously, but it's now a bright neon color.
4 A swarm of magical cockroaches pours out of your pockets, burrows into your skin, and explodes out of your mouth.
5 You emit a deafening scream that causes all glass within 100 feet to shatter.
6 Your eyes turn into fried eggs for the next hour, making it difficult to see.
7 Your limbs detach and scramble around on their own for the next minute, but you can still control them.
8 A duplicate of yourself appears next to you, but it's half your size and speaks only in gibberish.
9 Your skin starts to peel off and reveal a different layer of skin, but it's that of an entirely different creature.
10 Your nose falls off and takes on a life of its own, sprouting arms and legs and wandering around until you can reattach it.

Created by JKyle

d10 7. Wacky Themed
1 You turn invisible for the next minute, but your clothes remain visible.
2 You grow a giant mustache that wraps around your face and becomes sentient. It will occasionally give you sarcastic comments and may cause you to fail social interactions.
3 Your arms turn into tentacles for 1 minute. You can use them to make an extra melee attack, but they are slimy and unpleasant to touch.
4 You transform into a chicken. You cannot cast spells, but you can still use weapons and items.
5 Your head transforms into a pumpkin for 1 minute. You can still talk and breathe, but your vision is severely limited.
6 You randomly teleport to a location within 100 feet. You arrive in a pose that makes you look cool, but you take 1d6 bludgeoning damage from the impact.
7 Your voice becomes demonic for the next minute, causing anyone who hears it to be terrified. You gain advantage on intimidation checks.
8 You sprout a second head that constantly insults you and everyone around you. It has its own personality and may attempt to sabotage your plans.
9 You gain a random phobia for the next hour. Whenever you encounter the object of your phobia, you must make a Wisdom saving throw or be frightened for 1 minute.
10 You temporarily gain the power to manipulate reality, but your mind is not prepared for it. You can make one reality-altering change to the world, but you take 1d10 psychic damage in the process. The effect must be humorous and have no lasting consequences.
d10 8. Wacky Themed
1 The caster's clothes become alive and attempt to suffocate them, dealing 1d6 bludgeoning damage per turn until they can remove them.
2 The caster's gender changes randomly, and they gain or lose all related physical characteristics.
3 The caster's body becomes rubbery and elastic, allowing them to stretch up to twice their original height or length.
4 A swarm of horny pixies appears and begins to fondle the caster, causing intense pleasure and distracting them from any actions they may want to take.
5 The caster's head transforms into that of a random animal, causing them to lose their ability to speak and breathe through their mouth.
6 The caster's skin turns into a thick layer of slime, providing resistance to all damage, but also rendering them vulnerable to fire.
7 The caster's feet become permanently glued to the ground, and they must spend the rest of the day hopping around.
8 The caster grows a third arm, but it is uncontrollable and has a tendency to slap them or anyone nearby.
9 The caster's eyes pop out of their sockets and fly around the room, still allowing the caster to see through them.
10 The caster's entire body becomes covered in boils that explode in a 10-foot radius when touched, dealing 1d6 fire damage to anyone caught in the blast.

Created by JKyle

d10 9. Wacky Themed
1 The caster's genitals swap places with their mouth, causing them to speak in moans and making it impossible to cast verbal spells.
2 The caster's arms transform into tentacles, which they can use to grapple opponents and crush them to death.
3 The caster's nipples become razor-sharp and begin to shoot out streams of acid, dealing 2d6 acid damage to anyone they hit.
4 The caster's voice becomes a seductive whisper, causing all who hear it to become sexually aroused and infatuated with the caster.
5 The caster's tongue elongates to three times its original length, allowing them to lick objects or people from a distance.
6 The caster's skin becomes transparent, revealing all their internal organs and leaving them vulnerable to attacks that would normally miss.
7 The caster's body is covered in pheromones, attracting all nearby creatures of the caster's preferred gender and making them want to mate.
8 The caster's hair becomes animate and begins to grow at an alarming rate, smothering opponents and causing them to suffocate.
9 The caster's body becomes extremely flexible, allowing them to bend and contort in impossible ways and escape from tight spaces.
10 The caster's sweat becomes a potent aphrodisiac, causing anyone who comes into contact with it to become irresistibly aroused.
d10 10. Wacky Themed
1 The caster's feet become massive, and the ground beneath them begins to crack and crumble. They leave a trail of destruction as they walk, and anyone in their path must make a Dexterity save or take 2d10 bludgeoning damage.
2 The caster's eyes disappear, leaving two empty sockets. They are blinded, but gain tremorsense out to 30 feet.
3 The caster's skin turns to steel, increasing their AC by 10 but slowing their movement to half speed.
4 The caster's head doubles in size, making it impossible to wear a helmet or any other headgear. They also gain advantage on Intelligence-based skill checks for the duration of the effect.
5 The caster's arms shrink down to the size of a child's, reducing their Strength score to 3. However, they gain the ability to move with incredible speed, granting them an extra action each turn for the duration of the effect.
6 The caster's hair catches fire, dealing 1d6 fire damage to anyone within 5 feet. The caster gains resistance to fire damage for the duration of the effect.
7 The caster's voice becomes so loud that it shatters all non-magical glass within 30 feet. They also gain advantage on Charisma-based skill checks for the duration of the effect.
8 The caster's body becomes covered in thorns, causing anyone who touches them to take 1d4 piercing damage.
9 The caster's feet become webbed, allowing them to swim at a speed of 60 feet. However, they take 1d6 lightning damage each time they move more than 5 feet from water.
10 The caster's tongue becomes prehensile, allowing them to grasp and manipulate objects with it. They also gain advantage on Wisdom-based skill checks for the duration of the effect.

Created by JKyle

d10 11. Wacky Themed
1 A flock of 1d100 chickens rain down in a 30-foot radius, dealing 1d6 bludgeoning damage for each chicken that lands on a creature.
2 The caster's head turns into that of a giant dragon, causing them to breathe a 60-foot cone of fire that deals 6d10 fire damage.
3 The caster's arms become tentacles for 1d4 hours, granting them a reach of 20 feet and the ability to grapple up to four creatures at once.
4 The caster's voice becomes so loud and powerful that it shatters all glass within a 60-foot radius, causing 2d10 slashing damage to any creatures hit by the shards.
5 The caster is surrounded by a cloud of hallucinogenic smoke that causes creatures within 30 feet to see strange and terrifying visions, imposing disadvantage on attack rolls and ability checks for 1d4 rounds.
6 The caster's eyes turn into those of a basilisk, causing any creature they look at within 30 feet to make a DC 15 Constitution saving throw or turn to stone.
7 The caster's skin turns into living metal, granting them resistance to all damage types for 1d4 rounds.
8 The caster's hair becomes a swarm of angry bees that attack all creatures within 10 feet, dealing 1d8 piercing damage and imposing the Poisoned condition for 1d4 rounds on a failed DC 15 Constitution saving throw.
9 The caster's feet transform into giant roots that burrow into the ground, granting them a burrow speed of 30 feet and the ability to sense vibrations within a 60-foot radius for 1d4 hours.
10 The caster's body becomes a living bomb, exploding in a 30-foot radius and dealing 10d10 fire damage to all creatures within. The caster dies instantly.
d10 12. Rewarding Themed
1 Spark of Life: A burst of sparkling light surrounds the target. The target regains 1d10 + your spellcasting ability modifier hit points.
2 Magic Echo: The target's next spell or cantrip is cast twice. The second casting doesn't require an additional spell slot or preparation time.
3 Blink of an Eye: The target becomes ethereal until the end of their next turn. They can move through objects and other creatures.
4 Fortune's Favor: The target gains advantage on all attack rolls, saving throws, and ability checks for the next minute.
5 Elemental Infusion: The target gains resistance to one type of damage (acid, cold, fire, lightning, poison, or thunder) for the next hour.
6 Blessed by the Fates: The target rerolls one failed attack roll, saving throw, or ability check.
7 Visions of Victory: The target gains a brief glimpse of the future, granting them advantage on their next attack roll or ability check.
8 Surge of Speed: The target's speed increases by 30 feet for the next minute.
9 Arcane Boon: The target regains one expended spell slot of 3rd level or lower.
10 Transcendent Transformation: The target is transformed into a majestic creature for the next hour, gaining flight and resistance to all damage types. The creature's appearance is up to the DM's discretion.

Created by JKyle

d10 13. Item Themed
1 A small, fluffy kitten appears in your lap. It meows softly and purrs as you pet it.
2 A swarm of angry bees appears around you. They are highly agitated and ready to sting. But if you manage to capture them, you will be able to create a potent honey that will grant you extraordinary powers.
3 A golden key appears in your hand. It unlocks any door or chest you come across, but if you use it too much, it will eventually break.
4 A crystal skull appears in front of you. It has the ability to peer into the future, but it also brings with it a sense of foreboding and danger.
5 A bag of holding appears at your feet. It is filled with gold coins and gems, but also contains a dangerous creature that will attack anyone who tries to steal from you.
6 A potion of invisibility appears in your hand. It will make you invisible, but also make you highly susceptible to attack.
7 A cursed sword appears in front of you. It is incredibly powerful, but also causes you to lose control of your actions and attack anything nearby.
8 A necklace of fireballs appears around your neck. It grants you the ability to cast fire spells, but also causes your skin to blister and burn.
9 A set of enchanted armor appears at your feet. It makes you nearly invincible, but also makes you incredibly heavy and hard to move.
10 A book of ancient spells appears in your hands. It contains powerful magic that can summon demons, control the elements, and even raise the dead. But using it comes at a great cost to your soul.
d10 14. Random Themed
1 A random creature within 30ft of you becomes encased in a crystal for 1 minute. The crystal is as hard as steel and impervious to damage.
2 Your skin turns bright pink for the next 24 hours. Any creature that sees you must make a Wisdom saving throw or be charmed by you for 1 hour.

Created by JKyle

d10 14. Random Themed
3 A rain of frogs falls in a 20-foot radius around you, dealing 1d4 bludgeoning damage to any creature in the area. The frogs are harmless and disappear after 1 minute.
4 You become weightless and can move through the air at your walking speed for the next 1d4 rounds. You are unable to change direction mid-flight.
5 A swarm of bees appears around you and follows you for the next 1d4 hours. Any creature that comes within 5 feet of you must make a Dexterity saving throw or take 1d6 piercing damage from the bees.
6 Your hair turns into a living, writhing mass of snakes. For the next 1d4 hours, you are immune to fear effects, and any creature that attacks you with a melee weapon takes 1d4 piercing damage.
7 Your arms transform into giant tentacles, granting you a +2 bonus to your reach and allowing you to make two attacks with them as a bonus action. The tentacles last for 1 minute.
8 You become invisible for the next 1d4 rounds. Any creature that attacks you during this time has disadvantage on their attack rolls.
9 You grow a pair of wings, allowing you to fly at your walking speed for the next 1d4 minutes. The wings then fall off and disappear.
10 A ghostly apparition of your worst nightmare appears before you, causing you to become frightened for 1 minute. You must make a Wisdom saving throw at the end of your turn to end the effect early.
d6 15. Table Themed
1 Roll on the Incident Table
2 Roll on the Side Effect Table
3 Roll on the Toxicity Table
4 Roll on the Wounded Table
5 Roll on the Madness Table
6 Roll a Wild Magic Table Twice. Redo the Roll of you roll this effect again.
d10 16. Sexually Themed
1 All characters within 30 feet of the caster feel a sudden urge to engage in a passionate kiss with the first person they make eye contact with. This effect lasts for 1 minute.
2 The caster's next spell has a phallic-shaped manifestation, causing any target struck by the spell to become aroused for the duration of the spell's effect.
3 A burst of pink mist surrounds the caster and any creatures within 10 feet of them. For the next hour, all creatures affected gain advantage on all Charisma-based checks when attempting to seduce or flirt with others.
4 The next time a creature within 30 feet of the caster rolls a natural 20 on any d20 roll, they become overwhelmed with lust and immediately attempt to initiate sexual contact with the nearest creature.
5 The caster's body becomes temporarily irresistible, causing all creatures within 60 feet to make a Wisdom saving throw. Those who fail become entranced by the caster and are compelled to do their bidding for the next hour.
6 The next time the caster engages in combat, all creatures within 30 feet of them become visually aroused by the violence and must make a Constitution saving throw or be incapacitated with pleasure for 1 round.
7 A wave of ecstasy washes over all creatures within 60 feet of the caster, causing them to become unable to take any actions for the next minute.
8 A powerful pheromone emanates from the caster, causing all creatures of the caster's preferred gender within 100 feet to become attracted to them for the next hour.
9 The next time a creature within 30 feet of the caster is critically hit, they experience an intense orgasm, causing them to be stunned for 1 round.
10 The caster's next spell has a seductive aura, causing all creatures within 30 feet of the spell's target to become charmed by the caster for the duration of the spell's effect.

Created by JKyle

Wounded Tables

Below are Persistent Wounds. Any of these Persistent Wounded tables may be rolled depending on the situation and the GM when a player's character takes a Special Hit, Critical Hit, Hits 0 HP, Fails a Death Saving Throw by 5 or More, Has Their AC Hit by 5 or More, Takes More then Half their HP in Damage in One Hit, and/or Takes More then Half their HP in Damage below 0. NPC's may sometimes have these rolled on them as well.

You have four types of Persistent Wounds that may effect you.

Detrimental Wounds. These are Minor Wounds that are typically not to bad and can be removed easier.

Impairment Wounds. These are Mild Wounds. Wounds that are harder to remove or twice as bad.

Lingering Wounds. These are Severe Wounds that stay with you. Meaning they are harder to remove often times needed something similar to spells like Regeneration, Greater Restoration, or Heal. Lingering Wounds are organized by Damage Type. Providing a different table to roll for each time of damage.

Mortal Wounds. These are list of further Severe Wounds that may be easier to remove.

Detriment Table Minor Wounds
d20 Detriment Effect
1 Bleeding Condition.
2 Disoriented Condition.
3 Fumble. - Drop weapon or held object.
4 Handicapped Condition.
5 Prone Condition.
6 Unconscious Condition. (DC 15 Constitution Save at the end of each turn to end effect, or DC 15 Wisdom (Medicine) check by an ally to wake you up).
7 Annoyed Condition.
8 Dazzled Condition.
9 Ache Condition.
10 Pain-Wracked Condition.
11 Out of Breath. Muted Condition (DC 15 Constitution save at the end of each round to end the effect).
12 Ringing Blow. Deafened Condition (DC 15 Wisdom save at the end of each round to end the effect).
13 Stunned Condition.
14 Traumatic Blow. Minor Madness Condition or Dazed Condition (DC 15 Charisma save at the end of each turn to end the effect).
15 Vision Obscured. Everything has partial cover (+2 AC) (DC 15 Wisdom save at the end of each round to end the effect).
16 Wide Open. Distracted Condition
17 Winded Condition. (DC 15 Constitution save at the end of each round to remove the effect).
18 Shaken Condition.
19 Exhaustion. Take a level of exhaustion.
20 Mild Wound. Gain a Impairment
Impairment Table Mild Wounds
d20 Impairment Effect
1 Bleeding Condition. Double Damage
2 Concussion. Disadvantage to CHR rolls (DC 20 CHR save at the end of each long rest to remove).
3 Broken/Fractured Bones. Disadvantage to DEX rolls. (DC 20 DEX save at the end of each long rest to remove).
4 Handicapped Condition (Hands). Double Penalty
5 Chronic Injury. Reduce maximum hit points by 2d6 (Tend to Wounds DC 20, or Surgery DC 15 to remove).
6 Comatose. Incapacitated (DC 20 WIS save at the end of each short rest to remove).
7 Handicapped Condition (Feet). Double Penalty
8 Lingering Impairment. Disadvantage to CON rolls (DC 20 CON save at the end of each long rest to remove).
9 Memory Loss. short term memory loss and disorientation, to full amnesia, depending on the wound.
10 Excruciating Wound. Pain-Wracked Condition (DC 20 WIS save at the end of each long rest to remove)
11 In Shock. Disadvantage to INT rolls. (DC 20 INT save at the end of each long rest to remove), and when in combat make a DC 10 INT check or be stunned each round.
12 Internal Impairment. Damage is Lethal Damage. Can not be heal by normal means.
13 Serious Damage. Disadvantage to STR Rolls (DC 20 STR save at the end of each long rest to remove).
14 Thrown Back. Carrying Capacity halved (DC 20 STR save at the end of each long rest to remove).
15 Horrible Scar. You are disfigured to the extent that the wound cannot be easily concealed. You have disadvantage on Persuasion checks and advantage on Intimidation checks. (Surgery DC 15 to remove.)
16 Festering Impairment. Every time you take a strenuous Action, suffer 1d4 hit points damage. (Surgery DC 15 to remove.)

Created by JKyle

17 Debilitating Impairment. lose 1d6 hit points each round or hour. (Surgery DC 15 to remove.)
18 Staggered. Gain the stunned condition. Each round you may attempt a DC 15 CON check to remove.
19 Exhaustion. Take 2 levels of exhaustion.
20 Severe Wound. Gain a Lingering Injury
Lingering Injury Severe Wounds
d10 Injury Effect
Acid
1 Blindness. Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight.
2 Partial Blindness. Your eyes are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can heal the damage to your eyes. If you have already suffered partial blindness, you're blinded.
3 Destroyed Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
4 Destroyed Foot or Leg. Your speed on foot is halved, and you must use a crutch or cane to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the damaged appendage.
5 Major Neuralgia. You are in constant pain from nerve damage. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own.
6 Minor Neuralgia. This has the same effect as Major Neuralgia above, except that the save DC is 10, and it only takes ten days to resolve on its own.
7 Horrible Disfigurement. You have acid burns to the extent that the scars can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the acid burn scar.
8 Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive Lesser Restoration. Alternatively, someone can use the Tend to Wounds activity to tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal.
9, 10 Minor Disfigurement. You have acid burn scars, but they don’t have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the acid burn scars.
Bludgeoning or Force
1 Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.
2 Broken leg. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If your leg is splinted with a successful DC 15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such as heal and regenerate, mends the broken leg , or it will heal naturally in 8 weeks. If it is not splinted before it's healed or allowed to heal, the effects remain until it is rebroken and splinted.
3 Broken arm. You can no longer hold anything with two hands, and you can hold only a single object at a time. If your arm is splinted with a successful DC 15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such as heal and regenerate, mends the broken leg, or it will heal naturally in 8 weeks. If it is not splinted before it's healed or allowed to heal, the effects remain until it is rebroken and splinted.
4 Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cure the injury, or if you spend ten days doing nothing but resting, it will heal naturally.
5 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10.
6 Major Concussion. You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal and regenerate, cures the concussion. Alternately, it heals on its own in four weeks.
7 Minor Concussion. You have disadvantage on Intelligence checks. The concussion heals if you receive any Lesser Restoration; alternately it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion.
8 Severe bruising. You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive Lesser Restoration. Alternately, it heals on its own in 2 week.

Created by JKyle

9, 10 Broken Nose. Your broken nose is painful but doesn't have any adverse effect. Lesser Restoration mends your nose, although it may heal crooked if it is crooked when the healing is applied. DC 10 Strength Check to fix the crookedness. Pain-wreck condition on doing so.
d10 Injury Effect
Cold
1 Ocular Damage. One of your corneas is damaged from frostbite. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the damaged cornea. If you have no corneas that remain undamaged after sustaining this injury, you're blinded.
2 Systemic Damage from Frostbite. You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage.
3 Gangrene of the Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the crushed appendage.
4 Gangrene of the Foot. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the crushed appendage.
5 Major Neuralgia. You have constant, painful nerve damage over a large portion of your body. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own.
6 Frostbitten Foot. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Greater Restoration cures the frostbite. Alternately, your foot can be treated with a successful DC 15 Wisdom (Medicine) check during a Tend to Wounds activity, in which case it will heal naturally in 2 weeks.
7 Frostbitten hand. Randomly determine which hand has been frostbitten. In order to grasp or manipulate an object with that hand, you must succeed at a DC 15 Dexterity check. Greater Restoration cures the frostbite. Alternately, your hand can be treated with a successful DC 15 Wisdom (Medicine) check during a Tend to Wounds activity, in which case it will heal naturally in 2 weeks.
8 Minor Neuralgia. This has the same effect as Major Neuralgia above, except that the save DC is 10 and it only takes ten days to resolve on its own.
9, 10 Anosmia. You lose your sense of smell and taste. You automatically fail any ability checks that involve your sense of smell or taste. The condition heals if you receive Lesser Restoration.
Fire
1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.
2 Fourth Degree Burns. You have disadvantage on ability checks and Strength, Dexterity, and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. If you already have fourth degree burns, you must succeed at a DC 15 Constitution saving throw or die.
3 Third Degree Burns. You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns.
4 Second Degree Burns. You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns.
5 Major Neuralgia. You have constant, painful nerve damage over a large portion of your body. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting, it resolves on its own.
6 Minor Neuralgia. This has the same effect as Major Neuralgia above, except that the save DC is 10 and it only takes ten days to resolve on its own.
7 Horrible Disfigurement. You have burn scars to the extent that can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the burn scars.

Created by JKyle

8 Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive Lesser Restoration. Alternatively, someone can use the Tend to Wounds activity to tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal.
9, 10 First Degree Burns. You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Lesser Restoration cures the burns; alternately, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns.
d10 Injury Effect
Lightening or Electricity
1 Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.
2 Explosive Grounding of the Hand. You lose a hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
3 Explosive Grounding of the Foot. You lose a foot. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
4 Kidney Failure. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney failure is resolved.
5 Arc Flash. Roll on the fire table.
6 Cardiac Injury. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage.
7 Skeletal Muscle Breakdown. You have disadvantage on Strength checks and Strength saving throws. Magic such as the regenerate spell can cure your muscle breakdown. Alternatively, it will resolve on its own in 6 weeks.
8 Muscle Spasms. You have disadvantage on Dexterity checks. Lesser Restoration cures your muscle spasms. Alternatively, they will resolve on their own in 2 weeks.
9, 10 Flash Burns. You have superficial burns. You turn red as a lobster, but otherwise suffer no mechanical effects. Lesser Restoration cures your flash burns. Alternatively, they will heal on their own in 2 weeks.
Necrotic
1 Spiritual Injury. You are afflicted with intense apathy and depression. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and Intelligence, Wisdom, and Charisma saving throws. Magic such as the heal or regenerate spell can resolve your spiritual injury, but such spells must be cast by a cleric, druid, or other class that uses divine magic.
2 Withered Hand. You lose a hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
3 Withered Foot. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
4 Major Organ Necrosis. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the Major Organ Necrosis.
5 Minor Organ Necrosis. This has the same effect as Major Organ Necrosis above, except that the save DC is 10.
6 Necrotic Stench. You smell like rotting flesh. You have disadvantage on Charisma (Persuasion) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the smell.
7 Necrotizing Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive Greater Restoration. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
8 Inflammation. Your muscles are irritated and inflamed. You have disadvantage on strength checks. Lesser Restoration resolves the inflammation. Alternately, it will resolve on its own in two weeks.
9, 10 Necrotic Discoloration. You get white and gray spots on your cheeks. The spots don't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the spots.

Created by JKyle

d10 Injury Effect
Piercing
1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.
2 Throat Injury. You gain a level of exhaustion which cannot be removed by normal means. You also have disadvantage on constitution checks. Magic such as the regenerate spell can heal your throat injury.
3 Groin Injury. Your speed on foot is halved, and you must use a cane or crutch to move. You cannot take the Dash action. You are also sterile. Magic such as the regenerate spell can heal the groin injury.
4 Cardiac Injury. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage.
5 Organ Damage. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magic such as the regenerate spell can cure your organ damage. Alternatively, someone can tend to the organ damage and make a DC 15 Wisdom (Medicine) check once every day. After ten successes, the organ damage is resolved.
6 Pierced Stomach. When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Magical healing of 6th level or higher, such as heal and regenerate, heals the pierced stomach, or if you spend ten days doing nothing but resting, it heals on its own.
7 Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed . You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
8 Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive Lesser Restoration. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
9, 10 Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
Poison, Toxin, or Disease
1 Systemic Damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage.
2 Major Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 3 (1d6) poison damage. Anytime you drink alcohol or take another drug, you take 3 (1d6) poison damage. Magic such as the regenerate spell can cure your liver failure.
3 Minor Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 2 (1d4) poison damage. Anytime you drink alcohol or take another drug, you take 2 (1d4) poison damage. Magic such as the regenerate spell can cure your liver failure.
4 Major Kidney Failure. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney failure is resolved.
5 Minor Kidney Failure. This has the same effect as Major Kidney Failure above, except that the save DC is 10 and only six Wisdom (Medicine) check successes are needed to resolve the Kidney Failure.
6 Cardiac Injury. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage.
7 Vertigo. You have disadvantage on Dexterity checks. Magic such as the regenerate spell can cure your vertigo. Alternatively, it will resolve on its own in 8 weeks.
8 Nausea. The affects of Minor Nausea and you have disadvantage on Constitution checks. Greater Restoration cures your nausea. Alternatively, it will resolve on its own in 4 weeks.
d10 Injury Effect
9, 10 Minor nausea. You must succeed at a DC 10 Constitution saving throw before you can consume food otherwise you take 1d4 damage and throw the food up. Lesser Restoration cures your nausea. Alternatively, it will resolve on its own in 1 week.

Created by JKyle

d10 Injury Effect
Psychic
1 Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.
2 Indefinite Madness. Roll on the Indefinite Madness table.
3 Severe headaches. You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches.
4 Phobia. You develop a debilitating fear of something in the situation from which you gained your injury. For example, if you were damaged by a mind flayer, you might have a fear of octopuses. The DM will decide. When you are confronted with your phobia, you have disadvantage on all ability checks and saving throws. Magic such as the regenerate spell can cure your phobia.
5 Long-term Madness. Roll on the Long-term Madness table. Your madness lasts twice as long.
6 Weak Persona. You have suffered damage to your sense of self. You have disadvantage on Charisma checks. Magic such as the regenerate spell can heal your weak persona. Alternately, it will heal on its own in four weeks.
7 Minor headaches. You have disadvantage on Wisdom checks. Lesser Restoration cures your minor headaches. Alternately, they will resolve on their own in two weeks.
8 Inappropriate Volume. You can’t regulate your volume. You shout when you intend to whisper, and whisper when you intend to shout. Lesser Restoration cures your inappropriate volume.
9, 10 Short-term Madness. Roll on the Short-term Madness table. Your madness lasts twice as long.
Radiant
1 Blindness. Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight.
2 Partial Blindness. Your eyes are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can heal the damage to your eyes. If you have already suffered partial blindness, you're blinded.
3 Third Degree Burns. You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns.
4 Second Degree Burns. You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns.
5 Large Skin Tumors. You develop several large, painful skin tumors. You have disadvantage on Charisma and Wisdom checks. Magic such as the regenerate spell cures your large skin tumors. If your large skin tumors are not cured within six months, you develop Systemic Damage as per the poison table
6 Small Skin Tumors. You develop several small, painless skin tumor. You have disadvantage on Charisma checks. Magic such as the regenerate spell cures your small skin tumors. If your small skin tumors are not cured within one year, you develop Large Skin Tumors.
7 Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive Lesser Restoration. Alternatively, someone can use the Tend to Wounds activity to tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal.
8 First Degree Burns. You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Lesser Restoration cures the burns; alternately, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns.
9, 10 Hair Loss and Cosmetic Damage. Visible hair on your body burns away but will grow back as normal. If you have any exposed tattoos, they fade as if exposed to 10 years of sunlight.

Created by JKyle

d10 Mortal Wounds
1 Flesh Rot - The wound festers and rots, causing the afflicted limb to become necrotic and begin to decay. The player must make a Constitution saving throw or suffer disadvantage on all physical actions until they receive magical healing.
2 Entrail Evisceration - The wound causes the player's entrails to spill out, leaving them vulnerable to attack. The player must make a Strength saving throw or be stunned for one round, leaving them helpless until they can receive medical attention.
3 Bone Break - The wound shatters one of the player's bones, rendering the affected limb useless. The player must make a Dexterity saving throw or suffer disadvantage on all actions that require the use of the affected limb until they receive magical healing.
4 Blinding Pain - The wound causes the player to experience a blinding, searing pain that leaves them unable to focus or concentrate. The player must make an Intelligence saving throw or suffer disadvantage on all mental actions until they receive magical healing.
5 Acid Burn - The wound causes acid to pour into the player's bloodstream, causing them to suffer excruciating pain and searing flesh. The player must make a Constitution saving throw or suffer disadvantage on all actions until they receive magical healing.
6 Necrotic Rot - The wound spreads a necrotic rot throughout the player's body, causing their skin to wither and fall away. The player must make a Constitution saving throw or suffer disadvantage on all actions until they receive magical healing.
7 Blood Boil - The wound causes the player's blood to boil, leaving them disoriented and weakened. The player must make a Wisdom saving throw or suffer disadvantage on all actions until they receive magical healing.
8 Limb Sever - The wound severs one of the player's limbs, leaving them permanently crippled unless they can receive magical healing. The player must make a Constitution saving throw or suffer disadvantage on all actions until they receive medical attention.
9 Parasitic Infestation - The wound is infested with parasitic creatures that burrow into the player's flesh, causing them to suffer from nausea, fever, and chills. The player must make a Constitution saving throw or suffer disadvantage on all actions until they receive magical healing.
10 Internal Hemorrhage - The wound causes the player to suffer from internal bleeding, leading to a slow and agonizing death unless they can receive medical attention. The player must make a Constitution saving throw or suffer disadvantage on all actions until they receive magical healing.

Created by JKyle

Madness Tables

d7 Madness Tables Duration Intensity
1 Standard Table - Poor
2 Short-Term Table 1 to 2 Hours Average
3 Long-Term Table 1 to 2 Weeks Greater
3 Permanent Table Indefinitely Extreme to Mythical
4 Call of Cthulhu Table Indefinitely Superior
5 Horrific Table Indefinitely Supreme
6 Urges Table - Poor
7 Fun Table - Poor
d100 1. Standard Effects
01-20 Roll on the Short-term Madness table.
21-30 WISDOM. The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage.
31-40 CHARISMA. The character experiences vivid hallucinations and has disadvantage on ability checks.
41-45 CHARISMA. The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
46-55 DEXTERITY. The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Dexterity.
56-65 INTELLIGENCE. The character suffers from partial amnesia. He or she knows who and where he or she is but doesn't remember other details, such as allies, enemies, or personal history.
66-75 INTELLIGENCE. The character becomes attached to a “lucky charm,” such as a person or object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
76-85 Roll on the Long-term Madness table.
86-90 CONSTITUTION. The character is incapacitated and loses control of his or her actions, which are determined by the DM.
91-95 WISDOM. The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
96-98 INTELLIGENCE. The character becomes dominated by a powerful telepathic entity. The character is no longer in control of his or her actions.
99-100 Roll on the CoC, Horrific, or Urges Table
d20 2. Short-term Effects
1 The character retreats into his or her mind and becomes Paralyzed. The effect ends if the character takes any damage.
2 The character becomes Incapacitated and spends his or her turn screaming, laughing, or weeping uncontrollably.
3 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
4 The character begins babbling and is incapable of normal speech or spellcasting.
5 The character must use his or her action each round to Attack the nearest creature.
6 The character experiences vivid hallucinations and has disadvantage on ability checks.
7 The character does whatever anyone tells him or her to do that isn't obviously self-destructive.
8 The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects.
9 The character suffers from partial amnesia. He or she knows who and where he or she is but doesn't remember other details, such as allies, enemies, or personal history.
10 The character becomes stunned.
11 The character becomes frightened of his or her equipment and must use his or her action each round to get as far away from it as possible.
12 The character begins to hallucinate and is unable to distinguish between reality and illusion.
13 The character sees and hears things that aren't there.
14 The character falls unconscious and remains asleep for 1d10 minutes.
15 The character becomes paranoid and can't trust anyone.
16 The character becomes attached to a “lucky charm,” such as a person or object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
17 The character is incapacitated and loses control of his or her actions, which are determined by the DM.
18 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Dexterity.
19 The character suffers from a random form of temporary insanity. Roll a d10: 1-4, the character becomes incapacitated; 5-6, the character is stunned; 7-8, the character is frightened; 9-10, the character falls unconscious.
20 The character becomes dominated by a powerful telepathic entity. The character is no longer in control of his or her actions.

Created by JKyle

d100 3. Long-term Effects
1 The character feels compelled to wash himself or herself obsessively.
2 The character experiences frequent, overwhelming feelings of dread.
3 The character has recurring nightmares that prevent him or her from gaining the benefits of a long rest.
4 The character becomes paranoid and trusts no one.
5 The character obsesses over a minor detail of his or her life and can't focus on anything else.
6 The character experiences vivid hallucinations and has disadvantage on ability checks.
7 The character experiences frequent flashbacks to a traumatic event.
8 The character becomes fixated on a random creature and follows it wherever it goes.
9 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Dexterity.
10 The character loses the ability to speak or becomes mute.
11 The character experiences a dramatic shift in personality. Roll a d6 to determine whether the change is for the better (1-3) or for the worse (4-6).
12 The character becomes catatonic and is completely unresponsive.
13 The character is haunted by a physical manifestation of his or her madness, such as a ghostly voice that only the character can hear.
14 The character experiences a profound existential crisis and becomes obsessed with the meaning of life.
15 The character becomes suicidal and has disadvantage on all attack rolls, ability checks, and saving throws.
16 The character begins to hear voices that no one else can hear.
17 The character has an irrational fear of a specific object or situation.
18 The character becomes obsessed with a particular type of creature and seeks to study or collect specimens.
19 The character becomes delusional and is convinced that he or she is someone else entirely.
20 The character is plagued by a constant sense of deja vu.
21 The character is convinced that he or she is being watched at all times.
22 The character has an irrational fear of magic and avoids it at all costs.
23 The character becomes obsessed with a particular color and insists on wearing it all the time.
24 The character becomes delusional and believes that he or she is invincible.
25 The character has recurring nightmares about a specific creature or type of creature.
26 The character becomes obsessed with a particular type of food and refuses to eat anything else.
27 The character becomes delusional and believes that he or she is a prophet or savior.
28 The character has an irrational fear of a specific sound or type of sound.
29 The character becomes obsessed with a particular object and refuses to let anyone else touch it.
30 The character becomes delusional and believes that he or she is a powerful mage or warrior.
31 The character is plagued by recurring hallucinations that he or she can't distinguish from reality.
32 The character becomes obsessed with a particular location and refuses to leave it.
33 The character becomes delusional and believes that he or she is a different race or species.
34 The character becomes paranoid and is convinced that everyone is out to get him or her.
35 The character becomes fixated on a particular activity or hobby and spends all of his or her time pursuing it.
36 The character becomes delusional and believes that he or she is a god or deity.
37 The character has an irrational fear of a specific number or series of numbers.
38 The character becomes obsessed with a particular scent and tries to wear it or replicate it in everything he or she does.
39 The character becomes delusional and believes that he or she is a monster or demon.
40 The character has recurring nightmares about a specific event or situation.
41 The character becomes obsessed with a particular sound or type of sound and seeks it out constantly.
42 The character becomes delusional and believes that he or she is immortal or cannot be killed.
43 The character has an irrational fear of a specific weather condition or type of weather.
44 The character becomes obsessed with a particular smell or taste and seeks it out constantly.
45 The character becomes delusional and believes that he or she is the only "real" person in the world.
46 The character becomes fixated on a particular object or type of object and steals it whenever possible.
47 The character becomes delusional and believes that he or she is being controlled by an outside force.

Created by JKyle

d100 3. Long-term Effects
48 The character has an irrational fear of a specific plant or type of plant.
49 The character becomes obsessed with a particular book or piece of literature and reads it obsessively.
50 The character becomes delusional and believes that he or she is living in a dream or alternate reality.
51 The character becomes fixated on a particular person or group of people and stalks them constantly.
52 The character becomes delusional and believes that he or she is a ghost or spirit.
53 The character has an irrational fear of a specific type of weapon or style of combat.
54 The character becomes obsessed with a particular type of music and listens to it constantly.
55 The character becomes delusional and believes that he or she is a machine or robot.
56 The character experiences frequent, overwhelming feelings of joy or euphoria.
57 The character becomes fixated on a particular type of terrain or environment and seeks it out constantly.
58 The character becomes delusional and believes that he or she is a time traveler or can manipulate time.
59 The character has an irrational fear of a specific type of creature or monster.
60 The character becomes obsessed with a particular form of art and tries to create it constantly.
61 The character becomes delusional and believes that he or she is possessed by a demon or evil spirit.
62 The character experiences frequent, overwhelming feelings of anger or rage.
63 The character becomes fixated on a particular item or object and hoards it obsessively.
64 The character becomes delusional and believes that he or she is a ghost that needs to be put to rest.
65 The character has an irrational fear of a specific type of magic or spell.
66 The character becomes obsessed with a particular color and insists on wearing it or surrounding him or herself with it.
67 The character becomes delusional and believes that he or she is a vampire or other undead creature.
68 The character experiences frequent, overwhelming feelings of fear or terror.
69 The character becomes fixated on a particular food or type of cuisine and eats it constantly.
70 The character becomes delusional and believes that he or she is a deity or chosen one.
71 The character has an irrational fear of a specific type of technology or machinery.
72 The character becomes obsessed with a particular form of exercise or physical activity and engages in it constantly.
73 The character becomes delusional and believes that he or she is a werewolf or other shapeshifter.
74 The character experiences frequent, overwhelming feelings of sadness or despair.
75 The character becomes fixated on a particular symbol or type of symbol and tries to replicate it constantly.
76 The character becomes delusional and believes that he or she is a mermaid or other aquatic creature.
77 The character has an irrational fear of a specific type of injury or physical trauma.
78 The character becomes obsessed with a particular type of plant or fungus and collects it constantly.
79 The character becomes delusional and believes that he or she is a demon or devil.
80 The character experiences frequent, overwhelming feelings of confusion or disorientation.
81 The character becomes fixated on a particular animal or type of animal and tries to communicate with it constantly.
82 The character becomes delusional and believes that he or she is a fairy or other fey creature.
83 The character has an irrational fear of a specific type of disease or illness.
84 The character becomes obsessed with a particular type of fabric or material and seeks it out constantly.
85 The character becomes delusional and believes that he or she is an angel or other celestial creature.
86 The character experiences frequent, overwhelming feelings of guilt or shame.
87 The character becomes fixated on a particular style of architecture or building and tries to replicate it constantly.
88 The character becomes delusional and believes that he or she is a lycanthrope or other shapechanger.
89 The character has an irrational fear of a specific type of creature that is related to his or her backstory or past trauma.
90 The character becomes obsessed with a particular type of gem or precious stone and hoards it constantly.
91 The character becomes delusional and believes that he or she is a dragon or other mythical creature.
92 The character experiences frequent, overwhelming feelings of envy or jealousy.
93 The character becomes fixated on a particular type of vehicle or mode of transportation and tries to acquire it constantly.

Created by JKyle

d100 3. Long-term Effects
94 The character becomes delusional and believes that he or she is a ghost that needs to complete a specific task before moving on.
95 The character has an irrational fear of a specific type of creature that is native to a different plane of existence.
96 The character becomes obsessed with a particular form of craftsmanship or trade and tries to master it constantly
97 Roll the standard madness table twice. Redo the roll if you roll this effect again.
98 Roll on the CoC Effect Table
99 Roll on the Horrific Effect Table
100 Roll on the Urges Effect Table
d20 Permanent Effects
1 Terror of the Abyss: The character is haunted by the constant feeling of drowning, even when on dry land. Whenever they are in an area with water, they must make a sanity check or suffer from a panic attack that causes them to flee the area immediately.
2 Paranoia: The character becomes convinced that everyone they meet is plotting against them. They may refuse to work with others or even attack them out of fear. Any time they are in a social situation, they must make a sanity check or suffer from a temporary bout of madness that may result in them becoming violent.
3 Delusions of Grandeur: The character becomes convinced that they are a powerful being, such as a god or demon. They may demand worship or sacrifices from others, or even attempt to use their newfound powers to take control of the world around them. They must make a sanity check any time they are confronted with evidence that contradicts their delusions, or risk losing their grip on reality altogether.
4 Mutilation Obsession: The character becomes obsessed with self-harm, and may begin to mutilate themselves in increasingly extreme ways. They may also begin to see beauty in the mutilation of others, and may become a sadistic killer as a result. They must make a sanity check any time they are confronted with their own or someone else's wounds, or risk losing control and attacking those around them.
5 Necrophobia: The character becomes irrationally afraid of the dead, to the point where they cannot even look at a corpse without suffering from a panic attack. They may become obsessed with destroying corpses or avoiding any areas where they may be found. They must make a sanity check any time they are confronted with a dead body, or risk becoming paralyzed with fear.
6 Insectophobia: The character becomes deathly afraid of insects and other small creatures, to the point where they may become incapacitated with fear at the sight of a bug. They may refuse to enter certain areas or become paranoid that insects are crawling all over them. They must make a sanity check any time they are confronted with an insect, or risk losing control and fleeing the area.
7 Loss of Self: The character begins to lose touch with their own identity, and may begin to believe that they are someone else entirely. They may take on a new personality or become convinced that they are a fictional character from a book or movie. They must make a sanity check any time they are confronted with evidence that contradicts their new identity, or risk losing touch with reality altogether.
8 Phobia of the Dark: The character becomes terrified of the dark, to the point where they cannot function without a source of light. They may refuse to enter dark areas or become paranoid that something is lurking in the shadows. They must make a sanity check any time they are in a dark area or cannot see, or risk losing control and fleeing the area.
9 Insatiable Hunger: The character becomes consumed with a never-ending hunger that cannot be satisfied by normal means. They may become a cannibal or resort to other forms of extreme behavior in order to satiate their hunger. They must make a sanity check any time they are confronted with a situation where they where they are not eating or risk losing control and consuming living flesh or other taboo substances.
10 Hallucinations of crawling insects and maggots. Every time the affected character fails a sanity check, they see the insects and maggots on their body and feel them moving.
11 The character becomes paranoid and delusional, believing that their closest allies are secretly plotting against them. They gain disadvantage on all social checks and saving throws.
12 The character develops a phobia of water and can no longer enter it without suffering a panic attack. Additionally, they start to see water everywhere they go, even in the driest of deserts.
13 The character becomes obsessed with death and decay, and starts to carry around a rotting corpse or skeleton as a macabre companion. Other characters gain disadvantage on all persuasion checks with them.
14 The character develops a split personality disorder and starts to switch between two distinct personas at random. Each personality has different abilities and flaws, and the character cannot control when they switch.
15 The character develops a phobia of mirrors and reflective surfaces. Whenever they see their own reflection, they have to make a sanity check or suffer a panic attack.

Created by JKyle

d20 Permanent Effects
16 The character develops a compulsion to mutilate themselves or others, carving twisted symbols into their flesh with knives or other sharp objects. Other characters gain disadvantage on all intimidation checks with them.
17 The character becomes obsessed with fire and starts to carry around a lighter or matches at all times. They gain advantage on all fire-related abilities, but must make a sanity check whenever they see a flame that they cannot light.
18 The character develops a phobia of darkness and can no longer enter areas without bright light sources without suffering a panic attack. Additionally, they start to see darkness everywhere they go, even in the brightest of places.
19 The character becomes catatonic and unresponsive, lost in their own world of delusions and nightmares. They are unable to take actions or communicate with other characters, and require a powerful spell or other effect to snap out of it.
20 Roll this table twice more. Redo the roll if you roll this number again.
d17 4. CoC Effect Description
1 Temporary Insanity Character experiences a temporary episode of madness, lasting for a limited duration.
2 Indefinite Insanity Character's sanity is permanently reduced by a certain amount, reflecting permanent psychological trauma.
3 Phobia Character develops an intense, irrational fear of a specific object or situation.
4 Mania Character becomes obsessed with a specific idea or activity, often to the detriment of their mental health or social standing.
5 Amnesia Character forgets a significant portion of their past, often related to their exposure to the Mythos.
6 Split Personality Character develops an alternate personality, which may have a different set of skills and abilities, as well as a different attitude towards the Mythos.
7 Violent Tendencies Character becomes prone to violent outbursts, directed at themselves or others.
8 Paranoia Character becomes convinced that they are being watched, followed, or targeted by the Mythos or its agents.
9 Hallucinations Character experiences vivid and realistic sensory hallucinations, often related to the Mythos.
10 Delusions Character develops false beliefs about the nature of reality, often related to the Mythos.
11 Catatonia Character becomes unresponsive and withdrawn, possibly comatose, as a coping mechanism to deal with their exposure to the Mythos.
12 Psychosomatic Disorders Character develops physical symptoms, such as rashes, tremors, or blindness, that have no underlying medical cause.
13 Stockholm Syndrome Character becomes sympathetic or even loyal to a Mythos entity or agent, often to the detriment of their own safety and that of others.
14 Fanaticism Character becomes a zealot or extremist, committed to spreading the influence of the Mythos or protecting it from outsiders.
15 Obsession Character becomes fixated on a particular artifact, entity, or location, and seeks to study or possess it at all costs.
16 Psychic Powers Character gains temporary or permanent psychic abilities, often at the cost of their sanity or physical health.
17 Enlightenment Character gains a profound understanding of the true nature of the universe, often at the cost of their sanity or humanity.
d10 5. Horrific Effects
1 Whispers in the Dark: The afflicted hears constant whispers in the back of their mind, causing them to have disadvantage on all Wisdom checks and saving throws.
2 Corpsewalker: The afflicted becomes convinced that they are a corpse walking among the living, causing them to lose all sense of self-preservation. They have advantage on attacks and saving throws against being frightened, but also have disadvantage on all Charisma checks and saving throws.
3 Eyes Wide Shut: The afflicted becomes unable to close their eyes, making it impossible for them to rest or sleep. They gain one level of exhaustion each day until cured.
4 The Hand That Feeds: The afflicted becomes convinced that the only way to survive is by eating their own flesh. They have disadvantage on all Wisdom checks and saving throws, and also take 1d6 points of damage each day as they continue to mutilate themselves.
5 Eternal Night: The afflicted is plagued by a never-ending night, even in broad daylight. They have disadvantage on all attack rolls, ability checks, and saving throws made in sunlight.

Created by JKyle

d10 5. Horrific Effects
6 Into the Abyss: The afflicted sees a glimpse of the infinite horrors that lurk in the abyss, causing them to become consumed by madness. They gain a random form of long-term madness (DM's choice).
7 Chained to the Devil: The afflicted becomes convinced that they have made a deal with a devil, causing them to hear their voice in their head constantly. They have disadvantage on all Wisdom checks and saving throws, and must make a Wisdom saving throw each day or be compelled to perform a random evil act.
8 Mindflayer's Curse: The afflicted is plagued by a parasitic mindflayer tadpole, causing them to hear the creature's constant whispers and to have disadvantage on all Wisdom checks and saving throws. They must make a Wisdom saving throw each day or be compelled to seek out a mindflayer and offer themselves as a host.
9 Inverted Reality: The afflicted becomes convinced that reality is inverted and that they are living in a mirror world. They have disadvantage on all Intelligence checks and saving throws, and must make a Wisdom saving throw each day or suffer 1d6 points of psychic damage.
10 Eternal Damnation: The afflicted becomes convinced that they are eternally damned and that their soul is being dragged to the underworld. They have disadvantage on all Charisma checks and saving throws, and must make a Wisdom saving throw each day or suffer 1d6 points of psychic damage as their soul is tortured by demons.
d10 6. Urges Effects
1 "Whispers in the Dark" - The player hears voices whispering their deepest, darkest desires in their ear, causing them to become fixated on fulfilling those desires. This effect lasts for 1d6 hours.
2 "Crawling Skin" - The player's skin begins to crawl and writhe with unseen insects, causing them to suffer from severe itching and paranoia. This effect lasts for 1d4 hours.
3 "Uncontrollable Urges" - The player is consumed by uncontrollable sexual urges, causing them to act out in inappropriate ways. This effect lasts for 1d6 hours.
4 "Hallucinatory Horrors" - The player begins to see terrifying hallucinations of monstrous sexual creatures, causing them to suffer from extreme fear and panic. This effect lasts for 1d4 hours.
5 "Infernal Impulses" - The player is consumed by an infernal hunger that can only be sated by engaging in violent and sadistic sexual acts. This effect lasts for 1d6 hours.
6 "Unspeakable Desires" - The player is overcome with an overwhelming desire to commit taboo sexual acts, causing them to act out in ways that are horrifying and repulsive. This effect lasts for 1d4 hours.
7 "Eldritch Euphoria" - The player is overcome with an otherworldly euphoria, causing them to lose all inhibitions and engage in depraved sexual acts. This effect lasts for 1d6 hours.
8 "Phantasmal Fetishes" - The player becomes obsessed with a phantasmal sexual fetish that they cannot control, causing them to act out in bizarre and dangerous ways. This effect lasts for 1d4 hours.
9 "Necrotic Nightmares" - The player is plagued by nightmares of sexual encounters with undead creatures, causing them to suffer from extreme mental anguish and trauma. This effect lasts for 1d6 hours.
10 "Cursed Cravings" - The player is cursed with an insatiable appetite for the flesh of their sexual partners, causing them to become a cannibalistic monster. This effect lasts for 1d4 hours.
d20 7. Fun Effects
1 "Dancing Fool" - You break into a wild dance, causing all enemies to stop and stare in bewilderment.
2 "Fairy Godmother" - You believe you conjured a tiny fairy who accompanies you for the next 3 turns. You believe the fairy grants you one wish that can be used for any non-combat purposes.
3 "Reverse Gravity" - You believe the gravity around you reverses, causing you to think you are floating upwards.
4 "Animal Magnetism" - You believe you are surround by animals that a re friendly. And you think you can communicate with them as if you had the ability to speak to animals.
5 "Spontaneous Combustion" - You believe you have burst into flames, but the flames do not hurt you.
6 "Butterfingers" - Your hands become slippery and you drop your weapon.
7 "Invisibility Cloak" - You believe you have become invisible, but all your clothes and equipment remain visible.
8 "Swashbuckler" - You believe you are pirate.
9 "Juggernaut" - You believe you have gained a massive, muscular body and charge forward.
10 "Bards' Delight" - You burst into song.
11 The player is convinced that their weapons are sentient and must be treated like royalty. They must spend at least 5 minutes every hour polishing and complimenting their weapons, or else suffer disadvantage on all attacks.
12 The player believes they have become invisible and can only be seen by licking their elbow.
13 The player's eyes switch places, confusing them and causing them to see everything upside down. They must make a DC 15 Intelligence check to read any written material, otherwise they will try to read it upside down.

Created by JKyle

d20 7. Fun Effects
14 The player is convinced that they are the reincarnation of a famous historical figure, and will only respond to their historical name. They gain a +2 bonus to Charisma, but suffer disadvantage on all Intelligence-based checks.
15 The player believes that they have been transformed into a harmless creature such as a squirrel or a bunny. They can only communicate in squeaks or chirps, but gain a +5 bonus to Stealth.
16 The player's hands become incredibly sticky, causing them to accidentally pick up and hold onto everything they touch. They gain a +2 bonus to grapple checks, but suffer disadvantage on all ranged attacks.
17 The player becomes obsessed with cleanliness and must stop to wash their hands or clean any dirt or grime off of themselves at every opportunity. Failure to do so will cause them to become distracted and suffer disadvantage on all checks.
18 The player becomes convinced that they are a master chef and must constantly critique the food they are served. They gain a +2 bonus to Cooking or Alchemy checks, but suffer disadvantage on all Perception checks not related to taste or smell.
19 The player's legs become incredibly wobbly, making it difficult to stand or walk without stumbling. They must make a DC 12 Dexterity check to move without falling prone, otherwise they will trip over their own feet.
20 The player believes that they have the power of telekinesis and must make grand gestures and noises to move anything. They can only move objects within 5 feet of themselves, and the DM decides whether or not their actions are successful based on their creativity and showmanship.