Essence Harvest & Crafting
A New D&D 5E Bonus Release
I've been thinking for quite a while about how I could make monster harvesting and crafting work in D&D without making things too complicated.
I liked the idea of players turning the creatures they defeat into something useful, especially magic items. But I didn't want everyone spending half the session tracking individual bones, organs, scales, and dozens of different materials.
So I started working on Essence Harvest & Crafting, trying to make the whole process as simple and practical as possible.
The idea is pretty straightforward. Creatures provide different types of Essences that players can harvest after defeating them. They can unlock recipes, gather the required Essences, and use them to craft magic items.
Essences of the same type are interchangeable, so there's much less to keep track of.
I also wanted crafting to become something the party could work toward. Maybe they've unlocked a weapon recipe but still need more Essences. Maybe they already have the materials but need to find a suitable workshop or learn the right crafting discipline.
The system also includes shared crafting knowledge, and something called Essence Echo, which gives players who helped craft an item a temporary benefit.
WHAT'S INCLUDED
Alongside the complete crafting rules, I've made two new CR 11 creatures: Rothewn and Scytherot. Both come with full 5E stat blocks, artwork, practical Roleplaying Notes, and their own Essence Harvest entries.
I've also included two craftable Rare magic weapons: Tendrilaxe, a battleaxe built for mobility and sweeping attacks, and Voidblister Blade, a summonable longsword that builds magical marks for a powerful strike. Both have their own crafting requirements, so they can become rewards the players actually work toward.
AN EXTRA FOR THE RED DUSK
You can also use this system alongside the Knights of the Red Dusk Faction Adventure.
Since monster hunting already plays an important role in Ironcourt's survival and economy, harvesting Essences and crafting equipment can give the players another reason to interact with that side of the faction.
The system works independently, though, so you can use it with creatures and adventures from your own campaign too.
WHO GETS IT?
Faction Keeper and Faction Master members both receive the complete Essence Harvest & Crafting system, the two creatures, and the two magic weapons.
Faction Master members also receive an additional top-down Forge Asset, ready for VTT use and physical printing.
WHY I WANTED TO MAKE THIS
What I like about the system is that a monster encounter can become the beginning of something else. Defeating a creature might unlock a recipe, give the party some of the materials they need, or send them looking for another creature.
I wanted something that DMs could add to their existing campaigns without having to rebuild everything around crafting.
And this is a direction I'd really like to explore more in the future.
What do you think about this kind of bonus content? Would you like to see more systems like this alongside my Faction Adventures?
Comments (2)
Many PC and console games have this element as a resource and I think it's a great idea to include it as an element to a game. If it was genre AND system agnostic, that would be even better 👍👍
Thanks! That's actually an interesting direction to explore. I originally designed it for D&D, but I can definitely see the potential in making it more flexible!
