EmberForge

Compendium

Built-in EmberForge originals only — rules content for the in-house D20 system. Entries are validated by @emberforge/rules-engine when displayed.

Species

  • Species

    Emberborn

    emberborn
    Open →

    Mortals touched by living flame; embers linger in their bloodline.

    Traits

    • Darkvision 12m
    • Resistance to fire damage

    Ability adjustments

    • resolve: +1

    Name ideas: Kessa, Bran, Mira, Torin

Class

  • Class

    Pathwalker

    pathwalker
    Open →

    Walks the thin seams between worlds; striker and ritualist who maps unstable paths.

    Hit die: d10 · Primary saves: resolve, finesse

    Features

    • Planar sense — advantage on checks to notice portals or dimensional bleed.
    • Threaded step — once per rest, ignore difficult terrain from magical sources for 1 minute.

Feat

  • Feat

    Steady Aim

    steady-aim
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    Line up a shot when the battlefield slows.

    Prerequisite: Dexterity 13+

    When you take the Aim action before making a ranged weapon attack on your next turn, you gain +2 to that attack roll.

Background

  • Background

    Ash-Touched

    ash-touched
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    You survived a blaze that should have killed you; ash clings to your story.

    Feature

    Ember memory — once per long rest, recall a sensory detail from any fire you have witnessed.

    Skills: Insight, Survival

    Tools: Cartographer's tools

Monster

  • Monster

    Ash Hound

    ash-hound
    Open →

    CR 1

    HP 22 · AC 13

    Speed 12m

    Attacks

    • Bite +4 (1d6+2 piercing)
    • Ash cloud (recharge 5–6): 3m blind in a 3m cone, DC 12 Endurance save

    EmberForge creature — not from any other RPG. Pack hunters near planar rifts.

Item

  • Item

    Flint-Thread Blade

    flint-thread-blade
    Open →

    Weapon (finesse, light)

    A narrow shortsword with hairline cracks that glow like cooling coals. EmberForge original design.

    Damage: 1d6 slashingWeight: 1 lb