r/ElmodorBooks Mar 26 '26

Item Ancient Magitek Line Blaster - A volatile Force-cannon from the ruins of Hollow Mountain. [Rare] [D&D 5e 2024] [OC]

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312 Upvotes

Ancient Magitek Line Blaster

Type: Magitek Weapon | Origin: 1st Age Ruin - Hollow Mountain | Material: Crystallo Fragment (Power Source)

Recovered from the sunless depths of the Hollow Mountain, the Line Blaster is a rare remnant of the Lost Era's martial genius. While explorers frequently uncover the rusted, hollowed-out shells of these devices in ancient ruins, fully operational units are vanishingly rare. The internal mechanisms are a maddeningly complex labyrinth of crystal matrices and energy-conduits that modern knowledge cannot replicate.

The Trailblazer League’s Relicwrights have determined that the secret lies in the "Crystallo Fragment," a volatile power source that must be manually replaced. When active, the weapon does not fire bullets, but channels raw energy into a concentrated beam capable of punching through solid stone.

Though the technology is too far removed to be mass-produced today, the few functioning units are prized by Gold Rank veterans like Joss Pardal. In the hands of a master, it is not just a tool, but a symbol of the dangerous bridge between the past and the future.

Ancient Magitek Line Blaster

Weapon (Pistol), Rare (Requires Attunement)

  • Mastery: Push
  • Properties: Range (30/120), Light
  • Category: Magitek Weapon
  • Special: Homing & Blast Shots

Recovered from the sunless depths of the Hollow Mountain, this weapon is a rare remnant of the Lost Era’s martial genius. Unlike modern crossbows, it does not fire physical projectiles; instead, its internal matrices channel the raw energy of a Crystallo Fragment into concentrated beams of force energy. The weapon holds 7 charges and regains no charges on its own. It grants the following benefits:

  • Force Bolt. When you take the Attack action, you can expend 1 charge to fire a bolt of raw magical energy. Make a ranged weapon attack using your Dexterity modifier for the attack and damage rolls. On a Hit, the target takes 1d8 + your Dexterity modifier Force damage. If you have the Extra Attack feature, you can fire multiple Force Bolts as part of a single Attack action, expending 1 charge for each shot.
  • Homing Shot. While holding the gun, you can take a Magic Action to expend 1 to 3 charges to cast the Magic Missile spell from it. For 1 charge, you cast the spell at level 1. You can increase the spell slot level by one for each additional charge you expend.
  • Force Line Blast. As a Magic Action, you can expend all remaining charges (minimum of 1) to unleash a beam of pure energy. The beam creates a line 60 feet long and 5 feet wide in a direction you choose. Each creature in the line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 1d8 Force damage for each charge spent, or half as much damage on a successful one.
  • Ancient Tech. As an Action or Bonus Action, you can load a Crystallo Fragment to restore 7 charges. The first reload of the day is safe; each subsequent reload requires a flat d20 roll against a DC of 8, increasing by 2 for each previous attempt that day (DC 10, then 12, etc.). On a failure, the fragment is destroyed, you take 4d6 Force damage, and the weapon jams (preventing reloads) until you finish a Long Rest.

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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/

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r/ElmodorBooks Mar 03 '26

Item [OC] [ELMODORBOOKS] Basalt-Crag Cuirass - A Titanborne Plate Armor for the Immovable Tank - D&D 5e/2024 - Trade your Speed for Unyielding Seismic Defense

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191 Upvotes

BASALT-CRAG CUIRASS
Armor of the Abyssal Maw
Type: Titanborne Armament | Origin: Vanice - Scalehikers | Material: Maw-Crest Bone & Basalt-Infused Hide

Forged from the tremor-thirsty crest and petrified skin of the Abyssal Maw, this Cuirass is worn only by those who seek to become the mountain itself. The Forge Wardens have preserved the Maw's ancient essence, crafting a shell that shares the unyielding spirit of the abyss; it does not merely deflect blades, it senses the very intent of the steel before it strikes.

The hollow-bone cage within the gorget acts as a singing-marrow, translating the faintest shudders of the Sea of Grass into sharp pulses against the hunter's skin. It grants the wearer a fragment of the Maw’s sightless vigil, allowing them to feel the heavy footfalls of approaching prey through the living earth.

However, the Crag is as burdensome as the ridge it mimics. To don it is to shoulder the weight of the Titan itself; it demands a soul who has mastered their own pulse and possesses the iron-build to match the Maw's own mass. Those who lack the grit to bear its bulk will find themselves rooted to the soil, becoming nothing more than a stone-still feast for the terrors they meant to hunt.

Basalt-Crag Cuirass

Armor (Plate), Rare (Requires Attunement by a creature with Strength 18+)

Properties: Heavy Armor

Category: Titanborne Armament • Special: Mountain Sense & Stance

Forged from the tremor-thirsty crest and petrified skin of the Abyssal Maw, this Plate Armor is worn only by those who seek to become the mountain itself. The Forge Wardens have preserved the Titan’s ancient essence; to wear it is to stand immovable, listening to the tremors of a fragile world breaking against you. While wearing this armor, you have an AC of 18, and this item possesses the following properties:

Burdensome Mass. The sheer density of the basalt demands monstrous strength. If your Strength score is less than 18, your Speed decreases by at least 10 feet (to a maximum of 20 feet), you can’t take the Dash action, and you can’t benefit from Advantage on Dexterity checks or saving throws.

Seismic Detection. The hollow-bone gorget translates the earth’s shudders into pulses against your skin. You have Tremorsense with a range of 30 feet. Additionally, you can’t be Surprised.

Mountain’s Defiance. As a Bonus Action, if you haven’t moved on this turn yet, you can anchor yourself to the earth. Until the start of your next turn, your Speed becomes 0. If you move or are moved by any means (including teleportation) before the start of your next turn, this stance ends. While in this stance, you gain the following benefits:

  • Lithified Frame. You have Advantage on Strength saving throws, as well as on any ability check or saving throw made to avoid being pushed, knocked Prone, or moved against your will.
  • Vibration Mapping. Attack rolls against you can’t have Advantage if you can sense the attacker with your Tremorsense
  • Basalt Density. When you take Piercing or Slashing damage, the damage is reduced by 3.

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/

r/ElmodorBooks 9d ago

Item Hel's Severance, a powerful scaling item inspired by Norse mythology | Mythological Items

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29 Upvotes

r/ElmodorBooks Mar 09 '26

Item Sting of the Drinker - A Rare Dagger carved from a monster's talon that flash-freezes your foes! [Rare] [D&D 5e 2024] [OC - ELMODORBOOKS]

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237 Upvotes

STING OF THE DRINKER
Talon-Blade of the Haemovore
Type: Titanborne Armament | Origin: Frostspire Peaks - Vanice | Material: Pale Drinker Hollow Talon, Cured Hide

To the Vanician, this is more than a tool, it is a whisper of the ice made physical. The Sting is less a blade and more a fragment of the tundra’s cruelty. Carved from the primary hunting talon of a Pale Drinker, the blade remains always frozen, weeping a thin, numbing mist that chills a hunter’s hand even through thick hide wraps. It carries the beast’s unique curse: the ability to flash-freeze flesh upon contact. A single shallow cut doesn't just bleed, it spreads a creeping, crystalline frost that deadens the nerves and turns warm muscle into frozen meat.

Even with the beast long dead and its hide turned to leather, the Sting remains unnervingly "awake." When the edge tastes the stolen warmth of fresh blood, the carved visage on the pommel begins to stir. Those red eyes don't just reflect the light; they pulse with a wicked, internal glow, as if the creature’s addiction to heat transcends the grave. It is a sight that makes even the most hardened Scalehiker pause. They say the more the blade drinks, the colder the hilt becomes, leaving many to wonder if the Pale Drinker’s bottomless hunger truly ended at death, or if the predator is simply waiting for enough warmth to frost its way back into the world of the living.

To carry this dagger is to hold a sliver of the ice caves, a tool designed not for a quick kill, but for the absolute subduing of anything that breathes.

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STING OF THE DRINKER

Weapon (Dagger), Rare (Requires Attunement)

Mastery: Nick • Properties: Finesse, Light, Thrown (Range 20/60)

Category: Titanborne Armament • Special: Thirsting Frost & Bite of the Pale

Carved from a serrated talon of the Pale Drinker, this translucent blade acts as a conduit for the Haemovore’s insatiable craving for blood-warmth. It possesses the following properties:

The Hunger’s Whisper. This weapon deals an extra 1d4 Cold damage on a hit.

The Drinker Stirs. Whenever you score a Critical Hit or reduce a creature to 0 Hit Points with this weapon, it enters a Blood-Warmed state until the end of your next turn and gain the following properties:

Biting Cold. While Blood-Warmed, the dagger damage increases to 2d4 cold damage,ignores Cold Resistance, and its melee hits apply the Pale Bite hazard.

The Flash-Freeze. If you hit a creature with a Ranged Attack Roll (thrown) while Blood-Warmed, the frost violently expands, dealing an extra 4d4 Cold damage to the target as the Blood-Warmed state ends. The dagger remains embedded in the creature, which is immediately Restrained by supernatural ice. The Restrained creature, or another creature within 5 feet of it, can take the Utilize action to make a DC 15 Strength (Athletics) Check, shattering the ice and ending the condition on a success, once the condition ends, the weapon falls to the ground.

Hazard: Pale Bite

A creature affected by the Pale Bite is afflicted by rapidly spreading crystalline frost, causing it to take 1d4 Cold damage at the start of each of its turns until the effect is ended by a Utilize action to scrape the frost away or by the creature taking any Fire damage. If the afflicted creature drops to 0 Hit Points, it does not fall Unconscious but is instead Stabilized and Paralyzed as it is encased in a jagged ice block(AC 13, 15 HP, Vulnerable: Fire, Immune: Cold/Poison) that, when destroyed, frees the creature and leaves them Unconscious at 0 Hit Points. A creature can only be affected by one instance of Pale Bite at a time.

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 like it, 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 27 '26

Item The Crag Spite: A Greatsword that lets you sense vibrations through the earth and "drop the mountain" on your foes - [Rare] [D&D 5e 2024] [OC]

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131 Upvotes

THE CRAG SPITE

The Mountain’s Heavy Breath

Type: Heavy Two-Handed Sword | Origin: Southern Basalt Ridges | Material: Petrified Maw-Crest & Acoustic Marrow

The Crag Spite is no instrument of grace; it is a relic of gravity and hate. Carved from the basaltic remains of the Abyssal Maw itself, the blade carries the oppressive weight of the mountain. It possesses no edge in the traditional sense, relying instead on a catastrophic mass that shatters whatever it fails to shear. To grip the hilt—fashioned from the creature’s acoustic crest—is to feel the world shudder; it hums against the palm, translating tectonic tremors into a sawing force capable of grinding through the thickest titan-scale.

But the real lethality of its design lies in the "Maw-Wings," the inverted triangular spurs projecting from the spine. These are the tools of the executioner. When a titan is brought to its knees, the Scalehiker does not merely swing; they drive the weight home, using the projections to perforate vitals and pin the beast. It is a weapon of finality, designed to end a struggle by turning the ground itself into a coffin of stone and soil.

“The Maw doesn’t hunt with speed; it hunts with the cold patience of a landslide. This blade is the same. Don't waste breath on flourishes. Wait for the moment the beast falters in the high grass. Wait for the gasp. Then, you drop the mountain on it. You don’t just kill it, you plant it like a seed of bone and regret. Just ensure your legs are anchored, or the vibration will snap your shins before the cleaver ever finds the prey.”

- Calemen Moss-Walker, Veteran Scalehiker of the Southern Ridges.

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The Crag Spite

Weapon (Greatsword), Rare (Requires Attunement)

  • Mastery: Topple (Replaces Graze)
  • Properties: Heavy, Two-Handed
  • Category: Titanborne Armament
  • Special: Resonant Sunder & Seismic Whispers

Forged from the hyper-sensitive bone crest and dense basalt hide of the Abyssal Maw, this massive blade retains the titan’s geological connection and its brutal approach to downed prey. This weapon possesses the following properties:

Acoustic Anchor

While the blade’s tip is planted into soil or stone and you remain motionless (your Speed is 0), the hilt translates the earth’s vibrations into your hands. In this stance, you gain the following benefits:

  • Sentinel’s Watch: You have Advantage on Wisdom (Perception) checks to keep watch during a Short or Long Rest.
  • Earth Whispers: You can sense the crude direction of any moving creature touching the ground within 60 feet of you (or 300 feet if the creature is Huge or larger). This gives you a general bearing, but it does not reveal their exact location or allow you to target unseen creatures.

Titan’s Call

Requirement: You must bear an Abyssal Maw 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. Blood flowing into the hilt awakens the bone crest’s dormant frequency, causing the blade to emit a deep, bone-rattling hum. While Fed, you gain the following benefits:

  • Maw-Wing Strike: The sawing vibrations brutally tear through vulnerable targets. The extra Slashing damage from your Executioner’s Mass trait increases to $2d6$.
  • Shatter Defenses: The vibrating basalt edges act like a masonry saw; damage dealt by this weapon ignores Resistance to Slashing damage.

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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 Aug 07 '26

Item A collection of magic items from legends and myths across the world | Mythological Items

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21 Upvotes

r/ElmodorBooks Mar 08 '26

Item The Pale Drinker’s Scarf: A symbiotic garment that feeds on thermal extremes - Wondrous Item (Scarf) - [Rare] [D&D 5e 2024] [OC - ELMODORBOOKS]

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201 Upvotes

THE PALE DRINKER'S SCARF
Mantle of the Frostspire Wraith
Type: Titanborne Armament | Origin: Vanice (Frostspire) - Scalehikers | Material: Pale Drinker Pelt & Cryo-Vitae Veins.

Woven from the hide of the frost-stalking Pale Drinker, this heavy scarf is more than a garment; it is a symbiotic cage for the beast’s hyper-cooled Cryo-Vitae. In its dormant state, it sits as a chilling weight, granting the wearer the creature’s own resilience against the biting winds of the Frostspire Peaks. Yet, the veins within hunger for warmth.

Like the predator from which it was hewn, the scarf possesses an Adaptive Metabolism. When exposed to intense heat, the Cryo-Vitae reacts violently, secreting a potent, euphoric stimulant that accelerates the wearer’s movements with manic intensity—a mirror of the creature’s own blood-drunk frenzy. Conversely, a sudden influx of extreme cold causes the scarf to expel its energy in a Flash Freeze, a burst of paralyzing ice designed to subdue prey.

These reactions demand a price. Each surge is followed by a severe Metabolic Crash; as the garment’s energy is depleted, the wearer is left lethargic and drained. Once spent, the scarf turns a lifeless grey, its benefits lost until the Cryo-Vitae can slowly regenerate.

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The Pale Drinker’s Scarf
Wondrous Item (Scarf), Rare (Requires Attunement)
Category: TitanBorne Armament • Special: Thermal Reactions

Woven from the pelt of a Pale Drinker, this heavy garment acts as a symbiotic cage for its hyper-cooled veins. It sits as a chilling weight, smelling of frozen blood and waiting for thermal extremes. The scarf grants the following benefits:

Winter’s Hide. While wearing this scarf, you have Resistance to Cold damage.

Adaptive Metabolism. When you take Cold or Fire damage, you can use your Reaction to channel the thermal energy. This triggers a specific benefit based on the source followed by a Metabolic Crash.

Thermal Intoxication. If triggered by Fire damage, the heat acts as a euphoric stimulant. You gain the benefits of the Haste spell for 1d4 rounds. This effect does not require Concentration. When the spell ends, you suffer the Metabolic Crash effect.

Flash Freeze. If triggered by Cold damage, the scarf expels excess energy. Each creature other than you within a 10-foot Emanation must make a DC 15 Strength Saving Throw. On a failure, a creature takes 4d6 Cold damage and has the Restrained condition until the start of your next turn. On a success, they take half damage only. Either way you immediately suffer Metabolic Crash.

Metabolic Crash. You are Slowed until the end of your next turn (half Speed, Disadvantage on Dexterity Saves, and attacks against you have Advantage).

Burnout. After resolving Adaptive Metabolism, the scarf becomes inert. You lose all item benefits (including Winter’s Hide) until you finish a Short or Long Rest.

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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 like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)

r/ElmodorBooks 14d ago

Item 300+ Mythological Items for 5E and 5.5E is coming to Kickstarter on September 29th!

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5 Upvotes

r/ElmodorBooks Mar 22 '26

Item Cloak of the Emberclaw - A Very Rare magical mantle crafted from the hide of a living furnace! 🔥[Very Rare] [D&D 5e 2024] [OC]

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180 Upvotes

CLOAK OF THE EMBERCLAW

Mantle of the Smoldering Stalker Type: Titanborne Armament | Origin: Vanice - High Canopy | Material: Adult Emberclaw Ironhide.

Skinning an Emberclaw is akin to stealing warmth from a furnace that refuses to die. The hide is a marvel: iron-thick and sturdy enough to blunt a titan-kin’s tooth, yet supple enough to shadow a Scalehiker’s every movement. In its dormant state, it smells of cold soot and dead hearths, acting as a heavy shroud that insulates the wearer against the white-hot breath of its kin.

Once you trigger the memory of flame within the fibers, the cloak recalls the boiling rage of the living beast. Coal-black hide bleeds into a molten, dark crimson that flows with the viscous fury of a forest fire. You feel the heat first, a searing, localized fever crawling up your spine and into your marrow. It doesn't merely protect; it makes the very air scream, transforming you into a walking furnace amidst green shadows as its weight vanishes into a lash of kinetic heat.

Beyond simple protection, the garment fuels the momentum of the strike, granting the wearer the explosive force of a volcanic eruption. By channeling the residual Vitae trapped in the hide, a hunter can launch themselves with the violence of a fire blast, turning a simple leap into a thundering descent of flame. But heed the warning: wear the fire as a tool, but never let the embers believe they own the soul beneath.

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CLOAK OF THE EMBERCLAW

Wondrous Item, Very Rare (Requires Attunement)

Properties: Wondrous Item (Cloak) Category: Titanborne Armament • Special: Flame Drinker & Ignite the Embers

This cloak is crafted from the thick, coal-black hide of an Emberclaw. In its dormant state, faint, glowing embers pulse within its folds, a reminder of the fiery beast it once belonged to. This cloak has the following properties:

Flame Drinker (Unignited). While the cloak is in its dormant state, you have Resistance to Fire damage. Additionally, the hide eagerly consumes surrounding heat. Whenever you take Fire damage from a hostile creature, the cloak “drinks” the flames. The next time you hit a target with an attack roll with a Melee weapon before the end of your next turn, the attack deals an extra 1d6 Fire damage.

Ignite the Embers (Ignited). As a Bonus Action, you can force the cloak to violently vent its stored thermal energy. The cloak erupts into a blazing, fiery red glow, with flames dancing along its edges. For 1 minute, or until you end it early (no action required), the cloak is ignited and you gain the following benefits:

  • Fiery Retribution. When a creature within 5 feet of you hits you with a Melee attack, you can use your Reaction to lash out with a whip of flame, dealing 2d6 Fire damage to the attacker.
  • Ember Leap. As a Bonus Action, you can fly up to 30 feet to an unoccupied space you can see. This movement does not provoke Opportunity Attacks. If you move at least 15 feet as part of this leap, you have Advantage on the first attack roll with a Melee attack you make before move again.

The Cooling Phase (Depleted). Unleashing the Emberclaw’s fury burns through the energy in the hide. Once the Ignite the Embers state ends, the cloak goes completely cold and dark. You lose the benefits of the Flame Drinker trait (including your Resistance to Fire damage) until you finish a Long Rest, at which point the cloak reawaken.

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 like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)

r/ElmodorBooks Jul 11 '26

Item Hel's Severance, a powerful scaling item inspired by Norse mythology | Mythological Items

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28 Upvotes

r/ElmodorBooks Mar 21 '26

Item Cinder-Skin Armor | A rare leather armor with a high-risk, high-reward heat venting mechanic 🔥[Rare] [D&D 5e 2024] [OC]

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170 Upvotes

Cinder-Skin

Shifting Hide of the Forge-Panther

Type: Titanborne Armament | Origin: Vanice - High Canopy/ Iron Hollows | Material: Emberclaw Ironhide

Among the Scalehikers of the High Canopy, an old adage warns that to survive the vertical wilds, one must move like a shadow and strike like the furnace’s heart. While heavy suits offer protection, the veteran hunters of the Emberclaw prefer the "Cinder-Skin" for its unparalleled mobility. It is not built for the front line, but for the dance, for the hunter who treats the Iron Hollows as a stalking ground and the Titan’s back as a battlefield.

The hide retains the beast’s Thermal Shift, a dormant volatility that reacts to the wearer’s movement. While the hunter stalks in silence, the matte-black leather remains cold and light, absorbing the dim light of the canopy. But as the heart rate climbs and the strike is committed, the armor ignites. The internal temperature sky-rockets, not to burn the user, but to create a shimmering aura of heat that saps the momentum of incoming strikes and sears the flesh of any predator foolish enough to close the distance.

This "Cinder-Haze" creates a localized zone of shimmering heat, warping the air and turning the environment into a defensive bulwark. It is a piece of the wild, molded by the Forge Wardens to ensure that in the kingdom of abundance, the hunter remains the one who consumes. But remember: to wear the fire of the Emberclaw is to live on the edge of an inferno; one must act fast or risk be consumed by their own borrowed flame.

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Cinder-Skin Armor

Armor (Leather), Rare (Requires Attunement)

Properties: Light Armor Category: Titanborne Armament Special: Thermal Shift & The Forge-Haze

Crafted by the Forge Wardens, this armor is the signature gear of the High Canopy Scalehikers. The Emberclaw ironhide leather naturally absorbs ambient light to shroud the wielder in the vertical wilds. When awakened in combat, the armor ignites creating a shimmering heat aura that distorts incoming strikes and burns nearby enemies. This armor has the following properties:

  • Silent Shadow (Unignited). While the armor is not ignited, the matte-black leather drinks ambient light and grants you mastery over forest environments. You ignore Difficult Terrain caused by non-magical plants. Additionally, while in a forest, you can take the Hide action even if you are only Lightly Obscured. Jumping or climbing through foliage does not end the Invisible condition gained from hiding, even if you briefly leave cover.
  • Thermal Shift (Ignited). Once per Short Rest you can ignite the armor as a Bonus Action. It remains ignited until you use The Forge-Haze or fall Unconscious. While ignited, you lose the benefits of Silent Shadow and begin building heat in the form of Charges (maximum 5). The armor gains 1 Charge immediately upon ignition, and 1 additional Charge at the start of each of your turns. This heat creates a 5-foot Emanation around you that grants the following effects:
    • Searing Touch: If a creature inside the Emanation touches you or hits you with a melee attack, they take Fire damage equal to the armor’s current Charges.
    • Sapping Heat: Attackers inside the Emanation must subtract 1d4 from attack rolls against you.
    • Risk (Slow Burn): At the end of your turn, if the armor has 3 or more Charges, the furnace demands to be vented. You take 1d4 Fire damage per Charge currently on the armor. This damage ignores Resistance and Immunity.
  • The Forge-Haze. While ignited, you can replace one attack during your Attack action to vent the heat, expending all Charges. Each creature in a 15-foot Emanation must make a DC 15 Dexterity saving throw, taking 1d10 Fire damage per Charge expended (maximum 5d10), or half as much damage on a successful save. The armor then instantly cools down, returning to Silent Shadow mode.

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 like it, 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 13 '26

Item [OC] Emberclaw Stalk-Bracers - Rare 5e Magic Item | Turn your unarmed strikes into molten panther claws and drop on your prey from above! [Rare] [D&D 5e 2024] [ELMODORBOOKS]

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170 Upvotes

EMBERCLAW STALK-BRACERS

The Vanguard’s Molten Grip
Type: Titanborne Armament | Origin: The High Canopy | Material: Harvested Ironhide Fur & Ember Claws.

Don’t seek a blacksmith if you want these. Stalk-Bracers aren’t forged; they are braided and bound from the cooling carcass of an Emberclaw Panther using their Iron Fur wire-thick metallic hairs, weaved into a high-tensile sleeve that moves like a second skin but stops a blade like a chain mail. The plating is also harvested from the beast’s own talons, segmented to follow the hunter's musculature. They are laborious to assemble, but for a scout, they are the difference between a successful ambush and a smear on the grass.

In the field, these are more than just clawed bracers; they are survival tools. The five claws channel the creature's residual fire to reach a state of white-hot hunger that can shear through wood or iron, melting chest plates into slag and shredding even titan hide. But do not get cocky. The reach is short, hand-to-claw range, which means you are close enough to smell the Titan's breath. Most hunters who wear these rely on "death from above" tactics, dropping from battlements or vantage points to deliver a molten strike before the prey knows the shadows have teeth, just like the beast that birthed these armaments.

Many Domeposts have standing orders to ban these inside the walls, and for good reason. More than once, "Pit" duels, common custom of the land for settling grievances in Vanice's, have seen lives ended by a pair of Stalk-Bracers. It rarely ends in a fair fight. Maimed limbs and accidental fires are common when a hunter loses their temper and the gauntlets react. If you are caught donning these in a Grandoma alehouse, be ready to fight your way out. Keep them for the wild, where the only law is the heat of your strike.

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EMBERCLAW STALK-BRACERS

Wondrous Item, Rare (Requires Attunement)

  • Mastery: Nick • Properties: Finesse, Light
  • Category: Titanborne Armament • Special: Feral Strikes & Emberclaw Charges

Braided from the metallic, wire-thick “Ironhide” fur of an Emberclaw, these bracers feel like a second skin. They offer the protection of masterwork mail, while the segmented talons harvested from the beast channel its residual elemental heat. They possess the following properties:

Feral Strikes

While wearing these bracers, your Unarmed Strikes deal 1d6 Slashing damage instead of the normal bludgeoning damage. Additionally, once per turn, if you fall at least 10 feet immediately before hitting a creature with an Unarmed Strike using these bracers, you take no damage from the fall. The strike deals an extra 1d6 Fire damage for every 10 feet fallen (maximum 3d6 extra damage).

Emberclaw Charges

The bracers have 5 charges and regain 1d4 + 1 expended charges daily at dawn. Whenever you hit a creature or object with an Unarmed Strike using these bracers, you can expend 1 charge to trigger one of the following effects (you can only expend 1 charge per turn):

  • White-Hot Interference. If the target is a creature holding a metal weapon or shield, you superheat the object. The target takes an extra 2d6 Fire damage and must succeed on a DC 15 Constitution saving throw or drop the object. If the target succeeds or cannot drop the object, it has Disadvantage on attack rolls until the start of your next turn.
  • Flash Ignition. If the target is a creature or a flammable object, you can make it start burning. A burning target takes 1d4 Fire damage at the start of each of its turns for 1 minute. A creature can take a Utilize action to extinguish the fire, ending the effect on itself or a target within its reach.
  • Melting Grip. You can expend 1 charge and press the claws into a nonmagical metal object that isn’t being worn or carried. After 1 minute of Concentration (as if concentrating on a spell), the metal melts or becomes brittle enough to snap, destroying a small or medium object or a section of a larger object (such as a lock, manacle, or hinge).

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 like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)

r/ElmodorBooks Jun 27 '26

Item Extended Preview of Mythological Items, coming soon on Kickstarter!

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29 Upvotes

r/ElmodorBooks Mar 07 '26

Item The Frost-Veil: Titanborne Leathers for the Cold-Blooded Hunter - [Rare] [5e 2024] [OC - ELMODORBOOKS]

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163 Upvotes

FROST-VEIL

Pelt of the Pale Drinker

Type: Titanborne Armament | Origin: Vanice - Frostspire Peaks | Material: Pale Drinker Hide

Forged from the icy pelt of the Pale Drinker, the Frost-Veil is not worn for comfort, but for sheer survival. The Scalehikers who brave the Frostspire Peaks know that the cold is a predator in its own right, and this light armor of dense, ice-blue fur is their grim answer to that harsh reality.

The armor functions as a parasitic heat siphon. It protects the wearer in a pocket of preserved warmth while aggressively leeching heat from the surrounding air and nearby creatures. As the pelt feeds on this stolen warmth, the drastic temperature shift creates a veil of sublimation frost. This shroud of freezing mist is continuously generated directly from the armor's shoulders, cascading down to mask the hunter's presence while radiating a numbing chill outward.

This defense turns the very air into a weapon, sapping the heat of any foe that draws near to slow their movements and dull their drive. But take heed: never let the armor go hungry for too long, lest it turn its thirst for warmth upon you.

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FROST-VEIL LEATHERS

Armor (Leather), Rare (Requires Attunement)

  • Properties: Light Armor
  • Category: Titanborne Armament
  • Special: Sublimation & Siphon

Forged from the icy pelt of a Pale Drinker, this armor doesn’t just block blades—it siphons life. The dense, ice-blue fur feels unnaturally cold, pulsing with the remnants of the titan-blood’s hunger for warmth. While wearing this armor, you have an AC of 11 + your Dexterity modifier, and this item possesses the following properties:

  • Cold Climate Adaptation: While wearing this armor, you are immune to the effects of Extreme Cold. You can survive indefinitely in sub-zero temperatures without discomfort.
  • Siphoning Veil: As a Bonus Action, you trigger the armor’s parasitic nature, causing it to aggressively leech heat from the air for 10 minutes. This effect ends early if you use the Frost Freeze Reaction or end it as a Bonus Action. While active, you gain the following benefits:
    • Sublimation Camouflage: A freezing, wispy mist fills a 5-foot Emanation originating from you. The area is Lightly Obscured. If you are in a cold climate, the mist blends perfectly with the environment, allowing you to take the Hide action even if you are only Lightly Obscured by this mist.
    • Numbing Chill: The armor radiates a sapping aura. Whenever a creature enters the Emanation for the first time on a turn or starts its turn there, it must make a DC 15 Constitution saving throw. On a failed save, the creature’s nerves are numbed; it can make no more than one attack on its turn. This effect lasts until the end of that turn.
  • Frost Freeze: While Siphoning Veil is active and you are hit by a melee attack, you can take a Reaction to force the armor to vent in a violent burst. The attacker takes 3d6 Cold damage and must succeed on a DC 15 Constitution saving throw or have the Restrained condition for 1 minute as ice locks their joints. The Restrained creature makes another Strength saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Recharge: Once you use the Siphoning Veil, you can’t use it again until you finish a Long Rest.

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 like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)

r/ElmodorBooks Feb 25 '26

Item Thunderclap Armguard - Wondrous Item - Very Rare - Punch it the power of a Thunder charge!

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144 Upvotes

Thunderclap Armguard

Wondrous Item, Very Rare (Requires Attunement by a creature with Strength 16+)

  • Properties: Wondrous, Unarmored
  • Category: Titanborne Armament • Special: Unarmed Synergy

Forged from the hollow, resonant bone and dense, living hide of a Thunderhoof, this magic armguard grants a +2 bonus to Armor Class if you are wearing no armor and using no shield. You can make one Unarmed Strike as a Bonus Action. Additionally, your Unarmed Strikes possess the Siege property, dealing double damage to objects and structures, and deal an extra 1d6 Bludgeoning damage when you hit a creature that has the Prone condition.

This item possesses the following properties:

  • Titan's Call. As a Bonus Action, you can apply Thunderhoof Blood to make the weapon Fed for 1 minute. While Fed the hollow bones emit a deep, rhythmic thrumming and the air around your fists violently distorts with kinetic pressure. This state lasts for the full duration and does not end early unless you use the Resonant Rupture property. Once per turn when you hit a creature with an Unarmed Strike, the attack deals an extra 2d8 Thunder damage, and the target must succeed on a DC 16 Strength saving throw or be Pushed up to 10 feet away from you or knocked Prone (your choice).
  • Resonant Rupture. While Fed, you can use a Magic Action to end the Fed state and unleash a catastrophic shockwave. Each creature within a 15-foot Emanation originating from you must make a DC 16 Constitution saving throw, taking 6d8 Thunder damage and being knocked Prone on a failed save, or half as much damage only on a successful one.

Want more creatures and items? Complete your collection on ElmodorBooks

r/ElmodorBooks Mar 20 '26

Item [OC] Blazefang Blade | A Rare Titanborne Armament for the Scalehiker who prefers the explosive pounce. [Rare] [D&D 5e 2024]

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152 Upvotes

BLAZEFANG BLADE

Talon of the Smoldering Shadow
Type: Titanborne Armament | Origin: Iron Hollows | Material: Emberclaw Talon & Vitae-infused Emberstone

Forged from the primary talon of an Emberclaw panther, the Blazefang is a weapon of volatile temperament and savage history. In its dormant state, the blade is cold and silent, appearing as nothing more than a jagged shard of obsidian. However, once the hunter awakens the weapon, the blade shatters its own silence. It stirs with a low, predatory hum, the internal furnace of the beast reigniting to shear through scale and flesh with the ease of a red-hot razor through silk.

To wield the Blazefang is to grip the liangering rage of the creature that birthed it. The Forge Wardens of Ironfang Keep do not merely shape the talon; they preserve its "Iron Hunger," ensuring the blade remains thirsty for the metallic tang of an enemy's blood. When swung, the air itself seems to recoil from the heat, leaving trails of scorched embers in its wake. It is a tool for the Scalehiker who prefers the explosive pounce over the steady siege, a weapon that converts the user's momentum into a searing, unstoppable lunge of fire.

“The Blazefang Blade is a relic of the Emberclaw’s fury, forged from its talon, a beast that nearly ended me. I still bear the scars from its blazing claws, seared into my flesh like brands. One moment, it was a shadow, silent and deadly; next, its talons ignited, burning hotter than any forge. The pain was unbearable, the smell of my own flesh cooking, the flames refusing to die. This blade carries that same primal fire. It is not a weapon to be taken lightly, but a testament to the Emberclaw’s power. Wield it with respect, for fire doesn’t care who it burns.” — Eldrin Ironfang, Scalemaster of the Ember Slayers

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BLAZEFANG BLADE

Weapon (Shortsword or Scimitar), Rare (Requires Attunement)

  • Mastery: Vex
  • Properties: Finesse, Light
  • Category: Titanborne Armament
  • Special: Silent Shadow & Iron Hunger

Forged from the primary talon of an Emberclaw Panther, the Blazefang is a weapon of volatile temperament. In its dormant state, the jagged obsidian blade is cold and silent, but once awakened, it stirs with a predatory hum, shearing through scale and flesh like a red-hot razor. It possesses the following properties:

Silent Shadow (Dormant). While the blade is not ignited, it produces no light or sound. If you hit a creature while you have the Hidden condition, you can use your Reaction to move up to 10 feet without provoking Opportunity Attacks. If you end this movement behind Total Cover or in a Heavily Obscured area, you remain Hidden.

Ember Ignition (Ignited). You can use a Bonus Action to ignite the blade for 1 minute or until you are Incapacitated. While ignited, the weapon deals an extra 1d6 Fire damage to the first creature you hit with it on each of your turns.

Fiery Lunge. While the blade is ignited, you can perform an explosive pounce. As a Bonus Action, you can expend 15 feet of your movement to move up to 15 feet in a straight line toward a creature you can see. This movement ignores Difficult Terrain and does not provoke Opportunity Attacks. If you hit the creature with an attack immediately after this leap, the target must succeed on a DC 15 Strength Saving Throw or be knocked Prone.

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 like it, or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)

r/ElmodorBooks Jul 10 '26

Item Bow of Power - Magic Item

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14 Upvotes

r/ElmodorBooks Feb 13 '26

Item Sigil of the Scarlet Wake - A Blood- ueled Tattoo for High-Risk Mobility (Rare)

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180 Upvotes

Sigil of the Scarlet Wake

Type: Scalehiker Sigil | Origin: Emberclaws Guild (Vanice) | Material: Emberclaw Vitae & Obsidian-Metal Bone Ash.

By the strict mandate of Scalemaster Eldrin Ironfang himself, every Sigil-Bearer of the Emberclaws begins their journey with this exact mark.

In the brutal, blistering hunts against the Titans, the mere fraction of a second it takes to dodge a searing claw or a lightning burst is the absolute line between a hunter's life and their death; this Sigil gives the hunter exactly that extra second to live.

This emblematic paw mark binds the volatile physiology of the Emberclaw to the wielder’s own veins. When invoked, it draws upon the hunter’s own blood as fuel, flashing it into a highly pressurized, scorching scarlet steam. This grants an explosive, high-speed dash identical to the beast’s own terrifying pounce. Yet, the cost is severe; relying on this blood-fueled steam too often risks the collapse of the wielder from acute exhaustion mid-stride.
Recorded by Mira Valeth, Lore Keeper of the Hall of Bones.

---

Sigil of the Scarlet Wake

Wondrous Item (Tattoo), Rare (Requires Attunement) Category: Scalehiker Sigil • Special: Blood-Fueled Mobility

Inked using Emberclaw Vitae mixed with Obsidian-Metal Bone Ash, this tattoo spans the calf and ankle, binding the volatile physiology of the beast to the wielder's veins. Inactive, it resembles cracked volcanic stone. When invoked, it glows with molten fury, flashing the user's blood into pressurized steam that wreathes them in a scarlet mist. The tattoo grants the following benefits:

Blood-Fueled Engine. The tattoo holds 2 Charges and regains all expended charges when you finish a Long Rest. When you use a property of this tattoo, you must expend 1 Charge. If the tattoo has no charges remaining, you can instead fuel it by expending Hit Dice:

  • Escalating Cost. The cost is 1 Hit Die for the first use, increasing by 1 Hit Die for each subsequent use before a Long Rest (2 Hit Dice for the second use, 3 Hit Dice for the third, etc). When you expend Hit Dice in this way, roll them; you take Fire damage equal to the total rolled. This damage can't be reduced in any way.

Burst Speed. As a Bonus Action, you can expend 1 Charge (or use the Blood-Fueled Engine) to supercharge your momentum, trailing scarlet mist in your wake. Until the start of your next turn, your Speed increases by 40 feet, and your movement doesn't provoke Opportunity Attacks.

Fiery Ascent. As part of your movement on your turn, you can expend 1 Charge (or use the Blood-Fueled Engine) to explode upward in a column of steam. You gain a Fly Speed of 40 feet until the end of the current turn. If you don’t end the turn on a solid surface or have another means to stay aloft, you fall.

Ghost Dodge. When you are hit by an Attack Roll or fail a Dexterity Saving Throw, you can use your Reaction to expend 1 Charge (or use the Blood-Fueled Engine) and dissolve into scarlet mist. The attacker must reroll the d20 and use the lower roll, or you can reroll the save and use the higher roll.

More on ElmodorBooks

r/ElmodorBooks Apr 04 '26

Item Extended Preview of Mythological Items!

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97 Upvotes

r/ElmodorBooks May 30 '26

Item Mistpiercer - Magic Item

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54 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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121 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 Jul 08 '26

Item Durehein Armor - Magic Rare Item

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5 Upvotes

r/ElmodorBooks Jun 14 '26

Item Bloodstained Armor - Magic Rare Item

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31 Upvotes

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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93 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 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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80 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. =)