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Hunting

Hunting is the practice of seeking, pursuing, and capturing or killing wild animals. Hunting wildlife or feral animals is most commonly done for the gathering of raw materials and meat in order to sustain oneself or for trade. You must spend a certain amount of time in the process of tracking your prey. The amount of time will depending on the size of animal being hunted. See table below. You must have proficiency with Wisdom (Survival) or Dexterity (Stealth) in order to successfully track wild animals. With your training and experience you gain advantage on all rolls. Hunting wild animals and beasts can be a dangerous activity, again, depending on the size and/or type of animal you are stalking. Range based weapons may be considered an advantage, however, hunting can be accomplished by many means. If you have any skills, feats, proficiencies, etc to aid in the tracking or locating of animals then only half the listed time is required.  
d20 You Find Time Required
01-02 No animals 1 hour
03-05 Tiny Sized Game 1 hour
06-08 Small Sized Game 2 hours
09-11 Poisonous Game 2 hours
12-15 Medium Sized Game 3 hours
16-18 Large Sized Game 4 hours
19-20 Huge Sized Game 5 hours
   

Taking your Shot

Once you have tracked and found an animal you will have to capture or kill it. Alternatively, if you have tracked an animal that is too big for you to take down then you may disengage. In order to take down your prey you must pass the animals DC against your Wisdom (Survival) or Dexterity (Stealth) DC. You may roll with advantage since you could possibly get two shots off. If you pass the DC check then you have successfully captured or killed the animal. If you fail the check then the animal will escape. If you fail the DC check by 5 or more then the animal attacks you before it escapes. If the animal attacks you then you must roll the damage dice listed. See the table below for reference. If you found poisonous game then refer to the poisonous creatures paragraph later in this section.  
Size Kill DC Capture DC Damage
Tiny DC 10 DC 15 ---
Small DC 15 DC 20 ---
Medium DC 20 DC 25 1d8
Large DC 25 DC 30 2d8
Huge DC 30 DC 35 2d10

Harvesting and Preparing

After killing an animal, its meat and hide may be harvested. Before your meat can be eaten or sold it must be properly prepared. You need two lbs of meat in order to prepare a ration. When harvesting an animal, refer to the following list to determine how much meat is obtainable and long it will take to properly prepare it. You can prepare multiple rations during this time.   Size Lbs of Meat Time Required Tiny 1d4 1 hour Small 2d6 2 hours Medium 4d12 4 hours Large 6d20 8 hours Huge 10d20 16 hours  

Selling

After your meat has been properly prepared you can store it for use or sell it for profit. Animals also yield pelts and hides which can be sold. Tiny and small game produces pelts while medium to huge game will produce hides. Tailors and leather workers may want to buy pelts and hides. Inn keepers and butchers may be interested in harvested meat. Refer to the table below.    

Selling Meat

1 pounds of meat can be sold for 5sp.  

Selling Pelts, Furs, and Hides

You Find a buyer  

Poisonous Creatures

There are certain creatures that produce poisons that can be used to aid you in your adventures or sold for profit. If you have tracked down a poisonous creature using the above methods then you may attempt to harvest its poison.  

Identifying the Poisonous Creature

There are a few different kinds of creatures that can provide poisons of varying potencies. Refer to the following table to identify which creature you have found.   d20 You Find a Rarity 01-08 Venomous Serpent Common 09-14 Carrion Crawler Uncommon 15-18 Wyvern Rare 19-20 Purple Worm Very Rare  

Incapacitating or Killing the Poisonous Creature

Before you can extract or harvest the poison the official rules state the creature must be incapacitated or dead. In order to take down your prey you must pass the creature's DC against your Wisdom (Survival) or Dexterity (Stealth) DC. If you are proficient you may roll with advantage. If you pass the DC check then you have successfully incapacitated or killed the creature. If you fail the check then the creature will escape. If you fail the DC check by 5 or more then the creature will attack you before it escapes. Don't forget you are dealing with a poisonous creature. If the animal attacks you will be poisoned and you must make a Constitution saving throw, taking the full poison damage on a failed save, or half as much damage on a successful one.   Creature Kill DC Constitution Saving Throw Poison Damage Venomous Serpent DC 13 DC 10 2d4 Carrion Crawler DC 13 DC 13 1d4+2 Wyvern DC 13 DC 15 9d6+4 Purple Worm DC 18 DC 19 15d6+9  

Extracting the Poison

Harvesting the poison requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. Proficiency with the poisoner’s kit applies to this check if your character doesn’t have proficiency in Nature. On a successful check, you harvest enough poison for a single dose. On a failed check, you are unable to extract any poison. If you fail the check by 5 or more, then you are subjected to the creature’s poison. It is worth noting that the effect of the poison is different than the creature's poisonous attack listed above.   Creature Type Poisonous Effect Venomous Serpent Injury 3d6 poison damage on a failed save, or half as much damage on a successful one Carrion Crawler Contact The creature is poisoned and paralyzed for 1 minute. Wyvern Injury 7d6 poison damage on a failed save, or half as much damage on a successful one. Purple Worm Injury 12d6 poison damage on a failed save, or half as much damage on a successful one. Poisons in Use Poisons can be used in the following ways according to their type.   Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.   Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.   Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.   Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.   Selling the Poison When selling a poison it can be hard to find a buyer. While some buyer may need such a thing for research or medicinal reasons there are also those that would use the poison for nefarious reasons. In any case there are not a lot of people looking to buy poisons and fewer still can afford them. Poisons are generally frowned upon and so one must be careful with whom you deal with. When you come into possession of a common, uncommon, rare, or very poison that you want to sell you can spend downtime searching for a buyer. This downtime activity can be performed only in a city or another location where one can find wealthy individuals interested in buying poisons. Legendary poisons can't be sold during downtime. For each dose, you will make a DC 20 Intelligence (Investigation) check to find buyers. Another character can use his or her downtime to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts 10 days. On a successful check, a buyer for the poison is found after a number of days based on the item's rarity, as shown in the following below.   You can attempt to find buyers for multiple magic items at once. Although this requires multiple Intelligence (Investigation) checks, the searches occurring simultaneously, and the results of multiple failures or successes aren't added together. For each item to be sold, you will roll a percentile dice and consults the following table, applying a modifier based on the item's rarity, as shown. You will also makes a Charisma (Persuasion) check and add that check's total to the roll. The subsequent total determines what a buyer offers to pay for the item. Your DM may determine a buyer's identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it's up to your DM whether the sale creates complications for the party later (Source:XGE page 133, DMG page 130).   Poison Base Price per Dose Days to Find Buyer Modifier Serpent Venom 100gp 1d4 +10 Carrion Crawler Mucus 100gp 1d6 --- Wyvern Poison 600gp 1d8 -10 Purple Worm Poison 1000gp 1d10 -20 d20 + Mod. You Find a... 01-05 Buyer offering 10% of the base price. 06-10 Buyer offering 25% of the base price. 11-15 Buyer offering 50% of the base price and a shady buyer offering the full base price. 16-18 Buyer offering the full base price. 19-20 A shady buyer is offering 150% of the base price, no questions asked.

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