Harvesting

Harvesting

This chapter details the process of harvesting, how optional rules can change the harvesting experience, rules governing buying and selling components, and finishes with a series of tables detailing the components available from each creature type. Components gathered from harvesting can be used for crafting magic items and magical meals.

Harvesting Rules

After a creature is slain, its components must be harvested quickly before their magic fades. There are five steps involved in this process.

Step 1: Description

Once a creature dies, the GM uses that creature’s type to consult the Harvest Tables section and determine which of the listed components are available to be harvested.

Step 2: Harvest List

The harvesters decide what they want to harvest and in which order. This order is known as the harvest list.

Step 3: Harvest DCs

After the party has created its harvest list, calculate the Harvest DCs.

List the chosen components in the order the party wishes to harvest them and sequentially add each Component DC to the total of all previous Component DCs. The Component DC represents how hard a component is to harvest.

Component Component DC Harvest DC
Pouch of Teeth 10 10 (10)
Eye (1) 5 15 (10+5)
Eye (2) 5 20 (10+5+5)
Eye (3) 5 25 (10+5+5+5)
Hide 20 45 (10+5+5+5+20)
Robust Essence 30 75 (10+5+5+5+20+30)

Step 4: Harvesting Check

The players make a Harvesting check.

A Harvesting check is the combined total of two ability checks:

  • Assessment check
  • Carving check

(Defined in Assessment and Carving, below.)

Step 5: Loot

Compare the result of the Harvesting check to the harvest list you made in step 3.

If the Harvesting check result met or exceeded the Harvest DC for a component, that component is successfully harvested.

Components & Difficulty

Component DC

Some components are simple to extricate, while others take significant skill to extract without ruining them. Each component has a Component DC, indicating how hard it is to safely extract before it loses its magical potency.

Quantity

You decide how many of each component are available for harvest based on the creature and the fiction (injuries, mutations, etc.).

Harvest List

Components can be harvested in any order, regardless of Component DC. The harvest list details which components the harvesters attempt and in what order.

Harvest DC

After the harvesters establish their harvest list, calculate Harvest DCs by cumulative addition of Component DCs from top to bottom.

These cumulative DCs are the Harvest DCs.

Starting & Finishing

For the Failing with Consequences and Storage and Supplies optional rules, it matters whether harvesting has started.

  • A harvester finishes harvesting a component if it meets the Harvest DC for that component.
  • If the harvester exceeds the DC for one component, it is treated as having started the next component in the list.

Duration & Degradation

Duration

Harvesting takes a set duration based on the size of the creature.

Creature Size Harvest Time
Tiny 5 minutes
Small 10 minutes
Medium 15 minutes
Large 30 minutes
Huge 2 hours
Gargantuan 12 hours

Degradation Rules

To harvest magical components:

  • A harvester must begin harvesting within 1 minute of the creature’s death.
  • Once started, harvesting must not stop for the full duration of the check.

Because the shortest harvest time is 5 minutes, a character typically only has time to harvest one creature post-combat before other corpses degrade.

Spells like Gentle Repose do not prevent degradation.

Assessment and Carving

The Harvesting check is the summed total of:

  • Assessment check (Intelligence-based)
  • Carving check (Dexterity-based)

A single creature can make both checks; if it does, it makes both with disadvantage.

Creature Types and Associated Skills

Creature Type Harvest Skill
Aberration Arcana
Beast Survival
Celestial Religion
Construct Investigation
Dragon Survival
Elemental Arcana
Fey Arcana
Fiend Religion
Giant Medicine
Humanoid Medicine
Monstrosity Survival
Ooze Nature
Plant Nature
Undead Medicine

Assessment

To correctly assess extraction and storage, the harvester makes an Intelligence check using the relevant Harvest Skill. This creature is the assessing harvester.

Carving

To physically extract components, the harvester makes a Dexterity check using the relevant Harvest Skill. This creature is the carving harvester.

Ritual Carving

When making a Carving check to harvest an aberration, celestial, elemental, fey, or fiend:

  • A carving harvester with a spellcasting ability can make the Carving check using that ability instead of Dexterity.

Spells and Buffs

For a spell or magical effect to influence harvesting, it must affect the harvester for the entire duration of the Harvesting check.

Therefore, spells with a duration of 1 minute, like Bless and Guidance, never apply.
A longer spell like Enhance Ability (duration 1 hour) can apply if it lasts the full harvest duration.

Check Formula Summary

  • Assessment check = 1d20 + Intelligence modifier + proficiency bonus (if applicable)

  • Carving check = 1d20 + Dexterity modifier + proficiency bonus (if applicable)

    • or Spellcasting ability modifier if ritually carved
  • Harvesting check = Assessment result + Carving result

Helpers

Creatures not making Assessment or Carving can help.

If a helper has proficiency in the relevant Harvest Skill, add its proficiency bonus to the Harvesting check result; otherwise add half (rounded down). Helpers must help for the entire duration.

Creature Size Maximum Helpers
Tiny 0
Small 1
Medium 2
Large 4
Huge 6
Gargantuan 10

Results & Rewards

A character receives each component for which the Harvesting check meets or exceeds the relevant Harvest DC. This is cumulative from the top of the harvest list.

Component Types

Component names are comprised of:

  • the creature type
  • the creature part

Example: beast horn, fiend horn, monstrosity horn are distinct components.

Optional Rule: Metatags

Metatags expand the number of possible components by increasing specificity.

Components

When using metatags, record what the component came from, e.g.:

  • beast (rhinoceros) horn
  • beast (goat) horn

Recipes

Metatags can specify a detail in parentheses: name, size, subcategory, etc.

Quests & Consequences

Metatags can be used to:

  • Require a specific metatag to craft an item (driving quests)
  • Grant advantage on crafting checks when using the “perfect” tagged component

Optional Rules

This section contains options for a seasoned GM to enhance harvesting.

Ruining Components

Two factors influence ruined components:

  • Damage type
  • Damage quantity

Damage Types

Destructive types are called destructive damage types.

Simplified

Acid, fire, and necrotic are destructive damage types.

Detailed

In addition to acid, fire, and necrotic:

  • Any damage type the creature is vulnerable to is destructive.
  • Damage types the creature is resistant to are not destructive.
  • Resistance overrides vulnerability.
  • Damage types the creature is immune to are irrelevant.

Damage Quantity

Simplified: Killing Blow

If a creature dies to a destructive damage type, its components are ruined.

Detailed: CR Tracking

If a creature takes destructive damage equal to or more than 10 × CR, its components are ruined.

  • Track cumulative destructive damage.
  • Don’t count damage to temporary hit points.
  • Reset on long rest.

Massive Damage

If a creature is reduced to 0 hit points and leftover damage equals or exceeds its hit point maximum, its components are ruined.

Outcomes

Salvaging Difficulty

If components are ruined, all Harvesting checks are at disadvantage.

Unsalvageable

The GM may choose any number of components to be destroyed and unharvestable.

Failing with Consequences

Harvesting isn’t safe.

Volatile Components

Creatures with area-of-effect abilities can have volatile components (marked ^v).

If harvesters start but don’t finish harvesting a volatile component, the GM may trigger an effect based on the creature’s unique ability (use its save DC and effect).

Special Damage

If the creature deals additional damage types on hit (e.g., poison), a harvester can hurt themselves.

Natural 1

If either harvester rolls a natural 1 on its check:

  • That harvester takes damage equal to the creature’s additional damage.
  • If that additional damage requires a saving throw, the harvester makes that saving throw as if hit by the creature’s attack.

Storage and Supplies

Harvesting success assumes proper preservation.

Harvesting Supplies

All mundane materials (containers, solvents, gloves, etc.) are abstracted as harvesting supplies.

  • Every 50 gp of harvesting supplies weighs 1 lb
  • Supplies are expended whenever harvesting is attempted (when the Harvesting check is rolled)

Supplies cost (gp) equals the combined Component DC of each component for which harvesting was started.


Trading

Creature components are valuable commodities.

Finding Traders

If the party lacks established clients, finding a trader requires:

  • Spending 1 day
  • Paying 25 gp
  • Making two checks:
    • Intelligence (Investigation)
    • Charisma (Persuasion)

Add them together, then consult:

Check Total Buyer’s Offer Seller’s Offer
1–10 No buyer found No seller found
11–25 50% 150%
26–50 100% 100%
51+ 120% 80%

Optional Rule: More People, More Chances

Apply a modifier based on settlement size. Reset time is how long before a new search can yield a different result.

Settlement Population Modifier Reset Time
1–10 -12 1 year
11–100 -8 6 months
101–1,000 -4 3 months
1,001–10,000 0 1 month
10,001–100,000 +4 1 week
100,001–1,000,000 +8 3 days
1,000,001+ +12 1 day

Gold Costs

As a baseline:

  • Sell value = 2 × Component DC (gp)
  • Buy value = 4 × Component DC (gp)

Vendors typically sell at twice what they buy.

With Harvesting Supplies

If using Harvesting Supplies:

  • Sell value = 3 × Component DC
  • Buy value = 6 × Component DC

Trading Components: Quick Reference

Component DC No Supplies Sell No Supplies Buy With Supplies Sell With Supplies Buy
5 10 gp 20 gp 15 gp 30 gp
10 20 gp 40 gp 30 gp 60 gp
15 30 gp 60 gp 45 gp 90 gp
20 40 gp 80 gp 60 gp 120 gp
25 50 gp 100 gp 75 gp 150 gp

Trading Essence

Essence uses a separate price structure.

Essence No Supplies Sell No Supplies Buy With Supplies Sell With Supplies Buy
Frail essence 50 gp 100 gp 75 gp 150 gp
Robust essence 250 gp 500 gp 280 gp 560 gp
Potent essence 1,500 gp 3,000 gp 1,535 gp 3,070 gp
Mythic essence 8,000 gp 16,000 gp 8,040 gp 16,080 gp
Deific essence 80,000 gp 160,000 gp 80,050 gp 160,100 gp

Harvest Tables

This section presents components available for each creature type. When a player declares intent to harvest, consult the relevant table and choose components that make sense for the creature.

Multiples

If a creature typically has multiple of a part (e.g., multiple eyes), the Component DC applies to each.

Superscripts

Some components include superscripts:

  • ^v = volatile (see Failing with Consequences)
  • ^E = edible (not used to craft items)
  • ^E+ = both edible and used in crafting

Essence

Essence is required to craft more powerful magic items. A creature yields only one essence, determined by CR.

Creature CR Component DC Component Item Rarity
3–6 25 Frail essence Uncommon
7–11 30 Robust essence Rare
12–17 35 Potent essence Very rare
18–24 40 Mythic essence Legendary
25+ 50 Deific essence Artifact

Mythic Creatures

If a creature has a mythic trait that increases its CR when active, treat it as the higher CR for essence.

Appearance

Essence can look like anything appropriate (energy, extract, crystal, etc.).

Essence & Balance

Note

GM Tip: As essence can only be gained by harvesting high CR creatures, it acts as a gating mechanism. If you want an especially high-magic campaign, consider allowing essence at lower CRs.


Aberration

Component DC Components
5 Antennae, eye E, flesh E, phial of blood* E
10 Bone E, egg E, fat* E, pouch of claws**, pouch of teeth, tentacle
15 Heart E, phial of mucus, liver E, stinger
20 Brain* E, chitin, hide, main eye**

**These items are used only for monster-forged items.


Beast

Optional Rule: Supply & Demand. Due to prevalence of beast components, you can halve their trade values.

Component DC Components
5 Antennae E, eye E, flesh E, phial of blood E
10 Antler, beak, bone E, egg E, fat* E, fin, horn, pincer, pouch of claws, pouch of teeth, talon, tusk
15 Heart E, liver E, poison gland, pouch of feathers, pouch of scales, stinger, tentacle

**These items are used only for monster-forged items.


Celestial

Celestials often disintegrate on death, shunting their souls back to their home plane.

Optional Rule: Supply & Demand. Due to rarity of celestial components, you can double their trade values.

Component DC Components
5 Eye E, flesh E, phial of blood E, pouch of dust E
10 Bone, fat* E, horn, pouch of teeth
15 Heart E, liver E, pouch of feathers, pouch of scales
20 Brain* E, skin
25 Soul

Construct

Component DC Components
5 Phial of blood E, phial of oil E
10 Flesh* E, plating, stone
15 Bone E, heart E, liver* E, gears
20 Brain* E, instructions
25 Lifespark

Edible note: phials of oil count as fat.


Dragon

Optional Rule: Supply & Demand. Due to the rarity and power of draconic components, you can double their trade values.

Component DC Components
5 Eye E, flesh E, phial of blood* E
10 Bone E, egg E, fat* E, pouch of claws, pouch of teeth
15 Horn, liver* E, pouch of scales
20 Heart* E
25 Breath sac^v

Elemental

Elementals leave little behind; capturing their essence is dangerous.

Volatile Components: Elementals

If a harvester fails to harvest a volatile component, trigger one of the following (only harvesters are considered in the area; effects are instantaneous):

Use save DC 13 for the volatile mote, and 16 for the core.

Component DC Components
5 Eye E, primordial dust E
10 Bone* E
15 Volatile mote of air/earth/fire/water^v
20 Core of air/earth/fire/water^v

Fey

Fey psyche is volatile and can possess the living.

Volatile Component: Possession

If harvesters start but do not finish harvesting a psyche, the carving harvester must succeed on a DC 15 Charisma saving throw or become incapacitated and possessed by the fey’s psyche.

  • The possessed creature loses control of its body, but remains aware.
  • The psyche can’t be targeted, except by effects that turn fey.
  • The psyche retains its alignment and immunity to being charmed.
  • It uses the possessed creature’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
  • Possession ends when the body drops to 0 hit points, the psyche ends it as a bonus action, or it is forced out by an effect like Dispel Evil and Good. When it ends, the psyche disappears.
Component DC Components
5 Antennae E, eye E, flesh E, phial of blood E
10 Antler, beak, bone E, egg E, horn, pouch of claws, pouch of teeth, talon, tusk
15 Heart E, fat E, liver* E, poison gland, pouch of feathers, pouch of scales, tentacle, tongue
20 Brain* E, skin, pelt
25 Psyche^v

Edible note: antennae can be used as eyes.
**These items are used only for monster-forged items.


Fiend

Fiend bodies disintegrate on death, shunting souls back home.

Extraplanar Recall

Because fiend bodies disintegrate, only pouches of dust can be harvested if slain anywhere other than their home plane or in a magic circle.

Component DC Components
5 Eye E, flesh E, phial of blood E, pouch of dust E
10 Bone* E, horn, pouch of claws, pouch of teeth
15 Heart E, fat E, liver* E, poison gland, pouch of feathers, pouch of scales
20 Brain* E, skin
25 Soul

Edible note: pouch of dust counts as spice.


Giant

Possessing giant components may be dangerous in-world.

Component DC Components
5 Flesh E, nail, phial of blood E
10 Bone E, fat E, tooth
15 Heart E, liver E
20 Skin

Humanoid

Humanoid components are low-demand and often taboo.

Optional Rule: Supply & Demand. You can halve their trade values; respectable establishments may not carry them.

Component DC Components
5 Eye E, phial of blood E
10 Bone E, egg E, pouch of teeth
15 Heart E, liver E, pouch of feathers, pouch of scales
20 Brain* E, skin

Monstrosity

Monstrosities are magically created; their components are useful without leaving the Material Plane.

Component DC Components
5 Antennae E, eye E, flesh E, phial of blood E
10 Antler, beak, bone E, egg E, fat* E, fin, horn, pincer, pouch of claws, pouch of teeth, talon, tusk**
15 Heart E, liver E, poison gland, pouch of feathers, pouch of scales, stinger, tentacle
20 Chitin, pelt

**Some tables mark certain parts as monster-forged-only; apply as appropriate.


Ooze

Oozes are “treasure sacs”; their kills may contain hard components.

Component DC Components
5 Phial of acid* E
10 Phial of mucus* E
15 Vesicle^E
20 Membrane

Edible notes: acid counts as blood; mucus as fat; vesicles as livers.

Optional Rule: Hard Bits

Roll 1d100 and consult the table below. Use other creature-type tables to assign the DC.

d100 Components
1–20 Nothing
21 Pouch of claws (aberration)
22 Pouch of teeth (aberration)
23 Bone (aberration)
24–27 Horn (beast)
28–30 Pouch of teeth (beast)
31–35 Bone (beast)
36 Horn* (celestial/fey/fiend)
37 Bone* (celestial/fey/fiend)
38–39 Bone (construct)
40–41 Pouch of claws (dragon)
42–43 Pouch of teeth (dragon)
44–45 Bone (dragon)
46–47 Tooth (giant)
48–49 Bone (giant)
50–56 Pouch of teeth (humanoid)
57–68 Bone (humanoid)
69–73 Pouch of claws (monstrosity)
74–78 Pouch of teeth (monstrosity)
79–88 Bone (monstrosity)
89–92 Pouch of teeth (undead)
93–96 Bone (undead)
97–99 Roll twice more on this table
100 Roll thrice more on this table

*Choose appropriate results for the environment/location.


Plant

“Plant” includes fungi and awakened flora.

Component DC Components
5 Phial of sap E, tuber E
10 Bundle of roots E, phial of wax E, pouch of hyphae^E, pouch of leaves
15 Poison gland* E, pouch of pollen^E, pouch of spores^E
20 Bark* E, membrane

Undead

Undead are saturated with necromantic power; marrow can be valuable.

Component DC Components
5 Eye E, bone E, phial of congealed blood* E
10 Marrow, pouch of teeth, rancid fat* E
15 Ethereal ichor* E, undying flesh^E+
20 Undying heart^v

Edible note: ethereal ichor counts as spice.


Mundane Ingredients

Mining ore, gathering cotton, and felling trees provides raw ingredients. Refining them (smelting, weaving, milling) turns them into usable materials. The rules below simplify wilderness gathering.

Types of Mundane Ingredients

Mundane ingredients are grouped into:

  • Fibres
  • Ore
  • Wood

Usable ingredients require:

  • Finding them (a check)
  • Having the right tool/machinery to refine (as applicable)

Usable Ingredients Rules

Finding Ingredients

A character states what ingredient they’re searching for, makes the appropriate check, and consults the Finding Mundane Ingredients table.

  • Checks are typically Strength (Athletics), Dexterity (Survival), Intelligence (Nature), or Wisdom (Survival/Nature) depending on the situation and how you describe the search.
  • The GM chooses what makes sense.

Calculation

On a success, a creature finds:

Units found = 5 + 5 × (check result − DC)

(If the result barely meets the DC, this yields 5 units.)

Optional Rule: Critical Success

On a natural 20 (before modifiers), the character may gain an additional benefit at GM discretion (e.g., extra units, better quality, bonus refined yield).

Optional Rule: Critical Failure

On a natural 1, the GM may impose a complication (lost time, damaged tools, minor hazard, etc.).

Mixed Environments

Note

You can have forests in the arctic, coasts in deserts, and underwater settlements. Choose the DC that makes sense for the fiction.

Mundane Ingredients Metadata

Ingredient Type Tool Machinery Product Ingredient Weight per Unrefined Unit Weight per Refined Unit Value per Refined Unit
Fibres Blade Loom Cloth Cotton, Flax 0.05 lbs 0.04 lbs 1cp
Fibres Blade Loom Cloth Silk 0.05 lbs 0.04 lbs 1sp
Fibres Blade Loom Cloth Spidersilk 0.05 lbs 0.04 lbs 1pp
Ore Pickaxe Smeltery Ingots Copper, Iron 0.08 lbs 0.02 lbs 1cp
Ore Pickaxe Smeltery Ingots Silver 0.08 lbs 0.02 lbs 1sp
Ore Pickaxe Smeltery Ingots Gold 0.08 lbs 0.02 lbs 1gp
Ore Pickaxe Smeltery Ingots Platinum 0.08 lbs 0.02 lbs 1pp
Ore Pickaxe Smeltery Ingots Mithral 0.04 lbs 0.01 lbs 1pp
Ore Pickaxe Smeltery Ingots Adamantine 0.20 lbs 0.05 lbs 1pp
Wood Axe Sawmill Planks/Poles Basic Wood 0.5 lbs 0.25 lbs 1cp
Wood Axe Sawmill Planks/Poles Exotic Wood 0.5 lbs 0.25 lbs 1sp
Wood Axe Sawmill Planks/Poles Xyxlwood 0.5 lbs 0.25 lbs 1pp

Value of unrefined unit is half that of refined unit.

Finding Mundane Ingredients

DC by Terrain

Use the DCs below based on where the character is searching.

Terrain columns (left → right): Arctic, Coast, Desert, Forest, Grassland, Hills, Jungle, Mountain, Swamp, The Low, Urban

Type Ingredient Arctic Coast Desert Forest Grassland Hills Jungle Mountain Swamp The Low Urban
Fibres Cotton, Flax 50 20 40 15 5 15 15 25 20 25 40
Fibres Silk 55 35 50 20 20 30 15 40 35 40 50
Fibres Spidersilk 60 45 55 30 30 40 25 50 45 45 55
Ore Copper, Iron 35 35 15 25 20 5 25 5 35 10 40
Ore Silver 40 40 25 35 30 15 35 15 45 20 45
Ore Gold 50 45 30 40 35 20 45 20 50 25 50
Ore Platinum 55 50 35 45 40 25 50 25 55 30 55
Ore Mithral 60 55 40 50 45 30 55 30 60 35 60
Ore Adamantine 60 55 40 50 45 30 55 30 60 35 60
Wood Basic Wood 50 20 40 5 25 25 5 30 25 40 30
Wood Exotic Wood 55 30 50 15 30 35 15 40 35 50 40
Wood Xyxlwood 60 40 60 30 50 55 30 50 45 60 50

Innately Magical Materials

Some rare materials don’t need enchanting—manufacturing them already produces a magic item (e.g., adamantine, mithral, xyxlwood). These items have their own properties, are more durable, and may deal magical damage when made into weapons.