Monster Harvesting

From Deez Nuts' Sword Coast Campaign
Revision as of 14:19, 3 September 2026 by Wvaske (talk | contribs) (S54 rulings — Guidance once per group harvest, Tempered Soul on harvest checks; add Yuan-ti Anathema profile link)
Jump to navigation Jump to search

Monster Harvesting

Description and context.

Origin

Where it came from or who created it.

Contents

Include the full text or excerpt.

Interpretation

Theories, importance, or player insights.

Monster Harvesting

A slain monster is a mobile treasury of crafting materials. A steady hand and the right tools can turn scale, gland, fang, ichor, and bone into arms, armor, alchemy, and arcana.

This system was unveiled in full at the table in Session 51.

Harvesting a carcass

After a fight, each character may make one harvest check: pick a single tool you are proficient with, roll d20 + that tool's bonus, and claim every component in that tool's column whose rarity you meet on the ladder below. Proficiency in a fitting knowledge or handling skill (Nature or Arcana to know the beast, Medicine or Survival to work the body — the DM's call) grants Advantage.

A tool only produces if the carcass actually holds materials in that column — Calligrapher's Supplies pull nothing from a dumb beast. Choose the tool that fits the body in front of you, not just your highest bonus.

Scraps are automatic. Even a failed or low roll yields the base salvage — meat, fat, blood, hide-scrap — at no DC. Nobody walks away empty-handed.

Natural 20 — beyond the ceiling. (Rule added in Session 53.) A natural 20 on a harvest check can harvest a component one rarity level higher than the monster's CR ceiling would normally support — the harvester finds something in the body that, by rights, should not be there. First invoked on Karma's natural 20 (29 Herbalism) over a CR 3 blue dragon wyrmling, pulling a Rare component from an Uncommon-capped carcass.

Boosting the check. (Rulings from Session 54.) Guidance may be cast once per group harvest — including by the caster on their own check. Tempered Soul may be spent on a harvest check like any other d20 test; in S54, with a long rest imminent, the whole party was allowed to spend on the same carcass. (Supersedes the narrower per-roll Guidance allowances noted in the S53 record.)

The harvest ladder

Rarity sets the difficulty; the monster's CR sets only what is available to find.

Rarity Harvest DC Craft Value (CV)
Scraps 0 1
Common 5 2
Uncommon 10 4
Rare 15 8
Very Rare 20 16
Legendary 25 32
Artifact 30 64

What a monster yields (by CR)

CR sets the rarity ceiling (the best a body can hold) and the number of component slots, never the DC.

CR Rarity ceiling Component slots
0–½ Common 2–3
1–4 Uncommon 3–5
5–9 Rare 5–7
10–14 Very Rare 7–10
15–19 Legendary 9–12
20+ Artifact 12+

Every notable monster has one signature component — its most evocative part — set at the creature's ceiling rarity, the single greatest prize on the body. A natural 20 is the one way past the ceiling.

Scaling components (CR 9+)

On creatures of CR 9 and up, a structural or signature part may exist in several grades at once; the highest band your roll clears is the version you recover.

  • roll 5–9 → Common
  • 10–14 → Uncommon
  • 15–19 → Rare
  • 20–24 → Very Rare
  • 25–29 → Legendary

Below CR 9, components are single-rarity: you clear their DC or you don't. Where two harvesters share a column, the higher roll takes the signature or best grade; plentiful parts (blood, bile, meat) duplicate freely, signatures do not.

Tools and what they collect

The tool decides the category you can extract and what it feeds into. This is why a lower bonus in the right tool beats a higher bonus in the wrong one — the wrong column simply has nothing to give.

Tool Collects Feeds into
Alchemist's Supplies Glands, blood, bile, ichor, organs, essences Potions, oils, acids, bombs
Herbalism Kit Spores, saps, antitoxin glands, medicinal organs Healing draughts, antitoxins, salves
Poisoner's Kit Venom sacs, stingers, toxic glands Poisons, paralytics, contact toxins
Smith's Tools Scales, plates, horn, claws, fangs, chitin, hard bone Weapons, shields, heavy & medium armor
Leatherworker's Tools Hide, membrane, pelt, sinew Light armor, cloaks, straps, tents
Woodcarver's Tools Bone, ivory, antler, beak (fine work) Hafts, foci, wands, ammunition
Calligrapher's Supplies Ink sacs, chromatophore fluid, sigil-blood, psychic residue Magical inks, scrolls, glyph & sigil reagents
Navigator's Tools Eyes & lenses, weather organs, swim bladders, lateral lines, wing-tendons Optics, weather & travel instruments, sea & sky gear
Jeweler's Tools Gemlike eyes, crystalline growths, gizzard pearls Gem-foci, ornaments, luckstones
Cook's Utensils Flesh, fat, marrow, organs Rations, tallow, exotic cuisine
Tinker's Tools Cores, gears, animating crystals Construct & clockwork parts
Thieves' Tools Generalist fine work — pick from the small-Smith's, Calligrapher's, Jeweler's, or Tinker's columns for that check As the chosen column
None (Scavenge) Swallowed loot, gizzard contents Coins, gear, oddments — anyone may attempt

Niche defaults: Weaver's → silk & web cordage; Glassblower's → crystalline organs & lenses; Painter's → pigment glands; Brewer's → fermentable organs; Mason's or Potter's → shell & calcified plating; Cartographer's overlaps Navigator's. (Thieves' Tools as a generalist column: DM ruling sketched at the table in S53, exercised again in S54 — treat as standing.)

Crafting with what you harvest

Harvested parts are spent as Craft Value against item thresholds — see the component crafting economy for how a primary component sets an item's effect and rarity cap, and how secondary parts are added to reach a tier. The party's banked components, their effects, and what each can build are tracked on the Harvested Materials ledger.

Creature harvest profiles