Contents
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3Foreword
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3Credit
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3Links
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3Conditions
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3Balance Note
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4Ashes of War: Rules
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4Whetblades
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4Using Affinities
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5Default Ashes of War
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5Damage Scaling
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5Uses
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5Rarity
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6Converting Weapons
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6Weapon Categories
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6New Weapons
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6Properties
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7Ashes of War: List
- 7Assassin's Gambit
- 7Barbaric Roar
- 7Barrage
- 7Barricade Shield
- 7Beast's Roar
- 7Black Flame Tornado
- 7Blood Blade
- 8Blood Tax
- 8Bloodhound Step
- 8Bloody Slash
- 8Braggart's Roar
- 8Carian Grandeur
- 9Carian Greatsword
- 9Carian Retaliation
- 9Charge Forth
- 9Chilling Mist
- 9Cragblade
- 10Determination
- 10Double Slash
- 10Earthshaker
- 10Enchanted Shot
- 10Endure
- 10Eruption
- 10Flame of the Redmanes
- 11Flaming Strike
- 11Glintblade Phalanx
- 11Glintstone Pebble
- 11Golden Land
- 11Golden Parry
- 11Golden Slam
- 12Golden Vow
- 12Gravitas
- 12Ground Slam
- 12Hoarah Loux's Earthshaker
- 12Hoarfrost Stomp
- 13Holy Ground
- 13Ice Spear
- 13Impaling Thrust
- 13Kick
- 13Lifesteal Fist
- 13Lightning Ram
- 14Lightning Slash
- 14Lion's Claw
- 14Loretta's Slash
- 14Mighty Shot
- 14Parry
- 15Phantom Slash
- 15Piercing Fang
- 15Poison Moth Flight
- 15Poisonous Mist
- 15Prayerful Strike
- 16Prelate's Charge
- 16Quickstep
- 16Rain of Arrows
- 16Raptor of the Mists
- 16Repeating Thrust
- 17Royal Knight's Resolve
- 17Sacred Blade
- 17Sacred Order
- 17Sacred Ring of Light
- 17Seppuku
- 17Shared Order
- 18Shield Bash
- 18Shield Crash
- 18Sky Shot
- 18Spectral Lance
- 18Spinning Slash
- 18Spinning Weapon
- 19Spinning Strikes
- 19Square Off
- 19Stamp (Sweep)
- 19Stamp (Upward Cut)
- 19Storm Assault
- 20Storm Blade
- 20Storm Stomp
- 20Storm Wall
- 20Stormcaller
- 20Sword Dance
- 21Thops' Barrier
- 21Through and Through
- 21Troll's Roar
- 21Unsheathe
- 21Vow of the Indomitable
- 21Vacuum Slice
- 22War Cry
- 22Waves of Darkness
- 22White Shadow's Lure
- 22Wild Strikes
- 22Giant Hunt
- 22Lost Ashes of War
Foreword
Credit
All Elden Ring art, images and original concepts are created by and attributed to From Software.
Links
Discord
If you would like to be notified whenever I release something new, consider joining the discord: discord.gg/XMu6dR3SZu
Other Work
My other work and other parts of the Elden Ring 5e conversion can be found here: u/Geoho6
Patreon
And of course, while 5e homebrew I post is available for free, if you'd like to support my work and this project, you can join my patreon: patreon.com/Geoh
Conditions
Some Ashes of War apply conditions, listed below
Frostbitten
- A frostbitten creature's speed is halved.
- The creature can take its action or bonus action, but not both.
- Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
- If the creature takes fire damage, the condition ends.
Balance Note
The idea behind Ashes of War is that just like in Elden Ring, players in this conversion should choose between magical weapons that have a default Ash of War that cannot be removed, or adding Ashes of War and Affinities to more mundane weapons. They are essentially items that turn mundane weapons into magic weapons with an ability, and should be treated as such. Ashes of War, like magic weapons, will increase the power of martial characters in your games significantly.
Ashes of War: Rules
Ashes of War allow Tarnished to alter the properties of their weapons and grant them great powers through the memories of previous battles, levelling the playing field between them and their enemies. They can be found in various locations, including from defeated enemies, teardrop scarabs, or forgotten locations. They are made from ash, and can be added and shorn from weapons using particular types of whetblade. Thus, Ashes of War can even be traded, gifted and stolen.
A weapon with an Ash of War applied counts as a magical weapon for the purpose of overcoming resistances and immunities.
Whetblades
Ashes of War can be applied to a weapon or removed from one (shorn) using a Whetstone Knife or a whetblade. All Ashes of War can only be applied to certain types of weapons. Without any of these items, a player will not be able to apply Ashes of War even if they find them, though for a tarnished, a Whetstone Knife should not be a difficult item to obtain.
Using Affinities
Some whetblades can apply Affinities, causing a particular weapon to work better with a particular ability score. A weapon can only have one Affinity. When an Affinity is applied, you add the ability modifier associated with the Affinity to the damage rolls instead of the default ability modifier of the weapon.
For example, if a Keen affinity is applied to a Greatsword, you would roll 1d20 + proficiency bonus + Strength modifier to hit, and 2d6 + Dexterity modifier for damage. Some affinities have additional effects.
Affinities cannot be applied to magic items.
Elden Options
While affinities are designed to emulate Elden Ring's system, it can add unwanted bookkeeping. As always, feel free to ignore parts of this system you don't want to use. For example, using Ashes of War but not Affinities would mean you only have to add the Whetstone Knife to your game.
Whetstone Knife
Tool
When you complete a long rest at a Site of Grace, you can use this whetstone to add or shear an Ash of War to or from a weapon. Weapons can only have one Ash of War. If you add an Ash of War to a weapon, its default Ash of War is replaced. You cannot shear default Ashes of War, nor can you add Ashes of War to certain magic items, determined in their description.
Iron Whetblade
Tool
Functions as Whetstone Knife, and allows you to apply the following Affinities to a weapon when adding an Ash of War to it:
Heavy. When you roll damage for this weapon, you add your Strength modifier to the damage instead of its standard ability score.
Keen. When you roll damage for this weapon, you add your Dexterity modifier to the damage instead of its standard ability score.
Glintstone Whetblade
Tool
Functions as Whetstone Knife, and allows you to apply the following Affinities to a weapon when adding Ashes of War to it:
Magic. When you roll damage for this weapon, you add your Intelligence modifier to the damage instead of its usual ability modifier. The added damage is force damage.
Cold. When you roll damage for this weapon, you add your Intelligence modifier to the damage instead of its usual ability modifier. The added damage is cold damage.
Red-Hot Whetblade
Tool
Functions as Whetstone Knife, and allows you to apply the following Affinities to a weapon when adding an Ash of War to it:
Fire. When you roll damage for this weapon, you add your Strength modifier to the damage instead of its usual ability modifier. The added damage is fire damage.
Flame Art. When you roll damage for this weapon, you add your Wisdom or Charisma modifier (your choice when you apply this affinity) to the damage instead of its usual ability modifier. The added damage is fire damage.
Sanctified Whetblade
Tool
Functions as Whetstone Knife, and allows you to apply the following Affinities to a weapon when adding an Ash of War to it:
Lightning. When you roll damage for this weapon, you add your Dexterity modifier to the damage instead of its usual ability modifier. The added damage is lightning damage.
Sacred. When you roll damage for this weapon, you add your Wisdom or Charisma modifier (your choice when you apply this affinity) to the damage instead of its usual ability modifier. The added damage is radiant damage.
Black Whetblade
Tool
Functions as Whetstone Knife, and allows you to apply the following Affinities to a weapon when adding an Ash of War to it:
Poison. When you roll damage for this weapon, you do not add your ability modifier. If you score a critical hit with this weapon, the target suffers the Poisoned condition for one minute.
Blood. When you roll damage for this weapon, you do not add your ability modifier. If you score a critical hit with this weapon, the target takes an additional 10d4 piercing damage.
Occult. When you roll damage for this weapon, you add your Constitution modifier to the damage instead of its usual ability modifier. The added damage is necrotic damage.
Default Ashes of War
Each type of weapon has a default Ash of War attached to it, which can only be replaced, not removed. When adding an Ash of War to a weapon, its previous Ash of War is replaced if it is not the default Ash.
Some weapons cannot be infused with an Ash of War apart from their default, usually magic items of high rarity, or a particular type, indicated in the item description. These items will be marked with a * in this table.
Simple Melee Weapon | Default Ash of War |
---|---|
Claw | Quickstep |
Club | Barbaric Roar |
Dagger | Quickstep |
Fist Weapon | Endure |
Greatclub* | Golden Land |
Handaxe | Quickstep |
Javelin | Impaling Thrust |
Light Hammer | Kick |
Quarterstaff | Spinning Slash |
Sickle | Quickstep |
Spear | Charge Forth |
Martial Melee Weapon | Default Ash of War |
---|---|
Battleaxe | Wild Strikes |
Colossal Axe | Endure |
Colossal Hammer | Endure |
Colossal Sword | Stamp (Upward Cut) |
Flail | Spinning Chain |
Glaive | Spinning Slash |
Greataxe | Barbaric Roar |
Greatsword | Stamp (Upward Cut) |
Halberd | Charge Forth |
Lance | Charge Forth |
Longsword | Square Off |
Maul | Braggart's Roar |
Morningstar | Kick |
Pike | Charge Forth |
Rapier | Impaling Thrust |
Scimitar | Spinning Slash |
Shortsword | Kick |
Trident | Impaling Thrust |
Twinblade | Spinning Slash |
War Pick | Kick |
Warhammer | Endure |
Whip | Kick |
Simple Ranged Weapon | Default Ash of War |
---|---|
Crossbow, light* | Kick |
Dart | Kick |
Shortbow | Barrage |
Sling | Kick |
Martial Ranged Weapon | Default Ash of War |
---|---|
Blowgun | None |
Crossbow, hand* | Kick |
Crossbow, heavy* | Kick |
Greatbow | Through and Through |
Longbow | Mighty Shot |
Net* | None |
Damage Scaling
While Ashes of War are powerful, if they were used on their own throughout a campaign, their usefulness would decrease substantially. Thus, the following rule applies to Ashes of War:
Whenever an Ash of War deals damage in the form of an amount of d6, the number of dice rolled is increased depending on the wielder's level, shown by the following table:
Character Level | d6 Increase |
---|---|
5 | +1d6 |
9 | +2d6 |
13 | +3d6 |
17 | +4d6 |
20 | +5d6 |
Uses
Ashes of War can be used an amount of times equal to your proficiency bonus. An expended use is shared between all Ashes of War. All expended uses are regained upon completing a short or long rest.
If an Ash of War has an effect with a duration, using another Ash of War that has an effect with a duration ends the previous effect. Additionally, you cannot concentrate on spells while under such an effect.
Rarity
Since Ashes of War are similar to magic items, and some are naturally more powerful or harder to find than others, each Ash of War has a rarity, of either common, uncommon, rare, or very rare.
Despite this, even common Ashes of War can be more useful than very rare Ashes of War, depending on the build of its wielder.
Converting Weapons
In Elden Ring, weapons are categorised into types - they can be matched with 5e's standard weapon types:
Weapon Categories
Elden Ring | 5e |
---|---|
daggers | dagger, sickle |
straight swords | longsword, shortsword |
greatswords | greatsword |
thrusting swords | rapier |
curved swords | scimitar |
curved greatswords | greatsword |
axes | battleaxe, hand axe |
greataxes | greataxe |
hammers | club, light hammer, morningstar, quarterstaff, war pick |
flails | flail |
great hammers | maul |
spear | spear, trident |
great spears | lance, pike |
halberds | halberd |
reapers | glaive |
whips | whip |
light bows | shortbow |
bows | longbow |
crossbows | hand crossbow, heavy crossbow, light crossbow |
Example Magic Item
Below you will find an example of a magic item that already has an Ash of War - thus, a new one cannot be applied.
Zamor Curved SwordGreatsword, rare |
This greatsword was a weapon wielded by the knights of Zamor who earned great renown during the War against the Giants. Ashes of War cannot be removed or applied to this magic weapon, and it contains the following Ash of War:
Zamor Ice Storm. You strike the ground with the curved sword and summon a freezing tornado in a 20-foot radius around you. Every creature other than you in the area must make a Constitution saving throw. On a failed save, a target takes cold damage equal to 6d6 + your proficiency bonus and is frostbitten until the end of your next turn. On a successful save, it takes half as much damage and is not frostbitten.
New Weapons
Elden ring has a few weapon types that do not fit in with the standard 5e weapons, yet are not magic items - they are listed below.
New Weapons Table
Name | Type | Damage | Properties |
---|---|---|---|
claw | simple melee | 1d6 slashing | Finesse, light, unarmed strike |
fist weapon | simple melee | 1d6 bludgeoning | Light, unarmed strike |
colossal axe | martial melee | 2d12 slashing | Colossal weapon, heavy, reach, two-handed |
colossal hammer | martial melee | 3d8 bludgeoning | Colossal weapon, heavy, reach, two-handed |
colossal sword | martial melee | 3d8 slashing | Colossal weapon, heavy, reach, two-handed |
twinblade | martial melee | 2d4 slashing | Finesse, two-handed |
greatbow | martial ranged | 1d12 piercing | Ammunition (range 300/900), heavy, loading, two-handed, special |
Properties
These new weapons have two new properties and special traits, listed below:
Colossal Weapon. You have disadvantage on attacks made with this weapon unless your Strength score is 22 or higher.
Unarmed Strike. Attacks made with this weapon count as an unarmed strike.
Greatbow. You cannot wield a greatbow unless your Strength and Dexterity scores are 18 or higher. Additionally, you can use your Strength modifier in place of Dexterity for attack and damage rolls made with a greatbow.
Twinblade. When you use the Attack action to attack with a twinblade on your turn, you can use a bonus action to attack again with the same twinblade. This attack deals 1d4 slashing damage on a hit instead of 2d4.
How can I use a colossal weapon?
Right now, the rules for colossal weapons are provided in this document for reference - later, there will be items available to increase your Strength beyond its natural limit, such as Radagon's Scarseal, the Starscourge Heirloom, or a Strength-knot crystal tear used in a Flask of Wondrous Physick.
Ashes of War: List
Assassin's Gambit
Applicable to: Dagger, longsword, rapier, shortsword, sickle, twinblade |
Barbaric Roar
Applicable to: Any melee weapon except dagger, rapier and whip |
Barrage
Applicable to: Shortbow |
Barricade Shield
Applicable to: Shield |
Beast's Roar
Applicable to: Any melee weapon |
Black Flame Tornado
Applicable to: Glaive, halberd, javelin, lance, pike, twinblade On your next turn, you can use your action to twirl your weapon again, continuing the tornado and making more attacks. You can use your bonus action after continuing the tornado to end it, slamming your weapon into the ground and creating a raging vortex of black flames. Every other creature within 10 feet of you must make a Dexterity saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. Upon failure, they take 2d6 fire damage. |
Blood Blade
Applicable to: Dagger, longsword, rapier, scimitar, shortsword, sickle |
Blood Tax
Applicable to: Dagger, greatsword, halberd, javelin, lance, longsword, pike, rapier, shortsword, sickle, spear, trident, twinblade If you hit two of these attacks against the same creature, you may make an additional attack with the weapon against that creature. |
Bloodhound Step
Applicable to: All melee weapons |
Bloody Slash
Applicable to: Dagger, greatsword, longsword, rapier, scimitar, shortsword, sickle, twinblade
|
Braggart's Roar
Applicable to: Any melee weapon except dagger, rapier and whip |
Carian Grandeur
Applicable to: Dagger, greatsword, longsword, rapier, scimitar, shortsword, sickle, twinblade |
Carian Greatsword
Applicable to: Dagger, greatsword, longsword, rapier, scimitar, shortsword, sickle, twinblade |
Carian Retaliation
Applicable to: Shield You reduce the damage of the attack by 1d10 + your proficiency bonus, and can retaliate with summoned glintblades by making three ranged spell attacks using your Intelligence modifier against any creature within 30 feet of you. The glintblades deal 1d6 + your Intelligence modifier force damage on a hit. |
Charge Forth
Applicable to: Halberd, javelin, lance, pike, spear, trident, twinblade |
Chilling Mist
Applicable to: Any melee weapon except whip, fist weapon and claws The attack releases a cloud of chilling mist in a 5-foot radius around the target creature. Any creature that starts its turn in the mist apart from you suffers the Frostbite condition until the end of its next turn. The cloud of mist lasts for one minute. During this minute, attacks made with the weapon deal 1d4 additional cold damage. |
Cragblade
Applicable to: Any melee weapon except whips While the weapon is coated in earth, you can choose to apply one of the following effects to a creature when it is hit by an attack with the weapon: • The creature takes additional bludgeoning damage equal to your Strength modifier. • The creature is knocked prone. |
Determination
Applicable to: Any melee weapon |
Double Slash
Applicable to: Dagger, glaive, greatsword, halberd, longsword, scimitar, shortsword, sickle, twinblade Each attack deals slashing damage. |
Earthshaker
Applicable to: Colossal weapon, greataxe, maul, lance, pike All creatures other than you in this area must make a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. Upon failing the saving throw, the creature is knocked prone and takes 3d6 bludgeoning damage. |
Enchanted Shot
Applicable to: shortbow, longbow |
Endure
Applicable to: Any melee weapon |
Eruption
Applicable to: Colossal weapon, greataxe, greatsword, maul At the end of your turn, you lift the weapon, creating a pool of lava that erupts underneath the creature. It and any other creatures within 5 feet of it of your choice must make a Dexterity saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. Upon failure, it takes 4d6 fire damage and is knocked prone. |
Flame of the Redmanes
Applicable to: Any melee weapon |
Flaming Strike
Applicable to: Any melee weapon except colossal weapon or whip This attack and all attacks you make with the weapon for the next minute deal an additional 1d4 fire damage. |
Glintblade Phalanx
Applicable to: Dagger, greatsword, halberd, javelin, lance, longsword, pike, rapier, scimitar, shortsword, sickle, spear, trident, twinblade The glintblades last for one minute or until all four of them are used. |
Glintstone Pebble
Applicable to: Dagger, greatsword, halberd, javelin, lance, longsword, pike, rapier, scimitar, shortsword, sickle, spear, trident, twinblade |
Golden Land
Applicable to: Colossal weapon, greataxe, maul, lance, pike At the start of your next turn, the remaining sacred energy coalesces into golden darts. Make two ranged spell attacks using your Wisdom or Charisma modifier against any creature within 30 feet of you. Upon hit, they take 2d4 radiant damage. |
Golden Parry
Applicable to: Shield If you succeed, the attack is turned into a miss, and the creature that hit you is stunned until the start of its next turn. While it is stunned, the next melee weapon attack that hits it is a critical hit. If you fail, the damage you take from the attack is doubled. |
Golden Slam
Applicable to: Any melee weapon Upon failure, they take 3d6 radiant damage and are knocked prone. If you fall from a height of more than 10 feet, the damage is increased to 5d6. |
Golden Vow
Applicable to: Any melee weapon
|
Gravitas
Applicable to: Any melee weapon except daggers and whips Pulled creatures must make a Strength saving throw with a DC equal to 8 + your Ability modifier (of your choosing) + your proficiency bonus. Upon failure, they take 1d6 force damage and can be pulled an additional 10 feet. |
Ground Slam
Applicable to: Any melee weapon Upon failure, they take 3d6 bludgeoning damage and are knocked prone. If you fall from a height of more than 10 feet, the damage is increased to 5d6. |
Hoarah Loux's Earthshaker
Applicable to: Any melee weapon All creatures other than you in this area must make a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. Upon failing the saving throw, the creature is knocked prone and takes 3d6 bludgeoning damage. On your next turn, you can repeat this action. |
Hoarfrost Stomp
Applicable to: Any melee weapon Every creature in the cone must make a Constitution saving throw with a DC equal to 8 + your Ability modifier (of your choosing) + your proficiency bonus. Upon failure, the creature takes 2d6 cold damage and is frostbitten until the end of its next turn. |
Holy Ground
Applicable to: Shield The consecrated area remains for 30 seconds. |
Ice Spear
Applicable to: Halberd, javelin, lance, pike, spear, trident, twinblade If the attack hits, the creature is frostbitten until the end of its next turn. |
Impaling Thrust
Applicable to: Claw, dagger, fist weapon, greatsword, halberd, javelin, lance, longsword, pike, rapier, shortsword, sickle, spear, trident, twinblade The attack deals piercing damage, has a +5 bonus to hit and deals an extra 2d6 damage. |
Kick
Applicable to: Any melee weapon This Ash of War is not limited in the amount of times it can be used. |
Lifesteal Fist
Applicable to: Claw, fist Weapon |
Lightning Ram
Applicable to: Any melee weapon When you move within 5 feet of a creature or object that isnt being worn or carried, it takes 1d6 lightning damage from your lightning-clad, rolling body. At the start of subsequent turns, you can continue rolling using your action. You can do this for one minute. |
Lightning Slash
Applicable to: Shortsword, longsword, greatsword, rapier, twinblade, dagger, handaxe, greataxe, warhammer, maul, colossal weapon, flail For one minute, attacks made with the weapon deal 1d4 additional lightning damage. |
Lion's Claw
Applicable to: Battleaxe, club, colossal weapon, flail, greataxe, greatsword, hand axe, light hammer, longsword, mace, maul, morningstar, quarterstaff, scimitar, shortsword, twinblade, war pick This attack deals an additional 2d6 damage. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. |
Loretta's Slash
Applicable to: Glaive, halberd, javelin, lance, pike, spear, trident, twinblade If there are any creatures within reach of the weapon after you land, you can make an attack against them with it. All attacks made as part of this action deal an additional 1d6 force damage. |
Mighty Shot
Applicable to: Shortbow, longbow |
Parry
Applicable to: Claw, dagger, fist weapon, rapier, scimitar, sickle, shield If you succeed, the attack is turned into a miss, and the creature that hit you is stunned until the start of its next turn. While it is stunned, the next melee weapon attack that hits it is a critical hit. If you fail, the damage you take from the attack is doubled. |
Phantom Slash
Applicable to: Glaive, halberd, javelin, spear, trident, twinblade The apparition uses a halberd which has a +5 bonus to its attack in addition to your proficiency bonus. When the apparition's attack hits, it deals 1d12+5 slashing damage. You and the apparition can make one additional attack each using your bonus action, after which it disappears. |
Piercing Fang
Applicable to: Greatsword, halberd, javelin, lance, longsword, pike, rapier, shortsword, spear, trident, twinblade The damage type of the attack is piercing and it deals an additional 1d6 damage. If the target is using a shield or armour, the attack has a +10 bonus to hit. |
Poison Moth Flight
Applicable to: Dagger, longsword, rapier, scimitar, shortsword, sickle If the target creature already has the poisoned condition when the attack hits, the condition ends and it takes an additional 3d6 poison damage. |
Poisonous Mist
Applicable to: Any melee weapon except whip, fist weapon or claw The attack releases a cloud of toxic mist in a 5-foot radius around the target creature. Any creature apart from you that starts its turn in the mist is poisoned until the end of its next turn. The cloud of toxic mist lasts for one minute. During this minute, attacks made with the weapon deal 1d4 additional poison damage. |
Prayerful Strike
Applicable to: Battleaxe, club, colossal weapon, flail, greataxe, hand axe, light hammer, mace, maul, morningstar, quarterstaff, war pick If the attack hits, you and any allied creatures within 10 feet of target creature regains regains an amount of hit points equal to your character level. |
Prelate's Charge
Applicable to: Colossal weapon, greataxe, maul When the charge ends, you can make an attack with the weapon. It deals an additional 2d6 fire damage. |
Quickstep
Applicable to: Any melee weapon |
Rain of Arrows
Applicable to: Shortbow, longbow, greatbow Upon failure, a creature takes 3d6 + your Strength or Dexterity modifier piercing damage as arrows fall upon it. |
Raptor of the Mists
Applicable to: Any melee weapon If you succeed, the attack is turned into a miss and you jump 5 feet into the air, landing at the start of your turn. When you land, you can make an attack with this weapon. |
Repeating Thrust
Applicable to: Dagger, fist weapon, greatsword, halberd, javelin, lance, longsword, pike, rapier, shortsword, sickle, spear, trident, twinblade If you hit two of these attacks against the same creature, you may make one additional attack with the weapon against that creature. |
Royal Knight's Resolve
Applicable to: Any melee weapon |
Sacred Blade
Applicable to: Any melee weapon except whip, fist weapon and claw For one minute, attacks you make with this weapon deal an additional 1d4 radiant damage. |
Sacred Order
Applicable to: Any melee weapon< If you slay Those Who Live In Death with this damage, they cannot return to life by any means short of the Elden Ring itself. |
Sacred Ring of Light
Applicable to: Glaive, halberd, javelin, spear, trident On the same turn that you make this attack, you can use your bonus action to fire another ring of light. |
Seppuku
For one minute, your attacks with the weapon deal an additional 1d6 damage. If you score a critical hit with one of these attacks, the target takes an additional 10d4 piercing damage. |
Shared Order
Applicable to: Any melee weapon If you slay Those Who Live In Death with this damage, they cannot return to life by any means short of the Elden Ring itself. |
Shield Bash
Applicable to: Shield If they are Large or smaller, they are knocked prone and pushed 10 feet back. Otherwise, they are pushed 5 feet back. |
Shield Crash
Applicable to: Shield If they are Huge or smaller, they are knocked prone and pushed 15 feet back. Otherwise, they are pushed 5 feet back. |
Sky Shot
Applicable to: Shortbow, longbow The attack bypasses physical barriers up to 100 feet tall by travelling over them. |
Spectral Lance
Applicable to: Halberd, javelin, lance, pike, spear, trident If the attack hits and the creature is Large or smaller, it is knocked prone. |
Spinning Slash
Applicable to: Battleaxe, dagger, glaive, greataxe, greatsword, halberd, hand axe, javelin, lance, longsword, pike, scimitar, shortsword, sickle, spear, trident, twinblade You can then move 5 feet forward and make an attack with this weapon against a creature within reach. |
Spinning Weapon
Applicable to: Battleaxe, club, dagger, flail, glaive, halberd, hand axe, javelin, light hammer, longsword, mace, morningstar, quarterstaff, scimitar, shortsword, sickle, spear, trident, twinblade, war pick Until the spinning ends, you can make an attack against any creature that enters the reach of your weapon, and your speed is reduced to 5 feet. |
Spinning Strikes
Applicable to: Glaive, halberd, javelin, spear, trident For three rounds, you can use your action to continue spinning the weapon, dealing the damage again. |
Square Off
Applicable to: Longsword, shortsword • You have a +5 bonus to hit. • The attack deals an additional 1d6 damage, and you can move 5 feet as part of making the attack. |
Stamp (Sweep)
Applicable to: Battleaxe, club, colossal weapon, flail, greataxe, greatsword, hand axe, light hammer, mace, maul, morningstar, quarterstaff, war pick
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Stamp (Upward Cut)
Applicable to: Battleaxe, club, colossal weapon, flail, greataxe, greatsword, hand axe, light hammer, mace, maul, morningstar, quarterstaff, war pick
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Storm Assault
Applicable to: Halberd, javelin, lance, pike, spear, trident, twinblade When you land, other creatures within 5 feet of your new position take 1d6 bludgeoning damage from a second storm wind, and you can make an attack against a creature within reach using this weapon. |
Storm Blade
Applicable to: Dagger, shortsword, longsword, scimitar, rapier |
Storm Stomp
Applicable to: Any melee weapon |
Storm Wall
Applicable to: Shield If you succeed, the attack is turned into a miss. If the attack was a melee weapon attack, the creature that hit you is stunned until the start of its next turn. While it is stunned, the next melee weapon attack that hits it is a critical hit. If you fail the ability check, the damage you take from the attack is doubled. |
Stormcaller
Applicable to: Battleaxe, club, flail, glaive, greataxe, greatsword, halberd, hand axe, javelin, lance, light hammer, longsword, mace, maul, morningstar, pike, quarterstaff, scimitar, shortsword, spear, trident, twinblade, war pick Upon failure, the creature takes 1d6 slashing damage from the storm winds. You can repeat this action up to two times on subsequent turns. If the creature fails the save two rounds in a row, it is knocked prone. |
Sword Dance
Applicable to: Battleaxe, dagger, glaive, greataxe, greatsword, halberd, hand axe, javelin, lance, longsword, pike, scimitar, shortsword, sickle, spear, trident, twinblade If you hit at least one of these attacks, you can make an additional attack with the weapon as a bonus action. This attack deals an extra 1d6 damage. |
Thops' Barrier
Applicable to: Shield If you succeed, the attack is turned into a miss. If the attack was a melee weapon attack, the creature that hit you is stunned until the start of its next turn. While it is stunned, the next melee weapon attack that hits it is a critical hit. If you fail the ability check, the damage you take from the attack is doubled. |
Through and Through
Applicable to: Greatbow |
Troll's Roar
Applicable to: Colossal weapons, greataxe, greatsword, maul You can then make an attack with this weapon. If the attack hits, it deals an additional 4d6 damage. |
Unsheath
Applicable to: Longsword The attack has a +5 bonus to hit and deals 1d6 additional damage. |
Vow of the Indomitable
Applicable to: Shield |
Vacuum Slice
Applicable to: Battleaxe, colossal weapon, dagger, greataxe, greatsword, hand axe, longsword, rapier, scimitar, shortsword, sickle, twinblade |
War Cry
Applicable to: Any melee weapon except dagger, rapier, and whip Additionally, at the start of each of your turns, you can choose to sacrifice the additional damage from the cry to increase the reach of your weapon by 5 feet until the end of that turn. |
Waves of Darkness
Applicable to: Colossal Weapon, greataxe, lance, maul, pike You can then make an attack with the weapon. |
White Shadow's Lure
Applicable to: Any melee weapon The white shadow tricks nearby enemies into attacking it in a 30-foot radius around it self. Humanoids that enter the area or start their turn in it must make an Intelligence saving throw with a DC equal to 8 + your Ability modifier (your choice) + your proficiency bonus. Upon failure, they perceive the shadow as a hated enemy, and are compelled to attack it until the start of their next turn. |
Wild Strikes
Applicable to: Battleaxe, club, flail, greataxe, greatsword, hand axe, light hammer, mace, maul, morningstar, quarterstaff, scimitar, war pick If you use your action to do something other than attack, you stop swinging the weapon. |
Giant Hunt
Applicable to: Colossal weapon, greatsword, halberd, javelin, lance, pike, spear, trident, twinblade If the creature's size is Large or bigger, the attack deals an additional 4d6 damage. |
Lost Ashes of WarThese empty ashes of war, devoid of any memories of battle, can be turned into other already existing ashes by a master smith, if they have access to both. |
1.0
- RElease!
1.1
- Fixed wording on Glintstone Pebble to prevent spell attacks from working
- Fixed wording on spinning strikes to include reach of the weapon and make it so you don't hit yourself.
- Fixed war cry typo
- Updated greatbows to allow them to use Strength modifier, but added a Dexterity requirement
- Added the word "normal" behind "range" on rain of arrows
- Increased the rarity of Golden Vow to rare