All tokens not listed I think very good tokens.
Bifrost Charm: I think we're creeping past damage. Its more powerful than Charm of Winter and Summer which are Vol URs which often historically are close to relic power. Would still be worth it at +3
If participation relics are supposed to be on a higher power curve, then great. Fine with me. Just wanted to point it out.
Edit: Someone just pointed out to me that this is more powerful than our relic ring (Havoc), where rings have classically been much stronger than charms in the past. I agree with them
Eyepatch: Thank you, I think this is a perfectly balanced token.
Bead Necklace: 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.
IS Trilliant: 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.