Hunting & Harvesting Rules

Hunting

  The adventuring party can take time to go on a hunt while traveling. They can also go on a hunting exhibition during downtime activities with a local Hunter/Trappers Guild. To be able to hunt, the party needs to designate a "Hunter" while traveling. The hunter will make a DC 15 Nature or Survival Skill Check to find their target. Using spells that locate creatures grants advantage on the roll. This check can be modified; by any traditional foraging buffs or de-buffs from character classes.   A successful check allows the player to find a creature in their tier of play working with the Dungeon Master(DM). The DM could also roll on any random encounter tables for the appropriate level tier (Levels 1-5, 6-10, 11-15, 16-20). The encounter they attain may be excessively challenging, and the player might have to flee instead of engaging with the creature.   Note Xanathar's Guide to Everything has Random Encounter Tables based on environment.  

Harvesting

To harvest a creature, a player should be proficient with the skill(s) needed to acquire harvest rewards. The table below shows the recommended skills to harvest. The player or group also needs to bring in the appropriate tool to harvests the various creatures. If a player is proficient with the tools and the skills they will have an advantage with the ability check. If a player proficient with a tool and not skills or vice versa. They can still add their proficiency to the skill check of the appropriate ability score. (Example Proficient in Arcana but not Alchemist supplies, use Arcana skill, or Proficient with Alchemist supplies but not Arcana, make an Intelligence-based tool check with proficiency). (See Table below)  
 

Harvesting Check & Monster Research Check

  There are three different types of harvesting checks players can make; The Regular Harvest, Specific Harvest, or Group Harvest. Players can make a Monster Research Check to assess if anything can be beneficial and or valuable.  
Monster Research Check
  This check is to establish which parts are beneficial and or valuable. The player must use the skill located on the creature harvesting table. The player must meet or exceed the DC for the check.

DC = 10 + CR
 
Regular harvest
  This harvest check allows a player to choose two generic quality harvestable items. If a player passes the DC for this check, they get both choices. If they fail, they get half of one of the choices the Dungeon Master's choice, and both choices cannot be reattempted. A consecutive harvest has a DC increase of +5, and each consecutive after continues to increase. If you pass or fail, you can attempt a consecutive check of any type The Regular Harvest, Specific Harvest, or Group Harvest (See Flow Chart Below)   First Check
DC = 10 + .5 (CR) Rounded Down
  Consecutive Check
DC = 10 + .5 (CR) Rounded Down + Increases
 
Specific harvest
This harvest check allows a player to get a specific quality harvestable item off of a creature. If a player passes the DC for this check, they get the choice they selected and can make a consecutive check without penalty. If they failed, the specific item is damaged and cannot be reattempted. However, the next consecutive check has a DC increase of +3. If you pass or fail, you can attempt a consecutive check of any type The Regular Harvest, Specific Harvest, or Group Harvest (See Flow Chart Below)   First Check
DC = 15 + .5 (CR) Rounded Down
  Consecutive Check
DC = 15 + .5 (CR) Rounded Down + Increases
 
Group Harvest
This harvest check is for creatures that need extra teamwork to harvest. This check is for creatures that are classified; as large, huge, or gargantuan. This check is a very collaborative harvest check and needs help from all willing participants. Only one person is making the ability check but can add a group size bonus. The ability check gains an additional +1 to the roll for every member of the party to a max of +6. If this check passes by +5 over the DC. The harvest award changes to a Special Quality of the Dungeon Master's Choice. If this check fails, the group will get half of some of the generic quality harvestable items Dungeon Master's Choice. Regardless of a pass or fail, the group check prevents any consecutive harvest checks. (See Flow Chart Below)   Group Check
DC = 10 + .5 (CR) Rounded Down + Group Bonus Max +6
 
 
Harvesting Awards
Based on the ability checks results. The players can get some generic harvest awards or special harvest awards. Some of the types of generic harvest awards are but are not limited to: Binding Layer(meats), Outer Layer(Scales, Feathers, Hides, Furs), Structural(Bones, Chitin), Fluids(Organs, Blood, Slime). Special Harvests are unique to the creature being harvested and have wide ranges of classifications. The below table informs you how many units of each type of item you receive. (Example: Pixie is Tiny: you get 1/4 Units of Binding Layer at 1 pound, 1/4 unit of blood 1/2 gallon(16 vials), the wing are special harvest.)  
 

Value of the Harvest

The value of harvested awards is based on the challege it the adventures endured. This price is the minimum amount they should receive for their efforts. Special harvested awards have a more variabled pricing. These items are sought out by special buyers and specially trained artisians. (Example: Pixie is Tiny and is CR 1/4 (50 xp): you get 1/4 Units of Binding Layer at 1 pound with a value of 0.5 gp, 1/4 unit of blood 1/2 gallon(16 vials) with a value of 0.5 gp, the wing are special harvest with a value of 1 gp.)  


Cover image: Metallic Council Main Logo

Comments

Author's Notes

Inspiration behind my article: Creature Havest Index from DMs Guild, Hamund's Harvesting handbook from DMs Guild. As well as the same designs of my other gathering articles Minerals Gems/Ores & Smelting Rules & Herbalism Rules.


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