Elden Ring Conversion

Hi everybody! I recently fell in love with Elden Ring again, and remembered Geoho6 and his conversions. I decided to do my best to convert and re-imagine Elden Ring in Nimble. It is not 1:1, and i added some things of my own.

4d4+STR Piercing

2-handed (Req. 3 STR)

Ash of War: White Light Charge:

Action: Dash up to 7 spaces in any direction, attacking the first creature in your way. Charge: spend 1 more action to cause an explosion of light and lightning, dealing 3d8 Lightning Damage in Cone 2 in the same direction.

Fashioned from an excavated shard of an arrowhead that once was a part of the old gods' arsenal. A capable piercing weapon that excels at thrusting attacks.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Longbow

1d8+DEX Piercing

2-handed, Range 12 (Req. 3 DEX)

Ash of War: Fan Shot:

2 Actions: Fire multiple arrows at once, hitting 8 creatures in Cone 6. This is an AoE attack.

Weapon of Sir Ansbach. A longbow consisting of two bow bodies and two strings. Unusually for a longbow, it can be wielded similarly to a light bow—provided that the wielder has the extraordinary dexterity demanded.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Uncommon Ash of War

Applicable to: STR Weapons

Duration: Untill the end of the Encounter

Action: let loose a bestial roar and unleash the wapon's true potential. (1/turn) Add your STR to the Damage of this weapon a second time. If you don't attack for a turn, you loose this buff.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Common Ash of War

Applicable to: Shortbows

2 Actions: If you haven't attacked this turn, attack using your bow 2 times at Half Range. These attacks do not suffer from the Rushed Attack penalty.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Ash of War

Applicable to: Shields

After Defending, apply the shield's armor to every incoming attack this round.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Longbow

1d8+DEX Piercing

2-handed, Range 12 (Req. 3 DEX)

Ash of War: Barrage:

2 Actions: If you haven't attacked this turn, attack using your bow 2 times at Half Range. These attacks do not suffer from the Rushed Attack penalty.

The blade-like body of the bow is light and cuts through the air. Though a longbow, it can be wielded similarly to a shortbow.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Very Rare Dagger

1d4+DEX Necrotic

Light, Thrown 4

Ash of War: Blade of Death:

Action: Fire a projectile at a creature in Range 4, dealing the weapon's damage. The damage of this attack cannot be reduced in any way. When a creature takes this damage, its maximum number of hit points is reduced by the same amount until it completes a safe rest.

Dagger once belonging to one of the assassins who murdered Godwyn the Golden on the Night of the Black Knives. A ritual performed on the oddly misshapen blade imbued it with the power of the stolen Rune of Death.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Ash of War

Applicable to: Blades

Action: If an enemy is in Reach 3, dash to his side, and attack with the weapon. This attack ignores armor.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Ash of War

Applicable to: Melee Weapons

Reaction: Cast Alacrity using your weapon as a spell focus for free

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: Blades

When you attack with this weapon, you can choose to sacrifice KEY HP, and change the weapon's reach into Range 8. This attack is Vicious and deals bonus KEY Damage.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: Melee Weapons Duration: 1 turn Action: Change your stance with the weapon, to unleash it's life-steal potental. This turn you heal for half the damage you deal with this weapon.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Ash of War

Applicable to: Melee Weapons

Action: You dash for 3 spaces in any direction, turning invisible until you act again, or until the end of your turn.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Curved Greatsword

3d4+DEX Slashing

2-handed (Req. 1 STR)

Ash of War: Bloodhound's Finesse:

Reaction: when hit by an attack. Take half damage of the attack by dashing 2 spaces away, then, you may choose to dash back in, and hit the attacker with the weapon as an opportunity attack for free.

Curved greatsword with a gently undulating blade wielded by Bloodhound Knights.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Ash of War

Applicable to: Blades

When you attack with this weapon, you can choose to sacrifice KEY HP, to change the weapon's reach into Line 3. If there is only 1 creature in the line, treat it like a Vicious single-target attack. This attack deals bonus KEY Damage.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: Blades

2 Actions: Use the Carian Greatsword Sorcery without using mana, using your weapon as a spell focus.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: Shields

Reaction: Use Carian Retaliation Sorcery without spending mana, using your shield as a spell focus.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Ash of War

Applicable to: 2-handed Weapons with a pointy end

Action: Charge Speed spaces in a Line, and Pierce with this weapon the first person in your path (in Reach). This attack deals an additional die of damage, and knocks creatures prone if they fail a STR Save (DC 10+STR).

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: 1-handed Melee Weapons

2 Actions: Coat your weapon with frost, enchanting it with Frozen Armament for free (using the same weapon as the spell focus), and attack a creature as a part of this action, every creature adjecent to the target (aside from you) is Slowed until the end of their turn.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Common Weapon

1d4+DEX (Req. 2 DEX) Light, Vicious

Weapon worn on the fist comprised of sharp parallel blades favored by those who lurk in the dark. Claw weapons come in pairs.

Common Weapon

4d4+STR Slashing/Piercing 2-handed (Req. 3 STR)

Just about the largest sword a mere man is capable of swinging. The long blade is heavy and sharp, sending foes reeling back with its broader strokes, while also capable of a devastating piercing thrust.

Very Rare Ash of War

Applicable to: Melee Weapons

Duration: Untill the end of the Encounter Action: Slam your weapon to the ground, coating it in rocks from the earth. After doing so, your weapon deals Bludgeoning Damage, and deals additional STRd4 Damage. This weapon cannot make Rushed Attacks.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Common Weapon

3d4+DEX Slashing 2-handed (Req. 1 STR)

A difficult to handle weapon that demands much of the wielder's strength and dexterity.

Uncommon Ash of War

Applicable to: Melee Weapons

Use True Strike on yourself as a free action, using the weapon as a spell focus. The spell ends at the end of the turn.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Applicable to: Melee Weapons

Action: Stomp the ground spreading freezing ice on the ground, dealing 3d6 Cold Damage to all creatures in Cone 3. On hit: Slowed. Charge: spend up to 1 more action to increase the amount of dice rolled, and Cone range by 1.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: Blades

Action: Attack with your weapon. On hit: attack the same target again with the same weapon, without spending an additional action.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Ash of War

Applicable to: Bows, Crossbows

Action: Increase your next shot's Primary Die result by 1, and make it ignore half cover.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: Melee Weapons

Action: Until the end of your next turn, you cannot be Hampered and are resistant to all damage the first time you receive it.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Longbows

1d8+WIL Piercing

2-handed, Range 16 (Req. 1 STR)

Ash of War: Mighty Shot:

Action: Ready this bow, pushing it to its limit. Your next attack with the bow deals an additional die of damage.

Longbow featuring Erdtree styling. Scales all arrow damage with faith. This weapon was created in times of old, when faith and battle went hand in hand...

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Very Rare Ash of War

Applicable to: Bludgeoning Weapons

Action: Slam this weapon into the ground, making an attack with the weapon against a creature within reach. At the end of your turn, you lift the weapon, creating a pool of lava that erupts underneath the creature. It, and every other adjecent creature must make a Dexterity save (DC 10+STR). Upon failure, they take 4d6 Fire Damage.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Common Weapon

1d4+STR Bludgeoning Light

A weapon built for striking with the fists. Fist weapons come in pairs

Common Weapon

Range 2 1d10+STR Bludgeoning 2-handed (1-handed: Req. 2 STR)

Weapon consisting of a bludgeoning head attached to a handle by chain.

Rare Ash of War

Applicable to: Weapons with a pointy end.

Action: Thrust your weapon, hitting all creatures in Line 3 with the weapon for Fire Damage. Charge: Spend 1 additional Action to apply Smoldering on one of the targets.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: 1-handed Melee Weapons

2 Actions: Use Enchant Weapon on the weapon for free (using it as the spell focus), and slash at creatures in Cone 3, scorching them with a burst of flames. They take 2d10 Fire Damage on a failed DEX Save, and half on a success.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: 2-handed Melee Weapons, Longswords

Action: Conjure a ball of ghostflame in a space adjacent to you. Attack it to make it:

  • Explode around you, dealing 4d6 Cold damage to everyone adjacent (or in it), aside from you.
  • Explode, dealing 3d6 Cold damage to every creature in a Line 6.

Everyone hit is Slowed.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: 2-handed Weapons

2 Actions: Move up to 1 space, use this weapon to make an attack that deals Piercing Damage. If the target is Medium or smaller, it's lifted 2 spaces in the air on hit. If the target is Large or above, it's an automatic critical hit.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Dagger

1d4+DEX Piercing

Light, Thrown 4

Ash of War: Glintstone Dart:

Action: Fire a glintstone projectile at a creature in Range 4 for 1d8+INT Force Damage. If your next action is an attack, you may dash to this target for free before atacking.

Weapon is embedded with precious glintstones and features Erdtree ornamentation, the undulating blade is symbolic of an ancient ritual.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Ash of War

Applicable to: 2-handed Melee Weapons, Longswords

Action: thrust this weapon into the ground to create a gravity well. Every other creature that is Large or smaller within 4 spaces of you is pulled up to 2 spaces towards you. You don't take forced movement damage if they fall into you.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Common Weapon

3d4+STR Slashing 2-handed (Req. 2 DEX, 1 STR)

Large katana with a long, heavy blade.

Common Weapon

1d12+STR Piercing 2-handed (Req. 2 STR), Reach 2

A big spear

Common Weapon

2d8+DEX Piercing Damage 2-handed, Range 18 (Req. 3 STR)

Enormous greatbow larger than any man. Can not be drawn with any ordinary level of strength, but the force of its shots is extraordinary.

Common Weapon

1d12+STR Bludgeoning 2-handed (Req. 2 STR)

A big staff

Rare Ash of War

Applicable to: Piercing Weapons aside from dagger

Action: Spin your weapon, and thrust in the air, releasing a spear of ice at a creature in Range 12. It deals 2d6+STR Cold Damage. On hit: Slowed

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Hand Axe

1d6+DEX Slashing

On hit: Slowed

Thrown 4

Ash of War: Hoarfrost Stomp:

Action: Stomp the ground spreading freezing ice on the ground, dealing 3d6 Cold Damage to all creatures in Cone 3. On hit: Slowed.

Known as "freezing fog," the blade is thought to be a dragon's scale. Inflicts a powerful frost effect.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Common Ash of War

Applicable to: Piercing Weapons

Action: make an attack with this weapon as if its reach has increased by 1, and move 1 space towards the target of the attack.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Handheld Balista

hits a 2x2 square in Range for 1d20 Piercing

2-handed, Load: 3 actions, Range 8 (Req. 2 STR)

Jar cannon which uses explosives to fire greatbolts. Deals great damage but is slow to reload.

Experimental firearm brought to the assault on Volcano Manor, where it was discovered that no one knew how to use it.

Rare Ash of War

Applicable to: Fist (If Zephyr), any kind of fist Weapon

Action: Grapple an adjacent creature, if you succeed, drain their vital energies, dealing 2d6 necrotic damage. You regain hit points equal to the damage dealt.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Fist Weapon

1d4+STR Bludgeoning

Light

Deals 1 more die of damage for each stack of frenzy on the attacker.

Ash of War: Madding Spear-Hand Strike:

Action: Dash 1 space and attack a creature in Reach. On Damage: Frenzy

A glove stitched together from the flayed skin of the victims of a butcherous bloodbath.

Forged of an unyielding, black impulse toward revenge fostered in those who were hunted down as heretics by their own brethren, these are the weapons of the utterly downtrodden.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Legendary Colossal Sword

4d4+STR Slashing/Piercing

2-handed (Req. 3 STR)

Ash of War: Destined Death:

2 Actions: Plunge the sword into the ground releasing remnants of Destined Death as countless slashes around you, dealing 5d12 Damage to all creatures in Reach 2. The damage of this attack cannot be reduced in any way. When a creature takes this damage, its maximum number of hit points is reduced by the same amount until it completes a safe rest.

Maliketh's black blade which once harbored the power of the Rune of Death. A sad shadow of its former glory.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Longsword (Katana)

1d8+STR Slashing

2-handed (1-handed: Req. 2 STR)

Ash of War: Gravitas:

Action: thrust this weapon into the ground to create a gravity well. Every other creature that is Large or smaller within 4 spaces of you is pulled up to 2 spaces towards you. You don't take forced movement damage if they fall into you.

Katana forged from meteoric ore to dispatch lifeforms born of falling stars. Deals magic damage.

The blade is weighty, known to deliver slashes of such ferocity that the impact is said to resemble the crash of a falling meteor.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Common Ash of War

Applicable to: Bows

Action: you ready this bow, pushing it to its limit. Your next attack with the bow deals an additional die of damage.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

1d8+STR Slashing

2-handed (1-handed: Req. 2 STR)

Ash of War: Sacred Blade:

2 Actions: Slash in the air, enchanting your weapon with Order's Blade, also change the weapon's reach into Range 8 this turn (you shoot radiant projectiles). Make an attack with this weapon as a part of this action.

Sword forged by servants of Miquella of the Haligtree, with a design modeled after those carried by Carian knights. Instead of glintstone however, amber from the Haligtree is embedded in the blade.

A sumptuous piece, yet it has never been offered to any knight — an ill-starred sword with no master.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Longsword (Katana)

1d8+DEX Slashing

2-handed (1-handed: Req. 2 STR)

Ash of War: Transient Moonlight:

Action: If your weapon is sheathed, you as a part of this action unsheathe it, move 1 space in any direction, and swing your weapon to hit. This attack releases a magical slash in Line 3 in the direction of the original attack, that deals 1d8+INT Force Damage. If a target would be fit by both the swing and the slash, the slash damages them for INT Damage only.

Katana forged of glintstone. Masterpiece of a Sellian swordsmith.

Light enwreathes the blade when sheathed, explaining its Moonveil moniker.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

1d6+STR Bludgeoning

Ash of War: Flowing Form:

2 Actions: Temporarily transforms armament into its liquid form. Swing it around, attacking all creatures in Reach 2, then attack with this weapon again a creature in Reach 2.

Mace shaped like a suspended metal droplet wielded by monks of the Eternal City.

Forged from liquid metal from a Silver Tear, it is thoroughly tempered until hardened.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Short sword (curved sword)

1d6+DEX Slashing Damage

Light

Ash of War: Flowing Form:

Action: Temporarily transforms armament into its liquid form, swinging it like a whip. Attack with this weapon in a Cone 3.

A grim weapon wielded by swordsmen of the Eternal City, this shotel has a blade as fine as a needle.

Forged from the liquid metal of a Silver Tear, it is thoroughly tempered until hardened.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Curved Greatsword

3d4+DEX Slashing

2-handed (Req. 1 STR)

Ash of War: Onyx Lord's Repulsion

2 Actions: Plunge your sword into the ground creating a gravity well. All creatures in Reach 2 take 2d10 Bludgeoning Damage. They must succeed on a STR save (DC 10+INT) or be pushed 3 spaces away and knocked Prone.

Greatsword forged from golden-hued meteoric ore. The blade conceals gravity-manipulating magic.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare pair of Short swords

both have there stats: 1d6+DEX Piercing Light

Ash of War: Golden Tempering:

Action (Concentration): Cross the two swords, enchant both weapons with radiant energy until the end of combat. While active, they deal +WIL Radiant damage and you may gain the Dual Wielding advantage twice per round instead of once.

Slender straight swords patterned after an antique ornament.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Ash of War

Applicable to: 2-handed Swords, Longswords

Duration: 1 turn

Action: Enter a high stance with the weapon, before your next attack choose to either:

  • Dash 1 space in any direction, and attack with an additional die of damage.
  • Spend 1 additional Action, and attack the same target 3 times. Treat this attacks as one for the purpouses of Rushed Attacks.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Ash of War

Applicable to: Shields, Daggers, Fist Weapons

Reaction: When hit by a Melee Attack, roll a DEX Save. The DC is the Damage of the Attack. If you succeed, you parry the blow, making it into a miss. If you fail, add your DEX save roll to the Damage received from the attack as the failed maneuver leaves you wide open.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Ash of War

Applicable to: Weapons with a pointy end

Action: Hold your weapon above you, and Dash to a creature in reach 3. Then, attack them with the weapon. This attack ignores Armor. All damage done by this attack is piercing.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Fist Weapon

1d4+STR Bludgeoning

Light

Ash of War: Poison Spear-Hand Strike:

Action: Dash 1 space and attack a creature in Reach. On hit: Poisoned

A glove stitched together from the flayed skin of the victims of a butcherous bloodbath.

Forged of an unyielding, black impulse toward revenge fostered in those who were hunted down as heretics by their own brethren, these are the weapons of the utterly downtrodden.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Ash of War

Applicable to: 1-handed Melee Weapons

2 Actions: Bathe this weapon in poison, enchanting it with Poison Armament for free (using the same weapon as the spell focus), and attack a creature as a part of this action. The attack releases a cloud of toxic mist adjecent to the target creature. Any creature apart from you that starts its turn in the mist is poisoned until the end of its next turn. The cloud of toxic mist lasts for one minute.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Longbow

1d8+DEX Piercing

2-handed, Range 20 (Req. 1 STR)

Ash of War: Mighty Shot:

Action: Ready this bow, pushing it to its limit. Your next attack with the bow deals an additional die of damage.

Longbow which utilizes a series of pulleys and strings. Enhances precision while shooting, enabling arrows to fly much further distances.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Common Ash of War

Applicable to: Melee Weapons

Free Action: Move 3 spaces in any direction.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Handheld Balista

1d20 Piercing

2-handed, Load: 2 actions, Range 8 (Req. 2 STR)

Attacks with this weapon have a +INT Primary Die Modifier.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Dagger

1d4+DEX Piercing

Light, Thrown 4, Vicious

Ash of War: Reduvias Blood Blade:

When you attack with this weapon, you can choose to change the weapon's reach into Range 8. This attack is still Vicious and deals bonus KEY Damage.

Jagged dagger with a distinctive curled blade. Carried by the noble servants of the Lord of Blood.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Common Ash of War

Applicable to: Weapons with a pointy end

Free Action: Change your stance with the weapon, and prepare to unleash a fury of blows. If you hit two attacks against the same creature this turn turn, you may attack it again with the same weapon, without spending an action.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Very Rare Colossal Sword

4d4+STR Slashing/Bludgeoning

2-handed (Req. 3 STR)

Ash of War: Wave of Destruction:

2 Actions: Raise the sword up high, then strike it against the ground to fire off a wave of gravitational force. Attack an adjacent creature with a weapon attack, all creatures in Line 6, originating at the target of the weapon attack must succeed on a STR save (DC 10+INT) or take 2d10 Bludgeoning Damage.

Originally rubble from a ruin which fell from the sky, this surviving fragment was honed into a weapon.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Ash of War

Applicable to: 1-handed Melee Weapons

2 Actions: Slash in the air, enchanting your weapon with Order's Blade, also change the weapon's reach into Range 8 this turn (you shoot radiant projectiles). Make an attack with this weapon as a part of this action.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: Melee Weapons

Action: Enchant your weapon with Order's Blade. Undead adjacent to the weapon must succeed on a WIL Save, or be frightened by it.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Torch

1d4 Fire Damage

Dispels any invisibility spells in Reach 6.

Ash of War: Torch Attack:

Action: Attack a creature in Reach, if it's Smoldering – crit.

Torch given to protectors of the Erdtree. Its flames are bestowed with a special incantation which allows the bearer to see assassins cloaked in veils.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Ash of War

Applicable to: Slashing and Piercing Weapons

Duration: Untill the end of the Encounter

2 Actions: Thrust this weapon into your stomach, coating it in your fresh blood. Gain 1 Wound. Attacks with this Weapon are made with advantage. (1/turn) On crit (with this weapon): deal an additional 2d12 to the target.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Shortbow

1d6+DEX Piercing

On crit: Poisoned

2-handed, Range 12

Ash of War: Mighty Shot:

Action: Ready this bow, pushing it to its limit. Your next attack with the bow deals an additional die of damage.

Malformed bow in the shape of a pair of poisonous snakes. Imbues arrows with poison through pagan magic.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Common Ash of War

Applicable to: Shields

Action: Use your Shield as a weapon. It has Reach 1 and deals 2 x it's armor Bludgeoning Damage. On hit: prone

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Great Spear

1d12+STR Piercing

2-handed (Req. 2 STR), Reach 2

Ash of War: Siluria's Woe:

Action: Thrust the weapon in a spiraling motion, surrounding it in a vortex of wind. Deal 2d6+WIL Radiant Damage in a 3x3 square with one of it's edges adjacent. Charge: Spend 1 additional action (2 total). All creatures in Line 8 behind one of the primary targets, that were not hit by the primary explosion take the damage. On a failed STR save (DC 10+KEY), they are also pushed 2 spaces away and knocked Prone

The primordial form of the Erdtree is close in nature to life itself, and this spear, modeled on its crucible, is imbued with ancient holy essence.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Common Ash of War

Applicable to: Bows

When you make an attack using this bow, you can choose to turn the attack into a sky shot that ignores cover (if you know the location of the target). If you are hidden, this attack does not give away your location.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Common Ash of War

Applicable to: Staff, Glaive, Spear, Javelins

Action: Spin this weapon above your head until the start of your next turn. While spinning, your normal attacks are turned into AoE attacks that damage every adjecent creature for the damage die of the weapon. Until the weapon stops spinning, you are treated as if you had Cover against ranged attacks.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Ash of War

Applicable to: Longswords, Shortswords

Action: Enter a stance with this weapon, holding it horizontally. Before your next attack with this weapon, you can move 1 space. That attack has advantage. If it crits, the target is Dazed until the end of their next turn.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Torch

1d4 Fire Damage

Ash of War: Fires of Slumber:

Action: Blow into the candlestick's flame, creating a stream of hazy purple fire to cover the ground ahead. Cone 3, WIL save or Incapacitated until attacked or the end of their turn.

Candlestand torch that burns with a light-purple flame. The carvings depict St. Trina, but in adult form, somewhat unnervingly. The light-purple flame induces sleep.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Uncommon Ash of War

Applicable to: Melee Weapons

Reaction: When attacked, ignore all "on crit:" and "on hit:" effects. you can also spend an additional Action to attack the enemy who hit you with a normal weapon attack.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Very Rare Colossal Sword

4d4+STR Slashing/Piercing

2-handed (Req. 3 STR)

Ash of War: Starcaller Cry:

2 Actions: Roar into the skies, pulling all creatures in reach 3 1 space closer to you. Then, slam down at the ground with the weapon, dealing 4d8 to all in Reach 2

Radahn earned considerable renown as the Starscourge in his youth, and it is said that it was during this time he engraved the gravity crest upon these blade.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Ash of War

Applicable to: Weapons with a long handle

Action: Leap 2 spaces in any direction, dealing 1d6 Slashing damage do every adjacent creature before and after jumping. Then, attack a creature in reach with a normal weapon attack.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Ash of War

Applicable to: Blades

When you attack with this weapon, you can choose to change the weapon's attack into a barrage of 3 swirling storm winds that all have Range 6, deal 1d4 Damage, and are treated as a single attack for the purposes of Rushed Attacks.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Ash of War

Applicable to: Melee Weapons

Action: Stomp the ground, summoning a small storm. All adjacent creatures must succeed on a STR Save, (DC 10+KEY) or be knocked Prone.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Ash of War

Applicable to: Melee Weapons

3 Actions: Swing your weapon above you and channel a violent storm. Every creature in Reach of your weapon takes the weapon. s damage, and has to succeed on a STR Save (DC 10+KEY) or be pushed 2 spaces away, and be knocked prone. This attack cannot miss or crit.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Battleaxe

1d10+STR Slashing 2-handed

Ash of War: Thunderstorm:

3 Actions: Use Electrify Armament on the weapon for free (using it as the spell focus), and swing your weapon around, attacking a creature 2 times. This attacks cannot miss or crit.

Battle axe designed to resemble a hawk, with its wings comprising the blade. Signature weapon of warriors who strive to remain one with the storm, despite being so far from their place of birth. Their hearts are proud, and thereby easily undone.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Ash of War

Applicable to: Longswords, Shortswords

1 Action: After a weapon attack, strike a creature again for half the previous attack's damage and push them 1 space backwards, then move 1 space and attack normally agian. This attack is not subject to Rushed Attacks.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Legendary Longsword

1d8 Slashing +INT Force +WIL Fire

2-handed (1-handed: Req. 2 STR)

Ash of War: Night-and-Flame Stance:

2 Actions: Hold the sword level and prepare to cast a spell. On your next attack choose 1:

  • Deal 5d10 Force damage to all creatures in line 18
  • Deal 5d10 Fire damage to all creatures in cone 4.

Sword forged by servants of Miquella of the Haligtree, with a design modeled after those carried by Carian knights. Instead of glintstone however, amber from the Haligtree is embedded in the blade.

A sumptuous piece, yet it has never been offered to any knight — an ill-starred sword with no master.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Short sword

1d6+DEX Slashing

(1/creature) On crit: Incapacitated until attacked or the end of their turn. Only affects conscious creatures.

Light

Ash of War: Mists of Slumber

Action: Cone 2, WIL save or Incapacitated until attacked or the end of their turn.

Silver sword carried by clerics of St. Trina. Inflicts sleep ailment upon foes.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

1d4+STR Piercing

(1/creature) On crit: Incapacitated until attacked or the end of their turn. Only affects conscious creatures.

Light

Ash of War: Sleep Evermore

Action: Dash up to 3 spaces, and strike an enemy with the weapon. If the target is Incapacitated, this attack is Vicious.

Concealed weapon used by Thiollier, of a design generally favored by poison-wielders for dark and subtle purposes.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Ash of War

Applicable to: Bows that reqiure STR

Instead of a normal attack, shoot an arrow in a Line, half the lenght of the weapon's Range, that damages every creature on it's path.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Colossal Sword

4d4+STR Slashing/Piercing

2-handed (Req. 3 STR)

Ash of War: Troll's Roar:

2 Actions: Release an intense roar, pushing back adjacent creatures by 1 space. Then, attack with this weapon. This attack has Reach 2.

Greatsword embedded with a blue glintstone. Weapon of the trolls in service to the royal family of Caria.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Common Weapon

2d4+DEX Slashing 2-handed (Req. 2 DEX, 1 STR), Vicious

A sword with blades on both sides of the hilt. This weapon is difficult to wield, and requires high dexterity.

Common Ash of War

Applicable to: A Weapon with a sheathe

Action: If your weapon is sheathed, as a part of this action, unsheathe it, move 1 space in any direction, and attack a creature in Reach. Increase the Primary Die roll of this attack by 1.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Common Ash of War

Applicable to: Slashing weapons

Action: Swing this weapon downward to create a blade-like projectile that travels in Line 4. This is an AoE attack that deals only your weapon's die damage to every creature in the path.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Rare Great Spear

1d12+STR Piercing

2-handed (Req. 2 STR), Reach 2

Ash of War: Frenzyflame Thrust

2 Actions: leap 2 spaces and thrust with an explosion that deals 4d10 Fire damage in reach 3. Frenzy: you need to succeed on a KEY save (DC 14), or double the cost of every spell you cast until the end of the Encounter.

War spear singed and blistered by fingers, used by Vyke, Knight of the Roundtable Hold.

Like Vyke himself, it has been tormented by the yellow flame of frenzy from within.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Greatstaff

1d12+STR Bludgeoning

2-handed (Req. 2 STR)

Ash of War: Sorcery of the Crozier:

2 Actions: Summon a magic projectile on every available adjecent space. Each of them hits a closest enemy for 1d4 (can't miss)

Large stone staff embedded with glintstone. Wielded by Erdtree Burial Watchdogs who protect catacombs.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Common Weapon

Action: Range 3. Target has to roll a DEX save (DC 10+DEX) or be considered hampered until the start of it's turn.

A leather whip. Not originally used for combat, but as an instrument of pain.

Uncommon Ash of War

Applicable to: Melee Weapons except for Blades

Action: Begin swinging your weapon wildly, until you stop, or don't attack for a turn, your speed is halved and your weapon attacks cannot miss.

Ashes of War — Magical Enchantments that allow you to harness the power and will of your weapons. It takes a Safe Rest, the particular Ash of War, and a special whetblade to change or add the Ashes of War of a non-magical weapon. You can use the Ash of War KEY times before a Safe Rest. All Ashes of War share a resource pool.

Uncommon Longsword

1d8+INT Slashing

2-handed (1-handed: Req. 2 STR)

Ash of War: Nebula

Action: Send forth a dark cloud of stars that lingers briefly before exploding. Creatures in Cone 2 take 2d4 Force Damage.

Sword fashioned from a delicate wing, suffused with the magic of the stars.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Greataxe

2d6+STR Slashing

2-handed (Req. 2 STR)

Ash of War: Soul Stifler:

Action: enemies in reach 4 area have their armor ignored until the start of your next turn.

Distinctive horn suffused with the power of ancestral spirits. This large, wing-shaped specimen is wielded as a weapon of spirit worship.

Rare Scythe

1d10+WIL Radiant

2-handed, Reach 2

Ash of War: Angel's Wings:

Action: Jump 3 spaces forward, attacking and stopping all healing on hit until the start of your next turn.

Sacred scythe resembling a pair of white wings. Deals holy damage.

According to pagan belief, white-winged maidens are said to be Death's gentle envoys.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

Rare Curved Greatsword

3d4+DEX Slashing

on crit: Slowed

2-handed (Req. 1 STR)

Ash of War: Zamor Ice Storm:

2 Actions: Plunge your sword into the ground unleashing a freezing storm to adjecent creatures. 3d6. Restrained on a STR Save (DC 10+DEX).

In apparent devotion to winter, the curved blade is styled after an icy wind and imbued with a powerful frost effect.

This is a Magic Weapon. Its Ash of War cannot be changed. All Ashes of War share a charge pool (KEY/Safe Rest). For more info, look at any Ash of War item's description.

You were cursed with mock immortality by a God. Guided by Grace, you yearn to accomplish the task you were given. Establish with your DM your God, and your task. Gods usually have more than one Tarnished doing their deeds.

Grace Sight: As long as your actions help you achieve the goal granted by your master, you see a faint light guiding you where to go. In such a situation, you have advantage in navigating.

Mock Immortality: You can't permanently die as long as your body is mostly intact and your God needs you. Depending on the severity of your wounds, you will resurrect in a couple days, years, or even centuries. If you have already died at least once you count as an Undead. Children, animals, and Celestials are uneasy in your presence.

Level 3Maddened, That burn... Your eyes..
Level 7Melt away the curses, Your flesh will serve as kindling
Level 11Until all is One again
Level 15Lord of Frenzied Flame, May chaos take the world..

Catch Flame

Cantrip, Single Target
1 Action

Bloodflame Talons

Tier 1, Single Target
1 Action

Flame Sling

Tier 1, Single Target
2 Actions

Flame, Cleanse Me

Tier 1, Self
1 Action

Black Flame

Tier 2, Single Target
2 Actions

Bloodflame Blade

Tier 2, Single Target
1 Action

Flame, Grant Me Strength

Tier 2, Self
1 Action

Black Flame Blade

Tier 3, Single Target
1 Action

Dragonfire

Tier 3, AoE
2 Actions

Black Flame's Protection

Tier 4, Self
1 Action

Giantsflame Take Thee

Tier 4, AoE
2 Actions

Scouring Black Flame

Tier 4, AoE
2 Actions

Placidusax's Ruin

Tier 8, AoE
4 Actions

Glintstone Pebble

Cantrip, Single Target+
1 Action

Carian Slicer

Tier 1, Single Target
1 Action

Glintstone Arc

Tier 1, AoE
2 Actions

Gravity Well

Tier 1, Single Target
2 Actions

Carian Retaliation

Tier 2, Single Target
1 Action

Frozen Armament

Tier 2, Single Target
1 Action

Magic Glintblade

Tier 2, Single Target
2 Actions

Rock Sling

Tier 2, AoE
2 Actions

Scholar's Shield

Tier 2, Single Target
1 Action

Carian Greatsword

Tier 3, AoE
2 Actions

Gavel of Haima

Tier 3, Special
3 Actions

Glintblade Phalanx

Tier 3, Special
2 Actions

Loretta's Greatbow

Tier 3, Single Target
4 Actions

Night Shard

Tier 3, Single Target
2 Actions

Shard Spiral

Tier 3, AoE
2 Actions

Eternal Darkness

Tier 4, Special
2 Actions

Shattering Crystal

Tier 5, AoE
2 Actions

Loretta's Mastery

Tier 6, Multi-Target
4 Actions

Comet Azur

Tier 8, AoE
3 Actions

Bloodflame Blade

Tier 2, Single Target
1 Action

Electrify Armament

Tier 2, Single Target
1 Action

Frozen Armament

Tier 2, Single Target
1 Action

Immutable Shield

Tier 2, Single Target
1 Action

Order's Blade

Tier 2, Single Target
1 Action

Poison Armament

Tier 2, Single Target
1 Action

Scholar's Shield

Tier 2, Single Target
1 Action

Black Flame Blade

Tier 3, Single Target
1 Action

Frenzied bolt

Cantrip, Single Target
1 Action

The Flame of Frenzy

Tier 1, AoE
2 Actions

Inescapable Frenzy

Tier 2, Single Target
2 Actions

Frenzied Burst

Tier 3, Single Target
2 Actions

Contagius Madness

Tier 4, Multi-Target
2 Actions

Howl of Shabriri

Tier 5, Multi-Target
2 Actions

Unendurable Frenzy

Tier 6, AoE
2 Actions

Glintstone Pebble

Cantrip, Single Target+
1 Action

Glintstone Arc

Tier 1, AoE
2 Actions

Scholar's Shield

Tier 2, Single Target
1 Action

Gavel of Haima

Tier 3, Special
3 Actions

Shard Spiral

Tier 3, AoE
2 Actions

Shattering Crystal

Tier 5, AoE
2 Actions

Comet Azur

Tier 8, AoE
3 Actions

Beast Claw

Cantrip, AoE
1 Action

Catch Flame

Cantrip, Single Target
1 Action

Frenzied bolt

Cantrip, Single Target
1 Action

Bloodflame Talons

Tier 1, Single Target
2 Actions

Discus of Light

Tier 1, AoE
2 Actions

Flame Sling

Tier 1, Single Target
2 Actions

Flame, Cleanse Me

Tier 1, Self
1 Action

Rejection

Tier 1, AoE
2 Actions

The Flame of Frenzy

Tier 1, AoE
2 Actions

Black Flame

Tier 2, Single Target
2 Actions

Bloodflame Blade

Tier 2, Single Target
1 Action

Dragonclaw

Tier 2, Single Target
2 Actions

Electrify Armament

Tier 2, Single Target
1 Action

Flame, Grant Me Strength

Tier 2, Self
1 Action

Immutable Shield

Tier 2, Single Target
1 Action

Inescapable Frenzy

Tier 2, Single Target
2 Actions

Lightning Spear

Tier 2, Single Target
1 Action

Litany of Proper Death

Tier 2, AoE
2 Actions

Order's Blade

Tier 2, Single Target
1 Action

Poison Armament

Tier 2, Single Target
1 Action

Urgent Heal

Tier 2, Self
1 Action

Aspect of the Crucible: Horns

Tier 3, Self
2 Actions

Black Flame Blade

Tier 3, Single Target
1 Action

Dragonfire

Tier 3, AoE
2 Actions

Frenzied Burst

Tier 3, Single Target
2 Actions

Black Flame's Protection

Tier 4, Self
1 Action

Contagius Madness

Tier 4, Multi-Target
2 Actions

Giantsflame Take Thee

Tier 4, AoE
2 Actions

Scouring Black Flame

Tier 4, AoE
2 Actions

Howl of Shabriri

Tier 5, Multi-Target
2 Actions

Law of Regression

Tier 5, Self
1 Action

Radagon's Rings of Light

Tier 5, AoE
2 Actions

Unendurable Frenzy

Tier 6, AoE
2 Actions

Black Blade

Tier 8, Multi-Target
3 Actions

Placidusax's Ruin

Tier 8, AoE
3 Actions

Scarlet Aeonia

Tier 8, AoE
3 Actions