Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
10
ITEM:
Water Weird Fluid (vial)
DC:
10
When a water weird disperses, it loses its form and gravity pulls the water downward. It may be possible to collect some of this water, which alchemists can use to lower the viscosity of certain substances.
Harvesting note: 20 DC if the water weird disperses into a pool of water over 10 ft in diameter.
Use: If a character has proficiency with alchemy supplies or a poisoner kit, they can make a DC 15 check to use the vial of water weird fluid to create a second vial of poison from one they have (while retaining the poison's potency). On a successful roll, the vial of water weird fluid is used to create two vials of poison, from a single vial. Failure ruins both the poison and the water weird fluid, making both useless. The water weird fluid is completely used up in this process.
VALUE:
25 gp
WEIGHT:
1lb.
EXPIRE:
∞
DC:
15
ITEM:
Elemental Water Essence (vial)
DC:
15
When a water weird disperses, the water it leaves behind can contain traces amounts of elemental energy that can be harnessed using a magical container. Requires an enchanted vial.
Harvesting note: 20 DC if the water elemental disperses in a body of water larger than 10 feet in diameter.
VALUE:
100 gp
WEIGHT:
1lb.
EXPIRE:
∞
Most crafting items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH, HHH2 and HHH3 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items. To view and purchase Hamund's Harvesting Handbook,
click here.
Many harvested goods will start to rot and decay after a period of time. Below is a quick overview of how we determine expiration dates, and is used as a guide for
harvested items. Note: It is always up to the DM to decide on the exact expiration.
Item Type
Days
Explanation
Body Part
2 days
Flesh rots and decays quickly.
Body Part, Undead
7 days
Undead body parts are already rotting, so their usefulness can last a little longer than regular flesh (which becomes useless when it rots).
Bones
∞
Bones take a very long time to decay.
Feathers
∞
Feathers take a very long time to decay.
Ears
14 days
Ears are predominantly tough cartilage (soft bone). The skin around the ears rot quickly, but the ear remains intact for some time after.
Hair
∞
Hair takes a very long time to decay.
Head
3 days
Like other flesh, it rots and decays quickly, but lasts slightly longer
Hides/Pelts
10 days
Hides/Pelts must be treated and soaks in order to retain its usefulness.
Liquid, Vial (i.e. Blood)
7 days
If contained in a stoppered vial, most fluids have a longer shelf life. However, if exposed to air, it gets ruined VERY quickly.
Liquid, Vial (i.e. Slime)
14 days
Slimes and gels tend to have a longer shelf-life than other fluids. However, if exposed to air, it gets ruined VERY quickly.
Poisons
14 days
Most poisons are viable for about 2 week. However, each poison is different. In additions, proficiency with a poisoner's kit may allow assassins the ability to extend the shelf-life every few weeks (adding other ingredients to extend the poison's usefulness)
Tattoos/Marks
5 days
Usually a strip of skin, which can be preserved with some oil to last a little longer than other flesh.
Wings
7 days
While wings contain flesh, which rots quickly, the bones and leather/feather last much longer, making the wings usefulness last longers.