Bead Necklace: Copy paste time~
If you can give us direction on this I'd appreciate it. If this is the power level you want, that's fine just let us know so we can stop beating a dead horse. If you would like a balance analysis on it, please let me know. I will make a spread sheet for you so you can compare this to all the past class neck legendries.
As it is, 5 Beads is considerably better than most class neck legendries. (Statistically, it is less fun though). 1,2,3 is current competitive to them via ability score analysis.
Death Knight Helm: Agreeing with sentiment of maybe too many ret items recently. Perhaps move back to +3 STR? Its a balanced token but we've got a lot of ret damage this year, I think it may be good to see how that shakes out.
IS Ruby Trilliant: Copy paste time:
I genuinely have concerns about this really negatively affecting the health of the game. This isn't about power creep, its about healthy encounter design. As TD is putting itself in a position where elemental damage needs to be extremely high to present a challenge, effectively requiring all players to purchase this token to play at certain difficulty level, or TD may feel it needs to use "Eldritch Elemental" damage.
As someone who has volunteered on weekends where Eldritch Elemental damage was used, players were very very angry about it. I've heard from at least 2 DMs as well that they get incredibly negative feedback every time eldritch elemental damage occurs in a module.
Please consider replacing this token, or changing its effect. My suggestions are below:
Option 1:
Reduce [elemental type] damage by 50%, +1 Saves
Reduce [more elemental types] damage by 50%, +1 Saves
Reduce [even more elemental type] damage by 50%, +1 Saves
Option 2:(My preferred option) (Could be 1/combat instead of 1/adventure, you're call)
Reduce an instance of elemental damage by 10 1/adventure + 1 saves
Reduce an instance of elemental damage by 20 1/adventure, +2 saves
Reduce an instance of elemental damage to 0 1/adventure, + 3 saves
Reduce an instance of damage verbiage used so players still need to save against attack effects. To avoid this scenario change wording to "absorb an elemental damage attack" at legendary level.
If changed to 1/Combat, I suggest dropping save bonus to +1 at all levels.
Picc's Norn Runestone: Very cool!
Thor's Mug of Melee: Agree that this seems over tuned. Maybe just make it effect hammers? It is Thor's weapon after all (Still may need a damage nerf even then). I like where you're going with this idea though!
Nightshades: I am torn. I like the direction a lot. I don't like the multiple types of keen effects we have going on here, its confusing. Definitely restricting it to only sneak attacks is a great move. Makes rogue abilities matter more. In short, I'm fine with it balance wise but I don't like the muddy waters and how everything is giving keen these days.
Valkyrie's Kiss: I think this was more clear and balanced as a "melee only" effect. Also more flavorful
Bead of Celecia: I am still sad to see the change away from what we had round one. I accept that the first iteration was complicated but it was super cool. I think it have been fixed with adding a caveat that the base damage was fire damage for its bonus effect. Or a fire damage spell.