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Flames of the Drowned - Free PDF 04.04.2023

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Published by goroiamanuci, 2023-08-14 11:36:17

Flames of the Drowned - Free PDF 04.04.2023

Flames of the Drowned - Free PDF 04.04.2023

Flames of the Drowned A Forge-Themed Supplement for Fifth Edition Written & Designed by: Carson H. Greetings adventurers! My name is Carson, and I'm thrilled to be the creator and writer of Questline. Almost a decade ago, I stumbled upon the world of tabletop roleplaying games (TTRPGs), and it's been a source of boundless creativity for me ever since. As a dedicated storyteller, I've always enjoyed weaving together intricate plots and engaging scenarios that both players and GMs can savor. Over the years, my passion for TTRPGs has only grown stronger, and I find myself devoting much of my free time to crafting new homebrew content for Questline. My ultimate goal is to turn this passion into a fulfilling career, and your support on Patreon is helping me inch closer to that dream. Thank you for being a part of this journey and for making it possible for me to keep creating and sharing my stories. I am deeply grateful for your encouragement and generosity. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Questline game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Flames of the Drowned is published by Questline under the Open Game License version 1.0a. Copyright 2023 Questline Publishing. All Rights Reserved Patreon https://www.patreon.com/questline Website https://questlinemonthly.com


Credits & Thanks Creating this TTRPG supplement was a collaborative effort, and I am incredibly grateful for the talent and dedication of the individuals who made it possible. Without their hard work and support, this supplement would not have come to fruition. I want to take a moment to acknowledge and thank everyone who contributed their time and effort to this project. A special thanks goes out to each of you for your invaluable contributions and for helping me see this quest to its completion. Featured Creators Cover Artist AI Art Editors Resources Homebrewskies Conflux Creatures DungeonAE Homebrewskies Promptineer Homebrewskies Stable Diffusion Homebrewery imgur Flames of the Drowned Credits & Thanks 3 Download the Full Version Here


T Content Overview his supplement aims to offer a wealth of creative, balanced, and captivating content that enables players to craft their own epic narratives. Whether you're a GM or a player, this supplement will provide a rich source of inspiration to fuel your world-building and storytelling endeavors. Drawing on the power of 5E rules, this supplement will help you create unforgettable adventures and weave unforgettable tales. Integration This supplement was designed to seamlessly integrate with your current campaign setting, making it easy for your players to explore Mount Infernos, upgrade their equipment, and gain valuable experience. Whether you're looking to introduce a new plotline or simply take a break from your current objectives, Mount Infernos is an excellent location to add to your game. Lore Name Page Rifts Between Worlds 6 The Drowning of Infernos 7 Eldsmiðir, Masters of the Forge 8 Places of Interest Name Page Mount Infernos the Frenzied 10 Characters of Interest Name Page Forgemaster Sotrus 15 Prospector Thymur 16 Sorcerer Flux 17 Wynrieth, Guardian of the Planes 18 Expanded Smithing Rules Name Page Required Equipment 21 Craftable Items 21 Smithing Materials 21 Crafting Metals 22 Acquiring Metal 23 Refining Metal 23 Smithing Checks23 23 Item Tables 24 Player Options Name Page Background: Smith 26 Sorcerous Orgin: Frenzied Soul 28 Spells Name Page Turbulent 31 Eruption 31 Items Name Page Crown of the Raging Inferno 33 Forgemaster's Hammer 34 Slagtreaders 34 Evercoals 34 Boiling Flask 35 Smoldering Goggles 35 Scalding Whip 35 Anvilbreaker 36 Temper, Temper 36 Quenching Shield 36 Volcanic Shield 37 Bellows of the Flame-Caller 37 Volcanic Drinking Horn 38 Flashfire Powder 38 Potion of Slagspitting 38 Statblocks Elemental Invaders Name Page Lesser Water Elemental 41 Steam Elemental 42 Wave of Elementals 43 Sulfuric Elemental 44 Salis, Primordial of Water 45 Eldsmiðir Defenders Name Page Eldsmiðir Blazeguard 48 Eldsmiðir Flamecaller 49 Eldsmiðir Cinderwall 50 Eldsmiðir Moltenheart 51 Creatures of Infernos Name Page Slaghog 52 Forgeling 53 Characters of Interest Name Page Flux 54 Thymur Proudforge 55 Sotrus Eldsmiðir 56 Wynrieth Vornol 57 Flames of the Drowned Content Overview 4 Download the Full Version Here


Lore Rifts Between Worlds Formation Tear Rift Elemental Invasion Water Rift The Drowning of Infernos Salis, Primordial of Water Mount Infernos the Frenzied Drowning Flames The Frenzied Forge Eldsmiðir, Masters of the Forge The Frenzied Forge Smothering Waves Download the Full Version Here


I The Drowning of Infernos nfernos the Frenzied, a once-mighty volcano, now faces a catastrophic threat that could extinguish its flames forever. A gaping chasm leading to the Elemental Plane of Water has appeared in the sky above the volcano's peak, unleashing an unending torrent of water into the fiery abyss. Hordes of relentless water elementals surge through the rift, relentlessly flooding the land and threatening to drown out the volcano's fiery heart. The fire giants of Infernos are battling with all their might to stem the deluge, but the endless onslaught of water is overwhelming them. The future of their home hangs in the balance, and they are determined to do whatever it takes to safeguard their cherished abode. Salis, Primordial of Water The water rift of Mount Infernos is a phenomenon that has caused widespread devastation in the surrounding area. The opening of the rift has resulted in catastrophic flooding as water from the Plane of Water gushes out uncontrollably. The source of this problem is a primordial being known as Salis, who is responsible for opening the rift in the first place. Salis is a highly powerful elemental entity capable of manipulating water in unprecedented ways. The danger that Salis poses to the Material Plane is immeasurable, and for the rift to be closed, Salis must be defeated. Salis is a primordial being of immense power and influence. Its abilities are not limited to the mere manipulation of water, as it possesses the ability to control all aspects of the aquatic realm. The opening of the rift has given Salis unprecedented access to the Material Plane, and it is only a matter of time before the Elemental Plane of Water's influence spreads beyond the confines of Mount Infernos. Salis's motives for opening the rift are unclear, but its presence has resulted in catastrophic consequences for the surrounding areas. If Salis and the water rift above Mount Infernos are left unchecked, the entire Material Plane could be at risk of submersion. The only way to close the water rift above Mount Infernos is to defeat Salis. The task of taking on a primordial being may seem daunting, but it is not an impossible feat. As an elemental being, Salis draws their power from the Plane of Water, and so their abilities are most potent in water-heavy environments. The longer the rift remains open, the weaker Mount Infernos's flames become and the more powerful Salis grows on the Material Plane. Primordial Deluge The formation of the water rift above Mount Infernos was a significant event that led to a dramatic transformation of the volcanic landscape. The clash between the water and the molten core of the volcano created a spectacle of steam that soared high into the sky, visible for miles around. The ceaseless flow of water from the rift eventually overwhelmed the fury of the mountain, smothering the fiery inferno that once dominated the landscape. In its place, a new landscape of ingenious rock emerged, interspersed with sulfuric pools and geysers of boiling water. Salis, Primordial of Water Flames of the Drowned Art By: Midjourney Lore 7 Download the Full Version Here


T Eldsmiðir, Masters of the Forge he Eldsmiðir are a formidable tribe of fire giants who have mastered the art of blacksmithing and craftsmanship. They have lived within the depths of the blazing Mount Infernos since time immemorial, and their history and legacy are deeply entwined with the fiery core of the mountain itself. Legend has it that the Eldsmiðir were born of the molten magma and the raging flames that first erupted from the heart of the volcano. As the lava cooled and solidified, the Eldsmiðir emerged from the hardened rocks and began to shape the fiery earth into their home. They carved out tunnels and chambers within the mountain and built the Brimstone Bastion, a sprawling fortress that rises up from the fiery depths of the volcano. The Eldsmiðir themselves are a proud and stoic people, slow to trust outsiders but fiercely loyal to those who have earned their respect. They are deeply connected to the fiery heart of their home, and their magic and powers are said to be drawn from the molten magma that flows through the veins of Mount Infernos. To cross the Eldsmiðir is to court certain doom, for their wrath is as fierce as the inferno that birthed them. But for those who seek their aid and earn their trust, the Eldsmiðir are a valuable ally, and their magical creations are unmatched in all the world. Volcanic Forge At the heart of the Brimstone Bastion lies the Frenzied Forge, a grand and mighty forge that is said to imbue its creations with the primal energies of the volcano itself. The Eldsmiðir have dedicated themselves to mastering the art of blacksmithing, and their creations are known throughout the land for their unmatched quality and magical properties. The Eldsmiðir's mastery of the forge is a skill that has been honed over centuries and passed down from generation to generation. Their ability to work with metal is unmatched, and they have perfected techniques that allow them to craft intricate designs and imbue their creations with magical properties. One of the secrets to their success is their use of primordial energy. The Eldsmiðir have discovered ways to harness the raw power of the volcano, channeling its energy into their creations. The Frenzied Forge is the focal point of this energy, and it is said that the forge's flames burn hotter than any other in the land. When crafting an item, the Eldsmiðir carefully choose the materials they will use and imbue them with the essence of fire. They then work tirelessly at the forge, hammering and shaping the metal until it takes on a life of its own. The finished product is a work of art, with intricate designs and magical properties that make it more than just a simple tool. Overall, the Eldsmiðir's mastery of the forge is a testament to their ingenuity and skill. Their creations are the envy of all who behold them, and their legend lives on as a testament to the power of fire and the art of metallurgy. Smothering Waves Despite their fierce reputation and formidable powers, the Eldsmiðir are not invincible, and they face a new threat that threatens to smother the flames of their home forever. From a rift in the sky, torrents of water elementals pour forth, flooding the tunnels and chambers of the Brimstone Bastion and threatening to drown out the fires that give the Eldsmiðir their power. The water elementals are a strange and mysterious force, and the Eldsmiðir have never encountered anything like them before. At first, they tried to fight back with their weapons and magic, but the water seemed to quench their flames, making them weaker and less effective. But the Eldsmiðir are nothing if not tenacious, and they will not give up their home without a fight. They are determined to protect the flames of Infernos and keep the water elementals at bay, no matter what the cost. For the Eldsmiðir, there is no greater honor than defending their home and their way of life, and they will fight to the bitter end to protect it. Eldsmiðir Cinderwall Flames of the Drowned Art By: Midjourney Lore 8 Download the Full Version Here


Places of Interest Mount Infernos the Frenzied Water Rift Brimstone Bastion Maw of the Mountain Sulfuric Cauldrons Download the Full Version Here


M Mount Infernos the Frenzied ount Infernos is an imposing figure that dominates the surrounding landscape with its fierce presence. The volcano stands tall, its peak lost in the clouds, and a sense of danger seems to emanate from its very core. The eruption of Mount Infernos several decades ago was a cataclysmic event that left an indelible mark on the land. The sheer scale and intensity of the eruption caused widespread destruction, with entire villages buried beneath layers of ash and pumice. In the aftermath of the eruption, the area around Mount Infernos has been transformed into a desolate and forbidding wasteland. Rivers of molten rock flow ceaselessly, carving their way through the scorched earth, and clouds of ash still occasionally darken the skies. Despite the passage of time, the volcano continues to vent its fury, and the area is frequently shaken by earthquakes and tremors. The crater of Mount Infernos remains a place of intense heat and activity, with its churning molten rock resembling a boiling cauldron. When the water rift opened within the crater of Mount Infernos, an intense battle between two opposing forces erupted. Thousands of gallons of water cascaded into the volcano's fiery core, producing a towering column of steam that reached for the heavens. The water continued to surge from the rift ceaselessly, day and night. Despite the mountain's ferocity, it was no match for the sheer volume of water pouring in. Gradually, the rivers of molten lava cooled and hardened into a landscape of ingenious rock formations, while the once-fiery vents surrounding the mountain fell silent. Sulfuric pools formed, emitting noxious fumes that contaminated the air. Geysers of boiling water erupted without warning from cooled lava tubes, and a strikingly prominent feature was the vast lake of bubbling water that now filled the volcano's interior and spilled over the crater's rim. Mount Infernos Ambience Volcano by Bardify YouTube Link Narrative Description: Approaching the seething volcano, a thunderous roar reverberates through the air, shaking the very ground beneath your feet. Your gaze ascends, revealing a mesmerizing sight—a vast, swirling vortex looms in the sky above the volcano's peak. Piercing through the darkness, an ethereal blue light radiates from its core, while the distant symphony of crashing waves and resounding thunder reaches your ears. A ceaseless deluge gushes forth from the celestial rift, an unrelenting torrent that cascades down upon the volcano's slopes, extinguishing its flames in a sizzling hiss. The forceful impact of the water sends tremors through the earth, generating mighty waves that crash against the rugged rocks, obliterating all that obstructs its path. The water possesses an uncanny vitality, undulating and contorting as it plummets from the rift above. It seems to embody a life force of its own, reminiscent of a colossal serpent writhing and twisting its way into every crevice of the volcano's terrain. The atmosphere enveloping you thickens with an ethereal mist and the cool spray of droplets, imbued with a subtle hint of brine that lingers upon your lips. Your gaze returns to the vortex, and within its swirling depths, elusive forms come into view. Ephemeral and enigmatic, these aquatic creatures glide and dive, their figures shrouded in the misty expanse of the maelstrom. It becomes clear to you that this otherworldly spectacle is none other than a portal to the Elemental Plane of Water—a gateway fraught with perilous implications. The water pouring relentlessly from the rift threatens to extinguish the volcano entirely, yet it also menaces the surrounding land, portending a catastrophic flood that could drown all in its watery path. Mount Infernos the Frenzied Flames of the Drowned Art By: Midjourney Places of Interest 10 Download the Full Version Here


Brimstone Bastion Brimstone Bastion is a massive fortress nestled deep within the heart of Mount Infernos, a structure of black metal and stone that seems to be fused with the volcanic rock around it. Built by fire giants, it stands as a testament to their skill in engineering and their unshakable determination to create a stronghold in the most hostile of environments. The bastion is a sprawling complex of towers, ramparts, and citadels, and it dominates the surrounding landscape like a dark, foreboding shadow. The entrance to Brimstone Bastion is guarded by a pair of massive gates that are almost as tall as the walls themselves. These gates are made of a strange, black metal that is cool to the touch, and they are adorned with intricate patterns of runes and symbols that seem to glow with an inner light. Beyond the gates lies a dark and winding passage that leads deep into the heart of the fortress, and it is said that only the most skilled navigators can find their way through the maze of twisting tunnels and secret chambers that lie within. Within the walls of Brimstone Bastion, the air is thick with the scent of sulfur and the sound of roaring fires. The fire giants who built the fortress are a fierce and proud race, and they rule the bastion with an iron fist. Massive forges blaze with heat, and molten metal flows like rivers of fire, forging weapons and armor of unparalleled quality. The halls of the fortress are lined with vast armories, barracks, and training grounds, and the giants train tirelessly to hone their skills and prepare for the next battle. Frenzied Forge The Frenzied Forge is a sacred location within the Brimstone Bastion that holds immense significance to the Eldsmiðir who call the fortress their home. It is a massive forge that is fueled by the flames of the volcano, which burn hotter than any forge fire known to mortals. The Frenzied Forge is a place of great power where the Eldsmiðir forgemasters imbue weapons and armor with the very essence of the volcano itself. The secrets of the Frenzied Forge have been passed down through the generations since the emergence of the volcano, and the Eldsmiðir guard them with intense devotion. The forge itself is a massive structure built into the very heart of the volcano. Its walls are made of a strange black metal that glows with an inner fire, and its floors are made of volcanic rock that is almost liquid in its heat. The forge is a symbol of their culture and a testament to their smithing prowess. The Eldsmiðir guard the secrets of the forge fiercely, and outsiders are never allowed within its walls. The Frenzied Forge is a sacred place, a source of pride and power for the Eldsmiðir of Brimstone Bastion, and it will continue to be so for generations to come. Frenzied Forge Ambience Deep Forge by Michael Ghelfi Studios YouTube Link Brimstone Bastion Map by: DungeonAE Map By: DungeonAE https://www.instagram.com/dungeonae.art Flames of the Drowned Download the Map Here Places of Interest 12 Download the Full Version Here


Characters of Interest Forgemaster Sotrus Prospector Thymur Sorcerer Flux Wynrieth, Guardian of the Planes Download the Full Version Here


Sotrus Eldsmiðir's Quests The following quests are designed to provide compelling story elements for Game Masters to easily implement the material within this supplement. Utilize them to create captivating plot hooks. Siege of Brimstone Bastion The Eldsmiðir are under siege from an onslaught of water elementals that have breached the defenses of Brimstone Bastion, a fortress guarding the entrance to their territory deep within Mount Infernos. The elementals threaten to flood the entire mountain and destroy the Frenzied Forge if they are not stopped. Forgemaster Sotrus seeks the aid of the party to help defend the bastion and drive back the elementals. Rite of Passage The Eldsmiðir have a tradition in which young giants must prove their worth by crafting a weapon or piece of armor under the guidance of a master blacksmith. Sotrus asks the adventurers to assist in this rite of passage by mentoring a young giant and helping them complete their task. In exchange, he offers them his own expertise in blacksmithing or access to the Frenzied Forge. Turning the Tide Forgemaster Sotrus believes that the only way to defeat Salis is with a legendary weapon crafted using the Frenzied Forge. Sotrus needs adventurers to obtain several rare and powerful materials that will be required to forge the weapon, including a piece of elemental earth, a shard of lightning, and a fragment of a comet that fell from the sky. Forgemaster Sotrus Flames of the Drowned Art By: Midjourney Characters of Interest 15 Download the Full Version Here Forgemaster Sotrus Sotrus Eldsmiðir , Male Fire Giant (Lawful Neutral) Personality. Sotrus is a proud and diligent master of his craft. He is not fond of conversation, preferring to focus on his work at the forge. He values order and discipline above all else. Appearance. Sotrus stands at an imposing 20 feet tall, with red skin and blazing eyes that gleam with fierce intelligence. His thick, muscular arms are covered in soot, and his rugged face is marred by the scars of countless battles. He wears a simple but well-crafted apron and wields a massive hammer with ease. He is 345 years old and weighs 7,000 lbs (3,175 kg). Characteristics Ideal. Perfection. Sotrus is driven by an unyielding desire for perfection in his work. (Lawful) Bond. The Frenzied Forge is his life's work, and he will stop at nothing to protect it from those who would seek to destroy it. Flaw. Sotrus can be stubborn and inflexible when it comes to his beliefs, making him difficult to work with at times. Background Sotrus was born into the Eldsmiðir, a tribe of fire giants who live deep within the heart of Mount Infernos. From a young age, he was fascinated by the art of blacksmithing and spent countless hours watching his tribe's best craftsmen work the flames of the Frenzied Forge. Sotrus was a quick learner and showed a natural talent for the craft, earning him the nickname "The Flame's Apprentice." As he grew older, Sotrus began to realize the importance of the Frenzied Forge. The forge was more than just a tool for crafting weapons and armor; it was a symbol of their connection to the fiery heart of the mountain and the power it represented. Sotrus saw it as his duty to protect the forge and everything it stood for. In time, Sotrus became one of the few forgemasters of the Eldsmiðir, earning him great respect and admiration within his tribe and the ability to use the Frenzied Forge. However, his duty to protect the forge was not without its challenges. A rift to the Elemental Plane of Water opened above Mount Infernos, threatening the Eldsmiðir's way of life. Waves of water elementals and other creatures breached Brimstone Bastion, and it was up to Sotrus and his fellow defenders to repel them. Despite the dangers he faced, Sotrus takes great pride in his work and his tribe. He knew that his skills and dedication were essential to the survival of the Eldsmiðir people and the continued operation of the Frenzied Forge. And so he remains, a stalwart defender and master blacksmith, for the sake of the Eldsmiðir.


Expanded Smithing Rules Overview Required Equipment Craftable Items Smithing Materials Crafting Metals Acquiring Metal Refining Metal Smithing Checks Item Tables Download the Full Version Here


C Expanded Smithing Rules rafting metal items, such as weapons and armor, can add depth and customization. While the official rules in the Player's Handbook provide basic guidelines for crafting, here's a variant of smithing that aims to offer a rewarding method for creating metal items. Keep in mind that these rules are homebrew and should be discussed and agreed upon by the Gmae Master and players before implementation. What is Smithing? Smithing is a skilled craftsmanship that involves the shaping, forging, and manipulating of metal materials to create various objects, particularly weapons and armor. It encompasses the art of working with metals through techniques such as heating, hammering, bending, and shaping. Smiths employ a combination of physical strength, technical knowledge, and creative finesse to transform raw metal into powerful weapons and armor, imbuing them with both practical utility and artistic beauty. Why do you need Smithing? Smithing enables adventurers to maintain their gear, create custom-made weapons or armor suited to their needs, or even repair valuable items found on their adventures. Additionally, smithing proficiency might come into play when interacting with non-player characters, such as master blacksmiths or tradespeople, allowing characters to barter, gain knowledge, or even forge alliances through their shared craft. Overview: Below, you'll find an overview of the steps involved in the intricate process of smithing. This progression reflects how the rules will be organized within this section, offering a comprehensive understanding of the craft. While each step will be explored in greater detail, this overview provides a general idea of what to expect within these expanded rules. By delving into the specifics of each stage, you'll gain the knowledge needed to master the art of smithing and bring forth remarkable metal creations. Required Equipment: Smith’s Tools Forges Magical Forges Craftable Items: Simple Weapons Martial Weapons Armor Smithing Materials: Ingots Ore Scrap Components Crafting Metals: Adamantine Bronze Eldsmiðir Embersteel Iron Mithral Steel Acquiring Metal: Looting Purchasing Refining Salvaging Refining Metal: Smelting Smithing Checks: Critical Success Success Failure Item Tables: Simple Weapons Martial Weapons Armor Flames of the Drowned Art By: Midjourney Expanded Smithing Rules 20 Download the Full Version Here


Required Equipment In order to forge an item in this realm, aspiring craftsmen must wield the Smith's Tools, a collection of specialized implements essential to the art of blacksmithing. These tools include hammers, tongs, anvils, and a myriad of other instruments meticulously crafted for the purpose of manipulating metal. However, possessing the tools alone is not enough; one must also harness the power of a forge, or another source of intense heat. The forge serves as the crucible of transformation, where raw materials are subjected to scorching temperatures, melting and molding them into desired shapes. Smith's Tools. Smith's Tools are a set of specialized equipment used by characters proficient in the Smithing skill. These tools typically include hammers, tongs, anvils, files, and other implements necessary for working with metal. Characters proficient in Smith's Tools gain a bonus to their ability checks when performing tasks related to metalworking, such as crafting or repairing metal items. Forges. Forges are dedicated workstations used by characters engaged in smithing. They consist of a furnace or heat source, an anvil for shaping metal, and various tools and equipment. Using a forge allows characters to heat metals to malleable temperatures, making them easier to shape and manipulate during the smithing process. Forges are essential for most metalworking tasks and provide the necessary conditions for crafting and tempering metal items. Magical Forges. Magical forges are special forges infused with magical properties. These enchanted workstations enable the creation of magical items. Magical forges often require rare or exotic materials or specific conditions to operate. Access to a magical forge opens up possibilities for creating powerful and extraordinary items that surpass the capabilities of conventional smithing techniques. Craftable Items The art of smithing opens up a world of possibilities for crafting various types of items. Smiths can forge formidable weapons, ranging from mighty swords and axes to piercing spears and intricate daggers. They can also fashion sturdy armor, such as plate mail, chainmail, or finely crafted leather armor, providing protection to adventurers on their perilous journeys. Beyond weapons and armor, smithing allows for the creation of utilitarian items like locks, hinges, tools, and decorative items such as jewelry or ornate metalwork. Simple Weapons. These are basic weapons that are relatively easy to craft. They encompass straightforward designs and utilize common materials. Examples include daggers, clubs, or simple bows. With basic smithing skills, crafting simple weapons is the easiest and most accessible option. Martial Weapons. Martial weapons cover a wide range of weapons, from versatile longswords to powerful greataxes and polearms. The complexity of crafting martial weapons varies depending on the specific weapon. Some may require intricate designs, additional components, or specialized techniques. Crafting martial weapons with smithing skills can be more challenging and timeconsuming compared to simple weapons. Armor. Armor encompasses various protective gear, including helmets, chest plates, gauntlets, and greaves. Crafting armor often demands a significant amount of time and resources. Complex designs, multiple components, and careful attention to details are necessary to create functional and effective armor. Crafting armor requires substantial skill and dedication, making it a timeconsuming and resource-intensive endeavor. Miscellaneous Items. The category of miscellaneous items in smithing covers a broad range of creations such as tools, jewelry, ammunition, and other small metal items. The complexity of crafting miscellaneous items can vary widely, depending on the specific item being made. Crafting tools might require precision and expertise to ensure functionality, while crafting intricate jewelry can demand artistic finesse. The complexity of crafting miscellaneous items largely depends on the specific item's design and purpose. Smithing Materials Smiths primarily work with ingots; solid refined blocks of metal that serve as the foundational materials for their craft. These ingots, with their malleable nature, provide endless possibilities for the creation of diverse objects. However, a smith's repertoire extends beyond ingots alone. They also employ a wide array of components, such as hafts for polearms and axes, padding for armor, and even exotic magical rarities like dragon scales or elemental essence. Ingots. Ingots are refined metal bars that serve as the primary resource for crafting metal items. They are usually obtained by smelting raw ore or are purchased from blacksmiths or merchants. Ingots come in various types, such as iron, steel, mithril, or even rare metals, and are used as the base material for creating weapons, armor, and other metal-based equipment. Ore. Ore refers to naturally occurring mineral deposits found in the earth. It contains valuable metals and minerals that can be extracted and processed to obtain raw materials for smithing and crafting. Characters can prospect for and mine ore, often through exploration or mining operations, to obtain the raw materials needed for smelting into ingots. Scrap. Scrap metal consists of discarded or leftover pieces of metal that can be salvaged and repurposed. It can be obtained by dismantling or deconstructing old or damaged metal items, looting scrap heaps or ruins, or purchasing it from scrapyards. While scrap is not as pure or refined as ingots, resourceful characters can use it in smithing to create functional but less pristine items or as a material for experimental or improvised creations. Components. Components are anything that is required to craft an item beyond metal. This includes wood, fabric, glass, clay, stone, rope, and leather. The costs of these components vary greatly from item to item. Please refer to the Component Cost column in the item tables for additional information. Flames of the Drowned Expanded Smithing Rules 21 Download the Full Version Here


Crafting Metals The art of forging weapons and armor has long relied on the skillful use of various metals. Each metal possesses distinct properties, ensuring the creation of formidable arms and impenetrable defenses. However, each metal's properties differ. Steel Steel is a versatile and widely available metal. It has become the cornerstone of weapon and armor forging. Its strength, resilience, and relative ease of production have cemented its status as a staple in the industry. Skilled smiths utilize steel's exceptional properties to create blades and suits of armor that strike a balance between durability and maneuverability. The Steel Standard In these expanded smithing rules, we will assume that steel is the default metal used to create the general metal weapons and armor mentioned in the Player's Handbook. Adamantine Adamantine is a substance renowned for its unparalleled hardness and durability. It is reserved for the most elite warriors and legendary artifacts. Its composition remains shrouded in mystery, but tales of its impenetrable nature have spread far and wide. Bronze Bronze is an alloy primarily composed of copper and tin, although other elements can also be present. It is known for its strength, durability, and resistance to corrosion. Bronze has been used in smithing for centuries, particularly for creating tools and sculptures. However, its maleability makes it less desirable to be used for weapons and armor. Eldsmiðir Embersteel Embersteel is a special alloy smelted by the Eldsmiðir of Mount Infernos at the Frenzied Forge. The secret of this metal's creation is kept close by these fire giants. While Embersteel shares certain resemblances with conventional steel, it possesses an unparalleled quality capturing and preserving the very essence of the volcanic heat that emanates from the depths of Mount Infernos. Iron Iron is a versatile and abundant metal with a silver-white hue, possessing remarkable malleability. When exposed to moist air, iron readily undergoes oxidation, resulting in the formation of rust. This phenomenon is frequently observed in various iron-based materials. Furthermore, iron is commonly combined with other elements in igneous rocks, making it a ubiquitous constituent. Mithral Mithral is a mythical metal of legendary repute. It possesses extraordinary properties sought after by those who value both protection and agility. Revered for its lightweight nature and remarkable strength, mithral is a highly prized material in the crafting of specialized weaponry and armor. Note to Game Master: You have the freedom to extend and enrich this list of metals according to your preferences. Take the steel standard as a starting point and let your imagination run wild to conceive new metals, whether they are rooted in nature or possess magical properties. Once you've formulated your creations, please incorporate them into the chart below. Remember to assign a distinctive weapon effect, armor effect, and crafting difficulty modifier for each metal. Crafting Metals Table Metal Weapon Effect Armor Effect Difficulty Mod Steel None None 0 Adamantine Weapons forged with adamantine deal an additional die of weapon damage. Armor forged with adamantine makes you immune to critical strikes from nonmagical attacks. +3 Bronze Weapons forged from bronze are inferior, having -1 to attack and damage rolls. Armor forged from bronze is inferior, having -1 to its AC -1 Eldsmiðir Embersteel Weapons forged with embersteel deals fire damage and ignite flamable objects they touch. Whenever the wearer is forced to make a Dexterity saving throw to avoid fire damage, they take half damage from a failed save. On a successful save, they take no damage. +2 Iron Weapons forged from iron are inferior, having -1 to attack and damage rolls. Armor forged from iron is inferior, having -1 to its AC -1 Mithral A weapon with the heavy property forged from it loses the heavy property. If the weapon didn't have the heavy property, it gains the light property. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. +2 Flames of the Drowned Expanded Smithing Rules 22 Download the Full Version Here


Aquiring Metal Metal can be obtained through various means, including looting from defeated monsters, trading with merchants, or refining ore and scrap into ingots. Looting. Metal can be found or looted from a variety of sources, extending beyond smithies and merchants. Creatures such as golems, elementals, dwarfs, giants, trolls, constructs, and dragons often possess valuable metal components in their possession, providing opportunities for adventurers to obtain them. Purchasing. The cost of raw and refined metal varies depending on its type. For specific pricing details, please consult the Material Cost Table below: Material Cost Table Metal Name Cost Per Ingot (1lb.) Cost Per Ore Cost Per Scrap Adamant 40 gp 5 gp 5 gp Adamantine 80 gp 10 gp 10 gp Bronze 1 gp 1.25 sp 1.25 sp Copper 5 sp 6 cp 6 cp Iron 1 gp 1.25 sp 1.25 sp Mithral 30 gp 3.75 gp 3.75 gp Steel 2 gp 2.5 sp 2.5 sp Tin 5 sp 6 cp 6 cp Mining. Raw ore can be extracted from veins found within mines or natural deposits. To obtain ore, characters must dedicate 1 hour to mining, using a pickaxe to carefully extract the mineral. After one hour, 1d8 ore pieces are obtained. After each hour of mining, roll a d20. If the result is 5 or lower, it signifies the vein's exhaustion, rendering it barren and unable to yield further ore. Salvaging. Salvaging presents an opportunity to extract valuable metal from weapons, armor, and other objects. While working at a forge, smiths can break down metal items to obtain scrap pieces. You must spend 10 minutes for every 1lbs salvaged. For every 1lb. salvaged, you extract 1d8 scrap pieces. The type of scrap acquired corresponds to the metal the original item is composed of. It's important to note that the process of salvaging is irreversible and results in the complete destruction of the item. Therefore, if an item is only partially salvaged, it becomes rendered unusable. You can also salvage ingots. When ingots are salvaged, you extract the maximum number of scrap pieces (8 scrap pieces). Refining Metal Ore and scrap metal can be transformed into valuable ingots through smelting and refining. Raw ore and salvaged scrap obtained from various sources can be brought to a forge, where they are subjected to intense heat to extract impurities and shape them into ingots. Becoming the essential building blocks used to craft items. Smelting. Smelting is a vital process in metalworking, involving the application of heat to raw metal ores or scrap pieces to extract the valuable metal within them. By subjecting the ores or scraps to intense heat, they undergo a transformation, melting down and separating the impurities from the desired metal. This refining process allows smiths to obtain pure metal in the form of ingots. If you are proficient with Smith's tools, while at a forge, you can spend 8 hours smelting to create ingots. Throughout this duration, your undivided attention is crucial as you carefully work the metal to remove impurities. You must expend 8 ore pieces or 8 scrap pieces to produce the desired ingot. You can't smelt different types of ingots at the same time, nor can you mix scrap and ore when smelting. Please refer to the smelting table below for further guidance: Smelting Table 1lb. Ingot Ore Pieces Scrap Pieces Steel 8 iron ore 8 steel Adamantine 5 adamant, 3 iron 8 adamantine Bronze 4 copper, 4 tin 8 bronze Embersteel 8 iron 8 embersteel Mithral 8 mithral 8 mithral Smith's Tools Checks While crafting an item, you must successfully complete the required smithing checks at regular intervals. Smithing Modifier = your Smith's Tools proficiency bonus + your Strength modifier These checks can yield three possible outcomes: Critical Success, Success, or Failure. Critical Success. A critical success is achieved when you surpass the required smithing check by a margin of 10 or more. In the event of a critical success, the crafting duration for the item is reduced by 4 hours. Success. A success is obtained when you successfully pass the required smithing check. Failure. A failure occurs when you are unable to meet the requirements of the smithing check. In case of failure, you lose 1 ingot of the material you are using for crafting, and the crafting duration of the item increases by 4 hours. After 3 failures, you lose all materials required for the item and must start over. Duration A smithing check should be performed at 4 hour intervals. The crafting duration of an item varies depending on its complexity and size. For instance, crafting a dagger typically requires around 4 hours of dedicated forging, whereas crafting plate armor demands a more substantial time investment of approximately 24 hours. It is important to note that at the end of every 4-hour interval, you are required to make a smithing check in order to assess your progress accurately. Smithing DC's The Difficulty Class (DC) needed to succeed in a smithing check is influenced by both the selected item and the type of metal used. Items with intricate designs or complex structures, such as plate armor, will generally have a higher DC. Moreover, the choice of metal will also play a role in determining the DC. Steel is the typical and baseline metal, carrying no adjustments to the base DC. However, when working with exceptional metals like mithral, the DC is heightened due to its inherent difficulty modifier. Flames of the Drowned Expanded Smithing Rules 23 Download the Full Version Here


Simple Weapons Name Materials Component Cost Time Checks Difficulty Class (DC) Dagger 0.5 ingot 2 sp 4 hours 1 12 Handaxe 2 ingots 2 sp 4 hours 1 12 Javelin x 5 1 ingot 2 sp 4 hours 1 12 Light Hammer 0.5 ingot 2 sp 4 hours 1 12 Mace 2 ingots 2 sp 4 hours 1 12 Sickle 0.5 ingot 2 sp 4 hours 1 12 Spear 0.5 ingot 2 sp 4 hours 1 12 Martial Weapons Name Materials Component Cost Time Checks Difficulty Class (DC) Battleaxe 3 ingots 4 sp 8 hours 2 14 Flail 2 ingots 1 gp 4 hours 1 13 Glaive 6 ingots 4 sp 8 hours 2 14 Greataxe 7 ingots 4 sp 12 hours 3 14 Greatsword 6 ingots 4 sp 12 hours 3 15 Halberd 6 ingots 4 sp 12 hours 3 14 Lance 6 ingots 4 sp 8 hours 2 14 Longsword 3 ingots 4 sp 8 hours 2 14 Maul 4 ingots 4 sp 12 hours 3 14 Morning Star 4 ingots 4 sp 8 hours 2 13 Pike 2 ingots 4 sp 8 hours 2 13 Rapier 2 ingots 4 sp 4 hours 1 15 Scimitar 3 ingots 4 sp 8 hours 2 15 Shortsword 3 ingots 2 sp 4 hours 1 12 Trident 2 ingots 4 sp 8 hours 2 13 War Pick 2 ingots 2 sp 4 hours 1 13 Warhammer 2 ingots 4 sp 12 hours 3 14 Armor Name Materials Component Cost Time Checks Difficulty Class (DC) Chain Shirt 10 ingots 1 gp 12 hours 3 14 Scale Mail 15 ingots 5 gp 16 hours 4 15 Breastplate 20 ingots 1 gp 16 hours 4 16 Half Plate 40 ingots 5 gp 20 hours 5 17 Ring Mail 10 ingots 5 gp 12 hours 3 14 Chain Mail 15 ingot 5 gp 16 hours 4 16 Splint 30 ingots 5 gp 20 hours 5 17 Plate 60 ingots 5 gp 24 hours 6 18 Shield 3 ingots 4 sp 8 hours 1 14 Flames of the Drowned Expanded Smithing Rules 24 Download the Full Version Here


Player Options Backgrounds Smith Subclass Sorcerous Orgin: Frenzied Soul Download the Full Version Here


R Frenzied Soul oaring in the depths of your heart is a spark of primoridal fire— a flame that rages with ancient fury, inviting you to siphon its anger to become a blazing juggernaut. However, maintaining this raw power is a delicate balancing act, lest one risk letting the flames consume them. These sorcerers are conduits of elemental fury; their souls ignited with a burning passion that drives them to unleash destructive forces upon their foes. Frenzied Souls harness their intense emotions and channel them into a torrent of scorching spells, engulfing their enemies in a blaze of raging fire. With every flicker of flame, their fiery presence grows, becoming an unstoppable force that consumes all in its path. Frenzied Soul Quirks At your option, you can pick from or roll on the Frenzied Soul Quirks table to create a quirk for your character. 1d6 Quirks 1 Every time you utter a word, wisps of vibrant red flames dance from your mouth. 2 Your garments and hair are in a perpetual state of smolder, emanating a faint scent of charred fabric. 3 The mesmerizing sight of flames nearby often captivates your attention, causing your concentration to waver. 4 An aroma of brimstone and scorched remnants follows your every step, leaving a lingering trace of sulfurous ashes. 5 Your taste buds only come alive when presented with food that has been meticulously charred to a crisp perfection. 6 Regardless of the chill in the air, your skin radiates an intense heat, offering warmth even against the coldest wind. Frenzied Magic You learn additional spells when you reach certain levels in this class, as shown on the Frenzied Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list. Frenzied Spells Sorcerer Level Spells 1st burning hands, hellish rebuke 3rd flaming sphere, heat metal 5th fireball, haste 7th conjure minor elementals, fire shield 9th conjure elemental (fire), flame strike Sorcerous Origins: Frenzied Soul Sorcerer Flames of the Drowned Art By: Midjourney Player Options 28 Download the Full Version Here


Frenzied Form From 1st level, primordial flames rage within you. On your turn, you can enter a frenzy as a bonus action. When you enter a frenzy, creatures of your choice within 10 feet of you take fire damage equal to your Charisma modifier. Additionally, you gain the following benefits: You shed bright light in a 30-foot radius and dim light in an additional 30 feet. You gain resistance to fire damage. When you cast a spell that deals fire damage, you deal additional fire damage equal to your Charisma modifier. Whenever you roll fire damage, you can spend 1 sorcery point to ignore resistance to fire damage and treat immunity to fire damage as resistance. Your frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't dealt fire damage to a hostile creature since your last turn. You can also end your frenzy on your turn as a bonus action. Once you have frenzied the number of times equal to your proficiency bonus, you must finish a long rest before you can frenzy again. Empowering Flame Starting at 6th level, you learn to channel the primordial rage within you to further fuel your flames. Whenever you use Metamagic on a spell that deals fire, you can reduce the sorcery points cost by 1 (minimum 0). You can reduce the sorcery points spent for your Metamagic a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Shape of Fire At 14th level, when you enter a frenzy, you assume the form of raw flame. When you enter a frenzy, you transform into a fire elemental. While transformed in this way, you retain your current hit points, armor class, alignment, personality, and Intelligence, Wisdom, and Charisma scores. You gain all other statistics of a fire elemental including its traits and actions. Also while transformed in this way, you can cast any of your sorcerer spells that deal fire damage. Eternal Pyre At 18th level, your frenzy is so fierce that it ends early only if you fall unconscious or if you choose to end it. Frenzied Soul Sorcerer Flames of the Drowned Art By: Midjourney Player Options 29 Download the Full Version Here


Items Crown of the Raging Inferno Forgemaster's Hammer Slagtreaders Evercoals Boiling Flask Smoldering Goggles Scalding Whip Anvilbreaker Temper, Temper Quenching Shield Volcanic Shield Bellows of the Flame-Caller Volcanic Drinking Horn Flashfire Powder Potion of Slagspitting Download the Full Version Here


Crown of the Raging Inferno Wondrous item, legendary (requires attunement by a sorcerer) This golden and ruby-encrusted crown was originally forged as an enchanted ring for a mad mage-king of the fire giants known historically as Guðmundr the Ashen Tyrant. During the great calamity between the titans, this ring gave the mage-king influence and control over the primordial Ragnis, which became his personalized weapon for the duration of his cruel reign. As retribution for its enslavement, the elemental hierarch began to corrupt the magic of his ring, infusing it with a disease-like rage that would stoke the flames of hatred in the heart of the already-hated despot, who would eventually be assassinated in a coup by his many scorned subjects. While attuned to this crown, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. This bonus increases to +2 if you are a 9th-level sorcerer and to +3 if you are a 15th-level sorcerer. Bolstered Flame. Spells that you cast that deal fire damage have their damage dice increased to the next larger die (a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12). Font of Soulfire. You gain additional sorcery points equal to your proficiency bonus. Immolating Spell. When you cast a spell that deals fire damage, you can spend 2 sorcery points to ignite the target. Until the creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns. Infernal Despot. You possess supernatural influence over denizens of the Fire Plane, gaining advantage on Charisma ability checks made to interact with elementals and creatures native to the Plane of Fire. As an action, you can cast conjure elemental (a fire elemental) or geas (targeting an elemental from the plane of fire). If you are a 15th-level sorcerer, you can alternatively choose to cast dominate monster (targeting an elemental from the plane of fire). Once you have used this property, you cannot use it again until the next dawn. Curse. This crown is cursed, a fact that is revealed only when a creature that casts the identify spell on it succeeds on a DC 18 spellcasting ability check. While attuned to this crown, the overwhelming power that comes with the potency of furious fire can become detrimental, even to the one who wears it. If you lose concentration on a spell as a result of taking damage, you detonate into a sudden and violent flash of flame. All creatures within a 10-foot radius of you must make a DC 18 Dexterity saving throw. On a failed save, they suffer fire damage equal to twice your sorcerer level, or half as much damage on a successful one. You automatically fail this saving throw, and objects within the radius are ignited. Additionally, you gain the following character flaw until you are targeted by the remove curse spell cast at 5th level: "Violence is the solution for most problems, but it is cruelty that prevents them." Crown of the Raging Inferno Item By: Homebrewskies https://www.instagram.com/homebrewskies Flames of the Drowned Art By: Midjourney Items 33 Download the Full Version Here


Volcanic Drinking Horn Wondrous item, common This brass-colored bone tusk has been plucked from the corpse of a slaghog and cleaned to be used as a special drinking horn. The horn can hold up to 1 pint of liquid. As an action, you can shake the horn to cause the liquid inside to instantly boil (212 degrees Fahrenheit) for up to 1 minute before it begins to cool. Also, as an action, you can splash a creature with the boiled liquid inside the horn by making a ranged weapon attack with a range of 10 feet. On a hit, the target takes 1d4 fire damage and must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn. Potion of Slagspitting Potion, uncommon This bottle contains a thick, bubbling orange liquid that has been alchemically synthesized from the magmatic gland of a slaghog. After drinking this potion, you begin to salivate a glowing, superheated substance. You can use your bonus action to make a ranged spell attack (using Dexterity as your spellcasting modifier) to spit a thick globule of magma towards a creature within 10 feet of you. On a hit, the target takes 4d8 fire damage and is ignited. Until the target takes an action to douse the fire, the target takes 1d8 fire damage at the start of each of its turns. The effect ends after you spit magma three times or when 1 hour has passed. Flashfire Powder Wondrous item, rare A finely ground powder made from the tusks of slaghogs, this powder is an extremely volatile explosive commonly used for firearms and bombs. A pair of tusks is typically enough to produce 20 shots. If impermeably packed together, they would also be able to produce a singular explosive stick. Attacks made with firearms that use flashfire powder deal an additional 1d6 fire damage. If the powder is ignited, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 30 feet of it: 1d6 per two shots worth of powder, or 10d6 for a stick. A creature caught in a flashfire explosion is also ignited until it takes an action to douse the flame, taking 1d6 fire damage at the start of each of its turns. A successful DC 15 Dexterity saving throw halves the damage. Items By: Homebrewskies https://www.instagram.com/homebrewskies Flames of the Drowned Art By: Homebrewskies Items 38 Download the Full Version Here


Statblocks Elemental Invaders Lesser Water Elemental Steam Elemental Sulfuric Elemental Wave of Elementals Salis, Primordial of Water Eldsmiðir Defenders Eldsmiðir Blazeguard Eldsmiðir Flamecaller Eldsmiðir Cinderwall Eldsmiðir Moltenheart Creatures of Infernos Slaghog Forgeling Characters of Interest Flux Thymur Proudforge Sotrus Eldsmiðir Wynrieth Vornol Download the Full Version Here


T Eldsmiðir Defenders he Eldsmiðir possess formidable combat abilities that are enhanced by their mastery of fire and their deep connection to volcanic energies. In battle, they utilize their immense physical strength, expert craftsmanship, and unique magical abilities to overcome their adversaries. First and foremost, the Eldsmiðir are renowned for their exceptional proficiency in wielding weapons forged within the Frenzied Forge. Their blacksmithing skills allow them to create weaponry of unmatched quality and durability. These weapons are often imbued with enchantments that harness the power of fire, granting them enhanced effectiveness against their foes. Whether it be massive flaming hammers, fiery swords, or searing axes, the Eldsmiðir's arsenal is a force to be reckoned with. Additionally, the Eldsmiðir have developed their own unique combat techniques that capitalize on their affinity for fire. They can manipulate and control flames, conjuring walls of fire to shield themselves, hurling fireballs at enemies, or engulfing their weapons in searing heat to deliver devastating blows. Their deep connection to the molten magma of Mount Infernos allows them to draw upon its power, granting them heightened physical strength and endurance in battle. Encounters The encounter tables given in this section of the supplement will be calculated based on the standard fivecharacter party size at level intervals of 9th, 12th, and 15th. These encounters are organized further into difficulty levels ranging from easy to deadly. All monsters used in the encounters can be found within this section of the supplement. Encounters Lvl. 9 Encounter Medium Eldsmiðir Blazeguard(1) Hard Eldsmiðir Cinderwall(1) Deadly Eldsmiðir Blazeguard(1), Eldsmiðir Flamecaller(1) Lvl. 12 Encounter Easy Eldsmiðir Cinderwall(1) Medium Eldsmiðir Blazeguard(1), Eldsmiðir Flamecaller(1) Hard Eldsmiðir Moltenheart(1) Lvl. 15 Encounter Medium Eldsmiðir Cinderwall(1), Eldsmiðir Flamecaller(1) Hard Eldsmiðir Blazeguard(3) Deadly Eldsmiðir Blazeguard(2), Eldsmiðir Moltenheart(1) Eldsmiðir Flames of the Drowned Art By: Midjourney Statblocks 47 Download the Full Version Here


Eldsmiðir Blazeguard Blazeguards are the frontline defenders of the Eldsmiðir, renowned for their exceptional resilience and unyielding determination. Clad in flame-forged armor, they wield towering shields and flaming weapons to shield their allies and unleash devastating counterattacks. Blazeguards can summon protective flames around themselves and their allies, forming a barrier that burns those who dare to strike it. They excel at withstanding heavy assaults and are often found at the forefront of battles, standing as unmovable bastions of fire and strength. Tactics. Fire giants make use of cover when possible, launching javelins and then retreating around corners to avoid reprisal. When their foes close with them, they wade in with their searing greatswords, prioritizing targets that are clustered within 5 feet of one another. Once their enemies try to space out to avoid this, they begin using their Overhead Cleave whenever it is available, so long as they can catch at least two foes with it. Fire giants usually make no special effort to remove creatures climbing on them, trusting their Inner Fire to burn the creatures off in time. If a creature appears to be resistant to fire, the fire giant may attempt to scrape it off, and if the creature is additionally well armored, the giant may simply attempt to grapple the creature and pry it off. Created By: Conflux Creatures https://www.conflux-art.com Eldsmiðir Blazeguard Flames of the Drowned Art By: Midjourney Statblocks 48 Download the Full Version Here Proficiency Bonus +4 Eldsmiðir Blazeguard Huge giant, lawful evil Armor Class 18 (Plate) Hit Points 162 (13d12 + 78) Speed 30 ft. STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) Saving Throws DEX +3, CON +10, CHA +5 Skills Athletics +11, Perception +6 Damage Resistances Attacks made without advantage Damage Immunities Fire Senses Passive Perception 16 Languages Giant Challenge 10 (5,900 XP) Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 19 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Inner Fire. A creature without fire resistance or immunity that touches the giant or hits it with a melee attack while within 5 feet of it catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Dampen Flames. If the giant takes any cold damage, its Inner Fire trait is disabled until the beginning of its next turn, and the next attack made against it is made at advantage. Actions Multiattack. The giant makes two attacks with its searing hammer. It may replace one of these attacks with an Overhead Cleave Searing Hammer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage and the target is pushed 10 feet away. If the target is on fire, this attack does an additional 7 (2d6) fire damage. Creatures within 5 feet of the target must succeed on a DC 19 Dexterity saving throw or take half the attack's damage. Iron Javelin. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 42 (10d6 + 7) piercing damage. Overhead Slam (Recharge 5-6). Each creature in a 15 foot long, 10 foot wide line that isn't climbing on the giant must make a DC 19 Dexterity saving throw or take 28 (6d6 + 7) slashing damage and be knocked prone, or half damage on a success. A creature that passes this save may use its reaction to move 5 feet, taking no damage if it ends this movement outside the affected area. Reactions Battering Blows. As a reaction to being reduced below 82 hit points, the giant may make a searing hammer attack against each creature in its reach.


Eldsmiðir Flamecaller Flamecallers possess exceptional expertise in harnessing and manipulating the formidable forces of fire magic. Through dedicated practice and training, they have refined their skills to summon and command flames with remarkable precision. With their mastery of fire, Flamecallers exhibit the extraordinary capability to conjure infernal firestorms, direct scorching beams of searing heat towards their adversaries, and establish impregnable barriers of intense fiery energy. Their profound command over fire enables them to seamlessly alternate between offense and defense, wreaking havoc upon the battlefield with devastating effectiveness. Tactics. If the flamecaller has allies that excel in melee, it opens with its wall of fire to block foes' vision and movement while its allies close the distance and can begin pushing enemies into the wall with their attacks. Otherwise, it takes a defensible position and calls down pillars of flame, using wall of fire to guard its retreat when enemies approach so it can gain more distance and resume its barrage. Created By: Conflux Creatures https://www.conflux-art.com Eldsmiðir Flamecaller Flames of the Drowned Art By: Midjourney Statblocks 49 Download the Full Version Here Proficiency Bonus +4 Eldsmiðir Flamecaller Huge giant, lawful evil Armor Class 18 (Plate) Hit Points 162 (13d12 + 78) Speed 30 ft. STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 22 (+6) 10 (+0) 18 (+4) 13 (+1) Saving Throws DEX +3, CON +10, CHA +5 Skills Athletics +11, Perception +8 Damage Resistances Attacks made without advantage Damage Immunities Fire Senses Passive Perception 18 Languages Giant Challenge 11 (7,200 XP) Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 19 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Inner Fire. A creature without fire resistance or immunity that touches the giant or hits it with a melee attack while within 5 feet of it catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Dampen Flames. If the giant takes any cold damage, its Inner Fire trait is disabled until the beginning of its next turn, and the next attack made against it is made at advantage. Actions Multiattack. The giant uses its pillar of flame ablity twice. Smoldering Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 7) fire damage and the target is pushed 10 feet away and knocked prone. If the target is on fire, it takes an additonal 7 (1d12) damage. Each other creature within 5 feet of the target must succeed on a DC 19 Dexterity saving throw or take half the attack's damage. Pillar of Flame. Ranged Spell Attack: +8 to hit, reach 120 ft., one target. Hit: 21 (6d6) fire damage and the target catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Wall of Fire (Recharge 5-6, 5th level spell, concentration). The giant creates up to six contiguous panels of opaque fire within 120 feet, each of which is 20 feet tall, 10 feet wide, and 1 foot thick. A creature that passes through a panel, or is in its space when the wall appears, must succeed on a DC 16 Dexterity saving throw or take 23 (5d8) fire damage, or half as much on a success. The wall lasts 1 minute. Reactions Searing Rebuke. As a reaction to being hit with an attack by a creature within 30 feet, the giant may force the attacker to succeed on a DC 16 Dexterity saving throw or take 11 (2d10) fire damage.


Eldsmiðir Cinderwall Cinderwalls are elite warriors who have undergone rigorous training in the art of shield combat. They wield massive flaming shields that have been intricately designed and imbued with ancient enchantments, making them formidable weapons in their own right. The cinderwalls are the guardians of the Frenzied Forge and the protectors of the Eldsmiðir's most sacred artifacts. In battle, they use their shields as both a means of defense and offense. They can unleash torrents of searing flames from their shields, engulfing their foes in a blazing inferno. The cinderwalls' superior defensive skills combined with their devastating shield charges make them a fearsome force on the battlefield, capable of withstanding assaults while unleashing fiery retribution upon their enemies. Tactics. The cinderwall uses its Shield Charge whenever available, trying to squash its enemies into a tight cluster so it can slam all of them at once with its fire shields. It will also makes use of its Raise Shields ability, particularly if there is a giant higher in the Ordning to protect. Created By: Conflux Creatures https://www.conflux-art.com Eldsmiðir Cinderwall Flames of the Drowned Art By: Midjourney Statblocks 50 Download the Full Version Here Proficiency Bonus +4 Eldsmiðir Cinderwall Huge giant, lawful evil Armor Class 21 (Plate, Shields) Hit Points 187 (15d12 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 27 (+8) 9 (-1) 23 (+6) 8 (-1) 10 (+0) 11 (+0) Saving Throws DEX +3, CON +11, CHA +5 Skills Athletics +13, Perception +5 Damage Resistances Attacks made without advantage Damage Immunities Fire Senses Passive Perception 16 Languages Giant Challenge 14 (11,500 XP) Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 20 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Inner Fire. A creature without fire resistance or immunity that touches the giant or hits it with a melee attack while within 5 feet of it catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Dampen Flames. If the giant takes any cold damage, its Inner Fire trait is disabled until the beginning of its next turn, and the next attack made against it is made at advantage. Dual Shields. The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to throw javelins. Actions Multiattack. The giant makes two attacks with its fire shields, one of which it may replace with a shield charge. Fire Shields. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage and the target is pushed 10 feet away. If the target is on fire, this attack does an additional 7 (2d6) fire damage. Each other creature within 5 feet of the target must succeed on a DC 20 Dexterity saving throw or take half the attack's damage. Iron Javelin. Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 41 (10d6 + 8) piercing damage. Shield Charge (Recharge 5-6). The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, the creature must succeed on a DC 20 Strength saving throw or take 18 (4d8) bludgeoning damage and be pushed ahead of the giant for the rest of this move. A creature that fails the save by 5 or more is additionally knocked prone, or takes an additional 18 (4d8) bludgeoning damag if it was already prone. Reactions Raise Shields. As a reaction to the giant or a creature within 5 feet of it being targeted with a ranged attack, the giant may raise its shields, increasing its or its allies' AC by 5 against the attack. Until the beginning of its next turn, melee attacks against the giant are made at advantage.


Eldsmiðir Moltenheart The Eldsmiðir moltenheart possess an unrivaled affinity for the volatile energies of the earth's molten core, endowing them with unparalleled mastery over the seething power of molten magma. Through this profound connection, they effortlessly manipulate the molten core's might, shielding their allies and wreaking devastation on their enemies with unmatched prowess. Empowered by the flames, they conjure awe-inspiring shockwaves that reverberate through the ground, toppling foes and unleashing molten eruptions that engulf their adversaries in a cataclysmic torrent of scorching annihilation. While seldom venturing beyond the boundaries of Brimstone Bastion and the realms of Mount Infernos, the Eldsmiðir moltenheart find their truest potency within the heart of the volcano. It is there that their bond intensifies, and their abilities are indispensable. Guided by the rivers of magma coursing through Brimstone Bastion, they valiantly safeguard their tribe from external threats, drawing upon the molten force to shield their people from any encroaching peril. Created By: Conflux Creatures https://www.conflux-art.com Flames of the Drowned Statblocks 51 Download the Full Version Here Proficiency Bonus +5 Eldsmiðir Moltenheart Huge giant, lawful evil Armor Class 18 (Plate) Hit Points 250 (20d12 + 120) Speed 30 ft. STR DEX CON INT WIS CHA 25 (+7) 15 (+2) 22 (+6) 15 (+2) 18 (+4) 16 (+3) Saving Throws DEX +7, CON +11, CHA +8 Skills Athletics +12, Insight +9, Perception +9, Persuasion +8 Damage Resistances Attacks made without advantage Damage Immunities Fire Senses Passive Perception 18 Languages Giant, Undercommon Challenge 16 (15,000 XP) Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 20 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Inner Fire. A creature without fire resistance or immunity that touches the giant or hits it with a melee attack while within 5 feet of it catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Dampen Flames. If the giant takes any cold damage, its Inner Fire trait is disabled until the beginning of its next turn, and the next attack made against it is made at advantage. Martial Ordning. When initiative is rolled, each friendly giant within 60 feet may choose to change its initiative to that of the moltenheart's. Actions Multiattack. The giant uses its molten grasp twice, one of which it may replace with a hurl creature attack. Molten Grasp. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 7) bludgeoning plus 16 (3d10) fire damage and the target is grappled (escape DC 20). A burning creature that is grappled in this way takes an additional 5 (1d10) fire damage at the beginning of each of its turns. Hurl Creature (Requires a grappled creature). Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. On a hit or miss, the thrown creature takes the attack's damage. Hurl Magma (Requires a source of magma). Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning plus 33 (6d10) fire damage and the target is knocked prone. Each other creature within 5 feet of the target must succeed on a DC 19 Dexterity saving throw or take half the attack's damage. Awaken Magma (Recharge 5-6). The fire giant kneels and grips the earth, dropping each creature it has grappled and turning stone and earth in a 60 ft. line that is 10 ft. wide to magma for the next hour. A creature that starts its turn in the area or enters it for the first time in a turn must succeed on a DC 19 Dexterity saving throw or take 55 (10d10) fire damage, or half as much on a success. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Flamelash. One creature within 60 feet that the giant can see must succeed on a DC 17 Strength saving throw or take 11 (2d10) fire damage and be pulled 15 feet toward the giant. Flameburst Leap. The giant leaps up to 20 feet, propelled by a geyser of flame. A creature that hits the giant with an attack of opportunity provoked by this movement takes 11 (2d10) fire damage. Hearthflames. Each friendly giant within 20 feet gains 10 temporary hit points.


Creatures of Mount Infernos Slaghog The elemental porcine commonly referred to as the Slaghog is a benign mutation resulting from environmental exposure to planar rifts; particularly ones from the Plane of Elemental Fire. Fiery Physiology. The entirety of the slaghog's biology has been transmutated by the planar exposure. Components such as its skeleton have been suffused entirely with metal minerals; its blood now innately boils in its veins; and its saliva is now pyrophoric. Lava Loafers. Behavioral studies of these elemental suids show that their general demeanor is remarkably relaxed and even lazy. Even when their territory is tread upon by potential predators, the slaghog prefers to bury itself in lava or igneous rocks rather than confront the intruder. Females who are still caring for piglets, however, are extremely territorial and hostile, spitting globules of magma at those who step too closely to her spawn and even charging the trespassers. Fortunate Cadavers. Monster hunters relish the opportunity to hunt slaghogs, as their bodies are ripe with prime components used in the crafting of magical items, particularly their tusks, which are prized for their various applications in alchemy and arcane weaponry. Created By: Homebrewskies https://www.instagram.com/homebrewskies Slagohog Flames of the Drowned Art By: Homebrewskies Statblocks 52 Download the Full Version Here Proficiency Bonus +2 Slaghog Medium elemental, unaligned Armor Class 16 (Natural Armor) Hit Points 51 (6d8 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 2 (-4) 10 (+0) 10 (+0) Damage Immunities Fire Senses Darkvision 60 ft., Passive Perception 10 Languages — Challenge 3 (700 XP) Charge. If the slaghog moves at least 20 feet straight toward a target and then hits it with a Blazing Tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Heated Body. A creature that touches the slaghog or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Relentless (Recharges after a Short or Long Rest). If the slaghog takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead and it recharges its Slagspit. Actions Blazing Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage. Bonus Actions Ground Pound. The slaghog uses its Hooves attack on a prone creature. Slagspit (Recharge 6). Ranged Spell Attack: +3 to hit, range 20/60 ft., one target. Hit: 21 (4d8 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns.


Forgemaster Sotrus Flames of the Drowned Art By: Midjourney Statblocks 56 Download the Full Version Here Proficiency Bonus +4 Sotrus Eldsmiðir Huge giant, lawful neutral Armor Class 19 (Plate) Hit Points 162 (13d12 + 78) Speed 30 ft. STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) Saving Throws DEX +3, CON +10, CHA +5 Skills Athletics +11, Perception +6, Smith's Tools +11 Damage Resistances Attacks made without advantage Damage Immunities Fire Senses Passive Perception 16 Languages Giant Challenge 10 (5,900 XP) Blessing of the Forge. At the end of a long rest, Sotrus can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of his next long rest or until he dies, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Huge Stature. A creature adjacent to Sotrus may spend half of its movement to attempt a DC 19 Strength (Athletics) check. On a success, the creature climbs onto Sotrus. While climbing on Sotrus, a creature has advantage on melee attacks against him, and Sotrus has disadvantage on melee attacks against it. Inner Fire. A creature without fire resistance or immunity that touches Sotrus or hits him with a melee attack while within 5 feet of it catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Ironbreaker. Sotrus deals double damage to objects and structures when he attacks with the Forgemaster's Hammer. Dampen Flames. If Sotrus takes any cold damage, his Inner Fire trait is disabled until the beginning of his next turn, and the next attack made against him is made at advantage. Actions Multiattack. Sotrus makes two attacks with the Forgemaster's Hammer. +2 Forgemaster's Hammer. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage and the target is pushed 10 feet away. If the target is on fire, this attack does an additional 7 (2d6) fire damage. Bonus Action Tempered Strike (5/Day). When Sotrus hits a creature with the Forgemaster's Hammer, he can cast heat metal on the same target's equipment. Reactions Battering Blows. As a reaction to being reduced below 82 hit points, Sotrus may make a melee weapon attack against each creature in his reach.


Patron Appreciation I want to express my deep gratitude to all the Patrons who support Questline. Your belief and support mean the world to me and inspire me to create the best content I can for this wonderful community. I am so thankful to have each of you on this journey with me, and I promise to keep pushing myself to deliver high-quality material. Together, I can't wait to grow and evolve as we embark on this quest. Sincerely, Carson H. Gold Tier Patrons Homebrewskies - Guilherme Aurelio - rathgn nghtar - Matt Hudson - Morten Ã…gotnes - John Wells - ToniReaper247 Eduardo - Daniel Fletcher - Sebastian Jeda - Brenton Morse - Nick Middleton - The Narrator - Inoriforyou13 Oskar Olsson - Kyle Cashner - Garrett Foote - richard smith - ÐœÐ°ÐºÑ Ð - Palvace - DungeonDoggo SourPineTree - Thatguy 4643 - Joshua Pendarvis - Stephen Edge - matthew - Robert Rebarchik - Osogigante Mariya - Thorkran - Caitlyn Power - Richard brookes - Wessel - CaptReynolds - Tavish Peckham Aaron Smith - LividViking7 - Noah Stump - Ashen Mercury - Marco Van Rhyn - Sandy Ruiz - Travis Anderson Evan Saikaley - Nathan Rodriguez - Crystal Moeykens - That Guy - DracoObelix - Justin - Valupeh Justin - Walter - Nic Gordon - C. Reed Hranac - Çløud - JKnight - iXen X The Dungeon Master - Wayne Naylor - Andrew Edwards - Subtle Spell - Sydney - SirGoatly - Mipp Gamzee Makara - Adam Miller - Ariana Rosel - dapp3r - Polly Clarke - Blue Eyed Demon - Roni Vega Trent Ward - Alex Stewart - Valtac - Nathaniel Polley - Heliosun22 - Jacob Keating - Clayton Hogston Jonathon Hyslop - Lupine_Horror - Henry Nguyen - JohnZerv GR - Mollie Baldus - Kaleb Eisele - Samuel Hewlett HenHart - Nathan Simpson - Persephone A. - Jarno Helin - Travis Spencer - AerialGame - Opitiwy 97 Paul J Arden III - Dezra Ortiz - Voice Quills - Samuel L Castillo - C Heisserer - TÌ´HÌ·EÌ´ Ì·B - Lance Albrecht Simon Baumgart - Cody Burley - Heldon - Batou - Tim Holt - Paul DeLarme - Ard Liam Reichdan - billc33 - Nelson Kwapinski - SeraphMassacre - Matthew Morris - Noelle Kellner - Alex Moorhead Kemy Yperman - Jeremy - Kayla Marie Hogan - Michael Loubier - Kevin M Kelly II - Chewy5boomin - Morgan Meyer Ashton Newhouse - Nathan Yakich - Nick Garrison - Ilja van Voorst - Broken Frog - collin parker - Brock Chapman Shane Stewart - Wolfang254 - Stephen Coates - Jeremy Prada - Ciza161 - victor storm - Steven Kanberg Steven Phillips - Matt Wallis - Drakonis The Latin wolf - Teresa McVey - Aggro Aggron - Haylie Danelle - Tyler Heffner - Fortunato Martinez - Tim Doughty - Connor Martinosky - Enemy Man - John Pyke - Codey Dewey - SuperChiefJr Jacob_darkfire - John Mast - LeoHere - Skylar Briggs - Tyler Danh - John J’s - ReaperTheWolf Miles Schuman - Christopher Orr - Patrick R - Charlie - Frank Castillo - Andrew Beal - JOSEPH ANTONE GUZMAN ALEX Z - Alessandro Nosenzo - Noah Johnson - Aitir - Jacob Barlow - Dylan Calvert - Sam Clark Adendrachi - Thibs - Grumpy Teacher Thank You so Much For Your Support!


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