The following are the rules for harvesting, based on _Hamund's Harvesting Handbook_, a supplementary rules package by Drifters Game Workshop.
# How to Harvest
The act of removing useful body parts from a creature is referred to as **harvesting**. Anything that can be harvested from a creature is referred to as a **harvesting material** or simply **material**. In general, only creatures that have died may be harvested, but there may be some exceptions based on context.
This section details the steps associated with actually performing a harvest, and any factors that may influence it.
## Appraising
>[!quote] Hamund
My mother always used to press the importance of taking one’s time and not jumping into things. This advice holds true whether one is harvesting a creature, engaging in a fight, or literally jumping into a river.
Before a player begins hacking and butchering their hunt, they may instead choose to take a moment first and **appraise** the creature to be harvested. To do this, they must spend 1 minute examining the creature to be harvested and then roll an Intelligence check, adding their proficiency bonus if they are proficient in the skill corresponding to that creature (see table below). For example, appraising a Beholder (which is an aberration), the check would be an Intelligence (Arcana) check, while appraising an Ogre (which is a giant) would require an Intelligence (Medicine) check.
The DC of the check is equal to **8 + the Harvested Creature's CR** (treating any CR less than 1 as 0). Success on this check grants the player full knowledge of any useful harvesting materials on the creature, the DC requirement to harvest those materials, any special requirements to harvest them, and any potential risks in doing so. In addition, any harvesting check made on that creature by that player is rolled at Advantage. A character may only attempt one appraisal check per creature.
**Monster Type / Skill Check**
| Creature Type | Skill |
| ------------- | ------------- |
| Aberration | Arcana |
| Beast | Nature |
| Celestial | Arcana |
| Construct | Investigation |
| Dragon | Nature |
| Elemental | Arcana |
| Fey | Arcana |
| Fiend | Arcana |
| Giant | Medicine |
| Humanoid | Medicine |
| Monstrosity | Nature |
| Ooze | Investigation |
| Plant | Nature |
| Undead | Arcana |
### Splitting Up the Responsibilities
Some party members may prefer to let one character handle the appraisal of materials, while another more dextrous character handles the actual harvesting. In this scenario, all benefits of appraising a creature are conferred to the player doing the harvesting, so long as the player that performed the appraising assists the harvesting player through the whole duration of the harvest.
## Harvesting
In order to harvest a creature, a character must make a Dexterity ability check using the same skill proficiency as listed in the above appraising table. For example, a character attempting a harvest check on an Aberration would receive a bonus equal to their Dexterity modifier and their proficiency in Arcana (if they have any).
This check reflects a character’s ability to not only properly remove the intended item without damaging it, it also involves any ancillary requirements of the harvest such as proper preservation and storage techniques.
> [!NOTE] Using Other Proficiencies
> If a player is harvesting a certain creature, or harvesting a creature of a certain type of material, the DM may allow them to use a relevant tool proficiency rather than a skill proficiency.
>
> For example, the DM may allow a player to add their proficiency with Tinker's Tools to their attempt to harvest a mechanical golem or use their proficiency with leatherworking tools when attempting to harvest a creature for its hide. Alternatively, all creature type proficiencies may be replaced by proficiency with the _harvesting kit_.
Each individual item in a creature's harvesting table is listed with a DC next to it. Any roll that a player makes that equals or exceeds this DC grants that player that item. Rewards are cumulative, and a player receives every item with a DC equal to or below their ability check result. For example, rolling a total of 15 on a check to harvest an azer will reward the player with both "azer ash" and "azer bronze skin", but not a "spark of creation". If they so wish, players may opt to not harvest a material even if they have met the DC threshold to harvest it.
Only one harvesting attempt may be made on a creature. Failure to meet a certain item's DC threshold assumes that the item was made unsalvageable due to the harvester's incompetence.
For most creatures, the time it takes to harvest a material is counted in minutes and is equal to the DC of that material divided by 5. For Huge creatures however, it is equal in DC of that material, while for Gargantuan creatures, it is equal to the DC of that material multiplied by 2.
### Particularly Violent Deaths
>[!quote] Hamund
>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.
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.
> [!NOTE] Optional Rule: Carcass Degradation
> 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 unharvestable 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 putrefaction 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.
# The Harvest Tables
>[!quote] Hamund
>After countless autopsies, vivisections, experiments, and just plain butchering, I have amassed what is most likely the most complete set of knowledge regarding the anatomies, uses, and values of the wondrous creatures that inhabit our worlds. I now present this knowledge (as well as some rather choice anecdotes) to you, dear reader.
## Understanding the Tables
Every unique monster from the _Monster Manual_ has been listed in this book with an associated harvest table. When your players attempt a harvest, simply look up the relevant monster in this guide and read out the results (monsters are listed in the same order as in the _Monster Manual_). The following is an explanation of how to read the table.
### DC
This is the DC required to harvest this item. Any harvesting check that equals or exceeds this threshold allows the player that made that check to successfully harvest that item.
### Item
The name of the item received. While for most items, the player only receives one of the listed item, some item names have parentheses next to them. These indicate the amount that a player receives upon a successful harvest, eg: Aarakocra Feather (small pouch) or Aboleth Mucus (3 vials). At the DM's discretion however, they may adjudicate that a player receives less or more than the stipulated quantity. Such reasons may include extremely high success on a roll, or certain methods by which the creature was killed.
> [!NOTE] Optional Rule: Harvesting Dangerous Materials
> Harvesting some creatures are more dangerous than others. While most creatures are harmless once killed, others possess poisons, acids, and breath sacs that remain active even after the creature's death. Even worse is that a simple misplaced knife stroke or errant twitch of the hand can lead to these materials accidentally harming the harvester.
>
> Under this optional rule, whenever a harvester rolls below the DC of a harvestable material that has a "Use" section that deals damage, the material is not just lost – it also expends its ability on the harvester. For example, a character that fails to properly harvest a poison would suffer the effect of that poison on themselves, or a character that fails to harvest a breath sack would release the effect of that breath sac in their direction. The exact adjudication of the failure result may change depending on the DM.
### Description
A brief description of the item to be harvested, written by Hamund. While this is usually just for flavour, some items also have a **"Use"** section. These items may be used immediately after being harvested and require no further adjustments or crafting. Their function is described here in the description box. Additionally, some materials have harvesting requirements beyond just steady hands and a sharp knife. Any extra requirements or criteria for harvesting a material will be listed here.
### Value
All materials are listed with their base resell value. This is how much money an average shopkeeper would be willing to pay for the materials in good conditions. DM discretion is advised when varying this value, dependant on shopkeeper mood, rarity within the setting, condition of the material, etc. A material with a value listed as "varies" indicates that its usage is too specific for it to be sold to an average shopkeeper, and the value of the material would depend heavily on context.
When items are harvested in discrete quantities, the value listed refers to each individual item. For example, Aboleth Mucus is harvested as a set of 3 vials, and so the value listed (20 gp) refers to each individual vial (so successfully harvesting Aboleth Mucus would be worth 3 x 20 gp = 60 gp). When items are listed as indiscrete quantities however, the value listed refers to the entire quantity. For example, Aarakocra Feathers are harvested in the indiscrete quantity of "small pouch". Thus the 8 sp value listed refers to the value of a "small pouch of Aarakocra Feathers", not 8 sp for each individual feather.
> [!NOTE] Value Factors
> The values listed here are based on a myriad of factors, including: CR of the monster, average treasure horde values, use in crafting, whether the monster tends to be found alone, whether the item is consumable, probability of successfully harvesting the item, balance around existing prices, and sometimes just for flavour. These prices are intended as a baseline only, and the DM is free to adjust these values as they see fit for their campaign. The DM is also to keep in mind that, although certain items may have high values, not all vendors may want to buy them. For example, although a Death Knight Heart may be worth the high price of 4000 gp, it may be difficult to sell it to the village grocer. Sometimes, finding the right buyer for an esoteric item can be an entertaining side quest in and of itself, or simply used as a good downtime activity.
### Weight
The weight of the item listed in pounds. The weight listed here follows the same rules as values do; the listed number refers to the weight of individual items, unless that item is harvested in indistinct quantities, in which case the weight refers to the whole indistinct quantity.
### Crafting
Some items, although valuable, require a skilled artisan to craft them into a usable item. The material's description details which item they can be crafted into. If this section is blank, the item has no craftable item associated with it. The section of crafted items at the end of this book details the usage of crafted items, as well as details on their crafting requirements. Some craftable items originate from published source books from WotC. These receive special tags in brackets that denote which book they come from. **For more information on crafting, visit Chapter 4.**
## Humanoid Trinket Tables
>[!quote] Hamund
>In general, humanoids do not yield much in the way of harvestable materials. Partly this is just the negative relationship that humanoid evolution has with innate magical abilities, but mostly it's just because polite society frowns upon butchering things that look vaguely like themselves.
Most humanoids listed in this book do not possess many useful materials to harvest. In order to complement the relatively bare tables of humanoids, a separate table is listed in their section describing items that may be plundered off of these creatures. These items tend to be random trinkets and are not weapons or armour. More often than not, they are relatively useless and are intended only to be used for resale.
There is no ability check required to pilfer these trinkets, and the DM is free to decide which of these trinkets can be found on a typical corpse (if any at all). These tables are intended to be largely used as DM inspiration and to sate the lust of loot-hungry players while avoiding the ghoulish activity of dismembering a humanoid corpse.
Like all harvested items, the value and weight listed refers to 1 unit of the respective item in that row.
# Harvest Tables
## Uloths
**Uloth**
| DC | Item | Description | Value | Weight | Crafting |
| --- | ----------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------ | ------ | ------------------------------ |
| 10 | Uloth Teeth (large bag) | The razor-sharp teeth that line the stinking maw of the uloth are each as large as a human's forearm and twice as thick. While too unwieldy and crooked to turn into a weapon, more exotic merchants would pay a tidy sum to turn them into decorations and trinkets. | 20 gp | 15 lb | N/A |
| 15 | Uloth Mucus (3 vials) | Uloths demand service and obsequience, even going so far as to warp the creatures around themselves to suit their domain. While the transformative mucus that surrounds the uloth tends to dissipate quickly after their death, swift harvesters can bottle some of it for use in alchemy projects later. | 20 gp | 1 lb | [[#Potion of Water Breathing]] |
| 20 | Uloth Eye | Larger than a normal creature's head. Removed from its skull and ever unblinking, it still seems to see more than most mortals ever will. | 375 gp | 45 lb | [[#Lens of Forgotten History]] |
| DC | Item | Description | Value | Weight | Crafting |
| --- | ---------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------- | ------ | ----------------- |
| 25 | Uloth Brain Lobe | The power of the uloth lies not in its many tentacles, but in its brain. Even now and then, when you hold it long enough, you swear you can hear whispers of forgotten history in the corner of your mind. | 1600 gp | 30 lb | [[#Uloth Amulet]] |
## Darkmantles
**[[Darkmantle]]**
| DC | Item | Description | Value | Weight | Crafting |
| --- | ------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----- | ------ | ----------------------- |
| 10 | Darkmantle Sucker (small pouch) | Anybody who has been attacked by a darkmantle can attest to the suction power of its tentacles. Reliable even beyond the death of its owner, many Underdark residents have adapted these suckers to be used for medical tools and other implements. | 5 sp | 1 lb | N/A |
| 15 | Darkmantle's Otolith | A bony structure on the inside of a darkmantle's head that acts as its ear. Skilled artificers can use this to create a variety of audio-enhancing magical items. | 2 gp | 1 lb | [[#Earhorn of Hearing]] |
## Oozes
>[!quote] Hamund
>Oozes are a staple of any good adventure experience, and every good adventurer should know how to repurpose the nasty things for their own uses. Best to exercise caution when harvesting them, however, as their slime remains active even after the animating force behind them is gone.
If you fail on an attempt to harvest any item from an Ooze, you suffer half the Acid damage associated with that Ooze's _pseudopod_ ability as you spill the slime over yourself by accident.
---
**Black Ooze**
_Failure damage:_ 4d6 + 3 Acid, halved
| DC | Item | Description | Value | Weight | Crafting |
| --- | -------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----- | ------ | -------- |
| 10 | Black Residue (vial) | A sample of a Black Ooze. Inert due to lacking enough biomass to constitute a full ooze, it nevertheless retains its acidic properties. Can be used as a potent acid. **Requires enchanted vial.**<br>**Use:** A vial of Black Residue can be poured onto nonmagical wood or metal. The black residue eats through 2 inches of these materials per round for the next 10 rounds, after which the ooze becomes too diluted to continue. | 20 gp | 1 lb | N/A |
---
**Gelatinous Cube**
_Failure damage:_ 3d6 + 2 Acid, halved
| DC | Item | Description | Value | Weight | Crafting |
| --- | ------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----- | ------ | -------- |
| 10 | Gelatinous Residue (vial) | The gelatinous residue from a Gelatinous Cube carries much of the same acidic properties from its original form. Unlike samples taken from other Oozes, the Gelatinous Cube's acid is difficult to identify when mixed with other liquids, making it the substance of choice among assassins with a subtler touch. **Requires enchanted vial.**<br>**Use:** Drinking the Gelatinous Residue automatically deals 6d6 Acid damage to the drinker. The Gelatinous Residue may be mixed with up to 5 oz of other liquid and still retain this property. A DC 15 Wisdom (Perception) check can identify a liquid that has had Gelatinous Residue mixed into it. | 7 gp | 1 lb | N/A |
---
**Pallid Ooze**
_Failure damage:_ 2d8 + 1 Acid, halved
| DC | Item | Description | Value | Weight | Crafting |
| --- | --------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----- | ------ | -------- |
| 10 | Pallid Residue (vial) | Not as potent as Abyssal Residue, but highly acidic nonetheless. This could perhaps be used in advanced blacksmithing techniques to speciality projects, although the difficulty and volatility of controlling the residue seems like a high barrier.<br>**Use:** A vial of Pallid Residue can be poured on a piece of metal. This ooze will eat through 2 inches of that metal every round for the next 10 rounds, after which it becomes too diluted to continue. | 10 gp | 1 lb | N/A |
---
**Pelagic Ooze**
_Failure damage:_ 3d6 + 2 Acid, halved
| DC | Item | Description | Value | Weight | Crafting |
| --- | ---------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----- | ------ | -------- |
| 10 | Pelagic Residue (vial) | The wobbly material of a Pelagic Ooze is not as potent as other Oozes. Indeed, it is weak enough that it can be treated with large amounts of other ingredients and consumed safely. A mystic of Salva might find it useful for brewing potions or tonics. | 7 gp | 1 lb | N/A |
---
**Translucent Ooze**
_Failure damage:_ 1d4 + 3 Bludgeoning and 1d4 Psychic, halved
| DC | Item | Description | Value | Weight | Crafting |
| --- | -------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ----- | ------ | -------- |
| 10 | Translucent Residue (vial) | The gelatinous form of a Translucent Ooze smells of sulphur. Before the ooze disperses and evaporates, it is possible to collect a sample. The ooze might have useful medical properties, but staring at it for too long produces an uncomfortable feeling in the back of your mind that is difficult to describe. | 1 gp | 1 lb | N/A |
---
**Crimson Ooze**
_Failure damage:_ 2d6 + 4 Bludgeoning and 2d6 Psychic, halved
| DC | Item | Description | Value | Weight | Crafting |
| --- | ------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----- | ------ | -------- |
| 10 | Crimson Residue (3 vials) | The gelatinous form of a Crimson Ooze smells of sulphur. Before the ooze disperses and evaporates, it is possible to collect a sample. The ooze might have useful medical properties, but staring at it for too long produces an uncomfortable feeling in the back of your mind that is difficult to describe. | 1 gp | 1 lb | N/A |
# Crafting
>[!quote] Hamund
>It was our long-distant ancestors that first discovered how to transform the bones of a fresh kill into a heavy club with which to make more fresh kills. Today of course, we have the wonders of civilisation, and with that comes a litany of more advanced tools, weapons, armour, and equipment to be made from what we kill. Indeed, the resourcefulness of society means that just about every creature's carcass can serve as more than just a trophy if you take it to someone with the right know-how.
## Crafting Rules
While some creature parts are useful fresh from the carcass, many require some alterations before their full potential can be realised. These items can be identified due to having a **craftable** item listed in their crafting column. As crafting is a very natural complement to harvesting, an entire chapter has been devoted to its rules here.
### Crafters
In order to craft a harvested item into a usable item, it must be worked on by a skilled **crafter**. Crafters are specialised professionals with the knowledge to turn raw materials into something usable. Crafters also tend to be of a certain type, covering different types of items to be made (see "Crafter Types" below).
Both player characters and NPCs may act as crafters, so long as they fulfil the stipulated requirements for their crafter type.
Crafters also need to have the right equipment and tools in order to craft an item; however, that aspect is left up to the discretion of the DM and the suitability of the setting. In more fantastical campaigns, magical forges and laboratories may line every city bazaar, while in more grounded settings, finding appropriate facilities may be a quest in and of itself.
### Materials, Time, and Cost
Each craftable item listed in this guide requires at least one harvestable material from a monster's harvesting table to act as a **base component** of the item. This base component provides the driving magical force that allows the item to function. The harvesting material and quantity of the materials required are listed in the description of the craftable item. For some craftable items, there are several potential harvestable materials that may act as the base component. In these cases, any of the listed materials may be used.
Craftable items require more than just the base component provided by harvested materials, however. Crafting an item requires a cost covering other requirements such as tools, facilities, and extra materials. Note that this cost does NOT include the cost of actually hiring a crafter, and that such a cost is considered separate. Assuming that the players are providing the base component for a craftable material, the value of this base component can be deducted from the end cost of crafting the item.
Finally, craftable items take a certain amount of time before they can be completed. The breakdown of the time and cost investment to craft an item is listed in the Magic Item Crafting Time and Cost table.
**Magic Item Crafting Time and Cost**
| Item Rarity | Workweeks | Cost |
| ----------- | --------- | ---------- |
| Common | 1 | 50 gp |
| Uncommon | 2 | 200 gp |
| Rare | 10 | 2000 gp |
| Very Rare | 25 | 20 000 gp |
| Legendary | 50 | 100 000 gp |
_Time and cost are halved for consumable items like potions and scrolls._
This guide uses the rules for crafting in _Xanathar's Guide to Everything_ as the basis for the crafting rules presented here. DMs are encouraged to adjust these numbers based on the needs of their own games.
#### Optional Rule: Crafter Skill
Not all crafters are created equal. While a village blacksmith may be good at fixing scythes and making nails, if you hand them a dragon scale, the best you will get back is a ruined dragon scale and an apologetic look. If you have high-quality materials, you're going to need a high-quality crafter.
While under the base rules, anyone can craft anything so long as they meet the base proficiency requirements, under this optional rule, crafters are differentiated based on their proficiency bonus. A crafter may craft any item whose rarity is equal to or below their proficiency bonus as outlined in the **Crafting Skill Proficiency** table.
**Optional Rule: Crafting Skill Proficiency**
| Proficiency | Skill Level | Item Rarity | Description |
| ----------- | ------------ | ----------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| +2 | Novice | Common | Usually an apprentice, assistant, or self-taught practioner. Knows how to use the tools properly but has little skill with more difficult materials and no ability to make new ideas. |
| +3 | Journeyman | Uncommon | A craftsman that serves their village or works in a specific role within their profession. Knows a few things very well, but most likely would not be able to understand the complexities of more exotic materials. |
| +4 | Artisan | Rare | The highest level of skill that most ordinary people could hope to attain. Capable of establishing a good trade in a city or in service of a noble. Experienced in almost all aspects of their profession and can work with some confidence on rarer materials. |
| +5 | Master | Very Rare | While hard work and dedication are always valuable, only a few people possess the inherent talent to push the limits of their craft farther than ordinary people. These talented individuals can be considered masters of their art, capable of not just reproduction, but innovation. |
| +6 | Grand Master | Legendary | An absolute master of their art. Most likely was either an adventurer in their past, or learned their trade from a supernatural force, as this would be the only way for them to become accustomed to the legendary materials that they work with. Capable of crafting any item that falls under their profession. |
### Crafter Type
You don't ask a blacksmith to cut the timbers of your house, and you don't ask an alchemist to craft you a suit of armour. If you want an item crafted, you need the right person for the job. Each craftable item comes with a tag in brackets explaining which type of crafter is capable of making that item.
Crafters are not restricted to a single profession either. Some skills are complimentary, or certain individuals are simply talented enough to cover multiple fields. Unless otherwise stated, crafters with multiple proficiencies use the same score for each field.
The following is a basic rundown of crafter types:
#### Alchemist
Alchemy is a profession that deals with the brewing and mixing of potions, concoctions, and tinctures. In general, if an organic material needs to be crushed, powdered, dried, boiled, melted, burned, mixed, etc., it's a job for an alchemist.
As part of their job, alchemists must also be experienced herbalists and have some knowledge of creature parts, but this level of knowledge may vary wildly from alchemist to alchemist. For example, village alchemists may know how to mix up local herbs with dried animal parts to cure a cold, while an elvish grandmaster may have learned the 12 secret uses of dragon blood.
Any character that has proficiency with alchemist's tools may be considered an alchemist for crafting purposes.
#### Artificer
A catch-all term for anyone who works primarily in the moulding, transfiguration, enchanting, and manufacture of magical items. Often powerful wizards, their job requires them to not only understand magic, but also be able to weave permanent spells to transform mundane objects into wondrous ones. A common practice among artificers working with harvested materials is to transfigure them into gems and other objects more conducive to humanoid wear.
As part of their job, an artificer would have knowledge of the uses of magical creature parts, spellwork, the use and preparation of magical reagents (crushed gems, incense, etc), magical identification, magical history, and basic metal and woodworking. Of course, not all artificers have the same level of skill. Some may spend their entire lives mass manufacturing the same magical trinkets day in and day out, while others have ventured to far planes and learned ancient lessons in the courts of djinni princes.
Any character that is proficient in the Arcana skill and has access to at least one spell slot may be considered an artificer for crafting purposes.
#### Blacksmith
A hammer striking anvil, the roar of a heated forge, and the hiss of cooling metal. These are the sounds of a blacksmith's shop, the masters and crafters of metal. While the job of a blacksmith is usually simplified to a "metalworker", the role encompasses so much more. Blacksmiths craft and fix all manners of equipment ranging from farming equipment, to weapons, to suits of armour. Not only that, but while blacksmiths normally deal strictly with metal, many creature shells, bones, and scales require metal reinforcement and/or attachments before they can be used as weapons and armour. As such, even though they are organic materials, it is still primarily a blacksmith's responsibility to craft with them.
Blacksmith skills can vary wildly. The local blacksmith may only have a small forge from where they repair the hammers and scythes of their neighbours, while the master smiths of dwarven kingdoms smelt adamantium in rivers of magma at the heart of volcanoes.
Any character that is proficient in the smith’s tools may be considered a blacksmith for crafting purposes.
#### Leatherworker
Metal armour doesn't agree with everyone, and many creatures have perfectly good hides that they won't be using anymore. For times like these, a leatherworker is required. It is a long and messy job to take raw hides, tan them, preserve them, cut them, and fashion them into armour and other equipment, but most societies would break down without this crucial industry.
While leatherworkers are often looked down upon for their unpleasant job, these are usually just the leatherworkers that deal with mundane animal hides and skins. Highly skilled leatherworkers, however, are treated with the utmost respect, since without them, your skinned Purple Worm hides would go completely to waste.
Any character that is proficient with leatherworker's tools may be considered a leatherworker for crafting purposes.
#### Tinker
Tinkers are a rare profession, but their work possesses incredible value. Tinkers are usually associated with finnicky contraptions and devices, and if they ever use magic it is usually more of an energy source rather than the driving characteristic. Really, tinkers are more concerned with finding new materials with strange properties to experiment with, and their inventions can range from the entertaining to the absolutely revolutionary.
With that in mind, tinkers vary widely in skill. A travelling peddler may have some experience in making mechanical puppets that flail around for the amusement of children, while the daring few that have travelled to Mechanus and returned alive may have unlocked the secrets of artificial life.
Any character that is proficient with tinker's tools may be considered a tinker for crafting purposes.
#### Thaumaturge
When a piece of armour needs the blessings of a god, or a sword needs a spirit coaxed into it, a thaumaturge is needed. These specialised crafters usually do not consider themselves crafters at all, but simply people with special connections to the gods and their divine energy. Thaumaturges are not limited to just those that worship the gods either; many fiendish cults can boast their own specialised thaumaturge members that craft their cursed daggers and bind damned souls into pieces of jewellery.
As strange as it is to say, the gods do not see everyone as equals, and certainly do not apportion their gifts impartially. A vagrant holy man is probably capable of invoking his god's name to create a few vials of holy water, while a high cleric of Moradin would be able to bless a hammer so that it strikes with the same fury as their furious deity.
Any character that is proficient in the Religion skill, has access to at least one spell slot, and is a follower of a deity or otherworldly patron may be considered a thaumaturge for crafting purposes.
In order to understand the quantities of harvestable materials required and the type of crafter, the following table has been made:
**table**
# Craftable Items
Craftable items are presented in alphabetical order. A craftable item's description gives the item's name, its category, its rarity, its base component, the crafter type required to make it, and its magical properties.
%%
#### Uloth Amulet
_Wondrous Item, Very Rare (requires attunement)_
_Crafted by: Uloth Brain x1 (Artificer)_
This pale turquoise amulet seems to have a faint flicker of something moving in it, like seeing a creature in murky waters. While wearing this amulet, you gain telepathy out to a range of 120 feet, can understand and speak Deep Speech, and become proficient in Intelligence (History) checks if you weren't proficient already.
You may also spend an action to target one creature you can see within 30 feet of you. That target must succeed on a DC 14 Wisdom saving throw or be magically [[Conditions#Charmed|Charmed]] by you. This condition persists until either you or the target dies, or if you are on different planes of existence. You and the Charmed target may communicate with each other telepathically over any distance so long as you are wearing and attuned to this item.
You may only have up to 3 targets Charmed in this way at a time. If you successfully Charm another target while you already have 3 targets Charmed, the Charm effect ends on the creature that you Charmed first. Whenever a Charmed target takes damage, they may repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from you. If a creature succeeds on either resisting the Charm effect or if the Charm effect on them ends, they become immune to this ability for the next 24 hours.
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#### Ear Horn of Hearing
_Wondrous Item, Common (XGE)_
_Crafted by: X_
While held up to your ear, this horn suppresses the effects of the [[Conditions#Deafened|Deafened]] condition on you, allowing you to hear normally.
#### Lens of Forgotten History
_Wondrous Item, Very Rare_
_Crafted by: Uloth Eye x1 (Artificer)_
While wearing these lenses, you may use this item to cast the spell _Legend Lore_ without requiring the use of any components or spell slots. When casting the spell in this way, you must be able to see the person, place, or object that you are targeting with the spell.
Once you have used this item once, it cannot be used again until the next dawn.
#### Potion of Water Breathing
_Potion, Uncommon (DMG)_
_Crafted by: X_
You can breathe underwater for 24 hours after drinking this potion.
This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.