Elden Ring 5e: Ashes of War

by geoh6

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Ashes of War

Contents

Foreword

Credit

All Elden Ring art, images and original concepts are created by and attributed to From Software.

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 Sword

Greatsword, 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
Rarity: Common
As an action, inflict a wound upon yourself, dealing slashing damage equal to your character level. You gain advantage on Stealth checks for one hour.

Barbaric Roar

Applicable to: Any melee weapon except dagger, rapier and whip
Duration: 1 minute
Rarity: Common
Using your action, let loose a bestial roar. For one minute, the first attack you hit on a turn with this weapon deals additional damage equal to your Strength modifier.

Barrage

Applicable to: Shortbow
Rarity: Common
As a bonus action, make two attacks with your bow.

Barricade Shield

Applicable to: Shield
Duration: 2 rounds
Rarity: Common
As a bonus action, focus your energy into your shield. It gives you a +3 bonus to your Armour Class in addition to its usual bonus for two rounds.

Beast's Roar

Applicable to: Any melee weapon
Rarity: Common
You can use your action to unleash a bestial roar, screaming towards your target. Make a ranged weapon attack using your Strength modifier with a range of 90 feet. On a hit, the target takes 4d6 + your Strength modifier thunder damage.

Black Flame Tornado

Applicable to: Glaive, halberd, javelin, lance, pike, twinblade
Rarity: Very Rare
As an action, you begin twirling your weapon, summoning a blackflame tornado. As part of this action, you can make an attack against each creature within 10 feet of you. Any attacks that you hit deal an additional 2d4 fire damage.

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
Rarity: Uncommon
When you make an attack with this weapon, you can choose to take slashing damage equal to half your character level to increase the reach of the weapon to 60 feet for that attack. If you score a critical hit with the attack, the target takes an additional 5d4 piercing damage as blood hemorrhages from their body.

Blood Tax

Applicable to: Dagger, greatsword, halberd, javelin, lance, longsword, pike, rapier, shortsword, sickle, spear, trident, twinblade
Rarity: Rare
Before attacking on your turn, you can use your bonus action to twist this weapon, building power. Each attack you hit on the same turn with the weapon deals an extra 1d6 damage, and its damage type becomes piercing. You regain hit points equal to half of the extra damage dealt.

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
Rarity: Uncommon
As a bonus action, you turn invisible, moving up to 15 feet. This movement doesn't provoke opportunity attacks, and the invisibility ends when you stop moving.

Bloody Slash

Applicable to: Dagger, greatsword, longsword, rapier, scimitar, shortsword, sickle, twinblade
Rarity: Uncommon
When you make an attack with this weapon, you can choose to coat your blade in your own blood. You take slashing damage equal to half your character level, granting the attack the following benefits:

  • Its reach increases by 10 feet.
  • The damage type becomes slashing.
  • It deals an extra 2d6 damage.
  • If you score a critical hit with the attack, it deals an additional 3d4 piercing damage.

Braggart's Roar

Applicable to: Any melee weapon except dagger, rapier and whip
Duration: 1 minute
Rarity: Common
As an action, declare your presence with a boatsful roar. For one minute, attacks made with this weapon deal +1 damage, and whenever you take damage for the first time on your turn, you can reduce it by an amount equal to your proficiency bonus.

Carian Grandeur

Applicable to: Dagger, greatsword, longsword, rapier, scimitar, shortsword, sickle, twinblade
Rarity: Rare
As an action, you transform this blade into a magical greatsword, charging its power for a later swing. At the start of your next turn, make an attack with this weapon targeting every creature in a 20 feet long and 5 feet wide line. If the attack hits, it deals an additional 2d6 force damage.

Carian Greatsword

Applicable to: Dagger, greatsword, longsword, rapier, scimitar, shortsword, sickle, twinblade
Rarity: Uncommon
As an action, you briefly transform this blade into a magical greatsword, swinging it down. Make an attack with this weapon targeting every creature in a 20 feet long and 5 feet wide line. If the attack hits, it deals an additional 1d6 force damage.

Carian Retaliation

Applicable to: Shield
Rarity: Rare
As a reaction to being hit with a ranged or melee spell attack, you can swing the shield to dispel the sorceries or incantations.

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
Rarity: Common
As an action, you can move up to 30 feet. After you have stopped moving, you can make an attack with this weapon. The attack deals an additional 3d6 piercing damage.

Chilling Mist

Applicable to: Any melee weapon except whip, fist weapon and claws
Duration: 1 minute
Rarity: Rare
As an action, coat this weapon in frost, and release it with a slash, making an attack with the weapon. The attack deals an additional 2d6 cold damage.

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
Duration: 1 minute
Rarity: Very Rare
As an action, slam this weapon into the ground. You can make an attack with the weapon as part of this action. At the start of your next turn, you remove the weapon from the ground, coating it in rocks from the earth for one minute.

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
Duration: 1 minute
Rarity: Common
Using your bonus action, you hold your weapon to your face and pledge your resolve. For one minute, your next attack with this weapon deals an additional 2d6 damage.

Double Slash

Applicable to: Dagger, glaive, greatsword, halberd, longsword, scimitar, shortsword, sickle, twinblade
Rarity: Common
As an action, you swing this weapon once, making an attack against a creature within reach. If you hit the attack, you can take the Attack action using your bonus action.

Each attack deals slashing damage.

Earthshaker

Applicable to: Colossal weapon, greataxe, maul, lance, pike
Rarity: Common
As an action, you slam this weapon into the ground, unleashing an earth-shaking shockwave in a 20-foot radius around you.

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
Rarity: Common
Using your bonus action, you enhance your next shot. You have advantage on the next ranged attack made with this weapon, and it deals an additional 1d6 piercing damage.

Endure

Applicable to: Any melee weapon
Rarity: Common
Using your bonus action, you assume an anchored stance to brace for incoming attacks. Until the end of your next turn, you cannot be stunned, restrained, knocked prone or grappled, and you are resistant to all damage.

Eruption

Applicable to: Colossal weapon, greataxe, greatsword, maul
Rarity: Uncommon
Using your action, you slam this weapon into the ground, making an attack with the weapon against a creature within reach.

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
Rarity: Uncommon
As a bonus action, you release a 15-foot cone of flames in front of you. Every creature within the cone must succeed on a Dexterity saving throw with a DC equal to 8 + your Ability modifier (of your choosing) + your proficiency bonus. Upon failure, they take 2d6 fire damage.

Flaming Strike

Applicable to: Any melee weapon except colossal weapon or whip
Duration: 1 minute
Rarity: Rare
Using your action, you emit a burst of flames from your hand in a wide arc. All creatures in a 15-foot cone in front of you take 1d6 fire damage. You can then make an attack with this weapon, carrying the flames with it.

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
Duration: 1 minute
Rarity: Rare
As an action, you form an arc of four magic glintblades overhead. Whenever a hostile creature ends its turn within 15 feet of you, it is struck by a glintblade. Make a ranged spell attack against the creature using your Intelligence modifier. On a hit, the target takes 1d6 + your Intelligence modifier force damage.

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
Rarity: Common
Using your action, you cast the spell Glintstone Pebble using Intelligence as your spellcasting ability modifier. Until the end of your next turn, your next attack with this weapon is an enhanced glintstone thrust. It deals piercing damage in place of its normal type, and an additional 1d6 force damage.

Golden Land

Applicable to: Colossal weapon, greataxe, maul, lance, pike
Rarity: Uncommon
As an action, you thrust this weapon into the ground, causing a blast of sacred energy that explodes in a 10-foot radius around you. Creatures other than you in the area must make a Dexterity saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. Upon failure, they take 2d6 radiant damage.

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
Rarity: Uncommon
When a creature hits you with a melee weapon attack, you can use your reaction to perform an Erdtree incantation and swing your shield to deflect the attack. Roll an ability check using your Charisma or Wisdom modifier (your choice). The DC is equal to the attack roll total of the attack that hit you.

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
Rarity: Uncommon
As an action, you leap 10 feet into the air and move to a point within 15 feet of you, beginning to fall. When you land, you send a golden shockwave in a 10-foot radius around yourself, forcing every creature in the area to make a Dexterity saving throw with a DC equal to 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus.

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
Duration: 1 minute
Rarity: Rare
Using your action, raise this weapon aloft and pledge your honour to the Erdtree in battle. Each creature of your choice within 30 feet of you gain the following benefits for 1 minute:

  • Whenever a blessed creature takes damage, it can use its reaction to reduce that damage by an amount equal to your proficiency bonus.
  • Whenever a blessed creature deals damage, it can use its reaction to deal an amount of extra radiant damage equal to your proficiency bonus.

Gravitas

Applicable to: Any melee weapon except daggers and whips
Rarity: Uncommon
Using your action, thrust this weapon into the ground to create a gravity well. Every other creature that is Large or smaller within 30 feet of you is pulled up to 10 feet towards you.

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
Rarity: Uncommon
As an action, you leap 10 feet into the air and move to a point within 15 feet of you, beginning to fall. When you land, you send a shockwave in a 10-foot radius around yourself, forcing every creature in the area to make a Dexterity saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus.

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
Rarity: Very Rare
As an action, you slam your hands into the ground, unleashing an earth-shaking shockwave in a 20-foot radius around you.

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
Rarity: Rare
As an action, you stomp hard upon the ground, spreading a 20-foot cone of freezing mist and ice along the ground.

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
Duration: 30 seconds (5 rounds)
Rarity: Uncommon
Using your action, you raise your shield to create a consecrated area around you with a 5-foot radius. When a creature ends its turn in the area, it heals 1d4+1 hit points. Any creature that stands within the area has a +1 bonus to its Armour Class.

The consecrated area remains for 30 seconds.

Ice Spear

Applicable to: Halberd, javelin, lance, pike, spear, trident, twinblade
Rarity: Rare
As an action, you spin this weapon, channeling cold magic and releasing it as a spear of ice. Make a ranged weapon attack using your Strength modifier with a range of 60 feet. The attack deals 2d6 + your Strength modifier cold damage.

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
Rarity: Common
As an action, you make an attack with this weapon as if its reach has increased by 5 feet, and move 5 feet towards the target of the attack.

The attack deals piercing damage, has a +5 bonus to hit and deals an extra 2d6 damage.

Kick

Applicable to: Any melee weapon
Rarity: Common
When you shove a creature, you push them back with a high kick. The creature has disadvantage on the contested ability check. If you succeed, you knock the target prone and push it 5 feet away from you.

This Ash of War is not limited in the amount of times it can be used.

Lifesteal Fist

Applicable to: Claw, fist Weapon
Rarity: Rare
If you successfully grapple an enemy, you can choose to drain their vital energies, dealing 2d6 necrotic damage. You regain hit points equal to the damage dealt.

Lightning Ram

Applicable to: Any melee weapon
Duration: 1 minute
Rarity: Rare
As an action, you let out the bleat of a tumbling ram, and begin rolling until the start of your next turn. While you are rolling, your speed increases by 20 feet and moving does not provoke opportunity attacks.

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
Duration: 1 minute
Rarity: Rare
As an action, you can call down lightning into this weapon and swing it down, making an attack with the weapon against a creature within reach. If the attack hits, the creature takes 2d6 lightning damage.

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
Rarity: Rare
You can use the Attack action to somersault up to 15 feet through the air towards a creature without provoking opportunity attacks, making an attack against it with the weapon upon your landing.

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
Rarity: Very Rare
Using your action, you imbue this weapon with glintstone, making an attack with it. After making this attack, you leap 10 feet into the air, then descend to any surface within 10 feet of your original position.

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
Rarity: Common
As a bonus action, you ready this bow, pushing it to its limit. Your next attack with the bow deals an additional 2d6 piercing damage. If you score a critical hit with this attack, the target is knocked prone.

Parry

Applicable to: Claw, dagger, fist weapon, rapier, scimitar, sickle, shield
Rarity: Common
When a creature hits you with a melee weapon attack, you can use your reaction to swing this weapon or shield to deflect the attack. Roll an ability check using your Dexterity modifier. The DC is equal to the attack roll total of the attack that hit you.

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
Rarity: Very Rare
As an action, you can create an apparition of the former instructor of the Night's Cavalry. Both you and the instructor move up to 10 feet forward and make a melee weapon attack against a creature within 10 feet of you.

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
Rarity: Uncommon
As an action, you hold this weapon horizontally, and move up to 10 feet towards a creature. When you reach it, you make an attack with the weapon.

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
Rarity: Rare
As an action, you make an attack with this weapon, infusing it with poison. If the attack hits, the target is inflicted with the poisoned condition until the end of its next turn, and takes 1d6 poison damage.

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
Rarity: Rare
As an action, bathe this weapon in poison, and release it with a slash, making an attack with the weapon. The attack deals an additional 2d6 poison damage.

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
Rarity: Uncommon
Using your action, you raise this weapon aloft in prayer, then slam it down, making an attack with it.

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
Rarity: Uncommon
As an action, slam this weapon into the ground, creating a surge of flames and charging with it. You can charge up to 40 feet in a straight line. This leaves a trail of lava that is 5 feet wide that lasts until the end of your next turn. Each creature other than you that enters the trail on a turn or starts its turn there takes 1d6 fire damage.

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
Rarity: Common
On your turn, you can decide to move 10 feet without provoking opportunity attacks.

Rain of Arrows

Applicable to: Shortbow, longbow, greatbow
Rarity: Uncommon
Using your action, choose a 10-foot-radius circle within the normal range of this weapon. You fire a burst of arrows into the sky. Every creature in the area must make a Dexterity saving throw with a DC equal to 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus.

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
Rarity: Uncommon
As a reaction to being hit with an attack, you can make an ability check using your Dexterity modifier with a DC equal to the attack roll total of the attack that hit you.

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
Rarity: Uncommon
Before attacking on your turn, you can use your bonus action to twist this weapon, building power. Every attack you hit on the same turn with the weapon deals an additional 1d6 piercing damage.

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
Rarity: Uncommon
Using your bonus action, you hold your weapon to your face and pledge your resolve. For one minute, your next attack with this weapon deals an additional 3d6 damage.

Sacred Blade

Applicable to: Any melee weapon except whip, fist weapon and claw
Duration: 1 minute
Rarity: Rare
As an action, you make an attack with this weapon against a creature within 60 feet of you by firing a golden blade projectile. The attack deals an additional 1d6 radiant damage.

For one minute, attacks you make with this weapon deal an additional 1d4 radiant damage.

Sacred Order

Applicable to: Any melee weapon<
Duration: 1 minute
Rarity: Rare
As an action, perform a salute and grant this weapon holy essence. For one minute, your attacks with the weapon deal an additional 1d4 radiant damage. Against Those Who Live In Death (undead), this damage is increased to 2d6.

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
Rarity: Uncommon
When you make an attack, you can choose to replace it with a ranged spell attack using your Wisdom or Charisma modifier (your choice), firing a ring of light towards a creature within 30 feet of you. On a hit, the attack does 2d6 + your Wisdom or Charisma modifier radiant damage.

On the same turn that you make this attack, you can use your bonus action to fire another ring of light.

Seppuku

Applicable to: Greatsword, halberd, javelin, lance, longsword, pike, rapier, scimitar, shortsword, spear, trident, twinblade
Duration: 1 minute
Rarity: Rare
Using your action, you thrust this weapon into your stomach to stain it with blood. You take 2d6 + your character level piercing damage.

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
Duration: 1 minute
Rarity: Rare
As an action, perform a salute and grant the weapons of all allies within 10 feet of you holy essence, including yourself. For one minute, attacks with these weapons deal an additional 1d4 radiant damage. Against Those Who Live In Death (undead), this damage is increased to 2d4.

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
Rarity: Common
As an action, you can charge towards a creature within 10 feet of you with this shield. When you reach it, you make a melee weapon attack against it with the shield using your Strength modifier. If the attack hits, the target takes 3d6 + your Strength modifier bludgeoning damage.

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
Rarity: Common
As an action, you can charge towards a creature within 20 feet of you with this shield. When you reach it, you can make a melee weapon attack against it with the shield using your Strength modifier. If the attack hits, the target takes 2d6 + your Strength modifier bludgeoning damage.

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
Rarity: Common
When you make an attack using this bow, you can choose to turn the attack into a sky shot. If you are hidden - both unseen and unheard - when you make this attack, it does not give away your location, whether it hits or misses.

The attack bypasses physical barriers up to 100 feet tall by travelling over them.

Spectral Lance

Applicable to: Halberd, javelin, lance, pike, spear, trident
Rarity: Uncommon
You can use your action to create phantasmic spear from this weapon, hurling it towards a creature within 60 feet of you. Make a ranged weapon attack against the target using your Constitution modifier. The attack deals 3d6 + your Constitution modifier piercing damage.

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
Rarity: Common
As an action, you slash with this weapon. Each creature other than you within reach takes 1d6 slashing damage.

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
Rarity: Uncommon
As a bonus action, you cause this weapon to hover and spin in front of you until the end of your next turn.

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
Rarity: Common
As an action, you begin spinning this weapon above your head until the start of your next turn. Each other creature within reach of the weapon takes 1d6 slashing damage. While you are spinning the weapon, ranged attack rolls have disadvantage against you, and your speed is reduced to 5 feet.

For three rounds, you can use your action to continue spinning the weapon, dealing the damage again.

Square Off

Applicable to: Longsword, shortsword
Duration: 1 minute
Rarity: Common
As a bonus action, you can enter a stance with this weapon, holding it horizontally. For one minute, when you make your next attack with the weapon, choose one of the following effects to apply to the attack:

• 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
Rarity: Common
As a bonus action, enter a low stance with this weapon. Until the end of your next turn or until your next attack, you gain the following effects:

  • You can reduce one instance of damage by 1d6 + your proficiency bonus.
  • Your next attack deals an additional 1d6 damage.
  • Your speed is reduced to 0 feet.

Stamp (Upward Cut)

Applicable to: Battleaxe, club, colossal weapon, flail, greataxe, greatsword, hand axe, light hammer, mace, maul, morningstar, quarterstaff, war pick
Rarity: Common
As a bonus action, enter a low stance with this weapon. Until the end of your next turn or until your next attack, you gain the following effects:

  • You can reduce one instance of damage by 1d6 + your proficiency bonus.
  • Your next attack knocks Medium or smaller targets 10 feet into the air.
  • Your speed is reduced to 0 feet.

Storm Assault

Applicable to: Halberd, javelin, lance, pike, spear, trident, twinblade
Rarity: Uncommon
As an action, you leap 10 feet into the air. As you leap, every other creature within 5 feet of you takes 1d4 bludgeoning damage as the storm wind strikes them. You can choose to land in a position 10 feet away from your original location.

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
Rarity: Uncommon
When you make an attack, you can choose to replace the attack with a ranged weapon attack using your Dexterity modifier. The attack has a range of 30 feet and deals 3d6 + your Dexterity modifier bludgeoning damage.

Storm Stomp

Applicable to: Any melee weapon
Rarity: Uncommon
As an action, you stomp the ground, creating a storm in a 10-foot-radius sphere around you. Every other creature that is Large or smaller in the area must make a Strength saving throw with a DC of 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. Upon failure, they are knocked prone and their speed is reduced to 0 until the end of their next turn.

Storm Wall

Applicable to: Shield
Rarity: Uncommon
When a creature hits you with a melee or ranged weapon attack, you can use your reaction to swing this shield to deflect the attack using a wall of storm winds. Roll an ability check using your Dexterity modifier. The DC is equal to the attack roll total of the attack that hit you.

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
Rarity: Uncommon
As an action, you can spin this weapon to channel the tempests of stormveil, causing every other creature within 10 feet of you to make a Strength saving throw with a DC equal to 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus.

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
Rarity: Common
When you take the Attack action on your turn, you can choose to begin a sword dance, turning your attacks into upward slashes. Each attack you take with this weapon as part of the Attack action on this turn deals an extra 1d4 damage.

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
Rarity: Uncommon
When a creature hits you with a melee weapon attack or ranged spell attack, you can use your reaction to swing this shield to deflect the attack using a magical forcefield. Roll an ability check using your Dexterity or Intelligence modifier (your choice). The DC is equal to the attack roll total of the attack that hit you.

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
Rarity: Uncommon
As an action, you fire a mighty greatarrow that can penetrate through enemies. Every creature in a 240-foot long, 5-foot wide line must make a Dexterity saving throw with a DC equal to 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. Upon failure, they take 3d6 + your Strength or Dexterity modifier (your choice) piercing damage.

Troll's Roar

Applicable to: Colossal weapons, greataxe, greatsword, maul
Rarity: Rare
You let out an intense roar, generating a powerful shockwave in a 10-foot radius around you. Each creature in the area other than you that is Large or smaller must succeed a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus or be knocked prone.

You can then make an attack with this weapon. If the attack hits, it deals an additional 4d6 damage.

Unsheath

Applicable to: Longsword
Rarity: Common
As an bonus action, you can sheathe your blade for one minute or until you make your next attack. You can move up to 5 feet as part of your next attack with this weapon.

The attack has a +5 bonus to hit and deals 1d6 additional damage.

Vow of the Indomitable

Applicable to: Shield
Rarity: Rare
When you take an amount of damage from a creature that is less than your maximum hit points, you can use your reaction to reduce the damage to zero. You are then incapacitated until the end of your next turn.

Vacuum Slice

Applicable to: Battleaxe, colossal weapon, dagger, greataxe, greatsword, hand axe, longsword, rapier, scimitar, shortsword, sickle, twinblade
Rarity: Common
As an action, swing this weapon downward to create a blade-like projectile in a 20-foot long, 5-foot wide line. Every creature within the area takes 1d6 slashing damage.

War Cry

Applicable to: Any melee weapon except dagger, rapier, and whip
Rarity: Common
Using your action, you give a war cry to rally the spirit. For one minute, the first attack you hit on a turn with this weapon deals additional damage equal to your Strength modifier.

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
Rarity: Rare
As an action, you plunge this weapon into the ground, releasing three waves of darkness around you. All other creatures within 10 feet of you take 3d6 force damage as all three waves unavoidably hit them.

You can then make an attack with the weapon.

White Shadow's Lure

Applicable to: Any melee weapon
Rarity: Uncommon
As an action, silently create a white shadow at any point within 60 feet of you that lasts for one minute.

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
Rarity: Common
You begin wildly swinging this weapon for up to 1 minute. While you swing the weapon, your movement speed is reduced to 5 feet and each attack you hit with the weapon deals an additional 1d4 damage.

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
Rarity: Uncommon
As an action, step forward 5 feet and make an attack against a creature with this weapon. The attack deals piercing damage. If the creature's size is Medium or smaller, the attack lifts it 10 feet into the air on a hit.

If the creature's size is Large or bigger, the attack deals an additional 4d6 damage.

Lost Ashes of War

These 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
 

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