I'll soon be done converting all the gravity options from Elden Ring, and I'll be wrapping that up soon in a neat little compendium, for free of course.
Next up will be some of the remaining weapons that have unique ashes of war, I'll probably do Radahn's stats soon after.
I'm currently working on a Bloodborne Inspired D&D Setting filled with New Eldritch Monstrosities, Evolving Weapons, Nightmarish Subclasses and Races, and more! Join the Hunt here!
Ashes of War
Ashes of war grant special abilities to weapons. To infuse a weapon with an ash of war a character must perform a ritual over the course of an hour, which they can do during a short or long rest. At the end of the ritual the ash of war is embedded in the weapon and cannot be used again as long as it remains there. Performing the ritual again removes the ash of war, and if the character chooses to, they can imbue a different ash of war as part of the same ritual.
The power of the ashes of war drain your energy, as such you can use them a number of times equal to your Proficiency Bonus before taking a long rest.
I chose to limit the total number of Ash of War uses to Proficiency bonus, so that everyone can use them equally, regardless of their Mind stat (or Intelligence for DnD).
Gravity Ashes of War
Requirement: melee weapon without the Light property
You plunge your blade on the ground. All creatures in a 30 foot radius centered on you must succeed on a Dexterity saving throw or take a number of d8s of force damage equal to your Intelligence modifier and be pulled up to 20 feet in a straight line towards you on failure.
Rain of Arrows
Requirement: ranged weapon
You unleash a rain of arrows. Choose a point on the ground that you can see within the normal range of your bow. Each creature in a 10 foot radius 80 foot tall cone centered on that point must succeed on a Dexterity saving throw or take a number of d6s damage equal to your Intelligence modifier on a failure, or half as much on a success.
Yes you could use this with a sling or a blowgun, and I think that’s hilarious.
Waves of Darkness
Requirement: melee weapon with the Heavy property
You slam your blade on the floor as an action, creating rippling waves of destruction. Each creature in a 20-foot radius centered on you must succeed on a Dexterity saving throw or take a number of d6s of force damage equal to your Intelligence Modifier on a failure. At the start of your next turn a final wave is unleashed and creatures within that radius must make the same saving throw, taking the same damage on a failure.
Requirement: any melee weapon except whips
You slam your weapon on the ground as a bonus action, covering it with rocks. For the next minute, it deals additional bludgeoning damage equal to your proficiency bonus on a hit.