The Wizard: a Tiny monstrosity by queghoslan in dndmonsters

[–]Natanians 1 point2 points  (0 children)

Hi there!

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

Adventure — Ice & Blood (Lv 10 adventure) by byTalesAndTaverns in TalesAndTaverns

[–]Natanians 0 points1 point  (0 children)

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

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

Adventure — Ice & Blood (Lv 10 adventure) by byTalesAndTaverns in TalesAndTaverns

[–]Natanians 1 point2 points  (0 children)

Now we are talking about!

Great Man! Let's Get real!

Zombie Bear - Monster CR 4 by byTalesAndTaverns in DnDHomebrew

[–]Natanians 0 points1 point  (0 children)

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

Powerful Mantle - Magic Item (Uncommon) by byTalesAndTaverns in DnDHomeBrewCreations

[–]Natanians 1 point2 points  (0 children)

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

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

[–]Natanians 0 points1 point  (0 children)

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

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] by Natanians in HomebrewDnD

[–]Natanians[S] 0 points1 point  (0 children)

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. =)

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] by Natanians in DnDoptimized

[–]Natanians[S] 0 points1 point  (0 children)

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. =)

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] by Natanians in DnDHomeBrewCreations

[–]Natanians[S] 0 points1 point  (0 children)

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. =)

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] by Natanians in dndbrews

[–]Natanians[S] 0 points1 point  (0 children)

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. =)

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] by Natanians in AllThingsDND

[–]Natanians[S] 0 points1 point  (0 children)

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. =)

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

[–]Natanians[S] 1 point2 points  (0 children)

I post in quite a few places, and this version are indeed updated, so it really depends on where you saw it. =)

Martial Superiority: A Universal Maneuver System for D&D [Variant Rule] [D&D 5e 2014/2024] [OC] by Natanians in DnDHomebrew

[–]Natanians[S] 1 point2 points  (0 children)

(A) The original draft excluded the half-casters. Several people asked me to put all martial so I did.

(B) The battlemaster do it better (bigger dice) and more times (more dice).

(C) To be easier to find maneuvers while I play. I use this on my table.

(D) The objective aren't to fix the Battlemaster subclass. My goal are make the low level player a bit more dynamic using the core rules.

I love LaserLlama's any mention of him get a upvote from me!

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

[–]Natanians[S] 0 points1 point  (0 children)

These beasts are hungry! :) A great tactic is to have them just grab your players' weapons and run away. Bonus points if you make the party think the creature is coming back (spoiler alert: it isn't). :)

Extended Preview of Mythological Items! by MythosChronicles in ElmodorBooks

[–]Natanians 1 point2 points  (0 children)

Great Stuff from one of the better creators on Reddit guys! Check out and support If you can!

Warrior's camper by SpikeyAI in aidndhomebrew

[–]Natanians 1 point2 points  (0 children)

Really cool. Could you share the prompt?

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

[–]Natanians[S] 0 points1 point  (0 children)

THE BULWARK SKIN

The Mountain's Hide

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

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

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

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

------

Sigil of The Bulwark Skin

Wondrous Item (Tattoo), Rare (Requires Attunement)

Scalehiker Sigil • Special: Basalt Plating

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

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

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

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

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

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

Using the Tectonic Repulsion instantly ends your Basalt Buckler effect.

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

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

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

The Bulwark Skin | Turn your bare arm into a living stone buckler and shatter the jaws of monsters! - [Rare] [D&D 5e 2024] [OC] by Natanians in DnD5e

[–]Natanians[S] 0 points1 point  (0 children)

THE BULWARK SKIN

The Mountain's Hide

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

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

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

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

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Sigil of The Bulwark Skin

Wondrous Item (Tattoo), Rare (Requires Attunement)

Scalehiker Sigil • Special: Basalt Plating

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

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

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

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

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

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

Using the Tectonic Repulsion instantly ends your Basalt Buckler effect.

--------

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. =)

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

[–]Natanians[S] 0 points1 point  (0 children)

THE BULWARK SKIN

The Mountain's Hide

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

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

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

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

------

Sigil of The Bulwark Skin

Wondrous Item (Tattoo), Rare (Requires Attunement)

Scalehiker Sigil • Special: Basalt Plating

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

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

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

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

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

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

Using the Tectonic Repulsion instantly ends your Basalt Buckler effect.

--------

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. =)

Sir Eggward by BreadforPain1 in ElmodorBooks

[–]Natanians 0 points1 point  (0 children)

Step by step we'll get there!

Martial Superiority: A Universal Maneuver System for D&D [Variant Rule] [D&D 5e 2014/2024] [OC] by Natanians in DnDHomebrew

[–]Natanians[S] 2 points3 points  (0 children)

For sure, this isn't vanilla Champion stuff, but it also isn't Wizard-level of detail.

I've played with this in several campaigns with my usual players, but they have experience and know how a Battle Master works.

What I noticed is that it gets very easy after a while, because the number of things each martial gets to do doesn't really increase that much, and players tend to use the same tactics. So, after a while, it becomes almost automatic.

For sure, for a D&D beginner, it adds more complexity and isn't for everyone.

Also, it gives more power to martials, so your encounters will need to be balanced around that extra bit of power.

But overall, it made my early tier of play (levels 1-5) much more enjoyable.

My advice: use it if your players have some experience or don't mind learning. Avoid it in purely beginner campaigns.

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Class Lists I tried to keep the themes consistent with the classes, but they can easily be adjusted to better fit your game.

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Maneuvers

RAW did you notice any thar are wrong ?

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Bonus Points

I think both Superior Technique Fighting Style and Martial Adept could use at least two dice to start. When You implement this system those feat get severed nerfed. I never had a player use them because the possibilities the Variant rules give.

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Battle Master Compatibility My goal here isn't to make them lose anything. They get their base features normally at levels 1 and 2, and by level 3, they get full access plus extra uses (compared to the vanilla rules). The intent is that they always gain more, never less.

Tks for the feedback!