Pulling directly from my old notes: Snail Talisman (theme of survival) Sticky Hold: As a reaction when something would cause you to be pushed, drop something you're holding, or fall prone, you may expend a spell slot to retain your footing (no push, no prone, no drop). Shellmet: As a reaction, when you are struck with a critical hit, you may cause the attack to hit normally (no crit). Backside Bunker: You have +2 AC against enemies who flank you, and flanking does not grant advantage to your attackers' attacks. Mollusc Mend: As an action, empower a shell of some kind to become an object of healing for 24 hours. As an action, the shell can be touched to a creature to restore 4 health per level of the spell slot + the target's constitution modifier per level of the spell slot. [4 x spell level + CON modifier x spell level] Boneless: Your bones cannot be broken in the traditional sense. Your bones become malleable, allowing you to fit into and through places that would normally break your bones. Your body (not equipment) can also be stretched at will to twice as long as normal. Your melee attacks gain Reach. Gastro-Escape-Pod: When you would take damage directed at you with an attack (not AoE), you can use your reaction to create a shell copy of yourself that takes the hit instead. You move 5 feet, and take no damage. Your shell copy is destroyed as it’s struck by the attack, and the attacker has disadvantage on the next attack it makes this round. Once per long rest. (Master) Eye Stalker: You can cast Arcane Eye once per long rest. Constitution is your spellcasting ability for this spell. (Master) Regenerative Factor: You can expend a level-three spell slot to cast Regenerate. Once per long rest. Polar Bear Talisman (theme of cold) Frigid Touch: Freeze a 10-foot radius spot of water when you touch it. Icy Mantle: Action to use water and freeze it into a mantle of protective ice on an ally. The next time the creature takes bludgeoning/slashing/piercing damage, that damage becomes zero and the mantle is destroyed. Frosty Friend: You have resistance to cold damage. When you take cold damage, you empower your next successful attack to deal an extra 1d6 cold damage. Ice Brand: During short rest, cause a weapon or 20 ammunition to deal cold damage instead. You may also expend a spell slot to give attack and dmg bonus of the slot level divided by 3 (rounded up). Lasts 24 hours. Freezing Bolt: Action uses water and expends a spell slot to touch a creature. The creature makes a constitution saving throw (8+prof+con). Failure means 2d8 cold damage plus 1d8 more per level of the spell slot and its speed is reduced to zero until your next turn. Success is half damage, no speed reduction. Winter’s Howl: You can cast Sleet Storm, Snilloc's Snowball Swarm, and Ice Knife once each per short rest.
Fox Talisman (theme of curse) Shadow Crunch: When you bite a creature, you can expend a spell slot to cast Bestow Curse. Your spellcasting ability for this spell is strength as you demonstrate your jaw strength to embed the curse. If you use a 3rd level spell slot or higher, you can perform this as a bonus action instead. Outfoxed: As a reaction, you can expend a spell slot to roll a d6 and add the result to a saving throw you make. If the spell slot is 2nd level, use a d8. If a 3rd level spell or higher, use a d10. Keen Eye: You can take the Search action as a bonus action. When you Search, you can choose an enemy that you can see and read their movements. That enemy has disadvantage on attacks against you until the end of your next turn. You also gain advantage on saving throws you must make from spells and abilities used by the enemy you're reading. Psycho Brand: During short rest, cause a weapon or 20 ammunition to deal psychic damage instead. You may also expend a spell slot to give attack and dmg bonus of the slot level divided by 3 (rounded up). Lasts 24 hours. Teumessian: When you use the Dash action, you become invisible until the end of your turn. You do not provoke opportunity attacks when you are dashing. Shadow Possession: If your shadow crosses paths with the shadow of another creature, you can use your action and expend a spell slot to force the creature to make a strength or wisdom saving throw (their choice) contest by your DC (8+prof+Str or Wis your choice). If the creature fails, it becomes unable to move unless you do. The creature will copy your movement exactly. Your shadows become linked and remain between you both. If bright light is shed on the shadow, the link is broken and the effect ends. The effect also ends if you move more than 100 feet away from one another. (Master) Calm Mind: +2 all mental stats, can go above 20 per stat in this way. Steel Mind: You are permanently affected by the spell Mind Blank. Sheep Talisman (theme of emotion) Mood Read: As an action, expend a spell slot to choose one: (1)You gain the ability to see creatures' emotional auras for ten minutes. -or- (2) Cast the spell Calm Emotions. Harmless Demeanor: You can use an action outside of combat to expend a spell slot, forcing a creature to make a Wisdom saving throw contested with your own passive persuasion score as you seek to improve the creature's view of you. If you win the contest, the target's demeanor toward you becomes more positive. Passively, you gain expertise in persuasion if you are already proficient, otherwise you just become proficient. Affinity: The first time an enemy attacks you in combat, they must make a charisma saving throw (DC 8+prof+charisma) or the attack must be either directed at a new target or fail. On subsequent attacks directed at you after failing the saving throw, they must repeat the saving throw for each attack until they pass, at which time they can start attacking you normally. This ability does not affect creatures that lack empathy or affection (death knights, liches, skeletons, etc.) Cotton Guard: During a short rest, empower a set of armor. Expend a spell slot to give the armor damage reduction from weapon attacks equal to the level of the spell slot (max bonus of 3). (Example, level 4 spell slot causes armor to reduce incoming damage from a sword melee weapon attack by 3, turning 12 dmg into 9 dmg instead) Empathy: When an ally within 30 feet takes damage, you can use your reaction to take the damage yourself instead. You can use this feature a number of times equal to your charisma modifier. Ramming Speed: While dashing, you can use a bonus action to break through a wall or barrier if the wall has less than 20 hitpoints. (Master) Shepherd: You can cast the spell Antipathy/Sympathy once per week. You must choose the Sympathy option. (Master) Counting Sheep: Once per week, you can cast the Astral Projection spell without material components by expending a spell slot of third level.
Ape Talisman (theme of energy/fire) Mercurial: If your current hitpoints (not including temporary hitpoints) are below half of your maximum hitpoints, your melee attacks gain a fury that exhausts your foe's hit dice. When you roll damage for a melee attack, you can cause the target of your attack to roll one of its hit dice (expending the hit die) to add the roll as extra attack damage for your attack. Flame Tame: You gain the Control Flames and Create Bonfire cantrips. Constitution is your spell casting ability for this spell. Dancing Wick: You have resistance to fire damage. Immediately after taking fire damage, you can use your reaction to cast the Fireball spell using only Somatic spell components. Fire Brand: During short rest, enchant a weapon or 20 ammunition to deal fire damage instead. You may also expend a spell slot to give attack and damage bonuses equal to the slot level divided by 3 (rounded up). The fire of these arrows burn the same color as your eyes. Lasts 24 hours. Combustion: Touch a creature and expend a spell slot to deal 1d10 fire damage per level. This counts as a spell attack, though you automatically hit. The target becomes affected by the spell Faerie Fire, glowing like a hot coal. You must concentrate on the effect. Stoker: When you roll fire damage, roll the set of dice twice and use the best result. (You're rerolling sets of dice, not individual dice). When you deal more than 50 fire damage in one round, you become overcharged under the effect of the Haste spell until the end of your next turn. You don't have to concentrate, and you ignore the fatigue that normally affects the end of the Haste spell. (Master) Corona: Enemies within 10 feet of you take 5 fire damage when starting their turn within or entering for the first time on their turn within 10 feet of you. Your Dancing Wick ability becomes immunity instead of resistance, but still triggers if you’re supposed to take fire damage but reduce it to zero. Your skin becomes immune to lava (don't inhale it or anything). (Master) Sunspot: Once per long rest, you can cast Sunburst with a level-three spell slot. If you drop to zero hitpoints and still have not used your casting of Sunburst and you have at least a third-level spell slot to cast it with, you automatically cast Sunburst centered on yourself (only targets enemies you designate). You regain hitpoints equal to the damage you roll for this instance of Sunburst. When you cast Sunburst with this feature, you choose whether to use radiant or fire damage. Crane Talisman (theme of grace/air) Steady Breeze: You can hold your breath indefinitely. You have advantage on saving throws against poisonous gases, inhaled poisons, and similar effects. Windy Step: Your jump distances are doubled. If you move ten feet in a straight line, you can convert the rest of your movement to a fly speed. If you end your turn in flight, your flight ends and you fall to the ground (unless you have another way to stay airborne). Light as a Feather: Your body weight is halved without reducing your physical strength. Additionally, you can cast Feather Fall at will. Constitution is your spell casting ability for this spell. Shrill Brand: During a short rest, you may empower one ranged weapon, doubling its normal and maximum attack ranges, and removing any disadvantage due to range. You may also expend a spell slot to grant the weapon a bonus to attack and damage equal to the level of the expended spell slot level divided by 3 (rounded up). The ranged weapon's ammunition also gains a whistling noise when fired. Lasts until you complete another short or long rest. Shriek: As an action, you may expend a spell slot to cast Thunderwave. When you do so, Thunderwave is cast at the level of your expended spell slot plus one (maximum casting level of nine). Constitution is your spell casting ability for this spell. Wind Walker: You may cast Levitate as a bonus action once per short rest. Constitution is your spell casting ability for this spell. Additionally, you can breathe normally at high altitudes where oxygen is thin. (Master) Gale Grasp: unfinished (Master) Nether Zephyrs: unfinished
Armadillo Talisman (theme of earth) Indomitable Base: As an action and until you move, you have advantage to resist effects that would move you. Granite Soul: You are immune to petrification. Stone Secret: As an action, touch a stone/soil wall or floor. Learn the location and size of all creatures standing on or touching that surface within 30 feet at the moment. Crushing Brand: During a short rest, cause a bludgeoning weapon to ignore resistance and immunity to bludgeoning damage. If you roll max damage on an attack, knock the target prone. You may also expend a spell slot to give attack and dmg bonus of the slot level divided by 3 (rounded up). Lasts 24 hours. Earthen Step: Bonus action to cast Meld Into Stone. Once per short rest. Overwhelm: Action and a spell slot to force a creature to make a strength saving throw (8+prof+con). Failure means 2d8 bludgeoning plus 1d8 more per level of the spell slot and is knocked prone. Success is half damage, no prone. (Master) Unfinished concept, sorry! (Master) Earthshaker: Once per week, you may cast the spell Earthquake. Tiger Talisman (theme of ferocity) Pounce: When dashing, use a bonus action and level one spell slot to make a melee attack. Target makes strength save (8+prof+str) or is knocked prone and takes an extra 10 dmg (save for half, no prone). Hunter’s Reflexes: Surprise/hidden attacks do not have advantage against you. Prowl: If you don't have disadvantage on a stealth roll, add your proficiency bonus to the stealth roll. If you are already proficient, add your bonus again (does not stack with expertise). Tooth & Claw: During short rest, empower a piercing/slashing weapon or similar 20 ammunition. Expend a spell slot to give attack and dmg bonus of the slot level divided by 3 (rounded up). Lasts 24 hours. Kingly Roar: As an action, you can bolster your allies within 10 feet with temporary hitpoints equal to the number of foes within 30 feet of you. Once per long rest. Earn Stripes: When you slay an enemy with a melee attack, you can make another melee attack as a bonus action this turn. This attack gets to add your strength or dex modifier twice to damage (instead of once) if it hits. Apex Predator: +2 all physical stats. May exceed scores of 20 in this way. Cull: Once per long rest, you can expend a level 3 spell slot and choose to cast one spell from this list: Power Word Kill, Divine Word, Power Word Stun.
Spider Talisman (theme of lurk) Inject: As an action, expend a spell slot and make a melee spell attack (use strength). On a hit, you bite into the flesh or your target, dealing 2d10 poison damage (+1d10 per spell level beyond 1st), and the target becomes poisoned for 2d4 rounds (+1 round per spell level beyond 1st). DC is 8+prof+str. If you use a 3rd level spell slot or higher, you can perform this as a bonus action instead. Scopulae: You are always affected by the spell Spider Climb. You also have resistance to poison damage. Spinneret: You can produce ethereal silk rope from your sweat glands. Either end of a strand will stick to a non-oiled, glass, or frictionless surface. As an action, you can shoot one strand up to 60 feet. If you expend a spell slot, you can shoot extra strands per spell level at once. This silk fades to nothing after 24 hours, and can only be destroyed with magical slashing damage or fire damage. You can produce silk a number of times per short rest equal to your constitution modifier before you must make constitution saving throws to continue producing silk (DC 10+(number of times beyond your limit x 2)). Poison Brand: During short rest, cause a weapon or 20 ammunition to deal poison damage instead. You may also expend a spell slot to give attack and dmg bonus of the slot level divided by 3 (rounded up). Lasts 24 hours. Opilione: As a bonus action, you can summon spectral, extra arms on your left and right sides (one/side). You can use your bonus action to make an offhand attack with your regular off hand as well as your two spectral arms (turns 1 attack into 3, or 0 into 2). Alternatively, you can use your bonus action to have your extra arms perform a grapple, pickpocket, or help action. When you make an opportunity attack, you can make three attacks instead of one. Eye Spy: Your peripheral vision expands to all around your head (sides, behind, above). You have advantage on Dexterity saving throws and perception checks. Your armor class increases by 2 if you are not wearing heavy armor. If you are wielding more than one weapon at once, attackers cannot gain advantage from flanking you. (Master) Slurp: Your Inject ability gains 2d10 necrotic damage that heals you for half the damage dealt this way. Does not work on creatures that lack blood. (Master) Arcane Arachnid: You can concentrate on up to two spells at the same time instead of just one. You gain the ability to cast the spell Web as a level-three spell, but this unique web is ethereal and does not need to be tethered to structures to remain. The ethereal web is immune to damage from non-magical weapons. You can move freely through the web. If a creature dies while trapped in the web, you reap their soul, making them immune to normal resurrection methods and granting you temporary hitpoints equal to the victim’s challenge rating until your next long rest.
The connected Bag of Holding Wally is referencing is the Many-Handed Pouch. It was an Infusion (4th level) in the Unearthed Arcana version of the Artificer. They removed it...booo. It was awesome, and I've used it in a game I DMd. Basically it's 2 to 5 pouches that are all the same pouch. It's not really a Bag of Holding, it's small teleportation. It functions up to 100 miles distance. The biggest issue in the UA was it doesn't specify the size of the pouch so people assume it's bigger on the inside. It's just a pouch size but it's a wonderful way to transport small items back to base. Hypothetically, you could just keep shoveling coins into it and have someone dump it out elsewhere. Or have a hireling hanging out in a storage that's sending and receiving whatever item you need at the moment.
Hilarious. I'd include a drawback: regurgitating an item to get it back makes them take acid damage from the stomach acid erosion to their esophagus and mouth :-P
That's awesome. What are the other talismans powers
Pulling directly from my old notes:
Snail Talisman (theme of survival)
Sticky Hold: As a reaction when something would cause you to be pushed, drop something you're holding, or fall prone, you may expend a spell slot to retain your footing (no push, no prone, no drop).
Shellmet: As a reaction, when you are struck with a critical hit, you may cause the attack to hit normally (no crit).
Backside Bunker: You have +2 AC against enemies who flank you, and flanking does not grant advantage to your attackers' attacks.
Mollusc Mend: As an action, empower a shell of some kind to become an object of healing for 24 hours. As an action, the shell can be touched to a creature to restore 4 health per level of the spell slot + the target's constitution modifier per level of the spell slot. [4 x spell level + CON modifier x spell level]
Boneless: Your bones cannot be broken in the traditional sense. Your bones become malleable, allowing you to fit into and through places that would normally break your bones. Your body (not equipment) can also be stretched at will to twice as long as normal. Your melee attacks gain Reach.
Gastro-Escape-Pod: When you would take damage directed at you with an attack (not AoE), you can use your reaction to create a shell copy of yourself that takes the hit instead. You move 5 feet, and take no damage. Your shell copy is destroyed as it’s struck by the attack, and the attacker has disadvantage on the next attack it makes this round. Once per long rest.
(Master) Eye Stalker: You can cast Arcane Eye once per long rest. Constitution is your spellcasting ability for this spell.
(Master) Regenerative Factor: You can expend a level-three spell slot to cast Regenerate. Once per long rest.
Polar Bear Talisman (theme of cold)
Frigid Touch: Freeze a 10-foot radius spot of water when you touch it.
Icy Mantle: Action to use water and freeze it into a mantle of protective ice on an ally. The next time the creature takes bludgeoning/slashing/piercing damage, that damage becomes zero and the mantle is destroyed.
Frosty Friend: You have resistance to cold damage. When you take cold damage, you empower your next successful attack to deal an extra 1d6 cold damage.
Ice Brand: During short rest, cause a weapon or 20 ammunition to deal cold damage instead. You may also expend a spell slot to give attack and dmg bonus of the slot level divided by 3 (rounded up). Lasts 24 hours.
Freezing Bolt: Action uses water and expends a spell slot to touch a creature. The creature makes a constitution saving throw (8+prof+con). Failure means 2d8 cold damage plus 1d8 more per level of the spell slot and its speed is reduced to zero until your next turn. Success is half damage, no speed reduction.
Winter’s Howl: You can cast Sleet Storm, Snilloc's Snowball Swarm, and Ice Knife once each per short rest.
Fox Talisman (theme of curse)
Shadow Crunch: When you bite a creature, you can expend a spell slot to cast Bestow Curse. Your spellcasting ability for this spell is strength as you demonstrate your jaw strength to embed the curse. If you use a 3rd level spell slot or higher, you can perform this as a bonus action instead.
Outfoxed: As a reaction, you can expend a spell slot to roll a d6 and add the result to a saving throw you make. If the spell slot is 2nd level, use a d8. If a 3rd level spell or higher, use a d10.
Keen Eye: You can take the Search action as a bonus action. When you Search, you can choose an enemy that you can see and read their movements. That enemy has disadvantage on attacks against you until the end of your next turn. You also gain advantage on saving throws you must make from spells and abilities used by the enemy you're reading.
Psycho Brand: During short rest, cause a weapon or 20 ammunition to deal psychic damage instead. You may also expend a spell slot to give attack and dmg bonus of the slot level divided by 3 (rounded up). Lasts 24 hours.
Teumessian: When you use the Dash action, you become invisible until the end of your turn. You do not provoke opportunity attacks when you are dashing.
Shadow Possession: If your shadow crosses paths with the shadow of another creature, you can use your action and expend a spell slot to force the creature to make a strength or wisdom saving throw (their choice) contest by your DC (8+prof+Str or Wis your choice). If the creature fails, it becomes unable to move unless you do. The creature will copy your movement exactly. Your shadows become linked and remain between you both. If bright light is shed on the shadow, the link is broken and the effect ends. The effect also ends if you move more than 100 feet away from one another.
(Master) Calm Mind: +2 all mental stats, can go above 20 per stat in this way.
Steel Mind: You are permanently affected by the spell Mind Blank.
Sheep Talisman (theme of emotion)
Mood Read: As an action, expend a spell slot to choose one: (1)You gain the ability to see creatures' emotional auras for ten minutes. -or- (2) Cast the spell Calm Emotions.
Harmless Demeanor: You can use an action outside of combat to expend a spell slot, forcing a creature to make a Wisdom saving throw contested with your own passive persuasion score as you seek to improve the creature's view of you. If you win the contest, the target's demeanor toward you becomes more positive. Passively, you gain expertise in persuasion if you are already proficient, otherwise you just become proficient.
Affinity: The first time an enemy attacks you in combat, they must make a charisma saving throw (DC 8+prof+charisma) or the attack must be either directed at a new target or fail. On subsequent attacks directed at you after failing the saving throw, they must repeat the saving throw for each attack until they pass, at which time they can start attacking you normally. This ability does not affect creatures that lack empathy or affection (death knights, liches, skeletons, etc.)
Cotton Guard: During a short rest, empower a set of armor. Expend a spell slot to give the armor damage reduction from weapon attacks equal to the level of the spell slot (max bonus of 3). (Example, level 4 spell slot causes armor to reduce incoming damage from a sword melee weapon attack by 3, turning 12 dmg into 9 dmg instead)
Empathy: When an ally within 30 feet takes damage, you can use your reaction to take the damage yourself instead. You can use this feature a number of times equal to your charisma modifier.
Ramming Speed: While dashing, you can use a bonus action to break through a wall or barrier if the wall has less than 20 hitpoints.
(Master) Shepherd: You can cast the spell Antipathy/Sympathy once per week. You must choose the Sympathy option.
(Master) Counting Sheep: Once per week, you can cast the Astral Projection spell without material components by expending a spell slot of third level.
Ape Talisman (theme of energy/fire)
Mercurial: If your current hitpoints (not including temporary hitpoints) are below half of your maximum hitpoints, your melee attacks gain a fury that exhausts your foe's hit dice. When you roll damage for a melee attack, you can cause the target of your attack to roll one of its hit dice (expending the hit die) to add the roll as extra attack damage for your attack.
Flame Tame: You gain the Control Flames and Create Bonfire cantrips. Constitution is your spell casting ability for this spell.
Dancing Wick: You have resistance to fire damage. Immediately after taking fire damage, you can use your reaction to cast the Fireball spell using only Somatic spell components.
Fire Brand: During short rest, enchant a weapon or 20 ammunition to deal fire damage instead. You may also expend a spell slot to give attack and damage bonuses equal to the slot level divided by 3 (rounded up). The fire of these arrows burn the same color as your eyes. Lasts 24 hours.
Combustion: Touch a creature and expend a spell slot to deal 1d10 fire damage per level. This counts as a spell attack, though you automatically hit. The target becomes affected by the spell Faerie Fire, glowing like a hot coal. You must concentrate on the effect.
Stoker: When you roll fire damage, roll the set of dice twice and use the best result. (You're rerolling sets of dice, not individual dice). When you deal more than 50 fire damage in one round, you become overcharged under the effect of the Haste spell until the end of your next turn. You don't have to concentrate, and you ignore the fatigue that normally affects the end of the Haste spell.
(Master) Corona: Enemies within 10 feet of you take 5 fire damage when starting their turn within or entering for the first time on their turn within 10 feet of you. Your Dancing Wick ability becomes immunity instead of resistance, but still triggers if you’re supposed to take fire damage but reduce it to zero. Your skin becomes immune to lava (don't inhale it or anything).
(Master) Sunspot: Once per long rest, you can cast Sunburst with a level-three spell slot. If you drop to zero hitpoints and still have not used your casting of Sunburst and you have at least a third-level spell slot to cast it with, you automatically cast Sunburst centered on yourself (only targets enemies you designate). You regain hitpoints equal to the damage you roll for this instance of Sunburst. When you cast Sunburst with this feature, you choose whether to use radiant or fire damage.
Crane Talisman (theme of grace/air)
Steady Breeze: You can hold your breath indefinitely. You have advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.
Windy Step: Your jump distances are doubled. If you move ten feet in a straight line, you can convert the rest of your movement to a fly speed. If you end your turn in flight, your flight ends and you fall to the ground (unless you have another way to stay airborne).
Light as a Feather: Your body weight is halved without reducing your physical strength. Additionally, you can cast Feather Fall at will. Constitution is your spell casting ability for this spell.
Shrill Brand: During a short rest, you may empower one ranged weapon, doubling its normal and maximum attack ranges, and removing any disadvantage due to range. You may also expend a spell slot to grant the weapon a bonus to attack and damage equal to the level of the expended spell slot level divided by 3 (rounded up). The ranged weapon's ammunition also gains a whistling noise when fired. Lasts until you complete another short or long rest.
Shriek: As an action, you may expend a spell slot to cast Thunderwave. When you do so, Thunderwave is cast at the level of your expended spell slot plus one (maximum casting level of nine). Constitution is your spell casting ability for this spell.
Wind Walker: You may cast Levitate as a bonus action once per short rest. Constitution is your spell casting ability for this spell. Additionally, you can breathe normally at high altitudes where oxygen is thin.
(Master) Gale Grasp: unfinished
(Master) Nether Zephyrs: unfinished
Armadillo Talisman (theme of earth)
Indomitable Base: As an action and until you move, you have advantage to resist effects that would move you.
Granite Soul: You are immune to petrification.
Stone Secret: As an action, touch a stone/soil wall or floor. Learn the location and size of all creatures standing on or touching that surface within 30 feet at the moment.
Crushing Brand: During a short rest, cause a bludgeoning weapon to ignore resistance and immunity to bludgeoning damage. If you roll max damage on an attack, knock the target prone. You may also expend a spell slot to give attack and dmg bonus of the slot level divided by 3 (rounded up). Lasts 24 hours.
Earthen Step: Bonus action to cast Meld Into Stone. Once per short rest.
Overwhelm: Action and a spell slot to force a creature to make a strength saving throw (8+prof+con). Failure means 2d8 bludgeoning plus 1d8 more per level of the spell slot and is knocked prone. Success is half damage, no prone.
(Master) Unfinished concept, sorry!
(Master) Earthshaker: Once per week, you may cast the spell Earthquake.
Tiger Talisman (theme of ferocity)
Pounce: When dashing, use a bonus action and level one spell slot to make a melee attack. Target makes strength save (8+prof+str) or is knocked prone and takes an extra 10 dmg (save for half, no prone).
Hunter’s Reflexes: Surprise/hidden attacks do not have advantage against you.
Prowl: If you don't have disadvantage on a stealth roll, add your proficiency bonus to the stealth roll. If you are already proficient, add your bonus again (does not stack with expertise).
Tooth & Claw: During short rest, empower a piercing/slashing weapon or similar 20 ammunition. Expend a spell slot to give attack and dmg bonus of the slot level divided by 3 (rounded up). Lasts 24 hours.
Kingly Roar: As an action, you can bolster your allies within 10 feet with temporary hitpoints equal to the number of foes within 30 feet of you. Once per long rest.
Earn Stripes: When you slay an enemy with a melee attack, you can make another melee attack as a bonus action this turn. This attack gets to add your strength or dex modifier twice to damage (instead of once) if it hits.
Apex Predator: +2 all physical stats. May exceed scores of 20 in this way.
Cull: Once per long rest, you can expend a level 3 spell slot and choose to cast one spell from this list: Power Word Kill, Divine Word, Power Word Stun.
Spider Talisman (theme of lurk)
Inject: As an action, expend a spell slot and make a melee spell attack (use strength). On a hit, you bite into the flesh or your target, dealing 2d10 poison damage (+1d10 per spell level beyond 1st), and the target becomes poisoned for 2d4 rounds (+1 round per spell level beyond 1st). DC is 8+prof+str. If you use a 3rd level spell slot or higher, you can perform this as a bonus action instead.
Scopulae: You are always affected by the spell Spider Climb. You also have resistance to poison damage.
Spinneret: You can produce ethereal silk rope from your sweat glands. Either end of a strand will stick to a non-oiled, glass, or frictionless surface. As an action, you can shoot one strand up to 60 feet. If you expend a spell slot, you can shoot extra strands per spell level at once. This silk fades to nothing after 24 hours, and can only be destroyed with magical slashing damage or fire damage. You can produce silk a number of times per short rest equal to your constitution modifier before you must make constitution saving throws to continue producing silk (DC 10+(number of times beyond your limit x 2)).
Poison Brand: During short rest, cause a weapon or 20 ammunition to deal poison damage instead. You may also expend a spell slot to give attack and dmg bonus of the slot level divided by 3 (rounded up). Lasts 24 hours.
Opilione: As a bonus action, you can summon spectral, extra arms on your left and right sides (one/side). You can use your bonus action to make an offhand attack with your regular off hand as well as your two spectral arms (turns 1 attack into 3, or 0 into 2). Alternatively, you can use your bonus action to have your extra arms perform a grapple, pickpocket, or help action. When you make an opportunity attack, you can make three attacks instead of one.
Eye Spy: Your peripheral vision expands to all around your head (sides, behind, above). You have advantage on Dexterity saving throws and perception checks. Your armor class increases by 2 if you are not wearing heavy armor. If you are wielding more than one weapon at once, attackers cannot gain advantage from flanking you.
(Master) Slurp: Your Inject ability gains 2d10 necrotic damage that heals you for half the damage dealt this way. Does not work on creatures that lack blood.
(Master) Arcane Arachnid: You can concentrate on up to two spells at the same time instead of just one. You gain the ability to cast the spell Web as a level-three spell, but this unique web is ethereal and does not need to be tethered to structures to remain. The ethereal web is immune to damage from non-magical weapons. You can move freely through the web. If a creature dies while trapped in the web, you reap their soul, making them immune to normal resurrection methods and granting you temporary hitpoints equal to the victim’s challenge rating until your next long rest.
I like your talisman. Thanks, it has pockets.
lol
@@FlutesLoot The comment was my wife’s idea. We both loved Jackie Chan Adventures
I hate it but I love it hahha
ONE MOOOOOOOORE THING ... Jackie Chan Adventures was unironically one of my favorite cartoons!
It was such an unexpectedly good show
Despite being a year late to this conversation I do have to agree Jackie Chan adventurers was peak television. 👌🏽
@@ImpaleTheLiving Agreed
The connected Bag of Holding Wally is referencing is the Many-Handed Pouch. It was an Infusion (4th level) in the Unearthed Arcana version of the Artificer. They removed it...booo.
It was awesome, and I've used it in a game I DMd. Basically it's 2 to 5 pouches that are all the same pouch. It's not really a Bag of Holding, it's small teleportation. It functions up to 100 miles distance.
The biggest issue in the UA was it doesn't specify the size of the pouch so people assume it's bigger on the inside. It's just a pouch size but it's a wonderful way to transport small items back to base. Hypothetically, you could just keep shoveling coins into it and have someone dump it out elsewhere. Or have a hireling hanging out in a storage that's sending and receiving whatever item you need at the moment.
Hilarious. I'd include a drawback: regurgitating an item to get it back makes them take acid damage from the stomach acid erosion to their esophagus and mouth :-P
Thanks for sharing your ideas Jordan.
It was fun to share this one! I'm glad y'all were intrigued by the concept.