WIP | HB | Harvesting FINAL

by Id8tionist

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Harvesting

Contents

  • Specific Creature Harvesting List

  • Random Treasure Tables

  • Other Harvesting

  • Potion Crafting & Gathering

  • UPDATED

    October 05, 2025

    Need to do:

    • ADD HH
    • Collect rules

    See Also

    Settlements

    • Outding Refuge, Vyerith's Crown
    • Skola Vale
    • Forlione
    • Sutley
    • Rotham
    • River's Keep
    • New Haven
    • Thornwinds

    Characters

    Not related: Sace


    Contents

    Harvesting an Item

    To harvest the item, the players must make a Survival check with a DC determined by the item itself and the creature’s type.

    1. What item is it? Get the base DC from the “Base DC and Base Cost” table.
    2. What type of creature? Get the modifier to the DC from the “Creature Type” table. It’s more difficult to harvest something from an undead’s body than a beast, considering their odd anatomy.
    3. Consider the difficulty in obtaining the item from the creature, not just because of how difficult it is to harvest it, but also how difficult it was to find and kill the creature. It would kinda suck to go on a harrowing adventure where two players die to get the heart of a dragon and then fail to get it because you made a bad roll right at the end. Creatures who act as boss monsters should probably have automatic successes for some survival checks.
    4. Keep in mind that certain creatures have bodies which change in shape or just destroy themselves completely when the creature is defeated. Consider giving them a magic weapon that prevents this process.

    Figuring out How Much of the Item can be Harvested

    Some creatures will have more scales and pounds of fat than others. Simply reference the “Creature Size” table for most of these. Most creatures will have a set number of a certain item, like eyes, teeth, or tongues, which is why the table doesn’t list all of them. Use your discretion for how much of a certain thing a creature will have, probably by looking at its reference pic. Also consider the following:

    Some creatures won’t have enough of an item to be considered worth selling, like the fat of a mouse. Will a monster even have the item and would it be worth selling? Deer don’t have shells, but they do have hooves and hide. They also have teeth, but you’re probably not going to find someone walking into a store looking for deer teeth. Did the characters damage anything in particular? If the fighter killed the creature by skewering its heart, that heart probably won’t be sellable, however, if a Wizard fireballs a creature, is anything even going to be left except ashes?

    Finding the Cost of an Item

    1. What item is it? Get the base cost from the “Base DC and Base Cost” table.
    2. What CR? Take the base cost and multiply it by the modifier in the “CR Modifier” table. After all, it’s easy to go and kill 20 deer and selt their hides, but that’s very common, since they’re easy to hunt. The hide of a pegasus, on the other hand, is something much harder to find and will definitely go for a higher price.
    3. What type? Take the current cost and multiply it by the modifier in the “Creature Type” table. A humanoid may not go for much, but if ya bring in a celestial, you’ll be rolling in dough.
    4. What features may affect the cost? Check out the “Extra Modifiers” section to see if the creature has any features that may cause the item to be worth more money. The hide of a creature that is immune to cold damage would definitely be worth more than one that isn’t.
    5. Consider the rarity of the item. People aren’t going to be that interested in a pair of rat eyes, but the eyes of a basilisk are gonna have people drop their money on your counter as if it had turned to stone. Keep in mind certain special items may go for more than the tables would have you believe, but on the other hand, certain, mostly useless items might not be of much interest to your customers.

    Keep in mind that this table assumes many things will come from certain special creatures to be valuable. Nobody will buy the feathers of a pigeon, but they’ll buy the feathers of a griffon. You should make it clear to your players that some creatures’ items just won’t be valuable enough to bother selling.

    CR Table

    CR Cost Modifier
    0 x0.5
    0.025 x0.75
    0.25 x1
    0.5 x2
    1 x5
    2 x7.5
    3 x10
    4 x20
    5 x30
    6 x40
    7 x50
    8 x65
    9 x80
    10 x100
    11 x250
    12 x500
    13 x1000
    14 x1500
    15 x2000
    16 x3000
    17 x4000
    18 x6000
    19 x8000
    20 x10000
    21 x15000
    22 x20000
    23 x40000
    24 x60000
    25 x80000
    26 x100000
    27 x200000
    28 x400000
    29 x800000
    30 x1000000

    Yes, the cost modifier for the higher CRs is ridiculously high. This is done on purpose, as creatures with CRs of those amounts should have extremely rare and valuable body parts. If you feel the need to decrease a modifier, feel free to do so.

    Creature Type Table

    Creature Type DC Modifier Cost Modifier
    Beast 0 x1
    Humanoid 0 x1
    Plant 1 x1.5
    Undead 2 x1.5
    Construct 2 x1.5
    Monstrosity 2 x2
    Giant 2 x4
    Ooze 5 x4
    Fiend 3 x10
    Fey 3 x10
    Elemental 5 x15
    Dragon 3 x20
    Aberration 4 x20
    Celestial 4 x30

    Base DC and Base Cost Table

    Items Base DC Base Cost
    Fat 5 5 sp per pound of fat
    Scales 5 2 cp per scale
    Claws 5 3 cp per claw
    Teeth 5 3 cp per tooth
    Fangs 5 5 cp per fang
    Hide/Pelt 5 5 cp per 5 square feet of hide
    Blood 6 3 cp per pint
    Spines or Barbs 6 5 sp per spine or barb
    Tails 6 5 sp per tail
    Horns 6 1 gp per horn
    Feathers 7 1 sp per 100 feathers
    Beaks 7 5 sp per beak
    Hooves 8 2 sp per hoove
    Shells 8 1 gp per shell
    Antennae 8 1 sp per antennae
    Eyes 9 1 sp per eye
    Poison 11 1 gp per pint
    Tongues 11 1 sp per tongue
    Skulls 13 5 sp per skull
    Glands 15 1 gp per gland
    Brains 15 5 gp per brain
    Hearts 15 5 gp per heart

    Creature Size Table

    Item Tiny Small Medium Large Huge Gargantuan
    Pounds of Fat None 1d4 (2) 2d10 (11) 10d10 (55) 2d4x 1,000 (5,000) 2d4x10,000 (50,000) 2d6x20,000 (70,000)
    Scales 1d4 (2) 1d4 (2) 1d8 (4) 5d10 (27) 2d4x10 (50) 2d4x100 (500) 2d4x1,000 (5,000)
    Hide/Pelt Lengths None None 1 1d4 (2) 2d8 (9) 5d10x10 (270) 5d10x100 (2,700)
    Pints of Blood 1 2d4 (5) 2d8 (9) 10d10 (55) 10d10x10 (550) 10d10x100 (5,550)
    Feathers None 2d4x10 (50) 2d10x10 (110) 10d10x50 (2,750) 20d10x50 (5,500) 20d10x500 (55,000)
    Pints of Poison None 0-Jan 1d4 (2) 1d8 (4) 10d10 (55) 10d10x10 (550)

    Extra Modifiers

    Different creatures in the world of Dungeons and Dragons have bodies that have evolved to survive certain harsh environments, causing their body parts to have properties much more special than those of normal creatures. Below, I have made a bulletpoint list of common features that creatures have which can increase the price of certain body parts or justify them having a certain special body part in the first place. If a creature has one of these features, simply apply the modifier.

    Some of these, such as Keen Eyes and Ears, aren’t very important, and if you’d like to make it a bit easier on yourself, you can gloss over these. However, certain features such as breath weapons or damage immunities will probably be the reason the players will want to hunt for these body parts in particular, so I’d be careful to keep them in mind. Also note that certain special body parts can be the end goal of monster-hunting quests.

    I chose to split these up into categories for your ease of reference.

    Senses

    • Keen: If a creature has a feature that grants it a heightened sense in the form of Keen Hearing, Keen Smell, etc, the body part that corresponds to the sense gains a cost modifier of x2.
    • Darkvision: If a creature has a feature has darkvision, its eyes gain a cost modifier of x2.
    • Superior Darkvision: If a creature has superior darkvision, or darkvision to a range of 120 ft, its eyes gain a cost modifier of x3.
    • Blindsight: If a creature has blindsight, its ears gain a cost modifier of x2.
    • Truesight: If a creature has truesight, its ears gain a cost modifier of x5.
    • Devil’s Sight: If a creature has the feature Devil’s Sight, its eyes gain a cost modifier of x20.

    Damage Vulnerabilities, Resistances, Immunities

    • Bludgeoning, Piercing, or Slashing Vulnerability: If a creature is vulnerable to bludgeoning, slashing, or piercing damage, its hide and/or shell gain a cost modifier of 0.5x.
    • Bludgeoning, Piercing, or Slashing Resistance: If a creature is resistant to bludgeoning, slashing, or piercing damage from nonmagical attacks, its hide and/or shell gain a cost modifier of 3x.
    • Bludgeoning, Piercing, or Slashing Immunity: If a creature is immune to bludgeoning, slashing, or piercing damage from nonmagical attacks, its hide and/or shell gain a cost modifier of 10x.
    • Fire, Cold, Acid, or Lightning Resistance: If a creature is resistant to fire, cold, acid, or lightning damage, its hide and/or shell gain a cost modifier of 3x. Fire, Cold, Acid, or Lightning Immunity - If a creature is immune to fire, cold, acid, or lightning damage, its hide and/or shell gain a cost modifier of 10x.

    Damage Dealt

    • Poison Damage: If a creature deals poison damage or causes a harmful condition through a melee attack, poison can be harvested from it.
    • Acid Damage: If a creature deals acid damage, the part of the body which it deals acid damage with (if it deals the damage with a “bite” attack, then the teeth, for example) gains a cost modifier of x3.
    • Psychic Damage: If a creature deals psychic damage, its brain gains a cost modifier of x5.

    Other Features

    • Breath Weapon or Spray Weapon: If a creature has the ability to use a breath weapon, such as Fire Breath, Poison Breath, Sleep Breath, Lightning Breath, Repulsion Breath, Acid Spray, or really any other attack that ends in “Breath” or “Spray,” it has a gland of the appropriate breath weapon - such as a Fire Gland, a Poison Gland, etc. This gland can be harvested with a cost modifier of x50.
    • Illumination, Heated Body, or Fire Aura: If a creature has the feature Illumination, Heated Body, or Fire Aura, its hide gains a cost modifier of x10.
    • Camouflage: If a creature has a feature that gives it natural camouflage, such as Snow Camouflage or Swamp Camouflage, its hide gains a cost modifier of x5.
    • Gaze: If a creature has the feature Petrifying Gaze or any other feature that gives it the ability to affect creatures with its gaze or sight, its eyes gain a cost modifier of x5.
    • Eye Rays: If a creature has the feature Eye Rays or a similar feature, its eyes and antennae (eye stalks, for the purpose of this, are considered antennae) gain a cost modifier of x50.
    • Amphibious: If a creature has the feature Amphibious or another feature which allows it to breathe both air and water, its lungs can be harvested as though they were glands and they have a cost modifier of x2.
    • Absorption: If a creature has a feature that gives it the ability to absorb a type of damage, such as Acid Absorption, its hide gains a cost modifier of x10.

    Examples

    • A Dire Wolf ’s teeth have a harvesting DC of 5. Very low, since beasts are easy to harvest from. A tooth is with 3 cp at the base price, and a dire wolf would probably have about 40, since that’s the amount normal wolves have. Since the Dire Wolf has a CR of 1, we multiply this cost by 5, making them worth 15 cp each. The cost modifier for being a beast is x1, so that doesn’t change. The final price of each tooth is 15 cp, and the price of all of the teeth combined is 600 cp, or 6 gp. Nothing incredibly good, but dire wolves aren’t that difficult to hunt.
    • A Dire Wolf may not be that dangerous, but it’s hellish cousin, the Hell Hound , certainly is. A Hell Hound’s hide has a base harvesting DC of 5, plus 3 due to being a fiend makes it a DC of 8. Since they are a medium creature, you can harvest 1d4 lengths, or an average of 2. The base cost of a length of hide is 5 cp. Since the Hell Hound has a CR of 3, this cost is multiplied by 10, making each with 50 cp, or 5 sp. Then, we multiple by 10 again since it’s a fiend, making the price 50 sp, or 5 gp. This means that if you can harvest two lengths of hide from a Hell Hound, that alone will be worth 10 gp. Take into account that you might be able to harvest its eyes, ears, teeth, and possibly claws, and you have a good amount on your hands. However, take into account the fact that Hell Hound bodies are consumed and destroyed by fire when they die. This will likely call for some creativity from the players, or the use of a magical item.
    • How about a creature from another source next? In Guildmaster’s Guide to Ravica, we meet the Wurm, a creature similar to a wingless dragon. If an adventurer felt the need to attempt to harvest this creature’s heart, they would be able to get a very large sum for it. However, the base DC for a heart is 15, and the DC modifier for a monstrosity is +2. This isn’t a creature that you can safely harvest a heart from. However, if you manage it, the base cost of a heart is 5 gp. It gains a modifier of x2 from the Creature Type table since it is a monstrosity, bumping this up to 10 gp. Then, the CR cost modifier, x1500, makes it a whopping 15,000 gp. Most would be set for life with this thing.

    Expiration

    Many harvested goods will start to rot and decay after a period of time. Below is a quick overview of how we determine expiration dates, and is used as a guide for most harvested items. Note: It is always up to the DM to decide on the exact expiration.

    Item Type Days Explanation
    Body Part 2 Flesh rots and decays quickly.
    Body Part, Undead 7 Undead body parts are already rotting, so their usefulness can last a little longer than regular flesh (which becomes useless when it rots).
    Bones Bones take a very long time to decay.
    Feathers Feathers take a very long time to decay.
    Ears 14 Ears are predominantly tough cartilage (soft bone). The skin around the ears rot quickly, but the ear remains intact for some time after.
    Hair Hair takes a very long time to decay.
    Head 3 Like other flesh, it rots and decays quickly, but lasts slightly longer
    Hides/Pelts 10 Hides/Pelts must be treated and soaks in order to retain its usefulness.
    Liquid, Vial (i.e. Blood) 7 If contained in a stoppered vial, most fluids have a longer shelf life. However, if exposed to air, it gets ruined VERY quickly.
    Liquid, Vial (i.e. Slime) 14 Slimes and gels tend to have a longer shelf-life than other fluids. However, if exposed to air, it gets ruined VERY quickly.
    Poisons 14 Most poisons are viable for about 2 week. However, each poison is different. In additions, proficiency with a poisoner's kit may allow assassins the ability to extend the shelf-life every few weeks (adding other ingredients to extend the poison's usefulness)
    Tattoos/Marks 5 Usually a strip of skin, which can be preserved with some oil to last a little longer than other flesh.
    Wings 7 While wings contain flesh, which rots quickly, the bones and leather/feather last much longer, making the wings usefulness last longers.

    Meat

    There is a stigma to eating meat belonging to sentient creatures that have a humanoid form and features. Harvesting the meat may be frowned upon and even considered cannibalism. Some communities may refuse to buy the meat (and some evil communities may pay a premium). The meat may even be difficult to eat, or unedible. Of course, these are all up to the Dungeon Master to decide.

    The table below shows how much meat an inexperienced butcher may be able to harvest from a creature, especially after a battle may have ruined some of the meat (i.e. burned, frozen, poisoned, etc.). If a whole creature's carcass is brought to a butcher, the butcher may pay 4x the value rolled in the chart below for the carcass (if the butcher even WANTS this kind of creature - DM discretion). Of course, carrying a heavy carcass can be difficult, and the creature's bacteria that kept it alive will begin to ruin the meat, spoiling it within a day.

    Meat Table

    Beast Size DC Meat Weight (x4)† Expire ‡ Value (x2sp)⋆
    Tiny DC:  5 Meat:  1 Weight (x4)†:  4 lb. Expire ‡:  1 day Value (x2sp)⋆:  2 sp
    Small DC:  5 Meat:  1d4 Weight (x4)†:  4-16 lb. Expire ‡:  1 day Value (x2sp)⋆:  2-8 sp
    Medium DC:  5 Meat:  2d6 Weight (x4)†:  8-48 lb. Expire ‡:  1 day Value (x2sp)⋆:  4-24 sp
    Large DC:  5 Meat:  6d6 Weight (x4)†:  24-144 lb. Expire ‡:  1 day Value (x2sp)⋆:  12-72 sp
    Huge DC:  5 Meat:  8d12 Weight (x4)†:  32-384 lb. Expire ‡:  1 day Value (x2sp)⋆:  16-192 sp
    Gargantuan DC:  5 Meat:  8d20 Weight (x4)†:  32-640 lb. Expire ‡:  1 day Value (x2sp)⋆:  16-320 sp

    † The weight of a raw piece of meat is 4 pounds. And one slab of meat (4 lbs.), can be used to make 1 dried ration (2 lbs.).
    ‡ Raw meat has a very short shelf-life, and will go bad within a day if it is not refridgerated or cured.
    ⋆ The table above uses a standard price of 5cp per pound for regular a piece of animal meat (such as cattle or deer). The value of meat can vary drastically, depending on the quality, rarity and the creature it is sourced from. For example, dragon meat could cost 10x more than standard livestock meat, while insect meat could cost only a copper or two per pound. A DM can decide if that is adequate, and if certain meat is worth more or less.

    Meat and Creature Types

    Some creature types have meat that is inedible (i.e udead), while others carry some sort of stygma (cannibalism, distasteful, unholy). For example, eating a celestial may be considered a vile, unholy act; while eating a monstrosity may be considered disgusting and distasteful; in addition, giants are too similar to most medium-sized humanoids and are often considered inline with cannibalism. Of course, while buying meats with a stygma is forbidden and possibly illegal in most places, there are always people willing to buy illegal goods (although they may be hard to find).

    Meat Creature Types

    Creature Type Edible Possible Stigma Sellable
    Aberration N Inedible
    Beast Y N Y
    Celestial Y Cannibalism, Holy Creature N
    Construct N Inedible
    Dragon Y N Y
    Elemental N Inedible
    Fey Y Cannibalism, Worshipped Some are inedible
    Fiend N Inedible
    Giant Y Cannibalism, Disgusting Creature N
    Humanoid Y Cannibalism N
    Monstrosity * Disgusting Creature N
    Ooze N Inedible
    Plant N No meat
    Undead N Inedible

    * Some monstrosities have meat that is edible (DM Discretion)

    Eating Meat

    Cooked meat can be eaten safely. Cooking meat requires a campfire or oven. Eating raw meat requires a DC 10 Constitution Check. A successful check results in a filling meal. A failure results in debilitating stomach cramps, causing 1 level of exhaustion (disadvantage on ability checks).

    Drying Meat

    The meat can be dried using salt, spices, heat and time.

    Drying Method Time DC Notes
    Oven 6 hours 5
    Smoke Hut 2 days 7 Smoking must be maintained periodically (can't be left alone for days)
    Sun 16 hours 15 Must be in direct sunlight, in over 85°F. Set on a hot stone, or hanging from a rack. Higher chance of spoiling.

    Splitting up the responsibilities

    Using other proficiencies

    Harvesting Time

    Creature Size Harvesting Time (minutes)
    Large or smaller Material DC / 5
    Huge Material DC
    Gargantuan Material DC × 2

    Particularly violent deaths

    I know that it is a dangerous world out there, and we all must do what we can to survive. But do understand that there are few people out there that are in the market for a charred owlbear pelt with more holes in it than the plot of a bad novel.

    — Hamund

    This guide assumes that most creatures you attempt to harvest died in direct combat and thus already accounts for the idea that you are harvesting creatures that are not in pristine condition. However, some deaths are more violent than others and can make harvesting useful materials either extremely difficult or downright impossible. Such examples include burning by fire, dissolving from acid, or being completely crushed under a pillar of stone. In these cases, raise the DC for harvesting any of that creature's materials by 5. Alternatively, the DM may decide that well-orchestrated hunts result in a carcass that is prime for harvesting, such as creatures killed mostly through psychic damage, or those killed in one clean attack. In these cases, the DM should lower the DC for harvesting any of that creature's materials by 5.

    Furthermore, the DM may adjudicate whether or not some of a creature's individual materials have been made useless due to effects imposed by them in the course of their death. Examples may include blood being tainted from poisoning, or their pelt being worthless due to excessive slashing/piercing damage.

    Optional Rule: Carcass Degradation

    HHHVI p5

    This guide mostly assumes that harvesting takes place on a freshly killed corpse and that little to no decomposition has yet occurred. However, in some cases, a player may desire to harvest a creature that has been dead for quite a while. In these cases, the DM may declare that certain body parts have already withered away and become un-harvestable or may decide to increase the DCs of all harvestable materials as if the creature had died a particularly violent death. If corpse decomposition is too advanced, it is entirely within the DM's right to deny harvesting the creature altogether.

    As a quick guide, the following timeline may be observed to decide on decomposition levels:

    • 1 hour after death: The carcass' hide has ruptured from bloating and has become useless.
    • 1 day after death: The carcass' blood has become too tainted to be useful, and soft tissues like the eyes have putrefied.
    • 3 days after death: The carcass' internal organs have decomposed.
    • 7 days after death: The carcass has undergone extensive purification and none of its soft tissue remains harvestable.
    • Note: Harder materials like bones, teeth, claws, and hair do not generally undergo decomposition and will remain usable indefinitely.

    Harvesting Poison

    Poison can easily be harvested by draining it from the body of a creature using a sharp tool. A syringe works best when it is applicable.

    Ghost Harvesting

    Ghost hunting is a topic that could definitely be delved into very deeply and that could create a very interesting adventure or even campaign. I’m 100% sure this has already been done by multiple people, so I’m going to only cover harvesting the remains of an incorporeal being. To make the process non- complicated, I have a spell, a magic item, and a description of what can be harvested from an incorporeal being. First, I’ll describe what can be harvested.

    Using the spell or magic item below, you can harvest an incorporeal being’s “essence,” a residual remain of their ghastly body. The magic item and spell cover how much can be harvested depending on the way the spell or magic item is used. 1 vial of this “essence” can be sold for a base cost of 1 GP, which is subject to the cost modifier determined by CR. It is not subject to the cost modifier determined by the Creature Type - only incorporeal, undead creatures can produce essence, so there is no reason to increase the price based on that fact. Use item "Container of Essence Collection" and spell "Essence Bolt".

    Ooze Harvesting

    It isn’t easy to harvest the remains of an ooze, which to most people isn’t a problem, considering the acidic remains of an ooze don’t sound appealing when you first hear of them. However, all oozes have certain properties that can be more helpful than one may expect. When harvesting an ooze, take note of the following:

    • The ooze must be dead. Living oozes can be great for selling, but that’s not what this is about. When an ooze such as a Gelatinous Cube is defeated, the consistency of the cube will collapse. With the others, if they aren’t defeated, they’ll probably be looking for a way to escape their prison - having an ooze play dead for an unsuspecting party trying to harvest it could be interesting.
    • The ooze must be gathered using tools that won’t dissolve based on its type. Ochre Jelly and Gelatinous Cubes can be harvested using anything, since they only dissolve flesh. Gray Ooze can not be harvested using metal, as it will corrode, but any other material is fine. Black Pudding will corrode any material except for stone.
    • Ooze can’t just be shoveled into a bag of holding with other items inside. To store them, a separate container of the appropriate type that is non-magical can be used or a magic item such as a bag of holding that is otherwise empty can also be used. Magic items will not be corroded by the ooze, so that is not a concern, however, the items inside a magic item can definitely be corroded by ooze, so keep that in mind.
    • If oozes are mixed together... well, you have three options:
      • The oozes don’t merge or anything, similar to how oil doesn’t dissolve in water. This is the most simple and easy way to do things, though it doesn’t make a ton of sense.
      • The oozes do merge and decrease in value because of it, perhaps turning into Gray Ooze remains, the least valuable type.
      • When the oozes collide, roll on a Wild Magic Surge table. After the effect ends, the remains explode backwards. This one is the most fun if you ask me.
    • For the sake of selling ooze remains, consider them to be similar to poison for the sake of cost and how much can be harvested. The remains can be called “Gray Ooze Remains” or “Black Pudding Remains” in the inventory.

    For the DC required to harvest each one, the base DC is 10 + one point depending on how corrosive it is.

    • If it corrodes only flesh, +1.
    • If it corrodes metal, +2.
    • If it corrodes a multitude of materials, +3.
    • If it corrodes everything except one type of material, +4.
    • If you’re wondering about the practical application of ooze remains, depending on what type of material they corrode, the ooze can make an extremely effective cleaning solution. They can also be used to make particularly powerful Vials of Acid which deal the same amount of acid damage that the ooze dealt while still alive (Gray Ooze would deal 2d6, Black Pudding would deal 4d6). As for the crafting of this, I would recommend one of the following:

    The acid can be used raw to deal the normal amount, or Alchemist’s Supplies can be used to concentrate it more and increase the damage by, say, 2d6. This rewards a character that can use Alchemist’s Supplies.

    The acid can be used raw to deal half the normal amount, or Alchemist’s Supplies can be used to concentrate it more and deal the normal amount. It’s up to you if this makes more sense.