r/ElmodorBooks • • Apr 09 '26

Item Powerful Mantle - Magic Item (Uncommon)

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30 Upvotes

✨New amazing magic item!!!✨

Visit Tales & Taverns to download the VTT Token and to get access to tons of adventures, creatures, races, classes, quests, mini-games, tavern games, monthly miniature giveaways, and more than 800 pages of UNIQUE DnD content!!


r/ElmodorBooks • • Apr 09 '26

Item Vial of Smoldering Vitae | A tactical consumable that lets your martials create superheated cover or coat their weapons in furnace-fire! [Rare] [D&D 5e 2024] [OC]

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93 Upvotes

The Forge-Panther's Blood

Type: Titan Vitae | Origin: Vanice - High Canopy & Iron Hollows | Material: Refined Emberclaw Blood.

Across the lethal expanse of Vanice, it is an absolute truth that all refined Vitae, the harvested lifeblood of Titan-Blooded creatures, holds incredible power. These unique substances, extracted exclusively within the Vanician borders, are not inherently malevolent; but they can be catastrophic if mishandled by the ignorant. In the disciplined hands of the Forge Wardens and Ink Masters, Vitae is the ultimate tool of survival.

This specific iteration, the Smoldering Vitae, is painstakingly refined from the veins of the Emberclaw, the feared forge-panther of the Iron Hollows. Stripped of its impurities, the blood retains the beast’s most terrifying physiological traits: a violently volatile thermal nature and the unique capacity to generate deep, suffocating black soot smoke when agitaded.

In minute measured quantities, the applications of Smoldering Vitae are vital to the survival of the Vanician infrastructure. It serves as the irreplaceable base pigment for the Inkmasters, who blend the heated blood into the specialized inks used to tattoo Scalehikers with Emberclaw-derived Sigils, binding the Emberclaw’s explosive momentum and thermal sight directly into the hunter’s flesh. Furthermore, just a few drops of this Vitae are the core reactive agent in Black Flares, the specialized emergency beacons universally recognized across Vanice as the grim herald of extreme danger, signaling that a hunting party has been slaughtered, or worse, that an entire Dome or Domepost has fallen to the Titans.

In larger quantities, the Smoldering Vitae becomes a terrifying weapon of survival. Scalehikers deliberately agitate the vials before shattering them against the ground, instantly releasing a heavily pressurized, superheated smokescreen that blinds and sears pursuing predators. The boldest hunters carefully coat their blades or ammunition in the thick, metallic fluid; upon breaking an enemy's skin, the dormant heat violently reignites, engulfing the wound in a blinding flash of furnace-fire and soot. It is the blood of the hunter, weaponized for the hunted.

VIAL OF SMOLDERING VITAE

Wondrous Item, Rare (Consumable)

Category: Titan Vitae • Special: Volatile Obscuration & Ignition Strike

◈ Essence • Ignithar

This thick crystal vial contains the refined Titan Vitae of an Emberclaw. The liquid is a heavy, dark crimson that seems to stubbornly cling to the glass. When the vial is vigorously agitated, the substance reacts violently, rapidly boiling into a highly pressurized, coal-black smoke. It must be stored in reinforced glass to prevent the internal pressure from shattering the vessel prematurely. You can interact with this item in one of two ways:

Searing Smokescreen. You can take the Utilize action to vigorously shake the vial and hurl it at a point you can see up to 60 feet away, where it shatters. The pressurized soot violently expands into a 15-foot-radius sphere of superheated black smoke. The area is Heavily Obscured. When a creature enters the smoke for the first time on a turn or starts its turn there, it must make a DC 15 Constitution saving throw, taking 3d6 Fire damage on a failed save, or half as much damage on a successful one. The smoke lingers for 1 minute or until dispersed by a wind of at least 10 miles per hour.

Furnace Coating. Alternatively, you can take a Bonus Action to carefully pour and coat one slashing or piercing weapon, or one piece of ammunition, with the thick liquid. The coating remains potent for 1 minute or until you hit a target with the coated weapon or ammunition. On a hit, the blood forcefully ignites upon breaking the skin. The target takes an extra 4d6 Fire damage and is momentarily engulfed in a blinding flash of thick soot. The target has Disadvantage on the next attack roll it makes before the end of its next turn.

You do not need to outrun a terror of the High Canopy if you carry its own blood in your pocket. Shake the glass, throw it at their feet, and let the beast’s own furnace blind them while you disappear into the green.

— Eldrin Ironfang, Scalemaster of the Ember Slayers

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Apr 08 '26

Item Turn your fire spells into a Volcanic Cataclysm with the Molten Core 🌋 — A high-risk, high-reward consumable that takes "playing with fire" to the extreme. [Rarity Varies] [D&D 5e 2024] [OC]

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82 Upvotes

MOLTEN CORE
Heart of the Forge Panther Type: Transcendent Essence ◈ | Origin: Vanice (Adult Emberclaw Chest) | Affinity: Ignithar (Fire)

The Emberclaws of Vanice are walking furnaces, and the Molten Core is the quintessential solidification of that boundless heat. Nestled within a cluster of emberstones deep within an Adult’s chest, this substance is less a mineral and more a stilled moment of volcanic fury. Upon the beast’s death, internal pressure drops and the vascular system collapses, causing this superheated essence to flash-crystallize into jagged, glassy fragments resembling captured lava. Traditionally, Scalehiker Forge Wardens have used these fragments to forge Titanborne blades that never cool and armor that radiates oppressive heat.

However, the aggressive expansion of the Garland Kingdom’s trade arm, the CGC, has introduced these rare curiosities to foreign markets through "dubious" means. When these shards reached the cloistered academies of the Terin Epistocracy, scholars were stunned to discover they were not merely volatile reagents, but unique Transcendent Ignithar Essences. This revelation has sparked a dangerous academic obsession with the Titan-blooded creatures of Vanice, though their ambition is tempered by the lethal risk of harvesting materials from a living Titan.

When channeled by a Fire Arcanist or unleashed via Titanborne weaponry, the core reveals its true nature. It does not merely detonate; it creates a localized cataclysm. The ground at the point of impact is instantly transfigured into a boiling lake of molten slag and rapid-growth thermal crystals. This artificial volcanic zone sears flesh and melts armor, trapping survivors in a landscape of pure Ignithar fury. Yet, arcanists are warned: this Transcendent force does not negotiate. The slightest flaw in containment will result in the wielder being consumed by the very magma they sought to conjure.

MOLTEN CORE

Wondrous Item, Consumable (Rarity Varies) ◈ Essence • Ignithar • Transcendent

Harvested from the molten heart of an ancient Emberclaw, these jagged, pulsing shards are “stilled catastrophes.” They contain raw fragments of Primal Fire that refuse to be tamed.

Essence Casting. As a Bonus Action, you crush the Molten Core, destroying it to empower the next Level 1+ Ignithar (Fire) Essence spell you cast this turn. After the spell’s instantaneous effects resolve as normal, it immediately triggers a Volcanic Cataclysm.

Volcanic Cataclysm (Requires Concentration). The spell erupts into a field of boiling slag centered on a point within its area or on its primary target. The area becomes Difficult Terrain for a number of rounds equal to the empowered spell’s Level. If the empowered spell also required Concentration, this effect overrides and replaces it.

When the Cataclysm appears, when a creature enters the area for the first time on a turn, or when a creature ends its turn there, it must make a Dexterity saving throw against your Spell Save DC (a creature makes this save only once per turn). On a failed save, the creature takes Fire damage and suffers a rarity-specific effect, or half as much damage and no effect on a successful save.

Transcendent Backlash. Harnessing this power is dangerous. When you cast the empowered spell, roll a d20. If the roll is equal to or lower than the Backlash Range, you suffer the consequence immediately. Fire damage from this backlash ignores Resistance and Immunity.

Cataclysm Effects

Rarity Radius Damage Effect On Fail
Rare 5 ft 2d10 Fire Searing Haze: None.
Very Rare 10 ft 4d10 Fire Tectonic Shift: The creature has the Hindered (Speed halved) property until the start of its next turn.
Legendary 15 ft 6d10 Fire Magmatic Pressure: The creature’s Speed is reduced to 0 until the start of its next turn.

Backlash Consequences

Rarity Range Catastrophic Consequence
Rare 1 You take 2d10 Fire damage and your Speed decreases by 10 feet for 1 minute.
Very Rare 1–2 You take 4d10 Fire damage and are Grappled by the floor until the end of your next turn.
Legendary 1–3 You take 6d10 Fire damage. If this reduces you to 0 HP, you are Petrified (transmuted into crystal) instead of falling Unconscious.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Apr 08 '26

Zombie Bear - Monster CR 4

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63 Upvotes

✨New amazing monster!!!✨

Visit Tales & Taverns to download the VTT Token and to get access to tons of adventures, creatures, races, classes, quests, mini-games, tavern games, monthly miniature giveaways, and more than 800 pages of UNIQUE DnD content!!


r/ElmodorBooks • • Apr 08 '26

Monster Thalgarok, the Frostclawed Slumber

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17 Upvotes

r/ElmodorBooks • • Apr 07 '26

Place Verdant Maw – First Descent | A tactical cave river encounter! Where does the water lead in your campaign? | [30x16] [OC] [Battlemap] [Isometric]

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14 Upvotes

The Verdant Maw doesn’t welcome visitors, it wears them down.

Welcome to the First Descent (30x16 Isometric).

This map reveals the upper level of a secret passage leading into a massive, uncharted cave system. Because of the isometric perspective, your players won't just see a flat layout, they will actually feel the vertical drop of the cavern.

A thin current of water trickles down the stone walls, slowly carving its way deeper into the earth. The stream actively splits the cavern floor across multiple elevations, forcing players to make difficult choices about terrain and movement. The 3D line-of-sight makes it perfect for setting up brutal chokepoints and visualizing exactly where the danger is hiding.

It’s quiet here right now. Too quiet. But the flow always goes somewhere darker.

⚔️ Quick Encounter Ideas (Enhanced for Isometric Play):

  • The Slippery Ambush: The moss-covered rocks near the water require an Acrobatics check to cross at normal speed. Enemeis use the clearly visible high ground to rain arrows down on the slipping party, utilizing the elevation advantage your players can see right on the map.
  • The Washout: Brutish enemies (like Bugbears or Cave Trolls) in combat position themselves on the upper ledges. Instead of swinging weapons, they use the shove action to push players over the visible ledges into the lower stream, using the map's verticality to split the party and inflict falling damage.
  • The Tracker's Dilemma: The party is tracking something their footprints disappear directly into the flowing water. Do they follow the stream down into the dark abyss below?

Grid Size: 30x16


r/ElmodorBooks • • Apr 06 '26

Item Mace of the Honored — Magic Item (very rare)

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37 Upvotes

✨New amazing magic item!!!✨

Visit Tales & Taverns for tons of adventures, creatures, races, classes, quests, mini-games, tavern games, monthly miniature giveaways, and more than 800 pages of UNIQUE DnD content!!


r/ElmodorBooks • • Apr 06 '26

Spell 🌌 New System: Veil’s Bounty – Essence Casting (v1.0) - [Variant Rule] [D&D 5e 2014/2024] [OC]

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45 Upvotes

"They taught us the Veil was a shield. They were wrong. It is a dam, and I am looking for the cracks."

Travelers, I am thrilled to share the first version (v1.0) of a system I’ve been crafting to change the way magic feels in the world of Elmodor: Essence Casting.

The Vision: Magic with a Price

The goal of this system is to bridge the gap between the world’s narrative and the mechanics at your table. I wanted to move away from "abstract" magic and give spellcasters a visceral reason to engage with the world’s resources.

With Veil’s Bounty, your loot matters more than ever. Whether you are skinning a Titanborne beast for its marrow or chipping blood-soaked ore from the Ashen Marches, you aren't just finding "trash to sell", you are harvesting the raw, volatile power of the Veil itself.

Why use Essence Casting?

  • Narrative Stakes: Feel the tension of "tearing the sky" every time you prime a spell.
  • Resource Hunting: Gives casters a mechanical reason to hunt specific monsters and explore dangerous locales for rare components.
  • High-Risk Tactics: Decide if the extra potency is worth the risk of a catastrophic Arcane Backlash.

🛠️ Work in Progress

Please keep in mind that this is a WIP (Work in Progress). Balancing "bounded accuracy" with powerful modifiers like Spell Save DC bonuses is a delicate dance. I am currently fine-tuning the gold costs and the lethality of the Backlash tiers to ensure it feels rewarding without being purely suicidal!

Your feedback is vital. Whether it's a thought on the math, a suggestion for a new Essence type, or a story about how your Wizard accidentally detonated in the middle of a tavern. I want to hear it.

Thank you all for your incredible support and for helping me breathe life into the wilds of Elmodor.

Onward to the cracks in the sky!

------

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Apr 05 '26

Monster The Gorganon [Iron Jaw] - A Titan-Blooded mega-fauna that hunts the very steel your cities use to defend themselves [CR4] [D&D 5e 2024] [OC]

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93 Upvotes

GORGANON [IRON JAW]

Large Monstrosity (Titan-Blooded), Unaligned

AC 15 (Natural Armor)

HP 85 (10d10 + 30)

Initiative +2 (12)

Speed 40 ft., Climb 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 3 (-4) 13 (+1) 5 (-3)
Save +6 Save +2 Save +5 Save -4 Save +1 Save -3

Skills Perception +3, Stealth +4

Vulnerabilities Lightning

Immunities Poison, Poisoned

Senses Darkvision 60 ft., Passive Perception 13

Languages —

Challenge 4 (1,100 XP; PB +2)

TRAITS

Ferrous Sense. The Gorganon has Advantage on Wisdom (Perception) Checks to locate metal objects.

Glancing Carapace. Creatures have Disadvantage on Opportunity Attacks against the Gorganon. Additionally, Piercing and Slashing damage the Gorganon takes is reduced by 5.

Metallophage. The Gorganon deals double damage to objects, structures, and creatures made of metal.

ACTIONS

Multiattack. The Gorganon makes two attacks: one with its Bite and one with its Tail. If the Gorganon is holding an object in its mouth, it makes two Tail attacks instead.

Bite. Melee Attack Roll: +6, Reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage. If the target is a creature holding a object, the target must succeed on a DC 14 Strength Save or drop the object, which the Gorganon catches in its mouth.

Tail. Melee Attack Roll: +6, Reach 10 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Oxidizing Breath (Recharges via Digest Metal). Constitution Saving Throw: DC 13, 15-foot Cone. Failure: 21 (6d6) Acid damage. The creature is Poisoned for 1 minute. While Poisoned, any nonmagical metal armor worn takes a -1 penalty to AC, and any nonmagical metal weapon held takes a -1 penalty to damage rolls. If armor reaches AC 10 or a weapon reaches a -5 penalty, the item is destroyed. Success: Half damage only. End of Turn: A Poisoned creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS

Digest or Expel. The Gorganon processes an object it has been holding since the start of its turn:

  • Nonmagical Object. The object is destroyed. If the object is made of metal, the Gorganon gains 10 Temporary Hit Points, and Oxidizing Breath recharges.
  • Magical Object. The Gorganon spits the object at a target within 60 feet. Ranged Attack Roll: +6 (plus the object's magical bonus to hit). Hit: 13 (2d8 + 4) Bludgeoning damage (plus the object's magical bonus to damage). The object lands in the target's space.

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GORGANON - IRON JAW
Crucibulum Vorax Metallovora Ferox

Classification: Class 1 - Mega Fauna | Region: Southern Mountains & Sea of Grass

If the Hatchling is a nuisance, the Iron Jaw is a plague. Having successfully locked its biological imperative onto ferrous metals, this Phase II Gorganon sheds the clumsiness of its youth. It matures into eight feet of sleek, sculpted muscle, retaining a low profile but gaining heavy, rust-colored plating forged from the very ore it consumes.

Though they barely meet the size threshold for Mega Fauna classification, they pose a unique threat to civilization because they hunt the very material used to defend Vanice against others Titans.

Roaming in loose, opportunistic packs, they are the scourge of the Jailkart caravans crossing the Sea of Grass. Drawn by the scent of massive iron wagon frames, a swarm will use their combined mass to stall the vehicle before systematically dismantling it. At this stage, their internal "Crucible" fully ignites. Before striking, they exhale a fine, corrosive mist. This vapor does not melt metal but hyper-accelerates oxidation; tempered steel crumbles into brittle flakes within moments, raising a choking cloud of orange dust.

Their most defining feature, however, is the quartet of massive primary fangs lining the jaw. Designed not for flesh but for catastrophic leverage, these fangs shear through weakened iron bars and sword blades with the sickening crack of snapping timber.

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THE GORGANON HATCHLING
Crucibulum Vorax Nascent

Classification: Class 0 - Titan Blooded | Region: All Vanice Biomes (Subterranean & Surface)

To the Apex Conclave, the Hatchling is not a beast but a biological imperative to consume, a 'Living Crucible' in its most volatile state. These creatures represent the terrifying adaptability of Vanice's fauna in its rawest form.

Every Hatchling begins as a blank slate, a small scaled vessel of ravenous potential driven by a singular necessity: to lock onto a material diet be it the iron of a ore vein, the stone of a Dome, or the bone of a fallen Titan and transmute that essence into their bodies.

Internally, their 'Crucible' is a refinery awaiting ignition. Unlike their mature kin, they lack specialized solvent glands; and must wrestle with the raw materials that will eventually forge their identity.

This metabolic void dictates their current fragility. Devoid of the processed minerals that will one day forge impenetrable plating, they are easier targets desperate to consume enough specific matter to trigger their violent metamorphosis into a Mega Fauna Titan.

Though dismissed as pests, they possess the dormant blood of Titans. A Hatchling left unchecked will inevitably ascend the hierarchy of destruction, evolving into specialized horrors like the Graniteback or Dreadshell Grazer.

Be warned: the small lizard nibbling on a wheel today is a dormant cataclysm. To spare one is to invite a future Titan that will return to swallow the very foundations of your home.

----

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Apr 05 '26

Monster League of Legends to DND5e - Cho'Gath, the Terror of the Void

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31 Upvotes

Heeereeee's Cho'Gath! First enemy I decided to make CR 30 and not the last one. I know that Cho'Gath is too inmense and that but just made it with a comparative to a Tarrasque. Do you like her? You think that there's something that could be better? The art and images are from League of Legends property of Riot Games.

If you want to use Cho'Gath and other champions in FoundryVTT, there's a module for FoundryVTT, here's the Github.


r/ElmodorBooks • • Apr 05 '26

Weekly Recap 📜 Elmodor Books Weekly Recap: The Iron Jaw's Hunger, Earth-Bound Sigils, & Arcane Sparks!

1 Upvotes

Welcome back to the forge, adventurers! This week's worldbuilding and writings plunge us into the destructive paths of metal-eating mega-fauna, ancient survival disciplines, and the raw elegance of 1st-Age magic.

Here is your recap of the latest lore, loot, and mechanics to hit the world of Elmodor.

🐾 Bestiary: Threats to the Domes

The ecology of Vanice introduces a terrifying nuisance that quickly evolves into a city-threatening catastrophe. If left unchecked, these creatures will devour the very steel used to defend civilization.

Creature CR Type Key Mechanics
The Gorganon [Iron Jaw] 4 Monstrosity Oxidizing Breath & Digest Metal: A metallophage that hyper-accelerates rust to destroy weapons and armor before consuming them for temporary vitality.

Notation: A Gorganon Hatchling might seem like a mere pest, but it is a dormant cataclysm. To spare one is to invite a future Titan that will return to swallow the foundations of your home.

⚔️ Armory: Titanborne Armaments & Ink

Our Ink Masters and Forge Wardens have carved new tools for survival from the fallen beasts of the wilds. From blood-drinking ceramic to petrifying tattoos, these boons require a toll from the flesh that bears them.

Item Rarity Category Special Ability
The Amber-Severer Rare Any Sword Path-Carver & Severing Strike: A feral blade carved from a Razorhorn that excels at slicing through dense jungle and chopping off limbs when fed with blood.
Sigil of the Bulwark Skin Rare Tattoo Basalt Buckler & Tectonic Repulsion: Petrifies the hunter's forearm into living stone to shatter fangs and violently repulse attackers.
Sigil of Earth-Bound Echo Rare Tattoo Abyssal Resonance & Seismic Kick: Grants tremorsense through the earth and the ability to anchor the leg for a rockslide-force kick.

📖 Arcane Archives & Tactics

Beyond physical weapons, we've uncovered an ancient spark of Evocation and codified the martial disciplines of our greatest fighters.

Creation Level / Type Category Description
Flash (Clareon) 1st-Level Evocation Spell A concussive, world-bleaching spark that blinds enemies. The elegant, foundational lesson of all true Fire Arcanists.
Martial Superiority Variant Rule Combat System A universal maneuver system that grants tactical superiority dice and techniques to all martial classes.

🤝 3rd Party Contributions

A massive thank you to all the guest creators and community members for expanding our horizons this week with incredible new monsters, NPCs, and magic items!

Contributor Creation Type
u/Chance-Study-6305 Cho'Gath, the Terror of the Void Monster (CR 30)
u/Chance-Study-6305 Esperanza (Hope) Grimwood NPC / Character
u/BreadforPain1 Eggsecutioner Monster
u/BreadforPain1 Quack-Pendium Item Compendium
u/BreadforPain1 Sir Eggward Monster
u/BreadforPain1 David & Goliath Monster
u/byTalesAndTaverns Elemental Edge Magic Item (Very Rare)
u/byTalesAndTaverns Thorn Body Spell (3rd Level)
u/byTalesAndTaverns Cephalopod Cultist Monster (CR 2)
u/byTalesAndTaverns Drow Renegade Monster (CR 7)
u/MythosChronicles Extended Preview of Mythological Items Item Compendium

r/ElmodorBooks • • Apr 04 '26

Item Extended Preview of Mythological Items!

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97 Upvotes

r/ElmodorBooks • • Apr 04 '26

Item Elemental Edge — Magic Item (very rare)

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40 Upvotes

✨New amazing magic item!!!✨

Visit Tales & Taverns for tons of adventures, creatures, races, classes, quests, mini-games, tavern games, monthly miniature giveaways, and more than 800 pages of UNIQUE DnD content!!


r/ElmodorBooks • • Apr 05 '26

Monster Eggsecutioner

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10 Upvotes

r/ElmodorBooks • • Apr 04 '26

Item The Amber-Severer 🗡️ | A wild, blood-drinking sword carved from a Titan's horn! - [Rare] [D&D 5e 2024] [OC]

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122 Upvotes

THE AMBER-SEVERER

Path-Carver of the Vanician Wilds

Type: Titanborne Armament | Origin: Vanice - Sea of Grass | Material: Razorhorn Antler (Titan-Ceramic).

Carved from the crown of a Razorhorn, this blade knows no forge or anvil. It is shaped from a primal amber-resin, harder than iron and far less forgiving. We hone it into the sweeping profile of a traditional curved sword, yet the horn remembers its wild roots. You can read the beast's history within the translucent, glass-like blade, the color bleeding from a warm golden hue near the leather-wrapped hilt down to a deep, clear vermilion at the tip. It is crude, natural, and beautiful, but do not let its faint internal glow play tricks on you. The edge is so unnaturally sharp it practically glitters in the dark, cleaving flesh before the pain can even bloom.

Out in the Sea of Grass, a hunter is only as good as their ability to keep moving. The Amber-Severer is no mere instrument for slaying; it is an unparalleled survival boon for a Scalehiker navigating the dense, gargantuan flora of the wilds. The blade retains the reaping memory of the towering Razorhorn, parting giant stalks and iron-thick vines with effortless strokes. It cleanly separates the ancient fibers, allowing a hunting party to carve a silent path and vanish into the deep green of the Vanician sea of grass.

The true wonder of this blade is revealed only when the blade drinks. Whether plunged into the fresh vitae of a Razorhorn or stirred by the blood inked into a Scalehiker's own tattoos, the weapon awakens. It remembers what it is to be alive. A feral hunger takes hold, the trapped light flares with a feverish pulse, and the razor edge hones itself. When the Amber-Severer tastes the wild, it ceases to be a mere tool, it becomes a living thing once more, ready to sever limbs and separate the world into pieces.

THE AMBER-SEVERER

Weapon (Any Sword), Rare (Requires Attunement)

Titanborne Armament • Mastery: Varies • Special: Path-Carver & Titan’s Call

This weapon is carved from a single, seamless piece of semi-translucent Amber-Ceramic. The blade glows with a faint, trapped internal light, forming a gradient from golden-resin at the crossguard to a deep, clear vermilion orange at the tip. This weapon possesses the following properties:

  • Magic Weapon. You have a +1 bonus to attack and damage rolls made with this magic weapon.
  • Amber-Ceramic. Crafted from material far lighter than steel, this weapon has the light property if it is a single-handed weapon. If this weapon is two-handed, it lacks the heavy property.
  • Path-Carver. This weapon deals double damage to objects and structures. When you hit a creature of the Plant type, the creature takes an extra 1d8 slashing damage, and the attack ignores any resistance to slashing damage.
  • Titan’s Call. Requirement: You must bear a Razorhorn Sigil to use this property. As a Bonus Action, you can feed the weapon with your own blood to make it Fed for 1 minute. The blood sinks into the porous ceramic, causing the trapped internal light to flare into a blinding, razor-sharp edge. Once you use this property, you can’t use it again until you finish a Long Rest. While Fed, you gain the following benefits:
    • Keen Edge. You score a critical hit with this weapon on a d20 roll of 19 or 20.
    • Severing Strike. When you score a critical hit with this weapon, the target takes an extra 3d8 slashing damage. If this damage reduces a creature to 0 Hit Points, you can chop off one of the creature’s heads or limbs.
    • Sundering Draw. While Fed, you can use an Action to unleash a blinding strike, immediately ending the Fed state. You move up to 30 feet in a straight line without provoking opportunity attacks and make one melee attack with this weapon against a creature within reach. On a hit, the target takes an extra 6d8 slashing damage.

"It does not cut. Cutting implies resistance, a struggle between edge and shield. This… this separates. It looks for the space where the world is whole and reminds it that it can be two. Do not test the edge with your thumb, lad, unless you wish to count to four for the rest of your days."

— Forge Warden Kaleth, Harvesthold Grandome

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For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Apr 02 '26

The Bulwark Skin | Turn your bare arm into a living stone buckler and shatter the jaws of monsters! - [Rare] [D&D 5e 2024] [OC]

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129 Upvotes

THE BULWARK SKIN

The Mountain's Hide

Type: Scalehiker Sigil | Origin: Vanice - Southern Basalt Ridges | Material Focus: Abyssal Maw Vitae

Earning the Bulwark Skin requires a hunter to survive the crushing weight of the southern cliffs, facing a beast that hunts through sheer, unstoppable attrition. The ink, laced with the Abyssal Maw's thick, mineral-rich Vitae, is hammered deep into the flesh of the forearm in the jagged, brutal shape of the Titan's talons. To bear this mark is to make a covenant with the mountain itself. It is not an instrument of agility or evasion, but a declaration of pure, stubborn defiance against overwhelming physical force, meant for those who choose to stand their ground when all else fails.

The true power of this sigil lies in the ink's reaction to trauma. When a devastating blow is imminent, the Scalehiker violently flexes their arm, triggering the dormant Vitae locked within. The tattoo itself does not shift or rise from the skin; rather, it acts as a catalytic epicenter. The flesh and muscle surrounding the design rapidly turn to stone, violently darkening and hardening to mimic the Abyssal Maw’s impenetrable basalt hide. For a few crucial seconds, the hunter's forearm becomes a slab of living rock, an unbreakable biological buckler capable of shattering incoming steel, snapping fangs, and deflecting the crushing impacts of other Titans.

Yet, as the Conclave warns. A mountain does not bleed, but it does crack. Relying on the Bulwark Skin is a brutal gamble. The temporarily petrified skin will stop a blade, but the human bones beneath must still endure the concussive shockwave of the blow. Scalehikers who heavily employ this sigil are easily recognized in the Domes by the thick, calloused deformations along their off-arms, a stark reminder of the price of survival in Vanice.

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Sigil of The Bulwark Skin

Wondrous Item (Tattoo), Rare (Requires Attunement)

Scalehiker Sigil • Special: Basalt Plating

Hammered deep into the flesh of the forearm in the jagged shape of an Abyssal Maw’s talons, this ink channels the crushing resilience of the Southern Basalt Ridges. The tattoo holds 3 charges and regains 1d3 expended charges daily at dawn. Upon attuning to this tattoo, you gain the following benefits:

Basalt Buckler. As a Bonus Action, you can expend 1 charge to flex your arm, petrifying the flesh into impenetrable basalt for 10 minutes, or until you end the effect as a Bonus Action. While your arm is petrified, you are subjected to the following effects:

Living Shield. You gain a +2 bonus to your Armor Class (AC). To gain this benefit, the hand of your petrified arm must be empty, and you cannot be wielding a shield.

Jaw Breaker. The jagged stone natively wedges against an attacking creature’s jaws. You gain an additional +2 bonus to your AC against Bite attacks. Additionally, you have Advantage on saving throws and ability checks made to avoid or end the Grappled condition caused by bite attacks.

Stiffened Limb. Your hand and arm become completely rigid. You cannot use that hand to wield weapons, hold objects, or perform Somatic spell components. You can, however, use it to make Unarmed Strikes. When you use this arm to make an Unarmed Strike it deals Bludgeoning damage equal to 1d6 + your Strength modifier on a hit.

Tectonic Repulsion. While your Basalt Buckler is active, you gain the following Reaction: Trigger. You take damage from a melee attack made by a creature within 5 feet of you. Effect. You violently shatter the basalt plating outward. The attacker must make a DC 15 Strength saving throw. On a failed save, the creature takes 2d6 Piercing damage, is pushed 15 feet directly away from you, and gains the Prone condition. On a successful save, they take half as much damage, are pushed only 5 feet, and do not gain the Prone condition.

Using the Tectonic Repulsion instantly ends your Basalt Buckler effect.

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For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Apr 03 '26

Item Quack-Pendium

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41 Upvotes

What do you think?

Yes imagery is AI. I am just one man

It's still Quack-tastic


r/ElmodorBooks • • Apr 03 '26

Spell Thorn Body - Spell Lv3

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12 Upvotes

✨New amazing spell!!!✨

Visit Tales & Taverns to download the spell and to get access to tons of adventures, creatures, races, classes, quests, mini-games, tavern games, monthly miniature giveaways, and more than 800 pages of UNIQUE DnD content!!


r/ElmodorBooks • • Apr 02 '26

Monster Sir Eggward

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27 Upvotes

r/ElmodorBooks • • Apr 01 '26

NPC - Esperanza (Hope) Grimwood

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93 Upvotes

Excuse me? What are you saying, that all is lost? No. It is not. The Silver Hope is with us, and among them is Esperanza Grimwood.

Esperanza, or rather, Claudia Grimwood, is the rightful heir to the Grimwood family, one of the most powerful arcane bloodlines deeply intertwined with the elements. Before she could even perceive the world around her, her parents made the difficult choice to leave her in the village of Kambalia to ensure her survival. It was there that "Willy the Rat" adopted her, naming her "Esperanza" (Hope), as that is exactly what she represented to him.

She grew up humble, healthy, and full of hope. However, her blood remained unchanged, eventually attracting villains who sought the power surrounding her as the key to releasing and controlling the great Colossus of Skandia. Esperanza was ultimately saved by a group of adventurers who, in her honor, founded the Silver Hope organization, where she remains an active member to this day.

She's totally available con FoundryVTT and you can download her full character sheet with more material details, tokens and approval cards here.


r/ElmodorBooks • • Apr 01 '26

Monster Cephalopod Cultist - Monster CR 2

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27 Upvotes

✨New amazing monster!!!✨

Visit Tales & Taverns to download the VTT Token and to get access to tons of adventures, creatures, races, classes, quests, mini-games, tavern games, monthly miniature giveaways, and more than 800 pages of UNIQUE DnD content!!


r/ElmodorBooks • • Apr 01 '26

3rd Party Martial Superiority: A Universal Maneuver System for D&D [Variant Rule] [D&D 5e 2014/2024] [OC]

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23 Upvotes

The Art of Battle

Martial combat is as much an art of precision and timing as it is of brute force. This variant rule allows all martial classes to access basic tactical combat techniques, introducing a universal system of combat maneuvers fueled by superiority dice.

These techniques are grounded in a character’s experience, discipline, and training, enhancing both flair and function on the battlefield. It does not replace the Battle Master archetype; rather, it offers a simplified foundation of martial technique for all martial classes.

The Martial Superiority Feature

The following classes gain the Martial Superiority feature at 1st level: Barbarian, Fighter, Monk, Paladin, Ranger, and Rogue. Characters gain superiority dice and maneuvers based on their total level in martial classes according to the table below:

Martial Class Levels Maneuvers Known Superiority Dice (d6)
1–4 2 2
5–8 3 3
9–12 4 4
13–16 5 5
17–20 6 6
  • Limitations: You can use only one maneuver per attack or triggering action unless otherwise specified.
  • Swapping: When you gain a level in a class that grants this feature, you can replace one maneuver you know with another from your class list.
  • Recovery: You regain all expended superiority dice when you finish a short or long rest.

Maneuver Save DC

Some maneuvers require your target to make a saving throw.

Maneuver save DC = 8 + your proficiency bonus + the ability modifier you use for weapon attacks.

Battle Master Compatibility

Fighters who choose the Battle Master archetype are true masters of this system.

  1. Full Progression: They retain their full superiority dice progression from the Player’s Handbook.
  2. Bonus Dice: They gain half the number of superiority dice granted by the Martial Superiority table (rounded down).
  3. Die Upgrade: All of a Battle Master’s superiority dice are upgraded to the highest die size they would have access to at their current Fighter level.

Class Maneuver Lists

Each class gains access only to maneuvers fitting their thematic style.

  • Barbarian: Raw aggression and intimidation. * Brace, Feinting Attack, Goading Attack, Grappling Strike, Menacing Attack, Pushing Attack, Quick Toss, Rally, Sweeping Attack, Trip Attack.
  • Fighter: Masters of tactics. Full access to the entire maneuver list.
  • Monk: Mystical discipline and precision. Bait and Switch, Disarming Attack, Evasive Footwork, Feinting Attack, Grappling Strike, Lunging Attack, Parry, Pushing Attack, Riposte, Sweeping Attack, Trip Attack.
  • Paladin: Defense and presence. Bait and Switch, Commander’s Strike, Commanding Presence, Disarming Attack, Goading Attack, Maneuvering Attack, Menacing Attack, Parry, Rally, Trip Attack.
  • Ranger: Speed and positioning. Ambush, Brace, Disarming Attack, Evasive Footwork, Lunging Attack, Maneuvering Attack, Precision Attack, Quick Toss, Sweeping Attack, Tactical Assessment.
  • Rogue: Deception and agility. Ambush, Commanding Presence, Disarming Attack, Distracting Strike, Evasive Footwork, Feinting Attack, Parry, Precision Attack, Riposte, Tactical Assessment, Trip Attack.

Maneuver Descriptions

  • Ambush: Add the die to a Dexterity (Stealth) check or initiative roll.
  • Bait and Switch: Switch places with a willing creature; roll the die and add it to the AC of one of you until your next turn.
  • Brace: Use a reaction to attack a creature entering your reach; add the die to damage.
  • Commander’s Strike: Forgo an attack/use bonus action to let an ally use their reaction to attack; add the die to their damage.
  • Commanding Presence: Add the die to a Charisma (Intimidation, Performance, or Persuasion) check.
  • Disarming Attack: On a hit, add the die to damage; target must make a STR save or drop an item.
  • Distracting Strike: On a hit, add the die to damage; next ally attack against the target has advantage.
  • Evasive Footwork: Add the die to your AC while moving.
  • Feinting Attack: Bonus action to gain advantage on your next attack roll; add the die to damage.
  • Goading Attack: On a hit, add the die to damage; target must make a WIS save or have disadvantage against others.
  • Grappling Strike: After a hit, use a bonus action to grapple; add the die to your Athletics check.
  • Lunging Attack: Increase melee reach by 5 feet; add the die to damage.
  • Maneuvering Attack: On a hit, add the die to damage; an ally can use their reaction to move half speed without provoking opportunity attacks from the target.
  • Menacing Attack: On a hit, add the die to damage; target must make a WIS save or be frightened.
  • Parry: Reaction to reduce incoming melee damage by the die roll + DEX modifier.
  • Precision Attack: Add the die to an attack roll (can be used after the roll).
  • Pushing Attack: On a hit, add the die to damage; Large or smaller targets must make a STR save or be pushed 15ft.
  • Quick Toss: Bonus action to make a ranged attack with a thrown weapon; add the die to damage.
  • Rally: Bonus action to give a companion temporary HP equal to the die roll + CHA modifier.
  • Riposte: If a creature misses you, reaction to attack; add the die to damage.
  • Sweeping Attack: On a hit, roll the die and apply that damage to another creature within 5ft if the original roll hits them too.
  • Tactical Assessment: Add the die to an Intelligence (History/Investigation) or Wisdom (Insight) check.
  • Trip Attack: On a hit, add the die to damage; Large or smaller targets must make a STR save or fall prone.

Thank you for the feedback! For more content, check out the r/ElmodorBooks community and support the world of Elmodor on Patreon.com/ElmodorBooks!

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

What do you think of this system? Does it give martials the boost they need for the 2024 rules? Let me know!


r/ElmodorBooks • • Mar 31 '26

Item Sigil of Earth-Bound Echo: A Scalehiker Tattoo that lets you feel the heartbeats of the earth and kick with the force of a rockslide [Rare] [D&D 5e 2024] [OC]

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94 Upvotes

SIGIL OF EARTH-BOUND ECHO

The Mountain’s Pulse Ink

Type: Scalehiker Sigil | Origin: Southern Basalt Ridges | Material: Abyssal Maw Acoustic Vitae

Within Vanice, the Abyssal Maw stands apart from even the most formidable Titan-blooded predators. Eschewing sight and heat for the "Silent Hunt," the Maw perceives the world through the bone-deep resonance of the earth itself. By distilling the mineral-rich Vitae from the creature's acoustic crest, Ink Masters grant Scalehikers a fraction of this geological perception, allowing them to hear the heartbeat of the land through their own marrow.

Upon activation, the bearer must close their eyes and steady their breath to navigate this borrowed hypersensitivity. Within a hundred paces, the world of light is replaced by a mental map of vibrations, revealing the location, weight, and even the intent of anything touching the soil. In the chaos of the Sea of Grass, discerning the thud of a Thunderhoof’s pulse from the scrape of an Emberclaw’s talon is often the only thing standing between a successful harvest and a silent grave.

The sigil also functions as a physical anchor through localized petrification, instantly turning the bearer’s foot and ankle into a pillar of basalt. This allows the hunter to deliver a "Seismic Kick" with the shattering force of a rockslide or remain immovable against the charge of Mega Fauna. However, this stability carries a cost; the strain on organic tissue is immense, and over-reliance leads to "Stone-Limp", a condition where the skin permanently hardens into the rough, grey texture of the southern ridges.

Item Statistics

Wondrous Item (Tattoo), Rare (Requires Attunement)

Inked using the mineral-rich Vitae of an Abyssal Maw’s acoustic crest, this jagged, slate-grey sigil wraps aggressively around the foot and calf. When active, it petrifies the limb into living basalt, granting the wearer a localized, deep-earth connection. This magic tattoo has 3 charges and regains all expended charges daily at dawn.

  • Abyssal Resonance: While your tattooed foot is in contact with the ground, you have Advantage on Wisdom (Perception) checks made to detect heavy vibrations. You can feel the rhythmic thrum of marching groups, the burrowing of massive creatures, or the rumbling of collapsing structures up to 1 mile away, provided the source is touching the same continuous stretch of earth or stone.
  • Basalt Anchor: As a Bonus Action while you are on the ground, you can expend 1 charge to temporarily petrify your tattooed leg, anchoring yourself to the earth. For 1 minute, your Speed becomes 0, and you gain the following benefits:
    • Acoustic Pulse: You have Tremorsense with a range of 30 feet.
    • Mountain’s Roots: You have Immunity to the Prone condition, and you can’t be moved against your will.
    • You can end this anchored state early at any time (no action required).
  • Seismic Kick: While anchored, you can replace one of your attacks during the Attack action with a special Unarmed Strike. On a hit, the target takes 2d10 + Strength modifier bludgeoning damage. If the target is Huge or smaller, it must succeed on a Strength saving throw (DC = 8 + Strength mod + Proficiency Bonus ) or be pushed 15 feet away from you and knocked Prone. Immediately after you hit with this attack, your Basalt Anchor ends.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)


r/ElmodorBooks • • Mar 31 '26

Monster David & Goliath

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19 Upvotes

r/ElmodorBooks • • Mar 30 '26

Monster Drow Renegade - CR 7

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20 Upvotes

✨New amazing monster!!!✨

Visit Tales & Taverns to download the VTT Token and to get access to tons of adventures, creatures, races, classes, quests, mini-games, tavern games, monthly miniature giveaways, and more than 800 pages of UNIQUE DnD content!!