# 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](https://discord.gg/XMu6dR3SZu)
\columnbreak
### Other Work
My other work and other parts of the Elden Ring 5e conversion can be found here: [u/Geoho6](https://www.reddit.com/user/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](https://www.patreon.com/Geoh)
\pagebreakNum
# Talisman Rules
## Attunement
In Elden Ring, the standard tarnished can equip 4 talismans, changing them at will. In this conversion, attunement is used to represent this system - as a DM, you can choose to extend default amount of items a player character can attune to to 4 to simulate the game, or you can leave it at 5e's default of 3.
Either way, other magic items, such as weapons and armour, will never require attunement in this system - only talismans.
### Talisman Wording
Most items in D&D 5th edition have to be worn a on a specific place or wielded in a particular way. This is not the case for talismans - you can assume that each talisman is effective while it is on the character's person.
> ##### Remember: Attunement Rules
> A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
### Talisman Attunement Limitations
You cannot attune to multiple talismans with the same name that have a number appended to them, such as "+1" or "+2" - for example, you can't attune to multiple dragoncrest shield talismans or multiple crimson amber medallions.
Additionally, some talismans are mutually exclusive with other talismans, meaning you cannot attune to both at once. Such talismans are listed below:
| Talisman | Mutually Exclusive With: |
|:---:|:-----------:|
| Radagon's Scarseal | Radagon's Soreseal |
| Marika's Scarseal | Marika's Soreseal |
| Dragoncrest Shield Talisman | Dragoncrest Greatshield Talisman |
| Prince of Death's Pustule | Prince of Death's Cyst |
| Graven School Talisman | Graven Mass Talisman |
| Faithful's Canvas Talisman | Flock's Canvas Talisman |
| Warrior Jar Shard | Great Warrior Jar Shard |
| Winged Sword Insignia | Rotten Winged Sword Insignia |
\columnbreak
## Sorting
The talismans are sorted the same way as they are in game - by type. Though the types aren't made clear in the game, and seem to be based on the general visual and conceptual idea of the talismans rather than the mechanics they grant.
In addition, certain talismans have been renamed, as their names specific related to questlines from the game that may not be present depending on the historical time period of the Lands Between that are used.
## Talisman Rarity
Just like standard magic items, the rarity of talismans indicates their power compared to other magic items, and in turn, how high level a player character would be to receive them and how hard the talismans are to find in the world.
Legendary talismans, like standard legendary magic items, are exceedingly powerful and rare, and should only be granted to higher-level player characters.
\pagebreakNum
# Talismans
## Attribute Buffs
The following talismans are simple buffs to various aspects of a creature's self.
Crimson Amber MedallionWondrous item (talisman), uncommon (requires attunement) Your hit point maximum increases by 10. |
|
Crimson Amber Medallion +1Wondrous item (talisman), rare (requires attunement) Your hit point maximum increases by 20. |
|
Crimson Amber Medallion +2Wondrous item (talisman), very rare (requires attunement) Your hit point maximum increases by 30. |
|
Crimson Seed TalismanWondrous item (talisman), rare (requires attunement) Whenever you drink from a Flask of Crimson Tears, you regain an additional 1d4+1 hit points. |
|
Blessed Dew TalismanWondrous item (talisman), rare (requires attunement) You regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. |
|
Cerulean Amber MedallionWondrous item (talisman), uncommon (requires attunement) You gain a 1st level spell slot associated with this talisman. You can use this spell slot to cast a spell that you know or have prepared, and you regain it when you finish a long rest. |
|
Cerulean Amber Medallion +1Wondrous item (talisman), rare (requires attunement) You gain a 3rd level spell slot associated with this talisman. You can use this spell slot to cast a spell that you know or have prepared, and you regain it when you finish a long rest. |
|
Cerulean Amber Medallion + 2Wondrous item (talisman), very rare (requires attunement) You gain a 5th level spell slot associated with this talisman. You can use this spell slot to cast a spell that you know or have prepared, and you regain it when you finish a long rest. |
|
Cerulean Seed TalismanWondrous item (talisman), rare (requires attunement) Whenever you drink from a Flask of Cerulean Tears, the combined level of spell slots you can recover increases by 1. |
|
Viridian Amber MedallionWondrous item (talisman), uncommon (requires attunement) Your speed increases by 5 feet. |
|
Viridian Amber Medallion +1Wondrous item (talisman), rare (requires attunement) Your speed increases by 10 feet and you have advantage on saving throws made to avoid gaining levels of exhaustion. |
|
Viridian Amber Medallion +2Wondrous item (talisman), very rare (requires attunement) Your speed increases by 15 feet and you have advantage on saving throws made to avoid gaining levels of exhaustion. |
|
Green Turtle TalismanWondrous item (talisman), uncommon (requires attunement) You can use your action to reduce your exhaustion level by two and end the frostbitten condition on yourself. Once you use this feature, you must finish a long rest before you can use it again. |
|
Arsenal CharmWondrous item (talisman), uncommon (requires attunement) Your carrying capacity increases by 60 pounds, and if your size is small, you can wield weapons with the heavy property without penalty. |
|
Arsenal Charm +1Wondrous item (talisman), rare (requires attunement) Your carrying capacity increases by 120 pounds, and if your size is small, you can wield weapons with the heavy property without penalty. |
|
Additionally, your speed is not reduced when you wear heavy armour, even if your Strength score does not meet the requirements of that armour.
Arsenal Charm +2Wondrous item (talisman), very rare (requires attunement) Your carrying capacity increases by 180 pounds, you can wield heavy weapons without penalty no matter your size, and all weapons you wield gain the light property. |
|
Additionally, your speed is not reduced when you wear heavy armour, even if your Strength score does not meet the requirements of that armour.
Erdtree's FavourWondrous item (talisman), rare (requires attunement) You gain the following benefits:
|
|
- Your carrying capacity increases by 30 pounds.
Erdtree's Favour +1Wondrous item (talisman), very rare (requires attunement) You gain the following benefits:
|
|
- Your carrying capacity increases by 60 pounds.
Erdtree's Favour +2Wondrous item (talisman), legendary (requires attunement) You gain the following benefits:
|
|
- Your carrying capacity increases by 90 pounds.
Radagon's ScarsealWondrous item (talisman), very rare (requires attunement) Your Strength, Dexterity and Constitution scores each increase by 2, and you become vulnerable to bludgeoning, piercing and slashing damage. |
|
Radagon's SoresealWondrous item (talisman), leggendary (requires attunement) Your Strength, Dexterity and Constitution scores each increase by 4, and you become vulnerable to all damage types. |
|
Marika's ScarsealWondrous item (talisman), very rare (requires attunement) Your Intelligence, Wisdom and Charisma scores each increase by 2, and you become vulnerable to bludgeoning, piercing and slashing damage. |
|
Marika's SoresealWondrous item (talisman), leggendary (requires attunement) Your Intelligence, Wisdom and Charisma scores each increase by 4, and you become vulnerable to all damage types. |
|
Starscourge HeirloomWondrous item (talisman), very rare (requires attunement) Your Strength score increases by 2. |
|
Prosthesis-Wearer HeirloomWondrous item (talisman), very rare (requires attunement) Your Dexterity score increases by 2. |
|
Stargazer HeirloomWondrous item (talisman), very rare (requires attunement) Your Intelligence score increases by 2. |
|
Two-Fingers Heirloom (Wisdom)Wondrous item (talisman), very rare (requires attunement) Your Wisdom score increases by 2. |
|
Two-Fingers Heirloom (Charisma)Wondrous item (talisman), very rare (requires attunement) Your Charisma score increases by 2. |
|
## Defensive Talismans
Defensive talismans reduce and mitigate negative effects such as damage or conditions. They would likely be one of the more commonly found talismans in the world.
Dragoncrest Shield TalismanWondrous item (talisman), uncommon (requires attunement) Bludgeoning, piercing and slashing damage you take is reduced by 1. |
|
Dragoncrest Shield Talisman +1Wondrous item (talisman), rare (requires attunement) Bludgeoning, piercing and slashing damage you take is reduced by 2. |
|
Dragoncrest Shield Talisman +2Wondrous item (talisman), very rare (requires attunement) Bludgeoning, piercing and slashing damage you take is reduced by 3. |
|
Dragoncrest Greatshield TalismanWondrous item (talisman), legendary (requires attunement) Bludgeoning, piercing and slashing damage you take is reduced by 5. |
|
Spelldrake TalismanWondrous item (talisman), uncommon (requires attunement) Force damage you take is reduced by 2. |
|
Spelldrake Talisman +1Wondrous item (talisman), rare (requires attunement) Force damage you take is reduced by 3. |
|
Spelldrake Talisman +2Wondrous item (talisman), very rare (requires attunement) Force damage you take is reduced by 4. |
|
Flamedrake TalismanWondrous item (talisman), uncommon (requires attunement) Fire damage you take is reduced by 2. |
|
Flamedrake Talisman +1Wondrous item (talisman), rare (requires attunement) Fire damage you take is reduced by 3. |
|
Flamedrake Talisman +2Wondrous item (talisman), very rare (requires attunement) Fire damage you take is reduced by 4. |
|
Boltdrake TalismanWondrous item (talisman), uncommon (requires attunement) Lightning damage you take is reduced by 2. |
|
Boltdrake Talisman +1Wondrous item (talisman), rare (requires attunement) Lightning damage you take is reduced by 3. |
|
Boltdrake Talisman +2Wondrous item (talisman), very rare (requires attunement) Lightning damage you take is reduced by 4. |
|
Haligdrake TalismanWondrous item (talisman), uncommon (requires attunement) Radiant damage you take is reduced by 2. |
|
Haligdrake Talisman +1Wondrous item (talisman), rare (requires attunement) Radiant damage you take is reduced by 3. |
|
Haligdrake Talisman +2Wondrous item (talisman), very rare (requires attunement) Radiant damage you take is reduced by 4. |
|
Pearldrake TalismanWondrous item (talisman), uncommon (requires attunement) Acid, cold, necrotic, and thunder damage you take is reduced by 1. |
|
Pearldrake Talisman +1Wondrous item (talisman), rare (requires attunement) Acid, cold, necrotic, and thunder damage you take is reduced by 2. |
|
Pearldrake Talisman +2Wondrous item (talisman), very rare (requires attunement) Acid, cold, necrotic, and thunder damage you take is reduced by 3. |
|
Immunising Horn CharmWondrous item (talisman), uncommon (requires attunement) You gain a +3 bonus to saving throws made to avoid being poisoned or afflicted with scarlet rot. |
|
Immunising Horn Charm +1Wondrous item (talisman), rare (requires attunement) You gain a +5 bonus to saving throws made to avoid being poisoned or afflicted with scarlet rot. |
|
Stalwart Horn CharmWondrous item (talisman), uncommon (requires attunement) You gain a +3 bonus to saving throws made to avoid being frostbitten and are resistant to piercing damage dealt by critical hits. |
|
Stalwart Horn Charm +1Wondrous item (talisman), rare (requires attunement) You gain a +5 bonus to saving throws made to avoid being frostbitten and are immune to piercing damage dealt by critical hits. |
|
Clarifying Horn CharmWondrous item (talisman), uncommon (requires attunement) You gain a +3 bonus to saving throws made to avoid magically being put to sleep or gaining levels of frenzied madness. |
|
Clarifying Horn Charm +1Wondrous item (talisman), rare (requires attunement) You gain a +5 bonus to saving throws made to avoid magically being put to sleep or gaining levels of frenzied madness. |
|
Mottled NecklaceWondrous item (talisman), uncommon (requires attunement) You gain a +1 bonus to saving throws made to avoid being poisoned, afflicted with scarlet rot, frostbitten, magically put to sleep, and gaining levels of frenzied madness. |
|
Mottled Necklace +1Wondrous item (talisman), rare (requires attunement) You gain a +3 bonus to saving throws made to avoid being poisoned, afflicted with scarlet rot, frostbitten, magically put to sleep, and gaining levels of frenzied madness. |
|
Prince of Death's PustuleWondrous item (talisman), uncommon (requires attunement) You gain a +3 bonus to saving throws made to avoid gaining levels of deathblight. |
|
Prince of Death's CystWondrous item (talisman), rare (requires attunement) You gain a +5 bonus to saving throws made to avoid gaining levels of deathblight. |
|
Dagger TalismanWondrous item (talisman), rare (requires attunement) You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. If you score a critical hit with a dagger, this increases to two additional dice. |
|
Curved Sword TalismanWondrous item (talisman), very rare (requires attunement) If a creature misses you with a melee attack while you are wielding a shield, you can use your reaction to make a melee weapon attack against it. |
|
Twinblade TalismanWondrous item (talisman), rare (requires attunement) When you make a melee weapon attack using your bonus action, it deals an extra 2d4 damage. |
|
Axe TalismanWondrous item (talisman), rare (requires attunement) When you make a melee weapon attack for the first time on your turn, you can choose to charge the attack, dealing an additional 2d6 damage. |
|
If you use this feature, you cannot make more than one attack on that turn, regardless of your abilities or magic items.
Hammer TalismanWondrous item (talisman), uncommon (requires attunement) You have a +2 bonus to attack rolls made against any creatures using a shield. |
|
Spear TalismanWondrous item (talisman), rare (requires attunement) Whenever you use your reaction to make an attack with a melee weapon that deals piercing damage, the attack deals an extra 1d10 damage. |
|
Lance TalismanWondrous item (talisman), very rare (requires attunement) While you are mounted, melee weapon attack rolls that you make deal an extra 1d6 damage. |
|
Claw TalismanWondrous item (talisman), rare (requires attunement) If you make a high jump with a height of at least 3 feet on your turn before making a melee weapon attack, that attack deals an additional 1d4 damage. If the attack is an unarmed strike, the extra damage increase to 2d4. |
|
Greatshield TalismanWondrous item (talisman), rare (requires attunement) If you are using a shield, you gain a +1 bonus to your Armour Class. |
|
Arrow's Sting TalismanWondrous item (talisman), very rare (requires attunement) Whenever you make an attack with a weapon that uses crossbow bolts or arrows as ammunition, you deal an additional 1d8 damage. |
|
Arrow's Reach TalismanWondrous item (talisman), uncommon (requires attunement) The normal and long range of bows and crossbows you wield both increase by 30 feet. |
|
Graven School TalismanWondrous item (talisman), rare (requires attunement) Once on each of your turns when you damage a creature with a spell on the Wizard or Sorcerer spell list, you can deal an extra 1d4 damage to one target of the spell. |
|
Graven Mass TalismanWondrous item (talisman), very rare (requires attunement) Once on each of your turns when you damage a creature with a spell on the Wizard or Sorcerer spell list, you can deal an extra 1d8 damage to one target of the spell. |
|
Faithful's Canvas TalismanWondrous item (talisman), rare (requires attunement) Once on each of your turns when you damage a creature with a spell on the Cleric, Warlock, Paladin or Druid spell list, you can deal an extra 1d4 damage to one target of the spell. |
|
Flock's Canvas TalismanWondrous item (talisman), very rare (requires attunement) Once on each of your turns when you damage a creature with a spell on the Cleric, Warlock, Paladin or Druid spell list, you can deal an extra 1d8 damage to one target of the spell. |
|
Primal Glintstone BladeWondrous item (talisman), very rare (requires attunement) Whenever you expend a spell slot to cast a spell, you can reduce the level of the expended spell slot by 1, to a minimum of 1. Additionally, your hit point maximum is halved. |
|
Moon of NokstellaWondrous item (talisman), legendary (requires attunement by a creature with spellcasting or pact magic) The amount of spells you can know increases by 4. You choose the additional spells when you first attune to this item. You cannot change them once you have chosen, even if you attune to this item again later. |
|
If you prepare spells instead of knowing them, the amount of spells you can prepare increases by 4. Any additional spells you prepared using this item are no longer prepared if you end your attunement.
If you have multiple classes with spellcasting or pact magic, choose one class to prepare or know additional spells for when you attune to this item. You cannot change this decision, even if you attune to this item again later.
Old Lord's TalismanWondrous item (talisman), legendary (requires attunement) Whenever you cast a spell with a duration of one minute or longer, its duration increases by half. For example, a spell that lasts one hour would instead last one hour and thirty minutes. |
|
Radagon IconWondrous item (talisman), legendary (requires attunement) When you use your bonus action to cast a spell, you can cast another spell on that turn, even if it isn't a cantrip. |
|
## Miscellaneous Enhancements
The following talismans grant situational and conditional benefits, that can be pivotal items for certain builds.
Roar MedallionWondrous item (talisman), very rare (requires attunement) You gain benefits to roar abilities and breath weapon attacks, detailed in the table below: |
|
Companion JarWondrous item (talisman), uncommon (requires attunement) Whenever you deal damage with a thrown pot (such as a Fire Pot or Magic Pot), you can add your proficiency bonus to the damage dealt. |
|
Perfumer's TalismanWondrous item (talisman), uncommon (requires attunement) Whenever you deal damage with a a perfume item (such as a Spark Aromatic or Poison Spraymist), you can add your proficiency bonus to the damage dealt. |
|
Carian Filigreed CrestWondrous item (talisman), rare (requires attunement) The amount of times you can use Ashes of War without having to finish a short or long rest increases by 2. |
|
Warrior Jar ShardWondrous item (talisman), rare (requires attunement) Whenever you deal damage with an Ash of War in the form of an amount of d6, you deal an extra 1d6 damage. |
|
Great Warrior Jar ShardWondrous item (talisman), very rare (requires attunement) Whenever you deal damage with an Ash of War in the form of an amount of d6, you deal an extra 2d6 damage. |
|
Godfrey IconWondrous item (talisman), very rare (requires attunement) Once on your turn when you roll to damage a creature, you can choose to delay the damage to the start of your next turn, increasing it by an amount equal to your proficiency bonus. |
|
The creature only takes the delayed damage if it is still within the range or reach of the original ability used to deal the damage at the start of your next turn.
\pagebreakNum
Bull Goat's TalismanWondrous item (talisman), rare (requires attunement) You gain a +5 bonus to ability checks and saving throws made to resist being stunned, restrained, knocked prone or grappled. |
|
Blue Dancer's CharmWondrous item (talisman), very rare (requires attunement) When you deal bludgeoning, piercing or slashing damage, you deal additional damage depending on the following prerequisites: |
|
Magic Scorpion CharmWondrous item (talisman), rare (requires attunement) Whenever you deal force damage, you deal an extra 1d10 damage. Additionally, you are vulnerable to force damage. |
|
Fire Scorpion CharmWondrous item (talisman), rare (requires attunement) Whenever you deal fire damage, you deal an extra 1d10 damage. Additionally, you are vulnerable to fire damage. |
|
Lightning Scorpion CharmWondrous item (talisman), rare (requires attunement) Whenever you deal lightning damage, you deal an extra 1d10 damage. Additionally, you are vulnerable to lightning damage. |
|
Sacred Scorpion CharmWondrous item (talisman), rare (requires attunement) Whenever you deal radiant damage, you deal an extra 1d10 damage. Additionally, you are vulnerable to radiant damage. |
|
Crucible Scale TalismanWondrous item (talisman), rare (requires attunement) Any critical hit scored against you with a melee attack becomes a normal hit. |
|
Crucible Knot TalismanWondrous item (talisman), rare (requires attunement) Any critical hit scored against you with a ranged attack becomes a normal hit. |
|
Crucible Feather TalismanWondrous item (talisman), very rare (requires attunement) Your armour class increases by 3 and you gain a +5 bonus to Dexterity saving throws; however, damage you take from attacks and from failing a Dexterity saving throw is doubled. |
|
Red-Feathered BranchswordWondrous item (talisman), very rare (requires attunement) While your current hit points are below half of your maximum hit points, each time you roll damage, you deal an extra 1d4 damage. |
|
Blue-Feathered BranchswordWondrous item (talisman), very rare (requires attunement) While your current hit points are below half of your maximum hit points, you gain a +2 bonus to your AC. |
|
Ritual Sword TalismanWondrous item (talisman), very rare (requires attunement) While your current hit points are equal to your maximum hit points, each time you roll damage, you deal an extra 1d4 damage. |
|
Ritual Shield TalismanWondrous item (talisman), rare (requires attunement) While your current hit points are equal to your maximum hit points, you gain a +2 bonus to your AC. |
|
Assassin's Crimson DaggerWondrous item (talisman), rare (requires attunement) Whenever you score a critical hit against a hostile creature, you restore an amount of hit points equal to one roll of your hit die + your character level. |
|
Assassin's Cerulean DaggerWondrous item (talisman), very rare (requires attunement by a creature with spell slots) Whenever you score a critical hit against a hostile creature, you recover expended spell slots with a combined level equal to your proficiency bonus. |
|
Winged Sword InsigniaWondrous item (talisman), rare (requires attunement) On each of your turns your attacks deal an additional 1d6 damage for each attack you have already hit on that turn. |
|
Rotten Winged Sword InsigniaWondrous item (talisman), very rare (requires attunement) On each of your turns your attacks deal an additional 1d8 damage for each attack you have already hit on that turn. |
|
Golden ProsthesisWondrous item (talisman), very rare (requires attunement) Your Dexterity score increases by 1; additionally, on each of your turns your attacks deal additional 1d4 damage for each attack you have already hit on that turn. |
|
Godskin Swaddle-ClothWondrous item (talisman), very rare (requires attunement) Additionally, on each of your turns your attacks against hostile creatures cause you to regain 1d8 hit points for each attack you have already hit on that turn. |
|
Kindred of Rot's ExultationWondrous item (talisman), rare (requires attunement) If there is a creature that is poisoned or afflicted with the scarley rot within 30 feet of you, each time you roll damage, you deal an extra 1d6 damage. |
|
Lord of Blood's ExultationWondrous item (talisman), rare (requires attunement) Whenever a creature within 30 feet of you takes piercing damage, you deal an extra 1d6 damage the next time you danage a creature before the end of your next turn. |
|
Taker's CameoWondrous item (talisman), very rare (requires attunement) When you kill a creature, you restore an amount of hit points equal to one roll of your hit die + your proficiency bonus. You cannot restore more hit points than the slain creature's hit point maximum. |
|
Ancestral Spirit's HornWondrous item (talisman), very rare (requires attunement by a creature with spell slots) When you kill a creature with a CR of 1 or higher, you recover expended spell slots with a combined level of 3. |
|
Gold ScarabWondrous item (talisman), uncommon (requires attunement) You can sense the direction to the location of runes and objects containing runes within 120 feet of you. |
|
Silver ScarabWondrous item (talisman), uncommon (requires attunement) You can sense the direction to the location of magic items within 60 feet of you. |
|
Crepus' VialWondrous item (talisman), uncommon (requires attunement) You gain a +3 bonus to stealth checks that rely at least partially on making little noise. |
|
Concealing VeilWondrous item (talisman), uncommon (requires attunement) You gain a +3 bonus to stealth checks made to hide from creatures that are more than 60 feet away from you. |
|
Longtail Cat TalismanWondrous item (talisman), rare (requires attunement) You are immune to damage taken from falling, unless the total of that damage is equal to or higher than your current hit points. |
|
Furled Finger's Trick-MirrorWondrous item (talisman), uncommon (requires attunement) You gain advantage on ability checks made to trick creatures into thinking you are somebody else. |
|
Host's Trick-MirrorWondrous item (talisman), uncommon (requires attunement) Other creatures perceive you as a golden furled finger, which many know as helpful phantoms that assist in their journeys. You have advantage on ability checks made to convince other creatures that you are a furled finger. |
|
Shabriri's WoeWondrous item (talisman), uncommon (requires attunement) Creatures other than you within 60 feet of you feel an intense hatred and desire to kill you. Each affected creature that starts its within the area must make a Wisdom saving throw with a DC of 15. |
|
On a failed save, a creature is compelled to attack you on its turn.
Daedicar's WoeWondrous item (talisman), uncommon (requires attunement) Whenever you take damage, the damage you take is doubled. |
|