Wondrous item, rare
When applied to a magic weapon by a creature with proficiency in blacksmithing tools, this stone grants a weapon without any bonuses a +1 bonus to attack and damage rolls.
Append "+1" to the name of any item upgraded by this stone. If the item's rarity was lower than rare, it becomes rare.
Wondrous item, very rare
When applied to a magic weapon by a creature with proficiency in blacksmithing tools, this stone transforms the bonus of a +1 magic weapon into a +2.
Replace "+1" with "+2" in the name of any item upgraded by this stone. If the item's rarity was lower than than very rare, it becomes very rare.
Wondrous item, legendary
When applied to a magic weapon by a creature with proficiency in blacksmithing tools, this stone transforms the bonus of a +2 magic weapon into a +3.
Replace "+2" with "+3" in the name of any item upgraded by this stone. If the item's rarity was lower than than legendary, it becomes legendary.
When applied to a non-magical weapon by a creature with proficiency in blacksmithing tools, this stone grants a weapon without any bonuses a +1 bonus to attack and damage rolls.
When applied to a non-magical weapon by a creature with proficiency in blacksmithing tools, this stone transforms the bonus of a +1 weapon into a +2.
When applied to a non-magical weapon by a creature with proficiency in blacksmithing tools, this stone transforms the bonus of a +2 weapon into a +3.
Weapon (battleaxe), very rare
This weapon has 10 charges, and regains all of its charges daily at dawn. When you hit a hostile creature with this weapon, you expend a charge and gain 10 runes.
This weapon is infused with the following Ash of War:
Wild Strikes. 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.
Weapon (battleaxe), rare, frostbite
Whenever you hit a dragon with this weapon, you deal an additional 1d6 damage. This weapon is infused with the following Ash of War, which cannot be removed:
Hoarfrost Stomp. 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 Strength modifier + your proficiency bonus. Upon failure, the creature takes 2d6 cold damage and is frostbitten until the end of its next turn.
A creature with a Strength or Dexterity score lower than 12 has disadvantage on all attack rolls while wielding this weapon, and you must use your Constitution modifier in place of its usual modifier for attack and damage rolls. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Weapon (battleaxe), rare, sorcerous
This weapon is infused with the following Ash of War, which cannot be removed:
Rosus' Summons. As an action, you make an attack with this weapon.
Regardless of whether the attack hits or misses, you summon a group of spectral skeletons to attack creatures around the target.
Make a melee spell attack using your Intelligence modifier against each creature of your choice in a 10-foot radius sphere centered on the target. On a hit, a creature takes 3d6 slashing damage.
Whenever you kill a creature with this weapon, it gains one charge. It can gain a maximum of 9 charges per day no matter how many are expended, and loses all of its charges daily at dawn.
As an action, you can expend an amount of charges to restore an expended spell slot of the same level.
Weapon (axe), very rare
Thunderstorm. As an action, you imbue the axe's wing-blade with lightning, creating a storm that deals 2d6 lightning damage to each other creature within 5 feet of you.
For the next minute, attacks you make with this weapon deal an additional 1d8 lightning damage.
Weapon (colossal axe), legendary
Regal Roar. As an action, you loose a mighty war cry and stomp, releasing a shockwave in a 15-foot radius around you.
Each creature in the area takes 8d8 thunder damage, and you gain the following benefits for the next minute:
Weapon (colossal axe), rare
This weapon deals an additional 1d4 lightning damage on a hit. Additionally, when you hit a dragon with this weapon, it takes an extra 1d6 damage.
Endure. 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.
Weapon (colossal axe), very rare, bleed
Spinning Wheel. As an action, you can make an attack with this wheel.
This attack sets the wheel spinning extremely quickly, reducing your movement speed to 10 feet. For the next minute while the wheel spins, you use your action to deal 8d4 slashing damage to any creature within 5 feet of you. If you use your action to do something else, the wheel stops spinning.
Weapon (colossal axe), rare, rotten
Endure. 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.
Weapon (colossal hammer), very rare, sacred
Great Oracular Bubble. As an action, you create a giant magical bubble that drifts towards a target creature within range.
If the target is within 60 feet of you at the start of your next turn, the bubble enters the target's space and pops, dealing 5d6 radiant damage.
Weapon (colossal hammer), very rare, sorcerous (optional)
Whenever you hit an aberration with this weapon, it takes an extra 1d6 damage. Additionally, a creature with an Intelligence score lower than 15 has disadvantage on all attack rolls while wielding this weapon.
Gravity Bolt. You summon a bolt of gravitational lightning, causing the ground to crash outward at a point within 60 feet of you. Each creature within 5 feet of that point must make a Dexterity saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus.
A creature takes 4d6 bludgeoning damage on a failed save, or half as much on a successful one.
Weapon (colossal hammer), very rare, rotten
Erdtree Slam. 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 Strength modifier + 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.
Weapon (colossal hammer), rare, sacred (optional)
A creature that does not have either a Wisdom or Charisma score higher than 15 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Erdtree Slam. 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.
A creature that does not have either a Wisdom or Charisma score higher than 11 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Troll's Roar. 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.
Weapon (colossal hammer), rare
Sorcery of the Crozier. As an action, you channel magic into the staff's glintstone to produce floating projectiles that pursue a creature within 60 feet of you.
The target must make a Dexterity saving throw with a DC of 8 + your Strength modifier + your proficiency bonus. On a failed save, they take 5d6 force damage, or half as much on a successful one.
Weapon (colossal sword), legendary, aflame, finesse
Unlike other colossal swords, this blade deals 2d8 damage on a hit and attacks are only made at disadvantage if the wielder has a Strength score lower than 18.
The Queen's Black Flame. As an action, you set the greatsword alight with god-slaying black flame, making two attacks with the weapon with a reach of 15 feet. Each attack deals an additional 1d6 fire damage and 2d6 necrotic damage.
Weapon (colossal sword), legendary
Oath of Vengeance. As a bonus action, you swear an oath to avenge the clan, temporarily raising each of your ability scores by 4 for 1 minute.
Additionally, you have advantage on all saving throws and ability checks made to avoid being stunned, restrained, knocked prone or grappled. You do not gain current or maximum hit points as a result of your Constitution score increasing.
Weapon (colossal sword), artifact
Attacks made with this weapon deal an additional 2d6 + your Wisdom or Charisma modifier (your choice) necrotic damage. Any creature slain with this weapon cannot be revived by any means short of the Elden Ring itself.
Destined Death. As an action, you make an attack with the black blade. You then plunge the greatsword into the ground, setting free the remnants of Destined Death. A great whirling storm of blades slash around you in a 15-foot radius.
Each creature of your choice within the area must make a Constitution saving throw with a DC equal to 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus. On a failure, a target takes 5d10 slashing and 5d10 necrotic, or half as much damage on a success.
A creature that takes the necrotic damage has its maximum hit points reduced by the same amount for one hour, and any creature that takes damage from the storm of blades takes 1d6 necrotic damage at the start of its next turn as Destined Death saps its life away.
Weapon (colossal sword), very rare, sorcerous
Wolf's Assault. As an action, you infuse the blade with frost, performing a somersault, jumping forward to a point or creature within 15 feet of you and plunging the sword into the ground.
If you jump towards a creature, you can make an attack against it with the greatsword as you descend. This attack deals an additional 2d8 cold damage. Either way, you then pull the blade from the ground, creating an explosion of frost in a 15-foot radius.
Each creature other than you in the area must make a Constitution saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. A creature that fails the save takes 4d6 cold damage and is frostbitten until the end of its next turn. On a successful save, it takes half as much damage and is not frostbitten.
A creature with an Intelligence score lower than 10 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Wave of Destruction. As an action, you raise the weapon up high, then strike it against the ground to fire off a wave of gravitational force, creating jagged boulders shooting out of the ground from you in a line 30 feet long and 5 feet wide.
Each creature in the line must succeed on a Constitution saving throw with a DC equal to 8 + your Constition modifier + your proficiency bonus. On a failed save, a creature takes 8d10 bludgeoning damage and is pushed 10 feet away from the line in a direction of your choosing, falling prone.
A creature that succeeds the save takes half as much damage and is not pushed or knocked prone. Huge or larger creatures are immune to being pushed by Wave of Destruction, but have disadvantage on the saving throw.
Unlike other colossal swords, this blade deals 2d8 damage. Whenever you hit an aberration with this weapon, it takes an additional 2d6 damage.
If you have another Starscourge Greatsword and your Intelligence is 13 or higher, you can control Radahn’s lingering gravitational magic to aid you in wielding them, bypassing the two-handed property. While wielding the greatswords in this way, you can use two-weapon fighting. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Starcaller Cry. Using your action, you bring the two swords together and roar into the skies, pulling in enemies with a gravitational wave. Creatures of your choosing within 20 feet of you must succeed on a Strength saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus or be pulled to an unoccupied space within 5 feet of you.
After the gravitational pull, you slam both swords into the ground, unleashing the energy infused into the swords and dealing 5d6 force damage to each other creature within 5 feet of you.
Weapon (colossal sword), rare, sorcerous
Troll's Roar. 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.
Weapon (dagger), legendary
When rolling damage for this weapon, add your Wisdom or Charisma modifier (your choice) instead of the weapon's usual modifier. The black knife deals necrotic damage instead of piercing, and a creature slain by this weapon cannot return to live by any means short of the Elden Ring itself.
Blade of Death. You leap into the air and swing the blade, unleashing the power of the Rune of Death in the form of a blade-like projectile. Make a ranged spell attack roll using your Wisdom or Charisma modifier (your choice) against a creature within 60 feet of you. On a hit, the creature takes 2d6 necrotic damage, and its maximum number hit points is reduced by the same amount for one hour.
A creature that takes this damage takes an extra 2d8 necrotic damage at the start of its next turn as Destined Death saps its life away.
Weapon (dagger), very rare
When making attack or damage rolls with this weapon, you must use your Wisdom or Charisma modifier (your choice) in place of its usual modifier. On a hit, this weapon deals an additional 1d4 radiant damage.
Blade of Gold. You leap into the air and swing the blade, fireing a blade-like projectile of golden flame. Make a ranged spell attack roll using your Wisdom or Charisma modifier (your choice) against a creature within 60 feet of you. On a hit, the creature takes 3d6 radiant damage.
Weapon (dagger), rare
This weapon has 10 charges, and regains all of its charges daily at dawn. When you hit a hostile creature with this weapon, you expend a charge and gain 5 runes.
Quickstep. On your turn, you can decide to move 10 feet without provoking opportunity attacks.
Whenever you deal damage with a bestial incantation while wielding this dagger, the spell deals an additional 1d4 damage. Additionally, this weapon is infused with the following Ash of War:
Weapon (dagger), uncommon, sorcerous
Weapon (dagger), uncommon, sacred
Weapon (dagger), rare, sorcerous
Glintstone Dart. 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.
Weapon (dagger), rare, bleed, occult
Reduvia Blood Blade. When you make an attack with this weapon, you can choose to take slashing damage equal to half your character level to replace the attack with a ranged weapon attack using your Constitution modifier.
On a hit, this attack deals 3d4 + your Constitution modifier slashing damage. The bleed property applies to this attack.
Weapon (dagger), very rare, rotten
Repeating Thrust. 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.
Weapon (flail), legendary
A creature with an Dexterity score lower than 16 has disadvantage on all attack rolls while wielding this weapon, and whenever you hit an aberration with this weapon, it takes an additional 1d6 damage.
Additionally, this weapon deals force damage instead of bludgeoning, and you must use your Intelligence modifier in place of its usual modifier for attack and damage rolls.
Bastard's Nebula. As an action, you imbue the stars with magic, swinging them in a wide arc that leaves behind a stellar cloud in a 15-foot radius around you. As the stars within the cloud explode, each creature other than you in the area takes 3d6 force damage.
Weapon (flail), rare, finesse, death
Familial Rancor. You summon four vengeful spirits that chase down a target creature within 90 feet of you. Make a ranged spell attack using your Intelligence modifier for each spirit.
On a hit, the target takes 1d8 + your proficiency bonus necrotic damage. For each attack you miss, you can make another attack against the same creature at the start of your next turn as the spirits continue to pursue it. The creature must still be within range for you to make these attacks.
Weapon (fist weapon), uncommon, bleed
Weapon (fist weapon), rare, occult (optional)
A creature with a Constitution score lower than 14 has disdavantage on all attack rolls while wielding this weapon. This weapon is infused with the following Ash of War, which cannot be removed:
Lifesteal Fist. 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.
Weapon (fist weapon), very rare
This weapon deals radiant damage instead of bludgeoning, and you must use your Wisdom or Charisma modifier (your choice) in place of its usual modifier for attack and damage rolls.
Unblockable Blade. As an action, you imbue the cipher blade with light, and lunge forward with a sudden thrusting attack. Choose a target you can see within 20 feet of you, and dash at them with an attack, dealing 3d6 radiant damage.
Weapon (fist weapon), rare, aflame
Bear Witness! Using your action, you grant the grafted dragon a brief glimpse at life, causing it to spew fire in a 40-foot cone.
Each creature in the area must succeed on a Dexterity saving throw with a DC equal to 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus. On a failed save, a creature takes 4d6 fire damage, or half as much on a successful one.
The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.
Weapon (greatbow), very rare
You must use your Wisdom or Charisma modifier (your choice) for attack and damage rolls instead of this weapon's usual modifier. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Sacred Through and Through. As an action, you fire a mighty holy bolt 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 Wisdom or Charisma modifier (your choice) + your proficiency bonus. Upon failure, they take 4d6 radiant damage.
Weapon (greatbow), legendary
Radahn's Rain. 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. Huge or larger creatures automatically fail the saving throw.
On a failed save, a creature takes 4d6 + your Strength or Dexterity modifier piercing damage as arrows fall upon it, or half as much damage on a successful save.
Weapon (greataxe), very rare
I Command Thee, Kneel! As an action, you can choose to slam this axe twice into the ground, creating two earth-shaking shockwaves in a 10-foot radius around you.
Each creature in the area takes a combined 2d6 bludgeoning damage from both shockwaves. At the start of your next turn, you can choose to use your action to produce a third and more powerful shockwave.
All other creatures within a 20-foot radius around you must make a Strength saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. Upon failure, a creature is knocked prone and takes 4d6 bludgeoning damage.
Weapon (greataxe), uncommon, finesse
Whenever you hit a hostile creature with this weapon, you regain 1 hit point. Additionally, a creature with a Strength score lower than 16 has disadvantage on all attack rolls while wielding this weapon.
Barbaric Roar. 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.
Weapon (greataxe), rare, sacred
War Cry. 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 Wisdom or Charisma modifier (your choice).
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.
Soul Stifler. Using your action, you release a soul-sapping miasma from the greathorn in a 20-foot radius around you. Any hostile creature that starts its turn within the miasma has its armour class reduced by 3 for one minute.
The miasma remains until the end of your next turn.
Weapon (greatsword), rare, sorcerous (optional)
A creature with an Intelligence score lower than 13 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Alabaster Lord's Pull. Using your action, thrust this weapon into the ground to create a gravity well. Every other creature that is Large or smaller within 40 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 Intelligence modifier + your proficiency bonus. Upon failure, they take 1d6 force damage and can be pulled an additional 10 feet.
Weapon (greatsword), legendary, aflame
Whenever you kill a creature with this weapon, you can spend one hit die to regain an amount of hit points equal to the die roll + your Constitution modifier.
Taker's Flames. Using your action, you swing the blade ablaze with blasphemous fire, unleashing the flame in a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw with a DC equal to 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus.
On a failed save, a creature takes 6d6 fire damage, or half as much on a successful one. For each creature hit, you regain 2d6 hit points.
Weapon (greatsword), uncommon, finesse
A creature with a Strength score lower than 17 has disadvantage on all attack rolls while wielding this weapon. This weapon is infused with the following Ash of War, which cannot be removed:
Bloodhound's Finesse. After hitting an attack with this weapon, you can choose to jump 10 feet away from the target. As a bonus action after jumping, you can move another 10 feet in any direction and make an attack with the weapon. If this attack hits, it deals an extra 2d6 damage.
When you move using this feature, you do not provoke opportunity attacks.
Weapon (greatsword), legendary, frostbite
A creature with a Strength score lower than 14 or an Intelligence score lower than 20 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon deals force damage instead of slashing, and you must use your Intelligence modifier in place of its usual modifier for attack and damage rolls.
Moonlight Greatsword. As a bonus action, you raise the blade, bathing it in the dark moon's light. For one minute, the greatsword deals an additional 2d8 cold damage on a hit, and creatures hit by the blade have disadvantage on Constitution saves to avoid being frostbitten until the end of their next turn.
During this minute, once per turn you can replace an attack made with this weapon with a blast of moonlight, unleash from the blade in a wide arc. Make a ranged spell attack using your Intelligence modifier against a creature within 30 feet of you. On a hit, the creature takes 4d8 + your Intelligence modifier force damage.
Weapon (greatsword), very rare, death, frostbite, sorcerous (optional)
Ghostflame Ignition. As an action, you thrust the poker forward, setting it alight with ghostflame. Choose one of the following options:
The DC for both effects is equal to 8 + your Intelligence modifier + your proficiency bonus. A creature that fails either save is frostbitten until the end of its next turn.
Weapon (greatsword), rare, sacred (optional)
A creature that does not have either a Wisdom or Charisma score higher than 14 has disadvantage on all attack rolls while wielding this weapon. This weapon is infused with the following Ash of War, which cannot be removed:
Corpse Wax Cutter. As an action, you lift the sword up and manifest a sacred blade-like projectile from the corpse wax covering the blade. Each creature in a 30-foot-long, 5-foot-wide line must make a Dexterity saving throw with a DC equal to 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus.
On a failed save, a creature takes 3d6 radiant damage, or half as much on a successful one.
Weapon (greatsword), legendary
A creature that does not have either a Wisdom or Charisma score higher than 17 or has a Strength score lower than 16 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon deals radiant damage instead of slashing, and you must use your Wisdom or Charisma modifier (your choice) in place of its usual modifier for attack and damage rolls.
Whenever you hit Those Who Live In Death (undead) with this greatsword, they take an extra 2d6 radiant damage. This weapon is infused with the following Ash of War, which cannot be removed:
Establish Order. Using your bonus action, you perform an orderly salute with the greatsword, unleashing an explosion of golden light in a 10-foot-radius around you. Each creature in the area must make a Charisma saving throw with a DC of 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus. On a failed save, a creature takes 2d6 radiant damage, or half as much on a successful one.
As an action on the same turn, you can channel the energy of the explosion to swing the blade and send out a wave of golden light in a line 30 feet long and 15 feet wide. Each creature in the line must make a Constitution saving throw with the same DC as the explosion. On a failed save, a creature takes 5d6 radiant damage, or half as much on a succesful one.
Weapon (greatsword), very rare, death
Ruinous Ghostflame. Using your bonus action, you wreathe the blade in ghostflame for one minute. For the duration, attacks made with this weapon deal an extra 1d8 cold damage and 1d8 necrotic damage.
A creature that takes the cold damage must make a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus or become frostbitten until the end of its next turn.
A creature that does not have either a Wisdom or Charisma score higher than 13 has disadvantage on all attack rolls while wielding this weapon. Additionally, whenever you hit Those Who Live In Death (undead) with this greatsword, they take an extra 1d6 radiant damage.
Sacred Blade. 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.
Weapon (greatsword), rare, aflame (optional)
A creature that does not have either a Wisdom or Charisma score higher than 12 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Magma Guillotine. Using your action, you grab the back of the sword with both hands and leap forwards, jumping to a space within 15 feet of you. If there is a creature within reach when you land, you can make an attack against them. Regardless of whether you make the attack, a pool of magma appears where you land in a 5-foot-radius around you, lasting until the end of your next turn.
Any creature other than you that enters the magma for the first time on its turn or starts its turn there takes 1d6 fire damage.
After using this action, you can make another attack with this weapon as a bonus action.
A creature with a Constitution score lower than 18 has disadvantage on all attack rolls while wielding this weapon. Additionally, attacks made with this weapon deal extra force damage equal to your Constitution modifier.
As you wield this weapon, you can telekinetically control it, making it fly in the air and increasing its reach to 10 feet. When you make attacks in this way, you must have both hands free. This weapon is infused with the following Ash of War, which cannot be removed:
Eochaid's Dancing Blade. As an action, you thrust the sword forward, infusing it with energy and spinning it in the air. Make a melee spell attack using your Constitution modifier against a creature within 10 feet of you. On a hit, the target takes 10d4 slashing damage.
You can then make an attack at advantage with the weapon using your bonus action.
Weapon (greatsword), legendary, bleed, finesse, occult (optional)
A creature with a Constitution score lower than 15 or a Strength score lower than 13 has disadvantage on all attack rolls while wielding this weapon.
Cursed Blood-Slice. Using your action, you can move up to 20 feet and make two attacks with this weapon. Each attack can target up to two creatures within 10 feet of each other at the same time, and deals an additional 1d6 slashing damage and 2d4 fire damage.
Weapon (greatsword), rare, sorcerous
Whenever you hit an aberration with this weapon, it takes an extra 1d6 force damage. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Onyx Lord's Repulsion. Using your action, you 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 pushed up to 10 feet away from you.
Pushed creatures must make a Strength saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus. Upon failure, they take 1d6 force damage and are pushed an additional 10 feet.
Ordovis’s Vortex. As an action, you channel the crucible's power to spin the greatsword in midair, slamming the blade down and making an attack with the weapon against a creature within reach and producing an explosion of light. On a hit, this attack deals an additional 1d6 slashing damage.
Each hostile creature within 5 feet of the original target takes 2d8 radiant damage.
Weapon (greatsword), very rare, bleed
Shriek of Milos. As an action, you release a scream that inspires terror within each creature of your choice within 30 feet of you.
Affected creatures must make a Wisdom saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus. Upon failure, its armour class is reduced by 3 for one minute.
Additionally, for one minute after unleashing the cursed scream, your attacks with this weapon deal an additional 2d4 damage on a hit.
Weapon (greatsword), rare, finesse
A creature with a Strength score lower than 16 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
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 4d6 cold damage and is frostbitten until the end of your next turn. On a successful save, it takes half as much damage and is not frostbitten.
Weapon (glaive), rare, sacred (optional)
Miquella's Ring of Light. 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 50 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.
Weapon (glaive), rare, sacred, finesse
A creature with a Strength score lower than 15 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Angel's Wings. You jump into the air and swing towards a target within 15 feet of you, infusing the wing-blade with holy light. Make an attack against the target with the scythe. On a hit, it takes an additional 1d6 radiant damage and cannot regain hit points until the start of your next turn.
Weapon (halberd), rare
Rallying Standard. As an action, you hoist this banner to inspire allies within 30 feet of you.
Each creature of your choice in the area gains the following benefits for one minute:
Weapon (halberd), very rare
Whenever you hit a dragon with this weapon, you deal an extra 1d6 damage. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Spinning Slash: Ice Lightning. 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.
For one minute after you use this action, this weapon is coated in frozen lightning; attacks made with the weapon deal an additional 1d4 lightning damage, and it gains the frostbite property.
Weapon (halberd), rare, sacred
Spinning Slash. 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.
Golden Vow. 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 receives a blessing and gains the following benefits for 1 minute:
Weapon (halberd), very rare, sorcerous
Loretta's Slash. 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.
A creature with a Strength or Dexterity score lower than 12 has disadvantage on all attack rolls while wielding this weapon, and you must use your Constitution modifier in place of its usual modifier for attack and damage rolls.
Spinning Slash. 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.
Weapon (warhammer), rare, sacred
Oracular Bubble. As an bonus action, you create a magical bubble that drifts towards a target creature within range.
If the target is within 60 feet of you at the start of your next turn, the bubble enters the target's space and pops, dealing 1d6 radiant damage.
Weapon (warhammer), artifact
This weapon deals radiant damage instead of bludgeoning, and it deals additional damage equal to your Wisdom or Charisma modifier (your choice) on a hit.
Gold Breaker. Once on your turn, you can replace one of your attacks with a powerful leap. You rise in the air and descend onto a point or creature of your choice within 30 feet of you. If you choose to land on a creature, you can make an attack against it.
Either way, when you land, there is a runic explosion of light in a 30-foot radius around you. Each creature in the area other than you must make a Constitution saving throw with a DC equal to 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus. On a failed save, they take 12d10 radiant damage, or half as much on a successful one.
Weapon (warhammer), rare
Flowing Form. Using your action, you force the hammer to temporarily assume liquid form, swinging it like a whip in a 20-foot radius around you.
Each creature in the area must make a Dexterity saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus, taking 3d6 bludgeoning damage on a failed save. You can then slam the hammer down before it returns to its original form, making one attack with the weapon against a creature wtihin 20 feet of you.
Claw Flick. As an action, you cause the finger to grow to an abnormal size, an flick it towards a creature.
Make an attack with the weapon against a creature within 15 feet of you. This attack deals an additional 1d6 damage, and knocks Large or smaller creatures 30 feet away from you.
Weapon (quarterstaff), very rare, sorcerous
Knowledge Above All. Using your action, you channel the power of the all-knowing in a 20-foot radius around yourself.
Each creature in the area, including yourself, has disadvantage on saving throws made against spells and other magical effects for one minute.
Weapon (light hammer), very rare
A creature with a Strength score lower than 12 or a Dexterity score lower than 14 has disadvantage on all attack rolls while wielding this weapon. Additionally, you must use your Constitution modifier in place of its usual modifier for attack and damage rolls.
Blood Tax. 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.
Weapon (longbow), very rare
This weapon deals additional damage equal to your Wisdom or Charisma modifier (your choice). This weapon is infused with the following Ash of War, which cannot be removed:
Mighty Shot. 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.
Weapon (longbow), rare, sorcerous (optional)
A creature with an Intelligence score lower than 10 has disadvantage on all attack rolls made while wielding this weapon. Additionally, this weapon is infused with the following Ash of War:
Mighty Shot. 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.
Weapon (longbow), very rare, occult
When you deal damage to a creture with an arrow fired from this bow, it must make a Constitution saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus or be poisoned until the end of its next turn.
Weapon (longsword), rare, sorcerous
Carian Grandeur. 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.
Weapon (longsword), very rare, finesse
A creature with a Strength score lower than 14 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Ice Lightning Sword.As an action, you call ice lightning into the blade and make an attack against a creature within reach. On a hit, you deal an additional 2d6 lightning damage, and for the next minute, the sword gains the frostbite property and deals an additional 1d4 lightning damage.
Weapon (longsword), rare, sacred
Whenever you hit Those Who Live In Death (undead) with this weapon, they take an extra 1d6 radiant damage. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Last Rites. Using your action, you raise the epitaph and grant holy essence to weapons being wielded by creatures of your choice within 30 feet of you. For one minute, attacks with the blessed weapons deal an additional 1d4 radiant damage. Against Those Who Live In Death (undead), this damage is increased to 2d6. If Those Who Live In Death are slain with this damage, they cannot return to life by any means short of the Elden Ring itself.
Weapon (longsword), legendary, bleed, finesse
Waterfowl Dance. As an action, you leap into the air on one foot up to 10 feet in any direction, unleashing a whirling dance of attacks upon reaching your destination.
Each creature within 10 feet of you must make Dexterity saving throw with a DC equal to 8 + your Dexterity modifier + your proficiency bonus. On failed save, a creature takes 4d6 slashing damage, or half as much on a successful one.
You can then leap up to two more times on the same turn, unleashing another dance of attacks each time.
You cannot use this action if your speed has been reduced to 0.
Weapon (longsword), uncommon, bleed, finesse
A creature with a Strength score lower than 14 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War:
Unsheathe. 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.
Weapon (longsword), rare, bleed, sorcerous
Gravitas. 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.
Weapon (longsword), rare, sacred (optional)
Sacred Blade. 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 afterward, attacks you make with this weapon deal an additional 1d4 radiant damage.
Weapon (longsword), very rare, bleed
A creature with a Dexterity score lower than 16 has disadvantage on all attack rolls while wielding this weapon. Additionally, you must use your Intelligence modifier in place of this weapon's usual modifier for attack and damage rolls.
Transient Moonlight. As an action, you sheathe the blade, ready to unleash it. You then quickly unsheathe it, releasing a wave of light. Choose one of the following options:
Weapon (longsword), very rare, bleed, occult, finesse
A creature with a Strength score lower than 11 has disadvantage on all attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Corpse Piler. 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 made with this feature deals an additional 1d4 fire damage and has a reach of 15 feet.
Weapon (longsword), very rare, bleed, finesse
A creature with a Strength score lower than 11 has disadvantage on all attack rolls while wielding this weapon. Whenever you hit a creature with this weapon, it must make a Constitution saving throw with a DC equal to 8 + your Dexterity modifier + your proficiency bonus or become poisoned until the end of its next turn.
Double Slash. 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.
Weapon (maul), very rare, sacred
Regal Beastclaw. As an action, you unleash bestial claws in a 30-foot cone, tearing the ground apart.
Each creature on the ground in the area must make a Dexterity saving throw. On a failed save, it takes 4d6 slashing damage, or half as much on a successful one.
Weapon (maul), very rare
This weapon has 10 charges, and regains all of its charges daily at dawn. When you hit a hostile creature with this weapon, you expend a charge and gain 10 runes. Additionally, this weapon is infused with the following Ash of War:
Weapon (maul), rare, aflame
Surge of Faith. As an action, you summon a constant downpour of fireballs in a 20-foot radius around you.
Each creature in the area must make a Dexterity saving throw with a DC equal to 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus. On a failed save, a creature takes 2d6 fire damage, or half as much on a successful one.
At the start of your next turn, you can choose to repeat this action.
Weapon (maul), legendary, aflame
Devourer of Worlds. Using your action, you strike the ground with the scepter, draining the life of hostile creatures in a 30-foot radius around you.
Each affected creature must make a Constitution saving throw with a DC equal to 8 + your Wisdom or Charisma modifier + your proficiency bonus. On failed save, a creature takes 2d6 fire damage, or half as much on a successful one. You regain hit points equal to half the fire damage you deal with this feature.
Bubble Shower. You produce several small bubbles that drift outward in a 30-foot cone.
When a creature moves into or within the area, it takes 2d4 radiant damage for every 5 feet it travels. At the start of your next turn, every creature in the cone takes 1d6 radiant damage and the bubbles disapear.
Weapon (maul), rare, bleed
Whenever you hit a hostile creature with this weapon, you regain 1 hit point. Additionally, this weapon is infused with the following Ash of War:
Weapon (maul), rare
Whenever you kill a hostile creature with this weapon, you regain 1d6 hit points. Additionally, this weapon is infused with the following Ash of War:
Barbaric Roar. 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.
Weapon (maul), rare, rotten
Braggart's Roar. 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.
Weapon (pike), legendary, bleed, occult
This spear an extra 1d4 fire damage on a hit. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Bloodboon Ritual. Using your action, you raise the spear, piercing the body of the Formless Mother.
You stab three times, causing each creature of your choice within 30 feet of you to take 9d4 piercing damage from as their blood hemorrhages from their body. For one minute after you take this action, the weapon is coated in bloodflame and deals an additional 2d4 fire damage on a hit.
Weapon (pike), very rare
While within 120 feet of a great serpent, the Serpent Hunter's strikes can generate columns of wind. Each attack you make has its reach extended to 120 feet, and deals an additional 4d6 slashing damage.
Great-Serpent Hunt. As an action, you lunge forward, then thrust, making two attacks with the weapon. If you are within 120 feet of a great serpent, the reach of these attacks is increased to 120 feet and the damage of each attack is increased by 1d6.
Weapon (pike), very rare, sacred
Siluria's Woe. Using your action, you thrust this spear forward, creating a bolt of holy wind.
Make a ranged spell attack using your Wisdom or Charisma modifier (your choice) against a creature within 90 feet of you. On a hit, it takes 4d6 radiant damage.
Weapon (pike), rare, sacred
Sacred Order. 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.
Weapon (pike), very rare, sacred (optional)
The first time you hit a creature with this weapon on your turn, it must make a Wisdom saving throw with a DC of 8 + your Dexterity modifier + your proficiency bonus as the frenzied madness invades its mind.
On a failed save, the creature gains one level of frenzied madness.
Frenzyflame Thrust. Using your action, you leap forwards, gaining a level of frenzied madness and plunging the spear into the ground at a point within 10 feet of you. In a 30-foot cone from that point, the flame of frenzy spreads.
Each creature in the area must make a Wisdom saving throw with a DC equal to 8 + your Dexterity modifier + your proficiency bonus. On a failed save, it takes 2d6 fire damage and gains one level of frenzied madness. On a successful save, it takes half as much damage and does not gain a level of frenzied madness.
Weapon (shortsword), very rare
This weapon deals radiant damage instead of slashing and you must use your Wisdom or Charisma modifier (your choice) in place of its usual modifier for attack and damage rolls.
Weapon (shortword), uncommon, sorcerous
Spinning Slash. 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.
Weapon (shortword), rare, sorcerous
Glintstone Pebble. Using your action, you cast the spell Glintstone Pebble using Intelligence as your spellcasting ability modifier.
Weapon (shortword), rare
Golden Tempering. As a bonus action, you cross two ornamental straight swords, granting them holy power.
Your attacks with both blades deal an additional 1d4 radiant damage for the next minute. This feature can only be used if you are dual wielding two ornamental straight swords.
Weapon (shortword), very rare
Attacks made with this weapon deal extra force damage equal to your Constitution modifier. Additionally, This weapon is infused with the following Ash of War, which cannot be removed:
Eochaid's Dancing Blade. As an action, you thrust the sword forward, infusing it with energy and spinning it in the air.
Make a melee spell attack using your Constitution modifier against a creature within 10 feet of you. On a hit, the target takes 10d4 slashing damage. You can then make an attack at advantage with the weapon using your bonus action.
Weapon (shortword), rare, rotten, sorcerous
Weapon (shortword), legendary
A creature with that does not have either a Wisdom or Charisma score higher than 15 or that has an Intelligence score lower than 16 has disadvantage on all attack rolls while wielding this weapon. This weapon deals an additional 1d4 + your Wisdom or Charisma modifier (your choice) fire damage, and an extra 1d4 + your Intelligence modifier force damage on a hit.
Night-and-Flame Stance. As a bonus action, you enter a stance, preparing to use the sorcery locked within the blade. Choose one of the following actions:
The DC for both actions is equal to 8 + your Wisdom, Charisma or Intelligence modifier (your choice) + your proficiency bonus.
Weapon (shortword), rare, sorcerous (optional)
Mists of Slumber. Using your action, you release purple mist in a 15-foot cone.
Roll 9d8; the total is how many hit points of creatures this feature can affect. Creatures in the area are sent into a magical slumber in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by the mist falls unconscious for one minute or until the sleeper takes damage.
Weapon (rapier), rare, rotten
Impaling Thrust. 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.
Weapon (rapier), very rare, bleed
Dynast's Finesse. As a reaction to being missed with an attack, you can move up to 10 feet without taking oppurtunity attacks.
You can then choose to move another 10 feet. After moving, you can make an attack with this weapon, which deals an additional 3d6 piercing damage.
Weapon (rapier), legendary, heavy
A creature that has a Strength score lower than 16 has disadvantage on all attack rolls while wielding this weapon. This weapon deals 2d8 damage on a hit, and whenever you hit a dragon with the cragblade, it takes an additional 2d6 damage. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Thundercloud Form. Using your action, you can transform into a red lightning-clad thundercloud and fly towards a point or creature within 60 feet of you without taking opportunity attacks, returning to your original form as you descend.
If you fly towards a creature, you can make an attack against it with this weapon as you descend. This attack deals an additional 5d6 lightning damage.
Weapon (rapier), rare, frostbite
Weapon (scimitar), legendary
A creature which does not have either a Wisdom or Charisma modifier higher than 17 has disadvantage on all attack rolls while wielding this weapon. Additionally, attacks made with this weapon deal extra radiant damage equal to 1d6 + your Wisdom or Charisma modifier (your choice).
Death Flare. Using your bonus action, you set the shotel aflame with the fire of the Prince of Death for one minute. When you do, the first attack you make on that turn causes an explosion of holy fire, dealing 1d6 radiant damage to all hostile creatures within 5 feet of the target of the attack.
While the shotel is aflame, the first attack you hit against a creature each turn forces it to make a Constitution saving throw with a DC equal to 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus. On a failed save, the creature gains one level of deathblight.
Weapon (scimitar), rare, aflame
Magma Shower. As an action, you slash with this weapon. Each creature other than you within reach takes 1d8 slashing and 1d6 fire damage.
You can then move 5 feet forward and make an attack with this weapon against a creature within reach. As you do, each creature other than you within reach takes another 2d8 fire damage.
Weapon (scimitar), rare
Flowing Form. Using your action, you force the sword to temporarily assume liquid form, swinging it like a whip in a 20-foot radius around you.
Each creature in the area must make a Dexterity saving throw with a DC equal to 8 + your Strength modifier + your proficiency bonus, taking 4d6 slashing damage on a failed save.
Weapon (scimitar), legendary, sorcerous
Whenever you hit an aberration with this weapon, it takes an additional 1d6 force damage. Additionally, this weapon deals force damage instead of its usual type.
Once on your turn when you attack with this weapon, you can choose to fire an astral blade-like projectile, increasing the weapon's reach to 30 feet.
Astel's Nebula. As an action, you imbue the stars with magic, sending forth a stellar cloud in a 20-foot cone. As the stars within the cloud explode, each creature in the area takes 4d6 force damage.
Weapon (twinblade), rare, sacred
Weapon (twinblade), very rare, bleed
Attacks made with this weapon deal additional fire damage equal to your Constitution modifier. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Bloodblade Dance. As an action, leap forward 20 feet. While travelling, you can make up to five attacks with the poleblade. You cannot make more than two of these attacks against a single target. After making the attacks, you can choose to move 10 feet without provoking opportunity attacks.
Weapon (spear), legendary, heavy, two-handed, reach
A creature with a Strength or Dexterity score less than 18 has disadvantage on attacks while wielding this weapon. Additionally, this weapon deals 2d6 damage instead of its usual 1d6, and an extra 1d8 lightning damage.
Ancient Lightning Spear. As an action, you summon a spear made of lightning and hurl it at a creature within 120 feet of you. Make a ranged spell attack using your Strength or Dexterity modifier (your choice) against the target. On a hit, the target takes 5d6 lightning damage. When you use this action, you can choose to make the attack at the start of your next turn instead, charging the lightning spear and increasing the range to 180 feet.
Weapon (spear), very rare, finesse
Weapon (spear), rare, finesse, sacred
While you wield this weapon, you have a +3 bonus to saving throws made to resist the scarlet rot. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Sacred Phalanx. As an action, you conjure a phalanx of golden spears in a 30-foot cube in front of you. Each creature in the area takes 1d6 piercing damage as spears rise from the ground.
Weapon (spear), rare, finesse, sorcerous (optional)
A creature with an Intelligence score lower than 14 has disadvantage on attack rolls while wielding this weapon. Additionally, this weapon is infused with the following Ash of War:
Impaling Thrust. 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.
Weapon (spear), very rare, death, finesse
Spearcall Ritual. As an action, you call a myriad of spears to descend from skies in a 20-foot radius around a point within 60 feet of you.
Each creature in the area must make a Constitution saving throw with a DC equal to 8 + your Intelligence modifier + your proficiency bonus. On a failed save, it takes 4d6 necrotic damage, or half as much on a successful one.
Weapon (spear), rare, bleed, aflame, finesse
Charge Forth. 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.
Weapon (spear), very rare, finesse, rotten, sorcerous (optional)
Charge Forth. 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.
Weapon (whip), very rare, aflame
This whip deals an extra 1d8 fire damage on a hit. Additionally, this weapon is infused with the following Ash of War, which cannot be removed:
Flame Dance. As an action, you swing the whip wildly in all directions.
Each creature in 20-foot radius around you must make a Dexterity saving throw with a DC equal to 8 + + your Wisdom or Charisma modifier (your choice). On a failed save, a creature takes 4d6 fire damage, or half as much damage on a successful one.
Weapon (whip), rare, aflame
Flame Dance. As an action, you swing the whip wildly in all directions, spreading magma.
Each creature in 20-foot radius around you must make a Dexterity saving throw with a DC equal to 8 + your Wisdom or Charisma modifier (your choice). On a failed save, a creature takes 2d6 fire damage, or half as much damage on a successful one.
You can use your action up to twice to continue spinning the candlestick, causing creatures to repeat the save. If you use your action to do anything else, you cannot continue to spin it.
While you are spinning the whip, magma spreads within the area. Any creature that starts its turn in the area takes 1d4 fire damage.
Wondrous item (holy symbol), rare
If your Strength score is 16 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this holy symbol. If it is 20 or higher, you instead gain a +2 bonus.
When you cast one of the following spells using this holy symbol, the spell is cast as if you used a spell slot one level higher than the slot you used.
Wondrous item (holy symbol), very rare
If your Constitution score is 18 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this holy symbol. If it is 20 or higher, you instead gain a +2 bonus.
If your Wisdom or Charisma score is 16 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this holy symbol. If either score is 18 or higher, you instead gain a +2 bonus, and if either score is 20 or higher, the bonus becomes +3.
If your Strength, Dexterity and Intelligence scores are all 12 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this holy symbol. If they are 14 or higher, you instead gain a +2 bonus.
If your Wisdom or Charisma score is 18 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this holy symbol. If either score is 20 or higher, you instead gain a +2 bonus.
You can only use this item as a holy symbol if either your Wisdom or Charisma score is higher than 16, and your Intelligence score is higher than 16. When you cast a spell using this holy symbol, you can choose to use either Wisdom, Charisma or Intelligence as your spellcasting ability modifier.
Additionally, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this holy symbol.
Wondrous item (staff), very rare
If your Intelligence score is 16 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this arcane focus. If it is 18 or higher, you instead gain a +2 bonus.
If your Constitution score is 18 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this arcane focus. If it is 20 or higher, you instead gain a +2 bonus.
If your Intelligence score is 18 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this arcane focus. If it is 20 or higher, you instead gain a +2 bonus.
When you cast a spell that has a casting time of one action using this staff, you can choose to cast it as a bonus action instead by expending a spell slot one level higher than that of the spell that you cast. You can use this feature an amount of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Wondrous item (staff), rare
If your Intelligence score is 18 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this arcane focus.
When you cast one of the following spells using this arcane focus, the spell is cast as if you used a spell slot one level higher than the slot you used.
If your Intelligence score is 16 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this arcane focus. If it is 18 or higher, you instead gain a +2 bonus, and if it is 20 or higher, the bonus becomes +3.
When you cast Rennala's Full Moon or Ranni's Dark Moon with this arcane focus, each spell deals an extra 1d12 damage.
This staff is infused with the following Ash of War, which cannot be removed:
Spinning Weapon. 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.
When you cast crystal release, crystal torrent or shattering crystal using this arcane focus, the spell is cast as if you used a spell slot one level higher than the slot you used.
Wondrous item (staff), uncommon
If your Intelligence score is 12 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this arcane focus.
Wondrous item (arcane focus), rare
If your Strength score is 16 or higher, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this arcane focus. If it is 20 or higher, you instead gain a +2 bonus.
When you cast rock blaster or shatter earth using this arcane focus, the spell is cast as if you used a spell slot one level higher than the slot you used.
You can only use this item as an arcane focus if either your Wisdom or Charisma score is higher than 16, and your Intelligence score is higher than 16. When you cast a spell using this arcane focus, you can choose to use either Wisdom, Charisma or Intelligence as your spellcasting ability modifier.
If your Intelligence score is 16 or higher, you gain a +1 bonus to the saving throw DCs of spells you cast using this arcane focus. If it is 18 or higher, you instead gain a +2 bonus, and if it is 20 or higher, the bonus becomes +3.
Once on your turn when you deal damage with a spell that cast using a higher spell slot than its original level, you can add your Intelligence modifier to the damage dealt.
You gain a +2 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this arcane focus.
If your Dexterity score is 18 or higher, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of spells you cast using this arcane focus.
Wondrous item (arcane focus), very rare
You can only use this staff as an arcane focus if either your Wisdom or Charisma score is higher than 16. Additionally, when you cast spells using this staff, your spellcasting ability becomes either Wisdom or Charisma (your choice).
When you cast briars of punishment or briars of sin using this arcane focus, the spell is cast as if you used a spell slot one level higher than the slot you used.
Weapon (greatsword), artifact, finesse
This weapon deals radiant damage instead of slashing, and it deals additional damage equal to your Wisdom or Charisma modifier (your choice) on a hit.
Wave of Gold. Using your action, you imbue the blade with glorious power, like the god from which it was wrought. You then swing the blade in a wide arc, unleashing the power in a golden wave that sweeps across the landscape.
Each creature of your choice in a 120-foot cone must make a Constitution saving throw with a DC equal to 8 + your Wisdom or Charisma modifier (your choice) + your proficiency bonus. On a failed save, they take 10d10 radiant damage, or half as much on a successful one.