DM Guide To Hunting
DM Guide To Hunting
DM Guide To Hunting
toHunting
The DMs Guide
toHunting
Credits
Writers: Anja Svare & Zeke Gonzalez
Table of Contents
Layout: Anja Svare
Introduction 3
Tips for the DM 3
Cover Art: Winter Bear Hunt by Eric Pommer
Interior Art: provided by the DMs Guide Creator
Resources DMs Guide to Fishing 4
Magical Equipment sidebar 5
Cover
After tracking a bear through the snow,
Appendix A: Quarry Tables
General Hunting Table
Master of the Wild sidebar
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6
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a hunter prpeares to take down the wild beast.
Terrain-Specific Hunting Tables 8
Arctic 8
Cave/Underground 8
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The DMs Guide to Hunting is a rules supplement containing hunting mechanics and an abundance of appropriate
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hunting quarries to use in your games. Among these quarries are real mammals, reptiles, birds, and other animals
reimagined for D&D 5th Edition and new, completely original fantasy animals. This supplement uses rules, spells,
and concepts from Wizards of the Coast’s D&D 5th Edition and are intended to supplement your campaigns.
Tips for the DM
As with any supplement, The DMs Guide to Hunting
should be adapted to work for your group. If you don’t
like the way a mechanic works, please feel free to change
it. Adjust the descriptions, lore, details, and effects to suit
your games and your players. For example, if you want
to include hunting in your games but don’t like some of
the animals in the Appendix, replace them with animals
appropriate to your world or setting! If you want to make
hunting a more complex mechanical system, these rules
make a great starting point to create a new system of
your own. Use this supplement however it can best be
utilized at your table and in your games. I hope you have
as much fun with these rules as we have!
Equipment
All that players require to go hunting is a method: ranged
descriptions in the future whether they are hunting or
locked in deadly combat!
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commonly used in D&D, these weapons are rarely as the commonly known bear trap, though these traps
described unless they are magical. However, every bow come in a myriad of sizes and shapes with intended prey
and arrow will have its own personality and special that go from the size of a raccoon to that of a massive
details depending on who crafted it and what materials brown bear. These traps are triggered by pressure
they used. Perhaps a character wields the old crossbow and latch onto the foot of a quarry to prevent it from
used by their father on his final hunt or discovered a escaping without applying so much pressure as to
beautiful bow that was grown from a weeping willow by permanently maim or kill the animal. The second type
a melancholy druid. These details are up to the DM & the is body-gripping traps, also called squeeze traps, which
players and should be decided collaboratively. Whether secure around the central mass of a quarry to pin it
a character wields a bow from their starting equipment to the ground. These traps are commonly made of a
or purchases one from an appropriate store, ask them combination of wood and metal and trap quarry such
to describe one interesting feature of their bow, quiver, as beavers, mice, or ferrets. The third type is a rope
arrows, or crossbow. snare, which is secured to the ground and captures prey
around a limb to hoist them into the air where they can
be easily captured. They are often made of twine and
rope of thickness appropriate to their intended prey such
as rabbits or squirrels. The fourth type of trap is a cage
trap, which is a baited wooden box or metal cage that
lures prey inside and subsequently snaps shut to keep
the animal within until the hunters can come along and
pick it up. Hunting traps are sold in the average general
store for 25 gp in a number of the aforementioned types.
When your characters set their hunting traps, ask them
to describe that process and what they do while they wait
for the traps to be sprung.
Once players have their equipment, all they need to do is
find an appropriate location to hunt!!\
& Storytelling
First, describe the terrain in which the character is
larger (or at the DM's discretion), an additional Strength
(Athletics) or Wisdom (Survival) check may be necessary
to dispatch the animal. During this process, be sure to
describe the battle between the hunter and their prey.
hunting. After the players begin their hunt, ask them
Emphasize the drama and tension during close calls
questions about their demeanor and hunting style. Are
when characters must take another shot at an animal or
they carefully setting snares or traps? Are they following
physically dispatch a wild creature, and the victory when
the tracks of their prey? Are they waiting patiently in a
they finally finish off their prey!
hidden spot for a passing animal? Hunting is often a
task revolving around patience: describe the length of Quarries described in Appendix A can be identified with
time which passes before the players spot tracks, see a DC 10 Intelligence (Nature), although terrain-specific
a passing creature, or finish setting up their snares. At animals may require a successful DC Intelligence
this point, have the players roll a d100 on the General (Nature) check to identify. Some animals have “hidden”
Hunting Table or the appropriate Regional Hunting information in their description which is in parentheses.
Table (Appendix A) to determine what animal is tracked, This is less well-known information that characters who
spotted, or trapped. succeed on their check by 5 or more discern, or that can
be passed along by experienced local hunters.
Once the quarry is determined, describe how this
particular animal squirms in their snare or trap, passes
by their hidden spot, or where the character finally
catches up to their tracked prey. This description
Food Harvesting
The Player’s Handbook states that characters need
should allow the character to glean some information 1 pound of food per day to survive. For the sake of
as to its appearance or identity. Now each hunter rolls simplicity, the following guidelines provide a rough
a contested Strength (Athletics) or Wisdom (Survival) estimate of the amount of food that a quarry yields
against their quarry, which rolls using their Wild bonus according to the quarry’s size, as well as the time
found on the tables in Appendix A. required to harvest the complete animal.
The Wild bonus for each animal is a combination of Tiny: 1-2 pounds/less than 1 hour
Giant Beasts
Giant beasts are a staple in the
fantasy genre. Although the Mo
many “giant” equivalent versions nster Manual provides
of various beasts, they remain out
this guide. This is because many side the scope of
“giant” beasts have powerful att
go beyond the ability of an averag ack s and abilities that
e hunter to simply capture with
We believe that these creatures mundane means.
should remain “monsters” and ma
cannot be simply resolved by an ny such encounters
abstracted hunting roll.
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Master of the Wild
You may use your action to cast
the
longstrider or locate animals or
age
plants spell, which grant advant
Wisdom
on an Intelligence (Nature) or
ile
(Animal Handling) check made wh
three
hunting. Once this boon is used
times, its power is lost.
Cave/Underground
8 d100
01-11
Size (Wild bonus)
Tiny (-1)
Description
A brown-and-black feathered bird with stout talons made for digging.
Name
Dwarf Owl
A mammal with fur the color of dirt with long ears and powerful hind
12-23 Tiny (+0) Whistling Hare
legs that releases high, piercing whistles when agitated.
A mammal with brown-and-black fur and an elongated body. Its claws
24-35 Small (+1) Mongoose
are long and sharp.
A thick worm-like creature covered in chitinous plates & spikes with a
36-47 Medium (+2) Purple Wormling
mouth full of razor-sharp teeth.
A black-furred, low-lying mammal with thick claws and a pink starburst-
48-59 Tiny (-1) Star-Nosed Mole
shaped organ at the tip of its nose.
A green-patterned rat the size of a small dog festooned with its
60-71 Medium (+0) Shroom Rat
symbiotic colony of purple-and-black mushroom caps.
A black-furred and winged mammal with a wrinkled face that navigates
72-83 Tiny (+0) Bat
using echolocation.
A brown-furred mammal of considerable size with enormous paws
84-94 Large (+2) Brown Bear
bearing powerful claws.
A tiny beetle with a glowing abdomen. (If captured and used to provide
95-97 Tiny (-1) Light Beetle
dim light and minor warmth).
A hedgehog-like creature with large eyes. (If the paw is harvested and
98-00 Small (+1) Rocklaw
dried, it grants the holder a burrow speed of 10 feet).
Desert
d100
01-11
Size (Wild bonus)
Tiny (-2)
Description
An elongated dog-like mammal with large ears and a sandy coat of fur.
Name
Desert Fox
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12-23 Medium (+0) A deer-like mammal with striped patterns across its legs and flanks. Gazelle
A tall, long-necked mammal with a series of humps on its back and
24-35 Large (-1) Camel
wispy hair across its body.
A dog-like mammal patterned with black spots that emits high-pitched
36-47 Small (+2) Hyena
bursts of laughter.
48-59 Tiny (-1) A long-legged bird with long tailfeathers tipped with blue. Roadrunner
60-71 Medium (-1) A dark-feathered bird with a bald head and a ruff of white feathers. Vulture
A sandy-scaled lizard covered in short barbs and spines, particularly on
72-83 Tiny (+1) Horned Lizard
its neck and back.
A rat-like mammal with a series of plated armor protecting its central
84-94 Small (+1) Armadillo
mass.
An intelligent red-flecked lizard. (A creature who licks this lizard’s skin
95-97 Tiny (-1) Fire Lizard
gains resistance to fire damage for 24 hours).
A pony-sized camel that moves slowly and with an ungainly gait. (A
98-00 Medium (+0) successful DC 14 Wisdom (Animal Handling) check allows this beast to Dune Zephyr
be ridden at twice the speed of a riding horse).
Forest
10 d100
01-11
Size (Wild bonus)
Tiny (+3)
Description
A colorful dragon with butterfly wings.
Name
Pseudodragon
12-23 Medium (+2) A furry mammal with an elongated snout and protruding tusks. Boar
A lizard with black scales and a blue mouth and tail. If agitated, its tail
24-35 Tiny (+0) Blue Skink
falls off.
A black-furred mammal of considerable size with pointed teeth and
36-47 Medium (+2) Black Bear
massive claws.
A brown-and-yellow feathered bird with long tail feathers and red skin
48-59 Tiny (-1) Pheasant
around its eyes.
60-71 Small (+0) A round mammal covered in sharp spines. Hedgehog
A white bird with a long neck and a yellow bill that honks loudly when
72-83 Small (-1) Goose
approached.
84-94 Large (+2) An enormous deer-like mammal with a large rack of ivory antlers. Elk
A small winged person with leaves instead of hair. (If released, grants its
95-97 Tiny (-1) Leafwalker Sprite
hunter +10 to their Dexterity (Stealth) checks for 24 hours).
A small boar with a long snout and tongue like that of an anteater. (Its
98-00 Small (+0) tusks are sensitive to vibration. When used as a divining rod, grants Tavillan’s Hog
advantage on Wisdom (Survival) checks used to track a quarry).
Hills/Mountain
d100
01-11
Size (Wild bonus)
Medium (+1)
Description
A shaggy white mammal with hooves and horns.
Name
Mountain Goat 11
A dark-feathered bird with a broad wingspan and a bald head. Its beak is
12-23 Medium (+1) Condor
hooked to a sharp point.
24-35 Tiny (-2) A white bird with black and red patches of feathers. Ptarmigan
A brown-furred mammal of considerable size with enormous paws and
36-47 Large (+2) Brown Bear
powerful claws.
48-59 Small (-1) A long-necked mammal with hooves and sandy-white coats. Vicuña
60-71 Tiny (+1) A rodent with soft grey fur, large ears, and a short, fluffy tail. Chinchilla
72-83 Medium (+1) A sheep with an enormous pair of curling horns. Bighorn Sheep
84-94 Medium (+3) A lithe and powerful feline predator with grey-and-white patterned fur. Snow Leopard
This bird has bluish-white undermarkings, making it extremely hard to
95-97 Small (+2) see from the ground. (A feather allows you to predict the weather 24 Cloud Hawk
hours in advance and turns to dust after being used).
A larger-than-average grey-and brown goat with horns that grow in
98-00 Medium (+1) strange directions. (If harvested, the tightly curled horn can be blown to Sharvix Goat
cast bones of the earth (spell save DC 15) once per day).
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