Gathering & Harvesting

Gathering methods depend on the profession, often requiring specific opportunities. For instance, dragon scales are easier to obtain from a deceased dragon. Whether harvesting rare herbs, monster parts, or minerals, seizing gathering opportunities is crucial.

Reagents

Reagents encompass a wide array of items, often plants imbued with magical essence or harvested from magically inclined creatures. The specific source typically only defines the type of reagent, as it’s the magical fragment distilled from it that matters. Reagents are categorized as curative, reactive, or poisonous, each with standard rarities. Once combined into other forms like potions or essences, reagents cannot be salvaged. Each reagent is assumed to weigh 0.2 pounds.

Curative, reactive, and poisonous ingredients are intentionally interchangeable to streamline the crafting process and tracking. While individual names deepen immersion when finding or buying ingredients, they can be treated interchangeably based on their label for simplicity.

Magical Ink


Crafting primarily focuses on magical ink, which holds the mystical words of scrolls. Alchemists synthesize this ink from the magical properties of reagents, extracting their essence to imbue the ink with potency. The specific reagents used do not alter the final ink’s effectiveness.

Magical ink isn’t readily available in its raw form, although it may occasionally be obtained as loot. Generally, it’s either created from reagents or purchased from alchemists who specialize in its production.

Once magical ink is combined into another form, such as potions, essences, or additional ink, it cannot be retrieved. Each unit of magical ink typically weighs 0.1 pounds.

Essences

Reagents contain a hint of magical energy that can be refined, while Essences represent a purer form of magic. They come in three varieties: Arcane, Divine, and Primal, each with the usual rarities of common, uncommon, rare, very rare, and legendary. These Essences are the fundamental components of magic that power spells and enchantments.

Obtaining Essences involves various methods, such as refining magical reagents, salvaging from magic items, or the laborious work of spellcasters. Enchanters specialize in creating Essences, and the details for doing so are outlined in the Enchanting section.

Although all magic disciplines may utilize Essences for added power, Enchanters primarily rely on them. The pricing for Essences can be found in the Enchanting section of the rulebook.

Essences can be salvaged from magical gear, synthesized from reagents, or created by skilled spellcasters. However, the latter method is time-consuming and challenging.

Essences are adaptable in nature, offering various paths to achieve desired effects. For example, while a traditional method to craft a belt of hill giant strength might involve a hill giant heart as its essence, an Enchanter could use a dragon heart as a primal essence to create a belt of dragon strength with the same statistical benefits.

Each Essence typically weighs 1 pound.

Salvaging Essences


Additionally, it’s possible to salvage magical essence from unwanted or broken magic items, although this process is challenging and typically yields only a fraction of the original essence. When harvested, an item yields one essence equal to its rarity. This salvage operation takes 2 hours to complete and cannot be performed on items currently attuned to any creature.

Salvaging essence is only possible from permanent magic items, which are those without limitations on charges or uses, or those that recharge. Items with charges or uses can only be salvaged when fully charged or used.

Once essence is extracted, the item loses its magical properties and becomes nonmagical. If the item relied on magic to function or exist, it is destroyed in the process.

Making Essences

Creating an Essence is another potential avenue, albeit a demanding one, often best pursued during periods of downtime. A creature with the spellcasting ability can craft 1 essence over the course of a workweek, which spans 5 days, with 8 hours dedicated each day.

At 1st level or higher, a caster can produce a common essence in this manner. A caster of 5th level or higher can create an uncommon essence, while those at 11th level can fashion a rare essence. For a very rare essence, a caster must reach at least 17th level. Crafting legendary essences necessitates special rituals, involving multiple casters, and significantly longer durations, making them exceptionally challenging to produce.

The type of essence produced depends on the source of the spell casting levels as per the table below:

CasterEssence Type
Bard, Soulcaster, Luckweaver, Master of Tradition, Medium, Sorcerer, Summoner, Warlock, WizardArcane
Cleric, Inquisitor, Lunar Cultist, PaladinDivine
Blackclad, Druid, Ranger, ShamanPrimal

Grimstone

See the Grimestone page for uses of grimstone in crafting.

Ingots

Ingots serve as chunks of metal utilized in crafting various items. They are typically considered to be relatively pure and weigh 2 pounds each. The standard ingot featured across all crafting tables is the steel ingot, priced at 2 gold pieces per ingot.

While steel is the default option, there are cheaper metals available, such as iron. Pure iron may not be suitable for crafting weapons and armor but can be utilized for other items, resulting in a more economical choice. Conversely, more advanced metals like mithril and adamantine can be used, offering special properties. However, they are significantly more challenging to work with and come at a higher cost.

Each ingot is assumed to weigh 2 pounds.

Gathering

Many of the materials can simply be found growing in the wild, and can be gathered by someone that knows what to look for and spends the time doing just that. When on a journey, you can use a journey action to gather without spending downtime.

Gathering Reagents

Reagents are harvested by making a Wisdom check. If you have a Herbalism kit and are proficient with it, you can add your proficiency bonus to the roll.

Search For Materials

Materials can be harvested with your choice of a Strength, Dexterity, or Wisdom check. If you have proficiency with the Survival skill, you can add your proficiency bonus to the roll.

Hunt Game

Food can be gathered with your choice of a Dexterity or Wisdom check. If you have proficiency with the Survival skill, you can add your survival modifier to the roll.

Biome LocationPossible ReagentsPossible MaterialsPossible Hunt Results
ForestCommon curative, poisonous, reactive
Uncommon curative, poisonous
Common primal essence
Firewood
Branches
Common primal essence
Fresh ingredients
Hides
DesertCommon reactive, curative, poisonous
Uncommon reactive, poisonous
Common arcane essence
Scales
Medium carapace
Large carapace
Rare supplies
Common arcane essence
Firesteel ore
Fresh ingredients
Supplies
Large carapace
GrasslandCommon curative, reactive, poisonous
Uncommon curative, reactive
Common divine essence
Firewood
Wood scraps
Uncommon supplies
Hides
Rare supplies
Common divine essence
Fresh ingredients
Hides
MarshCommon poisonous, curative, reactive
Uncommon poisonous, reactive
Common primal essence
Firewood
Wood scraps
Quality branches
Supplies
Uncommon branches
Common primal essence
Supplies
Fresh ingredients
MountainsCommon reactive, curative, poisonous
Uncommon reactive, curative
Common primal essence
Firewood
Fletching
Adamant ore
Mithril ore
uncommon branch
Common primal essence
Supplies
Fresh ingredients
Large carapace
CavesCommon reactive, poisonous, reactive
Uncommon reactive, curative, poisonous
Common divine essence
Uncommon divine essence
Discarded armor padding
Scales
Adamant ore
Large carapace
Mithril ore
Common primal essence
Fresh ingredients
Hides
UndergroundCommon poisonous, reactive
Uncommon poisonous, curative
Common arcane essence
Uncommon arcane essence
Parts
Supplies
Mithril ore
Uncommon branch
Large carapace
Common arcane essence
Darksteel ore
Supplies
Fresh ingredients
Hides
JungleCommon curative, poisonous
Uncommon curative, reactive
Common primal essence
Uncommon primal essence
Firewood
Common branches
Supplies
Uncommon supplies
Uncommon branches
Common primal essence
Fresh ingredients
Hide scraps
Hides
ShoreCommon curative, poisonous
Uncommon reactive
Common primal essence
Uncommon primal essence
Short haft
Medium carapace
Rare supplies
Common branches
Slightly rusty fancy parts
Common primal essence
Fresh ingredients
Supplies
Medium carapace
TundraCommon reactive, curative
Uncommon reactive, curative
Common primal essence
Uncommon primal essence
Wood scraps
Firewood
Supplies
Uncommon supplies
Icesteel ore
Common primal essence
Fresh ingredients
Hides

Location Bonus

Being in the right place can help you find things easier. The following locations grant a bonus to the DC if you are in that location.

BiomeLocationDC Bonus
ForestKelpore-2
Desert-2
GrasslandNewforge-2
MarshNewforge-2
MountainsGraydirge (Geb)-2
Caves-2
Underground-2
Jungle-2
ShoreNightmare Isle, Kelpore, Ruins of Baldur’s Gate-2
TundraNorthern Outlook-2
Biome Geographical DC Bonus Table