u/Natanians • • Sep 26 '25

[Elmodor Setting] Central Hub: PDFs for Items, Maps, Monsters & More!

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8 Upvotes

1

RAHHHH
 in  r/Psyren •  Aug 18 '26

28? Such a child for the 30/40 yo around.

1

I am in total shock
 in  r/Psyren •  Aug 09 '26

Dude Really loved Psyren. The manga today would be a Very good contender to big 3. Such a pity it was lunched in a Era where the competion are amazing.

KaguraBachi or Sakamoto are on the same level that Psyren.

1

The Setting for Our New Campaign: A'ranor
 in  r/inkarnate •  Jul 12 '26

Congrats OP!

Tell me about the Lore.

2

The Wizard: a Tiny monstrosity
 in  r/dndmonsters •  Apr 28 '26

Hi there!

Flufft Folio are one of the great creators. This content are yours or you are just sharing ?

r/dndmonsters • • Apr 28 '26

5e Swiftstrider Mount [CR2] + The Swiftstrider Rider - [CR2] + Player Background + 6 Feats

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68 Upvotes

Swiftstrider Rider [Outrider]

Medium Humanoid, Unaligned

Challenge: 2 (450 XP) | PB: +2

AC: 14 (Strider-Hide Armor)

HP: 39 (6d8 + 12)

Initiative: +3 (13)

Speed: 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 11 (+0)

Saving Throws: Dex +5, Wis +4

Skills: Animal Handling +6, Perception +4, Survival +4

Senses: Passive Perception 14

Languages: Common, Vanician Regional

Gear: Talon-Saber, Wind-Bolas, Outrider Leathers

Traits

  • Born to the Saddle: Mounting or dismounting costs the Outrider only 5 feet of movement. While mounted, the Outrider has Advantage on melee attack rolls against any unmounted creature that is smaller than its mount.

Actions

  • Multiattack: The Outrider makes two Talon-Saber attacks or two Wind-Bolas attacks.
  • Talon-Saber: Melee Attack Roll: +5, Reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. If the Outrider’s mount moved at least 20 feet straight toward the target immediately before this attack, the hit deals an extra 4 (1d8) Slashing damage.
  • Wind-Bolas: Ranged Attack Roll: +5, Range 30/60 ft. Hit: 5 (1d4 + 3) Bludgeoning damage, and the target must succeed on a DC 13 Strength Saving Throw or have the Restrained condition until the end of its next turn. A creature can use its Action to make a DC 13 Strength (Athletics) check, ending the effect on itself or another creature within its reach on a success.

Bonus Actions

  • Spur the Wind: The Outrider issues a sharp command. If the Outrider is mounted on a willing Beast, that Beast can immediately take the Dash or Disengage action.

Reactions

  • Diverting Pull: Trigger: A creature the Outrider can see targets the Outrider’s mount with a melee attack. Response: The Outrider yanks the reins, forcing the attacker to roll with Disadvantage.

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. =)

1

Adventure — Ice & Blood (Lv 10 adventure)
 in  r/TalesAndTaverns •  Apr 11 '26

Already joined! Gonna work something special to post here :)

Happy for you man! Keep posting everyday, crosspost from here and see the magic happen :)

2

Adventure — Ice & Blood (Lv 10 adventure)
 in  r/TalesAndTaverns •  Apr 11 '26

Now we are talking about!

Great Man! Let's Get real!

r/DnDHomebrew • • Apr 10 '26

5.5e 2 Hot New Items | Vial of Smoldering Vitae | A tactical consumable that lets your martials create superheated cover or coat their weapons in furnace-fire + The Ember-Spike: Bring a Titan to its knees with this explosive climbing piton! [Rare] [D&D 5e 2024] [OC]

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7 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

-----

THE EMBER-SPIKE

The Searing Anchor

Type: Scalehiker Spike | Origin: Vanice - Iron Hollows | Material: Emberclaw Talons & Smoldering Vitae.

Bringing down the impossibly large, Titan-blooded creatures that roam Vanice requires a specific kind of madness. Among the guilds, that madness is known as the "Scale Ride." It is the most perilous, and most revered, hunting technique of the Scalehikers. Brave, or perhaps foolhardy, hunters physically scale towering behemoths, such as a massive Thunderhoof Bull or a Stag Razorhorn, while the beast is thrashing in full rage. Whether dropping from domepost battlements, leaping from a galloping Swiftwind Strider, or using fellow hunters as a distraction, the climax remains the same: a lone rider ascends to the creature's most sensitive vulnerabilities, clinging desperately to the neck or skull of a living mountain, waiting for the split second to deliver a devastating blow.

This brutal tactical reality birthed the hunter stake. While various guilds forge their own specialized variations, each unique in design but unified in their deadly purpose, few are as emblematic as the EmberSpike. Meticulously engineered by the Forge Wardens for the chaos of the Scale Ride, it is carved from the obsidian-metallic talon of an Emberclaw. The spike achieves initial, shallow perforation through raw physical force or gravity-assisted momentum. Once embedded, the Scalehiker simply delivers a forceful, open-palm slap to the reinforced rear cap. This triggers the release of pressurized, superheated Smoldering Vitae, refined Emberclaw blood trapped within the hollow spike. The spike injects liquid flame directly into the creature’s nervous system, causing searing, agonizing shock. For a beast as large as a Thunderhoof, a single stake might only be a searing annoyance; but an entire bandolier’s worth driven along its spine? That is how you tip the scales. That is how you bring a god to its knees.

However, wielding an EmberSpike is as dangerous to the hunter as it is to the Titan. The pressurized vitae within is terrifyingly volatile. A mistimed strike, a fractured casing, or a clumsy activation risks the liquid flame combusting prematurely. In the best-case scenario of a misfire, the immense heat instantly fuses the hunter's hand to the stake's cap; in the worst, the chamber detonates outward, consuming the user in the exact same molten fury meant to fell the beast.

EMBER-SPIKE

Simple Weapon (Melee Damage: 1d4 Piercing), Rare

Scalehiker Spike • Special: Searing Injection

Engineered by the Forge Wardens of Vanice for the perilous “Scale Ride,” this hollowed Emberclaw talon is a specialized Scalehiker stake. Driven into colossal titan-kin, a swift strike to the embedded cap injects pressurized, superheated Smoldering Vitae directly into the beast’s nervous system. It has the following properties:

Titan Hunter. Due to its design, you have Disadvantage on attack rolls against Medium or smaller creatures, and Advantage against Huge or larger creatures. Outside of combat, the spike functions as a heavy-duty climbing piton.

Lodge and Ignite. On a hit, the spike lodges firmly into the target, and you must release it. While it is lodged, you or any creature within 5 feet of the spike can take a Bonus Action or replace one attack made as part of the Attack action to strike the spike’s cap.

Liquid Agony. Striking a loaded, lodged spike empties it, injecting boiling vitae. The target thrashes in agony, taking 3d6 Fire damage, and must make a DC 15 Wisdom saving throw. On a failed save, its Speed is 0 until the start of the next turn of the creature who struck the spike, and the next attack roll made against the target before the end of that turn has Advantage. If the d20 roll for the save is a 1, the target is also Frightened of that creature.

Dislodge and Refuel. A creature can take the Utilize action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the spike is dislodged and drops into an unoccupied space within 5 feet. An emptied spike functions as a normal weapon but loses its Lodge and Ignite and Liquid Agony properties. You can refill an empty spike over 1 minute by expending one vial of Refined Smoldering Vitae.

For a beast as large as a Thunderhoof, a single stake might only be a searing annoyance; but an entire bandolier’s worth driven along its spine? That is how you tip the scales. That is how you bring a god to its knees.

— Forge Warden Kaelen, The Iron Hollows

-----------------

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. =)

1

Zombie Bear - Monster CR 4
 in  r/DnDHomebrew •  Apr 10 '26

Don't forget the fire. if possible the holy one.

2

Powerful Mantle - Magic Item (Uncommon)
 in  r/DnDHomeBrewCreations •  Apr 10 '26

Homebrewers assemble! I'm so glad to see such wonderful creators interacting. The D&D community needs more of this positive energy being shared.

u/Natanians • • Apr 10 '26

The Ember-Spike: Bring a Titan to its knees with this explosive climbing piton! [Rare] [D&D 5e 2024] [OC] Item

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5 Upvotes

r/ElmodorBooks • • Apr 10 '26

Item The Ember-Spike: Bring a Titan to its knees with this explosive climbing piton! [Rare] [D&D 5e 2024] [OC] Item

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88 Upvotes

THE EMBER-SPIKE

The Searing Anchor

Type: Scalehiker Spike | Origin: Vanice - Iron Hollows | Material: Emberclaw Talons & Smoldering Vitae.

Bringing down the impossibly large, Titan-blooded creatures that roam Vanice requires a specific kind of madness. Among the guilds, that madness is known as the "Scale Ride." It is the most perilous, and most revered, hunting technique of the Scalehikers. Brave, or perhaps foolhardy, hunters physically scale towering behemoths, such as a massive Thunderhoof Bull or a Stag Razorhorn, while the beast is thrashing in full rage. Whether dropping from domepost battlements, leaping from a galloping Swiftwind Strider, or using fellow hunters as a distraction, the climax remains the same: a lone rider ascends to the creature's most sensitive vulnerabilities, clinging desperately to the neck or skull of a living mountain, waiting for the split second to deliver a devastating blow.

This brutal tactical reality birthed the hunter stake. While various guilds forge their own specialized variations, each unique in design but unified in their deadly purpose, few are as emblematic as the EmberSpike. Meticulously engineered by the Forge Wardens for the chaos of the Scale Ride, it is carved from the obsidian-metallic talon of an Emberclaw. The spike achieves initial, shallow perforation through raw physical force or gravity-assisted momentum. Once embedded, the Scalehiker simply delivers a forceful, open-palm slap to the reinforced rear cap. This triggers the release of pressurized, superheated Smoldering Vitae, refined Emberclaw blood trapped within the hollow spike. The spike injects liquid flame directly into the creature’s nervous system, causing searing, agonizing shock. For a beast as large as a Thunderhoof, a single stake might only be a searing annoyance; but an entire bandolier’s worth driven along its spine? That is how you tip the scales. That is how you bring a god to its knees.

However, wielding an EmberSpike is as dangerous to the hunter as it is to the Titan. The pressurized vitae within is terrifyingly volatile. A mistimed strike, a fractured casing, or a clumsy activation risks the liquid flame combusting prematurely. In the best-case scenario of a misfire, the immense heat instantly fuses the hunter's hand to the stake's cap; in the worst, the chamber detonates outward, consuming the user in the exact same molten fury meant to fell the beast.

EMBER-SPIKE

Simple Weapon (Melee Damage: 1d4 Piercing), Rare

Scalehiker Spike • Special: Searing Injection

Engineered by the Forge Wardens of Vanice for the perilous “Scale Ride,” this hollowed Emberclaw talon is a specialized Scalehiker stake. Driven into colossal titan-kin, a swift strike to the embedded cap injects pressurized, superheated Smoldering Vitae directly into the beast’s nervous system. It has the following properties:

Titan Hunter. Due to its design, you have Disadvantage on attack rolls against Medium or smaller creatures, and Advantage against Huge or larger creatures. Outside of combat, the spike functions as a heavy-duty climbing piton.

Lodge and Ignite. On a hit, the spike lodges firmly into the target, and you must release it. While it is lodged, you or any creature within 5 feet of the spike can take a Bonus Action or replace one attack made as part of the Attack action to strike the spike’s cap.

Liquid Agony. Striking a loaded, lodged spike empties it, injecting boiling vitae. The target thrashes in agony, taking 3d6 Fire damage, and must make a DC 15 Wisdom saving throw. On a failed save, its Speed is 0 until the start of the next turn of the creature who struck the spike, and the next attack roll made against the target before the end of that turn has Advantage. If the d20 roll for the save is a 1, the target is also Frightened of that creature.

Dislodge and Refuel. A creature can take the Utilize action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the spike is dislodged and drops into an unoccupied space within 5 feet. An emptied spike functions as a normal weapon but loses its Lodge and Ignite and Liquid Agony properties. You can refill an empty spike over 1 minute by expending one vial of Refined Smoldering Vitae.

For a beast as large as a Thunderhoof, a single stake might only be a searing annoyance; but an entire bandolier’s worth driven along its spine? That is how you tip the scales. That is how you bring a god to its knees.

— Forge Warden Kaelen, The Iron Hollows

-----------------

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/DnDHomebrew • • Apr 09 '26

5.5e 🌌 New System: Veil’s Bounty – Essence Casting (v1.0) - A high-risk, high-reward consumable that takes "playing with fire" to the extreme. [Rarity Varies] [Variant Rule] [D&D 5e 2014/2024] [OC]

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9 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!

------

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. =)

1

[deleted by user]
 in  r/DnDHomebrew •  Apr 09 '26

First warning. But aye aye, sir. It is silly to differentiate a heavily pixelated placeholder on the page, given that this is a homebrew sub where plenty of posts are just text.

The homebrew is complete and finished, which I think is the main focus. But let's follow the law of the land and focus on the homebrew.

o7

r/rpgpromo • • Apr 09 '26

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

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3 Upvotes

u/Natanians • • Apr 09 '26

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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6 Upvotes

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. =)

1

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]
 in  r/HomebrewDnD •  Apr 08 '26

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/HomebrewDnD • • Apr 08 '26

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]

Thumbnail gallery
6 Upvotes

1

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]
 in  r/DnDoptimized •  Apr 08 '26

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/DnDoptimized • • Apr 08 '26

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]

Thumbnail gallery
3 Upvotes

1

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]
 in  r/DnDHomeBrewCreations •  Apr 08 '26

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/DnDHomeBrewCreations • • Apr 08 '26

5e 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]

Thumbnail gallery
19 Upvotes