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Credits YOU DIED
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Valentin Prost (Order #35367143)
DARK SOULS: The Roleplaying Game Team
Writing & Design Richard August & Mat Hart Additional Writing Alex Delaney Development Editing Alan Bahr Editing Emil Andersen Ead Brown Gabe Hicks Sherwin Matthews Elise Rezendes Graphic Design & Layout Elliott Smith Playtesting The Thursday Night Gamers
Steamforged Games Team 3
Co-Founders Mat Hart (CCO) Rich Loxam (CEO) Chairman Simon Spalding Non-Executive Director Ron Ashtiani Ian Livingstone CBE Investment Director Rob Jones Development Richard August Jordan Connolly Alex Delaney Fraser McFetridge Steve Margetson Sherwin Matthews Jamie Perkins Sculpting & Art Ben Charles Russ Charles Lua Garo Nathan Lines Tom Lishman Doug Telford Holly Woolford
Valentin Prost (Order #35367143)
Graphic Design & Layout Mike Hyslop Elliott Smith Adam Steel Abigail Thornton Kelly Vizma David Wheeler Human Resources Gareth Reid Production Candy Chan Matthew Elliott Nicolas Lu Carl Matthews Tom Rochford Finance/IT Jo Bebb John Higham Adam King Vanessa O‘Brien Amy Rapaport Operations & Fulfillment Judy Guan John Hockey Richard Jennings Susanna Ngai
Marketing & Community Management Chynna-Blue Scott Mike Appleton Luuk Bolander Rae Dixon Stuart Fenton Laurence Finch Emma King Stuart Lee Aimee Neale Chynna-Blue Scott Nicole Holmes-De-Wyvill Sinclair Ben Taylor Ross Thompson Dylan Wilby Licensing & Commercial Tom Hart Emma Higgins Toby Davies Firoz Rana Elise Rezendes Jo Turner Matthew Vann-Hinton
Chapter II - Core Rules
Table of Contents
Prologue Introduction What is a Roleplaying Game? Using the Dice Playing DARK SOULS So Remember...
7 9 10 11 12
Chapter I - Character Generation 4
Introduction Character Generation Process Something's Different Here... The Unkindled Character Concept Backstory, Memory and Drives Backstories Memories Drives Using Your Backstory, Memory, and Drives
15 16 17 18 19 20 22 23 24 25
Origins - The Brute - The Fencer - Jack of all Trades - Caster
26 28 28 29 29
Classes - Knight - Mercenary - Assassin - Warrior - Thief - Herald - Cleric - Sorcerer - Pyromancer - The Deprived
30 32 36 40 44 48 52 56 60 64 68
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Using Ability Scores Ability Scores and Modifiers Advantage and Disadvantage Proficiency Bonus Ability Checks Contests Skills Variants: Skills with Different Abilities Passive Checks Position Helping A Companion Group Checks
72 73 74 74 75 76 77 78 78 79 82 82
Using Each ability - Strength - Dexterity - Constitution - Intelligence - Wisdom - Charisma
84 85 86 87 87 88 88
Saving Throws Souls, Experience and Levelling Up Adventuring Special Types of Movement Environment Objects Resting, Death and Respawning Conditions Poison Madness Traps Combat Creature Size Actions in Combat Cover Bloodied Conditions Damage Type Mounted Combat Underwater Combat
89 90 92 94 95 96 98 100 102 103 106 111 115 117 123 124 125 127 127
Chapter III - Magic & Miracles Introduction Acquiring Spells Cost Range
129 130 131 132
Pyromancer Spells Sorceries Miracles
134 138 143
Chapter IV - Equipment
Chapter VI - The World of Lothric
Introduction Encumbrance
149 150
Core Equipment Armour Shields - Small Shields - Standard Shields - Greatshields Weapons - Daggers - Straight Swords - Greatswords - Ultra Greatswords - Curved Swords - Curved Greatswords - Thrusting Swords - Katanas - Axes - Great Axes - Hammers - Great Hammers - Spears and Pikes - Halberds - Scythes - Whips - Fist and Claws - Bows - Great Bows - Crossbows - Staves - Chimes, Flames and Talismans Rings Souls
152 158 174 175 178 182 186 188 190 193 196 198 201 202 203 204 206 208 209 212 215 217 218 219 220 222 222 224 226 230 235
Introduction Using this Chapter
267 268
Cemetery of Ash Firelink Shrine Undead Settlement Cathedral of the Deep Road of Sacrifices Catacombs of Carthus Irithyll of the Boreal Valley Irithyll Dungeon Farron Keep Profaned Chapel Anor Londo Lothric Castle Grand Archive Archdragon Peak
270 272 274 276 278 280 282 284 286 288 290 292 294 296
Chapter VII - Monsters & Antagonists Introduction
299
Beasts Golems and Constructs Demons Denizens of the Darkness Undead Bosses
300 316 322 330 348 356
Glossary Character Sheet Index
398 403 404
Chapter V - Kindling the Flame Introduction Running a DARK SOULS Game Difficulty Levels Lore and Canon Plot and Goals Building Adventures Locations Themes Encounters Bosses NPCs Campaigns Bonfires and Estus Refills Equipment: Finding it, Winning it, and Buying it Optional Rules: Summoning
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237 238 239 240 242 244 246 248 250 252 254 258 261 262 264
Download a free DARK SOULS: The Roleplaying Game character sheet from our website: www.steamforged.com
For Greg Stafford, and Hidetaka Miyazaki in thanks for giving us whole worlds to play in. Thanks to all who offered feedback and helped make this game better. Your patience and assistance was invaluable.
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Introduction he world is occluded, choked with fog and darkness. The men and women around you, empty husks of what were once breathing, laughing human beings. The gods who gave fire to the world merely demiurges, their hubris bringing down the most terrible of afflictions on those lacking their power. And, with the hideous inevitability that life follows death, uglier and more powerful things lumber out of the shadows, lusting after souls, flesh, warmth... anything to ease their existence.
Welcome to DARK SOULS: The Roleplaying Game! Based on the bestselling video game franchise, this book contains everything you need to play immersive roleplaying games (RPGs) set in the sinister and crumbling world of DARK SOULS. From innovative combat mechanics, endlessly customisable character design, and a host of unique spells and abilities, this book enables players to experience the strange and ethereal atmosphere of this unique world, while crafting their own story of inevitably doomed heroism. This chapter offers a brief introduction and overview for those who are familiar with RPGs on their console or computer screen, but have yet to experience them on a tabletop. If you know your way around a set of polyhedral dice, you can fast travel to the next bonfire—Chapter bonfire—Chapter One: Character Generation, but keep an eye out for some new rules. Check pages 79 and page 124 for rules on Position, and Bloodied conditions, as well as Chapter 3 for a brand new magic system. For those who are new, prepare yourself for a world of infinite adventure, limited only by your imagination and how long your luck might hold...
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Introduction —
What is a Roleplaying Game? A
s with the original DARK SOULS video games, a tabletop roleplaying game involves a player taking on the part of an individual character, guiding them through a fictional world. As they do so, their character will grow and improve, becoming more skilful as they hone their abilities, learn new talents, and gain new weapons and equipment. Where a tabletop roleplaying game differs from a video game is in the other players around the table; your friends get to play their own characters, with whom you form a band of protagonists, encountering danger and challenges as you attempt to achieve your objectives.
There is another player at the table, but, unlike everyone else, they aren’t playing an individual. They are the Game Master, or GM. While other players concentrate on deciding and describing the actions of their individual, the GM describes everything else going on around them, from the reactions of enemies to the weather above. The GM creates and sets the scenes in which the players have their characters act. Think of the GM as a cross between a film director, a set designer and all the character-actors and extras needed to make a cinematic masterpiece work. Yes, they are the ones nominally running the show, but it’s all to make sure their stars look good—and your protagonists are the stars. Except, of course, this is DARK SOULS. While you may be the star, you’ll have to be clever, cautious, and skilful to survive. Below is a short illustration of how play can unfold: 9
Game Master (GM): So, you’re approaching a series of gnarled, misshapen trees that cast strange shadows on the ground. Ahead, there is a flickering light. What are you doing? Hidetaka: I ready my sword, holding it in two hands and stowing my shield on my back. Then I slowly creep towards the light. Carli: I follow, my bow at the ready. GM: Excellent. The light, through the trees, merely accentuates the sinister shadows creeping around you. Suddenly you are confronted by a clearing, in which three Hollows stumble around the fire.
Carli: I fire my bow! GM: Okay, make me an attack roll. Carli (rolling a d20): 5. Plus 2. For a total of 7. That’s not going to hit, is it? GM: I’m afraid not. But the thrum of the bow string and the thunk of the arrow striking a tree nearby has attracted the Hollows’ attention. They turn toward you, dead eyes gleaming red. Hidetaka: I heft my sword and charge!
D
uring each gameplay session the players progress through a story or adventure. These can be played individually or as part of a grand, overarching narrative campaign made up of several stories. Think of adventures as events taking place in an individual dungeon or location, and a campaign as your journey across the entire world. This is not to say that playing a single adventure or a campaign is better or worse. They’re simply different.
Playing a single adventure can be an exhilarating ride, where you can push your character to their limits, unconcerned about consequences. A campaign offers something different, however, and presents an opportunity to delve deep into the lore and narrative you and the GM have created between you. Your characters can grow, developing new facets to their personalities, and find new perspectives and understanding of the world around them. The story can be straightforward or have multiple twists and head in strange directions, wrong-footing both you and the GM!
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Introduction —
Using the Dice I
n the DARK SOULS video game, mechanics like whether you hit or how much damage you inflict are handled by your console or computer. In the tabletop game, things are decided by rolling dice. DARK SOULS: The Roleplaying Game uses polyhedral dice of various different sizes. Dice are always described in shorthand, as “d”, and then the number of facings on the die (i.e. d4 is the die with four faces, d6 is the die with six faces, and so on). The only instance where this isn’t the case is a d3. When a rule requires a d3, roll a d6 and halve the result, rounding up.
D4
D6
D8
D10
D12
D20
There’s one dice which might be a little different to what you’ve seen before—the d4. After rolling a d4, the result is the number which is upright on all three faces.
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T
he most common die you’ll roll when making a check or test is the d20. When you roll a d20 you’ll usually roll the die and then add a modifier to the result. These modifiers are usually taken from the Attributes which define each character. These are Strength (STR); Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA).
Occasionally a rule may also apply other modifiers to the result. You might, for example, have used an ability or cast a spell, or be attempting a particularly difficult challenge. Once you have a final result, it is compared to a target number, or Difficulty Class (DC). If the result equals or exceeds this number, the roll passes. If it’s less than the number, the roll failed the check or test. Some dice rolls are made with advantage or disadvantage. When doing so, roll two d20 instead of one. When rolling with advantage, discard the die with the lowest result. When rolling with disadvantage, discard the die with the highest result. There are, of course, many different rules to reflect the strange and deadly events which an adventurer must confront as part of their quest. DARK SOULS is a world beset by fell creatures, saturated in peculiar magics... nothing is simple, nothing is without risk. Other rules, detailed elsewhere in this book, offer a means of simulating the terrifying impact of eldritch sorcery, the secrets of pyromancy and other elements of the DARK SOULS world.
Making an Attack Check
M
at’s character, a Knight named Sir Windrunner, is attempting to attack a Hollow Soldier. The Hollow Soldier is wearing the armour they bore in their past life, giving them an Armour Class (AC) of 15. Unfortunately, this target number makes the Hollow quite difficult to hit.
Sir Windrunner is a skilled combatant, and certainly no stranger to bloodshed. When making an attack check, Sir Windrunner adds a +4 modifier to the result. Sir Windrunner has also been carefully picking his way through the ruins of Lothric Castle, and managed to sneak up on the Hollow. As a result, the GM determines Sir Windrunner has advantage on his attack. Mat rolls two d20, and gets a 3 and a 16! He discards the 3, then adds his +4 modifier to the 16 for a total result of 20. Sir Windrunner easily beats the Hollow Soldier’s AC of 15. It’s a hit!
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Introduction —
Playing DARK SOULS D
ARK SOULS: The Roleplaying Game is different from other RPGs. In those games, you might play the hero or the villain, but in either situation, you’re likely to survive, and even prosper. There is no such guarantee in this game. Death is a constant presence. It doesn’t matter how strong or well prepared the player characters believe themselves to be; a poorly planned strategy for combat and a bad round of dice and characters can be dead. Yes, they can come back again, but that’s not the point. The DARK SOULS franchise is infamous for its difficulty; this game is true to that. The process of negotiating the DARK SOULS world is one fraught with danger, with blood, with trepidation. The GM shouldn’t be afraid of making things difficult for their players, and players shouldn’t be afraid to think tactically, to find new approaches to the lethal foes they face, to seek to outwit and outthink the complexities of the world they face.
Where next?
The first step is to consider who you are in this strange and sinister world, and then create a character. But, should you wish to skip ahead, here’s an overview of what you can find in each chapter.
I
Character Generation — Rules for creating your own unkindled character, ready to enter the heart of Lothric and undertake the most dangerous of expeditions.
II
Core Rules — How do you play the game? This chapter shows you, taking you through the rules and how your character interacts with the world—and how to survive it!
III IV V VI VII
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Magic — The secrets of sorcery are contained herein! The spells for the Sorcerer, Cleric, and Pyromancer class are found here, along with rules for how magic works in DARK SOULS: The Roleplaying Game. Equipment — An exhaustive list of armour, shields, and weapons, enabling you to fit out your characters exactly as your wish! Kindling the Flame — This chapter is for the GM. It’s a guide on building authentic games in the DARK SOULS world, and includes additional and optional rules to help capture the brooding strangeness at Lothric’s heart. The World of Lothric — The key locations of Lothric, ready for you to explore again. Reveal the sinister remains of this once great kingdom like never before! Monsters & Antagonists — Creatures dwell in the shadows, foul beasts await you, and the living dead pursue you endlessly. This chapter is filled with statistics for these foul creatures, and much more.
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So Remember… 12
When the link of fire is threatened, the bell tolls, unearthing the old Lords of Cinder from their graves... Aldrich, Saint of the Deep... Farron's Undead Legion, the Abyss Watchers... And the reclusive lord of the Profaned Capital, Yhorm the Giant... Only, in truth... the Lords will abandon their thrones... And the Unkindled will rise. Nameless, accursed Undead, unfit even to be cinder. And so it is, that ash seeketh embers. Welcome, friends, to Lothric…
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Character Generation ou awake by a bonfire; the flames lick and smear at the darkness, forcing it back. Beyond the circle of light, shadows move. Things stir, watching you, waiting. But, for now, that’s all they do. Who are you? You’re unsure. Something like memory gnaws at the fringes of your mind. Flashes of silver. Screams of the dying. Maybe. But not now… this was before. Long before. What matters is: who are you now?
Generating a character is straightforward and extremely quick, allowing you to get exploring the ruined kingdom of Lothric as soon as possible. The character generation process has five simple steps, detailed on the following pages. All you need to do is follow them, filling in your character sheet as you go. If you’re concerned this is too simple, don’t worry. As you play, there will be plenty of opportunity to customise your character, tweaking them so they suit your vision and play style; as your character gains skills, abilities, and equipment, there will be a plethora of methods to make your character feel truly unique.
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Character Generation Process
1 Decide on a concept for your character
2 Choose/Randomly determine your Memory, Backstory, and Drive
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3 Select your Origin — this gives you your attribute scores, and modifiers
4 Select your Class — this gives you your skills, class abilities, and starting equipment
5 Get Playing!
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Character Generation —
Something’s Different Here…
I
f you’re familiar with the world’s first RPG, you might notice a few things missing from Character Generation. The first, and perhaps most substantial of these, is the option to choose a heritage (or race). In DARK SOULS: The Roleplaying Game you are all Unkindled. You possess vague memories of your home, of where you come from, but little in the way of solid information. It’s all fragments. You might care about who you were, you might not. But it doesn’t define you. In the same way, there are no alignments in this game, either for your characters or for the monsters you must face. DARK SOULS is a world of moral ambiguity, and of moral strangeness. Are the Unkindled good, as they hack their way through endless enemies, to relight a flame? Is the world not better dead? Does Yhorm deserve to die? For all its magic, and its mystery, the world of Lothric is intensely human, and human decisions can’t be neatly divided into nine categories.
We’ve also omitted languages. In DARK SOULS, creatures can either speak or not. The Unkindled utters not a word throughout the entirety of DARK SOULS III. Your character can speak, of course, but choosing different languages isn’t important. If you meet a creature able to speak, you can speak to it. If it can understand speech, it can understand you. We've also added things. Instead of hit points, there's Position. Position measures both your stamina, your cunning, and your health. It can also be spent, enabling characters to utilise their special features and abilities. For more on Position, and other special rules, including the Bloodied condition, see Chapter 2, pages 79 and page 124.
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Character Generation —
The Unkindled
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ou are Unkindled. All player characters in DARK SOULS: The Roleplaying Game are.
your weapons? That doesn’t matter. All that matters is what you choose to believe.
You were dead. Long consigned to the grave. And now… now you’re not. You don’t know how or why. But you’ve been raised from the dead. This is far from unique. The kingdom of Lothric, and beyond, is swarming with the mindless, rapacious undead. You’re different, though. You possess a sense of self, a mind. You know who you are, what you are. There’s little memory, perhaps, but you recollect parts of your past life. You know what you once were, if not who. And there’s one more thing; you don’t seem to be able to die a second time. Go ahead, try…
This section helps you begin to conceive your character, to create someone perfectly suited both to the world of DARK SOULS: The Roleplaying Game, and to the ideas you have in your head. First off, we’ll discuss constructing a clear character concept, and then we’ll begin to flesh this out a little more. One way is to choose your own backstory; the other is to determine the memories you retain from your past lives—both are invaluable methods of making your DARK SOULS character that little bit more your own. The last, and perhaps most important step, in creating a character concept is your character’s drive. Why do they continue to drag themselves up each time they die? What is it that forces them onwards, against the hordes of the undead, the cruel talons of the demons? What do they seek, what’s their quest? We’ll know, soon enough.
You just awaken, once again, next to a bonfire. The essence of life sparked once more in your chest. Weary, bone-weary, you drag yourself to your feet and prepare to begin again. But why? What has made you as you are? What forces you, time and time again, raise yourself up from beside these burning cinders, and heft
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Character Generation —
Character Concept
Y
our character is how you interact with the world of DARK SOULS. As you wander its abandoned corridors or plunge into the remnants of once-magnificent palaces, you explain their actions to the GM, and detail their responses as the GM confronts you with some ancient grotesquerie. But who are they? In the DARK SOULS video games, you learn of your character’s past as you experience their adventures. That’s true, to some extent, in DARK SOULS: The Roleplaying Game too. The emergent nature of tabletop roleplaying games, however, means things don’t always happen as expected. With this in mind, coming up with a clear concept for your character helps both you envision who your character is, and helps the GM come up with possible quests for them to go on. A character concept doesn’t have to feature huge amounts of detail, or be fully fleshed out. Just a single key idea, or feature, is usually enough. What do you want your character to be good at? How do they fit into the world of Lothric? What do they want to achieve? This gives both you and the GM a clear idea of what makes your character tick; what makes
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them unique. Knowing what you want your strengths and weaknesses to be assists you in choosing your Origin, and your Class. But it can also aid you in thinking about who your Unkindled is, as a person. The Unkindled aren’t entirely blank. They aren’t hollows. Each of them possesses a personality, a character that seeps through in their every action. This leads us to the final element. What does your character wish to achieve? Is it to become a Lord of Cinder? Is it to free the Unkindled from the cycle of life and death and rebirth? Or is it simply to be left alone, to be allowed to drift off, slowly, and peacefully, into death? This final decision helps when determining your backstory, and the memories you possess from your previous lives. If your Unkindled is tired of this life, why? Did their grand failure, deep in the past, break them for all time? Or did they never intend to bring the curse of undeath on themselves? Use these prompts to help you begin creating an original character, unique to you, but perfectly suited to the grim, oppressive darkness of Lothric.
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Character Generation —
Backstory, Memories, and Drives T
he actions of Gwyn, Lord of Cinder, brought the curse upon the world. In exchange for prolonging the Age of Light, he sacrificed himself and all who worshipped him. The selfish actions of a man who power had fundamentally corrupted? Or the final act of a man who put the survival of the world beyond himself ? It does not matter to you. All you truly know is that you bore the mark, the Dark Sign, and were despised for it. And, finally, when the end came – whether at the edge of a blade, or in the feverish grip of a disease – you awoke. You were still you. More or less. You possessed most of your memories, maybe. Or maybe you had none of them. But you had a mind; you could think. You still can. The curse returned you from the darkness of death to the pallid gleam of life. But you cannot truly say which you preferred.
Being Chosen 20
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hose who do live in the world, as opposed to unlive, sometimes find themselves chosen, or driven by their own inner desires, to travel beyond the settlements of their birth, to venture into the landscape and to find adventure. The same is true of you, the dead, the Unkindled. Sometimes, upon awakening, you recognise that you have changed. Not in the slow, corrosive way you are always semiconscious of, but in some other sense... you have been called by powers greater and stranger than yourself. For some who awake, their quest is to either prolong the Age of Fire or end it. Others pursue other goals, more cryptic requirements which the gods and those other beings of great power inhabiting this cruel and blighted world place upon them. You have had such a geas laid upon you. Your only choice is to follow it. It is the nature of such things.
The Weight of Memory
W
ho are you? What do you remember of your old life? Only you can tell, truly. So much of you might have been lost, so much might have been taken by the insinuating grip of the grave. Or perhaps you recall everything that was your life before you awoke. It is rare, but it is possible. What kind of person were you before the Curse claimed you? Were you a devoted family man or a ruthless butcher? A kind, caring woman with many friends or the dead-eyed executor of contracts taken out on those who angered the wealthy? What do the living who once knew you say upon seeing your face, now withering, but still, unmistakeably, you? And do you even know them at all?
All of these questions can be answered in play but determining a few elements ahead of time is a worthwhile part of character generation. It allows you to more fully define your Unkindled, and it aids the GM in creating adventures. There shouldn’t be too much detail, of course. This is DARK SOULS: The Roleplaying Game. It’s deliberately intended to be vague, strange, opaque. Hints, rumours, fragments… these are the foundations of the world.
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Character Creation —
Backstories S
o… who was your character before they awoke by the bonfire? What had they done, what did they seek to escape? The following table contains several possibilities. You can randomly choose one by rolling a d20, select the one you like most, or use them as inspiration for crafting your own.
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You sought to become a great lord of Lothric, by any means. You failed.
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You lived by your wits, a gambler, a drunkard, a sot. None liked you, but you didn’t care.
2
You’re a lowly murderer, hanged in ages past and forgotten about.
12
Physicians cure the sick, bring life to the dying. You sought to heal, but what purpose your craft in this world where undeath touches everything?
3
You were a poet, writing the tales of knights and damsels, singing them to court.
13
You raised a family, tilled the fields, cultivated crops. Until the darkness came.
4
A thief. Nothing more, and nothing less. You stole the earnings of any you could.
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There’s always been a need for graves. You dug them, hauled the corpses to them, and filled them in again.
5
A great warrior. You were beloved by many for your deeds. And loathed by many more.
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You were a bandit; hiding in the hills and raiding villages when you got the chance.
6
You were a sage, constantly trying to unpick the hidden history of the Lords of Cinder. You didn’t get very far.
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An apprentice to a sorcerer—you sought the mysteries of the beyond, in books and teachings. Maybe you found them.
7
All the ancient knights of Lothric needed squires. You were one, tending to their weapons and armour, waiting your chance to become a knight yourself.
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An alchemist was what they called you. All you cared for was the perfect combination of substances, achieving the ideal effect.
8
Dungeons need warders, keeping their prisoners safely incarcerated, no matter what their sin might be. You were keeper of the keys.
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You preached the message to the faithful; gathering your flock, and reassuring them of salvation. Did you believe any of it?
9
A killer for hire is an ugly name, for an ugly job. But it was your ugly job, and you were good at it.
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You were a brutal master, working your servants to death. Can you ever be redeemed?
10
You were an archivist, preserving the fragments of ancient wisdom that survived the ages. If only you could recall any of it.
20
A knight. You’re certain. One of those who rode steeds and sought quests to prove your virtue. Definitely. That was you.
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Character Creation —
Memories H
ow much do you remember of your past life? What remains in your mind, not stripped from you as the possibility of true death was stripped from you? The following table contains possible last memories your Unkindled might possess, lodged ineradicably in their minds. The Unkindled tend to remember little of their lives before, though it is seldom entirely stripped from their recollection. Some remember everything, every last moment of their lives before. As with determining your backstory, you can randomly determine a last memory, choose one which fits your concept, or use those below to inspire your own creation.
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A man stands over you with a bloody knife, laughing. Laughing and laughing.
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2
The scent of earth in your nose, as it fell onto your face. Were you buried alive?
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3
The grasping, clawing hands of hollows everywhere.
13
The screams and chaos of a bandit raid, running, arrows flickering past you…
Horses’ hooves, trampling down on you, imperiously.
The beating of wings, and the sudden darkening of the sky. 23
4 5 6 7
The roar of something… something vast… behind you.
A roaring explosion, sudden blazing heat, spray of stone, and then darkness.
The feel of foetid breath on your neck.
Watching as the rock beneath your hands suddenly gave way
14 15
Touching that treasure chest.
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The roughness of a rope around your neck, the stifling interior of a hemp sack over your head, the feeling of nothing beneath your feet for a moment.
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Someone shouting in your face, and a punch. No worse than you’d received before but this time…
A thud. A second thud. No pain. Not initially. And then you glanced down to see arrows, protruding from your chest.
8
Joyful smiles on the faces of people you love, becoming rictuses of agony.
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9
How hard breathing had become. How you weren’t sure where your neck ended, and your body began.
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A flame blossoming into life somewhere ahead of you, flickering in the dark.
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Applause. A crowd, gathered to watch you die, and were pleased as you did.
You knew you shouldn’t have read those words aloud.
A pain in your chest. Searing, your left arm aching and useless.
Character Creation —
Drives Y
ou are dead, but not quite. You’re alive, but not truly. The Unkindled are an anomaly. Some believe them to be the only means of saving Lothric, and the world, from the everencroaching darkness. Others insist you are abomination, the cause of the suffering slowly drowning the world. Amid this onslaught of theology, of praise, and hatred, you pick up your sword or your talisman. But why? What drives you on? Why, when you are sure to suffer so much pain, and rejection, do you gather your memories each time you awaken beside the bonfire, and try, once more to bring light into the darkness? Use the following table to randomly generate a drive, choose one which suits your character concept, or inspire one of your own!
1 2 3
To become a Lord of Cinder – no matter the cost to you, or the world.
To return the sun to this stygian world.
To know everything. Everything. No matter how obscure.
11 12 13
To correct the mistakes of the Cinder Lords.
To finally erase the mark of the Unkindled from your flesh.
To save the world. Whatever is left of it.
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To become the sorcerer you know you should be. Powerful beyond compare.
Simply to die. Finally, completely.
To restore the first flame to life.
To destroy all who would stand before you, no matter who or what they might be.
To bring the faith of the gods to the sheltered and lost.
To consign the undead, including yourself, once more to the grave.
To extinguish the first flame forever.
14 15
To become the greatest warrior ever known.
To see Lothric, once again, filled with life.
16
To rediscover yourself. Whoever you were, you want to know.
17
To one day, return home, to see the place of your birth one last time.
18
To discover the lost tome, containing the true history of the world.
19 20
To heal this blasted world, and make it anew.
To achieve redemption; you know the darkness in your past lives. Perhaps you can cleanse yourself.
Character Generation —
Using Your Backstory, Memory, and Drives T
hese elements of your character aren’t simply to flesh out your Unkindled. They also serve an important mechanical function, enabling your character to push beyond their limitations, to strive to keep going against apparently impossible odds.
This is called ‘invoking’ and is a way of both developing your character and bringing that character to the tabletop. When you face a situation, you can describe a way in which an element of your backstory, your memory, or your drive, assists you in dealing with the challenge ahead. For example, when searching through the Grand Archive (see page 294) for a specific book, a character with the drive ‘to discover the lost tome, containing the true history of the world’ might explain to the GM they wish to draw on this drive to make them focus harder, search more diligently, and push past any tiredness. Whether or not your invocation is up to the GM. They are the final arbiter of whether you can invoke your character element in this way or not. Each of the different character elements can be invoked to achieve a specific mechanical benefit. When using your backstory or memory, you must invoke them before making your roll. Only when invoking your drive can you do so after you’ve made a check or saving throw. Once per Long rest, you may invoke each of these character elements to gain a specific mechanical benefit.
Invoking your memory Allows you to roll with advantage on one check of your choice.
Invoking your backstory Allows you to roll with advantage on one saving throw of your choice.
Invoking your drive Allows you to reroll one failed check or saving throw of any kind.
Being creative and finding interesting ways of utilising these character elements is actively encouraged; add additional details to further justify your choices, elaborate on what happened, gradually unfurl your backstory as you find new ways of using it. The only things to remember are that the GM must agree to your invocation, and you must directly cite your character element— that is, it must form a key part of your invocation.
Valentin Prost (Order #35367143)
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Character Generation —
Origins T 26
here are four Origins; these determine your initial stats and give you an idea of the kind of classes you’re most likely to excel at. If you have a particular kind of character concept in your head, choose the Origin which best suits that concept. So, for instance, if you intend to be a belligerent knight, hacking through hollows and refusing to accept the dying of the flame, then you should probably choose the Brute. If, instead, you want to draw on your faith, and use prayer to drive out the darkness, then selecting the Caster origin might be a better option.
There are no restrictions on choosing a class, however. If you wish to select the Fencer origin, and then choose to be a Pyromancer—that’s fine. Your character is your character; build them entirely as you wish. Each overview gives you your base statistics and modifiers, plus your Position dice. This determines your base Position and tells you your Position dice—the dice you’ll be rolling when determining your Position pool for combat (for more on this, see page 79). It also provides the formula for determining your Position if your character is starting at a level other than one. This is different from how you increase your Position if you level up normally, which is also discussed on page 79. You’ll also find your Bloodied ability (for more on being bloodied, see page 124).
Valentin Prost (Order #35367143)
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Valentin Prost (Order #35367143)
The Brute
The Fencer
B
ig, strong, obdurate. You’re used to enduring pain, and continuing to push on, push forward, push through. There’s nothing out there, no creature lurking in the darkness, you’re unable to defeat. The strength of your sword arm is all that matters.
onstantly moving, your blade a flowing line of silver, you’re a deadly combatant. You are the master of the blade, of the parry and riposte, of the forms of war. There is nothing you know, and love, more than the relentless surge of battle. You’re always ready to duel, and no foe is too large, or too deadly, for you.
Brutes are good at:
Fencers are good at:
Taking damage; you can protect your party, drawing the enemy’s ire.
Dealing damage; you’re talented with multiple weapons, and you’re a formidable opponent.
You make an excellent Knight, Mercenary, or Warrior.
You make an excellent Assassin, Thief, and Herald.
Brute Position
Fencer Position
Dealing out pain; you’re strong and deadly. With the right weapon, you’re unstoppable.
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C
Keeping out of harm’s way; you’re swift, and able to dodge even the most accurate of blows.
Position Dice:
1d10 per level
Position Dice:
1d8 per fencer level
Position at 1st Level:
10 + your Constitution modifier
Position at 1st Level:
8 + your Constitution modifier
Position at Higher Levels: 1d10 (or 6) + your Constitution Modifier + Brute level after 1st
Position at Higher Levels: 1d8 (or 5) + your Constitution Modifier + Fencer level after 1st
Bloodied Effects
Bloodied Effects
During combat, when reduced to 50% of their starting Position pool, a brute gains the following benefits:
During combat, when reduced to 50% of their starting Position pool, a fencer gains the following benefits:
They may add an additional +3 to their AC.
They gain advantage on all Strength-related checks and saving throws.
They reduce all damage they take by 2 points.
They may add an additional +2 to their Dexterity. They make one additional reaction on their turn.
They reduce all melee-weapon position spend costs by 1.
Brute Base Statistics
Fencer Base Statistics
Base Speed: 30 feet.
Base Speed: 30 feet.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
15 (+2)
10 (+0)
14 (+2)
10 (+0)
12 (+1)
13 (+1)
12 (+1)
15 (+2)
14 (+2)
13 (+1)
10 (+0)
10 (+0)
Valentin Prost (Order #35367143)
The Jack of all Trades Y
ou’re skilled at whatever you turn your hand to. You might not be the finest fighter, but you’re more than capable of gutting a demon if given the chance. You might not be the most scholarly of people, but you can make your prayers heard, or your spells work. You’re capable of anything, and those who underestimate you end up regretting it.
The Caster W
reathed in mystical powers, you draw on the powers of the beyond, shaping it, and using it to cast powerful spells at the blighted creatures you encounter. Your ability to wield the deadliest of magical powers makes you feared; the flame you conjure in your hand, or the bolt of lightning called up from nothing, all are weapons… weapons capable of obliterating the staunchest of foes.
Jack of all Trades are good at: Everything. You’re capable of turning your hand to any task, no matter what it might be. Supporting your party, by always having the right skill at the right time.
Casters are good at: Exploiting an enemy’s weakness: your spells are great at dealing targeted damage.
Hitting at range: you can stay away from the enemy’s melee attacks, keeping up your attacks at distance.
You make an excellent Herald, Cleric, Warrior… you name it, you can do it. And do it well.
You make an excellent Cleric, Pyromancer, and Sorcerer.
Jack of all Trades Position
Caster Position
Position Dice:
1d8 per Jack level
Position Dice:
1d6 per Caster level
Position at 1st Level:
8 + your Constitution modifier
Position at 1st Level:
6 + your Constitution modifier
Position at Higher Levels: 1d8 (or 5) + your Constitution Modifier + Jack of all Trades level after 1st
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Position at Higher Levels: 1d6 (or 4) + your Constitution Modifier + Caster level after 1st
Bloodied Effects
Bloodied Effects
During combat, when reduced to 50% of their starting Position pool, a jack of all trades gains the following benefits:
During combat, when reduced to 50% of their starting Position pool, a caster gains the following benefits:
They may add an additional +2 to their Wisdom, and to their AC. Gain advantage on all saving throws against magical attacks and effects.
They may add +2 to their Intelligence and Charisma, and to their AC.
They may use the special ability of an equipped weapon without spending Position.
Remove any one negative condition of their choice.
While bloodied, a caster does not trigger any attacks of opportunity.
Jack of all Trades Base Statistics
Caster Base Statistics
Base Speed: 30 feet.
Base Speed: 30 feet.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
13 (+1)
13 (+1)
12 (+1)
12 (+1)
13 (+1)
12 (+1)
10 (+0)
12 (+1)
10 (+0)
14 (+2)
13 (+1)
15 (+2)
Valentin Prost (Order #35367143)
Character Generation —
Classes
Y
ou are clad in armour, a sword strapped at your side, and a shield in your fist. Your memories, scant though they are, recall the feel of joy as you charged into battle, arrows rattling against your mail and plate. The bonfire’s sickly light traces the tarnished gleam of steel, and you know what you were. A Knight. You were one of the Knights of Lothric…
30
T
he Unkindled are more than simply random corpses. Most possessed professions, skills, remarkable gifts. Whatever drew them back from the realm of death did so for a reason; the reason may well be their class.
Class is an essential component in creating your character in DARK SOULS: The Roleplaying Game. It’s an indication of what you can do, of the martial, mental, and magical gifts you possess. You might be a Mercenary—a hardy warrior, used to dealing with the wilderness—or you might be a Thief—skilled at taking that which does not belong to them, and with a longbow. A class also tells you whether you possess magical powers—capable of conjuring fire from the air, like a Pyromancer, or invoking the blessings of your gods, like the Cleric. In the following section are listed the core ten classes you can choose as part of your character creation.
Valentin Prost (Order #35367143)
Class
Description
Primary Ability
Saving Throws and Proficiencies
Armour and Weapon Proficiencies
Knight
A resolute warrior, well-armoured and devoted to their cause.
Strength
Strength & Constitution
All armour, shields & weapons, as long as prerequisites met
Mercenary
A canny, cunning warrior who uses two swords to cut down enemies.
Dexterity
Strength & Dexterity
All armour, shields & weapons, as long as prerequisites met
Assassin
A killer from the shadows, appearing when least expected to finish their enemy.
Dexterity
Strength & Dexterity
All armour, shields & weapons, as long as prerequisites met
Warrior
A brutal, indomitable northern fighter, driven to berserk fury.
Strength
Strength & Constitution
All armour, shields & weapons, as long as prerequisites met
Thief
A master of the bow, and a purloiner of objects that don’t belong to them.
Dexterity
Dexterity & Intelligence
All armour, shields & weapons, as long as prerequisites met
Herald
A stout warrior, determined to protect themselves and their friends, and a wielder of miracles.
Strength & Charisma
Wisdom & Charisma
All armour, shields & weapons, as long as prerequisites met
Cleric
A faithful follower of the gods, and a channel for their divine power on earth.
Wisdom
Wisdom & Charisma
All armour, shields & weapons, as long as prerequisites met
Sorcerer
A learned scholar, whose power is derived from years of studying magical tomes.
Intelligence
Intelligence & Wisdom
All armour, shields & weapons, as long as prerequisites met
Pyromancer
A wielder of magical fire, and not too shabby with an axe, either.
Charisma
Constitution & Charisma
All armour, shields & weapons, as long as prerequisites met
The Deprived
An unfortunate soul, or an idiot. No one is entirely sure which.
One of your choice
Two of your choice
All armour, shields & weapons, as long as prerequisites met
A Note on Position
A
lot of the class features and abilities detailed below mention Position, and spending Position. This is a new mechanic developed for DARK SOULS: The Roleplaying Game. It’s both a measure of your health, stamina, and vitality, and a resource you can spend and replenish, allowing you to perform amazing combat manoeuvres, and make use of devastating battle abilities. You can read more about Position, how it is calculated, and how you can spend it, on page 79.
Valentin Prost (Order #35367143)
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Knight
32
T
here are many who follow the way of the sword. Of course there are. There must be. How else can you survive this world? But your choice to take up the blade is not in pursuit of money or survival, but of honour, righteousness, justice. Or so some believe. It may be that you uphold different values, perhaps carrying a taint of darkness in your soul. But what matters is that you represent something. You are a Knight. Clad in your armour, your blade at your side, your shield ever before you, you are something other than a well-trained killer. You are a champion.
Valentin Prost (Order #35367143)
Level
Proficiency Bonus
Class Features
1
+2
Fighting Style, Second Wind
2
+2
Action Surge
3
+2
Unbreakable
4
+2
Improved Critical, Ability Score Increase
5
+3
Extra Attacks
6
+3
Cursed Memory
7
+3
Remorseless
8
+3
Ability Score Increase
9
+4
Second Fighting Style
10
+4
Riposte
11
+4
Extra Attacks
12
+4
Grim Reputation
13
+5
Blessing of Oblivion
14
+5
Improved Critical
15
+5
Improved Unbreakable
16
+5
Ability Score Increase
17
+6
Action Surge (Two uses)
18
+6
Between the Endless Rain
19
+6
Ability Score Increase
20
+6
Walking Citadel, Extra Attacks
Noble Birth
T
here are many noble families in the great cities of the world. Not all of them are wealthy. Not all of them are very noble, but they give you a name. It is the name which enables you to be a Knight. You are a scion of an old family and you owe at least some of your training to that. Perhaps you have long forgotten your name, and with it the memories of who you once were and where your family lived. It doesn’t matter. Others recognize it instantly. The romantic might call it an air of nobility. Perhaps.
Questing
K
nights are those men and women who have chosen to pursue something over and above their own needs. They pursue quests to help those who require help, to find what needs to be found, to save that which needs to be saved. Even those Knights who have dedicated themselves to something other than the selfless protection of life require a quest—require something to dedicate themselves towards. Sometimes this can simply be slaughter, but, at other times, it is the search for a lost child, the return of a tome of ancient lore to the scholar it was filched from, or the preservation of the Flame that ensures civilisation continues and is not consumed by the Age of Dark. The Knight must be prepared for anything, for any task and any challenge. They must be ready to overcome mortal challenges whenever they present themselves. It is not an easy life, but then who, in this world, possesses one of those? 33
Proficiencies
Valentin Prost (Order #35367143)
Armour:
All armour and shields as long as prerequisites met.
Weapons:
All weapons, as long as prerequisites met
Saving Throws:
Strength, Constitution
Skills:
Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment You start with the following equipment:
An Estus Flask (page 154) Long Sword (page 192) Knight Shield (page 179) Knight Armour (Page 167)
Fighting Style
You are a specialist in a particular fighting style, your abilities well practiced and capable of inflicting death on even the most dangerous of foes. Choose one of the following options (if selecting a Second Fighting Style, you may not choose one that you already have): Archery: Your bow is a part of you. It responds to your touch with deadly efficiency. You gain a +1 bonus to attack rolls made with ranged weapons, and a +2 bonus to all attack rolls made with a greatbow. Defence: Stalwart in the face of all enemies, nothing daunts you and little hurts you. While you are wearing armour, gain +1 bonus AC. Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property. Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose Disadvantage on the attack roll. You must be wielding a shield. Withdrawal: You are an expert of tactical retreat, leading your enemy into more advantageous terrain for you to strike from.
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You are immune to all first attacks of opportunity (e.g.: if you retreat within range of two enemies capable of making attacks of opportunity, the first enemy cannot make one. The second, however, can).
Second Wind
You have a limited well of stamina that can be drawn upon to protect yourself from harm. On your turn you can use a bonus action to regain Position equal to 1d10+your Knight level. Once this feature has been used you must either Short or Long rest to regain it.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a Short or Long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Unbreakable
Starting at 3rd level, you may reroll one Strength check (see page 75), or Strength save, and choose the best result. Once this feature has been used you must complete a Short or Long rest to regain it.
Improved Critical
At 4th level, your weapon attacks score critical hits on a roll of 19 or 20. At 14th level, this improves again so your weapon attacks score critical hits on a roll of 18, 19, or 20.
Valentin Prost (Order #35367143)
Ability Score Increase
When you reach 4th level, and again at 8th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attacks
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Cursed Memory
When you reach 6th level, you may, at the start of combat, nominate one foe. For some reason, an old memory stirs; you’ve faced such a foe before and defeated it. Until that foe is killed, all attacks you make against it may be made with Advantage by spending 2 Position. Once this feature has been used you must either Short or Long rest to regain it.
Remorseless
At 7th level, if you rolled a Critical Attack in your previous turn, the first successful attack of your next turn deals an additional +1d8 damage
Riposte
At 10th level, whenever a creature misses you with a melee attack, you may use your reaction to make a melee weapon attack against the creature. You may use this ability multiple times per turn, spending 2 Position the second time you use it, and spending 3 Position the third time, and so on, to a maximum of 5 Position. 35
Grim Reputation
At 12th level, your reputation as an Unkindled of formidable strength precedes you. At the beginning of combat, you may nominate one creature. The first time that creature attempts to attack you, it must succeed on a Wisdom save with a DC equal to 12 + your Charisma modifier. If the creature fails, it is frightened of you until it passes a subsequent Wisdom check. Once this feature has been used you must either Short or Long rest to regain it
Blessings of Oblivion
At 13th level, the powers of magic are not as effective when used against you. You gain +1 to all saving throws made against magic and magical effects. You may also spend Position to reduce damage from spell attacks, up to a total of 2 Position to cancel 5 points of damage.
Improved Unbreakable
At 15th level, in addition, you may choose to spend 5 Position to automatically succeed on any Strength check or saving throw. You may use this ability as often as you choose.
Between the Endless Rain
By 18th level, you have become as elusive and hard to hit as drifting smoke. You gain +1 to DEX and +1 to AC permanently.
Walking Citadel
At 20th level, your defence is virtually impregnable, capable of withstanding even the most brutal of attacks. You become resistant to two types of damage of your choice. This can be combined with resistant effects from armour but does not stack (e.g.: if you are resistant to bludgeoning damage, and wear armour with resistance to bludgeoning damage, you do not become immune).
Valentin Prost (Order #35367143)
Mercenary
36
T
o some it's a dirty word. A curse. You’ve had it hissed at you, interspersed between other, even fouler terms. Mercenary. Sellsword. Brigand. You wonder if they think it really hurts you, as you pass through their ruined towns and gloom-shrouded, your blades at your side, your armour at your back... or maybe they think it’s the only way they can hurt you. They are wrong about that too. You’ve lived through far worse. Well, maybe lived isn’t always the right term, but it’s a good enough approximation for now. Sometimes you remember how you came to this life. Sometimes you don’t. It doesn’t really matter - it’s what you are. You can feel it in your bones, in the meat surrounding them. In that wasted thing you sometimes, laughingly, call a soul. If it’s still there, of course, clinging to you. Because you know you’ve done terrible things to survive this long, to have emerged intact when so many of those who fought and killed beside you are just mindless hollows...or scintillas of sand trapped beneath your fingernails. You’ve done terrible things, but that doesn’t matter. Neither does that they whisper behind their hands. You are still here. So are your swords. That’s enough.
Valentin Prost (Order #35367143)
Level
Proficiency Bonus
Class Features
1
+2
Favoured Enemy; Strike Fast
2
+2
Fighting Style
3
+2
Blooded
4
+2
Ability Score Increase
5
+3
Extra Attacks
6
+3
Flurry of Blades
7
+3
Favoured Enemy Improvement
8
+3
Ability Score Increase
9
+4
Extra Attacks
10
+4
Multiattack Defence
11
+4
Spinning Slaughter
12
+4
Ability Score Increase
13
+5
Extra Attacks
14
+5
Uncanny Dodge
15
+5
Stand Against the Tide
16
+5
Ability Score Increase
17
+6
Favoured Enemy Improvement
18
+6
Extra Attacks
19
+6
Foe Slayer
20
+6
Death Blows
Path of the Curving Blade
Y
ou’re a killer, and a good one. But you aren’t like those knights, tramping through mud and across stone in their armour. You’re light on your feet, quick to move and you wield twin blades. Each attack you make is a glittering filigree of woven steel and air. Your defence is the same; deft, sinuous, deadly. It took long years of training to achieve such mastery, and it requires concentration and energy to achieve even now, but it makes you difficult to anticipate, hard to stop. You can’t quite remember how you became so proficient in such a style; there are vague recollections of sea travel. Of another land. But all such things have faded to be replaced by the world in front of you... vast, bleak and forever doomed.
Survivor
L
ife as a mercenary was always difficult and few of the places you have visited in your travels were ever intact. You’ve become adept at living off little, hunting the strange creatures of the world and harvesting what little nutrition you can from them, or digging up the roots and the twisted foliage that has sprouted in the parched earth. You wring life from the little that remains. This is one of your gifts; the capacity to make the world offer up sustenance. It has ensured that you have continued to survive, no matter how difficult the world you must make your way through has made it. Of course, certain of those you have met have not needed to eat. But some of them do anyway. Death shouldn’t prevent you from doing something you enjoy, after all.
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Proficiencies
Valentin Prost (Order #35367143)
Armour:
All armour and shields as long as prerequisites met.
Weapons:
All weapons, as long as prerequisites met
Saving Throws:
Strength, Dexterity
Skills:
Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment You start with the following equipment:
An Estus Flask (page 154) Sellsword Twinblades (page 200) Wooden Shield (page 182) Sellsword Armour (page 171)
Favoured Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and destroying a certain type of enemy. Choose a type of favoured enemy: aberrations, beasts, constructs, demons, elementals, giants, monstrosities, or undead. You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them. You choose one additional favoured enemy, at 7th and 17th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Strike Fast
At 1st level, you’re always prepared for combat. You may reroll Initiative and choose which of the two scores to take. You regain use of this feature after either a Short or Long rest.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Duelling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blooded
At 3rd level, you have an incredible capacity to endure pain and hardship. When you would suffer damage which would reduce you to 0 Position, you may choose to ignore it. You regain use of this feature after either a Short or Long rest.
Ability Score Increase
When you reach 4th level, and again at 8th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attacks
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 9th level in this class, to four when you reach 13th level in this class, and to five when you reach 18th.
Flurry of Blades
Valentin Prost (Order #35367143)
At 6th level, you gain the ability to spend 2 points of Position to add an additional 2d6 damage to one damage roll after a successful melee attack. You roll these additional dice with your normal damage dice. You may only use this ability once per combat encounter.
Multiattack Defence
At 10th level, once per turn you may choose to use one of your reaction to gain an additional +4 bonus to AC against all attacks you suffer that turn. For each additional attack you are the intended target of after the first, you may spend 2 Position per attack to increase your AC by an additional +2. You cannot have a bonus higher than +10 at any point. This bonus ends at the start of the next turn. You regain this ability after a Short or Long rest.
Spinning Slaughter
At 11th level, you gain the ability to trigger a Critical hit effect on a single attack, by spending 3 points of Position. You regain use of this ability after a Long rest.
Uncanny Dodge
At 14th level, when an attacker that you can see hits you with an attack, you may spend 1 Position to use your reaction to halve the attack’s damage against you.
Turn the Tide
At 15th level, when a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself ) of your choice. This attack must follow all the normal rules for the attack—the new target must be within range, for example.
Foe Slayer
At 19th level, you’ve become a fighter capable of driving back even the deadliest of foes. Once per turn, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favoured enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. 39
Death Blows
Valentin Prost (Order #35367143)
At 20th level, you can combine your experience, and training, into a series of devastating attacks on a single creature of your choice. Once per Long rest, you may nominate a creature you're in combat with. You may spend Position to increase your damage rolls by d20, against that creature, at a cost of 3 Position per additional d20 of damage, until that creature is dead or until 10 minutes has elapsed.
Assassin
40
Y
ou’re a killer. Nothing more, nothing less. You aren’t interested in codes of honour; you don’t care for the comradeship of mercenary bands. You care only for the thrust of the blade, the silence of the dead, and the welcoming embrace of the darkness as you sneak away. That’s the nature of your trade. And it is a trade. You are a creature of the darkness; you may be Unkindled, but you feel the dark ever at your side, pressing in, surrounding you. Part of you loathes such closeness to the creeping shadow. Part of you covets it. Knowing it makes you ever more deadly.
Valentin Prost (Order #35367143)
Level
Proficiency Sneak Bonus Attack
Class Features
1
+2
1d6
Expertise, Sneak Attack
2
+2
1d6
Dive & Roll
3
+2
2d6
Assassinate
4
+2
2d6
Ability Score Increase
5
+3
3d6
Extra Attacks
6
+3
3d6
Slayer of the Elect; Expertise
7
+3
4d6
Evasion
8
+3
4d6
Ability Score Increase
9
+4
5d6
Plunging Attack
10
+4
5d6
Lonely Pilgrim
11
+4
6d6
Reliable Talent
12
+4
6d6
Ability Score Increase
13
+5
7d6
Knife in the Sleeve
14
+5
7d6
Extra Attacks
15
+5
8d6
Slippery Mind
16
+5
8d6
Ability Score Increase
17
+6
9d6
Improved Plunging Attack
18
+6
9d6
Elusive
19
+6
10d6
Stroke of Luck
20
+6
10d6
Death’s Friend
Strike First. Strike Last.
N
othing matters beyond finishing your target. That is the secret of the assassin. You are trained to home in on a single enemy, bringing them down however you can, as brutally as needed. You are used to working alone, but you can bring your skills to bear in a group. Indeed, sometimes the distraction is useful. Those you call friends—or, at least, colleagues—can attract your target’s attention, while you sneak in to deliver the finishing blow, safely concealed in the shadows.
Hidden Order
W
here did you learn your deadly skills? Were you taught in the gloom-sodden streets of Lothric, or trained in the strange locales most only dream of ? Places where the sun still shines, perhaps? Who knows? It’s unlikely you even remember. You remember how to use a blade, though. You remember that, and that’s all that truly matters. As an assassin, you are there to hit hard, and vanish. You’re a constantly moving, constantly shifting target— and, when you get in close enough, capable of delivering the most brutal of attacks.
41
Proficiencies
Valentin Prost (Order #35367143)
Armour:
All armour and shields as long as prerequisites met.
Weapons:
All weapons, as long as prerequisites met
Saving Throws:
Dexterity, Intelligence
Skills:
Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment You start with the following equipment:
An Estus Flask (page 154) Estoc (page 202) Target Shield (page 177) Assassin’s Armour (page 159)
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency to disarm a trap or open a lock. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or saving throws) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Assassin table.
Dive & Roll
Starting at 2nd level, you can avoid attacks with astonishing speed and grace. Incoming arrows, blades, claws… all can be slipped past with ease. You may reroll one Dexterity save, per combat.
Assassinate
Starting at 3rd level, you are deadliest when you are wreathed in shadows. You have advantage on any attack rolls against creatures that have yet to take a turn in combat. In addition, any hit you score against a creature that that has the Surprised condition is a Critical hit.
Ability Score Increase
When you reach 4th level, and again at 8th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attacks
Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level.
Slayer of the Elect
At 6th level, you become an expert at confronting the enormous abominations stalking this land. It does not matter how huge or deadly the enemy might be, you are equal to the challenge. Indeed, the more terrible they are... the better. When facing an enemy with a CR higher than your level, you may use one of your reactions to gain advantage on your next attack roll, as well as double the damage you deal to that enemy. Once you've used this ability, you must complete a Short or Long rest before you can use it again. At 11th Level, you can use this ability 4 times before needing to complete a Short or Long rest.
Evasion
At 7th level, you can nimbly dodge out of the way of certain area effects, such as a dragon’s breath or a darkeater’s deadly flame. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
42
Valentin Prost (Order #35367143)
Plunging Attack
At 9th level, you gain the ability to leap upon an unsuspecting enemy, driving your blade into them. When within 15 feet of a creature that is unable to see you, you can elect to spend 3 Position in order to make a Plunging Attack. On a successful attack roll, you leap onto the creature, delivering double your Sneak Attack bonus damage, in addition to your weapon’s standard damage. At 17th level, the cost of making a Plunging Attack is reduced from 3 Position to 1.
Strength in Numbers
At 10th level, you are accustomed to striking from positions of strength, and to vanishing into crowds. Whenever you outnumber your target during melee combat, you may spend 1 Position to gain +3 to your AC until the start of your next turn. You may continue to use this ability by spending 1 Position each turn, for as long as you, and your party, continue to outnumber your target.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Knife in the Sleeve
At 13th level, your reflexes are honed to an astonishing degree. If you miss when making a standard melee attack roll against a creature, you may spend 2 position to make a second attack as a bonus action. You may make this second attack against any target within 30 feet in any direction. This second attack uses your Dexterity modifier to determine if it hits, and deals 1d6+ Strength modifier damage if successful. 43
Swift Recovery
By 15th level, you recover faster than any creature should. You recover 5 Position at the beginning of each of your turns.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Stroke of Luck
At 19th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish either a Short or Long rest.
Death's Friend
At 20th level, you’ve walked with death so long, it is almost part of you. You may elect to succeed on a saving throw you failed. Once you’ve used this feature three times, you may not use it again until after a Long rest.
Valentin Prost (Order #35367143)
Warrior
44
T
he north is a harsh place. Harsher, in some ways, than Lothric. It may not be cloaked in darkness in the same fashion, but it’s colder, and just as grim. Something drew you out of the northlands, brought you to this desolate place. You don’t know what, and you’re not sure you care… there are always memories, always uncertainties in life. You know this, you embrace it. You don’t search for meaning when it offers nothing but confusion. Let the scholars debate what it means to be Unkindled, let the foolish search their minds for remnants of lost selves. You came to fight.
Valentin Prost (Order #35367143)
Level
Proficiency Cinder Bonus Wrath
Class Features
1
+2
2
Cinder Wrath, Iron Will
2
+2
2
Reckless Attack, Fighting Style
3
+2
3
Unstoppable
4
+2
3
Ability Score Increase
5
+3
3
Extra Attacks
6
+3
4
Touch of Death
7
+3
4
Northern Might
8
+3
4
Ability Score Increase
9
+4
4
Brutal Critical
10
+4
4
Grim Sentinel
11
+4
4
Extra Attacks
12
+4
5
Ability Score Increase
13
+5
5
Protector
14
+5
5
Brutal Critical (2 dice)
15
+5
5
Let Them Come!
16
+5
6
Ability Score Increase
17
+6
6
Grind Through
18
+6
6
Brutal Critical (3 dice)
19
+6
6
Guard Breaker
20
+6
7
Blood Feud
Relentless
N
othing stops you; no matter how much damage you take, how deadly the foe before you, you keep going. You may not seek to understand the nature of the Unkindled, but you can draw on it, sometimes. Drawing on your confusion and using it to work yourself into battle frenzy. There were tales of such men in the north, those who could detach their mind from their body amid the tumult of war and become engines of destruction. You’ve harnessed this ability in yourself, though that doesn’t mean you know where it comes from or how to control it. Sometimes you wonder if drawing on such power risks making you more like those Hollows you kill; empty husks, devoid of humanity. But you soon suppress such concerns, when the thrill of battle surges up in you anew.
Devastating
Y
our ancestry shows in the manner you fight; there is no stealthy subtlety here, and little hiding behind a shield. You deal in reckless assaults, hewing down as many as you can with a sword or axe, before being forced to retreat, and gather yourself for the next attack. You specialise in the use of brutal, two-handed weapons, eschewing shields in favour of hacking the foe to pieces. That’s not to say the north doesn’t appreciate defence, tactics, the study of the enemy. It does. All who survive in this world must care about such things. It’s a matter of priorities. When you attack, you attack with everything. It is not caution you lack, merely fear.
45
Proficiencies
Valentin Prost (Order #35367143)
Armour:
All armour and shields as long as prerequisites met.
Weapons:
All weapons, as long as prerequisites met
Saving Throws:
Strength, Constitution
Skills:
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment You start with the following equipment:
An Estus Flask (page 154) Battle Axe (page 204) Warrior's Round Shield (page 177) Northern Armour (page 169)
Cinder Wrath
All Unkindled bear the mark of undeath. For you, this inability to pass beyond life left you filled with the rage of your northern homeland. On your turn you can enter a state of furious anger, known as Cinder Wrath, as a bonus action. While in this state, you gain the following benefits: • You have advantage on Strength checks and Strength saving throws. • You • When • When you make a melee weapon attack, you gain a bonus to the damage roll (equal to your proficiency bonus) that increases as you gain levels as a Warrior. • You • You have resistance to force, acid, poison, and necrotic damage. Your Wrath lasts for 12 rounds. It ends early if you are knocked unconscious. Once you have entered a Cinder Wrath the number of times shown for your Warrior level in the appropriate column of the Warrior table, you must finish a Long rest before you can enter Cinder Wrath again.
Iron Will
You’re used to the privations of the lands to the north. The first time you incur a level of exhaustion or madness, you may draw on your inner grit to ignore any ill effects. Once you’ve used this ability, you must Long rest before you can use it again.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
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Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Duelling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unstoppable
At 3rd level, you become a pillar of strength. When an enemy attack would knock you back any distance, you may choose to remain in place. In addition, once per Long rest, if you would be knocked prone, you may choose not to be.
Ability Score Increase
When you reach 4th level, and again at 8th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Valentin Prost (Order #35367143)
Extra Attacks
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.
Touch of Death
At 6th level, you have mastered what little remained of your emotions entirely. You are immune to the frightened condition and effects.
Northern Might
At 7th level, you have learned to endure what your friends and companions cannot. When a friendly creature is Bloodied (reduced to half their Position total), if you are within 5 feet of them, you instead take any amount of damage the friendly creature suffered on a 1 for 1 basis. This still counts as the creature attacking the friendly creature, and you may not use a reaction to avoid this damage.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a Critical hit with a melee attack. This increases to two additional dice at 14th level and three additional dice at 18th level.
Grim Sentinel
At 10th level, you gain hyper awareness of your surroundings. You cannot be Surprised, and creatures gain no advantage on attacks from making an ambush or surprise attacks against you.
Protector
At 13th level, if a friendly creature is knocked prone, or becomes Bloodied, you may spend 2 Position to immediately move adjacent to them, provided they are within 20 feet. You have advantage on all saving throws made while standing adjacent to the prone, or Bloodied, friendly creature as you seek to defend them.
Let Them Come
At 15th level, you prefer to face multiple foes in combat. Doing so almost reminds you of what the excitement of life used to be like. Whenever you are simultaneously in melee with two or more opponents, you gain +2 to your AC. This bonus is removed once you return to fighting a single opponent.
Grind Through
At 17th level, you gain the ability to move from enemy to enemy. When you have killed a creature, you may spend 5 Position to immediately move into melee combat with another creature, within 20 feet. This movement isn't impacted by terrain, and doesn't provoke any opportunity attacks.
Guard Breaker
At 19th level, you learn to breach your opponent’s desperate defences, leaving them open for a killer blow. Upon making a successful attack roll against a creature of Large size or smaller, you may choose to spend 3 Position in order to knock the enemy prone, alongside delivering damage.
Unkindled Strength
At 20th level, you are the epitome of the warrior, the epitome of the north. Your Strength and Constitution scores increase by 5, and your maximum for those scores is now 25.
Valentin Prost (Order #35367143)
47
Thief
48
T
hey talk about surviving, the mercenaries and the knights, but what do they know? In their suits of armour, behind the walls of castles… that’s not surviving. That’s not rooting among the detritus for anything to keep body and soul (or what’s left of it) together. That’s not being plunged into streets swarming with hollows, when the plague of undeath struck, as you were. Fleeing, and fighting you way out. And your life before, the fragments you can recall, there was little in the way of castles and palaces then. It was grime and stealing whatever you could lay your hands on. It still is, really. Being Unkindled has not changed your life over much.
Valentin Prost (Order #35367143)
Level
Proficiency Deadly Bonus Aim
Class Features
1
+2
1d6
Deadly Aim, Cunning Action
2
+2
1d6
Expertise
3
+2
2d6
Fast Hands
4
+2
2d6
Ability Score Increase
5
+3
3d6
Colossus Slayer
6
+3
3d6
Ammunition Expert
7
+3
4d6
Move and Fire
8
+3
4d6
Ability Score Increase
9
+4
5d6
Evasion
10
+4
5d6
Extra Attacks
11
+4
6d6
Volley
12
+4
6d6
Ability Score Increase
13
+5
7d6
Light Fingers
14
+5
7d6
Draw a Bead
15
+5
8d6
Uncanny Dodge
16
+5
8d6
Ability Score Increase
17
+6
9d6
Thief ’s Reflexes
18
+6
9d6
Fast Strike
19
+6
10d6
Impossible Shot
20
+6
10d6
Cinder Mark
Unnoticed
T
hat’s how you prefer to be. Unseen, moving in the shadows if at all. Undetectable. Untraceable. You find what you want, take it, and go, back into the darkness. That’s not to say you’re incapable of defending yourself. Of course you are; you don’t survive on the streets for long without knowing how to use a knife, or, more importantly, a bow. That’s where your true talent with a weapon lies. Something to keep you safe, but also capable of distracting those you’re trying to rob, something to ensure you can deal with enemies at range, so they don’t see your face. You can keep even the sternest opponents pinned down, with a withering cascade of arrows. Or pinpoint the weakness of a single foe, striking it exactly with a perfectly placed shot.
Useful
Y
ou’re always good for something. That’s what kept you alive before, it’s what keeps you something more than undead now. Maybe it’s why you were chosen to become Unkindled. You’re skilled at so many things, capable of filching the well-protected treasure of the giant or striking the giant’s single eye with an arrow. Able to protect your friends or vanish into the darkness. Whatever is needed, you provide. You’re an asset. Maybe you were always this way, the utility person, on heists and raids. Or maybe you just woke up, your amateur thievery from the past suddenly perfected. Who knows? You don’t. You just know the world is still all about surviving, by whatever means necessary.
49
Proficiencies
Valentin Prost (Order #35367143)
Armour:
All armour and shields as long as prerequisites met.
Weapons:
All weapons, as long as prerequisites met
Saving Throws:
Dexterity, Intelligence
Skills:
Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment You start with the following equipment:
An Estus Flask (page 154) Bandit's Knife (page 188) Iron Round Shield (page 176) Deserter Armour (page 163) Short Bow (page 221) Quiver of 20 arrows (page 156)
Deadly Aim
Beginning at 1st level, your ability to identify and exploit chinks in your enemy’s armour is deadly. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a ranged attack if you have not moved or made a melee attack in the previous turn. The amount of the extra damage increases as you gain levels in this class, as shown in the Deadly Aim column of the Thief table.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Expertise
At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of these chosen proficiencies.
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, disarm a trap or open a lock, or take the Use an Object action.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Colossus Slayer
At 5th level, your tenacity and patience can wear down the most formidable of enemies. When you hit a creature with a ranged attack, the creature takes an extra 1d8 damage if its Position is below its maximum. Using this ability means you may not make a reaction that turn.
Ammunition Expert
At 6th level, you become an expert in crafting ammunition for yourself. Once per Short rest, you may spend 3 Position to manufacture 20 arrows from natural resources you find on your travels. At 14th level, this improves so you need only spend 1 Position to craft 20 arrows.
Move and Fire
At 7th level, you master the ability to become a blur of motion, even as you fire upon the enemy. Whenever you move your full movement allocation in a straight line, in a single turn, the first ranged attack you make that turn is made with advantage.
Evasion
At 9th level, you can nimbly dodge out of the way of certain area effects, such as a dragon’s breath or a darkeater’s deadly flame.
50
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Valentin Prost (Order #35367143)
Extra Attacks
Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Volley
At 11th level, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see. You must have ammunition for each target, and they must be within your weapon’s range, as normal, and you make a separate attack roll for each target.
Light Fingers
At 12th level, you can pick even the most closely guarded of pockets. When making a Dexterity (Sleight of Hand) check to steal something from the person of a creature, you may spend 3 points of Position to automatically succeed. Once you’ve used this ability, you must Short Rest in order to regain it.
Draw a Bead
At 14th level, your aim is unwavering. You may spend 2 Position to reroll any missed ranged attack. The rerolled attack is made with advantage. After you've used this ability, you must Long rest to regain it.
Uncanny Dodge
At 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Thief's Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative -10. You can’t use this feature when you are surprised.
Fast Strike
At 18th level, you master the ability to deliver a blow at such speed your enemy never even sees it. When in melee combat, if you miss with an attack, you may spend 2 Position to succeed instead. Once you’ve used this ability, the next time you use it, its cost increases by 2 Position. The time after, its cost increases by 3 Position. It’s cost continues to increase in this fashion until it resets after you complete a Short or Long rest.
Impossible Shot
At 19th level, you’ve become a master of guiding your arrows to their target, no matter how complex the shot. You can never be forced to make a ranged attack with disadvantage. In addition, when making a ranged attack, you score a Critical hit on a roll of 18, 19, or 20.
Cinder Mark
At 20th level, you’ve become an avatar of death itself. You may choose a creature and place your cinder mark upon them. All subsequent attacks you make against that creature are made with advantage, and deliver maximum damage, including Deadly Aim damage even if you moved this turn.
Valentin Prost (Order #35367143)
51
Herald
52
Y
ou were journeying. You know that much. That was your life. You bore the message of… someone. A lord or lady to whom you were sworn. You don’t know where you were going, what the message was, or why it had to be delivered so urgently. But you went. It was your duty, and duty meant something to you in the past. Perhaps it still does. But you know that you must keep going. Your quest may no longer be the same, but you press on regardless. You must. Who you serve, now, you’re unsure. Perhaps it is one of the Lords of Cinder. Perhaps it is only yourself, and those around you. Perhaps it is the flame itself. But you’ll be their herald.
Valentin Prost (Order #35367143)
Level
Proficiency Attunement Bonus Slots
Class Features
1
+2
-
Dark Sense, Fighting Style
2
+2
-
Shield Bash
3
+2
1
Magic Catalyst, Spellcasting
4
+2
1
Ability Score Increase
5
+3
1
Holy Smite
6
+3
2
-
7
+3
2
Weapon of the Old Gods
8
+3
2
Ability Score Increase
9
+4
3
Shield Wall
10
+4
3
Against the Hollow
11
+4
3
-
12
+4
4
Ability Score Increase
13
+5
4
Extra Attacks
14
+5
4
Warrior’s Heart
15
+5
5
-
16
+5
5
Ability Score Increase
17
+6
5
Improved Holy Smite
18
+6
6
-
19
+6
6
Ability Score Increase
20
+6
6
Herald of the Flame
Forwards!
T
hose who side with you are assured of a valiant warrior, and a courageous protector. You stand always at their side, shield raised, impervious to assault. You are bowed by nothing. In your past lives, you were driven by duty, by honour. It courses in you still, the need to serve, to fulfil your calling. There is a task that needs to be fulfilled. The world is smothered in darkness, and the flame needs to be rekindled. It’s what you, and those around you, are for. It’s what you were chosen to do, you’re certain of it. You are the herald of a new age.
Blessed and Cursed
Y
ou are skilled in combat, resolute in defence, and capable of healing yourself and those around you. You’re cowed by nothing. In your old life, your rode into death, and danger, every day. You bore the symbol of your liege ahead of you, and the artefacts of your faith on your person. You’re a soldier, and able to draw upon the ancient faith, sheltering and surrounding you. That is the lot of a herald; you must be conciliatory, and capable of violence. You must be able to both bring peace and wreak dreadful retribution. It is not an easy balance to strike, but you are an expert. This expertise helped when you awoke and knew the world had changed. What, after all, is an Unkindled but someone trapped between the two extremes? You’ve reached an apotheosis of sorts.
53
Proficiencies
Valentin Prost (Order #35367143)
Armour:
All armour and shields as long as prerequisites met.
Weapons:
All weapons, as long as prerequisites met
Saving Throws:
Wisdom, Charisma
Skills:
Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Equipment You start with the following equipment:
An Estus Flask (page 154) Spear (page 215) Kite Shield (page 179) Talisman (page 228) Herald Armour (page 166)
Dark Sense
The residue of the darkness appears, to you, as a stain on the world, and the gleam of miracles performed in the past glints like a white halo. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any demon, or undead within 60 feet of you that is not behind total cover. You know the type (demon or undead) of any being whose presence you sense, but not its identity (the Gravelord Nito, for example). Within the same radius, you also detect the presence of any place in which a miracle has been cast, within the last 24 hours. You can use this feature a number of times equal to your Charisma modifier +1. When you finish a Long rest, you regain all expended uses.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. Defence While you are wearing armour, you gain a +1 bonus to AC. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
54
Shield Bash
At 2nd level, you learn to use you shield not only to defend yourself, but to direct the flow of battle. During your turn, after making a successful melee attack, you may spend 2 Position to shield bash your target back, up to 10 feet in a straight line away from you, providing the target is of size Large or smaller.
Magic Catalyst
At 3rd level, you gain a catalyst enabling you to use magic. You may choose either a Talisman (see page 228), or a Priest’s Chime (see page 226).
Spellcasting
At 3rd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Chapter 3: Magic for the general rules of spellcasting and the Spells Listing for the Miracle spell list. Heralds may use either their wisdom or charisma scores as their spellcasting ability.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Holy Smite
Starting at 5th level, when you hit a creature with a melee weapon attack, you can spend 3 Position to deal damage to the target, in addition to the weapon’s damage. The extra damage is 4d8 radiant damage. This damage increases to 9d8, at 17th level, though you must spend 4 Position
Valentin Prost (Order #35367143)
Weapon of the Old Gods
At 7th level, as an action, you can imbue one weapon you are holding with holy energy. For 1 minute, you may add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 40 feet radius and deals an additional 2d8 Radiant damage. Once you use this feature, you can't use it again until you finish a Short or Long rest.
Shield Wall
At 9th level, you have become adept with using your shield to hold position, no matter the strength of the opponent you face. While you have your shield equipped, you cannot be knocked prone, and cannot be pushed back by any creature of large size or smaller.
Against the Hollow
At 10th level, you are a beacon of strength against the gathering darkness. All none-boss undead creatures make any attack against you at disadvantage.
Warrior's Heart
At 14th level, you are committed to your path, and embrace your Unkindled status. You are immune to the frightened condition. In addition, when you take damage from an undead creature, you may spend 1 Position to reduce that damage by half.
Herald of the Flame
At 20th level, you can glow like the undying flame itself. As an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30 foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 Radiant damage. In addition, for the duration, you have advantage on saving throws against attacks or effects caused by demons, undead, and constructs, as well as all bosses. Once you use this feature, you can’t use it again until you finish a Long rest.
Valentin Prost (Order #35367143)
55
Cleric
56
T
he gods speak to you. Or at least, something speaks to you. Some vast, ineffable power listens when you pray, grants you the ability to call upon resources you don’t truly understand. And with these barely understood powers, you create miracles. You reshape the world, entirely. Light blooms in darkness. Evil is driven back. You bring the light of faith into the ever-encroaching shadows. You are the memory of the sun, in the face of eternal night. The cleric is the conduit of the gods—whatever gods still gaze down upon this benighted world, that is. You don’t even remember their names, or the correct posture to assume when praying, but you know you believe. And you know they hear you.
Valentin Prost (Order #35367143)
Level
Proficiency Attunement Bonus Slots
Class Features
1
+2
3
Magic Catalyst, Spellcasting
2
+2
3
Life Giver
3
+2
4
Connection of Darkness
4
+2
4
Ability Score Increase
5
+3
5
-
6
+3
5
Blessed Healer
7
+3
6
Cinder Lord’s Touch
8
+3
6
Ability Score Increase
9
+4
7
Death Cheated
10
+4
7
Demon Bane
11
+4
8
-
12
+4
8
Ability Score Increase
13
+5
9
Fervour of the Unkindled
14
+5
9
Divine Endurance
15
+5
10
-
16
+5
10
Ability Score Increase
17
+6
11
Extra Attacks
18
+6
11
Supreme Healer
19
+6
12
Ability Score Increase
20
+6
12
Holy Protection
Miraculous
Y
our power manifests itself in miracles. Impossible changes in the fabric of the world. Even as your comrades are injured, your power sews their forms together again. As the powers of evil threaten to overwhelm you, you turn them back. There is nothing against which the power of your gods cannot triumph. You believe this, believe with it every fibre of your being. It’s what keeps your mind functional. Otherwise, how could you explain being Unkindled? It is not that you were not allowed into the beyond. No. You were chosen to wield the power of the gods against demon and undead, to remake the world. Your piety made you ideal for the task. You’ll be worthy.
Unbowed
F
aith pushes you forward. It makes you a reliable companion; you’ll never flee from evil, never back down from a fight with a demon, especially. Those abominations spit in the face of the gods merely by existing. You’ll consign them all to the black pit, along with their mother. You fear nothing, no earthly evil, no supernatural curse. You are the chosen of the gods, and those alongside you are your fellow believers—even if they do not know it yet. After all, you are all Unkindled, bound together by the common fate you share. They are part of the gods’ plan. They just do not see as clearly as you.
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Proficiencies
Valentin Prost (Order #35367143)
Armour:
All armour and shields as long as prerequisites met.
Weapons:
All weapons, as long as prerequisites met
Saving Throws:
Wisdom, Charisma
Skills:
Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment You start with the following equipment:
An Estus Flask (page 154) Mace (page 208) Cleric’s Sacred Chime (page 226) Cleric Robes (page 162)
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Magic Catalyst
You possess a catalyst enabling you to use magic—the Cleric’s Sacred Chime. You also know two Miracles: Heal and Force (see pages 143 and 144).
Spellcasting
You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Chapter 3: Magic for the general rules of spellcasting and the Miracles spell list. Clerics use wisdom as their spellcasting ability.
Life Giver
At 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore Position to a creature, the creature regains additional Position equal to 2 + the spell’s level.
Connecting to Darkness
At 3rd level, you’re unable to escape the sensation of death all around you, but you’re practiced in staving it off. You gain advantage on a Constitution saving throw. Once you’ve used this ability, you must finish either a Short or Long rest before you may use it again.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell that restores Position to a creature other than you, you regain Position equal to 2 + the spell’s level.
Cinder Lord's Touch
At 7th level, you’ve gained the ability to spread miracles to those around you. As an action, you can bestow the blessings of the flame on up to three creatures of your choice within 10 feet. Whenever a target makes an attack roll or a saving throw, the target can roll a d6 and add the number rolled to the attack roll or the saving throw. This effect lasts for 3 minutes. Once you've used this ability, you must finish a Short or Long rest before you can use it again.
Death Cheated
At 9th level, you’re able to withstand the most brutal of assaults. Whenever you take damage which would reduce you to 0 Position, you are instead reduced to 1 Position. After you’ve used this feature, you must complete a Short or Long rest before you can use it again.
Demon Bane
At 10th level, your holiness grants you the ability to take the fight to the demonic spawn. You make all attack rolls against demonic creatures with advantage.
Fervour of the Blessed
At 13th level, you are seized with holy purpose. You may spend 5 Position to refresh the casting number of a spell of Level 4 or below, returning the spell to a full number of casts. Once you've used this feature, you must Long rest before you can use it again.
Valentin Prost (Order #35367143)
Divine Endurance
At 14th level, you can push through any physical frailty or weakness. You are resistant to poison and acid damage and can never become afflicted with the poison condition.
Extra Attacks
Beginning at 17th level, you can attack three times instead of once, whenever you take the Attack action on your turn.
Supreme Healer
Starting at 18th level, when you would normally roll one or more dice to restore Position with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Position to a creature, you restore 12.
Holy Protection
At 20th level, you gain the protection of the gods—living, or dead, Who knows? It matters not. You place your trust in their protection, and that's enough. As an action, you may become resistant to all damage types for one minute. You may extend the duration of this ability by spending Position, at a cost of 5 Position per additional minute, to a maximum of 10 additional minutes. Once you've used this feature, you must finish a Long rest before you may use it again.
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Valentin Prost (Order #35367143)
Sorcerer
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W
hat good wisdom if it brings no profit to the wise? This you were always taught, and so, when you began to study, you sought a subject capable of granting you something more than simply erudition. And so, you found the grimoires, the tomes of sorcery, in which spells and incantations and endless reams of forgotten and forbidden lore were kept. You studied with the avidity a starving man hunts for bread, constantly hunting out the most esoteric secrets. And you learned well. Now, the magic obeys you. You wield terrible power casually, your staff of power crackling with energy capable of stripping flesh from bone, or pulverising rock to dust. You’re a sorcerer. Feared, and respected, in equal measure.
Valentin Prost (Order #35367143)
Level
Proficiency Attunement Bonus Slots
Class Features
1
+2
3
Magic Catalyst, Spellcasting
2
+2
3
Scholar of the Cinders
3
+2
4
-
4
+2
4
Ability Score Increase
5
+3
5
Fast Cast
6
+3
5
-
7
+3
6
Potent Strike
8
+3
6
Ability Score Increase
9
+4
7
-
10
+4
7
Knowledge of the Beyond
11
+4
8
Restoration
12
+4
8
Ability Score Increase
13
+5
9
Improved Fast Cast
14
+5
9
-
15
+5
10
Grim Cognisance
16
+5
10
Ability Score Increase
17
+6
11
-
18
+6
11
Power Surge
19
+6
12
Ability Score Increase
20
+6
12
Improved Restoration
Magic
T
here are many theories of magic, of where it came from, of how it emerged into the world. You know them all. You know… so much. It’s been the pursuit of your life. Even when you awoke, Unkindled and dragged back from death, the knowledge of magic remained untouched and perfect in your mind. The rest of your life… names, relatives, friends… much of that was entirely gone. But not the magic. The spells, the rituals, the secret names of the Cinder Lords, and the hidden symbols of the old gods, those remain fixed and unchanging. You know far more of the forsaken lords who ruled these barren tracts of land than you do your own self. It is a bargain you did not know you were making, but one you would make again.
Protection
Y
ou seek protection from the attacks of the hollows, the demons, the beasts stalking you through these dismal places—if they draw too close, then your magic is of no use. That is why you need companions. And they need you, for your magic can inflict the most grievous harm, blasting through flesh, through armour, through any impediment. You’re a force of the unnatural, precisely what is required to deal with the hideous creatures crawling forth in this sunless world. And you’ll find answers to what causes this darkness, and to why you were brought back, why you were made Unkindled. Searching for answers, for the truth, has been your life’s work. It won’t stop simply because you’re no longer alive, exactly.
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Proficiencies
Valentin Prost (Order #35367143)
Armour:
All armour and shields as long as prerequisites met.
Weapons:
All weapons, as long as prerequisites met
Saving Throws:
Intelligence, Wisdom
Skills:
Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment You start with the following equipment:
An Estus Flask (page 154) Mail breaker (page 189) Leather Shield (page 176) Sorcerer’s Staff (page 225) Sorcerer’s Robes (page 172)
Magic Catalyst
You possess a catalyst enabling you to use magic. You own a sorcerer’s staff, allowing you to cast spells (see page 225 for more on your catalyst). You also know the spells Soul Arrow and Homing Soulmass (see page 138 and 139 for more).
Spellcasting
You have learned to draw on magic through endless study, and the mastery of ancient ritual. See Chapter 3: Magic for the general rules of spellcasting and the Spells Listing for the Sorceries spell list. Sorcerers use intelligence as their spellcasting ability.
Scholar of the Cinders
At 2nd level, your practical experience has elucidated your considerable studies. You gain proficiency in one of the following skills: History, Insight, Investigation, or Perception. You must not already have proficiency in that skill.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Fast Cast
At 5th level, you gain the ability to increase the speed with which you fling spells at your foes. When casting a spell with a casting time of 2 rounds, you may spend 5 points of Position to reduce that casting time by one round. At 13th level, you can reduce the casting time of a spell with a casting time of 3 rounds or less, at the cost of 3 points of Position.
Potent Strike
At 7th level, your spells can break through even the most stubborn of defences. Whenever a creature would make a saving throw against one of your spells, you may spend 2 Position to have them make the saving throw at disadvantage. This Position cost must be paid per individual creature hit, for example, by a spell attack with an area of effect.
Knowledge of the Beyond
At 10th level, you gain an insight into the true nature of the world. You gain advantage on all Arcana and History checks.
Restoration
At 11th level, you gain the ability to draw magical energy from the beyond. At the cost of 5 points of Position, you may refresh the Casts of one spell, of 3rd level or below. After you’ve used this ability you must Long rest before you can use it again. At 20th level, you may refresh the Casts of two spells of 5th level or below, though the cost remains the same. After you’ve used this ability, you must Long rest before you can use it again.
Grim Cognisance
At 15th level, you’ve gained a deep insight into the workings of magic. You may choose to automatically succeed on any Intelligence check relating to magic, or spell casting.
Power Surge
At 18th level, you’ve learned to make your spells even deadlier. When you cast a spell of between 1st and 6th level, instead of rolling damage you may pay 3 points of Position to deal maximum damage with that spell.
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Valentin Prost (Order #35367143)
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Valentin Prost (Order #35367143)
Pyromancer
64
F
ire is life. So some believe. And you wield that life, drawing power from it and using it to smite your enemies, furiously. You create dancing balls of flame in your hand and fling them at those who seek to deprive you of the fire of life. The flame trickles over your fingers, never singeing your skin. It is yours to command, yours to possess and to use. You are the descendants of the four Lords of Cinder, the mighty wielders of the First Flame. So the stories of your distant homeland tell. You remember only fragments of them, but fragments are enough.
Valentin Prost (Order #35367143)
Level
Proficiency Attunement Bonus Slots
Class Features
1
+2
3
Magic Catalyst, Spellcasting
2
+2
3
Flame Guard
3
+2
4
-
4
+2
4
Ability Score Increase
5
+3
5
Protection of the Fire
6
+3
5
-
7
+3
6
Fast Cast
8
+3
6
Ability Score Increase
9
+4
7
-
10
+4
7
Fire’s Spread
11
+4
8
Bloody Strike
12
+4
8
Ability Score Increase
13
+5
9
-
14
+5
9
Improved Fast Cast
15
+5
10
Extra Attacks
16
+5
10
Ability Score Increase
17
+6
11
-
18
+6
11
Restoration
19
+6
12
Ability Score Increase
20
+6
12
The Flame’s Own
Power
S
ome seek to become a pyromancer simply for the ability to cause pain, using the flame to wound and sear. You know that this is anathema to the fire. The First Flame birthed man; drew him forth from the shadows that shrouded everything. You respect this power, according to it the deference it is due. You can summon raging conflagrations, but you employ these judiciously. Only to defend and protect and nurture those who the fire created, long ago, in the deep past. The flame can tempt you though; when you stare at the flickering sparks skittering in your palm, you can feel the energy...the energy to reshape everything. To make it again in your image. How long can you resist before the power of life becomes something darker?
Life
N
othing in this grey and dying world is ever given for free. It must be traded for, bought, secured at the edge of a blade. So it is with pyromancy. You may have been born with the natural gift, but that is not enough. Like a blade in a forge, it must be tempered and honed. You had a teacher, but their face is gone from your mind. Now, you must make your own way through the world, learning the true ways of the flame, to wield it and make it your own. It is seldom easy. Fortunately, when fire does not protect you, your skill with an axe is a worthy substitute.
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Proficiencies
Valentin Prost (Order #35367143)
Armour:
All armour and shields as long as prerequisites met.
Weapons:
All weapons, as long as prerequisites met
Saving Throws:
Constitution, Charisma
Skills:
Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Equipment You start with the following equipment:
An Estus Flask (page 154) Hand Axe (page 205) Caduceus Round Shield (page 175) Pyromancer Robes (page 170) Pyromancer’s Flame (page 227)
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Magic Catalyst
You possess a catalyst enabling you to use magic. You own a Pyromancer's Flame, allowing you to cast spells (see page 227 for more on your catalyst). You also know the Fireball spell (page 134).
Spellcasting
You have learned to draw on the surging, elemental power of flame. See Chapter 3: Magic for the general rules of spellcasting and the Spells Listing for the Pyromancer spell list. Pyromancers use charisma as their spellcasting ability.
Flame Guard
At 2nd level, you’re intimately acquainted with fire. You are resistant to all fire damage.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Protection of the Fire
When you reach 5th level, you can ensure that only those you choose are injured by your magic. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force, by spending 1 Position per creature. A chosen creature automatically succeeds on their saving throw against the spell.
Fast Cast
At 7th level, you gain the ability to increase the speed with which you fling spells at your foes. When casting a spell with a casting time of 2 rounds, you may spend 5 Position to reduce that casting time by 1 round. At 14th level, you can reduce the casting time of a spell with a casting time of 3 rounds or less by spending 3 Position.
Fire's Spread
At 10th level, you can extend the area covered by your flame. When casting a spell with an area of effect, you may spend Position to increase the radius of its effect by 5 feet per point spent, to a maximum of 15 feet
Bloody Strike
At 11th level, you have become lethally effective with a hand weapon. You may spend 1 point of Position to deliver an additional d8 fire damage on a successful melee attack.
Extra Attacks
Beginning at 15th level, you can attack three times instead of once, whenever you take the Attack action on your turn.
Restoration
At 18th level, you gain the ability to draw magical energy from the beyond. You may refresh the Casts of 1 spell of 10th level of below, by spending 8 Position. After you’ve used this ability, you must finish a Long rest before you can use it again.
The Flame's Own
At 20th level, the flame has marked you for itself. You are immune to all fire damage, from any source. In addition, all friendly creatures gain fire resistance while they are standing within 15 feet of you.
Valentin Prost (Order #35367143)
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Valentin Prost (Order #35367143)
The Deprived
68
T
here is so little of you left. No possessions, no memories. All you know is that you scrambled out of the grave, called forth once more. What had you been in life? Perhaps you were a fool, a jester, an entertainer. Or perhaps you were a knight, a great warrior. You wish you could remember. Instead, there’s just the cold on your exposed skin, and the knowledge of a life entirely lost to you. You’ll need to make yourself anew, forging a new self in this shadowed world. It is fortunate then, you cannot die, that the Unkindled return again and again to the bonfires… you are going to die a lot before you discover what, and who, you are meant to be.
Valentin Prost (Order #35367143)
Level
Proficiency Attunement Bonus Slots
Class Features
1
+2
-
Ability Score Increase
2
+2
-
Choose one 2nd level ability from any non-magical class
3
+2
-
Choose one 3rd level ability from any non-magical class
4
+2
-
Ability Score Increase
5
+3
2
Magic Catalyst, Spellcasting
6
+3
2
-
7
+3
3
Choose one 7th level ability from any class
8
+3
3
Ability Score Increase
9
+4
4
-
10
+4
4
Choose one 10th level ability from any class
11
+4
5
-
12
+4
5
Ability Score Increase
13
+5
6
-
14
+5
6
Choose one 14th level ability from any class
15
+5
7
Extra Attacks
16
+5
7
Ability Score Increase
17
+6
8
-
18
+6
8
Choose one 18th level ability from any class
19
+6
9
Ability Score Increase
20
+6
10
Choose one 20th level ability from any class
Freedom
S
till, at least it is to be your choice. Few are afforded that choice, in this world. Few gain the chance to escape from the limits of their past. You should embrace the gift. You could become great, you could become…so much. The key is surviving long enough to do so. That’s going to be a true struggle. You’re without weapons. Without armour. Without magic. All you can do is rely on your hands, your wits, and hopefully, your destiny as Unkindled, to win through. It’s not much to cling to, but it’s all you have. Quite literally.
Proficiencies Armour: Weapons:
All armour and shields as long as prerequisites met.
All weapons, as long as prerequisites met
Saving Throws: Choose two from Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma Skills:
Valentin Prost (Order #35367143)
Choose two skills from Acrobatics, Animal Handling, Athletics, Arcana, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Religion, Sleight of Hand, Stealth and Survival
Choice
Y
our ability to choose who you become, what you become, means other Unkindled might take you with them, prepared to assist in the belief that you may become something more, someone capable of aiding them in the pursuit of their quest. Or alternatively, you might simply die, over and over again.
Equipment You start with the following equipment: An Estus Flask (page 154) Club (page 208) Plank Shield (page 177)
Ability Score Increase
At 1st level, and again at 4th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Magic Catalyst
At 5th level, you gain a catalyst enabling you to use magic. You own either a Sorcerer’s Staff, a Pyromancer’s Flame, or a Talisman, allowing you to cast spells (see page 129 for more).
Spellcasting
You have learned to draw on a magical tradition, depending on your choice of catalyst. See Chapter 3: Magic for the general rules of spellcasting and the Spells Listing for the appropriate spell list.
Extra Attacks
Beginning at 15th level, you can attack three times instead of once, whenever you take the Attack action on your turn.
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Valentin Prost (Order #35367143)
Core Rules
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Valentin Prost (Order #35367143)
Core Rules —
Using Ability Scores S
ix abilities provide a quick description of every creature's physical and mental characteristics:
STR
DEX
CON
Strength
Dexterity
Constitution
Measuring physical power
Measuring agility
Measuring endurance
INT
WIS
CHA
Intelligence
Wisdom
Charisma
Measuring reasoning and memory
Measuring perception and insight
Measuring force of personality
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Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature's assets as well as weaknesses. The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The basic rule behind these rolls is simple: you roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number, determined by the GM.
Valentin Prost (Order #35367143)
Core Rules —
Ability Scores and Modifiers E
ach of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters can have scores as high as 30. Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
Ability Scores and Modifiers
Score
Modifier
Score
Modifier
1
-5
16-17
+3
2-3
-4
18-19
+4
4-5
-3
20-21
+5
6-7
-2
22-23
+6
8-9
-1
24-25
+7
10-11
+0
26-27
+8
12-13
+1
28-29
+9
14-15
+2
30
+10
To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.
Valentin Prost (Order #35367143)
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Core Rules —
Advantage & Disadvantage S
ometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favourable situations grant advantage, for example, you still roll only one additional d20. If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, so you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
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You usually gain advantage or disadvantage using special abilities, actions, or spells. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
Proficiency Bonus C
haracters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.
Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you may nevertheless add the bonus only once when you make the save. Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the thief 's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once. By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is zero; multiplying zero by any number is still zero. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks. In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
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Core Rules —
Ability Checks A
n ability check tests a character's or monster's innate talent and training in order to overcome a challenge. The GM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the GM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Task Difficulty Classes table shows the most common DCs.
Task Difficulty Classes
Very Easy
5
Easy
10
Medium
15
Hard
20
Very Hard
25
Nearly Impossible
30
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.
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Core Rules —
Contests S
ometimes one character's or monster's efforts are directly opposed to another's. This can occur when both are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal—for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but
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instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding. If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.
Core Rules —
Skills
E
ach ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block).
For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill— Acrobatics, Sleight of Hand, and Stealth, respectively—so a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding. The skills related to each ability score are shown in the following list (no skills are related to Constitution). See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability.
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STR
DEX
INT
WIS
CHA
Strength
Dexterity
Intelligence
Wisdom
Charisma
Athletics
Acrobatics Sleight of Hand Stealth
Arcana History Investigation Nature Religion
Animal Handling Insight Medicine Perception Survival
Deception Intimidation Performance Persuasion
Sometimes, the GM might ask for an ability check using a specific skill—for example, "Make a Wisdom (Perception) check." At other times, a player might ask the GM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. For example, if a character attempts to climb up a dangerous cliff, the GM might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, they just makes a Strength check.
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Core Rules —
Variants: Skills with Different Abilities N
ormally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proficiency to a different check. For example, if you have to dive beneath the foetid murk of a swamp, and swim into the depths, your GM might call for a Constitution check to see if you have the stamina to make it. In this case, your GM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So, if you're proficient in Athletics, you would apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your northern warrior uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.
Passive Checks
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A
passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as repeatedly searching for secret doors, or which can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster Here's how to determine a character's total for a passive check:
10 + all modifiers that normally apply to the check — If the character has advantage on the check, add a further +5; if they have disadvantage, a further -5. — The game refers to a passive check total as a score.
For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, they have a passive Wisdom (Perception) score of 14. The rules on hiding in the Dexterity section rely on passive checks
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Core Rules —
Position I
n DARK SOULS: The Roleplaying Game, careful management of health and stamina is critical to success. Unlike traditional roleplaying games, DARK SOULS: The Roleplaying Game doesn’t use hit points to represent a character’s vitality, and instead uses Position.
Position not only represents an abstraction of health and stamina, but also enables players to affect dice rolls and to use key abilities, adding a strategic layer to any combat action. Each character’s Base Position is equal to their current level, plus their Constitution modifier, and the maximum value of the dice in their position pool. If a character’s Position is reduced to zero, the character is killed. At 1st level a character’s Base Position is equal to: Constitution modifier + Maximum value of their Origin’s Position dice + Current Level
For example, a Knight with Constitution 15 (+2) and a Brute Origin (1d10 Position) at 1st level has a base Position pool of 13 (2+10+1). 79
At every level after 1st, when they level up characters increase their Base Position as shown below: Current Base Position + Constitution Modifier If your character starts at level one, then when you level up, you increase your Base Position by simply adding your modifier. If your game is starting at a higher level, then you include your level (as seen in Origins’ ‘Position at Higher Levels’). This little boost is to reflect the lack of improved equipment you’ll have been able to equip yet. It’s not a lot but it might just help.
When the Knight reaches 2nd level, the character’s player adds their +2 Constitution modi!er to their existing base position. As a result, Base Position is increased to 15.
During combat, characters will increase their Position by rolling a number of Position dice (determined by their Origin and level) to generate additional temporary position.
Uninjured and fully rested, the knight’s current Position would be 15 (equal to their Base Position). When the knight enters combat with a hollow, the knight’s player rolls 2d10 (level x Position Dice) resulting in 11, and adds this to their current Position giving them a total of 26 Position for the coming conflict.
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Position Pool In and Out of Combat
P
osition is vital for a character in combat but also plays a key role in other dangerous situations such as stumbling into a trap, being poisoned, or falling for a height, amongst many other dangerous events in the world of DARK SOULS.
Out of combat, all damaging effects are deducted from the character’s current Position. In combat, however, things are a little different. Once the GM has announced that a combat is about to begin, and initiative has been determined, characters gain additional temporary position. Be this a surge of adrenaline, or an experienced fighter understanding the battlefield, this temporary boost is vital for survival. This additional temporary position is calculated when a character first acts in combat, and is added to the character’s current Position. Being surprised in combat, is therefore really rather dangerous. Temporary Position = Origin Position dice x Level Once the combat has ended, a character’s Position reverts to either their Base Position value, or stays at the current Position value, whichever is lowest. The healing powers of the Estus Flask, and some magic items or spells can restore position, as can taking a Long rest at a bonfire.
If the Knight suffers 3 points of damage in the fight with the hollow, after the fight ends, their Position (currently 26) reverts back to 15 (equal to their Base Position).
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Alternatively, if the knight had fared worse and suffered 13 damage from the hollow’s bombs, after the fight ends, their Position would remain at 13 until healed or rested.
Using Position
P
osition can be expended to represent that little extra effort. Do you want to burn your enemies with a Great Chaos Fireball? Or did you miss the vital blow that might have turned the fight in your favour? Perhaps the enemy only just manage to survive when a little more damage might have killed them? This is where strategic use of Position is critical to your character’s survival.
Some abilities, or spells, can only be triggered using Position by spending the specified amount from a character’s Position total. These costs are noted in the description of the spell or ability, where appropriate. Alternatively, Position can be spent to modify dice rolls, to increase damage, or to attempt difficult and impressive actions. But beware, Position may only be used once per activation so careful timing is key.
Spending Position
Some restrictions: You can only ever spend Position on yourself. You may only spend Position once per turn. You cannot trigger critical effects by spending Position.
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Common Uses • Increase the result of a dice roll by +1 per Position. There is no limit on how much Position you can spend on an attack roll, so, you could roll a 1 and, if you had sufficient Position, hit a creature with an AC 20 but in doing, leave yourself much more vulnerable to your enemy’s attacks. • Increase your melee or ranged attack damage roll by 5 points, as a minimum. You can increase damage by however much you wish, but you must always spend a minimum of 5 Position to do so, unless using a weapon’s special ability. • Increase your movement. Gain +5 feet of movement per Position spent. Maximum movement that may be gained in this way is equal to your Base Speed value. This is not an exhaustive list. If a player thinks of a particularly interesting or ingenious use of Position, then the GM should feel free to dictate a cost and allow the Unkindled to perform the action described by the player. In summary, Position represents a combination of health and stamina but instead of being a pool that decreases only when a player character takes damage, in DARK SOULS: The Roleplaying Game¸ you can spend Position to trigger abilities, cast spells, modify your dice rolls, and even increase your damage. BUT Be careful! Don’t ever forget that Position still counts as a representation of your health. Once it hits zero, you die! Spending Position can grant you impressive advantages in combat, often turning the tide in your favour, but doing so will make dying that much quicker and easier. Use it cautiously…
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Core Rules —
Helping A Companion S
ometimes two or more characters team up to attempt a task. The character leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action.
A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires specialised knowledge, and practice. If a character doesn't possess proficiency in Sleight-of-Hand or another appropriate skill, they can't assist with that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.
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Group Checks W
hen several individuals are trying to accomplish something as a group, the GM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't. To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the reaching tendrils of deadly plants, and other natural hazards of the environment. If at least half the group succeeds, the successful characters can guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
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Using Each Ability 84
Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.
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Abilities —
Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
Strength Checks
A
Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.
Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. • You try to jump an unusually long distance or pull off a stunt midjump. • You struggle to swim or stay afloat in treacherous currents, stormtossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks. The GM might also call for a Strength check when you try to accomplish tasks like the following: • • • • • •
Forcing open a stuck, locked, or barred door Breaking free of the shackles attached to your legs by asylum guards Pushing through a too-small tunnel Hanging on to a dragon's tail, as it seeks to throw you loose Tipping over a statue Keeping a boulder from crashing into your comrades
Attack Rolls and Damage
Y
ou add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battle axe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.
Lifting and Carrying
Y
our Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.
Carrying Capacity: your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. Note, this refers to what you can actively pick up and carry - as you might lift a huge tottering pile of books. The amount of equipment you can carry is dealt with in the Equipment section, starting on page 149.
Weapon and Armour Selection: most weapons and armour you’ll encounter as you journey through Lothric possess a minimum strength value. This is the lowest your strength can be to effectively wield or wear them. Push, Drag, or Lift: you can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Size and Strength: Larger creatures can bear more weight, whereas smaller creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.
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Abilities —
Dexterity Dexterity measures agility, reflexes, and balance.
Dexterity Checks
A
Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
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Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket. Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. Other Dexterity Checks. The GM might call for a Dexterity check when you try to accomplish tasks like the following: • • • • • • • •
Control a heavily laden cart on a steep descent Steer a chariot around a tight turn Pick a lock Disable a trap Securely tie up a prisoner Wriggle free of bonds Play a stringed instrument Craft a small or detailed object
Attack Rolls and Damage
Y
ou add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.
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Armour Class
D
epending on the armour you wear, you might add some or all of your Dexterity modifier to your Armour Class.
Hiding The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered, or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it still must stay quiet or be detected, if not “seen”. In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach Passive Perception. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, they have a passive Wisdom (Perception) of 14. What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured (see "Adventuring", page 92).
Abilities —
Constitution
Intelligence
Constitution measures health, stamina, and vital force.
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Constitution Checks
Intelligence Checks
C
onstitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.
The GM might call for a Constitution check when you try to accomplish tasks like the following • • • • •
Holding your breath Marching or labouring for hours without rest Going without sleep Plunging your arm into a raging fire Withstanding the noxious fug of a swamp
Position Your Constitution modifier contributes to your total Position pool, calculated prior to a combat encounter, and to your base Position. If your Constitution modifier changes, your base Position maximum changes as well, as though you’d had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your base Position maximum as though the modifier had always been +2—so you add 3 Position for your first three levels, and for 4th level using your new modifier. Equally, if you're 7th level and some effect lowers your Constitution score enough to reduce your Constitution modifier by -1, your base Position maximum is reduced by seven.
A
n Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.
Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about spells, and magical traditions. History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weak point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and the inhabitants of graveyards, swamps, and catacombs. Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following: • Communicate with a creature without using words • Estimate the value of a precious item • Pull together a disguise to pass as a Hollow, in a city filled with the shambling dead. • Forge a document • Recall lore about the Nameless King, or Yhorm the Giant • Win a game of skill
Spellcasting Ability
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orcerers use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
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Abilities —
Wisdom
Charisma
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
Wisdom Checks
A
A
Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky manoeuvre.
Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.
Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. 88
Charisma Checks
Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, for instance whether a demon is about to leap down from nowhere to prevent you escaping an asylum. Survival. The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following: • Getting a gut feeling about what course of action to follow • Discerning whether a seemingly dead or living creature is undead
Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.
Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing a lost knight to put down his sword and talk if he wants to remain in one piece, or making a smug snake reveal what it knows of your past at the edge of an axe. Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a crowd of Corvians to let their prisoner go, uneaten. Other Charisma Checks. The GM might call for a Charisma check when you try to accomplish tasks like the following: • Finding the best person to talk to for news, rumours, and gossip • Blending into a crowd to get the sense of key topics of conversation
Spellcasting Ability
C
lerics and Heralds use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
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Spellcasting Ability
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yromancers use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Core Rules —
Saving Throws A
saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM. Each origin gives proficiency in at least two saving throws. The sorcerer, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus. The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
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Souls, Experience, and Levelling Up L
evelling up your player characters is a key part of the DARK SOULS: The Roleplaying Game. The more of the world of Lothric the Unkindled experience, the more powerful and skilful they become. Survival isn’t easy, of course, but for those who manage to fight their way through the ranks of demons and undead, there must be some reward.
This reward comes in the form of souls, which can be used for buying equipment and items, and levelling up. A player can only spend souls on levelling up their own character; souls cannot be spent on another character.
Collecting Souls
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ouls are automatically collected by killing enemies. When the enemy is killed, each character gains an equal share of the souls gained by killing the enemy. You can also find souls by exploring your environment, left behind by those who once crossed the land in the aeons before you. The value of these souls is listed in Chapter Four: Equipment (see page 235). If you die, however, you lose all your collected souls. You do not lose any souls you’ve already spent, or anything you’ve bought with those souls.
Spending Souls
W
hen spending souls, a player removes the corresponding number of souls from their collected souls total, and adds them to their spent souls total.
Souls can be spent to purchase items, and spells, when visiting merchants, and some non-player characters. Characters also use souls to level up, by spending them at a bonfire. Characters can only level up at a bonfire, and can’t spend souls to increase their level anywhere else. The number of levels a character increases corresponds to the number of souls spent, shown on the table opposite. A character can spend souls at a bonfire without levelling up by simply removing any number of souls from their collected souls total, and adding them to their banked souls total. Characters can’t move souls from their banked souls total to their collected souls total, and souls spent on anything except levelling up do not count towards banked souls. A character can bank souls without levelling up. That is, a character may decide to spend a 1000 souls, to move them from collected souls to banked souls, even if this isn’t enough to allow them to level up. As noted above, when a player character has banked souls in this way, they cannot be lost.
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Levelling Up
W
hen a character gains a level, their class often grants additional features, as detailed in the class description. Sometimes a character’s proficiency bonus increases, or they can increase their ability scores. An ability score can’t increase above 20.
A character must already have spent souls equivalent to the cumulative total of the previous levels before being able to access the next level. That is, a character cannot simply pay 900 souls and skip to level 3. They must pay 1200 souls, covering the cost of levelling up to level 2, and to level 3. The following table summarizes the number of souls required to advance from 1st to 20th level. Consult the information in your character's class description to see what other improvements you gain at each level.
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Souls
Level
Souls
level
0
1
85,000
11
300
2
100,000
12
900
3
120,000
13
2,700
4
140,000
14
6,500
5
165,000
15
14,000
6
195,000
16
23,000
7
225,000
17
34,000
8
265,000
18
48,000
9
305,000
19
64,000
10
355,000
20
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Core Rules —
Adventuring Time
I
n situations where it’s important to keep track of the passage of time, the GM determines how long a task requires. The GM might use a different timescale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.
In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those 15 miles in just under four hours' time. 92
For long journeys, a scale of days works best. Following the road from one area to another, the adventurers spend four uneventful days before a brutal attack by wraiths interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a six-second span of time.
Movement
S
wimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures.
The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through darkness, through the land smeared in darkness until you finally reach the Cathedral of the Deep, at long last”. Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
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Speed
E
very character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement amidst a life-threatening situation. In DARK SOULS: The Roleplaying Game, every character has a 30 feet speed. The following rules determine how far a character or monster can move in a minute, an hour, or a day.
Mounts and Vehicles
Travel Pace
W
hile traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time, and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully. Forced March
T
he Travel Pace table assumes that characters travel for eight hours in day. They can push on beyond that limit, at the risk of exhaustion.
F
or short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8—10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.
Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
For each additional hour of travel beyond eight hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past eight hours. On a failed saving throw, a character suffers one level of exhaustion (see "Conditions", page 100).
Certain special mounts may allow you to travel at a faster pace still.
Difficult Terrain
Fast Pace
T
he travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.
You move at half speed in difficult terrain—moving 1 feet in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.
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Travel Pace - Distance Travelled Minute
400 feet
Hour
4 miles
Day
30 miles
-5 penalty to passive Wisdom (Perception) scores Normal Pace 300 feet
3 miles
24 miles
Slow Pace 200 feet
2 miles Able to use stealth
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18 miles
Core Rules —
Special Types of Movement M
ovement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.
Climbing, Swimming, and Crawling
W
hile climbing or swimming, each foot of movement costs +1 feet (+2 feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's discretion, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
Jumping
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Your Strength determines how far you can jump. Long Jump. When you make a long jump, you cover up to your Strength score in feet if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs 1 feet of movement. This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's discretion, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it. When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. High Jump. When you make a high jump, you leap into the air 3 feet + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can. You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump + 1/2 times your height.
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Core Rules —
Environment B
y its nature, your quest, indeed some might claim your very existence, requires you to venture into the darkest, deadliest of places where ancient sins poison the stone itself. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.
Falling
Suffocating
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
Vision and Light Noticing danger, finding hidden objects, hitting an enemy in combat and targeting a spell all rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 Position, it is dead. For example, a creature with a Constitution of 14 can hold its breath for three minutes. If it starts suffocating, it has two rounds to reach air before it drops to 0 Position and dies.
Blindsight
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A creature with blindsight can perceive its surroundings without relying on vision within a specific range. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such dragons, have this sense.
A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see "Conditions", page 100) when trying to see something in that area.
Truesight
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
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Within a specified range, a creature with truesight can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them and perceives the original form of a Mimic or a creature transformed by magic.
Darkvision Many creatures, especially those that dwell underground, possess darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned.
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Core Rules —
Objects A
character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that their character is doing something, such as moving a lever, and the GM describes what, if anything, happens.
For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. The GM sets the DC for any such check based on the difficulty of the task.
Breaking Objects
C 96
haracters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The GM determines an object's Armour Class and hit points and might decide that certain objects have resistance or immunity to certain kinds of attacks (it's hard to cut a rope with a club, for example). Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks.
A character can also attempt a Strength check to break an object. The GM sets the DC for any such check. When characters need to saw through ropes, shatter a window, or construct a trap to finish off the lumbering giant pursuing them, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a knight cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.
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Statistics for Objects
W
hen time is a factor, you can assign an Armour Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage. Object Armour Class Substance
AC
Cloth, paper, rope
11
Crystal, glass, ice
13
Wood, bone
15
Stone
17
Iron, steel
19
Object Hit Points Substance
Fragile
Resilient
Tiny (bottle, lock)
2 (1d4)
5 (2d4)
Small (chest, lute)
3 (1d6)
10 (3d6)
Medium (barrel, chandelier)
4 (1d8)
18 (4d8)
Large (cart, 10-feet-by-10-feet window)
5 (1d10)
27 (5d10)
Armour Class
A
n object's Armour Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armour Class table provides suggested AC values for various substances.
Huge and Gargantuan Objects
N
ormal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.
Objects and Damage Types
O
bjects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment. 97
Damage Threshold
B
ig objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points.
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Hit Points
A
n object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for both fragile and resilient objects that are Large or smaller.
Core Rules —
Resting, Death and Respawning R
esting, either Short or Long, is a key element of adventuring. It allows a player character to restore Position, recover abilities, and ready themselves for the next stage of their quest. The experience of adventuring in the kingdom of Lothric is brutal, sapping the strength of even the most determined of explorers. Survival requires regular rests.
Short Rest
A
Short rest is a period of downtime, at least one hour long, during which a character does nothing more strenuous than eating, drinking, reading and tending to wounds. At the end of a Short rest, a character restores Position equal to half their Base Position. They also refresh any features requiring a Short rest in order for them to be used again.
Long Rest and Bonfires
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A
Long rest is a period of 8 hours or more, spent at a bonfire. Player characters can only ever Long rest at a bonfire. Bonfires are spread throughout the world (for more information on when and where to include bonfires in your game, see page 261). A bonfire is a remnant of the flame, and a place where the unkindled are reborn, again and again, if they are killed.
Whenever player characters wish to Long rest they must find a bonfire. The Unkindled can only restore Long rest abilities and gain the other benefits of a Long rest, at a bonfire. If they are unable to locate a bonfire, they may only Short rest. At the end of a Long rest, an Unkindled is restored to full Base Position. While at a bonfire, a player character cannot be attacked, and, while resting, they do not need to roll for random encounters. The flame keeps all the many threats of the world at bay.
Character Deaths and Bonfires
W
hen a player character is reduced to 0 Position, they are dead. In the world of DARK SOULS: The Roleplaying Game however, this is not the end. Instead, the player character will reawaken, sometime later, at the site of the last bonfire they visited. When a player character dies, they lose all their collected souls, but, when they awaken, are restored to full Base Position, and all their abilities are once again ready to use. Determining the nearest bonfire is based on the area the player characters are currently exploring. If player characters have not visited or rested at a bonfire, it can still be used as the closest bonfire for purposes of awakening after being killed. If more than half of a party of player characters are killed, they have failed. Instead, the player character will reawaken, sometime later, at the nearest bonfire to where they died.
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Respawning
A
s noted previously, when a character dies, they respawn at the nearest bonfire. They lose all collected souls, but are otherwise returned to full Position, and all their abilities are ready to use once again.
When a player character respawns is up to them, though they cannot rejoin the battle that killed them if it continues. If a player character wishes to rejoin a battle after dying and respawning, the creature they are engaged with regains all Position, though the character and their allies do not.
They may, however, explore separately from their main party until the fight is completed, or alternatively, simply wait at the bonfire. Whenever a player character is killed and respawn, a part of them dies or is lost. Memories of their past selves fade, to be replaced only be emptiness. The unkindled do not die, but they do diminish. When a player character respawns, they must succeed on a DC 18 Wisdom save or should they fail, they must roll on the Hollowing Effect table.
D20 Results
Hollowing Effect
D20 Results
Hollowing Effect
1
Empty. There is nothing left of you to be consumed. You, whatever that means, is gone now. You are a mindless thing. You must create a new character.
11
Dismal. Any joy or laughter you used to retain is entirely gone. Reduce your starting Charisma Score by -1.
2
Flesh Withers. Your skin tightens on your bones, mummifying even as you watch. Lose 2 from your Charisma Score.
12
Atrophy. Your muscles are starting to fail you, weakening. Reduce your starting Strength Score by -1.
3
Darkness Falls. What is left of you? Almost nothing now. Reduce one Attribute by 2.
13
It’s Getting Dark. The world is darker than it was. Reduce your passive Perception total by -1.
4
Death’s Blessing. You have returned tougher, hardier. Add an extra +1d6 to your starting Base Position.
14
Indifference. Death does not care about you; why should it? You are merely one more thing cursed to resist your natural end. No changes occur.
5
Toughening Bone. Your bones have hardened, and they protrude through the skin strangely, granting you +1 AC.
15
Murmur. You have returned but something has lodged in your mind from beyond. A voice is in your head now, whispering strange thoughts.
6
Immune. Death has cleansed you of some of the frailties of human life. You are immune to Poison and to the Poisoned effect.
16
Fortune. You have the eerie sense that you have already lived this life in some way. You gain one point of inspiration, which you may use at any point, on any single test.
17
Morbidity. Your focus is increasingly on your failing mind, the loss of your senses, the gradual erosion of self. Reduce any skill of your choice by -1.
18
Humanity’s Absence. You have become cold, callous, unmoved by human suffering. Reduce your Wisdom Score by -1.
19
Dulled Senses. You are slower to react to threats as they present themselves. Reduce your Initiative by -1.
20
Miracle of the Grave. Perhaps you are less than you once were, but this time, upon returning to life, you feel alive. Gain +2 to any single attribute.
7 8 9 10
Death’s Kin. You are a member of the dead, you carry the burden of the grave with you and it scares those who look upon you. Gain +1 whenever making any Charisma (Intimidation) checks. At Last. You thought this death would be your final demise. You braced yourself for this conclusion to your being, but instead you found yourself returned. You make your next skill check or combat roll at disadvantage. Absent Minded. Your mind wanders, no longer able to focus on the things that you took joy in. Reduce your starting Intelligence Score by -1. Forgotten. Some memory, some fragile recollection of your past or current life has gone. Between you and the GM, decide what this memory is and what effect its loss has on you.
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Core Rules —
Conditions C
onditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.
A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't. The following definitions specify what happens to a creature while it is subjected to a condition.
Blinded • A blinded creature can't see and automatically fails any ability check that requires sight.
Exhausted Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. Level
Effect
1
Disadvantage on ability checks
2
Speed halved
3
Disadvantage on attack rolls and saving throws
4
Hit point maximum halved
5 6
Speed reduced to 0 Death
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
Burning
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below level 1.
100
• A burning creature suffers 9 (2d8) fire damage at the start of its turn. Any effect that would deal fire damage to the creature has advantage and rerolls damage results of 1s, it must use the new result even if it is a 1. • A creature can end this condition by spending its action to douse the flames. Another creature within 5ft can also spend its action to douse the flames as an action.
Charmed • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
Finishing a Long rest reduces a creature's exhaustion level by 1. A creature that dies and awakens by a bonfire loses all level of exhaustion.
Frightened • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. • The creature can't willingly move closer to the source of its fear.
• The charmer has advantage on any ability check to interact socially with the creature.
Grappled
Deafened
• A grappled creature's speed becomes zero, and it can't benefit from any bonus to its speed.
• A deafened creature can't hear and automatically fails any ability check that requires hearing.
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• The condition ends if the grappler is incapacitated (see the condition). • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by a spell.
Incapacitated • An incapacitated creature can't take actions or reactions.
Invisible • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Prone • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. • The creature has disadvantage on attack rolls. • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Restrained • A restrained creature's speed becomes zero, and it can't benefit from any bonus to its speed.
Paralyzed
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. • The creature has disadvantage on Dexterity saving throws.
• A paralysed creature is incapacitated (see the condition) and can't move or speak. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage. • Any attack that hits the creature is a Critical hit if the attacker is within 5 feet of the creature.
Petrified
Stunned • A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage.
• A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by x10, and it ceases aging.
Surprised
• The creature is incapacitated (see above), can't move or speak, and is unaware of its surroundings.
• A surprised creature can’t move or take an action on their first turn of combat
• Attack rolls against the creature have advantage.
• The creature can’t take a reaction on the first turn of combat.
• The creature automatically fails Strength and Dexterity saving throws. • The creature has resistance to all damage. • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Unconscious • An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings • The creature drops whatever it's holding and falls prone.
Poisoned • A poisoned creature has disadvantage on attack rolls and ability checks
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• The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage. • Any attack that hits the creature is a Critical hit if the attacker is within 5 feet of the creature.
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Core Rules —
Poison I
nsidious and deadly, poisons are a favourite tool among assassins, and the Ghru. Poison comes in the following four types. Some creatures’ attacks deal poison, while player characters can gain access to poison by buying it or finding it (see page 262). Poisons come in the following four types.
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Contact.
Ingested.
Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled.
Injury.
These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects all creatures within 5 feet to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
Core Rules —
Madness T
he world suffers under an endless curse. The sun is bloated, its red light scarcely illuminating the decaying citadels, cathedrals and cities that once teemed with life. Now, those same places are infested with mindless corpses, with demons, with deformed creatures of dark magic. This inevitably takes a toll on the mind, driving those who have seen too much, or lived too long in such cursed places, beyond sanity.
Going Mad In DARK SOULS: The Roleplaying Game there are several situations in which a character might be struck by temporary madness, succumbing to delusions or having their mental equilibrium unsettled. The GM can call for such a check after any situation they feel appropriate. A list of such circumstances might include: 103
Seeing your comrade come back from the dead beside a bonfire
Encountering the hollow version of an old friend or lover
Gazing into the abyss or the true darkness lurking beneath the Cathedral of the Deep
Dying, and being brought back from the beyond once more
Encountering a creature of ancient legend, or terrifying power (Alrich, Devourer of Gods, perhaps)
Whenever the GM deems an event might trigger a period of madness, a character must make a Wisdom saving throw with a DC equal to 10 + number of previous episodes of madness. So, the first time a character makes such a saving throw, their DC is 10. Should they fail that saving throw, the next time they make one the DC is 11. When a player character fails, they roll on the Short-term Madness table. Every third time a character fails and succumbs to madness, they must roll on the Indefinite Madness table that cannot be cured or removed.
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Madness Effects
M
adness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
A character afflicted with short-term madness is subjected to an effect from the short-term Madness table for 1d20+10 minutes.
Short-Term Madness
Effect
d100
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01 - 20
The character retreats into their mind and becomes paralysed. The effect ends if the character takes any damage.
21 - 30
The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31 - 40
The character becomes frightened and must use their action and movement each round to flee from the source of their fear.
41 - 50
The character begins babbling and is incapable of normal speech or spellcasting.
51 -60
The character must use their action each round to attack the nearest creature.
61 - 70
The character experiences vivid hallucinations and has disadvantage on ability checks.
71 - 75
The character does whatever anyone tells them to do that isn't obviously self-destructive.
76 - 80
The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81 - 90
The character is stunned.
91-100
The character falls unconscious.
Indefinite Madness
d100
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Effect (lasts 1d10 × 10 hours)
01 - 10
The character develops an obsessive fear of one kind of monster of their choice. They have disadvantage on all attacks made against that kind of monster.
11 - 20
The character experiences vivid hallucinations and permanently suffers -1 Wisdom.
21 - 30
The character suffers extreme paranoia and permanently suffers -1 Charisma.
31 - 40
The character regards something (usually the source of madness) with intense revulsion, barely able to look upon it without retching.
41 - 45
The character experiences a powerful delusion. At the start of any encounter, the character must succeed on a DC 12 Wisdom saving throw or be paralysed for the first round of the encounter as the delusion seizes them anew. They may act normally after this.
46 - 55
The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks and saving throws while more than 30 feet from it.
56 - 65
The character is blinded (25%) or deafened (75%).
66 - 75
The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks and saving throws using Strength or Dexterity.
76 - 85
The character suffers from partial amnesia. The character knows who they are but fails to recognize other people or remember anything that happened before the madness took effect.
86 - 90
Whenever the character takes damage, they must succeed on a DC 15 Wisdom saving throw or be affected as though they failed a saving throw against the confusion spell. The confusion effect lasts for one minute
91 - 95
The character loses the ability to speak.
96 - 100
The character falls unconscious. No amount of jostling or damage can wake the character After two hours in this state, they die and awake at the nearest bonfire.
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Core Rules —
Traps T
raps can be found almost anywhere. One wrong step in the Great Archive might trigger a series of scything blades, which cleave through armour and bone. The seemingly-innocuous plant life sprouting through the choked surface of a swamp might grab and slice at anyone who pushes through them. The world of Lothric, and of DARK SOULS, is filled with deadly dangers at every step.
A trap can be either mechanical or magical in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or spell traps. Magical device traps initiate spell effects when activated, hurling magical fireballs at an unsuspecting victim, for example.
Traps in Play
Triggering a Trap
W
hen adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.
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M
ost traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, or using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object.
Detecting and Disabling a Trap
U
sually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone concealing a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.
A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If one of the unkindled detects a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage. Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override
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clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt. You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required. Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open from a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield. Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters placing traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.
Trap Effects
T
he effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered.
The attack bonus of a trap, the saving throw DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels.
Trap Save DCs and Attack Bonuses Trap Danger
Save DC
Attack Bonus
Setback
10 - 11
+3 to +5
Dangerous
12-15
+6 to +8
Deadly
16 - 20
+9 to +12
Damage Severity by Level
107
Character Level
Setback
Dangerous
Deadly
1st - 4th
1d10
4d10
4d10
5th - 10th
2d10
10d10
10d10
11th - 16th
2d10
10d10
18d10
17th - 20th
4d10
18d10
24d10
Complex Traps
C
omplex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.
When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways. For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.
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Sample Traps The magical and mechanical traps presented here vary in deadliness. Collapsing Roof - Mechanical trap This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place. The trip wire is 3” off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain. Falling Net - Mechanical trap 108
This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3” off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net destroys a 5 feet section of it, freeing any creature trapped in that section. Fire-Breathing Statue -Magic trap This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell. The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue. The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.
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Pits -Mechanical Trap Four basic pit traps are presented here. Simple Pit: a simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris. The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper). Hidden Pit: this pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm the trapped section of floor is actually the cover of a pit. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10–20 feet deep but can be deeper.
Poison Darts - Mechanical trap When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts. The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or tapestries adorning the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). If there are no targets in the area, the darts don't hit anything.
Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the arcane lock spell or similar magic.
A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.
Locking Pit: this pit trap is identical to a hidden pit trap, with one key exception—the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.
When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a rolling sphere of solid stone, 10 feet in diameter.
A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached, and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit. Spiked Pit: this pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. Poison Needle -Mechanical trap A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison. When the trap is triggered, the needle extends 3” straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for one hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
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Rolling Sphere - Mechanical trap
With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone. The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving. As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet, and if the sphere's speed drops to 0 it stops moving and is no longer a threat.
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Core Rules —
Combat The Order of Combat
A
typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about six seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.
Combat Step by Step
1
2
Determine surprise.
Establish Position & location.
The GM determines whether anyone involved in the combat encounter is surprised.
The GM decides where all the characters and monsters are located. Given the adventurers marching order or their stated place in the room or other location, the GM figures out where the adversaries are how far away and in what the characters determine their Position pool for combat.
3
4
Determine Initiative.
Take turns.
Each character establishes whether they are a 'Fast' character, and acts before the enemy creatures, or a 'Slow' character, and acts after them.By rolling their initiative and comparing it to the DC of the creature(s) they are fighting.
Each participant in the battle takes a turn, with players determining which order their characters act, on either side of the creature’s actions.
5 Begin the next round. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.
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Surprise
Your Turn
A
O
The GM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the GM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.
The most common actions you can take are described in the "Actions in Combat" (page 117) section later in this chapter. Many class features and other abilities provide additional options for your action.
hollow lies slumped, staring at the wall, unaware of your approach. A demon lurks above, about to leap down, to prevent your escape. In these situations, one side of the battle gains surprise over the other.
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
n your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed—sometimes called your walking speed—is noted on your character sheet.
The Adventuring (page 92) and Position (page 79) section gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat".
Initiative Bonus Actions
U
sed to determine who attacks, and when, during a combat, initiative works slightly differently in DARK SOULS.
Each creature the characters might confront as an enemy, or who might fight besides them as an ally, possesses a fixed Initiative Value. This is a number between 1 and 20.
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When a player character is determining their initiative, they roll a d20 and add their initiative modifier to it. Rather than determining a fixed position in a linear order, however, this merely tells a player character whether they act before or after a creature. The rule is simple: if a character rolls equal to or above the enemy creature's initiative value, they are 'Fast' and act before the creature. If they roll under, then they are 'Slow' and act after the creature. The actual order in which each player character takes their actions, either before or after the creature, is up to the players themselves. This order is not fixed, but remains fluid and dynamic, enabling player characters to pursue different tactics and combinations. The only fixed element is whether a player character goes before or after an enemy creature. If the player characters are facing several different enemies, each with a different Initiative value, then the creatures use the initiative value of creature with the highest Challenge Rating, even if that creature’s initiative is lower than their initial value. If the player characters are facing multiple creatures, and two or more creatures have the same highest level, then the creatures act on the initiative of the creature with the highest Intelligence. If, after this, another tiebreak is required, then the decision is made by the GM.
V
arious class features, spells, and other abilities let you take an additional action on your turn called a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take. You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
Other Activity on Your Turn
Y
our turn can include a variety of flourishes that require neither your action nor your move.
You can communicate however you are able, through brief utterances and gestures, as you take your turn. You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions. The GM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
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Reactions
C
ertain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction. When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.
Using Different Speeds
I
f you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is zero or less, you can't use the new speed during the current move.
Movement
I
n combat, characters and monsters are in constant motion, often using movement to gain the upper hand.
On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up, or until you have finished moving.
Difficult Terrain
C
ombat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain. Every 1 feet moved in difficult terrain costs 1 extra feet of movement. This rule is true even if multiple things in a space count as difficult terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.
Breaking Up Your Move
Y
ou can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move the 20 feet remaining.
Being Prone
C
ombatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone (see "Conditions", page 101). You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is zero.
Moving Between Attacks
I
To move while prone, you must crawl or use magic such as teleportation. Every 1 ft moved while crawling costs 1 extra feet of movement Crawling 1 feet in difficult terrain, therefore, costs 3 feet of movement.
f you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a warrior who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.
Flying Movement
F
lying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to zero, or is otherwise deprived of the ability to move, the creature falls, unless it can hover.
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Moving Around Other Creatures
Y
ou can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you. Whether a creature is a friend or an enemy, you can't willingly end your move in its space. If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter.
Interacting with Objects Around You
H
ere are a few examples of the sorts of thing you can do in tandem with your movement and action: draw or sheathe a sword open or close a door withdraw a relic from your pack
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pick up a dropped axe remove a ring from your finger stuff some food into your mouth plant a banner in the ground fish a few coins from your belt pouch read the letter of a fallen pontiff knight throw a lever or a switch pull a torch from a sconce take a book from a shelf you can reach extinguish a small flame don a mask pull the hood of your cloak up and over your head put your ear to a door kick a small stone turn a key in a lock tap the floor with a 10 feet pole hand an item to another character
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Core Rules —
Creature Size E
ach creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.
Size Catagories Size
Space
Tiny
2-1/2 by 2-1/2 feet
Small
5 by 5 feet
Medium
5 by 5 feet
Large
10 by 10 feet
Huge
15 by 15 feet
Gargantuan
20 by 20 feet or larger
Space
A
creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium silver knight stands in a 5 feet wide doorway, other creatures can't get through unless the silver knight chooses to let them—an unlikely scenario. A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5 feet radius around another one. Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as 20 Medium creatures can surround a Gargantuan one.
Squeezing into a Smaller Space
A
creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra feet for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.
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Core Rules —
Actions in Combat W
hen you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.
When you describe an action not detailed elsewhere in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
Attack
T
he most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks.
Critical Hit
I
f the d20 roll for an attack is a 20, the attack hits regardless of an modifiers or the target's AC. This is called a Critical hit.
When you score a Critical hit, roll damage dice as normal, and add any appropriate modifiers, then multiply that number by 2.
Certain features, such as a knight’s Extra Attack feature, allow you to make more than one attack with this action. Certain weapons also allow you to spend Position to make additional attacks.
Dash
W
hen you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
Cast A Spell
S
pellcasters such as sorcerers and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, specifying how long it requires to use such magic. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of one action, so a spellcaster often uses his or her action in combat to cast such a spell.
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Disengage
I
f you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
Dodge
W
hen you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (see "Conditions") or if your speed drops to zero.
Hide
Help
Y
ou can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, if it makes the check before the start of your next turn. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
W
hen you take the Hide action, you make a Dexterity (Stealth) check to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this chapter.
Search
W
hen you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
Ready
S
ometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the hollow steps on the trapdoor, I'll pull the lever that opens it," or "If the crystal lizard stops next to me, I move away." When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
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Use an Object
Y
ou normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
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When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of one action and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect.
Making an Attack
W
hether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
1
Attack Rolls
W
hen you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armour Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.
Choose a target. Pick a target within your attack's range: a creature, an object, or a location.
2 Determine modifiers. The GM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
3 Resolve the attack. You make the attack roll. If you roll a hit, you then roll damage, unless the attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.
Modifiers to the Roll
W
hen a character makes an attack roll, the most common modifiers to the roll are an ability modifier and the character's proficiency bonus, or spending Position. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block, or they may spend their own Position pool. Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster. Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. Position. Position is both an expendable resource you can use to enhance your attacks, and utilise your most powerful abilities. Rolling a 20. Sometimes fate blesses a combatant, causing the novice to hit and the veteran to miss. If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a Critical hit (page 117). Unseen Attackers and Targets. Combatants often try to escape their foes' notice by hiding or lurking in darkness. When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location, or if you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target's location correctly. When a creature can't see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard— when you make an attack, you give away your location when the attack hits or misses.
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Core Rules —
Ranged Attacks W
hen you make a ranged attack, you fire a bow or a crossbow, hurl a hand axe, or otherwise send projectiles to strike a foe at a distance. A monster might hurl a sword or deliver a mighty blow to the ground. Many spells also involve making a ranged attack.
Range
Y
ou can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range. Some ranged attacks, such as those made with a longbow or a short bow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.
Ranged Attacks in Close Combat
A
iming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
Melee Attacks U
sed in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.
Most creatures have a 5 feet reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions. Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.
Opportunity Attacks
I
n a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach. You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.
Contests in Combat Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The GM can use these contests as models for improvising others.
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Two-Weapon Fighting
W
hen you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Grappling
W
hen you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
If either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).
Shoving a Creature
If you succeed, you subject the target to the grappled condition (see "Conditions", page 100). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
U
sing the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
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Parry
R
eadying yourself to intercept and turn aside your opponent’s blow is a vital part of surviving combat. You can use your reaction to increase your AC by +2 against one melee attack that would hit you.
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Moving a Grappled Creature When you move, you can drag or carry the grappled creature with you, but your speed is halved unless the creature is two or more sizes smaller than you.
Escaping a Grapple A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Core Rules —
Cover W
alls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
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Core Rules —
Bloodied Conditions T
aking damage changes the behaviour of those engaged in combat. As anyone who has played DARK SOULS knows, different stages of a big fight triggers different moves, different attacks, and different tactics. In DARK SOULS: The Roleplaying Game this is simulated using the bloodied rules.
The bloodied condition pertains when a player character or creature’s starting Position pool is equal to or beneath half their total, rounded down. For example, a player character with a starting Position pool of 50 becomes bloodied when they are down to 25 Position. A creature with 150 Position becomes bloodied when its pool reaches 75. The number at which a player character or creature becomes bloodied is referred to as its bloodied value. A creature or character can only become bloodied in combat. If their base Position is reduced to equal or beneath half its total outside of combat, the bloodied condition does not apply. The effect of becoming bloodied is different for each player character class, and for each creature. Some creatures become even more deadly, others weaken. Each bloodied effect is different. 124
If a player character or creature is healed, and their Position goes back above their bloodied value, the player character or creature is no longer considered bloodied. Bloodied Abilities, or bonuses, only apply when a player character or creature is bloodied. Once that player character has exceeded their bloodied value, they can no longer use a bloodied ability and a bonus no longer applies. This is the case even if a player character or creature starts a turn below their bloodied value but, before their second action, is raised above it. They cannot use a bloodied ability or bonus during their second action. At the same time, they no longer suffer from any penalties imposed by being bloodied, either.
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Core Rules —
Damage Type D
ifferent attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. The damage types follow, with examples to help a GM assign a damage type to a new effect
Acid
Lightning
The corrosive spray of a carefully designed trap, or the surge of acid unleashed by a magic-user, all deal acid damage.
The weapons wielded by the Knights of Lothric unleash the power of the storms, as do certain spells. All deal lightning damage.
Bludgeoning
Necrotic
Blunt force attacks—hammers, falling, constriction, and the like— deal bludgeoning damage.
Necrotic damage is dealt by some of those cursed to undeath.
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Cold
Piercing
The hellish touch of ice from the Boreal valley, or the weapons of the Pontiff ’s knights deal cold damage.
Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
Fire
Poison
Dragons breathe fire, and many spells conjure flames to deal fire damage.
Venomous stings and weapons touched with rot deal poison damage.
Force
Radiant
Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
Radiant damage, dealt by a cleric's spells, is capable of shifting even the perpetual gloom of Lothric for a short time.
Slashing
Thunder
Swords, axes, and monsters' claws deal slashing damage.
A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
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Damage Resistance and Vulnerability
S
ome creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.
If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it. Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by -5. The 25 damage is first reduced by -5 and then halved, so the creature takes 10 damage. Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.
Dropping to Zero Position When you drop to zero Position, you are dead. Killed. It’s over. Until you wake up at a bonfire, a little while later. 126
When a player character dies, they lose all their collected souls, but, when they awaken, are restored to full Position, and all their abilities are once again ready to use. Determining the nearest bonfire is based on the area the player characters are currently exploring. If player characters have not visited or rested at a bonfire, it can still be used as the closest bonfire for purposes of awakening after being killed. If more than half of a party of player characters are killed, they have failed. The whole party must respawn at the nearest bonfire, and all the party lose their souls. For further rules on respawning, see page 98.
Healing
U
nless it results in death, damage isn't permanent. Rest can restore a creature's Position, and magical methods such as a Heal spell or a does from an Estus Flask can remove damage in an instant. When a creature receives healing of any kind, Position regained is added to its current Position pool. A creature's Position pool can't exceed the total rolled at the start of combat, during a combat encounter, or its maximum base Position if outside of combat. As a result, any Position regained in excess of this number are lost. For example, a Cleric heals a Knight for +8 Position. If the Knight has a current Position of 14 and a base Position of 20, the Knight regains +6 Position from the Cleric, not +8.
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Core Rules —
Mounted Combat A
knight charging into battle on a warhorse enjoys the benefits of speed and mobility that a mount can provide.
A willing creature that is of at least the same size than you and that has an appropriate anatomy can serve as a mount, using the following rules.
Mounting and Dismounting
O
nce during your move, you can mount a creature that is within 5 feet of you (or dismount). Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is zero. If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet of it.
Controlling a Mount
W
hile you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.
Underwater Combat I
t is possible, when exploring the ancient ruins of Lothric, you might find yourself in a flooded dungeon room or other similarly subaquatic location, and you must fight in this challenging environment. Underwater the following rules apply.
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, short sword, spear, or trident. A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage.
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Magic & Miracles spell is a magical or miraculous effect, crafted and codified by a sorcerer or other practitioner of the arts in the long ago of the world. Magic users can utilise these spells, once they’ve learned them, to generate astonishing powers, forcing the world to obey them, altering the physical laws of reality for a few moments.
While spells and miracles are thematically different, they function in-game identically. As a result, we’ll be referring to both spells and miracles as ‘spells’ for the duration of this chapter. Spells have several uses. The first of these is as weapons and dealing damage, the second is for healing, and the third is for improving and boosting your abilities. Equipping and utilising spells is simple. Follow the rules on subsequent pages to determine whether you can equip the spell, and then use the description of the spell to determine how it interacts with the game.
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Magic & Miracles —
Spell Attunement
Acquiring Spells I
n DARK SOULS: The Roleplaying Game you gain spells through hunting them down, winning them in combat, or purchasing them from merchants. They aren’t just in a book waiting for you to learn them when you hit the right level. This is DARK SOULS, remember? Things are never that easy.
While most classes capable of using magic begin with at least one spell accessible to them, finding more necessitates some work on the part of the characters. Fighting powerful creatures to requisition their treasure is one way of finding spells. Other times, it’s simply exploring the strange and sinister locations of Lothric that’ll present you with the opportunity to discover spells. While most spells are available to purchase for souls, GMs can supply them as treasure. The GM can place spells wherever they choose, or wherever feels suitable for a quest. There is advice about placing spells for player characters to find in Chapter 5.
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E
ach magic-user class possesses a number of attunement slots. These slots tell you how many spells you can have available to you at any one time. Every spell has an attunement value. This indicates how many attunement slots it requires. If a spell has an attunement value of 3, then it takes up 3 attunement slots. In order to equip a spell, you must have the corresponding number of free attunement slots. If you do not, you cannot equip that spell. For example, if you have two attunement slots, you can utilise two spells with an value of one, or one spell with an value of two.
Equipping Spells
T
o use a spell, it must be equipped in an appropriate number of attunement slots. Equipping a spell is a simple process; determine which spells your character would like to equip, and ensure you have enough attunement slots for them.
Buying Spells
You can only equip and unequip spells during a Long rest, at a bonfire.
hen buying spells from merchants, or others prepared to exchange goods for souls, consult the following table to determine how much a spell costs. Generous GMs may choose to grant characters free acquisition of an appropriate level spell upon a character reaching said level. Others might prefer to make them work a bit harder!
It is possible to acquire a spell multiple times, and equip each instance as a separate spell. This does not reduce the number of attunement slots the spells occupy, however.
W
Spell Level
Soul Cost
Spell Level
Soul Cost
1
250
11
20000
2
500
12
23000
3
1000
13
25000
4
2000
14
28000
5
4000
15
31000
6
5000
16
35000
7
7000
17
38000
8
10000
18
41000
9
13000
19
45000
10
16000
20
50000
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Spell Level
A
longside an attunement value, a spell has a casting level. The casting level indicates the minimum player level you must be to attempt to cast the spell. Spells are powerful things; it’s not a simple matter to wield magic, or the power of a god. If, for example, you’re a 5th level Pyromancer, you can cast spells of level 5 and below. You cannot cast spells of level 6 or above.
Casts
T
he number of times a spell can be cast per Long rest is determined by the cast value. Each time a spell is used, the cast value decreases by -1. When the cast value reaches zero, it cannot be cast again until a player character has Long rested at a bonfire. When resting at a bonfire, all spells are returned to their starting cast value. Once a spell has reached zero casts, it does not stop taking up its attunement slots. It is not possible to exhaust the casts of one spell and immediately replace it with another spell.
Magic & Miracles —
Cost S
ome spells come with an additional Position cost; this is how many points of Position a character must spend in order to cast the spell, when in combat.
This represents the additional difficulty of summoning, and wielding magic as battle rages around you. In non-combat situations, you do not need to spend Position to cast a spell, though you must still reduce the number of casts the spell has remaining. For example, if a pyromancer wishes to cast fireball at the wooden door of an empty tower, blasting it open, they do not need to pay any Position to do so, as they are not in combat. There are no Hollows clawing at them, no clang of steel distracting them. If the same pyromancer tries to cast fireball amid a frenetic fight, however, they need to spend 1 Position to do so—overcoming the distractions and dangers surrounding them as they call up the flames.
Casting Time
E
ach spell has an associated casting time. Some spells can be cast immediately, others require a few turns to spring to life.
Longer Casting Times Certain spells require more time to cast. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If your concentration is broken, the spell fails, but you don't expend a cast. If you want to try casting the spell again, you must start over.
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Bonus Action
Reactions
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, if you haven't already taken a bonus action this turn. You can't cast another spell during the same turn.
Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.
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Magic & Miracles —
Range The target of a spell must be within the spell's range. For a spell like fireball, the target is a creature. For a spell like toxic mist, the target is the point in space where the ball of fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the hush spell, affect only you. These spells have a range of self. Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you. Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.
Duration
A
spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.
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Most spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant. Other spells persist over several rounds. These spells have their duration listed as part of their description.
Targets
A
typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).
Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed unless a spell says otherwise. A Clear Path to the Target To target something, you must have a clear path to it, so it can't be behind total cover. If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. Targeting Yourself If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.
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Areas of Effect
S
ome spells cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.
A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.
Cone
Cylinder
A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.
A cylinder's point of origin is the centre of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then either shoots up from the base or down from the top to a distance equal to the height of the cylinder.
A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.
A cylinder's point of origin is included in the cylinder's area of effect.
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Cube
Line
Sphere
You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.
A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.
You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.
A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.
A line's point of origin is not included in the line's area of effect, unless you decide otherwise.
Saving Throws
M
any spells specify that a target can make a saving throw to avoid some or all of a spell's effects.The spell specifies the ability that the target uses for the saving throw and what happens on a success or failure. The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.
A sphere's point of origin is included in the sphere's area of effect.
Attack Rolls
S
ome spells require the caster to make an attack roll to determine whether the spell effect hits the intended target.
Your attack bonus with a spell attack = your spellcasting ability modifier + your proficiency bonus. Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.
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Magic & Miracles —
Pyromancer Spells Fireball Cast Time Casts Duration Range Level
1 action 3 Instantaneous 120 feet 1
Effect
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1 action 3 Instantaneous 120 feet 5
The enemy creature suffers 1d6+ your spellcasting ability modifier fire damage, or half damage on a successful Dexterity saving throw against your spell DC.
Effect
1 action 3 Instantaneous 240 feet 12
2 actions 2 Instantaneous 17 240 feet
Cost 1 Position
On a successful magic attack roll, the nominated target takes 4d6 fire damage, or half damage on a successful Dexterity saving throw against your spell DC. All creatures within 5 feet must make a Dexterity saving throw, taking 2d6 fire damage if unsuccessful. On a successful saving throw, they only suffer half damage.
Effect
Attunement Slots 2
Cost
2 Position
You hurl a much larger fireball at a single target or area of the combat environment. On a successful magic attack roll, the nominated target takes 12d6 fire damage, or half damage on a successful Dexterity saving throw against your spell DC. All creatures within 5 feet must make a Dexterity saving throw, taking 6d6 fire damage if unsuccessful. On a successful saving throw, they only suffer half damage.
Great Chaos Fireball Cast Time Casts Duration Level Range
Attunement Slots 1
When you throw this magical fire orb, you may nominate a single target or area of the combat environment.
Great Fireball Cast Time Casts Duration Range Level
Cost 1 Position
You create a small ball of flame and hurl it at a chosen target creature within range.
Fire Orb Cast Time Casts Duration Range Level
Attunement Slots 1
Effect
Attunement Slots 2
Cost 3 Position
You select a creature or point within range that you can see. On a successful spell attack roll, the original target and all creatures within 5feet of the target must make a dexterity saving throw, with the original target suffering 18d6 fire damage and all other creatures suffering 8d6 fire damage on a failure, or half as much on a success. For 1d6+2 rounds a pool of lava with a radius of 30 feet appears centred on the original target. A creature that enters the lava for the first time or starts its turn in the lava suffers 3d6 fire damage and the burning condition. After the number of rounds rolled the lava vanishes.
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Firestorm Cast Time Casts Duration Range Level
1 action 3 1 turn 30 feet 5
Effect
Attunement Slots 1
Cost 1 Position
The caster nominates three points within 30 feet of their position. From those points, three cylindrical columns of fire erupt from the ground. Each has a diameter of 5 feet, and any creature within the cylinder of fire when it erupts suffers 5d6 fire damage, or half damage on a successful Dexterity saving throw against your spell DC. The columns remain in place until the start of your next turn. Moving through a space occupied by a column of fire deals 2d6 fire damage. Position can be spent to increase the length of time a column remains in place after casting, at the cost of 2 Position per additional turn. You must spend this additional Position when casting the spell.
Fire Tempest Cast Time Casts Duration Range Level
1 action 2 1 turn 80 feet 10
Effect
Attunement Slots 2
Cost 2 Position
The caster nominates three points within 80 feet of their position. From those points, three cylindrical columns of fire erupt from the ground. Each has a diameter of 15 feet, and any creature within the cylinder of fire when it erupts suffers 10d6 fire damage, or half damage on a successful Dexterity saving throw against your spell DC. The columns remain in place for 1 turn after the spell has been cast. Moving through a space occupied by a column of fire deals 4d6 fire damage. Position can be spent to increase the length of time a column remains in place after casting, at the cost of 2 Position per additional turn. You must spend this additional Position when casting the spell. 135
Chaos Storm Cast Time Casts Duration Range Level
2 actions 1 1 round 80 feet 15
Effect
Attunement Slots 2
Cost 2 Position
The caster nominates three points within 80 feet of their position. From those points, three cylindrical columns of fire erupt from the ground. Each has a diameter of 15 feet, and any creature within the cylinder of fire when it erupts suffers 12d6 fire damage, or half damage on a successful Dexterity saving throw against your spell DC. The columns remain in place until the start of your next turn. Moving through a space occupied by a column of fire deals 5d6 fire damage. Each column leaves behind it a pool of lava. Each pool covers a circle with a radius of 10 feet, with the nominated target as its centre. The lava remains in place for 1d3+1 rounds. Any creature coming into contact with it immediately suffers 5d6 fire damage, or half damage on a successful Dexterity saving throw against your spell DC, and suffers the burning condition. After the number of rounds has elapsed, the lava vanishes.
Combustion Cast Time Casts Duration Range Level
Valentin Prost (Order #35367143)
1 action 8 1 turn Self 1
Effect
Attunement Slots 1
Cost
-
The hand bearing your pyromancy glove erupts into flame lasting for 1 turn. It can be used to make a melee attack, which if successful deals 3d6 fire damage, or half damage on a successful Dexterity saving throw against your spell DC. You may increase the damage of this spell by spending 3 Position per extra d6 of damage dealt. For example, you may spend 6 Position to increase this from a spell dealing 3d6 fire damage to a spell dealing 5d6 fire damage to a maximum of 5 Position.
Great Combustion Cast Time Casts Duration Range Level
1 action 10 3 turns Self 5
Effect
Attunement Slots 1
Cost 1 Position
The hand bearing your pyromancy glove erupts into searing white flame. The flame lasts for 3 turns. It can be used to make a melee attack, which if successful deals 8d6 fire damage, or half damage on a successful Dexterity saving throw against your spell DC. In addition, any creatures adjacent to your target must succeed on a Dexterity saving throw or suffer 2d6 fire damage as they are scorched by the intense heat. You may increase the duration of this spell by spending 2 Position per additional turn and/or you may also increase its damage at the cost of 3 Position per additional d6, to a maximum of 12 Position total. For example, you may spend 10 Position to increase this from a spell lasting three turns, dealing 8d6 damage to the target and 2d6 to anything adjacent to them, to a spell lasting five turns, dealing 10d6 damage to the target and 4d6 to anything adjacent to them.
Fire Surge Cast Time Casts Duration Range Level
1 action Effect 12 Instantaneous Self (15 feet cone) 2
Cast Time Casts Duration Range Level
1 action Effect 10 Instantaneous Self (25 feet line) 4
1 action Effect 3 1 turn Self (40 feet line) 7
Valentin Prost (Order #35367143)
1 action Effect 8 1 turn Self (15 feet cone) 2
Attunement Slots 1
Cost 1 Position
A blazing whip lashes out from your hand, slicing at the foe. You may make a melee attack against any number of creatures in a straight line measuring 25 feet from yourself. All creatures struck by the attack suffer 3d6 fire damage, or half damage on a successful Dexterity saving throw against your spell DC.
Attunement Slots 1
Cost 1 Position
A whip of dark fire lashes out from your hand, slicing at the foe. You may make a melee attack against any number of creatures in a straight line measuring 40 feet from yourself . All creatures struck by the attack suffer 4d6 fire damage, and the burning condition, unless they succeed on a Dexterity saving throw, in which case they suffer half damage. You may increase the range of this attack by spending 1 Position per additional 10 feet range.
Poison Mist Cast Time Casts Duration Range Level
-
Each creature in a 15 feet cone must make a Dexterity saving throw, taking 3d6 fire damage on a failed saving throw, or half damage on a successful one.
Chaos Fire Whip Cast Time Casts Duration Range Level
Cost
A thin sheet of flames shoots forth from your outstretched fingertips.
Fire Whip
136
Attunement Slots 1
Attunement Slots 1
Cost
-
You exhale a corrosive, poisonous mist that sears the flesh of those in its path. It forms a 15 feet cone. Any creature in the path of the mist suffers 3d6 poison damage and must succeed on a Constitution saving throw or be afflicted with the poisoned condition.
Toxic Mist Cast Time Casts Duration Range Level
1 action Effect 8 1d3 turns Self (20 feet cone) 3
1 action Effect 5 1d3+1 turns Self (10 feet cone) 2
It forms a 20 feet cone. Any creature in the path of the mist suffers 3d6 poison damage and must succeed on a Constitution saving throw or be afflicted with the poisoned condition. The 20 feet cone of mist then remains in place for 1d3 turns. Any creature passing through the mist suffers 1d6 poison damage.
1 action 10 Instantaneous Self 5
Effect
1 action 3 Self 7
On a successful saving throw, they suffer half as much damage, and make melee attacks as normal.
1 action 5 Self 8
Cost 1 Position
While the spell lasts, the caster has disadvantage on all Dexterity saving throws and checks. 137
Effect
Attunement Slots 1
Cost
-
The hand bearing your pyromancy glove erupts into all consuming black fire. The fire lasts for 1 turn. It can be used to make a melee attack, which if successful deals 8d6 fire damage and permanent -2 AC the first time it inflicts damage to a creatures. The duration of the spell can be increased at a cost of 2 Position per additional turn.
Effect
Attunement Slots 1
Cost See effect
You press your glove to your chest, imbuing yourself with renewed strength and vigour. You can choose to spend Position equal to the level you wish to power the spell to. These effects occur immediately and last until the end of your next turn, or a number of rounds equal to the Position spent, whichever is longer. The additional damage applies to all attacks you make, whether melee, ranged, or magical. Position Spent 1
AC Boost +1
Damage Boost +1d3
3
+3
+1d6
2 4 5
Valentin Prost (Order #35367143)
Attunement Slots 1
For 1d8+2 turns, the caster gains +6 AC, and gains resistance to nonmagical bludgeoning, piercing, and slashing damage.
Power Within Cast Time Casts Duration Range Level
Cost 1 Position
It forms a 10 feet cone. Any creature within the cone must succeed on a Constitution saving throw, or suffer 1d4+1 acid damage, and, for the next 1d3+1 turns, make all melee attacks at disadvantage.
Black Flame Cast Time Casts Duration Range Level
Attunement Slots 1
You exhale a searing, corrosive mist that decays the armour and weaponry of those in its path.
Iron Flesh Cast Time Casts Duration Range Level
Cost 1 Position
You breathe out a toxic gas melting the skin of all those in its path.
Acid Surge Cast Time Casts Duration Range Level
Attunement Slots 1
+2 +4 +5
+1d4 +1d8
+1d10
Undead Rapport Cast Time Casts Duration Range Level
1 action 4 See effect 40 feet 9
Effect
Attunement Slots 1
Cost 1 Position
You attempt to form a rapport with one undead creature of a Challenge Rating equal to your caster level or below that you can see within 40 feet of you. It must make a Wisdom saving throw and does so with advantage if you or your companions are hostile to the target creature. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The undead regards you as a friendly acquaintance and will follow basic instructions. You can increase the number of undead creatures you attempt to form a rapport with at a cost of 3 Position per additional undead creature to a maximum of 5 undead creatures. The duration of this spell is 1 hour. This spell has no effect on boss creatures.
Magic & Miracles —
Sorceries Soul Arrow 138
Cast Time Casts Duration Range Level
1 action 10 Instantaneous 120 feet 1
Effect
1 action 5 Instantaneous 180 feet 5
Valentin Prost (Order #35367143)
2 actions 5 Instantaneous 250 feet 15
-
The orb deals 1d6+ your spellcasting ability modifier force damage You can increase the damage dealt by the orb at a cost of 1 Position per +2 damage.
Effect
Attunement Slots 1
Cost 1 Position
You create a glowing arrow of magical force. On a successful spell attack roll, it strikes a creature of your choice that you can see within range, the orb deals 5d6 + 5 force damage to its target, or half damage on a successful Dexterity saving throw against your spell DC. You can increase the number of damage dice inflicted by this spell, at a cost of 3 Position per additional d6 of damage inflicted to a maximum of 12 Position.
Heavy Soul Arrow Cast Time Casts Duration Range Level
Cost
You create a glowing arrow of magical force, throwing it at a single enemy creature within 120 feet of you.
Great Soul Arrow Cast Time Casts Duration Range Level
Attunement Slots 1
Effect
Attunement Slots 1
Cost 1 Position
You create a glowing orb of magical force. On a successful spell attack roll, it strikes a creature of your choice that you can see within range, the orb deals 8d6 + 8 force damage to its target, or half damage on a successful Dexterity saving throw against your spell DC. You can increase the number of orbs cast by this spell, at a cost of 5 Position per additional orb cast. This additional orb can be cast at the same or at a different target.
Great Heavy Soul Arrow Cast Time Casts Duration Range Level
2 actions 2 Instantaneous 300 feet 20
Effect
1 action 15 Instantaneous 70 feet 1
On a successful spell attack roll, it strikes a creature of your choice that you can see within range, the orb deals 18d6 force damage to its target, or half damage on a successful Dexterity saving throw against your spell DC. You can increase the number or orbs cast by this spell, at a cost of 2 Position per additional orb cast, to a maximum of 10 Position. These additional orbs can be cast at the same or at a different target.
Effect
1 action 10 Instantaneous 90 feet 4
1 action 3 Instantaneous 60 feet 5
Effect
1 action 4 Instantaneous 120 feet 12
Valentin Prost (Order #35367143)
1 action 3 Instantaneous 30 feet 9
Attunement Slots 1
Cost 1 Position
Each projectile hits a creature of your choice that you can see within range. A projectile deals 1d6 + 2 piercing damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Upon striking the target, the projectiles shatter into crystals. These deliver an additional 1d3 damage.
Effect
Attunement Slots 1
Cost 1 Position
A spear of gleaming crystal explodes from one of your empty hands. On a successful spell attack, it deals 8d6 piercing damage to one target of your choice.
Effect
Attunement Slots 2
Cost 2 Position
Crystal gouts from your fingers, streaking towards the foe. A successful spell attack deals 14d6 piercing damage to one target of your choice, and the target creature must succeed on a Dexterity saving throw or become paralysed.
White Dragon Breath Cast Time Casts Duration Range Level
-
You create six projectiles.
Crystal Soul Spear Cast Time Casts Duration Range Level
Cost
Each projectile hits a creature of your choice that you can see within 70 feet of you. A projectile deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Soul Spear Cast Time Casts Duration Range Level
Attunement Slots 1
You create three projectiles.
Homing Crystal Soulmass Cast Time Casts Duration Range Level
Cost 2 Position
You create a glowing orb of magical force.
Homing Soulmass Cast Time Casts Duration Range Level
Attunement Slots 3
Effect
Attunement Slots 1
Cost 1 Position
A line of gleaming white crystals erupt from the ground, travelling in a straight line up to 30 feet from you to one target you can see. The target must succeed on a Dexterity saving throw or suffer 10d6 piercing damage and become paralysed until the end of their next turn. On a successful saving throw, they take half damage and are not paralysed.
139
Magic Weapon Cast Time Casts Duration Range Level
1 action 8 5 minutes Touch 4
Effect
1 action 6 3 minutes Touch 13
140
1 action 6 5 minutes Touch 5
The duration of the spell can be increased at a cost of 1 Position per additional minute. All damage dealt by this weapon is treated as magical for the purposes of damage resistances and immunities.
Effect
1 action 6 3 minutes Touch 11
1 action 25 Instantaneous 60 feet 1
Valentin Prost (Order #35367143)
1 action 20 1 hour Self 2
-
The duration of the spell can be increased at a cost of 1 Position per additional minute. All damage dealt by this weapon is treated as magical for the purposes of damage resistances and immunities.
Effect
Attunement Slots 1
Cost
-
You summon the forces of magic to protect you against your foes. For the duration of the spell, you gain +4 AC. You may extend the duration of the spell at the cost of 2 Position per additional minute.
Effect
Attunement Slots 1
Cost
-
You summon the forces of magic to protect you against your foes. For the duration of the spell, you gain +8 AC, and are resistant to piercing, bludgeoning, slashing, acid, force, and lightning damage. You may extend the duration of the spell at the cost of 2 Position per additional minute to a maximum of 10 Position.
Effect
Attunement Slots 1
Cost
-
You create an instantaneous, harmless auditory effect somewhere within 60 feet of you. You may cast this spell multiple times per turn, at the cost of 1 Position per additional cast. This counts as a separate cast of the spell for the purposes of remaining casts.
Hush Cast Time Casts Duration Range Level
Cost
For the duration of the spell, the weapon deals an extra +8d6 piercing or slashing damage whenever it makes a successful attack. In addition, the weapon cannot degrade or break while this spell is active.
Aural Decoy Cast Time Casts Duration Range Level
Attunement Slots 1
You touch one melee or ranged weapon.
Strong Magic Shield Cast Time Casts Duration Range Level
-
For the duration of the spell, the weapon deals an extra +1d6 piercing or slashing damage whenever it makes a successful attack. In addition, the weapon cannot degrade or break while this spell is active.
Magic Shield Cast Time Casts Duration Range Level
Cost
You touch one melee or ranged weapon.
Great Magic Weapon Cast Time Casts Duration Range Level
Attunement Slots 1
Effect
Attunement Slots 1
Cost
-
With a twist of the hand, you make yourself utterly silent. For the duration of the spell, you make all Stealth skill checks at advantage. You may cast this spell on additional targets at the same time, at the cost of 1 Position per additional cast. This counts as a separate cast of the spell for the purposes of remaining casts.
Fall Control Cast Time Casts Duration Range Level
1 action 25 1 hour Self 2
Effect
1 action 15 1 hour Touch 1
Whenever the caster would take falling damage, they should make a Dexterity saving throw with a DC 15. On a successful saving throw, they take no damage. On a failed saving throw, they take only half damage.
Effect
1 action 5 1 hour Touch 3
Attunement Slots 1
Cost
-
For the duration of the spell, you turn one object in your hand entirely invisible. You can extend the duration of the spell by an additional hour, at the cost of 1 Position per hour.
Hidden Body Cast Time Casts Duration Range Level
Cost 2 Position
The caster makes themselves lighter.
Hidden Weapon Cast Time Casts Duration Range Level
Attunement Slots 1
Effect
Attunement Slots 1
Cost 1 Position
A creature you touch melts into the shadows until the spell ends. Anything the target is wearing or carrying is rendered difficult to see for as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. Any Perception check to detect you is made at disadvantage, and any stealth checks you make are made at advantage while effected by this spell. 141
Repair Cast Time Casts Duration Range Level
1 action 30 Touch 1
Effect
1 action 15 1 hour 30 feet 1
Valentin Prost (Order #35367143)
1 action 20 1 hour Touch 2
-
You must be able to touch the weapon or armour. If the break or tear is no larger than 1 feet in any dimension, you mend it, leaving no trace of the former damage.
Effect
Attunement Slots 1
Cost
-
You touch an object or point at an area. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light in an additional 20 feet radius. The light is bright white. The spell ends if you cast it again or dismiss it as an action.
Remedy Cast Time Casts Duration Range Level
Cost
This spell repairs a single break or tear in one of your weapons or sets of armour.
Cast Light Cast Time Casts Duration Range Level
Attunement Slots 1
Effect
Attunement Slots 1
Cost
-
You touch a creature. If it is poisoned or bleeding, you neutralize the poison or halt the bleeding. If more than one such condition afflicts the target, you neutralise one poison that you know is present, or you neutralise one at random. For the duration, the target gains advantage on saving throws against being poisoned, suffering from the bleeding condition, and has resistance to poison damage.
Chameleon Cast Time Casts Duration Range Level
1 action 5 1 hour Self 8
Effect
Attunement Slots 1
Cost 2 Position
This spell transforms the caster into a new form. The new form can be any inanimate object of the caster’s size or smaller. The caster retains the Position of their original form. The transformation lasts for one hour, and ends if the caster takes any damage, they immediately revert to their original form. The caster is limited in the actions it can perform by the nature of their new form, and they can’t speak, cast spells, or take any other action that requires hands or speech. They are also slowed to a walk and move at half speed for the duration (if their new form is capable of motion). The target’s gear melds into the new form. The caster can’t activate, use, wield, or otherwise benefit from any of its equipment.
Resist Curse Cast Time Casts Duration Range Level
1 action 20 instantaneous Touch 5
Effect
Cast Time Casts Duration Range Level
1 action 5 1d3 turns 30 feet 6
2 actions 5 Instantaneous 150 feet 9
Effect
1 action 8 See effect 40 feet 12
Attunement Slots 1
Cost 1 Position
A poisonous mist forms amid your foes. A sphere of poison forms at a point of your choice within 30 feet of you. Any creature in the sphere suffers 3d6 poison damage and must succeed on a Constitution saving throw or be afflicted with the poison condition. The mist then remains in place for 1d3 turns. Any creature passing through the mist suffers 1d6 poison damage and poisoned condition for 1 minute.
Effect
Attunement Slots 1
Cost 1 Position
You hurl an orb of swirling darkness at one target, you can see within range. It hits automatically. The creature takes 4d6+4 force damage and must succeed on a Dexterity saving throw or be knocked prone.
Dark Bead Cast Time Casts Duration Range Level
Effect
Attunement Slots 2
Cost 1 Position
10 small black beads emerge from your hand, flying at one or multiple targets that the caster can see, within range. Each bead automatically hits and deals 1d3 +1 piercing damage. As an action you can fire a number of beads equal to your spellcasting modifier, each bead can target the same or a different target. The spell duration is 1 minute or until the last bead is fired.
Valentin Prost (Order #35367143)
-
If the object is a cursed magic item, its curse remains but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Dark Orb Cast Time Casts Duration Range Level
Cost
At your touch, all curses affecting one creature or object end.
Dark Fog 142
Attunement Slots 1
Pursuers Cast Time Casts Duration Range Level
2 actions 2 1d4+1 turns Self 17
Effect
Attunement Slots 2
Cost 1 Position
A mass of dark soul energy erupts from you, rolling towards your enemies. A 10 feet sphere emerges from you, and moves in a straight line away from you, at a rate of 15 feet per turn. Any hostile creature it touches suffers 5d6 force damage. At the end of 1d4+1 turns, the sphere vanishes.
Magic & Miracles —
Miracles Heal Cast Time Casts Duration Range Level
1 action 5 Instantaneous Touch 1
Effect
1 action 3 Instantaneous Touch 5
Effect
2 actions 2 Instantaneous 20 feet 8
Effect
2 actions 2 Instantaneous Touch 12
Attunement Slots 1
Cost 1 Position
Attunement Slots 1
Cost 2 Position
Your faith blazes out from you, in a circle of sunlight. The circle has a circumference of 20 feet from the caster.All friendly creatures within the circle regains a number of Position equal to 4d8 + your spellcasting ability modifier.
Great Heal Cast Time Casts Duration Range Level
-
A creature you touch regains a number of Position equal to 5d8 + your spellcasting ability modifier.
Soothing Sunlight Cast Time Casts Duration Range Level
Cost
A creature you touch regains a number of Position equal to 1d8 + your spellcasting ability modifier.
Great Heal Excerpt Cast Time Casts Duration Range Level
Attunement Slots 1
Effect
Attunement Slots 2
Cost 1 Position
You channel your faith, restoring health and more. A creature you touch regains a number of Position equal to 10d8 + your spellcasting ability modifier. You can also reduce the target’s exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target. One curse, including the target’s attunement to a cursed magic item. Any reduction to one of the target's ability scores, caused by dying or any other reason
Valentin Prost (Order #35367143)
143
Replenishment Cast Time Casts Duration Range Level
1 action 3 1 minute Self 4
Effect
1 action 6 Instantaneous 20 feet 1
Effect
1 action 3 Instantaneous 20 feet 16
Attunement Slots 1
Cost
-
A wave of force flattens all those close to you. Emanating from the caster, a circle of force with a circumference of 20 feet strikes all creatures in its proximity. Each creature must succeed on a Dexterity saving throw or be knocked back 10 feet in a straight line and be left prone. A creature who succeeds on the saving throw is only knocked back.
Wrath of the Gods Cast Time Casts Duration Range Level
Cost 1 position
The caster restores Position equal to 1d6 + your spellcasting ability modifier at the start of each of their turns for the duration of the spell.
Force Cast Time Casts Duration Range Level
Attunement Slots 1
Effect
Attunement Slots 2
Cost 2 Position
All creatures of the casters choice within a 20 feet circle centred on the caster. All hostile creatures must succeed on a Dexterity saving throw or suffer 10d10 force damage. Any creature who succeeds on the saving throw suffers only half damage.
144
Emit Force Cast Time Casts Duration Range Level
1 action 5 Instantaneous 50 feet 9
Effect
1 action 2 2 minutes Self 6
On a successful spell attack roll, the nominated target takes 8d8 force damage. All other creatures within 10 feet of the target must succeed on a Dexterity saving throw or take 3d8 force damage. On a successful saving throw, they only suffer half damage.
Effect
Valentin Prost (Order #35367143)
1 action 2 2 minutes Self 15
Attunement Slots 2
Cost 2 Position
You wreathe yourself in the protection of your faith. For the duration of the spell, the caster has resistance to magical damage, radiant, necrotic and force damage. Including all damage dealt by pyromancies, sorceries and miracles. You may increase the duration of the spell at a cost of 1 Position per additional minute.
Great Magic Barrier Cast Time Casts Duration Range Level
Cost 1 Position
When you throw this magical force orb, you may nominate a single target or area within 50 feet of you.
Magic Barrier Cast Time Casts Duration Range Level
Attunement Slots 1
Effect
Attunement Slots 2
Cost 2 Position
The blessing of faith renders you safe from wicked sorcery. For the duration of the spell, you are immune to magical and force damage. You also have resistance to piercing, slashing, bludgeoning, acid, fire, ice, lightning, and necrotic damage. You may extend the duration of this spell at a cost of 3 Position per additional minute.
Seek Guidance Cast Time Casts Duration Range Level
1 action 3 Instantaneous Self 13
Effect
1 action 4 See effect 20 feet 1
The spell brings to your mind a brief summary of the significant lore about the thing you named and reveals the location of any new information within 120 feet of the caster. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, or directly related to the area you are in, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
Effect
1 action 8 1 minute 20 feet 12
1 action 4 1 minute Self 5
All creatures of your choice within 20 feet of you suffer 8d8 force damage and must succeed on a Dexterity saving throw or be knocked prone. Duration till triggered for 10 minutes.
Effect
Valentin Prost (Order #35367143)
1 action 4 1 minute Self 13
Attunement Slots 1
Cost 1 Position
A wave of silence spreads out around you. For one minute, no creature within 20 feet of you may cast any spell or miracle. You may extend the duration of this spell at the cost of 3 Position per additional minute.
Effect
Attunement Slots 1
Cost
-
A spear of lightning forms in one of your empty hands. It can be used to make one melee attack, or a ranged spell attack with a range of 30 feet, against a single target. A successful attack deals 8d6 lightning damage.
Great Lightning Spear Cast Time Casts Duration Range Level
Cost 1 Position
After you cast this spell, if you suffer more than half your total Position in damage, a wave of magical force erupts from you.
Lightning Spear Cast Time Casts Duration Range Level
Attunement Slots 1
Your faith in the protection of the gods manifests itself in physical danger for those who would attack you.
Vow of Silence Cast Time Casts Duration Range Level
Cost 1 Position
Name or describe a person, place, or object.
Karmic Justice Cast Time Casts Duration Range Level
Attunement Slots 1
Effect
Attunement Slots 1
Cost 1 Position
A larger, and more ferocious spear of lightning forms in one of your empty hands. It can be used to make one melee attack, or a ranged spell attack with a range of 45 feet, against a single target. A successful attack deals 12d6 lightning damage. If thrown into water, the entire area becomes electrified and any creature stood within the water, or within 5 feet of the water, must succeed on a Dexterity saving throw or suffer 10d6 lightning damage, or half this on a successful saving throw. Using the spear of lightning in this fashion costs 1 additional Position.
145
Sunlight Spear Cast Time Casts Duration Range Level
1 action 2 1 minute Self 14
Effect
It can be used to make one melee spell or ranged spell attack against a single target. A successful attack deals 15d6 radiant damage. The ranged attack has a range of 20 feet The spell ends after you make the attack. If thrown into water, the entire area becomes electrified and any creature stood within the water, or within 10 feet of the water, must succeed on a Dexterity saving throw or suffer 12d6 lightning damage, or half damage on a successful saving throw. Using the spear of lightning in this fashion costs 1 Position.
1 action 8 1 hour Self 2
Effect
146
1 action 12 1 minute 20 feet 1
Effect
2 actions 3 Instantaneous 40 feet 9
2 actions 2 Instantaneous 40 feet 18
Valentin Prost (Order #35367143)
1 action 8 Self 5
Attunement Slots 1
Cost
-
You may extend the duration of the spell at the cost of 1 Position per additional minute.
Effect
Attunement Slots 1
Cost 1 Position
Each creature within a 40 feet sphere centred on a point you can see within range must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 piercing damage on a failed saving throw, or half damage on a successful one.
Effect
Attunement Slots 2
Cost 2 Position
Each creature within a 40 feet sphere centred on a point you can see within range must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 piercing damage and 20d6 bludgeoning damage on a failed saving throw, or half damage on a successful one.
Escape Death Cast Time Casts Duration Range Level
-
All enemy creatures within 20 feet of you move at half speed for the duration of the spell.
Gravelord Greatsword Dance Cast Time Casts Duration Range Level
Cost
The additional damage dealt by the lightning can be increased, at the cost of 1 Position per additional d6 to a maximum of 6 Position.
Gravelord Sword Dance Cast Time Casts Duration Range Level
Attunement Slots 1
A melee weapon you touch becomes sheathed in lightning. For the duration of the spell, the weapon deals an additional +1d6 lightning damage whenever it makes a successful attack.
Tranquil Walk of Peace Cast Time Casts Duration Range Level
Cost 1 Position
A crackling spear of lightning forms in one of your empty hands.
Sunlight Blade Cast Time Casts Duration Range Level
Attunement Slots 2
Effect
Attunement Slots 1
Cost
-
You might not be able to die, but that doesn’t mean death doesn’t affect you. This spell prevents you from losing any souls when you die, or when a creature you touch dies. In addition, with the first time the effected creature is reduced to 0 position roll a d20 on a 11+ the creature is instead reduced to 1 position.
147
Valentin Prost (Order #35367143)
148
Valentin Prost (Order #35367143)
Equipment othric is filled with dangers. Dangers only a sword, a shield, and a suit of armour can truly hope to turn aside. Whether it’s the claws of a dragon, the broken teeth of a hollow, or the expertly wielded sword of a silver knight, you face a constant assault as you make your way through this sinister, twilit realm.
Fortunately, this chapter has all the tools you might need to defend yourself. DARK SOULS: The Roleplaying Game places a heavy emphasis on your ability to build your character as you want to. One of the key means of enabling you to tailor your character is choosing the equipment your character carries and utilises. Every piece of equipment possesses a special trait, or unique ability unlockable through spending Position. Choose carefully, though; you cannot take everything with you, and making sure your character is prepared to face the darkness is a difficult undertaking!
Valentin Prost (Order #35367143)
149
Equipment —
Encumbrance Y
ou can only carry so much equipment; it’s bulky, heavy, and it weighs you down. In DARK SOULS: The Roleplaying Game, you have 15 equipment slots, and 5 active slots. Each piece of equipment takes up a certain number of slots, and ensuring you’re carrying the right amount of equipment at any time is an important balancing process. You can’t carry too much armour, or too many weapons, so making sure you’re as ready as you can be for each situation isn’t easy!
Active Slots
A
ny piece of equipment you are wearing, or carrying with the intention of actively using, is not considered part of your 15 equipment slots. These are active, and so instead take up your 5 active slots. These 5 active slots works as follows:
One armour slot you may equip and wear one suit of armour at any one time.
150
One left hand ring slot
One right hand ring slot
you may equip one ring on your left hand.
you may equip one ring on your right hand.
One left hand weapon slot
One right hand weapon slot
you may equip one weapon or shield in your left hand.
you may equip one weapon or shield in your right hand.
Valentin Prost (Order #35367143)
Equipment Slots
C
ertain items take up no slots at all. All items listed under Core Equipment take up no slots. You can stash as many of these items around and upon your person as you wish.
All armour, shields, and weapons, take up slots. When determining how many slots a weapon, suit of armour, or shield takes up, refer to the tables below.
Weapons Minimum Strengh Requirement
Slots Consumed
-
1
10 - 12
1
13 - 20
2
Shields Minimum Strengh Requirement
Slots Consumed
-
1
10 - 14
1
15 - 18
2
18+
3
Armour Minimum Strengh Requirement
Slots Consumed
-
1
10 - 13
1
14 - 16
2
17 - 19
3
20
4
Valentin Prost (Order #35367143)
Using Equipment Slots Example Mat has built his character and been on a few adventures. He’s starting to accrue several items, including some powerful new weapons. He has his starting gear still equipped. As he’s playing a Knight, this means he has a Longsword, a suit of Knight Armour, and a Knight Shield. These take up three of his five active slots. He is also wearing a Thunder Stoneplate Ring, consuming one of his active ring slots. His character recently gained some Follower Armour. Follower Armour has a minimum Strength requirement of 15. This means carrying it around consumes 2 of the 15 equipment slots Mat’s character has available to fill. He recently came into possession of a claymore. This large, heavy, blade has a minimum Strength requirement of 16, meaning it also consumes 2 of his equipment slots. Mat’s character currently has 4 slots filled, of a total of 15. Mat makes a note of this on his character sheet. He also makes a note of the firebombs his character recently collected, and the box of Yellow Bug Pellets. These small items take up no slots, however, so he can carry as many as he wishes. This all done, Mat readies his character for the next adventure!
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Equipment —
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Core Equipment
Cost
Acid Effect
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Arrows Effect
Valentin Prost (Order #35367143)
Cost
25 souls
Cost
150 souls
Cost
20 souls
Cost
-
A rugged, surprisingly beautiful plant which grows everywhere. As an action, you may consume a handful of budding green blossom. Doing so restores 5 Position immediately. Collecting a handful of budding green blossom gives you three doses worth of the plant.
Caltrops Effect
100 souls
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams, or just about anything else that can be represented using text or pictures.
Budding Green Blossom Effect
Cost
A pill, refined from the shells of strange azure-shelled beetles. As an action, a player character can consume one of these pills. It provides advantage on all saving throws against spell attacks for one minute.
Book Effect
25 souls
A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Blue Bug Pellet Effect
Cost
Objects viewed through binoculars are magnified to twice their size.
Block and Tackle Effect
10 souls per 10 arrows
As an action, you can spill these tiny metal balls from their pouch to cover a level area of up to 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.
Binoculars Effect
Cost
Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of a combat, you can recover half your expended ammunition by taking a minute to search the battlefield.
Ball Bearings Effect
50 souls
Cost
100 souls
As an action, you can spread a bag of caltrops to cover an area 5 feet square. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 Position. A creature moving through the area at half speed doesn’t need to make the save.
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Candle Effect
80 souls
A chain measuring 60 feet, which has 10 hit points. It can be burst with a successful DC 20 Strength check.
Cost
125 souls
A resin drawn from the sap of the Charcoal Pine. You can use the resin to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the resin takes an action. A creature hit by the weapon or ammunition must takes 1d6 fire damage, in addition to the weapon’s standard damage. Once applied, the resin retains potency for one minute before drying.
Cost
Climber’s Kit Effect
20 souls
Cost
Charcoal Pine Effect
Cost
This cylindrical leather case can hold up to 10 rolled-up sheets of paper or five rolled-up sheets of parchment.
Chain Effect
10 souls
For one hour, a candle sheds bright light in a 5 feet radius and dim light in an additional 5 feet radius.
Case, Map or Scroll Effect
Cost
50 souls
A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
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Cost
Crossbow Bolt Case Effect
This wooden case can hold up to 20 crossbow bolts.
Crossbow Bolts Effect
Cost
Cost 8000 Souls
A holy flask, infused with the power of the light. As an action, a player character may drink its contents, immediately restoring up to +10 Position and granting advantage on their next attack.
Estus Flask Effect
15 souls per 10 bolts
Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of combat, you can recover half your expended ammunition by taking a minute to search the battlefield.
Divine Blessing Effect
75 souls
Cost
-
Containing a preserved spark of the living flame, the estus flask imbues those that drink from it with renewed health and resolve. All character classes begin with an estus flask as part of their starting equipment, containing three draughts; at 5th level, this increases to four draughts; at 10th level, it increases to five draughts, and at 17th level to six draughts. Each draught from the Estus Flask restores Position equal to half your Base Position, rounded down. For example, if you were playing a Knight with 13 Base Position, when you drank from your Estus Flask, you'd restore 6 Position.
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Firebomb Effect
Cost
70 souls
Cost
200 souls
A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic.
Hunting Trap Effect
100 souls
This kit is a leather pouch containing bandages, salves, and splints. The kit has 10 uses. A creature regains position equal to your wisdom modifier plus a number of the target creature’s potion dice equal to half their proficiency bonus (rounded up). For example when healing a level 3 bruiser they regain 1d10 + your wisdom modifier.
Holy Symbol Effect
Cost
This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Healer’s Kit Effect
150 souls
As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the firebomb as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Fishing Tackle Effect
Cost
Cost
175 souls
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the centre. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Lamp Effect
Valentin Prost (Order #35367143)
75 souls
Cost
180 souls
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Moss Fruit Effect
Cost
A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.
Manacles Effect
100 souls
A lamp casts bright light in a 15 feet radius and dim light in an additional 30 feet radius. Once lit, it burns for six hours on a flask (one pint) of oil (see below).
Lock Effect
Cost
Cost
-
As an action, a player character can consume a moss fruit. Doing so provides resistance to frost and poison damage for one minute.
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Oil Effect
Cost
40 souls
Oil usually comes in a clay flask that holds 1 pint. As an action, you can either fill or refill a lamp with oil (if you have one), or alternatively splash the oil in this flask onto a creature or object within 5 feet, or throw it up to 20 feet; the flask will shatter on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after one minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a level area of up to 5 feet square. When lit, the oil burns for two rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Poison, Basic Effect
Effect
Effect
Effect
Valentin Prost (Order #35367143)
50 souls
Cost 1000 Souls
Cost
-
A creature consuming this moss gains advantage on saving throws against poison for one hour. If that creature is poisoned, they are cured.
Quiver
Cost
120 souls
Rations
Cost
80 souls
Cost
-
A quiver can hold up to 20 arrows.
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Red Bug Pellet Effect
Cost
If the effects of hollowing have begun to take their toll, a creature can use this stone to remove one negative quality inflicted. A purging stone can only be used once.
Purple Moss Effect
250 souls
A cloth or leather pouch can hold up to 20 sling shots or 50 blowgun needles, among other things.
Purging Stone Effect
Cost
You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on your Strength check. One other character can help you use the ram, giving you advantage on this check.
Pouch 156
150 souls
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for one minute before drying.
Portable Ram Effect
Cost
A pill created from a decoction of red bug chitin. As an action, a player character can consume one. The pellet grants resistance to fire damage for one minute.
Rope Effect
Cost
75 souls
Cost
10 souls
A torch burns for one hour, providing bright light in a 20 feet radius and dim light in an additional 20 feet radius. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Yellow Bug Pellets Effect
200 souls
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes one minute.
Torch Effect
Cost
You can use this poisonous resin to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the resin takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw or take 1d6 poison damage. Once applied, the poison retains potency for one minute before drying.
Tinderbox Effect
100 souls
A coil of rope, whether made of hemp or silk, measures 60 feet has 2 hit points and can be burst with a DC 17 Strength check.
Rotten Pine Resin Effect
Cost
Cost
150 souls
A pill, created from the wings of yellow flying bugs. As an action, a player character may take a pellet. This provides a player character with resistance to lightning damage for one minute. 157
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Equipment —
Armour I
n DARK SOULS: The Roleplaying Game, armour comes in sets, or suits. When you purchase, or find, a suit of armour, it includes the helm, armour, gauntlet, and leggings. While in the video games you might need to find each individual element, here they come all together. Each armour write-up contains the following elements:
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Armour Name
The name of this armour set.
Description
What makes this armour unique? What is it made from? Which mighty knight wore it in the past?
AC
This is the armour’s armour class, giving you the number creatures need to equal (or beat) when attacking you in order to successfully hit.
Strength
This is the Strength attribute score you need to possess or exceed in order to be able to wear the armour and move around. Your Strength must equal this score before any modifiers gained from the armour are applied.
Special Effect
All armour in DARK SOULS: The Roleplaying Game possesses a special effect; this can be a boost to an attribute score, or damage resistance, or something else entirely. These special effects are not always positive. Choose carefully, and combine your armour with special effects from weapons and other equipment to really optimise your character build!
Cost 1800 souls
Alva Armour Alva, the seeker of the spurned, wore this armour in the past.
Special Effect
Whenever wearing the Alva Armour, you have disadvantage on all Wisdom saving throws.
18 AC Strength 12
Archdeacon Robes It is said there were three Archdeacons in the Cathedral of the Deep, all considered delegates of the gods.
Special Effect
13 + Dexterity Modifier AC Strength 11
Special Effect
900 souls
Whenever wearing the Archdeacon Robes, you may choose to regain all casts of one miracle without Long resting. This miracle must be of a level equal to half your character level, rounded down, to a minimum of 1st level. This ability can be used once per Long rest.
Armour of Favour An exquisitely wrought set of armour, depicting the embrace of the mercurial goddess, Fina.
Cost
Cost 1500 souls
When wearing the Armour of Favour, you may reroll one failed saving throw per Long rest.
13 + Dexterity Modifier AC Strength 11 159
Armour of the Sun Doubtless worn by a mighty warrior from a previous age, this set of armour is finely made.
Special Effect
Cost 1200 souls
Whenever wearing the Armour of the Sun, you gain +1 to your Wisdom.
15 AC Strength 14
Armour of Thorns Wreathed in thorns, seeming to sprout from the steel itself, this armour possesses a truly murderous look.
Special Effect
15 AC Strength 14
Assassin Armour Leather armour, skilfully worked so that it remains soft, supple, and, most vitally, quiet. 12 + Dexterity Modifier AC Strength -
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Special Effect
Cost 1550 souls
When wearing the Armour of Thorns, you have advantage on any checks or saving throws to avoid being grappled. If you are grappled while wearing the Armour of Thorns, the creature grappling you suffers 1d4 piercing damage per round.
Cost
850 souls
When you have advantage on a ranged or finesse attack roll you deal an additional 1d6 damage on a successful attack. If you have the Sneak attack or deadly aim feature this additional damage applies whenever you successfully use your sneak attack or deadly aim feature.
Antiquated Plain Armour Clothes richly imbued with the residue of sorcery, these robes come from a land where magic is everywhere, soaked into the landscape.
Special Effect
10 + Dexterity Modifier AC Strength 11
Special Effect
11 + Dexterity Modifier AC Strength -
Cost
Special Effect
900 souls
Whenever wearing Antiquated Robes, you may choose to regain all casts of one miracle without Long resting. This miracle must be of a level equal to half your character level, rounded down, to a minimum of 1st level. This ability can be used once per Long rest.
Cost 1300 souls
Black Armour Each element of this armour set is derived from one of the three mentors of the Sable Church.
825 souls
Whenever wearing Antiquated Plain Armour, you may choose to regain all casts of one miracle without Long resting. This miracle must be of a level equal to half your character level, rounded down, to a minimum of 1st level. This ability can be used once per Long rest.
Antiquated Robes The robes worn by the final Spear of the Church, these well-made and ornately detailed clothes retain an aura of magic.
Cost
Whenever wearing Black Armour, you deal +1d4 additional damage while using a weapon with the finesse property..
12 + Dexterity Modifier AC Strength 160
Black Hand Armour Worn by the King’s hunters, the wearers of this leather armour are always shrouded in darkness.
Special Effect
Cost
900 souls
Whenever wearing Black Hand Armour, whenever you would have advantage on a Dexterity (Stealth) check, you may choose to automatically succeed instead.
13 + Dexterity Modifier AC Strength 11
Black Iron Armour Forged from black iron, of the kind often worn by the infamous Knightslayer Tsorig.
Special Effect
Cost 1500 souls
Whenever wearing the Black Iron Armour, you are immune to fire damage but you are vulnerable to cold damage.
18 AC Strength 16
Black Knight Armour Fire Lord Gwyn’s personal retinue of warriors wore this armour, until they were turned to ash in the first flame. 16 AC Strength 12
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Special Effect
Cost
950 souls
Whenever wearing the Black Knight Armour, you gain an additional +2 Position at the start of every combat, and gain +1 to your Constitution.
Black Leather Armour Designed to ensure the wearer blends into the darkness almost completely, the former owner of this armour was beloved by all for his skills as a thief.
950 souls
Whenever wearing Black Leather Armour, once per Long rest you may choose to begin one combat as though you had surprised your enemy, irrespective of whether they succeeded on a Wisdom (Perception) check.
Special Effect
12 + Dexterity Modifier AC Strength -
Black Witch Robes Zullie, the witch who wore these glorious purple robes, intended to seduce the famed wayfarer, Alva.
Cost
Special Effect
Cost 1250 souls
Whenever wearing the Black Witch Robes, you gain advantage on all spell attack checks if you’re within 15 feet of a friendly creature.
12 + Dexterity Modifier AC Strength -
Cost 1500 souls
Brass Armour Many stories surround the Brass Armour, and its former owner, a knight known only by the soubriquet Darkmoon.
Special Effect
Whenever wearing Brass Armour, you have resistance to necrotic damage but -2 to your Charisma score.
18 AC Strength 15 161
Cost
Brigand Armour Of strange design, but beautifully crafted. Probably brought to Lothric by one who fled into exile.
Special Effect
650 souls
Whenever wearing Brigand Armour, you gain +1 to all Dexterity saving throws.
11 + Dexterity bonus AC Strength -
Catarina Armour Despite its appearance, the Catarina armour's remarkable onion-shape is capable of turning aside even the most determined blows.
Special Effect
Cost 1800 souls
Whenever wearing the Catarina Armour, you suffer -1 to your Charisma score, but you gain advantage on all Strength saving throws.
17 AC Strength 15
Cathedral Knight Armour Those who stand as the guardians of the Cathedral of the Deep require the toughest armour. 18 AC Strength 16
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Special Effect
Cost 1600 souls
Whenever wearing the Cathedral Knight Armour, you gain advantage on attacks made against creatures of Huge size or larger
Chainmail Armour Flexible, easier to fight in than plate and less expensive, Chainmail remains one of the most effective choices for any warrior.
Special Effect
Cost
900 souls
Whenever wearing Chainmail Armour, you gain +1 to all Constitution saving throws.
13 + Dexterity bonus AC Strength 13
Cost
Cleric Robes It is said that those who wore blue bore important messages and should be assisted in whatever way they required.
Special Effect
12 + Dexterity Modifier AC Strength -
Whenever wearing the Cleric Robes, you may cast a spell as a free bonus action once per Short rest. The spell must be of a level equal to half your character level, to a minimum of 1st level.
Conjurator Robes Cunjurators wore these remarkable assemblages of cloth and steel to enable them to survive in any conditions.
Special Effect
550 souls
Cost
750 souls
Whenever wearing Conjurator Robes, you gain advantage on all Wisdom (Survival) checks.
11 + Dexterity Modifier AC Strength 162
Cost
Cornyx's Robes Those older pyromancers of the great swamp favour these strange robes.
Special Effect
12 + Dexterity Modifier AC Strength -
Whenever wearing Cornyx’s Robes, you gain resistance to fire damage. You are also able to speak the language of the crows. You can communicate with crows even if they normally wouldn’t be able to speak.
Court Sorcerer Armour In the Profaned Capital, those Sorcerers who served at court wore this armour, marking both their prestige and offering significant protection.
Special Effect
950 souls
Cost 1600 souls
Whenever wearing the Court Sorcerer Armour, you gain resistance to all damage caused by spell attacks, or other magical attacks.
13 + Dexterity Modifier AC Strength 11
Dancer’s Armour The creature once known as the Dancer of the Boreal Valley donned this elegant, refined armour. 16 AC Strength -
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Special Effect
Cost 1800 souls
Whenever wearing Dancer’s Armour, you cannot be knocked prone by an enemy creature.
Cost 1400 souls
Dark Armour From an ancient and forgotten nation, long since reduced to ash, this armour is old enough to appear as though it might fall apart at any time.
Special Effect
Whenever wearing Dark Armour, you have advantage on Dexterity (Stealth) checks.
15 AC Strength -
Cost
Deacon Robes Beautiful vestments of the kind worn by the Cathedral of the Deep’s deacons.
Special Effect
850 souls
Whenever wearing Deacon Robes, you gain advantage on all saves made against demonic creatures.
12 + Dexterity Modifier AC Strength -
Cost 1550 souls
Deserter Armour Armour befitting the common soldier, if that soldier is a larcenous thug without any semblance of honour.
Special Effect
Whenever wearing Deserter Armour, you gain advantage on all Charisma (Persuasion) checks.
14 AC Strength 10 163
Desert Pyromancer Robes Pyromancers who practiced the art in the desert were known for their remarkable abilities, sending great fans of flame into the air.
Special Effect
Cost
850 souls
Whenever wearing Desert Pyromancer Robes, you gain resistance to fire damage. You may also reroll one failed Constitution saving throw per Long rest.
11 + Dexterity Modifier AC Strength -
Dragonslayer Armour The armour of Dragonslayer Ornstein, a legendary figure from the age of the gods themselves.
Special Effect
Cost 1700 souls
Whenever wearing the Dragonslayer Armour, you are immune to lightning damage.
14 AC Strength 11
Drakeblood Armour Worn by those knights who coveted, and worshipped, the blood of the great dragons. 15 AC Strength 14
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Special Effect
Cost 1400 souls
Whenever wearing Drakeblood Armour, you possess resistance to piercing damage but you are vulnerable to necrotic damage.
Cost 1500 souls
Drang Armour Made resilient with the addition of geisteel, this armour is heavy with the weight of the legacy of the Linking Fire.
Special Effect
Whenever wearing Drang Armour, you have resistance to fire damage.
15 AC Strength 14
Cost 1500 souls
Eastern Armour Constructed with the care and precision, this suit of armour is as beautiful to look at as it is difficult to pierce.
Special Effect
When wearing Eastern Armour, you have resistance to slashing damage.
15 AC Strength 12
Elite Knight Armour Astora has long since fallen into darkness. Remnants of its greatness linger on; this suit of armour is one such example.
Special Effect
Cost 1500 souls
Whenever wearing the Elite Knight armour, you gain additional temporary Position equal to your level at the start of every combat.
12 + Dexterity modifier AC Strength 164
Cost
Evangelist Robes Worn by the brave women dispatched from the cathedral into the mass of the undead.
Special Effect
850 souls
Whenever wearing the Evangelist Robes, you gain advantage on all Charisma checks.
12 + Dexterity Modifier AC Strength 11
Executioner Armour Before it was worn by Horace the Hushed, this armour was claimed by an executioner.
Special Effect
Cost
700 souls
Whenever wearing the Executioner Armour, you gain advantage on all attacks made against creatures with less than half their starting Position.
15 AC Strength 13
Exile Armour Those who guarded Farron’s keep named themselves ‘watchdogs’. 18 AC Strength 15
Valentin Prost (Order #35367143)
Special Effect
Cost
475 souls
Whenever wearing the Exile Armour, you gain +2 AC if there are no friendly creatures within 20ft of you.
Cost 2000 souls
Faraam Armour A legendary suit of armour, worn by an order of Lion Knights, many have sought to don such august protection.
Special Effect
Whenever wearing the Faraam Armour, you gain an additional 1d6 Position back whenever you take a draught from your Estus Flask.
15 AC Strength 13
Fallen Knight Armour A once-proud order of knights wore armour such as this, though that was a long time ago now.
Special Effect
Cost 1200 souls
Whenever wearing the Fallen Knight Armour, you gain resistance to fire damage.
18 AC Strength 15
Cost
Firelink Armour Twisted, tortured by fire, the Firelink armour is crafted in imitation of the Lords of Cinder.
Special Effect
15 AC Strength 11
850 souls
Whenever wearing the Firelink Armour, you regain additional position equal to half your proficiency rounded down, when you spend a position dice as part of a Short rest.
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Cost 1800 souls
Fire Keeper Robes Those who cherished darkness, giving themselves to it utterly, wore these black robes to prove their devotion.
Special Effect
Whenever wearing Fire Keeper Robes, you are immune to fire damage, but suffer -1 to your Strength score.
12 + Dexterity Modifier AC Strength -
Fire Witch Armour The witches who carried the Profaned Flame wore this armour to lead the Pontiff ’s Knights into battle.
Special Effect
Cost 1350 souls
Whenever wearing the Fire Witch Armour, you are vulnerable to fire damage.
18 AC Strength 12
Follower Armour Worn by those who ordained themselves the Followers of Farron, this armour is often worn by a group of wandering hollows. 16 AC Strength 15
Valentin Prost (Order #35367143)
Special Effect
Cost 1350 souls
Whenever wearing Follower Armour, you gain +1 to your Strength but suffer -1 to your Intelligence score.
Grave Warden Robes These robes are worn by those who were responsible for dealing with the corpses found in the Cathedral of the Deep.
Special Effect
Cost 850 souls
Whenever wearing Grave Warden Robes, you make all Constitution saving throw at advantage, but suffer -2 to your Charisma score.
12 + Dexterity Modifier AC Strength 11
Gundyr's Armour Belonging to the former champion Gundyr, who was defeated in single combat by an unnamed enemy, this steel remains strong and durable.
Special Effect
Cost
850 souls
Whenever wearing Gundyr’s Armour, when there are no friendly creatures within 20 feet of you you suffer -2 AC.
18 AC Strength 12
Harald Legion Armour Twisted, bloated beyond recognition, this armour was once the choice of the Harald Legion
Special Effect
15 AC Strength 14
Cost 1400 souls
Whenever wearing the Harald Legion Armour, all enemy creatures of medium size or smaller attempting to engage with you must succeed on a DC14 Wisdom saving throw or be afflicted by the frightened condition, until they succeed on a subsequent Wisdom saving throw.
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Hard Leather Armour Made from toughened leather, built up layer by layer, this armour is surprisingly resilient and flexible.
Special Effect
Cost
600 souls
Whenever wearing Hard Leather Armour, you gain +1 to your Dexterity score.
11 + Dexterity bonus AC Strength -
Havel's Armour Vast in stature, this armour appears as though it was carved from living rock.
Special Effect
Cost 1800 souls Whenever wearing Havel’s Armour, you gain +2 to your Strength score.
20 AC Strength 20
Herald Armour Worn by those who bear dire and vital messages and designed to provide protection against the buffets of nature, as well as those of the foe. 13 + Constitution modifier AC Strength -
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Special Effect
Cost 1400 souls Whenever wearing the Herald Armour, you have advantage on all Charisma (Persuasion) checks.
Iron Dragonslayer Armour This armour had long been lost, having slipped into a swamp after the defeat of its wearer by the Champion of Ash.
Special Effect
Cost 1600 souls
Whenever wearing the Iron Dragonslayer Armour, you have disadvantage on all ranged attacks but gain resistance to piercing damage.
17 AC Strength 12
Jailer Robes
Cost
750 souls
Special Effect
Whenever wearing Jailer Robes, you are immune to the frightened condition.
Karla's Robes
Cost 1750 souls
Special Effect
Whenever wearing Karla’s Robes, you gain resistance to Poison damage. You gain advantage on saving throws against becoming poisoned.
These beautifully woven robes are those donned by the jailers guarding the Irithyll Dungeons. 12 + Dexterity Modifier AC Strength -
Once owned by the dark witch, Karla, the taint of evil remains in the weave. 12 + Dexterity Modifier AC Strength -
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Knight Armour Hefty, solid plate armour, capable of withstanding considerable damage but requiring great strength to wear.
Special Effect
Cost 1400 souls Whenever wearing Knight Armour, you suffer -1 to your Dexterity.
15 AC Strength 12
Lapp's Armour Armour possessed by a mighty warrior Lapp, though his memory fled from him, leaving him entirely amnesiac.
Special Effect
Cost 1750 souls Whenever wearing Lapp’s Armour, you have disadvantage on all Dexterity saving throws.
20 AC Strength 18
Leather Armour Made from smooth leather, this set is ideal for hunters who wish to move silently while remaining warm on a long trek. 13 + Dexterity Modifier AC Strength 11
Valentin Prost (Order #35367143)
Special Effect
Cost 1500 souls Whenever wearing Leather Armour, you gain advantage on all Wisdom (Survival) checks, and on all attacks made against beasts.
Leonhard's Armour Military garb, plainly designed for a noble of considerable wealth, the outfit is woven with filigree and silver thread.
Special Effect
Cost 1300 souls
Whenever wearing Leonhard’s Armour, you gain resistance to force damage.
12 + Dexterity Modifier AC Strength -
Cost 1500 souls
Lorian's Armour Prince Lothric’s brother had this armour made for him, and its exquisite workmanship testifies to the exalted position of its previous owner.
Special Effect
Whenever wearing Lorian’s Armour, you gain advantage on all Charisma (Intimidate) checks, but you make all Wisdom saves with disadvantage.
17 AC Strength 14
Lothric Knight Armour Somewhat worn, but still more than serviceable, this armour is the distinctive choice of the Knights of Lothric.
Special Effect
Cost 1450 souls
Whenever wearing the Lothric Knight Armour, you gain additional temporary Position equal to your proficiency bonus at the start of every combat.
16 AC Strength 12 168
Cost
Maiden Robes All maidens who travel across Lothric don some version of this soft white garment.
Special Effect
850 souls
Whenever wearing Maiden Robes, you gain +1 to your Wisdom ability score.
10 + Dexterity Modifier AC Strength -
Cost 1550 souls
Master's Robes Tattered almost beyond recognition as clothing, these rags putatively belonged to a great swordsmaster.
Special Effect
When wearing Master’s Robes, once per Long rest you may choose to succeed on a failed Dexterity check or saving throw.
11 + Dexterity Modifier AC Strength -
Millwood Knight Armour Inscribed with the ancient symbol of the Ethereal Oak, this armour was once worn by one of the Knights of Millwood. 15 AC Strength 11
Valentin Prost (Order #35367143)
Special Effect
Cost 1300 souls
Whenever wearing the Millwood Knight Armour, you gain advantage on all attacks made against beasts.
Cost
Mirrah Armour Named after a valiant hollow, whose self was lost but whose name lingers, forever attached to this armour.
800 souls
Whenever wearing Mirrah Armour, you have advantage on Charisma checks.
Special Effect
12 + Dexterity bonus AC Strength 10
Cost 1900 souls
Morne's Armour None know the material from which Morne’s Armour is made. It feels like stone but is light enough to be formed into a supple suit of armour.
Special Effect
Whenever wearing Morne’s Armour, you have resistance to lightning damage.
18 AC Strength 14
Nameless Knight Armour While the steel from which this armour is forged feels thin, it is surprisingly tough.
Special Effect
Cost 1450 souls
Whenever wearing the Nameless Knight Armour, you gain +1 to your Wisdom, but suffer -1 to your Charisma scores.
16 AC Strength 13
Northern Armour Immaculately, and ornately, crafted, this set of armour displays the smithing skills of those who dwell in the far north.
Special Effect
Cost 1000 souls
Whenever wearing Northern Armour, you have resistance to cold damage.
14 AC Strength 11
Old Sorcerer Robes Also worn by Sorcerers trained in the Vinheim Dragon School, but older; more traditional. Worn by the wisest and most renowned Sorcerers.
Special Effect
Cost 1350 souls
Whenever wearing the Old Sorcerer Robes, you gain advantage on all Intelligence checks.
12 + Dexterity Modifier AC Strength -
Ordained Robes Drawn from the painted world beyond this, these robes were worn by Friede, who was drawn to Lothric to protect the weak. 13 + Dexterity Modifier AC Strength 11
Valentin Prost (Order #35367143)
Special Effect
Cost
750 souls
Whenever wearing the Ordained Robes, you gain advantage on all spell attack rolls when there are more hostile creatures than friendly ones with 30 feet.
169
Outrider Knight Armour Those who used to wear this armour were crazed, raging warriors, driven mad by the gift of the Pontiff ’s eyes.
Special Effect
Cost
900 souls
Whenever wearing the Outrider Knight Armour, you make all Wisdom (Animal Handling) checks at advantage.
14 AC Strength -
Painting Guardian Armour It is said that those who wear these robes for too long are gradually absorbed into a painted world far beyond this one.
Special Effect
Cost
950 souls
Whenever wearing the Painting Guardian Armour, you gain advantage on any saving throws against magical effects or magical spell attacks.
12 + Dexterity Modifier AC Strength -
Pale Shade Armour The garb adopted by those who carry out executions in the name of the Sable Church of Londor.
Special Effect
Cost 1350 souls
Whenever wearing Pale Shade armour, you gain advantage on all Intelligence (Investigate) checks.
13 + Dexterity Modifier AC Strength 11 170
Pontiff Knight Armour
Cost 1250 souls
Special Effect
Whenever wearing the Pontiff Knight Armour, you have advantage on all saving throws made against spells or other magical effects.
Prayer Robes
Cost 1650 souls
Those who stood as the Pontiff ’s knights are now broken. Nevertheless, those who don this armour feel the weight of duty upon them. 11 + Dexterity Modifier AC Strength -
Formed from the swaddling clothes of Prince Lothric, these fraying rags are nevertheless suffused with power.
Special Effect
Whenever wearing Prayer Robes, you gain resistance to slashing damage, but you make all Constitution saves at disadvantage.
13 + Dexterity Modifier AC Strength -
Pyromancer Robes Comprising the furs stripped from the backs of hideous creatures, and bronze designed to ward off evil. 12 + Dexterity Modifier AC Strength -
Valentin Prost (Order #35367143)
Special Effect
Cost
850 souls
Whenever wearing Pyromancer Robes, you reduce any fire damage you receive by 5 to a minimum of 1.
Ringed Knight Armour Those early men who rose from the darkness forged their armour in the abyss. And the abyss clings to the armour still.
Special Effect
Cost 1500 souls
Whenever wearing the Ringed Knight Armour, you gain advantage on attacks against Demons.
16 AC Strength 12
Cost 1350 souls
Ruin Armour The old king sent his Knights of Ruin to the Ringed City. He sent them in this glorious armour, to locate the dark soul. None returned.
Special Effect
Whenever wearing Ruin Armour you gain advantage on all Wisdom (Perception) checks, but you make all attacks against Giants with disadvantage.
14 AC Strength 11
Sellsword Armour Formed from cloth carefully and cunningly interwoven with strips of metal, this armour manages to be light and flexible.
Special Effect
Cost 1450 souls
Whenever wearing Sellsword Armour, you can never be at disadvantage on a Dexterity save.
13 + Dexterity bonus AC Strength 10 171
Cost
Shadow Armour Worn by those from the east who carry death with them, at night, unknown and undetected.
Special Effect
950 souls
Whenever wearing Shadow Armour, you gain advantage on all Dexterity (Acrobatics) checks.
11 + Dexterity Modifier AC Strength -
Cost 1400 souls
Shira's Armour Clearly created for the most discerning of warriors, this ancient armour is light and beautiful.
Special Effect
Whenever wearing Shira’s Armour, you gain +2 to your Charisma score.
12 + Dexterity modifier AC Strength -
Silver Knight Armour Protectors of the kings and queens who ruled over Lothric and beyond in the long past. The armour gleams, despite its age. 15 AC Strength 13
Valentin Prost (Order #35367143)
Special Effect
Cost 1450 souls
Whenever wearing the Silver Knight Armour, you may reroll one failed check of your choice per Long rest.
Slave Knight Armour The tattered, poorly-made stuff handed out to those slave knights forced to fight in endless wars without surcease.
Special Effect
Cost
800 souls
When wearing Slave Knight Armour, you gain advantage on all Constitution saving throws at advantage.
11 + Dexterity modifier AC Strength -
Smough's Armour When the vast Cathedral was finally breached, the final knight to stand in its defence was Smough, who wore this armour.
Special Effect
Cost 1550 souls
While wearing Smough’s Armour your speed is halved. You also make all Initiative rolls at -2.
20 AC Strength 16
Cost
Sorcerer Robes The standard robes of the Vinheim Dragon School, where generations of sorcerers learned the secrets of the magical arts.
Special Effect
975 souls
Whenever wearing the Sorcerer Robes, you gain advantage on all Intelligence (Arcana) checks.
12 + Dexterity Modifier AC Strength 172
Cost 1400 souls
Sunless Armour Woven with the magic of the moon, this mysterious armour grants its wearer unusual powers.
Special Effect
Whenever wearing Sunless Armour, you gain darkvision (60 feet).
16 AC Strength 13
Cost 1000 souls
Sunset Armour Once possessed by a knight named Hodrick, his armour still possesses traces of the bright colours it used to bear. They’ve long since faded.
Special Effect
Whenever wearing Sunset Armour, you have resistance to force damage, but -2 to your Wisdom score
14 AC Strength 11
Undead Legion Armour Those who battled the abyss donned armour like this, eternally ready to go to war with the creatures from the blackness. 16 AC Strength 15
Valentin Prost (Order #35367143)
Special Effect
Cost 1450 souls
Whenever wearing Undead Legion Armour, you have an AC of 18 against all undead enemies (you gain the benefit of shields and any other increases to this AC).
Vilhelm's Armour Made entirely in black steel, the armour of Vilhelm reeks of the dying.
Special Effect
Cost
800 souls
When wearing Vilhelm’s Armour, you have advantage on all checks and saving throws to avoid or escape being grappled.
15 AC Strength 12
Winged Knight Armour Armour worn by those heretical few who swore themselves to the angels and were exiled from Lothric as a result.
Special Effect
16 AC Strength 12
Whenever wearing the Winged Knight Armour, if you become bloodied, you may make an additional reaction every turn. This only lasts until you are no longer bloodied.
Wolf Knight Armour The owner of this suit of armour remains, even in death, anonymous. The suit is tainted by wolves’ blood and the scent of rancid flesh.
Special Effect
Cost 1700 souls
Cost 1650 souls
Whenever wearing Wolf Knight Armour, you gain resistance to all damage inflicted by beasts.
15 AC Strength 173
Cost
Worker Robes The grim uniform of those who carry out the dissection and disposal of the undead in their settlements.
Special Effect
900 souls
Whenever wearing Worker Robes, you gain +2 to your Constitution score, but you make all Charisma checks at disadvantage.
11 + Dexterity Modifier AC Strength -
Xanthous Armour Strangely crafted armour, of a yellowish hue. It is said that those who wore it sought a magical means of controlling light. 15 AC Strength 11
Valentin Prost (Order #35367143)
Special Effect
Cost
950 souls
Whenever wearing the Xanthous Armour, you make all Intelligence (History) checks at advantage.
Equipment —
Shields A
key part of any warrior’s defence, shields are available in a vast array of styles, and shapes, and each rendered from different materials. Choose the one which suits your fighting style best, offering you the combination of abilities your character requires.
174
Valentin Prost (Order #35367143)
Shield Name
The name of this shield.
Description
A few brief details relating the shield’s qualities, and sometimes, its history.
AC
This is the additional AC granted by using this shield. This is combined with the AC of your armour, and Dexterity if appropriate, and becomes your total AC.
Strength
This is the minimum Strength attribute score needed to lift and use the shield effectively.
Special Effect
All shields in DARK SOULS: The Roleplaying Game possesses a special effect; this can be a boost to an attribute score, or damage resistance, or something else entirely.
Equipment —
Small Shields Cost
Buckler Small, compact, and designed to allow a skilled fighter to turn aside an attack, the buckler is a common choice for duellists. Small Shield Type Strength AC
Special Effect
When using the Buckler you may make an additional reaction once per Short rest.
+1
Caduceus Round Shield Painted with a design of twin snakes, each rearing up; one of the ancient symbols of those who dwelled in the swamp. Small Shield Type Strength 10 AC
200 souls
Special Effect
Cost
200 souls
When using the Caduceus Round Shield, once per Long rest you may spend 1 Position to reroll one failed Dexterity saving throw.
+1 175
Cost
Crimson Parma The bright red daubings on this shield represent the blood of those warriors whose lives were spilled out in front of it. Small Shield Type Strength 10 AC
Special Effect
When using the Crimson Parma Shield, once per long rest you may spend 1 Position to deal an additional +1d3 damage on a single attack.
+1
Eastern Iron Shield Heavy and durable, with a design etched into it indicating its eastern provenance, this shield is worthy of a warrior Small Shield Type Strength 12 AC
Special Effect
200 souls
+1
A stout wooden shield, elaborately decorated with depictions of blue antlers.
Valentin Prost (Order #35367143)
Cost
When using the Eastern Iron Shield, once per Long rest you may spend 1 Position to gain +2 to your next attack roll.
Elkhorn Round Shield
Small Shield Type Strength AC
200 souls
+1
Special Effect
Cost
200 souls
When using the Elkhorn Shield, once per Long rest you may spend 1 Position to ignore difficult terrain for movement.
Cost
Ghru Rotshield Tainted with noxious substances, this battered old shield has clearly been reclaimed from the swamp by Ghru. Small Shield Type Strength 10 AC
Special Effect
When using the Ghru Rotshield, once per Long rest you may spend 1 Position to prevent becoming poisoned.
+1
Golden Falcon Shield Ornately crafted, this golden shield resembles a bird of prey, its wings outstretched. Small Shield Type Strength 12 AC
Special Effect
Cost
200 souls
When using the Golden Falcon Shield, once per Long rest you may spend 1 Position to gain +2 to your Charisma for one round.
+1
Hawkwood's Shield A deserter from the undead legion once wielded this shield; a peculiar fact, given the Watchers eschewed shields. Small Shield Type Strength 11 AC
200 souls
Special Effect
Cost
200 souls
When using Hawkwood’s Shield, once per Long rest you may spend 1 Position to reroll one failed Constitution saving throw.
+1
176
Iron Round Shield Well made, this iron shield is tougher than most shields of its size. Small Shield Type Strength 11 AC
Special Effect
Light, easy to use, and resilient, this might not withstand prolonged assault, but it’ll turn aside an attack.
Special Effect
The glimmer when held under light shows this shield is made of Geist steel. It’s a remarkable piece of work.
Valentin Prost (Order #35367143)
When using the Iron Round Shield, once per Long rest you may spend 1 Position to reroll a failed Strength save.
Cost
200 souls
When using the Leather Shield, once per Long rest you may spend 1 Position to make a bonus dash action.
+1
Llewellyn Shield
Small Shield Type Strength 12 AC
200 souls
+1
Leather Shield
Small Shield Type Strength AC
Cost
+1
Special Effect
Cost
200 souls
When using the Llewellyn Shield, once per Long rest you may spend 1 Position to gain +2 to your AC for one round.
Cost
Plank Shield Made by someone desperate, this is just a collection of wooden planks and nails. It could fall apart at any time. Small Shield Type Strength AC
Special Effect
When using the Plank Shield, you gain +2 Position at the start of every combat. If an enemy ever scores a Critical hit against you, the plank shield is broken and cannot be repaired.
+1
Red and White Shield Immediately recognisable, with its red and white alternating design, the red and white shield is durable and effective. Small Shield Type Strength AC
Special Effect
Cost
200 souls
When using the Red and White Shield, once per Long rest you may spend 1 Position to reroll one failed Wisdom saving throw.
+1
Sacred Bloom Shield The centre of the shield is adorned with a beautifully engraved blossom, claimed to be a sacred flame. Small Shield Type Strength 11 AC
200 souls
Special Effect
Cost
200 souls
When using the Sacred Bloom Shield, once per Long rest you may spend 1 Position to gain resistance to fire damage for one round.
+1 177
Small Leather Shield Covered over with stout leather, this small shield is ideal for parrying incoming attacks. Small Shield Type Strength AC
Special Effect
+1
Four rounded protrusions emanate from this shield’s surface, capable of deflecting even the most brutal of blows.
Cost
Special Effect
+1
The double-bladed axe, painted onto the wood, tells you all you need to know about this shield, and for whom it was intended.
Valentin Prost (Order #35367143)
200 souls
When using the Target Shield, the first time during a combat you would suffer damage, you may instead spend 2 Position to make a parry reaction.
Warrior's Round Shield
Small Shield Type Strength 11 AC
200 souls
When using the Small Leather Shield, once per Long rest you may spend 1 Position to reduce any bludgeoning damage you receive from a single attack by half.
Target Shield
Small Shield Type Strength AC
Cost
+1
Special Effect
Cost
200 souls
When using the Warrior’s Round Shield, once per Long rest you may spend 1 Position to reduce damage from a ranged attack by half.
Equipment —
Standard Shields Black Knight Shield The nomadic warriors known as the Black Knights were famed for their battles; their shields became highly effective against fire. Standard Shield Type Strength 14 AC
Special Effect
300 souls
When using the Black Knight Shield, once per Short rest you may spend 2 Position to reduce the fire damage suffered from one attack by half.
+2
Blue Wooden Shield ht, wooden shield; its blue colour is striking, as are the distinctive white diamonds at the top. Standard Shield Type Strength 11 AC
Cost
Special Effect
Cost
300 souls
When using the Blue Wooden Shield, once per Short rest you may spend 2 Position to gain advantage on a Constitution saving throw.
+2
178
Cost
Carthus Shield Made from leather, and badly worn, this was once used by a warrior of Carthus. Standard Shield Type Strength 11 AC
Special Effect
When using the Carthus Shield, once per Short rest you may spend 2 Position to gain advantage on one Dexterity check.
+2
Cost
Crest Shield Beautifully engraved with the crest of an ancient, long deceased family, this shield is powerfully enchanted. Standard Shield Type Strength 16 AC
Special Effect
+2
Engraved with the image of a sinuous dragon, poised to strike, this shield is ideal for a knight.
Valentin Prost (Order #35367143)
300 souls
When using the Crest Shield, once per Long rest, you may spend 2 Position to become immune to necrotic damage until the start of your next turn.
Dragon Crest Shield
Standard Shield Type Strength 14 AC
300 souls
+2
Special Effect
Cost
300 souls
When using the Dragon Crest Shield, once per Short rest you may spend 1 Position to gain advantage on all attacks made against a dragon until the start of your next turn.
Cost
East-West Shield Decorated with two eagles, facing away from one another. This shield is light, but resilient. Standard Shield Type Strength 12 AC
Special Effect
When using the East-West Shield, once per Long rest you may spend 3 Position to change your Initiative from ‘slow’ to ‘fast’ or vice versa.
+2
Grass Crest Shield Ornately decorated, this shield is imbued with magic, a magic that the bearer feels course along their skin the minute they pick it up. Standard Shield Type Strength 13 AC
Special Effect
Cost
300 souls
When using the Grass Crest Shield, once per Long rest, you may spend 3 Position to automatically succeed on a saving throw against any spell attack or effect.
+2
Golden Wing Crest Shield One of the enchanted blue shields, this example is distinctive because of the golden wing inscribed across it. Standard Shield Type Strength 14 AC
300 souls
Special Effect
Cost
300 souls
When using the Golden Wing Crest Shield, once per Long rest, you may spend 2 Position to automatically succeed on a saving throw against any spell attack.
+2 179
Cost
Kite Shield Well made, and ideal for defending against an array of attacks, this is the most typical of shields. Standard Shield Type Strength 11 AC
Special Effect
When using the Kite Shield, once per Short rest you may spend 2 Position to gain advantage on one saving throw of your choice.
+2
Cost
Knight Shield A shield borne by knights, as they venture into battle. Standard Shield Type Strength 12 AC
Special Effect
+2
Unique to the Knights of Lothric, this shield is designed for their particular martial style. It is of particular use against lightning.
Valentin Prost (Order #35367143)
300 souls
When using the Knight Shield, once per Short rest you may spend 2 Position to increase your AC by +4 for one round.
Lothric Knight Shield
Standard Shield Type Strength 14 AC
300 souls
+2
Special Effect
Cost
300 souls
When using the Lothric Knight Shield, once per Long rest you may spend 2 Position to become immune to lightning damage for one round.
Cost
Pierce Shield A shield which bulges outwards, and bears, at its centre, a lethal spike, used by its wielder to drive the enemy back. Standard Shield Type Strength 14 AC
Special Effect
When using the Pierce Shield, once per Short rest you may spend 2 Position to deal an extra d8 piercing damage upon making a successful attack.
+2
Pontiff Knight Shield Borne into battle by those who followed the Pontiff, this shield is imbued with a strange, gelid aura. Standard Shield Type Strength 14 AC
Special Effect
Cost
300 souls
When using the Pontiff Knight Shield, once per Short rest, you may spend 2 Position to reduce the cold damage suffered from one attack by half.
+2
Cost
Porcine Shield Shaped, with unsettling accuracy, in imitation of a pig’s head, this shield mocks those who would fight its barer. Standard Shield Type Strength 14 AC
300 souls
Special Effect
300 souls
When using the Porcine Shield, once per Long rest, when you have successfully killed a creature, you may spend 2 Position to charge up to 20ft towards a hostile creature, and make a melee attack if in range.
+2
180
Cost
Shield of Want The shield bears a curse placed upon a king in the long ago of the world; thus were matters settled in those days. Standard Shield Type Strength 14 AC
Special Effect
When using the Shield of Want, once per Long rest you may spend 2 Position to gain +100 souls after successfully killing an enemy creature.
+2
Silver Eagle Kite Shield A well balanced shield, inscribed with the striking image of a silver eagle in flight. Standard Shield Type Strength 13 AC
Special Effect
300 souls
+2
Heavy, both with the legacy of the knights who carried it, this shield retains the blessings of the goddess the silver knights once served.
Valentin Prost (Order #35367143)
Cost
When using the Silver Eagle Kite Shield, once per Short rest you may spend 2 Position to gain advantage on one check of your choice.
Silver Knight Shield
Standard Shield Type Strength 15 AC
300 souls
+2
Special Effect
Cost
300 souls
When using the Silver Knight Shield, once per Short rest you may spend 2 Position to gain advantage on a melee attack made against a demonic creature.
Cost
Spider Shield The image of the spider scrawled across the shield is troubling enough, but the scent of blood from this shield is even worse. Standard Shield Type Strength 13 AC
Special Effect
When using the Spider shield, once per Long rest you may spend 2 Position to become immune to poison damage for one turn.
+2
Cost
Spiked Shield Once the possession of the infamous Knight of Thorns, this shield is thick with thorns and spikes. Standard Shield Type Strength 14 AC
Special Effect
300 souls
When using the Spiked Shield, once per Short rest, you may spend 2 Position to prevent being grappled and deal 1d4 piercing damage to the creature making the attempt.
+2
Spirit Tree Crest Shield A spirit tree is etched into the shield’s surface, its branches spreading out across the steel. Standard Shield Type Strength 13 AC
300 souls
Special Effect
Cost
300 souls
When using the Spirit Tree Crest Shield, once per Short rest, you may spend 2 Position to reduce the lightning damage suffered from one attack by half.
+2 181
Stone Parma Made entirely from stone, and as heavy as one might expect as a result, this shield was carved by an ancient knight who himself petrified. Standard Shield Type Strength 18 AC
Special Effect
Once used by the Knights of Sunlight, this shield is emblazoned with an image of the sun, spreading its light into any darkness.
Special Effect
With its beautifully wrought imagery of the reddening, setting sun, this shield was made for the Holy Knights of the Sunless Realms.
Valentin Prost (Order #35367143)
When using the Stone Parma, you cannot be petrified, and, once per Short rest, you may spend 2 Position to become immune to the paralysed condition until the end of your next turn.
Cost
300 souls
When using the Sunlight Shield, once per Short rest you may spend 2 Position to gain immunity to the blind condition for one hour.
+2
Sunset Shield
Standard Shield Type Strength 13 AC
300 souls
+2
Sunlight Shield
Standard Shield Type Strength 13 AC
Cost
+2
Special Effect
Cost
300 souls
When using the Sunset Shield, once per Short rest you may spend 2 Position to gain darkvision (90 feet) for two hours.
Wargod Wooden Shield Made from wood, but banded with metal, this is a redoubtable shield. Its bizarre markings memorialise a mad god. Standard Shield Type Strength 13 AC
Special Effect
300 souls
When using the Wargod Wooden Shield, once per Short rest you may spend 2 Position to ignore the effects of one spell that triggers a Wisdom saving throw.
+2
Cost
Wooden Shield An elongated wooden shield, decorated with the image of a white dragon, curling in on itself. Standard Shield Type Strength 10 AC
Cost
Special Effect
300 souls
When using the Wooden Shield, once per Short rest you may spend 1 Position to move up to 10 ft after making a successful attack, without incurring an opportunity attack.
+2
Equipment —
Greatshields 182
Ancient Dragon Greatshield With a beautiful painting set into the steel of the shield, it is impossible to gaze upon this and not feel the loss of the majestic creatures. Greatshield Type Strength 18 AC
Special Effect
+3
Forever associated with the dreaded Giantslayer Tsoring, the black iron of this greatshield is beautifully decorated.
Special Effect
No true shield, but a cart wheel that those with sufficient strength can repurpose should they need to. Just beware of the gaps between the spokes.
Valentin Prost (Order #35367143)
Cost
400 souls
When using the Black Iron Greatshield, once per Short rest you may spend 2 Position to avoid being knocked prone.
+3
Bonewheel Shield
Greatshield Type Strength 19 AC
400 souls
When using the Ancient Dragon Greatshield, once per Long rest you may spend 3 Position to regain 2 dice worth of Position.
Black Iron Greatshield
Greatshield Type Strength 18 AC
Cost
+3
Special Effect
Cost
400 souls
When using the Bonewheel Shield, once per Long rest you may spend 3 Position to deliver an additional +1d10 slashing damage upon making a successful melee attack.
Cathedral Knight Greatshield Huge, bulky, and forged from iron, this shield was used by those who stood against the endless waves of darkness from the deep. Greatshield Type Strength 18 AC
Special Effect
+3
So heavy as to be impossible for some to lift, this shield was given to those who sought to resist the curse.
Special Effect
Cost
400 souls
When using the Curse Ward Greatshield, once per Long rest you may spend 3 Position to become immune to damage from spell attacks for one turn.
+3
Dragonslayer Greatshield Melted but still functional, this shield formed part of a suit of armour designed for the killing of dragons. Greatshield Type Strength 16 AC
400 souls
When using the Cathedral knight Greatshield, once per Long rest you may spend 2 Position to become immune to acid damage.
Curse Ward Greatshield
Greatshield Type Strength 20 AC
Cost
Special Effect
Cost
400 souls
When using the Dragonslayer Greatshield, once per Long rest you may spend 3 Position to become immune to lightning damage until the end of your next turn.
+3 183
Greatshield of Glory Adorned with flowing whorls, curling in and away from one another, this shield was made to commemorate some ancient victory. Greatshield Type Strength 16 AC
Special Effect
+3
Carved from a single piece of stone and said to once have belonged to Havel the Rock, this shield retains elements of his great power.
Special Effect
400 souls
+3
Adorned with the holy symbol, this shield remains immaculate, as should anything carried by the legendary knights of Lothric.
Valentin Prost (Order #35367143)
Cost
When using Havel’s Greatshield, once per Long rest you may spend 3 Position to add +6 to your Strength score until the start of your next turn.
Lothric Knight Greatshield
Greatshield Type Strength 18 AC
400 souls
When using the Greatshield of Glory, once per Short rest, you may spend 3 Position to give a friendly creature within 30 feet advantage on their next ability check, saving throw or attack roll.
Havel's Greatshield
Greatshield Type Strength 20 AC
Cost
+3
Special Effect
Cost
400 souls
When using the Lothric Knight Greatshield, once per Short rest you may spend 3 Position to add +8 to your AC until the start of your next turn.
Cost
Moaning Shield The shield bears the face of Eygon of Carim’s sister. This was his shield, and his sister guarded him from harm. For a while. Greatshield Type Strength 17 AC
Special Effect
When using the Moaning Shield, once per Long rest you may spend 3 Position to take the damage from a single attack made against a friendly creature within 15 feet of you as a reaction.
+3
Stone Greatshield Less a shield than an enormous stone disc, its details obscured by moss. Greatshield Type Strength 20 AC
Special Effect
Cost
400 souls
When using the Stone Greatshield, once per Long rest, you may spend 3 Position to gain resistance to magical attacks (and spell attacks) for the duration of one combat.
+3
Twin Dragon Greatshield Astonishingly light for its size, this greatshield is made from wood and steel. Its image of two dragons makes it immediately memorable. Greatshield Type Strength 15 AC
400 souls
Special Effect
Cost
400 souls
When using the Twin Dragon Greatshield, once per Short rest you may spend 2 Position to force your opponent back by up to 10 feet after making a successful attack.
+3
184
Wolf Knight's Greatshield Once the possession of a knight who was tainted by the abyss, and master of the wolf ’s blood of old Farron. Greatshield Type Strength 18 AC
Special Effect
+3
A shield once belonging to the mighty, and fearsome, Yhorm. Anyone who carries this shield bares with them a legacy of bravery.
Valentin Prost (Order #35367143)
400 souls
When using the Wolf Knight’s Greatshield, once per Long rest you may spend 4 Position to become immune to one type of damage of your choice until the end of your next turn.
Yhorm’s Greatshield
Greatshield Type Strength 20 AC
Cost
+3
Special Effect
Cost
400 souls
When using Yhorm’s Greatshield, once per Long rest you may spend 3 Position to force all enemy creatures within 20 feet to succeed on a DC 15 Wisdom save or become frightened of you until the end of your next turn.
185
Valentin Prost (Order #35367143)
Equipment —
Weapons N
o one hoping to survive long in Lothric goes unarmed. After all, here even the plant life might try and kill you. Fortunately, Lothric possesses a history riven with conflict, and as a result, weapons are always plentiful.
186
Valentin Prost (Order #35367143)
In DARK SOULS: The Roleplaying Game, each weapon offers a different combination, and different set of abilities for the character wielding it. These abilities can be combined with those of armour and shields to create the kind of character you want. There are few hard limits on which weapons a character may use, so characters can become extremely powerful. And they’re going to need to be! Each of the weapons listed below possesses certain qualities and properties:
Name
The weapon’s name.
Strength
This is the Strength attribute score you need to possess to be able to use the weapon effectively. Your Strength must equal or exceed this score before any modifiers gained from armour are applied.
Damage
This is the amount and type of damage the weapon inflicts on a successful attack.
Weapon Properties
Many Weapons have special Properties related to their use, as shown in the Weapons table.
Special
Every weapon possesses a special skill or ability, unlocked through spending Position.
Weapon Properties
Ammunition
Finesse
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack, and therefore you need a free hand to load a one-handed weapon. At the end of the battle, you can recover half your expended ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section).
When making an attack with a finesse weapon, you may choose to use either your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Improvised Weapons
Light
Sometimes characters don’t have their weapons and must attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as a shard of broken glass, a table leg, or whatever else comes to hand.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Often, an improvised weapon is similar enough to an actual weapon to be treated as such. For example, a table leg is akin to a club. At the GM’s discretion, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Heavy Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively.
Loading Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Reach This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Thrown
Range
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe you use your Strength, but if you throw a dagger you can use either your Strength or your Dexterity, since the dagger has the finesse property.
A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s standard range in feet, and the second indicates the weapon’s long range. When attacking a target at long range, you have disadvantage on the attack roll, and you can’t attack a target beyond the weapon’s long range.
Versatile
Two-Handed
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
This weapon requires two hands when you attack with it.
Valentin Prost (Order #35367143)
187
Equipment —
Daggers Aquamarine Dagger Type
Dagger
Strength
11
Damage
1d4 piercing
Special
Cost
350 souls
Spend 2 Position before making an attack roll to give this weapon the reach property for the duration of the attack.
Properties Finesse, light, thrown (20/60)
Cost
Bandit's Knife Type
Dagger
Strength
-
Damage
1d4 piercing
Special
250 souls
Spend 2 Position to move 10 feet in any direction after a successful attack.
Properties Finesse, light 188
Brigand Twindaggers Type
Dagger
Strength
-
Damage
1d4 slashing
Special
Cost
450 souls
Spend 1 Position to move 5 feet in any direction after a successful attack.
Properties Finesse, light, thrown (20/60)
Corvian Greatknife Type
Dagger
Strength
-
Damage
1d4 slashing
Special
Cost
300 souls
Spend 2 Position after a successful attack to give that creature disadvantage on its next roll.
Properties Finesse,
Dagger Type
Dagger
Strength
-
Damage
1d4 piercing
Properties Finesse, light, thrown (20/60)
Valentin Prost (Order #35367143)
Special
Cost
150 souls
Spend 1 Position to move 5 feet in any direction after a successful attack.
Handmaid's Dagger Type
Dagger
Strength
-
Damage
1d4 piercing
Special
Cost
250 souls
Spend 2 Position after a successful attack to give that creature disadvantage on its next roll.
Properties Finesse, light, thrown (20/60)
Cost
Harpe Type
Dagger
Strength
-
Damage
1d4 slashing
Special
250 souls
Spend 1 Position to move 5 feet in any direction after a successful attack.
Properties Finesse, light
Cost
Mail Breaker Type
Dagger
Strength
-
Damage
1d4 piercing
Special
250 souls
Spend 2 Position after a successful attack to reduce enemy’s AC by -2 on your next attack against them.
Properties Finesse 189
Murky Hand Scythe Type
Dagger
Strength
-
Damage
1d6 slashing
Special
Cost
300 souls
Spend 1 Position to move 5 feet in any direction after a successful attack.
Properties Finesse, light
Cost
Parrying Dagger Type
Dagger
Strength
-
Damage
1d4 slashing
Special
200 souls
Spend 1 Position to add +1 to your AC after a successful attack until the start of your next turn.
Properties Finesse, light
Rotten Ghru Dagger Type
Dagger
Strength
-
Damage
1d4 piercing
Properties Finesse, light
Valentin Prost (Order #35367143)
Special
Cost
150 souls
Spend 3 Position to deal an additional 1d4 poison damage on a successful attack.
Scholar's Candlestick Type
Dagger
Strength
-
Damage
1d6 bludgeoning
Special
Cost
200 souls
Spend 1 Position to turn this candlestick into a torch, providing bright light in a 20 feet radius and dim light in an additional 20 feet radius. This effect lasts for one minute.
Properties Finesse
Tailbone Shortsword Type
Dagger
Strength
11
Damage
1d6 slashing
Special
Cost
300 souls
Spend 2 Position after a successful attack to deal an additional 1d4 lightning damage to your enemy.
Properties Finesse, light
Equipment —
Straight Swords 190
Anri's Straight sword Type
Straight Sword
Strength
12
Damage
1d10 slashing
Special
Cost
300 souls
If you miss with an attack, spend 3 Position to gain advantage on your next attack.
Properties Reach
Astora Straight Sword Type
Straight Sword
Strength
12
Damage
1d10 slashing
Special
Cost
400 souls
Spend 1 Position to deal +2 damage on a successful attack
Properties -
Barbed Straight Sword Type
Straight Sword
Strength
10
Damage
1d10 piercing
Properties Reach
Valentin Prost (Order #35367143)
Special
Cost
400 souls
Spend 2 Position after a successful attack to add +1d4 to your next damage roll.
Cost
Broadsword Type
Straight Sword
Strength
12
Damage
1d10 slashing
Special
400 souls
Spend 1 Position to push an enemy back 5 feet after a successful attack
Properties Reach
Broken Straight Sword Type
Straight Sword
Strength
10
Damage
1d6 piercing
Special
Cost
350 souls
Spend 1 Position to deal +2 damage on a successful attack
Properties Light
Cleric’s Candlestick Type
Straight Sword
Special
Strength
-
Damage
1d8 bludgeoning
Cost
150 souls
Spend 1 Position to turn this candlestick into a torch, providing bright light in a 20 feet radius and dim light in an additional 20 feet radius. This effect lasts for one minute.
Properties 191
Cost
Dark Sword Type
Straight Sword
Strength
10
Damage
1d10 slashing
Special
400 souls
Spend 2 Position after a successful attack to move 10 feet in any direction.
Properties Reach
Gotthard Twinswords Type
Straight Sword
Strength
12
Damage
1d8 slashing
Special
Cost
600 souls
Spend 3 Position to gain advantage on your next attack.
Properties Two-handed
Irithyll Straight Sword Type
Straight Sword
Strength
11
Damage
2d6 slashing
Properties Finesse, reach
Valentin Prost (Order #35367143)
Special
Cost
350 souls
Spend 1 Position to deal +2 damage on a successful attack.
Cost
Long Sword Type
Straight Sword
Strength
11
Damage
1d8 slashing
Special
350 souls
Spend 1 Position to deal +2 damage on a successful attack
Properties Versatile (1d10)
Lothric's Holy Sword Type
Straight Sword
Strength
12
Damage
1d8 piercing
Special
Cost
400 souls
Spend 3 Position after a successful attack to force your target to succeed on a Wisdom saving throw with a DC equivalent to your Strength or become stunned for one turn.
Properties Finesse, reach
Lothric Knight Sword Type
Straight Sword
Strength
12
Damage
1d12 piercing
Special
Cost
450 souls
Spend 1 Position to push an enemy back 5 feet after a successful attack.
Properties Reach 192
Cost
Morion Blade Type
Straight Sword
Strength
12
Damage
1d10 piercing
Special
600 souls
Spend 3 Position after a successful attack made with this weapon to add +1d6 to your next damage roll.
Properties Reach
Cost
Shortsword Type
Straight Sword
Strength
10
Damage
1d6 piercing
Special
300 souls
Spend 2 Position after a successful attack to deal an additional 1d4 lightning damage to your enemy.
Properties Finesse, light
Sunlight Straight Sword Type
Straight Sword
Strength
14
Damage
1d10 slashing
Properties Reach
Valentin Prost (Order #35367143)
Special
Cost
350 souls
Spend 1 Position after a successful attack to gain +2 AC until the end of your next turn.
Ringed Knight Straight Sword Type
Straight Sword
Strength
14
Damage
1d12 piercing
Special
Cost
400 souls
Spend 2 Position to deal +1d6 fire damage on a successful attack.
Properties Reach
Cost
Valorheart Type
Straight Sword
Strength
14
Damage
1d12 piercing
Special
800 souls
Spend 4 Position to gain advantage on your next attack, and deal +1d6 additional damage made with this weapon if it is successful.
Properties Reach
Equipment —
Greatswords 193
Cost
Bastard Sword Type
Greatsword
Strength
14
Damage
2d6 slashing
Special
700 souls
Spend 2 Position after a successful attack to move 10 feet in any direction.
Properties Heavy, two-handed, reach
Black Knight Sword Type
Greatsword
Strength
14
Damage
2d6 slashing
Special
Cost
700 souls
Spend 3 Position after a successful attack to force your target to succeed on a DC15 Constitution saving throw or make their next attack at disadvantage.
Properties Heavy, two-handed, reach
Claymore Type
Greatsword
Strength
15
Damage
2d6 slashing
Properties Heavy, two-handed, reach
Valentin Prost (Order #35367143)
Special
Cost
750 souls
Spend 1 Position to deal +2 damage on a successful attack.
Drakeblood Greatsword Type
Greatsword
Strength
12
Damage
1d8 piercing
Special
Cost
500 souls
Spend 1 Position to deal +1d4 damage on your next attack.
Properties Heavy, two-handed, reach
Executioner's Greatsword Type
Greatsword
Strength
13
Damage
1d10 slashing
Special
Cost
650 souls
Spend 4 Position after a successful attack to force your target to succeed on a Strength saving throw with a DC equivalent to your Strength, or be knocked prone if they are of size Medium or smaller.
Properties Heavy, two-handed, reach
Cost
Flameberge Type
Greatsword
Strength
14
Damage
1d12 slashing
Special
800 souls
Spend 2 Position to deal +3 damage on a successful attack.
Properties Heavy, two-handed, reach 194
Firelink Greatsword Type
Greatsword
Strength
13
Damage
1d8 fire damage
Special
Cost
650 souls
As your reaction, you may spend 2 Position after suffering damage, to move back 5 feet from your attacker, and deal 1d6 force damage to them.
Properties Heavy, two-handed, reach
Gael's Greatsword Type
Greatsword
Strength
14
Damage
1d12 slashing
Special
Cost
900 souls
Spend 4 Position after killing an enemy creature to leap 15 feet in any direction you choose. On landing, you deal 1d6 force damage to any creature within 10 feet of you.
Properties Heavy, two-handed, reach
Greatsword of Judgement Type
Greatsword
Strength
12
Damage
1d8 piercing
Properties Heavy, two-handed, reach
Valentin Prost (Order #35367143)
Special
Cost
600 souls
Spend 2 Position to deal +1d6 necrotic damage on your next attack.
Hollowslayer Greatsword Type
Greatsword
Strength
14
Damage
1d10 slashing
Special
Cost
600 souls
Spend 1 Position to deal +1d4 damage on your next attack.
Properties Heavy, two-handed, reach
Moonlight Greatsword Type
Greatsword
Strength
15
Damage
1d8 slashing
Special
Cost 4500 souls
As your reaction, you may spend 3 Position after suffering damage, to move back 5 feet from your attacker, and deal 1d10 force damage to them.
Properties Heavy, two-handed, reach
Cost
Onyx Blade Type
Greatsword
Strength
12
Damage
1d8 piercing
Special
500 souls
Spend 3 Position to deal +1d8 fire damage on your next attack.
Properties Heavy, two-handed, reach 195
Cost
Storm Ruler Type
Greatsword
Strength
12
Damage
1d10 slashing
Special
650 souls
Spend 2 Position to deal +1d6 lightning damage on your next attack.
Properties Heavy, two-handed, reach
Twin Princes' Greatsword Type
Greatsword
Strength
13
Damage
1d10 slashing
Special
Cost 1100 souls
Spend 4 Position to deal +1d12 fire damage on your next attack.
Properties Heavy, two-handed, reach
Wolf Knight's Greatsword Type
Greatsword
Strength
14
Damage
1d10 slashing
Properties Heavy, two-handed, reach
Valentin Prost (Order #35367143)
Special
Cost
800 souls
Spend 1 Position after killing an enemy to leap up to 10 feet towards another enemy creature.
Wolnir's Holy Sword Type
Greatsword
Strength
15
Damage
2d6 slashing
Special
Cost
750 souls
Spend 4 Position after a successful attack to force your target to succeed on a Strength saving throw with a DC equivalent to your Strength, or be knocked prone if they’re of size Medium or smaller.
Properties Heavy, two-handed, reach
Equipment —
Ultra Greatswords Astora Greatsword Type
Ultra Greatsword
Strength
17
Damage
2d6 slashing
Special
Cost
700 souls
Spend 2 Position when unengaged to move up to 20 feet towards one enemy creature, and gain advantage on your first attack against it.
Properties Heavy, two-handed, reach 196
Black Knight Greatsword Type
Ultra Greatsword
Strength
20
Damage
2d10 slashing
Special
Cost
900 souls
Spend 1 Position after a successful attack to push the targeted creature 5ft in any direction.
Properties Heavy, two-handed, reach
Cathedral Knight Greatsword Type
Ultra Greatsword
Strength
16
Damage
1d12 slashing
Special
Cost
800 souls
Spend 1 Position after a successful attack to push the targeted creature 5ft in any direction.
Properties Heavy, two-handed, reach
Farron Greatsword Type
Greatsword
Strength
14
Damage
1d10
Properties Heavy, two-handed, reach
Valentin Prost (Order #35367143)
Special
Cost
750 souls
Spend 2 Position after a successful attack to reduce an enemy’s AC by -2 until the start of your next turn.
Fume Ultra Greatsword Type
Ultra Greatsword
Strength
20
Damage
1d12+1d4 slashing
Special
Cost 1200 souls
Spend 3 Position after a successful attack to drive the enemy back by 5 feet and gain advantage on the next attack.
Properties Heavy, two-handed, reach
Cost
Greatsword Type
Ultra Greatsword
Strength
18
Damage
1d12 slashing
Special
700 souls
Spend 3 Position after a successful attack to drive the enemy back by 5 feet and gain advantage on your next attack.
Properties Heavy, two-handed, reach
Lorian's Greatsword Type
Ultra Greatsword
Strength
18
Damage
1d12 slashing
Special
Cost
850 souls
Spend 3 Position to deal +1d10 fire damage on a successful attack.
Properties Heavy, two-handed, reach 197
Lothric Knight Greatsword Type
Ultra Greatsword
Strength
17
Damage
3d6 slashing
Special
Cost
750 souls
Spend 3 Position after a successful attack to drive the enemy back by 5 feet and gain advantage on your next attack.
Properties Heavy, two-handed, reach
Profaned Greatsword Type
Ultra Greatsword
Strength
20
Damage
2d10 slashing
Special
Cost
900 souls
Spend 5 Position after killing an enemy to deal +2d6 fire damage to any creature within 10 feet of you.
Properties Heavy, two-handed, reach
Ringed Knight Paired Greatswords Type
Ultra Greatsword
Strength
20
Damage
2d10 slashing
Properties Heavy, reach
Valentin Prost (Order #35367143)
Special
Cost 1200 souls
Spend 4 Position to deal +1d12 fire damage on your next attack.
Cost
Zweihander Type
Ultra Greatsword
Strength
18
Damage
2d6 slashing
Special
650 souls
Spend 3 Position after a successful attack to drive the enemy back by 5 feet.
Properties Heavy, two-handed, reach
Equipment —
Curved Swords Carthus Curved Sword Type
Curved Sword
Strength
12
Damage
1d8 slashing
Special
Cost
650 souls
Spend 2 Position after a successful attack, to make a second attack as a bonus action. The bonus attack is made with disadvantage.
Properties Finesse, light 198
Cost
Carthus Shotel Type
Curved Sword
Strength
11
Damage
1d6 slashing
Special
400 souls
Spend 4 Position after a successful attack, to make a second attack as a bonus action.
Properties Finesse, light
Crescent Moon Sword Type
Curved Sword
Strength
11
Damage
1d6 slashing
Special
Cost
450 souls
Spend 4 Position after killing an enemy to immediately make a ranged attack, dealing 1d6 slashing damage, to any one enemy within 30 feet of you.
Properties Finesse, light
Dancer's Enchanted Swords Type
Curved Sword
Strength
11
Damage
1d8 slashing
Properties Finesse, light
Valentin Prost (Order #35367143)
Special
Cost
550 souls
Spend 4 Position after killing an enemy to immediately move towards and make a free attack against a different enemy within 15ft of you in any direction. If this kills that enemy, you may spend 4 Position to move towards a new enemy and make another attack, and so on.
Cost
Demon's Scar Type
Curved Sword
Strength
11
Damage
1d6 fire
Special
350 souls
Spend 3 Position after a successful attack, to make a second attack as a bonus action
Properties Finesse, light
Cost
Falchion Type
Curved Sword
Strength
12
Damage
1d8 slashing
Special
675 souls
Spend 5 Position after a successful attack, to make a second attack as a bonus action.
Properties Finesse, light
Cost
Follower Sabre Type
Curved Sword
Strength
11
Damage
1d8 slashing
Special
500 souls
Spend 3 Position after a successful attack to reduce your enemy’s AC by -2 until the end of your next turn.
Properties Finesse, light 199
Painting Guardian's Curved Sword Type
Curved Sword
Strength
20
Damage
1d6 slashing
Special
Properties Finesse, light
Curved Sword
Strength
12
Damage
1d10 slashing
Special
400 souls
Spend 2 Position after killing an enemy to immediately make a free attack against a different enemy within 5 feet of you. If this attack kills the new enemy, you may spend 2 Position to make another attack against another enemy, and so on.
Pontiff Knight Curved Sword Type
Cost
Cost
650 souls
Spend 2 Position after a successful attack to deal +1d6 cold damage on your next attack.
Properties Finesse, light
Rotten Ghru Curved Sword Type
Curved Sword
Strength
11
Damage
1d6 slashing
Properties Finesse, light
Valentin Prost (Order #35367143)
Special
Cost
400 souls
Spend 2 Position to inflict + 1d4 poison damage on your next attack.
Cost
Scimitar Type
Curved Sword
Strength
11
Damage
1d6 slashing
Special
600 souls
Spend 5 Position after a successful attack, to make a second attack as a bonus action.
Properties Finesse, light
Sellsword Twinblades Type
Curved Sword
Strength
12
Damage
1d8 slashing
Special
Cost
600 souls
Spend 3 Position after a successful attack, to make a second attack as a bonus action.
Properties Finesse, light
Cost
Shotel Type
Curved Sword
Strength
12
Damage
1d6 slashing
Special
500 souls
Spend 2 Position after a successful attack, to make a second attack as a bonus action. The bonus attack is made with disadvantage.
Properties Finesse, light 200
Storm Curved Sword Type
Curved Sword
Strength
12
Damage
1d8 slashing
Special
Properties Finesse, light
Curved Sword
Strength
11
Damage
1d8 slashing
Properties Finesse, light
Valentin Prost (Order #35367143)
Special
500 souls
Spend 3 Position after killing an enemy to immediately make a free attack against a different enemy within 5 feet of you. If this attack kills the new enemy, you may spend 2 Position to make another attack against another enemy, and so on.
Warden Twinblades Type
Cost
Cost
550 souls
Spend 4 Position after a successful attack, to make a second attack as a bonus action.
Equipment —
Curved Greatswords Carthus Curved Greatsword Type
Curved Greatword
Strength
14
Damage
1d8 slashing
Special
Cost
650 souls
Spend 2 Position after a successful attack, to make a second attack as a bonus action. The second attack is made at disadvantage
Properties Finesse, two-handed, reach
Cost
Exile Greatsword Type
Curved Greatword
Strength
16
Damage
1d10 slashing
Special
700 souls
Spend 5 Position after a successful attack, to make a second attack as a bonus action. The second attack is made with advantage.
Properties Finesse, two-handed, reach 201
Harald Curved Greatsword Type
Curved Greatword
Strength
16
Damage
1d10 slashing
Special
Cost
725 souls
Spend 3 Position after a successful attack to force your target to succeed on a Strength saving throw with a DC equivalent to your Strength, or be knocked prone if they’re of size Large or smaller.
Properties Finesse, two-handed, reach
Cost
Murakumo Type
Curved Greatword
Strength
14
Damage
1d8 slashing
Special
650 souls
Spend 5 Position after a successful attack, to make a second attack as a bonus action. This second attack deals an additional +1d3 slashing damage.
Properties Finesse, two-handed, reach
Old Wolf Curved Sword Type
Curved Greatword
Strength
16
Damage
1d10 slashing
Properties Finesse, two-handed, reach
Valentin Prost (Order #35367143)
Special
Cost
750 souls
Spend 5 Position after making a successful attack to make a second attack as a bonus action. If the second attack is successful, you may move up to 15 feet away from your opponent without incurring any attacks of opportunity.
Equipment —
Thrusting Swords Cost
Crow Quills Type
Thrusting Sword
Strength
10
Damage
1d8 piercing
Special
650 souls
Spend 3 Position after killing an enemy creature to immediately make a ranged attack, dealing 1d4 piercing damage, to any enemy within 40 feet of you.
Properties Finesse
Crystal Sage's Rapier Type
Thrusting Sword
Strength
-
Damage
1d6 piercing
Special
Cost
600 souls
Spend 1 Position to deal +1d4 damage on your next attack.
Properties Finesse 202
Estoc Type
Thrusting Sword
Strength
-
Damage
1d8 piercing
Special
Cost
500 souls
Spend 1 Position to deal +1d3 damage on your next attack.
Properties Finesse
Irithyll Rapier Type
Thrusting Sword
Strength
12
Damage
1d10 piercing
Special
Cost
650 souls
Spend 2 Position after a successful attack to reduce enemy’s AC by -2 on your next attack.
Properties Finesse
Ricard's Rapier Type
Thrusting Sword
Strength
11
Damage
1d8 piercing
Properties Finesse
Valentin Prost (Order #35367143)
Special
Cost
550 souls
Spend 1 Position after a successful attack to move up to 10 feet away from your opponent without incurring any attacks of opportunity.
Cost
Rapier Type
Thrusting Sword
Strength
11
Damage
1d8 piercing
Special
500 souls
Spend 1 Position to deal +1d4 damage on your next attack.
Properties Finesse
Equipment —
Katanas Black Blade Type
Katana
Strength
14
Damage
1d10 slashing
Special
Cost
700 souls
Spend 3 Position to make your next attack with advantage if your target is bloodied.
Properties Finesse 203
Bloodlust Type
Katana
Strength
14
Damage
1d10 slashing
Special
Cost
800 souls
Spend 2 Position to make your next attack with advantage if your target is bloodied.
Properties Finesse
Chaos Blade Type
Katana
Strength
11
Damage
1d8 slashing
Special
Cost
900 souls
Spend 4 Position after making a successful attack to increase your AC for the next turn by +3.
Properties Finesse
Darkdrift Type
Katana
Strength
14
Damage
1d10 slashing
Properties Finesse
Valentin Prost (Order #35367143)
Special
Cost
750 souls
Spend 4 Position after a successful attack to reduce your opponent’s AC by -3 until it is dead (one use per opponent).
Cost
Frayed Blade Type
Katana
Strength
12
Damage
1d8 slashing
Special
800 souls
Spend 2 Position after making a successful attack to reduce your target’s AC by -2 until the start of your next turn.
Properties Finesse
Onikiri and Ubadachi Type
Katana
Strength
12
Damage
1d8 slashing
Special
Cost
650 souls
Spend 1 Position to make your next attack at advantage if your opponent is a demon.
Properties Finesse
Uchigatana Type
Katana
Strength
14
Damage
1d8 slashing
Special
Cost
650 souls
Spend 5 Position after making a successful attack to increase your AC for the next turn by +3.
Properties Finesse 204
Washing Pole Type
Katana
Strength
12
Damage
1d8 slashing
Special
Cost
550 souls
Spend 3 Position after making a successful attack to increase your AC for the next turn by +1.
Properties Finesse
Equipment —
Axes Battle Axe Type
Axe
Strength
11
Damage
1d8 slashing
Properties Versatile (1d10)
Valentin Prost (Order #35367143)
Special
Cost
600 souls
Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC14 Wisdom saving throw or be stunned for the next turn.
Cost
Brigand Axe Type
Axe
Strength
10
Damage
1d8 slashing
Special
650 souls
Spend 4 Position after a successful attack to unleash a war cry. Your opponent must make a DC16 Wisdom saving throw or be stunned for the next turn.
Properties Versatile (1d10)
Cost
Butcher Knife Type
Axe
Strength
12
Damage
1d6 slashing
Special
150 souls
Spend 3 Position after a successful attack to decrease your opponent’s AC by -3 on your next attack.
Properties -
Dragonslayer's Axe Type
Axe
Strength
11
Damage
1d8 slashing
Special
Cost
800 souls
Spend 4 Position after a successful attack to unleash a war cry. Your opponent must make a DC16 Wisdom saving throw or be stunned for the next turn.
Properties 205
Cost
Eleonora Type
Axe
Strength
14
Damage
1d10 slashing
Special
500 souls
Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC16 Wisdom save or be stunned for the next turn.
Properties Versatile (1d12)
Cost
Hand Axe Type
Axe
Strength
-
Damage
1d6 slashing
Special
450 souls
Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC14 Wisdom saving throw or be stunned for the next turn.
Properties -
Man-Serpent Hatchet Type
Axe
Strength
13
Damage
1d8 slashing
Properties -
Valentin Prost (Order #35367143)
Special
Cost
800 souls
Spend 4 Position after a successful attack to unleash a war cry. An enemy you choose within 20 feet must make a DC12 Wisdom saving throw or be stunned next turn.
Millwood Battle Axe Type
Axe
Strength
13
Damage
1d8 slashing
Special
Cost
750 souls
Spend 5 Position after a successful attack to unleash a war cry. Your opponent must make a DC18 Wisdom saving throw or be stunned for the next turn.
Properties -
Cost
Thrall Axe Type
Axe
Strength
-
Damage
1d6 slashing
Special
550 souls
Spend 1 Position after a successful attack to deal +2 damage.
Properties -
Winged Knight Twin Axes Type
Axe
Strength
14
Damage
1d8 slashing
Special
Cost
400 souls
Spend 1 Position to gain advantage on your next attack if your opponent is bloodied or reduced to less than half their starting Position.
Properties Two-handed 206
Equipment —
Great Axes Black Knight Great Axe Type
Great Axe
Strength
18
Damage
1d12 slashing
Special
Cost 1000 souls
Spend 4 Position after a successful attack to unleash a war cry. Your opponent must make a DC18 Wisdom saving throw or be stunned until the end of their next turn.
Properties Heavy, two-handed
Demon's Great Axe Type
Great Axe
Strength
14
Damage
1d10 slashing
Properties Heavy, two-handed
Valentin Prost (Order #35367143)
Special
Cost
850 souls
Spend 5 Position after killing an enemy to deal 1d8 fire damage to all creatures within 20 feet of you.
Dragonslayer Great Axe Type
Great Axe
Strength
18
Damage
1d12 slashing
Special
Cost
950 souls
Spend 5 Position after killing an enemy to deal 1d10 force damage to all creatures within 10 feet of you.
Properties Heavy, two-handed
Cost
Earth Seeker Type
Great Axe
Strength
15
Damage
1d10 slashing
Special
Properties Heavy, two-handed
Spend 5 Position after killing an enemy to trigger three tremors within 30 feet of you, each centred on a single point. All creatures within 5 feet of these points must succeed on a DC16 Dexterity saving throw or be knocked prone.
Cost
Great Axe Type
Great Axe
Strength
14
Damage
1d12 slashing
Special
850 souls
800 souls
Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC14 Wisdom saving throw or be stunned for the next turn.
Properties Heavy, two-handed 207
Cost
Great Machete Type
Great Axe
Strength
15
Damage
1d10 slashing
Special
900 souls
Spend 3 Position after a successful attack to decrease your opponent’s AC by -3 on your next attack.
Properties Heavy, two-handed
Yhorm's Great Machete Type
Great Axe
Strength
16
Damage
1d10 slashing
Properties Heavy, two-handed
Valentin Prost (Order #35367143)
Special
Cost
900 souls
Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC14 Wisdom save or be stunned for the next turn.
Equipment —
Hammers Blacksmith Hammer Type
Hammer
Strength
12
Damage
1d4 bludgeoning
Special
Cost
550 souls
Spend 2 Position after a successful attack to increase your AC by +2 for the next turn.
Properties -
Club Type
Hammer
Strength
-
Damage
1d4 bludgeoning
Special
Cost
50 souls
Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC12 Wisdom save or be stunned for the next turn.
Properties Light 208
Drang Hammer Type
Hammer
Strength
12
Damage
1d6 bludgeoning
Special
Cost
450 souls
Spend 2 Position after a successful attack to deal +3 damage.
Properties Two-handed
Heysel Pick Type
Hammer
Strength
10
Damage
1d4 piercing
Special
Cost
400 souls
Spend 3 Position after a successful attack to gain advantage on your next spell attack.
Properties -
Mace Type
Hammer
Strength
-
Damage
1d6 bludgeoning
Properties -
Valentin Prost (Order #35367143)
Special
Cost
150 souls
Spend 2 Position after a successful attack to increase your AC by +2 for the next turn.
Cost
Morning Star Type
Hammer
Strength
12
Damage
1d8 piercing
Special
400 souls
Spend 2 Position after a successful attack to increase your AC by +2 for the next turn.
Properties -
Cost
Reinforced Club Type
Hammer
Special
Strength
-
Damage
1d6 bludgeoning
100 souls
Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC14 Wisdom save or be stunned for the next turn.
Properties Light
Cost
Warpick Type
Hammer
Strength
13
Damage
1d6 piercing
Special
500 souls
Spend 2 Position after making a successful attack to switch positions with your target.
Properties 209
Equipment —
Great Hammers Cost
Dragon Tooth Type
Great Hammer
Strength
14
Damage
1d10 bludgeoning
Special
900 souls
Spend 3 Position after a successful attack to increase your AC by +4 for the next turn.
Properties Heavy, two-handed
Gargoyle Flame Hammer Type
Great Hammer
Strength
15
Damage
1d8 bludgeoning
Properties Heavy, two-handed
Valentin Prost (Order #35367143)
Special
Cost
600 souls
Spend 5 Position after a successful attack to unleash a cone of fire 15 feet in length from your position All creatures caught in the cone suffer 1d8 fire damage, or half damage if they succeed on a DC15 Dexterity saving throw.
Cost
Great Club Type
Hammer
Strength
10
Damage
1d8 bludgeoning
Special
450 souls
Spend 2 Position after a successful attack to unleash a war cry. Your opponent must make a DC15 Wisdom saving throw or be stunned for the next turn.
Properties Two-handed
Cost
Great Mace Type
Great Hammer
Special
Strength
16
Damage
1d10 bludgeoning
550 souls
Spend 2 Position after a successful attack to increase your AC by +3 for the next turn.
Properties Heavy, two-handed
Great Wooden Hammer Type
Great Hammer
Special
Strength
12
Damage
1d6 bludgeoning
Cost
650 souls
Spend 3 Position after a successful attack to deal +1 damage and knock your opponent back 5 feet directly away from you.
Properties 210
Cost
Large Club Type
Great Hammer
Strength
12
Damage
1d8 bludgeoning
Special
400 souls
Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC13 Wisdom save or be stunned for the next turn.
Properties Two-handed
Ledo's Great Hammer Type
Great Hammer
Strength
16
Damage
1d10 bludgeoning
Special
Cost
850 souls
Spend 3 Position to deal +1d6 piercing damage on your next attack.
Properties Heavy, two-handed
Morne's Great Hammer Type
Great Hammer
Strength
18
Damage
1d12 bludgeoning
Properties Heavy, two-handed
Valentin Prost (Order #35367143)
Special
Cost
750 souls
Spend 3 Position after a successful attack to increase your AC by +4 for the next turn.
Old King's Great Hammer Type
Great Hammer
Strength
17
Damage
1d12 bludgeoning
Special
Properties Heavy, two-handed
Spend 5 Position after making a successful attack to unleash a cone of fire 10 feet in length from your position. All creatures caught in the cone suffer 1d10 fire damage, or half damage if they succeed on a DC16 Dexterity saving throw.
Cost
Pickaxe Type
Great Hammer
Strength
14
Damage
1d8 piercing
Special
Cost 1200 souls
450 souls
Spend 2 Position after you’ve taken damage to switch places with your attacker.
Properties -
Quakestone Hammer Type
Great Hammer
Special
Strength
15
Damage
1d10 bludgeoning
Cost
900 souls
Spend 4 Position to force all creatures of Large size or smaller within 15 feet of you to make a DC12 Dexterity saving throw or be knocked prone.
Properties Heavy, two-handed 211
Smough's Great Hammer Type
Great Hammer
Strength
15
Damage
1d12 bludgeoning
Special
Cost 1100 souls
Spend 4 Position after a successful attack to increase your AC by +6 until the end of your next turn.
Properties Heavy, two-handed
Cost
Spiked Mace Type
Great Hammer
Strength
16
Damage
1d10 piercing
Special
650 souls
Spend 2 Position after a successful attack to deal +3 damage.
Properties Heavy, two-handed
Vordt's Great Hammer Type
Great Hammer
Strength
16
Damage
1d10 piercing
Properties Heavy, two-handed
Valentin Prost (Order #35367143)
Special
Cost
800 souls
Spend 3 Position after a successful attack to increase your AC by +4 for the next turn.
Equipment —
Spears and Pikes Cost
Arstor's Spear Type
Spears and Pikes
Strength
14
Damage
1d8 piercing
Special
500 souls
Spend 2 Position after a successful attack to reduce your opponent’s AC by -2 on your next attack.
Properties Thrown (range 20/60), versatile (1d10), reach
Dragonslayer Spear Type
Spears and Pikes
Strength
14
Damage
1d8 piercing
Special
Cost
450 souls
Spend 5 Position after killing an enemy to deal 1d10 force damage to all enemies within 10 feet of you.
Properties Thrown (range 20/60), versatile (1d10), reach 212
Dragonslayer Swordspear Type
Spears and Pikes
Strength
15
Damage
1d10 slashing
Special
Cost
650 souls
Spend 5 Position after killing an enemy to deal 1d10 force damage to all enemies within 10 feet of you.
Properties Thrown (range 20/60), reach
Drang Twinspears Type
Spears and Pikes
Strength
14
Damage
1d8 piercing
Special
Cost
600 souls
Spend 3 Position when unengaged to move up to 30 feet towards an enemy and gain advantage on your first attack against it.
Properties Thrown (range 20/60), two-handed, reach
Follower Javelin Type
Spears and Pikes
Strength
12
Damage
1d6 piercing
Properties Thrown (range 30/90), reach
Valentin Prost (Order #35367143)
Special
Cost
400 souls
Spend 2 Position after a successful ranged attack to deal +1d4 fire damage.
Four-Pronged Plow Type
Spears and Pikes
Strength
14
Damage
1d6 piercing
Special
Cost
500 souls
Spend 3 Position when unengaged to move up to 30 feet towards an enemy and gain advantage on your first attack against it.
Properties Thrown (range 20/60), versatile (1d8), reach
Gargoyle Flame Spear Type
Spears and Pikes
Strength
14
Damage
1d6 piercing
Special
Cost
500 souls
Spend 4 Position when unengaged to move up to 15 feet towards an enemy and deal +1d6 fire damage on your first attack against it.
Properties Heavy, two-handed, reach
Golden Ritual Spear Type
Spears and Pikes
Strength
10
Damage
1d6 piercing
Special
Cost
450 souls
Spend 3 Position after a successful attack to gain advantage on your next magical attack made using a sorcery spell.
Properties Thrown (range 20/60), versatile (1d8), reach 213
Cost
Greatlance Type
Spears and Pikes
Strength
16
Damage
1d12 piercing
Special
850 souls
Spend 4 Position when unengaged to move up to 30 feet towards an enemy and deal+1d6 damage on your first attack against it.
Properties Reach
Lothric Knight Long Spear Type
Spears and Pikes
Strength
14
Damage
1d8 piercing
Special
Cost
600 souls
Spend 3 Position when unengaged to move up to 30 feet towards an enemy and deal +1d4 damage on your first attack against it.
Properties Thrown (range 20/60), versatile (1d6), reach
Lothric War Banner Type
Spears and Pikes
Strength
14
Damage
1d6 piercing
Properties Versatile (1d8), reach
Valentin Prost (Order #35367143)
Special
Cost
450 souls
Spend 3 Position after a successful attack to raise the war banner. All friendly creatures within 15 feet gain advantage on their next attack.
Cost
Partizan Type
Spears and Pikes
Strength
12
Damage
1d6 piercing
Special
550 souls
Spend 3 Position to deal +1d4 bludgeoning damage on your next successful attack. Your opponent must make a DC10 Dexterity saving throw or be knocked prone.
Properties Thrown (range 20/60), reach
Cost
Pike Type
Spears and Pikes
Strength
14
Damage
1d10 piercing
Special
750 souls
Spend 3 Position when unengaged to move up to 30 feet towards an enemy and gain advantage on your first attack against it.
Properties Heavy, reach, two-handed, reach
Ringed Knight Spear Type
Spears and Pikes
Strength
14
Damage
1d8 piercing
Special
Cost
550 souls
Spend 2 Position each time you are hit by a melee attack until the start of your turn, you regain 1 position.
Properties Thrown (range 20/60), versatile (1d8), reach 214
Rotten Ghru Spear Type
Spears and Pikes
Strength
12
Damage
1d6 piercing
Special
Cost
400 souls
Spend 2 Position to deal +1d4 poison damage on your next attack.
Properties Thrown (range 20/60), reach
Saint Bident Type
Spears and Pikes
Strength
12
Damage
1d6 piercing
Special
Cost
550 souls
Spend 2 Position when unengaged to move up to 30 feet towards an enemy .
Properties Thrown (range 20/60), versatile (1d8), reach
Soldering Iron Type
Spears and Pikes
Strength
11
Damage
1d4 fire
Properties Reach
Valentin Prost (Order #35367143)
Special
Cost
300 souls
Spend 2 Position after a successful attack to deal an additional 1d4 fire damage to your target.
Cost
Spear Type
Spears and Pikes
Strength
-
Damage
1d6 piercing
Special
500 souls
Spend 2 Position after a successful attack to reduce enemy’s AC by -2 on your next attack.
Properties Thrown (range 20/60), versatile (1d8)
Cost
Tailbone Spear Type
Spears and Pikes
Strength
14
Damage
1d8 piercing
Special
500 souls
Spend 3 Position after a successful attack to deal an additional 1d8 lightning damage to your target.
Properties Thrown (range 20/60), versatile (1d10), reach
Cost
Winged Spear Type
Spears and Pikes
Strength
-
Damage
1d6 piercing
Special
550 souls
Spend 5 Position when unengaged to move up to 20 feet towards an enemy and gain advantage on your first attack against it.
Properties Thrown (range 20/60), versatile (1d8), reach 215
Cost
Yorshka's Spear Type
Spears and Pikes
Strength
12
Damage
1d6 piercing
Special
400 souls
Spend 4 Position after taking damage from an enemy attack to increase the AC of any friendly creature within 15 feet by +2 until the start of your next turn.
Properties Thrown (range 20/60), versatile (1d8), reach
Equipment —
Halberds Black Knight Glaive Type
Halberd
Strength
16
Damage
1d12 slashing
Properties Heavy, reach, two-handed
Valentin Prost (Order #35367143)
Special
Cost 1000 souls
Spend 3 Position to deal +1d6 bludgeoning damage on your next attack. Your opponent must make a DC12 Dexterity saving throw or be knocked prone if they are of Medium size or smaller.
Cost
Crescent Axe Type
Halberd
Strength
14
Damage
1d8 slashing
Special
700 souls
Spend 3 Position after a successful attack to unleash a war cry. Your opponent must make a DC13 Wisdom saving throw or be stunned for the next turn.
Properties Reach
Crucifix of the Mad King Type
Halberd
Strength
13
Damage
1d8 slashing
Special
Cost
750 souls
Spend 3 Position after a successful attack to roar into your enemy’s face. They must make a DC15 Wisdom saving throw or be knocked prone.
Properties Heavy, reach, two-handed
Cost 1100 souls
Glaive Type
Halberd
Strength
16
Damage
1d12 slashing
Special
Spend 4 Position to deal +1d6 bludgeoning damage on your next attack. Your opponent must make a DC14 Dexterity save or be knocked prone if they are of Large size or smaller.
Properties Heavy, reach, two-handed 216
Gundyr's Halberd Type
Halberd
Strength
14
Damage
1d10 slashing
Special
Cost
900 souls
Spend 4 Position when no hostile creatures within 10ft of you to move up to 30 feet towards an enemy and drive them back 10 feet in a direction of your choice.
Properties Heavy, reach, two-handed
Cost
Halberd Type
Halberd
Strength
12
Damage
1d10 slashing
Special
850 souls
Spend 4 Position when unengaged to move up to 30 feet towards an enemy and deal +1d6 damage on your first attack against it.
Properties Heavy, reach, two-handed
Immolation Tinder Type
Halberd
Strength
12
Damage
1d8 piercing
Properties Heavy, reach, two-handed
Valentin Prost (Order #35367143)
Special
Cost
800 souls
Spend 5 Position after a successful attack to shoot a burst of flame at an enemy within 15 feet of you. This deals 2d8 fire damage, or half damage if they succeed on a DC12 Dexterity saving throw.
Cost
Lucerne Type
Halberd
Strength
14
Damage
1d10 slashing
Special
900 souls
Spend 3 Position to deal +1d4 bludgeoning damage on your next attack. Your opponent must make a DC10 Dexterity saving thrown or be knocked prone.
Properties Heavy, reach, two-handed
Red Hilted Halberd Type
Halberd
Strength
14
Damage
1d10 slashing
Special
Cost
900 souls
Spend 3 Position after a successful attack to increase your AC by +4 until the end of your next turn.
Properties Heavy, reach, two-handed
Splitleaf Greatsword Type
Halberd
Strength
15
Damage
1d10 slashing
Special
Cost
800 souls
Spend 4 Position if engaged with multiple enemies to deliver a free bonus attack to an enemy adjacent to you.
Properties Heavy, reach 217
Winged Knight Halberd Type
Halberd
Strength
14
Damage
1d10 slashing
Special
Cost
750 souls
Spend 3 Position to gain advantage on your next attack and deal +1d8 damage if your opponent is bloodied.
Properties Heavy, reach, two-handed
Equipment —
Scythes Friede's Great Scythe Type
Scythe
Strength
12
Damage
1d8 slashing
Properties -
Valentin Prost (Order #35367143)
Special
Cost
500 souls
Spend 5 damage upon a Critical hit to deliver an additional attack as a bonus action.
Great Corvian Scythe Type
Scythe
Strength
-
Damage
1d6 slashing
Special
Cost
450 souls
Spend 4 Position upon a Critical hit to triple your damage.
Properties -
Cost
Great Scythe Type
Scythe
Special
Strength
10
Damage
1d8 slashing
650 souls
Spend 3 Position upon a Critical hit to triple your damage.
Properties -
Pontiff Knight Great Scythe Type
Scythe
Strength
10
Damage
1d6 slashing
Special
Cost
450 souls
Spend 3 damage upon a successful attack to deal +1d6 cold damage.
Properties 218
Equipment —
Whips Notched Whip Type
Whip
Strength
-
Damage
1d6 slashing
Special
Cost
350 souls
Spend 2 Position after a successful attack to reduce your opponent’s AC by -3 until the start of your next turn.
Properties Finesse, reach
Rose of Ariandel Type
Whip
Strength
-
Damage
1d6 slashing
Properties Finesse, reach
Valentin Prost (Order #35367143)
Special
Cost
400 souls
Spend 1d6 Position after a successful attack to deal that much damage to an enemy creature within 10 feet of you.
Cost
Spotted Whip Type
Whip
Strength
-
Damage
1d8 slashing
Special
450 souls
Spend 3 Position after a successful attack to reduce your opponent’s AC by -4 until the start of your next turn.
Properties Finesse, reach
Cost
Whip Type
Whip
Special
Strength
14
Damage
1d4 slashing
300 souls
Spend 2 Position after a successful attack to reduce your opponent’s AC by -3 until the start of your next turn.
Properties Finesse, reach
Equipment —
Fist and Claws 219
Caestus Type
Fist & Claws
Strength
-
Damage
1d4 bludgeoning
Special
Cost
300 souls
Spend 2 Position after a successful attack to increase your AC by +2 until the end of your next turn.
Properties -
Claw Type
Fist & Claws
Strength
-
Damage
1d4 slashing
Special
Cost
350 souls
Spend 3 Position after a successful attack to deal +2 damage and knock your opponent back 5 feet directly away from you.
Properties -
Crow Talons Type
Fist & Claws
Strength
-
Damage
1d6 slashing
Properties -
Valentin Prost (Order #35367143)
Special
Cost
400 souls
Spend 5 Position after a successful attack to make a second free attack .
Cost
Dark Hand Type
Fist & Claws
Strength
-
Damage
1d4 necrotic
Special
350 souls
As a reaction after making a successful attack to restore Position to a friendly creature within 10 feet, equal to the necrotic damage the Dark Hand dealt.
Properties -
Cost
Demon's Fist Type
Fist & Claws
Strength
-
Damage
1d6 fire
Special
400 souls
Spend 3 Position after a successful attack to deal +1d4 fire damage to your opponent and move 5 feet in a direction of your choice without incurring an opportunity attack.
Properties -
Cost
Manikin Claws Type
Fist & Claws
Strength
-
Damage
1d4 piercing
Special
300 souls
Spend 1 Position after a successful attack to move 5 feet in any direction.
Properties 220
Equipment —
Bows Black Bow of Pharis Type
Bow
Strength
11
Damage
1d4 piercing
Special
Cost
450 souls
Spend 4 Position after making a successful attack to make a second free attack. Should this also be successful, you may then spend 2 Position to make a final free attack.
Properties Ammunition (range 80/320), two-handed
Composite Bow Type
Bow
Strength
10
Damage
1d6 piercing
Special
Properties Ammunition (range 120/480), two-handed
Valentin Prost (Order #35367143)
Cost
500 souls
Spend 3 Position after killing an enemy with a ranged attack to make a second free ranged attack.
Dragonrider Bow Type
Bow
Strength
13
Damage
1d10 piercing
Special
Cost
650 souls
Spend 3 Position after a successful attack to reduce your target’s AC by -3 until the start of your next turn.
Properties Ammunition (range 150/600), heavy, two-handed
Darkmoon Longbow Type
Bow
Strength
12
Damage
1d6 piercing
Special
Cost
250 souls
Spend 2 Position after a successful attack to reduce your target’s AC by -2 until the start of your next turn.
Properties Ammunition (range 80/320), two-handed
Cost
Longbow Type
Bow
Strength
12
Damage
1d8 piercing
Special
550 souls
Spend 3 Position after a successful attack to reduce your target’s AC by -3 until the start of your next turn.
Properties Ammunition (range 150/600), heavy, two-handed 221
Cost
Short Bow Type
Bow
Strength
11
Damage
1d6 piercing
Special
450 souls
Spend 3 Position after killing an enemy with a ranged attack to make a second free ranged attack.
Properties Ammunition (range 80/320), two-handed
Cost
White Birch Bow Type
Bow
Strength
12
Damage
1d8 piercing
Special
Spend 2 Position when making a ranged attack to reduce your target’s cover by one step (so, if your target has partial cover, it counts as having none; if it has full, it counts as having partial and so on).
Properties Ammunition (range 150/600), heavy, two-handed
Valentin Prost (Order #35367143)
550 souls
Equipment —
Great Bows Dragonslayer Great Bow Type
Great Bow
Strength
15
Damage
1d12 piercing
Special
Cost
900 souls
Spend 3 Position after making a successful ranged attack to make a second ranged attack against a second enemy within 15 feet of, and in a straight line from, the original target, dealing 1d6 piercing damage.
Properties Ammunition (range 150/600), heavy, two-handed
Millwood Greatbow Type
Great Bow
Strength
16
Damage
1d12 piercing
Special
Cost 1000 souls
Spend 5 Position after making a successful ranged attack to deal 1d6 force damage to all enemies within 10 feet of the original target.
Properties Ammunition (range 150/600), heavy, two-handed 222
Onislayer Great Bow Type
Great Bow
Strength
15
Damage
1d10 piercing
Special
Cost
800 souls
Spend 4 Position after making a successful ranged attack to make a second ranged attack against a second enemy within 15 feet of, and in a straight line from, the original target, dealing 1d6 piercing damage.
Properties Ammunition (range 150/600), heavy, two-handed
Equipment —
Crossbows Cost 1000 souls
Arbalest Type
Crossbow
Strength
14
Damage
1d12 piercing
Special
Spend 3 Position as a bonus action in melee combat to knock your opponent back 15 feet from you.
Properties Ammunition (range 100/400), heavy, loading, two-handed
Valentin Prost (Order #35367143)
Cost
Avelyn Type
Crossbow
Strength
-
Damage
1d6 piercing
Special
550 souls
Spend 2 Position after a successful attack to make a second free attack, against the same target. Should this be successful, you may spend an additional Position to make a final free attack. Each additional attack deals 1d6 piercing damage.
Properties Ammunition (range 80/320), loading, two-handed
Cost
Heavy Crossbow Type
Crossbow
Strength
12
Damage
1d10 piercing
Special
750 souls
Spend 3 Position as a bonus action in melee combat to knock your opponent back 15 feet from you.
Properties Ammunition (range 100/400), heavy, loading, two-handed
Knight's Crossbow Special
Cost
400 souls
Spend 4 Position as a bonus action in melee combat to knock your opponent back 15 feet from you.
Type
Crossbow
Strength
-
Damage
1d4 piercing
Properties
Ammunition (range 100/400), heavy, loading, two-handed 223
Cost
Light Crossbow Type
Crossbow
Strength
-
Damage
1d8 piercing
Properties
Ammunition (range 80/320), loading, two-handed
Special
Spend 4 Position as a bonus action in melee combat to knock your opponent back 15 feet from you.
Repeating Crossbow Type
Crossbow
Strength
-
Damage
1d6 piercing
Special
800 souls
Cost
550 souls
Spend 3 Position after making a successful attack to make a second free attack. Should this be successful, you may spend an additional 2 Position to make a final free attack. Each additional attack deals 1d4 piercing damage.
Properties Ammunition (range 80/320), loading, two-handed
Cost
Sniper Crossbow Type
Crossbow
Strength
11
Damage
1d10 piercing
Special
Spend 3 Position as a bonus action in melee combat to knock your opponent back 15 feet from you.
Properties Ammunition (range 125/500), heavy, loading, two-handed
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800 souls
Equipment —
Staves Archdeacon Great Staff Type
Stave
Special
Strength
-
Damage
1d6 bludgeoning
Cost
300 souls
Spend 3 Position after failing a spell attack roll to gain advantage on your next attack.
Properties Versatile (1d8)
Court Sorcerer's Staff Type
Stave
Strength
-
Damage
1d6 bludgeoning
Special
Cost
300 souls
Spend 3 Position to deal +1d8 damage on your next spell attack.
Properties Versatile (1d8) 224
Heretic's Staff Type
Stave
Strength
-
Damage
1d6 bludgeoning
Special
Cost
250 souls
Spend 3 Position to deal an extra +1d6 damage on your next successful spell attack.
Properties Versatile (1d8)
Izalith Staff Type
Stave
Strength
-
Damage
1d10 bludgeoning
Special
Cost
450 souls
Spend 2 Position to deal +1d4 damage on your next spell attack.
Properties Versatile (1d12)
Man-Grub's Staff Type
Stave
Strength
-
Damage
1d6 bludgeoning
Properties Versatile (1d8)
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Special
Cost
250 souls
Spend 2 Position after a successful spell attack to raise your AC by +2 for one turn.
Cost
Mendicant's Staff Type
Stave
Strength
-
Damage
1d6 bludgeoning
350 souls
Spend 1 Position to add +2 to your spell attack bonus until the beginning of your next turn.
Special
Properties Versatile (1d8)
Cost
Murky Longstaff Type
Stave
Strength
-
Damage
1d8 bludgeoning
400 souls
Spend 2 Position after a successful spell attack to render your target vulnerable to necrotic damage for one turn.
Special
Properties Versatile (1d10)
Preacher's Right Arm Type
Stave
Strength
12
Damage
1d8 bludgeoning
Special
Cost
300 souls
Spend 2 Position after a successful spell attack to deal +1d6 piercing damage on your next melee attack.
Properties Versatile (1d10) 225
Sage's Crystal Staff Type
Stave
Strength
-
Damage
1d6 bludgeoning
Special
Cost
250 souls
Spend 3 Position after a successful spell attack to reduce your target’s AC by -2 against spell attacks for one turn.
Properties Versatile (1d8)
Sorcerer's Staff Type
Stave
Strength
-
Damage
1d6 bludgeoning
Special
Cost
200 souls
Spend 2 Position to deal +1d4 damage on your next spell attack.
Properties Versatile (1d8)
Storyteller's Staff Type
Stave
Strength
-
Damage
1d6 bludgeoning
Properties Versatile (1d8)
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Special
Cost
300 souls
Spend 3 Position gain advantage on your next spell saving throw.
Witchtree Branch Type
Stave
Strength
-
Damage
1d6 bludgeoning
Special
Cost
300 souls
Spend 3 Position to gain advantage on your next spell attack roll.
Properties Versatile (1d8)
Equipment —
Chimes, Flames and Talismans Cost
Caitha's Chime Type
Chime
Strength
-
Damage
1d6 bludgeoning
Special
300 souls
Spend 4 Position to restore 10 Position to three friendly creatures within 5 feet of you.
Properties Light 226
Cleric's Sacred Chime Type
Chime
Strength
-
Damage
1d4 bludgeoning
Special
Cost
250 souls
Spend 1 Position to restore 5 Position to one friendly creature adjacent to you.
Properties Light
Crystal Chime Type
Chime
Strength
-
Damage
1d6 bludgeoning
Special
Cost
400 souls
Spend 3 Position to restore 10 Position to two friendly creatures within 10 feet of you.
Properties Light
Priest's Chime Type
Chime
Strength
-
Damage
1d4 bludgeoning
Properties Light
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Special
Cost
300 souls
Spend 2 Position to restore 8 Position to one friendly creature within 10 feet of you.
Saint-tree Bellvine Type
Chime
Strength
-
Damage
1d4 bludgeoning
Special
Cost
350 souls
Spend 3 Position to restore 8 Position to two friendly creatures within 10 feet of you.
Properties Light
Cost
Yorshka's Chime Type
Chime
Special
Strength
-
Damage
1d6 bludgeoning
300 souls
Spend 3 Position to restore 8 Position to two friendly creatures within 20 feet of you.
Properties Light
Sacred Chime of Filianore Type
Chime
Special
Strength
-
Damage
1d8 bludgeoning
Cost
550 souls
Spend 3 Position to restore 10 Position to two friendly creatures within 10 feet of you.
Properties Light 227
Pyromancer’s Flame Type
Flame
Strength
-
Damage
-
Special
Cost
250 souls
Spend 1 Position after a successful melee attack to deal +1d4 fire damage.
Properties Light
Pyromancer's Parting Flame Type
Flame
Strength
-
Damage
1d6 bludgeoning
Special
Cost
450 souls
Spend 4 Position after killing an enemy with a spell attack to restore one dose to your Estus Flask.
Properties Light
Canvas Talisman Type
Talisman
Strength
-
Damage
1d4 bludgeoning
Properties Light
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Special
Cost
300 souls
Spend 1 Position when casting a spell that requires concentration to prevent your concentration being broken by a ranged attack.
Cost
Saint's Talisman Type
Talisman
Strength
-
Damage
1d4 bludgeoning
Special
400 souls
Spend 2 Position when casting a spell that requires concentration to prevent your concentration being broken by a melee or ranged attack.
Properties Light
Cost
Sunless Talisman Type
Talisman
Strength
-
Damage
1d6 bludgeoning
Special
450 souls
Spend 2 Position when casting a spell that requires concentration to prevent your concentration being broken by a melee or ranged attack.
Properties Light
Sunlight Talisman Type
Talisman
Strength
-
Damage
1d4 bludgeoning
Special
Cost
400 souls
Spend 3 Position when casting a spell that requires concentration to prevent your concentration being broken by a melee, ranged or spell attack.
Properties Light 228
Cost
Talisman Type
Talisman
Strength
-
Damage
1d4 bludgeoning
Special
300 souls
Spend 1 Position when casting a spell that requires concentration to prevent your concentration being broken by a melee attack.
Properties Light
White Hair Talisman Type
Talisman
Strength
-
Damage
1d6 bludgeoning
Properties Light
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Special
Cost
350 souls
Spend 1 Position after a successful melee attack to deal +1d4 fire damage.
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Equipment —
Rings 230
M
agically enchanted, rings are commonly used by those dispatched on quests to offer additional aid, bolstering their fortitude, their resolve, and their physical prowess. Against those forces arrayed before you, any help at all is valuable.
The effects provided a ring is passive and always applies, unless otherwise noted. A player character can, as noted in the Encumbrance rules on page 150, only wear two rings at any one time.
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Aldrich's Ruby
Ashen Estus Ring
Effect If an enemy creature rolls a Critical hit against you, you may reduce it to a normal attack. This effect can only be used once per Long rest.
Effect Increase capacity of your Estus Flask by two doses.
Cost
Cost
1000 souls
Bellowing Dragoncrest Ring
900 souls
Blue Tearstone Ring
Effect Increase the damage of your spell attacks by +3.
Effect When you’re bloodied, any damage inflicted by a successful attack is reduced by 2 damage.
Cost
Cost
1500 souls
Carthus Bloodring
1250 souls
Carthus Milkring
Effect Gain advantage on all Dexterity saves to avoid a ranged attack.
Effect Gain advantage on all Dexterity saves to avoid a trap.
Cost
Cost
1000 souls
800 souls 231
Chillbite Ring Effect Reduce all cold damage you receive by -2.
Effect +1 Constitution.
Cost
Cost
750 souls
Covetous Gold Serpent Ring
700 souls
Covetous Silver Serpent Ring
Effect Gain +20 souls whenever you earn souls.
Effect Gain +10 souls whenever you earn souls.
Cost
Cost
650 souls
Darkmoon Ring
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Chloranthy Ring
450 souls
Deep Ring
Effect Increase your spell attunement slots by +3.
Effect Increase your spell attunement slots by +2.
Cost
Cost
3000 souls
2000 souls
Dusk Crown Ring
Estus Ring
Effect Reduce the Position cost of a spell by -1.
Effect Increase capacity of your Estus Flask by one dose.
Cost
Cost
1250 souls
Fire Clutch Ring
800 souls
Flame Stoneplate Ring
Effect Increase any fire damage you inflict by +2.
Effect Reduce all fire damage you receive by -2.
Cost
Cost
1000 souls
Fleshbite Ring
1000 souls
Great Swamp Ring
Effect Reduce all cold and poison damage you receive by -1.
Effect Increase any fire damage you inflict by +2.
Cost
Cost
750 souls
1000 souls
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Havel's Ring Effect Increase your maximum encumbrance slots by +1.
Effect Increase the maximum range of a ranged weapon by 20 feet.
Cost
Cost
700 souls
1200 souls
Hornet Ring
Hunter's Ring
Effect When you roll a Critical hit, triple the damage you deal instead of doubling it.
Effect +1 Dexterity.
Cost
Cost
2000 souls
Knight's Ring
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Hawk Ring
1200 souls
Leo Ring
Effect +1 Strength.
Effect Increase any piercing damage you inflict by +2.
Cost
Cost
1200 souls
1500 souls
Life Ring
Lightning Clutch Ring
Effect Increase your base Position by +2.
Effect Increase any lightning damage you inflict by +2.
Cost
Cost
700 souls
Magic Stoneplate Ring
1000 souls
Morne's Ring
Effect Reduce all damage you receive from spell attacks by -2.
Effect Increase any force damage you inflict by +2.
Cost
Cost
1000 souls
Obscuring Ring
1000 souls
Poisonbite Ring
Effect You gain advantage on any checks related to hiding.
Effect Gain advantage on all saving throws against being poisoned.
Cost
Cost
1300 souls
800 souls 233
Pontiff's Left Eye Effect If you hit an enemy with three successful attacks in three turns, regain +1 Position.
Effect If you hit an enemy with three successful attacks in three turns, your third attack deals +1d12 damage.
Cost
Cost
850 souls
Priestess Ring
900 souls
Red Tearstone Ring
Effect +1 Wisdom.
Effect When bloodied, whenever you make a successful attack, you inflict 2 additional damage.
Cost
Cost
1200 souls
Ring of Favor
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Pontiff's Right Eye
1000 souls
Ring of Sacrifice
Effect Increase your Position by +1 at the start of every combat.
Effect You do not lose any souls when you die. You do not need to roll on the hollowing effects table when you respawn.This effect only works once.
Cost
Cost
800 souls
3000 souls
Ring of Steel Protection Effect Reduce all damage you receive from melee and ranged attacks by -2.
Effect When you kill an enemy, regain +1 Position.
Cost
Cost
900 souls
Ring of the Sun's First Born
Saint's Ring Effect Increase your spell attunement slots by +1.
Cost
Cost
1500 souls
1000 souls
Scholar Ring
Silvercat Ring
Effect +1 Intelligence.
Effect Reduce any falling damage by half.
Cost
Cost
1200 souls
1200 souls
Speckled Stoneplate Ring
Effect You gain advantage on all Stealth checks.
Effect Reduce all lightning and fire damage you receive by -1.
Cost
Cost
1500 souls
Thunder Stoneplate Ring
750 souls
Untrue White Ring
Effect Reduce all lightning damage you receive by -2.
Effect You appear to be a white phantom at all times (see page 264 for more on white phantoms).
Cost
Cost
1000 souls
Witch's Ring
750 souls
Wolf Ring
Effect Increase any fire damage you inflict by +3.
Effect Gain advantage on +2 Dexterity saving throws per day.
Cost
Cost
1500 souls
Young Dragon Ring Effect Increase the damage of your spell attacks by +2.
Cost
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1500 souls
Effect Increase any force damage you inflict by +3.
Slumbering Dragoncrest Ring 234
Ring of the Evil Eye
1000 souls
1400 souls
Equipment —
Souls W
hile player characters are most likely to gain souls from killing the many enemies besetting them on all sides, they can be found in other places too. Searching locations can often reveal the souls of others who came before, seeking something from the darkness it could not provide. Now all that remains of them is the fragments available to the player characters—their souls. These can be used to buy new items, or to contribute towards a player character levelling up exactly as though they were earned by killing a monster. When Souls are found, they are split between characters as evenly as possible.
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Soul Name
Soul Value
Fading Soul
50 souls
Soul of a Deserted Corpse
200 souls
Large Soul of a Deserted Corpse
400 souls
Soul of a Proud Paladin
500 souls
Soul of an Unknown Traveller
800 souls
Large Soul of an Unknown Traveller
1000 souls
Large Soul of a Proud Paladin
1000 souls
Sovereignless Soul
2000 souls
Soul of an Intrepid Hero
2000 souls
Soul of a Nameless Soldier
2000 souls
Large Soul of an Intrepid Hero
2500 souls
Large Soul of a Nameless Soldier
3000 souls
Soul of a Seasoned Warrior
5000 souls
Soul of a Weary Warrior
5000 souls
Large Soul of a Seasoned Warrior
7500 souls
Large Soul of Weary Warrior
8000 souls
Soul of a Crestfallen Knight
10000 souls
Soul of an Old Hand
12500 souls
Large Soul of a Crestfallen Knight
20000 souls
Soul of a Venerable Old Hand
20000 souls
Soul of a Champion
25000 souls
Soul of a Great Champion
50000 souls
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Kindling the Flame: A GM’s Guide to Running DARK SOULS: The Roleplaying Game
s the Gamemaster, or GM, you have the most important, the most fun, and the most difficult job in any roleplaying game. You shape the world for the players and show them it to them, guiding them through its darkness. You’re the characters they meet, the enemies they fight; you gauge how difficult a task is and work with them to determine both if they succeed, and what happens next.
If a roleplaying game is a piece of music, you’re the conductor, and this chapter is for you. It’s written with the intention of assisting you in running DARK SOULS:The Roleplaying Game, of helping you craft new adventures in the lands of Lothric and beyond, of working with the esoteric lore of DARK SOULS to ensure your players’ experience is as mysterious and engaging as possible, and, finally, giving you optional rules to ensure your games truly capture the feeling of playing the video game! Kindle the flames, friend. We have much to discuss.
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Kindling the Flame —
Running a DARK SOULS Game In most tabletop roleplaying games, the GM’s role is somewhere between an administrator of the rules, and a facilitator of the players getting to be cool. The GM is definitely not an antagonistic position; you aren’t against the players or their characters. The aim is to create and tell an engaging, fascinating story, in which the player characters are the principal characters. Of course, things should be challenging—every story requires its moments of conflict and struggle—but the expectation is, the player characters are going to survive. Their deaths, should they come, will be heroic.
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DARK SOULS doesn’t work that way. The most identifiable single image of the DARK SOULS video game series is a screen across which the words YOU DIED float eerily. DARK SOULS is about difficulty; about being challenged. This makes things a bit more difficult for you—the GM. You need to be constantly placing the players under pressure, hitting them with combat encounters, puzzles, fragments of lore they scarcely understand. But, at the same time, it’s vital to remember this one fact:
You are not the enemy! Being the GM, even in a tough, relentless game like DARK SOULS: The Roleplaying Game, is not about wanting your player characters to lose. It’s not about wanting to beat them. It’s about creating the DARK SOULS experience you all most enjoy. So, while the game is designed to be dark and difficult, you can tweak things however you need to suit your tastes and the tastes of your players. The rules in this book are as much guidelines as they are laws you must follow; ensure they work for you. If you’re an experienced GM, this is all likely to be stuff you’ve read before, but it does bear repeating. This game can be a tough, relentless grind through the darkness, or it can focus on exploring, on finding lore, on wandering the ruins of Lothric and on meeting its remaining denizens. Yes, this is the world of DARK SOULS, but it’s now your world, and your game. Make it work for you, in the way you and your players want. Work together to make the game be precisely what you need it to be.
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Kindling the Flame —
Difficulty Levels T
his game is yours; it’s yours to do what you want with. Yes, the DARK SOULS video games are infamous for their difficulty, for their tactical depth, but you don’t have to approach this game in the same way. As a result, there are certain rules that are particularly brutal and unforgiving. This may not be to everyone’s tastes, so it’s possible to tweak the game to more suit the palates of your players. These levels of play are described below. Remember, DARK SOULS: The Roleplaying Game is a toolkit designed to enable you to play games in the Kingdom of Lothric. It is your game. Anything you don’t like, leave out. That said, the following guidelines should give you an idea of how to tweak your game to make it a little less unforgiving: • Player characters don’t lose their collected souls after death. This means characters can level up more quickly, and tough combats don’t impede the story! • Remove the Bloodied condition, ensuring player characters aren’t forced to change their tactics and can continue to wear an opponent down effectively. • Creatures can’t spend Position; this robs some of the larger creatures of their biggest and deadliest attacks, making them easier to take down. Use the rules as you want, change the game as you need to. The most important thing to remember is this: if you and your players are having fun, you’re playing the game right!
A Note on Tabletop Safety & Consent
DARK SOULS: The Roleplaying Game is focused on telling stories of failure, of noble dooms, futile quests and of kingdoms fallen into ruin. There is hope, of course, and courage, but horror and gloom are prevailing themes. There’s also a lot of violence. When playing a tabletop RPG, the focus is on fun, so we recommend sitting down with your roleplaying group and establishing what kind of game you want to play, and, vitally, if there’s any content any of the group is uncomfortable with. You, as a GM, can also give some idea of the content you might touch on—especially useful for any players who might not be familiar the bleakness at the heart of DARK SOULS. We also recommend the use of the X-card, an RPG safety tool designed by John Stavropoulos and published under the Creative Commons Attribution license. The X-card is a means by which players confronted by material they find upsetting can quickly and safely ask that the game continue, but that such content is considered for removal from the game. More resources can be found using the QR code below: There are many other excellent resources out there to ensure everyone at your table has fun. As a final note, it might well be that you don’t feel this information is necessary for you, or for those gaming with you. If that’s the case, great! We’ve provided it anyway because we think it’s valuable and important, and the conversation with your players can be equally valuable. Gaming is about the most fun thing you can do, in our opinion, and anything that promotes and supports this is a good thing.
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Kindling the Flame —
Lore & Canon O 240
ne of the most important, and interesting, aspects of the DARK SOULS games is its esoteric lore. Hidden around ruined cathedrals and splintered keeps, or in the gnomic utterances of gigantic snakes and lonely giants, the player can find hints to the truth of things. Whether the question to which an answer is sought is about the nature of the first flame, or the origin of demons, there is likely any number of theories, and scraps of truth, to be located and pored over. Things are not laid out easily, though, in a single large volume. Truth, in the world of DARK SOULS in general and Lothric in particular, is difficult to find. It must be hunted, fought for, and then, interpreted. This is how DARK SOULS: The Roleplaying Game approaches things too. The lore contained in this book is derived, directly, from the original video games. Nothing is added. We’ve even avoided including our own interpretations of the lore, as far as possible. But, and this is key, you don’t have to follow suit. This is your Lothric. If you have carefully researched theories of precisely what the
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Lords of Cinder represent, or perhaps how the events of DARK SOULS III connect to the actions of Gwyn, Lord of Sunlight, from DARK SOULS I, then here they are true—if, of course, you want them to be. This game attempts to stick as closely to established canon as possible, without being exhaustive. The point is, though, that you can take this game in any direction you want. Don’t feel compelled to stick to the existing DARK SOULS narratives, explore as you’ve always wanted to explore, build your stories in Lothric and beyond, exactly as you want. Don’t be afraid of breaking canon if it makes your games better. Like the rules discussed above, the setting material presented in this volume is for you to use in the way which best serves your game. Follow your instincts, as GM, and those of your players, to find new elements of the world around you, devise new villains and monsters to confront, and, in general, make Lothric yours.
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Kindling the Flame —
Plot and Goals I
n DARK SOULS, plot isn’t of the utmost importance. Of course, the story is fascinating, drawing you in with its mixture of ambiguity and classic quest structure, but it isn’t a game driven by narrative. It’s far more about testing your own skill as a player, and about plunging yourself into the ominous world of Lothric. So, how to emulate this in DARK SOULS: The Roleplaying Game?
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The initial step is to focus on small, incremental quests. These can be incredibly simple: find the key, for example. What the key is for you can worry about later; establishing something for the player characters to find, or discover, is a strong first step. A story often doesn’t need much more than a simple hook, like this, to get started, and you can rely on a combination of your player characters and your selection of enemies to add depth and variety as you go along. So, when initially planning your adventure, think of something interesting, and convincingly DARK SOULS, for the player characters to do; a focus for their quest. If you’re struggling, use one of the ideas in the table below, or simply use it to inspire your own.
Now, the core activity in these plots is extremely simple. It focuses on one single process. The player characters must go and do something. We’ve dressed up the plot elements a little here to make them more immediately intriguing for you, but in each case, the fundamental principle of ‘the player characters must explore and find something’ holds true. Whether they are searching for something to take away with them, or searching with the intention of returning something, or killing it, the core activity is identical. Most quests possess the same structure, a protagonist seeks to achieve something, and undergoes a series of trials and dangers before they can do so. DARK SOULS, like many other video games, films, and novels, utilises this structure, and it’s a great one to start with. Of course, this approach is fine for a single adventure or for a one-shot game. Exploring a single location and fighting some interesting enemies… That’s pretty much everything you need. There is extensive guidance for constructing such an adventure below. For a longer-term campaign, a series of linked adventures, building over a course of weeks or months or years, something more is needed, but we’ll get to that in a little while.
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D10 Result
Quest Focus
1
Find the key to the ancient oaken door
2
Return the arrow of the sun to its keeper
3
Recover a fragment of an old poem
4
Destroy a dread Lord of Cinder on their throne of onyx
5
Locate an ancient painting
6
Find the old knight and learn his story
7
Learn the forbidden song of the Corvians
8
Close the great gate before something comes through
9
Take the great sword from the fangs of the dragon
10
Defeat the giant trying to knock this palace down
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Kindling the Flame —
Building Adventures S 244
o, you've got an adventure hook. We know what your player characters need to do. But what about the rest of it? Where do they explore? What foul denizens of darkness must they fight? And who aids or hinders them on the way? That's what this section aims to help you with. So much of DARK SOULS depends upon the setting—each individual section of a DARK SOULS game, after all, focuses on a new location. An individual adventure in DARK SOULS: The Roleplaying Game works in the same way. The player characters find themselves in a single location, and exploring it forms the key activity; as the players adventure through these individual locations, they encounter enemies, but they also find clues to the next stage of their quest… whatever that quest might be. In the next chapter, The World of Lothric, you can see numerous examples of the existing environments of Lothric. Look at how they’re constructed, look at the kind of information you’re provided before you go in (very little), and at how rich in atmosphere and colour that scant information is. Much of the fascination of the lore and world of DARK SOULS stems from the games’ refusal to explain what’s going on. You must discover and explore for yourself; that’s a great thing for us to hold onto when we’re building adventures.
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Kindling the Flame —
Locations A
n appropriate location is also a good place to start. The key areas in DARK SOULS games tend to be grand, ancient places. Places once beautiful, or verdant, or wealthy, now reduced to crumbling, decayed versions of themselves. These places tend to possess extravagant, evocative names: The Cathedral of the Deep; Firelink Shrine; the Ringed City. Again, the names are immediately intriguing, but they retain a certain vagueness, a refusal to reveal too much. Below are some random tables to assist you in generating a potential DARK SOULS location for you to set your adventures in. Simply roll 1d10 twice, and pick one option from each column, and you’ll have an authentically esoteric and evocative place name.
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D10 Result
Location
Name
1
Chapel
Of the Falling Leaves
2
Palace
Of Ash & Cinder
3
Monastary
Of Carthus
4
Sepulchre
Of Anor Londo
5
Keep
Of the old Flame
6
Barrow
Of Gwyn
7
Mine
Of Yhorm’s Wrath
8
Castle
Of the Firelink
9
Ruins
Of the first Witch
10
Capital
Of the Dead King
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Kindling the Flame —
Themes
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So, once you have your location you’re going to want a theme. A theme, in this case, is a consistent set of images and architectural features you can return to in your descriptions. It grounds the players in the place, and it makes it easy for you to generate interesting imagery quickly, and effectively. Of course, most places in DARK SOULS are choked with darkness, and shadows, so you don’t need much in the way of guidance on that front, when building your descriptions. What can be useful is some other, stranger features, included to characterise the location, and bring it to life for those exploring it. These can help to build the history and nature of the place without the player characters needing to be told anything; without having to read a convenient piece of parchment or speak to a nearby NPC to discover what happened here, or so on. Such ideas are far more effective if implied, and gradually formed in the player’s mind, rather than simply being handed over. So, here’s some more inspiration to guide your thinking. Like the previous page, simply roll a d10 on the following table. So, we have the location of the adventure. What next? Let’s focus on how long and challenging should it be? If, again, we turn to the existing DARK SOULS locations, you can
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break each map up into somewhere between 5–10 segments or sections. These are sometimes entirely discrete sections, kept separate from one another by doors or gates the player characters need to get through. At other times, they are open, with the divide simply one of distance. You can divide your location as you see fit, making it work according to the ideas you might have for your adventure. Think about how long you want your individual adventures to run. Five sections probably gives you enough for a session or more of gaming. A 10-section location probably offers enough to explore for two or three sessions. Determine what it is you and your players wants in terms of game length, and what kind of story you want this aspect of the game to communicate—if this adventure is the start of a campaign, a short five area location is probably more than enough. Alternatively, if you’re looking for something to close an epic campaign, a 10-section location is probably the way to go. An epic adventure, or the climax of a campaign, deserves something a little special.
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D10 Result
Location Theme
1
Gargoyles and grotesques leer from every wall, every vault, everywhere!
2
It rains constantly, leaving puddles in which can be seen the reflections of ancient sins committed here.
3
Strange, whispered songs can be heard in every room. There are no singers, and the songs are always different to each listene.
4
Tapestries, depicting the acts of the Lords of Cinder, are suspended from each wall.
5
Mould grows on every surface, forming obscene and sinister shapes as it bulges from the walls.
6
Torches burn too brightly here, so the shadows stretch further, and the darkness grows deeper.
7
Smashed glass covers every surface; the location has no windows.
8
Ancient portraits line the walls, the eyes seeming to watch every action.
9
Ash blows in through every gap, portal, or vertex in the edifice.
10
The hands, and fingers, of the dead are nailed to the walls with iron spikes.
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Encounters T
he next question, of course, is: what are the player characters going to deal with as they explore this place? Now, each of the Lothric locations in the next chapter comes with suggestions for potential encounters, and a table of random encounters for you, as the GM, to draw on when you decide you want to throw something at your player characters unexpectedly. But, as the chapter indicates, and as anyone who plays DARK SOULS knows, you don’t encounter every enemy in every location.
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Visit the Cathedral of the Deep, for example, and you’ll be confronting Pontiff Knights, not Silver Knights. Picking two or three enemies from Chapter Seven: Monsters & Antagonists to suit the location is probably the best way to go, achieving a genuine feeling of completeness, of unity. Of course, there’s
also nothing wrong with choosing entirely at random, and creating something with a feeling of dislocation; of uncertainty. This can be just as effective. A typical DARK SOULS location usually features a number of different enemies, providing players with an array of different strategic questions. Building a similar variety into your games ensures the player characters are going to be challenged. These are the foot soldiers, the mooks or minions, crowding the table below can be used to either inspire your choices, or to randomly generate some creatures and opponents for your player characters to deal with. Roll once for each column and see what you get!
We know there are creatures from DARK SOULS I and DARK SOULS III in the following table - if you prefer to keep your games strictly connected to only one of these sources, change things as you prefer! We wanted to offer lots of choice... and surprises!
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D10 Result
First Enemy Type
Second Enemy Type
Third Enemy Type
1
Corvian
Darklurker
Dragon
2
Cragspider
Scarecrows
Darkwraiths
3
Hollows
Giant Crow
Hydra
4
Man-serpent
Winged Knights
Ice Golem
5
Slime
Capra Demon
Fang Boar
6
Giant Leeches
Basilisk
Fang Boar
7
Forlorn
Stone Knights
Scarecrows
8
Silver Knights
Giant Mosquito
Wretch
9
Bat-winged Demon
Skeletons
Scarecrows
10
Iron Golem
Sewer Centipede
Titanite Demon
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Bosses D
ARK SOULS is famous (or should that be infamous?) for its boss fights. These are mighty confrontations in which player characters must be constantly seeking to adapt to changes in attack patterns, avoiding big attacks, and, over time, whittling down the health of their foe. They are difficult, exhausting conflicts, but they are also hugely rewarding.
Every location in a DARK SOULS game has at least one boss. Larger locations, broken down into 10 or so individual areas, might have two mini-bosses before the final confrontation. This is very much dependent on you, and on the kind of adventure you’re running. If you’re seeking to really stretch your player characters, then a mini-boss fight is a great way to do so. Alternatively, if you want your adventure to be concise, a single boss fight is certain to be enough. A table below is provided to allow you to either choose a boss suitable for the kind of adventure you’ve constructed, or to generate one randomly. If you’re selecting a boss, read their write-up in the bestiary and try and find one suitable for the location you’ve built, or generated. Alternatively, you can always use their statistics, and surrounding lore, as a basis for designing your own bosses, building them to be precisely what your adventure calls for.
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D10 Result
Boss
1
Vordt of the Boreal Valley
2
Deacons of the Deep
3
Blackdragon Kalameet
4
Curse Rotted Greatwood
5
Iudex Gundyr
6
Gaping Dragon
7
Yhorm, the Last Giant
8
Demon Prince
9
Artorias
10
Aldrich, Devourer of Gods
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NPCs T
he land of Lothric isn’t just occupied by hollows, dragons, and monsters. Others, some unkindled, some still truly alive, still dwell in the shadow-haunted remnants of Lothric. Some might be helpful, possessing insights the player characters can elicit from them with enough time and attention. Others might prove truculent, or difficult, refusing to help, and potentially even plunging the player characters into greater danger, with false directions, or misleading information.
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DARK SOULS focuses a great deal on exploration, and on combat. Non-player characters form an important counterpoint to this dynamic, adding a new focus—social interaction—but also providing an alternative perspective on the events the player characters might encounter, or on the information they might glean bout the world as they venture through it. Chapter Seven: Monsters & Antagonists doesn’t feature many non-player characters, or NPCs, for the player characters to interact with. While the World of Lothric refers to several people the characters might meet, extensive statistics aren’t necessary. NPCs in DARK SOULS tend to be almost part of the world; they are woven into the world, people for the characters to meet and talk to, to gain new insights and new knowledge. They don’t necessarily act or become a part of the player character’s journey. This isn’t so normal in a tabletop roleplaying game. For anyone reading this who has GM’d an RPG before, the experience of a group of players deciding to befriend a random stranger
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they met in an inn, wanting to learn everything about them and taking them on every journey is somewhere between a treasured memory and a faintly exhausting nightmare. The DARK SOULS video games work very differently of course, and, as a result, so does the world of DARK SOULS. NPCs are unlikely to accompany you on your journey— some might give you directions or offer you a measure of assistance. Others might open new quests, new aspects of the game, but the capacity to interact with them is limited. Again: this is not the case in DARK SOULS: The Roleplaying Game. As a result, it’s important for you, as the GM, to know how you want to utilise NPCs. Do you want to keep them as confined to the fringes of the game as the video game does? Or are you going to let the player characters indulge their instincts a little more, building out your NPCs into more fully developed characters? The first choice helps maintain the DARK SOULS atmosphere, the ambiance, of the game. The other choice promotes the kind of organic, free form play tabletop games are so good at. There is no right or wrong choice here; it’s all about the type of game you want to play. When designing your own NPCs, keep in mind both what you what them to do, and how you want them to do it. Keep in mind how players, and their characters, are liable to react. If, for instance, you don’t want an NPC to be stabbed in the face, either make sure they’re sympathetic and friendly or they’re as hard as the scales of Blackdragon Kalameet, because player characters are almost certain to punch, stab or set on fire anyone who annoys them even slightly.
B
elow are several tables to assist you in building your own NPCs. Each step adds a little more detail, enabling you to drop them into your game knowing as much, or as little, about them as you choose. You can just start with a name, and fill in the rest as you play, letting the players shape who the character becomes, and generating details as you need them. Alternatively, you can create an NPC where you know a great deal, even as far as a sideline quest, should you choose. Roll on the tables you find useful, ignore those you don’t, and build your version of Lothric precisely as you see it!
Roll on the following table twice, choosing either a Nickname and a Name, or a Name and Title. This should give you a good, DARK SOULS-y name!
D10 Result
Nickname
Name
Title
1
Ironshod
Ghorm
Of Anor Londo
2
Mighty
Jalice
Grave-winner
3
Grimseeming
Nebt
Of the Fallen Star
4
Weathered
Grion
Lord/Lady of Scimitars
5
Oathbound
Brylex
Bearer of the Jewel
6
All-seeing
Ava
Knight of the Sun
7
Ravenous
Touless
Fork-tongue
8
Red-toothed
Morn
Wolf-lord/lady
9
Silent
Seyla
Knight of the Lost
10
Aged
Fittle
Of the Faithful
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T
he next stage is to pick a quirk. No one, but no one, is normal in DARK SOULS. And why should they be? How, after all, can one expect to endure the endless gloom of Lothric and remain… typical? Roll on the following table, or use it to inspire how your NPC presents to the player characters; it might be a small quirk of pronunciation, or a way they move their hands when speaking, but something to immediately identify them.
Does talking to them yield anything immediately for the player characters? NPCs often give items. If your NPC is going to do so, you can roll on the following table to find out precisely what it is, or use it to inspire your own choice. Finally, do they attempt to involve the player characters in a side quest of some sort? The final table is an array of possible options for such additional adventures—making the player characters’ lives just a little more complex is your job as a GM, after all!
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D10 Result
Quirk
Gift
Sidequest
1
Chews their nails, constantly
A clump of blooming purple moss
Return an item to the grave of an angry undead Knight
2
Sucks on a mouldy piece of straw
A flask of mead
Find the punchline to a joke, heard long ago
3
Falls asleep mid-sentence
A carefully preserved finger bone
Find out what was scrawled on the trunk of a withered tree
4
Grins, hungrily
An old dagger
Find a copy of a long-lost grimoire
5
Whistles a shrill and tuneless song when not speaking
A broken ring
Recover the bones of a lost friend
6
Plays with a knife, running it delicately over their knuckles
An unlit firebomb
Learn the tune to a song now forgotten
7
Claps their hands with delight at everything the player characters say
A silver necklace
Put out three candles, burning on the top floor of a castle
8
Giggles, hiding their mouth behind blood-stained hands
A vial of poison
Bring back the last flower of the moon plant
9
Shrugs, mournfully, before they speak
A book, filled with images of dragons
Pour poison in a certain person’s cup
10
Always has tears streaming down their cheeks
A locket, with a painted miniature inside
Convey an apology to one of the Lords of Cinder
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Kindling the Flame —
Campaigns T
abletop roleplaying games often take the form of big, lengthy campaigns, played over numerous sessions, spanning months and even years. Some campaigns are shorter, with a pre-planned narrative, and only a handful adventures leading to a dramatic climax, and others are more open-ended, with the adventurers constantly finding new adventures to occupy them.
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Both campaign types can work in DARK SOULS the Roleplaying Game. The tight focus of the narratives featured in DARK SOULS games makes a limited campaign, with say, 12 or 15 sessions, perhaps the more immediately apparent choice, but there’s no reason a more open-ended game couldn’t work. After all, who hasn’t wondered what happened after the events of a DARK SOULS game? You completed DARK SOULS III, say, and wanted to know what happened next. Now’s your chance to tell that story. To see if any of the Unkindled can find some form of redemption, if new Lords of Cinder arise, or if the player characters themselves become the corrupt, broken creatures they once sought to defeat. A campaign possesses certain advantages over a single adventure, in terms of the type and complexity of story you, and your players, can tell. But it does require something to pull the player characters through. It doesn’t need to be a plot, necessarily, though a strong plot or narrative urge can propel a campaign. It can be as simple as a player character’s individual motivation. In the DARK SOULS games, the overarching plot is one of a quest to find and link the fire, ushering in an age of darkness or preserving the diminished age of light. This is to generalise a little, but the core quest is grand, its archetypal, and it involves the world. This can help shape your thinking when beginning to create your own overarching campaign plot;
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the quest itself possesses mysterious elements— where did the fire come from, what does linking truly mean, why can only the undead pursue such quests?—but, at the same time, it remains clear and simple in its premise. These are good guidelines for devising your own. The most pressing issue, when building a campaign in DARK SOULS: The Roleplaying Game is one of motivation. In the DARK SOULS video games, if you want to participate in the game, you accept the requirements of the game immediately. The same isn’t true in a tabletop roleplaying game. Every experienced GM (and a fair few inexperienced ones) tell horror stories about the player who just wouldn’t join in the story, or ignored obvious clues, because ‘my character wouldn’t do that’ or ‘what’s my motivation to do that?’. In DARK SOULS, it can be a little hard to answer. The world is in ruins; what are the player characters fighting for? We’ve tried to help, somewhat, with the addition of our rules for generating a past, a last memory, and a drive for the player characters, but even that might not be enough. If this is the case, you might try building a campaign around the extirpation of the undead. Perhaps a Lord of Cinder is determined to preserve their power forever, and seeking to destroy all Unkindled, and any other afflicted with the curse. Perhaps the player characters need to stop an Unkindled from refusing to link the fire, plunging the world into darkness, and potentially killing them all. Your campaigns can be this direct - focused on forcing the players to defend themselves, and participate in the story. This is where the abstruseness of much DARK SOULS lore proves a real boon. Fragments and faint references from the game can become prophecies, coaxing characters forward. Use them to augment your campaigns, answering questions the player characters are interested in, and posing more and deeper mysteries to be explored.
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Bonfires & Estus Refills T
he Estus flask is one of the few sources of healing in DARK SOULS: The Roleplaying Game, and certainly the most easily accessible. This makes it a valuable resource, and, more importantly, makes refilling it essential for the player characters if they hope to survive long.
As a result, deciding when to allow player characters to refill their Estus Flasks is a major decision, as is determining the number of bonfires you place in your adventure. A bonfire is a safe haven for player characters. It functions, both in the video games and DARK SOULS: The Roleplaying Game¸ as a save point. When you die, you’ll wake up at the nearest bonfire, able to start again. It also entirely refills an Estus Flask. Placing bonfires is one of the key determining factors in how difficult, or easy, your adventure is. It can also assist in reinforcing the kind and style of adventure you’re designing. A very combat heavy adventure, where the player characters must hack their way through legions of hollows and silver knights, might have bonfires located close to each other, ensuring player characters don’t need to retrace their steps to the same extent. A more open, roleplay-heavy adventure might have fewer, ensuring the players need to be more cautious. The following number of bonfires is a rough estimate of how many, per section, you might deploy dependent on intended difficulty:
Easy: 4 bonfires per section Middling: 2-3 bonfires per section Hard: 1 bonfire per section
If you’ve placed your bonfires, and are concerned the adventure is too hard, you can always tweak things by introducing additional opportunities for the player characters to fill their Estus Flasks. For example, after a boss or mini-boss is killed, everyone’s Estus Flask might be restored to capacity again. Tweak things as and when you need them, to suit your game!
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Equipment: Finding it, Winning it, and Buying it T
here’s a lot of equipment options in this book. It allows players to design and build their characters as they wish, adapting them to suit the enemies they encounter, the difficulties they must overcome. Armour choices, weapon selection, deciding which ring to wear… all of these can prove the difference between triumph and an untimely awakening beside a bonfire without a soul to your name. So how do you they get equipment?
A great deal of this falls on you as a GM. In the video games, equipment is acquired in the following three ways:
Finding It
Winning It
Buying It
Exploring and searching the environment often turns up interesting or unexpected items.
Kill something, and take its stuff.
Even in the ruins of Lothric, you’ll find traders, who’ll accept souls as payment.
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These three options work perfectly in DARK SOULS: The Roleplaying Game too, although it does require some work from you, the GM. Below, you’ll find a table offering some guidance on what a merchant might be selling, and what player characters might find in different locations, depending on their level. You can use these to guide your choices when constructing an adventure or introducing the player characters to a new merchant NPC! Remember to place some interesting NPCs, or equipment for the player characters to find in each location. Only one or two is really needed but place them in challenging locations—they’re a great means of getting players to engage with the setting!
PC Level
Available Armour
Available Shields
Available Weapons
Available Rings
Available Spells
Available Souls
1-5
AC11-13
AC +1
1d6 damage
Any
1-5
Fading Soul or Soul of a Deserted Corpse
6-10
AC14-16
AC+2
1d8 damage
Any
6-10
Large Soul of an Unknown Traveller
11-15
AC17-18
AC+3
1d10 damage
Any
11-15
Soul of a Seasoned Warrior
16-20
AC18+
AC+3
1d12 damage
Any
16+
Soul of a Champion
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Optional Rules: Summonings E
very DARK SOULS player knows what summoning is, and how entertaining and infuriating it can be. Spirits suddenly emerge as if from nowhere, invading your game and inflicting a brutal defeat on you. Sometimes, it’s a benefactor, assisting you in a desperate fight. Sometimes, it’s a shining golden miracle, slaughtering your foes, and healing you. Summoning in the video games is a major aspect of the game, but it can feel very different in a tabletop roleplaying game.
As a result, we’ve not built Summonings into the core game system. These are entirely optional rules which you, as the GM, and your players can decide to use, or not use, as you decide. There are several different types of Summoning, each bringing a different type of spirit into the world. Some are benevolent, aiding the player characters in the form of healing or as an ally against the foe. Still others are there simply to kill the player characters, simply because they can. In the world of Lothric, there is no such thing as mercy. Each type of Summoning has a different colour attached to it and can be found throughout the ruined kingdom. Summoning spots are denoted by a scrawled shape on the ground, of the appropriate colour. Depending on how brutal and DARK SOULSian you want your games, we suggest that a summoning is triggered either:
By passing within 5 ft of a summoning sign, a player character automatically triggers it.
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Or
Standing on the summoning sign, and using an action to summon.
Each of the differently coloured summoning signs has a different set of rules attached, as found below:
White summon sign
Golden summon sign
Passing over a white summoning sign calls up a white phantom who immediately restores the summoner to full base Position and does the same to one other player character of the summoner’s choice, before vanishing.
An ethereal Warrior of Sunlight is called to your aid; the summoner gains the services of a Warrior of Sunlight (use the Silver Knight statistics). The Warrior follows all of the summoner’s instructions for the duration of one battle, or one hour. The Warrior of Sunlight cannot be healed, and if it is killed, it does not return. After a battle, or once an hour elapses, the Warrior fades.
Red summon sign
Purple summon sign
An old, cruel spirit appears, determined to duel the summoner. Like the Warrior of Sunlight, this spirit uses the Silver Knight statistics. It immediately attacks the summoner and is only interested in them. It pursues them for the duration of one combat, or for one hour. If it succeeds in killing them, the summoner awakes as normal at the nearest bonfire. If the summoner manages to kill the summoned red spirit, they gain triple the usual reward of souls. A red spirit cannot be healed, and, if it is killed, does not return
Used to call up the berserk spirits of the Mound-makers, these warriors attack anything and everything, seeking to inflict as much damage as they can. The mound-maker spirits use the Pontiff Knight statistics. They remain for the duration of one battle, or one hour. During that time, they attack any creature within 10 feet of them, immediately switching targets should a new creature move to within 10 feet of them. A Mound-maker cannot be healed, and, if it is killed, does not return.
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The World of Lothric ong since consumed by the darkness, Lothric once flourished, growing strong on the trade of its merchants, and the valour of its knights. The kingdom’s capital, Lothric itself, sat high upon a rocky pinnacle; nigh impregnable. In the many wars fought between the realms of men in the deep past, none ever succeeded in capturing Lothric. Its ring wall was too vast, its scouts able to spy the forces of the enemy long before they drew close enough to lay siege, and its defenders too resilient to let their home succumb. But being able to keep the armies of the foe at bay did not aid them against the curse of undeath, as it spread across the land. It did not aid them against the pus of man, rising in the streets. It did not aid them as darkness claimed all they had fought for, over generations.
Now Lothric, both the city and the kingdom, are damned. The streets of the city are mortuaries for the uninterred dead, the only inhabitants are mindless remnants of what might have been human beings, shuffling through the world, hands grasping at the air in desperate supplication. The hollows, pathetic as they are, remain dangerous, and other, more fell, creatures now dwell in the shadows, always hungering. What once gleamed from the mountain and dominated the land as beacons of the potential of humanity, of its resourcefulness and genius, now remain only as testaments to hubris, and incubators of shadows. This is the world into which you must venture. A kingdom of beauty irrevocably tarnished; of greatness brought low; of bonds of loyalty and humanity forever sundered. It is the world of DARK SOULS.
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The World of Lothric —
Using This Chapter T
he overview of key locations in Lothric is not intended to be exhaustive. Instead, it’s meant to allow you to quickly select a location and get playing! Think of these less as deep insights into the lore of DARK SOULS, and more as tool kits to allow you to quickly and effectively get playing in one of the iconic settings from DARK SOULS III. With a few tables, you can create new and challenging scenarios for player characters, sending off the unkindled into dangerous places from which they won’t emerge… unscathed.
Each location is a double page spread, featuring art to convey the nature of the location, before a brief overview of the history and nature of the place is coupled with random encounter tables, NPC details, and other key information. This isn’t intended to be exhaustive; we’ve not included a write up of every NPC you might meet in the video game, or mentioned every drop. We’ve picked out those parts we feel contribute best to a tabletop RPG experience, to the game we want DARK SOULS: The Roleplaying Game to be. This goes for every aspect of the write-up; from the NPCs to the lists of discoverable items. Neither is complete, and nor should they be. Add in your own, remove those you don’t like. Make these places your own! Each write-up contains the following: 268
An overview of the location
Random Encounters
Its history, and its denizens.
The creatures wandering this place... these are the things you must confront in your quest.
NPCs
Boss
Short overviews of the people the player characters can meet, as they venture through the areas.
Most locations possess a boss, a dreadful opponent possessed of terrifying abilities. This section gives you some potential battle tactics.
A quick word of warning: there aren’t any maps! This is deliberate. DARK SOULS video games don’t provide maps—figuring out where to go, finding the small recesses where new and unusual items (and characters!) lurk is part of the most interesting and important elements of gameplay. Players need to explore, to learn the levels. So make your player characters do the same. Don’t risk them, simply looking up where things are, and don’t be fixed to what has gone before, create your own environments based on these locations, not constrained by them. So, let the great bells of the Cathedral of the Deep toll; the journey begins…
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The World of Lothric
Cemetery of Ash D10 Result
Random Encounter
1
1d6 Ravenous Crystal Lizards
2
1d8 Hollows
3
1d3+3 Starved Hounds
4
1d4+3 Ravenous Crystal Lizards
5
1d10 Skeleton
6
1d8+2 Hollows
7
2d4+2 Skeletons
8
1d4+1 Starved Hounds
9
1d6+3 Skeletons
10
1d6+4 Ravenous Crystal Lizards
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ld, forsaken, untended for a century or more, the Cemetery of Ash is a dark, melancholy place. Unburied corpses are found in stacks everywhere waiting to be recalled from the grip of death, grey flowers bloom from thin soil, and the monuments to the glorious dead are toppled, or else wrapped with etiolated vines. The sky is a vast swab of grey; the sun long since banished. Here, one can discern the tolling of the ancient bells warning the Lords of Cinder the fire might soon be linked. Here, the ancient unkindled are dragged from their graves, and sent upon the quest to the firelink shrine. Here… things begin.
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Discoverables
1 x Soul of an Unknown Traveller (800 Souls) 1 x Blooming Purple Moss Clump 5 x Firebombs
NPCs
Irina of Carim
D
rawn to the Cemetery by the call of the fire, by the urge to link to the flame, Irina soon realised she did not possess the strength of body, or faith, to do so. Despairing, the dark soon began to swarm around her, claiming her for its own. Upon meeting Irina, the player characters soon realise she’s a kindly, optimistic character, woefully out of place in the midst of the desolation that almost claimed her. She knows much of the use, and collection, of miracles, able to advise on their use, and even, perhaps sell a few such spells to those capable of asking politely. Despite her friendliness, Irina knows she loses parts of herself each day. The darkness gnaws away at her insides, stripping back all that was Irina, leaving behind only emptiness, and shadow.
Irina has access to up to three Miracles of 1st-3rd level. She’s prepared to sell these to the player characters, should they prove themselves worthy of her time, attention, and patience. Irina is AC14, with 20 Position. She won’t fight if she’s attacked. he’ll simply curl in upon herself, and mutter about the darkness taking everyone, as blows rain down upon her. Eygon of Carim
W
here his countrywoman, Irina, retains her humanity, Eygon is cold, cynical, and brutal. To those who invoke his ire, he is also a dangerous opponent. Eygon long since abandoned any notion of redemption, of escaping the curse gradually hollowing him out. Indeed, he does not believe in anything, save the strength of his arm, and the certainty of the coming of darkness. There is little human in Eygon anymore. All that remains is a certainty the age of darkness approaches, and a willingness to battle any who anger him. Despite this hostility, some vestiges of the person Eygon might once have been do remain. His visits to see Irina, drawn to her by the coincidence of their land of birth, reveals something approximating kindness, vulnerability. All that remains besides this is spite. Should, as is very likely, Eygon of Carim irritate the player character sufficiently to lead to a fight, Eygon uses the Pontiff Knight statistics, though player characters gain double the number of souls for defeating him.
Bosses
Iudex Gundyr
L
ittle is known of this fallen knight, save he has become the guardian of the Firelink Shrine, denying entry to any who prove unworthy. His methods of determining unworthiness are, as might be anticipated, extremely straightforward.
When the player characters first encounter Iudex, he is silent and immobile, until the player characters remove the sword implanted in his chest. The player characters might be reluctant to do so, but the Firelink Shrine is inaccessible unless Iudex is defeated (for more on the Firelink Shrine, see page 272). Drawing the sword from Iudex’s chest stirs the ancient knight into motion. It immediately attacks the player character nearest to it, driving them back, and then using its powerful attacks to deal immense damage to anyone who comes into melee range. Iudex attempts to hold his ground, forcing the player characters to come to him, and then hitting hard. This isn’t a subtle fight, and, even if injured, Iudex maintains these tactics.
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The World of Lothric
Firelink Shrine
T
here are few safe places left in the world. Few places where travellers may rest easy, where the darkness is kept out, where the warmth of humanity still lingers. Such a place is the Firelink shrine; here, the flame can be renewed, relinked, preserving the age of light for a few more years. Or, the fire can be snuffed out, ushering in the illimitable darkness. Such is the choice of the Unkindled, and it is here the choice is made.
Upon entering the Firelink Shrine, one is confronted by the five empty thrones, where the Lords of Cinder once sat. Stairs lead off, up into small gardens, where a great petrified oak looks onto the vista of Lothric, the city on high. From this vantage, one can see the ruination visited upon Lothric. And, back within the shrine, there lies the bonfire. A marble floor, slightly sunken with steps, leading towards the warped bowl the flame dwells in, the home of the fire is easy enough to find. And there, any who gaze upon it, face the choice of linking the flame, or letting it die. It is said the Kiln of the First Flame is a dark reflection of this place, for those who manage to find it 272
Lighting the Bonfire
P
layer characters are not obliged to light the bonfire. Linking the flame preserves the age of light, and it is possible they opt to usher in the age of darkness. Should they decide to light the shrine, it requires a DC12 Wisdom (Insight) check to do so. Should this check be successful, the bonfire erupts into scintillant life, connecting with each of the bonfires throughout Lothric, and holding the darkness at bay for a little longer.
Discoverables
1 x Firekeeper Robes
Lighting the bonfire in this fashion grants each of the player characters within 15 feet of the bonfire the ability to immediately appear adjacent to any bonfire they’ve previously encountered, in any location. They are able to travel from one bonfire to any other bonfire they’ve already visited. Any player character not within 15 feet of the bonfire when it’s lit can gain this ability by plunging their hand into the fire. They suffer 1d6 fire damage as a result, but afterwards are able to travel as described above.
Encounters
1 x Soul of a Deserted Corpse (200 Souls)
T Valentin Prost (Order #35367143)
he Shrine is safe from the invasion of dark forces. Nothing attacks the player characters while within its walls.
NPCs
Anri of Astora
Fire Keeper
W
ise and worldly, but tentative, the Fire Keeper tends to the fire at the shrine. When it is lit, it is she who nurtures it. When it is extinguished, it is she who waits for it to be relit, ever on the watch for Unkindled who might ignite the bonfire once more. Blind, as all Fire Keepers must be, she moves slowly and regally through the passages of her home, ensnared in her memories of previous ages, of times when the flame roared from the bonfire, and her opinion was sought by hundreds. Now her words possess no less wisdom, but there are few who care to listen. For those who do seek her counsel, she knows much of the secret lore of Lothric. She remembers the kingdom in its days of glory, when the knights rode in procession through its winding streets, and there is much truth to be imparted to those prepared to listen, and, perhaps, do her bidding.
The Fire Keeper cannot be killed. She has an AC of 10, and, if attacked, dies instantly. She reappears, entirely whole and unharmed, five minutes later, wandering around the shrine as though nothing had happened. If a player character is in conversation with the Fire Keeper, they may level up as though they were at a bonfire. They may not Long rest, however.
A
knight of courage, and dignity, Anri of Astor found their way to the Firelink Shrine after their companion—the taciturn Horace— became lost, somewhere in the ancient Catacombs of Carthus. They routinely sally out from the Shrine, seeking their erstwhile comradein-arms. Anri appears oddly absent-minded when first encountered, their speech possessing a dreamlike cast, but a sharp mind and a sharper blade await any who challenge them, without care. They are fiercely loyal to Horace, and seek to enlist any they meets in his search. The two are bound to walk the road of sacrifices together, searching for the Lords of Cinder. Anri might make a powerful ally… or an equally implacable enemy.
In the DARK SOULS video game, Anri’s gender is the opposite of the player characters’. Anri of Astora uses the pontiff knight statistics, though their AC is increased by 2, as is their initiative DC. Player characters gain double souls for killing Anri. Should they do so, and, if they ever meet Horace, he immediately attacks them.
Shrine Handmaiden
U
ndeath does not immediately remove an entrepreneurial spirit, or a compulsion to serve. The Shrine Handmaiden demonstrates as much. She’s a merchant, a trader, in any goods she can find. Name it, she’ll find it, and sell it to you. Humanity dwindling away tends to make one a better trader; sticking to your price more effectively, deaf to entreaties for help or sympathy… the Shrine Handmaiden is not so far gone, as yet, though she retains a ruthlessness in coordinating transactions that might lead one to wonder. The Handmaiden is also deeply loyal to the Fire Keeper, assisting her in her tasks, and caring for her when necessary; like most who dwell within the Firelink Shrine, she’s capable of great kindness, though she doesn’t yield where business is concerned.
The Shrine Handmaiden is bound to the Fire Keeper, and, like her mistress, cannot be killed. She has AC 10 and 20 Position; should she be attacked, she shrugs, and accepts her fate, waiting patiently to be killed. A little while later, she’s restored to life, and is still prepared to sell to the player characters—though now prices have doubled. Ludleth of Courland
S
hrunken, withered, charred to a carbonized nub, Ludleth of Courland is one of the Lords of Cinder. In linking the fire, his body was consumed utterly by the raging conflagration, leaving him as he is now: a small, fragile doll-like creature. Despite his diminished stature, Ludleth is not without the arrogance befitting his station. He was a great scholar, a hermeticist learned in the ancient and sinister art of transposition. Ludleth knows much of the corrupt and sinister aspects of the world; indeed, he spent many long hours researching them in pursuit of power, of knowledge, of dark infamy. Ludleth may seem a sad, even comical figure now, but this is to underestimate him. There is a cruel, calculating intelligence remaining behind his shrunken visage— those who deal with him, seeking information, should be wary of the deals Ludleth offers. Ludleth of Courland cannot be killed, though, should the player characters find a means of filling the four thrones around Ludleth, he vanishes into ash.
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The World of Lothric
D10 Result
Random Encounter
1
1d4 Hollows
2
1d3 Skeletons
3
1d3 + 2 Corvians
4
1d6 + 2 Hollows
5
1d10 Skeletons
6
1d6 + 1 Bonewheel Skeletons
7
1d3 + 1 Wretches
8
1d3 Giants
9
1d8 + 3 Hollows
10
1d4 + 1 Giants
Undead Settlement
274
W
here do the dead go? They can’t be buried in the earth, not whole anyway; they just dig their way out. No, they require a place to live, and so was the Undead Settlement formed. A ghetto, a retreat, a place where the undead could be confined, and… dealt with. The undead were brought here, some lured by promises of a home. Others simply rounded up and herded here. Once within the confines of the settlement, it was not difficult to discern the true purpose of the place. Here, the undead were to be hacked apart before being consigned to the earth.
The undead choke the streets, milling about, broken and mindless, in their hundreds. Tools of torture hang from every surface, and tables where the still struggling bodies were brought, stretched out and dissected, stand as grim monuments to the viciousness of which all are capable— whether undead or fully alive. Amidst the shambling undead, clad in the faded raiment of old lives, one stumbles upon severed heads, amputated fingers, and the stumps of hacked off limbs. Not everyone who came to the undead settlement did so with the intention of carving up its inhabitants. Some came to minister and teach the dead, pointing them toward the road of sacrifice, to the means of dealing with the curse. Perhaps, occasionally, they were successful. Perhaps there is hope, even here, amidst this foulness.
Valentin Prost (Order #35367143)
Discoverables
2 x Large Soul of a Deserted Corpse (400 Souls) 1 x Soul of an Unknown Traveller (800 Souls) 6 x Firebomb 1 x Book
NPCs
Yoel of Londor
O
ne of the enigmatic pilgrims who cross the land of Lothric, bearing some mission within their breasts, Yoel of Londor is a former sorcerer. What befell him in the undead settlement is uncertain, but he can be encountered firmly shackled and left to rot. He is enormously grateful to any who are prepared to aid him, swearing fealty, and guaranteeing his faithful companionship whenever and wherever his rescuer might require it.
He is far from learned in the ways of Lothric, but he is loyal and true— as a DC 14 Wisdom (Insight) check confirms—and aids those who treat him well. Yoel uses the man-serpent statistics. He also has access to three spells up to 3rd level, of the GM’s choice. Holy Knight Hodrick
L
ong driven mad by his experience as one of the undead, Hodrick is committed to his path of violence against any he deems to be experiencing the effects of hollowing. So dedicated is he to this quest, he created an order of knights to assist him: the Mound Makers. Unusually, Hodrick knows himself to be mad, or suspects it, but does nothing to restrain his homicidal impulses. Instead he glories in them, travelling the world as he pleases, seeking out new victims for his battlelust. He’s a dangerous opponent, though he can be reasoned with. Upon encountering Hodrick, a successful DC 16 Charisma (Persuasion) check is enough to convince him the player characters are not hollows in need of swift execution. In such a case, he might even be prevailed upon for some directions on the Road of Sacrifices, though this is usually in exchange for a promise to kill hollows and bring him proof. Hodrick uses the Alonne knight statistics. If he is defeated, however, he does not die, but smiles, laughs, and disappears. Should a player character attempt a summoning on a purple sign, Hodrick might reappear—at the GMs discretion.
Bosses
Curse-Rotted Greatwood
W
orshipped by those within the undead settlement still capable of such acts, the curse-rotted greatwood teems with dark magic. Its immediate tactic is to summon hollows to defend it, deluging the player characters with large numbers of disposable infantry, while it hits them with its more powerful attacks.
This is its typical attack pattern, keeping the player characters focused on dealing with respawning hollows, while it lashes at them with impunity.
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The World of Lothric
D10 Result
Random Encounter
1
1d4 Pontiff Knights
2
1d3 + 1 Giant Leeches
3
A Mimic in the shape of a wooden lectern
4
1d4 + 2 Starved Hounds
5
1d4 Giants
6
1d3 Iron Golems
7
1d8 + 2 Hollows
8
1d3 Ravenous Crystal Lizards
9
1d6 Crag Spiders
10
1d8 Pontiff Knights
Cathedral of the Deep
276
I
n ages past, the Cathedral of the Deep was a truly holy place. Here the gods were worshipped with the proper rites, and the appropriate solemnity. Their church flourished as the archdeacons came to see the Cathedral as a bastion of the faith. Until the darkness came, and the curse fell across the land. Gradually, the church crumbled into obsolescence; its believers found other gods to worship, and other faiths to cling to. But the cathedral remained, and, as the world beyond its perimeter grew stranger and more dangerous, so too did the beliefs and researchers of those who still lived within. Soon, they began to listen to the whispers of the abyss, to heed the promises of the foul things inhabiting the deep. And so, the Cathedral became as it is now. A place of shadows, of foul forces waiting to be let free to claim the world.
Valentin Prost (Order #35367143)
Discoverables
1 x Fading Soul (50 Souls) 1 x Astora Greatsword 1 x Notched Whip 1 x Crest Shield 1 x Maiden’s Robes
NPCs
Rosaria, Mother of Rebirth
S
ilent, Rosaria awaits those with the strength and courage to brave the cathedral to find her. From beneath her curiously long hair, little of her face can be seen, though the grotesque worm she shares her bed with is all too visible. The worm-grub is one of the unfortunates who pressed Rosaria for rebirth one too many times, for, as the ancient tomes reveal, one may only be reborn five times before the warp and weft of reality reasserts its claim and punishes such hubris. There is much power residing in the sylph-like form of Rosaria, but it is an old, incomprehensible power, and it should not be sought by those unprepared for it.
A player character may, when meeting Rosaria, ask to join her Covenant. This requires a DC 15 Charisma (Persuade) check to achieve. A player character who succeeds is able to switch any two of their attributes, up to five times (e.g. they may change their Strength attribute for their Dexterity attribute, and their Wisdom attribute for their Charisma attribute). Each time a player character switches an attribute, they must roll a d10. On a roll of a 1, they incur a hollowing penalty. If they incur three hollowing penalties, they are immediately turned into a grub, and become an NPC. Rosaria cannot be killed, or hurt. All attempts to hit or attack her are shrugged off as though they were the merest flea bite. Unbreakable Patches
N
o one is quite sure where his name is derived from, but Unbreakable Patches is a mysterious creature in most respects. A knight of some martial ability, Patches is most widely renowned for his propensity to play tricks on the unwary. There is rarely anything decidedly malicious in Patches demeanour when practicing such mischief. Quite the opposite, if caught by those he’s fooled, he’s usually apologetic, claiming that it’s his armour forcing him to act in a way quite contrary to his normal inclinations. Few believe him. He often dons disguises to escape the revenge of those he tricks, and, as a result, might be pretending to be someone else when first encountered. Unbreakable Patches uses the Alonne Knight statistics, but player characters gain double souls for killing him.
If they choose not to fight Unbreakable Patches, he might become a trader; a trickster of his talents can get hold of a great many things…
Bosses
Deacons of the Deep
O
nce the great advocates and defenders of faith, of justice, and of the church itself, the Deacons of the Deep are now twisted remnants of their former selves. Warped almost beyond recognition physically, a deacon is nevertheless clad in the vestments of their former office. Their initial assault is deliberately aggressive, bombarding the player characters with the most vicious attacks, with the aim of dividing the party, and being able to pick them off one-by-one.
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The World of Lothric
D10 Result
Random Encounter
1
1d4 Hollow Soldiers
2
1d3 + 2 Dark Knights (use Silver Knight statistics)
3
1d4 Starved Hounds
4
1d6 + 3 Corvians
5
1d4 Hound Rats
6
1d3 Darklurkers
7
1d8 Fang Boars
8
1d6 Hound Rats
9
1d6 + 2 Hollow Soldiers
10
1d8 Corvians
Road of Sacrifices
L
ong ago, those destined to be sacrificed at the Cathedral of the Deep, were led along this lengthy path. They marched on, and on. Many fell by the wayside, their bodies consumed by earth, and air. In the sinister forest fringing its path, hundreds were nailed to the trees and left to suffocate and choke on their own blood—the crucifixion woods. This route is one of pain, and hardship, and anguish. There is no joy to be found here, no hope. There is only the road, and the knowledge of the blood spilled upon it. Many still stalk the road; bandits, Corvians seeking flesh, even werewolves (or so it is rumoured) hunt the road of sacrifices. It is a dangerous place.
NPCs
Orbeck of Vinheim
A
scholar, a trader, and a traveller along the most dangerous of roads, and a man with little time for conversation with those he deems to be beneath him (which is almost everyone) Orbeck is nevertheless tolerated by most who encounter him. The reason for this is simple; Orbeck possesses an enormous number of magical scrolls—scrolls he both knows how to use to defend himself, and, most importantly, that he is prepared to sell to those who can pay the correct price. Orbeck is arrogant, conceited and pompous, but he’s useful. And, in the decaying ruins of Lothric, that’s often enough to keep you alive. Orbeck refuses to speak to any player character with an Intelligence score below 14. Orbeck uses the forest man statistics, except he has access to seven Sorcerer spells, of between 1st and 8th level, of the GM’s choice. Orbeck can sell these spells or use them, depending on how his interactions with the player characters go.
Bosses
Crystal Sage
I
t's surmised the Crystal Sage might have studied under the legendary sorcerer Big Hat Logan, Crystal Sage is a deadly opponent, and utilises an array of spells to strike the player characters at a distance.
The sage does its best to maintain this distance, constantly moving, and skirting the edges of the environment, sticking to corners. This ensures the player characters seldom get the opportunity to gang up on it. This is a key element of the Sage’s tactics, as it is extremely weak against physical attacks.
Valentin Prost (Order #35367143)
Discoverables
1 x Ring of Sacrifice 1 x Blooming Purple Moss Clump 1 x Court Sorcerer Armour 1 x Brigand Twindaggers 1 x Great Club
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The World of Lothric
D10 Result
Random Encounter
1
1d6 + 2 Giant Clams
2
1d3 + 1 Hound Rats
Catacombs of Carthus
O
nce a great nation, famed for its swordsmen, all of what was Carthus is now a series of burrows beneath the earth. It is said the former ruler of Carthus, Wolnir, fell to abyssal corription, condemning his entire realm was dragged into the soil. So do all great kingdoms collapse, consumed by their own darkness, and the corruption of their rulers. The catacombs containing the lost empire wind in and upon one another, and it is extremely easy to become lost within their vastness. Ancient, fell fire magic can be found within the catacombs, and many of the secrets of that once mighty place remain to be found by those able to withstand the darkness coursing through the subterranean labyrinth.
3
1d8 + 3 Skeletons
4
1d6 + 4 Skeletons
NPCs
5
1d8 + 1 Bonewheel Skeleton
Horace the Hushed
6
1d4 + 2 Carthus Swordsmen (use Alonne Knight statistics)
7
1d4 +2 Hound Rats
8
1d10 Skeletons
9
1d4 + 1 Bonewheel Skeletons
10
1d3 Bat-winged Demons
W
hat silenced Horace, the knight and stalwart companion of Anri of Astora, none can say, but his epithet is well-deserved. No true words pass his hidden lips, only a sound like that a dog might make at a trespasser—a low, faintly threatening growl. The hulking figure, encased within a massive suit of armour, has never been seen by any person living. Even Anri does not know what the face of her friend looks like. Horace is a redoubtable fighter, bludgeoning aside his foes with brutal sweeps of his fists, and using the Llewellyn shield (see page 176) to defend against ripostes. Upon encountering Horace, player characters may try to communicate with him. Horace’s first action, however, is to attack. There is no reason for his hostility. Should the player characters attempt to reason with him, a DC 20 Wisdom (Insight), or Charisma (Persuade) check calms him, though he quickly stalks off. Horace uses the forest man statistics, with +2 AC. Player characters gain double souls for killing him.
Bosses
Demon Prince
T
he realm beneath the earth is, as one might expect, swarming with creatures of chaos. The demon ruling over much of what was once Carthus is such a beast. Huge, deadly, and with a remorseless cruelty, it delights in subjecting those it fights to the most painful of deaths.
The demon immediately charges at the most heavily armoured player character, delivering a series of attacks designed to keep this most dangerous opponent occupied, and scared. Once this is achieved, the demon picks out any magic-users, seeking to disable them, before it can deal with the rest of its opponents in a more leisurely fashion.
Valentin Prost (Order #35367143)
Discoverables
2 x Large Soul of a Deserted Corpse (400 Souls) 1 x Carthus Curved Greatsword 1 x Carthus Shotel 1 x Bonewheel Shield 1 x Carthus Bloodring 1 x Witch’s Ring
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The World of Lothric
D10 Result
Random Encounter
1
1d4 + 1 Pontiff Knights
2
1d3 + 2 Ravenous Crystal Lizards
3
1d3 + 2 Giants
4
1d6 + 3 Ravenous Crystal Lizards
5
1d8 + 2 Silver Knights
6
1d4 + 2 Pontiff Knights
7
1d4 Iron Golems
8
1d10 Irithyllian Beast Hounds
9
1d4 + 1 Sewer Centipedes
10
1d3 Mimics disguised as treasure chests
Irithyll of the Boreal Valley
W
here the snow falls unceasingly, where the land is perpetually cast in the soft glow of the moon, in the depths of the Boreal Valley… there, one finds the ancient city of Irithyll. Nearby, one finds the Cathedral of the Deep, where the Pontiff Sulyvahn gradually constructed the faith devoted to the great devourer, Aldrich. Here the pontiff knights still hold sway, but now they march through streets where the living have been forgotten. The only inhabitants of Irithyll now are those slaves too broken, or unfortunate, to run. The darkness permeating the place does not stop some from visiting it, however. Rumours of its former grandeur, and the wealth amassed by those who once ruled over it, draws any with dextrous fingers and a set of lockpicks. But few escape with anything save tales of madness, of cruelty, and of the endless serried ranks of the pontiff knights.
NPCs
Siegward of Catarina
A
thoughtful, even whimsical, knight, Siegward of Catarina was drawn to Irithyll at the promise of the mysteries contained within its walls. He’s since become utterly ensnared in the riddles, engimas, and puzzles the fallen city has provided. Whether it’s the mechanisms powering a lift, or the architecture of the Cathedral’s architraves, or the means by which the Boreal Valley’s temperature remains so low, Siegward seems fascinated by it.
Mysteries such as these have captured and maintained Siegward’s intense focus for the long weeks he’s spent within the boundaries of Irithyll and the surrounding valley. He’s a talkative sort, and eager to help anyone who shows any interest in the same mysteries as him. Or, saving that, someone who’ll talk to him. Siegward is a reliable, decent knight. Should any player character attack him, he’ll respond with bafflement, and try to placate them. He uses the Silver Knight statistics, though he deals d12 slashing damage with his zweihander.
Bosses
Sulyvahn, Pontiff of the Devourer
O
nce one of the most powerful sorcerers in all of Lothric, Sulyvahn is now a warrior of phenomenal potency. He is a duellist, wielding two swords, and capable of hacking his way through dozens of opponents in seconds.
In a fight, Sulyvahn wades into the centre of the battle, hacking away at any opponents who draw too near, seeking to dominate, to slice and dismember in the most ostentatiously impressive fashion possible. There is little subtlety to his approach, but endless variety in the means by which he cleaves flesh and bone.
Valentin Prost (Order #35367143)
Discoverables
1 x Pontiff ’s Left Eye 1 x Silver Knight armour 1 x Smough’s Great Hammer 1 x Storm Curved Sword 1 x Large Soul of an Intrepid Hero (2500 Souls)
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D10 Result
Random Encounter
1
1 Mimic disguised as a suit of armour
2
1d3 + 1 Hound Rats
3
1d4 + 2 Sewer Centipedes
4
1d4 + 3 Hound Rats
5
1d8 + 1 Bonewheel Skeleton
6
1d6 + 1 Hollows
NPCs
7
1 Basilisk
Karla
8
1d3 Giants
9
1d4 + 1 Hounds
10
1d3 + 1 Darklurkers
The World of Lothric
Irithyll Dungeon
T
he Pontiff Sulyvahn, like most fanatics, did not allow for unbelievers. Such unfortunates were condemned to the Irithyll dungeons, deep beneath the city, where they were ‘cleansed’ of the sin of unbelief. Torturers worked for hours, days, even weeks on those deemed to be beyond saving, purifying their souls for Aldrich, the Devourer. Over time, the dungeon became filled with any who defied the Pontiff, or those the Pontiff believed might be forced to give up valuable information. The dungeon’s reputation spread, until it became a by-word for brutality, for despair, and for the evil slowly suffusing the Cathedral of the Deep. Venturing into the darkness beneath Irithyll is to be confronted by the very literal depths of human depravity.
A
prisoner, consigned to the dungeons of Irithyll, Karla was taken at the order of the Pontiff. She made the mistake of possessing a deep knowledge of dark sorcery, and insufficient wisdom to avoid using it in a place the many eyes of the Pontiff might not detect her. She retains this knowledge, and, to those willing to help her escape the darkness of her cell, she is prepared to teach and trade such secrets. She is intelligent and powerful, but she is also far from unconscious of the sinister secrets of the world, and she mistrusts both her own knowledge and those who pry too deeply into the darkness.
Karla can be killed; she is AC 12 and has 30 Position. She does not fight back, though she possesses enough sorcery to destroy almost any challenger. She is simply too tired of the misery of the world. If the player characters aid her, she is prepared to trade with them for numerous spells, miracles, and pyromancies, between 1st and 10th level.
Bosses
T
here is no single, terrifying foe exerting dominion over the dungeon. But there’s plenty of smaller beings, keen to consume the player characters if given the chance.
Valentin Prost (Order #35367143)
Discoverables
1 x Large Soul of a Nameless Soldier (3000 souls) 1 x Deep Ring 1 x Murakamo 1 x Alva Armour 1 x Old Sorcerer Robes
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The World of Lothric
D10 Result
Random Encounter
1
1 Basilisk
2
1d3 + 1 Dog Rats
3
1d3 Darkwraiths
4
1d6 + 2 Corvians
5
1d6 Forlorn
6
1d6 + 1 Corvians
7
1d8 Forlorn
8
1d3 + 3 Corvians
9
1d8 Ravenous Crystal Lizards
10
1d3 Basilisks
Farron Keep
I
t was here, in this place, that the soldiers of Farron’s undead legion made their home. It was here they built their citadel, a place to rest and recuperate between engagements. After all, mercenary forces are never popular anywhere for long—especially those whose recruits are undead, and rapidly hollowing. But, when the legion chose to seek the power of the Cinder Lords for itself the darkness crept in, the wolf blood sustaining them dried up, and the keep and the area surrounding it was slowly consumed. Now, the keep is swallowed by poisonous swamp. Fetid marsh makes passage across the land itself treacherous, and the creatures infesting the dankness hunger for warm flesh. Nowhere is safe, now. Some believe, before Farron erected his keep here, a great and beautiful land stretched out here, but these are mere memories of a long since forsaken past. Now, there is only the sucking foulness of the swamp, and the chittering of insects.
NPCs
Hawkwood
A
deserter, both of his duty and his comrades, Hawkwood turned his back on the Undead Legion and now dwells in a perpetual state of cynicism, and self-loathing, constantly sniping and snarling at any who attempt to speak to him. He retains a dark sense of humour, however, and is more than willing to unveil his particularly nihilistic philosophy for anyone who'll listen.
Despite his desertion and apparent cowardice, Hawkwood is a skilled and dangerous opponent. His abandoning of friends and oath had little to do with the fear of death or pain. Instead, Hawkwood saw the indifference of the universe, and chose to greet it with his own callous disinterest. Hawkwood utilises the Pontiff Knight statistics, though he has 30 Position, and deals 1d10 slashing damage with his broadsword. Defeating him earns the player characters double souls.
Bosses
Stray Demon
O
nce brightly lit with flame, the stray demon is now pallid, its flame extinguished, though its fury remains unquenched. The demon uses the fire demon statistics, though it deals bludgeoning damage instead of fire damage.
I
t immediately charges the player characters, seeking to deliver a number of brutal attacks (use Asylum Demon statistics on page 327), smashing any resistance, and driving the group apart. It then maintains its grip on the battlefield by keeping the party divided, hurling anyone who gets too close away, and protecting a perimeter around itself with brutal arcs of its club.
Valentin Prost (Order #35367143)
Discoverables
1 x Purple Moss Clump 1 x Black Bow of Pharis 1 x Antiquated Plain Armour 1 x Wolf Ring
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The World of Lothric
D10 Result
Random Encounter
1
1d3 Jailers (use Hollow statistics)
2
1d4 + 2 Gargoyles
3
1d6 + 1 Sewer Centipedes
4
1d6 + 2 Cragspiders
5
1d8 Ravenous Crystal Lizards
6
1d6 + 1 Gargoyles
7
1d4 + 2 Jailers (use Hollow statistics)
8
1d6 + 2 Cragspiders
9
1d4 + 1 Starved Hounds
10
1d3 + 1 Irithyllian Beast Hounds
Profaned Capital
H
ere Yhorm the Giant awaits. The Lord of Cinder, on his throne. The Profaned Capital is the heart of doomed Lothric, the cancer located in the midst of the once glistening kingdom. Long since swallowed by the foulness spreading throughout the world, the Profaned Capital is now more a home to the snapping mandibles of hideous insects, and the grasping claws of grotesque horrors, hungry and cruel and desperate to feast. Those who venture within do so in the full knowledge they might not emerge again, save as remnants expectorated from a creature’s gullet. But any who seek to slay the Lords of Cinder must step within. For there the giant king sits still, waiting for his friend to fulfil his promise, at last.
NPCs
T
he Profaned Capital is a place devoid of life; there are no people to meet here.
Bosses
Yhorm the Giant
H
is face wreathed in darkness, his eyes reduced to embers, there is little left of the Yhorm who was once begged to rule over the Profaned Capital, so great was his wisdom; so respected his judgement. Now, there is only memory, and regret, and the rage of the Lords of Cinder. Yhorm lures enemies towards him, moving slowly and ponderously at first. Then he suddenly twists, and bring his blade around in a vicious sweep, aiming to injure multiple player characters at once. Yhorm is extremely resilient and patient, but his fury, when unleashed, is devastating.
Valentin Prost (Order #35367143)
Discoverables
1 x Large Soul of a Weary Warrior (8000 Souls) 3 x Blooming Purple Moss Clump 1 x Court Sorcerer Armour 1 x Greatshield of Glory 1 x Covetous Gold Serpent Ring
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The World of Lothric
D10 Result
Random Encounter
1
1d4 + 2 Silver Knights
2
1d3 Bat-winged Demons
3
1d6 Iron Golems
4
1d6 Giants
5
1d8 + 1 Silver Knights
6
1d6 Giants
7
1d4 + 3 Fang Boars
8
1d6 + 2 Silver Knights
9
1 Deacon of the Deep
10
1d3 Giants
Anor Londo
O
nce a vast and thriving city, renowned for its beauty and for the might of its inhabitants, Anor Londo is now a broken, desolate place. Where, in the past, the gods themselves strode through its corridors, now there is only desolation, and the keening of the wind. Here, Aldrich, Devourer of the Gods began his endless, obscene consumption. Here the glowing, eternal light of the sun was snuffed out. Artificial the sunlight might have been, but it was at least warm, a blessing for those dwelling in the city’s limits. Now, the gloom claims dominion over every acre, and Aldrich’s hunger only grows more intense, more gnawing, more all-consuming.
NPCs
Company Captain Yorshka
A
fearless warrior, Company Captain Yorshka is a leader without a body of troops at her back. The leader of the Darkmoon Blades, her soldiers were slaughtered and she, their commander, was left to carry the burden of their passing.
Yorshka remains a formidable, loyal and resolute knight, refusing to be overwhelmed by her loss, or to surrender to despair. She constantly seeks new people to pledge themselves to the company, hoping one day to gather a new band of knights and to restore the order to its former glory. Yorshka can be killed, though her honour and sense of restraint means she won’t attack the player characters, instead attempting to reason with them. She uses the Pontiff Knight statistics with 30 Position and +2 Initative DC.
Bosses
Aldrich, Devourer of Gods
A
twisted, monstrous blight on the earth, Aldrich is one of the Lords of Cinder. Driven by a hideous appetite, he soon began to consume the living flesh of anything and anyone, who drew too near. He ate hundreds, thousands, chewing them with the relish a gourmand saves for the finest of meals. In battle, Aldrich is a terrible opponent to face.
He moves forward quickly, engaging the foe quickly, before withdrawing, and using ranged attacks to deliver constant damage. He uses sorcery to inflict high damage attacks, while keeping the player characters perpetually dodging, and at bay. He’s a difficult creature to overcome, and the fate of those who fall rests between Aldrich's jaws.
Valentin Prost (Order #35367143)
Discoverables
1 x Soul of a Crestfallen Knight (10000 Souls) 1 x Darkmoon Longbow 1 x Aldrich’s Ruby
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The World of Lothric
D10 Result
Random Encounter
1
1d10 Hollows
2
1d4 + 2 Hound Rats
3
1d6 Silver Knights
4
1d6 Hollows
5
1d8 Ravenous Crystal Lizards
6
1 Wyvern
7
1d4 + 2 Ravenous Crystal Lizards
8
1d4 +3 Hollows
9
1d8 Silver Knights
10
1 Mimic, disguised as a rack of weapons
Lothric Castle
A
bove the Firelink Shrine, impregnable and vast, sits Lothric Castle. Its gleaming walls, domed churches and marble towers glint in the sun still, long after all life has fled. Now the city is one of shadows, of furtive, stealthy things, and of the two Princes, watching the age of fire and light, dwindle, dwindle into nothing. What was once a city of splendour, of magnificent craftsmanship, of elegant stonework is now crumbling, toppled, smashed. What was once a grand edifice, a testament to the power and might of the Princes who built it, is now a reminder of how quickly civilisations can fall.
NPCs
A
lthough Eygon of Carim sometimes stalks the empty streets of Lothric, there are few others here worth talking to.
Bosses
Elder Prince Lorian & Younger Prince Lothric
T
he two princes, alike in so many ways and different in so many others, still preside over their doomed kingdom, and anyone wishing to pass through it or to probe its secrets must, ultimately, reckon with them. Individually they are somewhat weak, but together they are a fearsome enemy. Each uses magic to prevent the fight becoming a close quarters battle, ensuring the player characters are severely punished for the arrogance of attacking two of royal birth. If either of the brothers is killed, the other continues to battle on, but is significantly weakened.
Valentin Prost (Order #35367143)
Discoverables
2 x Soul of a Weary Warrior (8000 Souls) 1 x Firebomb 1 x Sniper Crossbow 1 x Irithyll Rapier 1 x Winged Knight armour
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The World of Lothric
D10 Result
Random Encounter
1
1d12 Hollows
2
1d6 + 2 Corvians
3
1d6 Ravenous Crystal Lizards
4
1d6 Hollows
5
1d8 Ravenous Crystal Lizards
6
1d10 Corvians
7
1d4 + 2 Ravenous Crystal Lizards
8
1d4 + 1 Gargoyles
9
1d8 Hollows
10
1d8 Silver Knights
Grand Archive
K
nowledge of long ages, preserved, gathered, and guarded here, the Grand Archives contain all the wisdom of Lothric, and perhaps, the world. It is said there is no question to which the answer cannot be found in the apparently infinite volumes lining its shelves. All the knowledge of the ages is here, it is said, if one can only find it. Scholars still brave the perils of the Road of Sacrifices and worse to bury themselves in the labyrinth of the Grand Archives. Some are discovered, starved to death, mummified between the shelves, preferring to die amidst such an abundance of learning than the misery beyond the walls. Death waits within the Grand Archives, of course. There is nowhere in Lothric where creatures of darkness do not lurk.
NPCs
The Black Hand Trio
T
hree silent knights, drawn to the Archives by some mission of which they are incapable of speaking, the Black Hand trio are trapped here. Each of the three—Lion Knight Albert; Black Hand Kamui; and Daughter of Crystal Kriemhild—is a formidable warrior in their own right, and, together, they are virtually unstoppable. How else could they have survived so long in this benighted world? So much darkness, though, has robbed them of the power to speak, and so they stand, mute sentinels, ready to attack any who approach them with hostile intentions. If one could communicate with them, there might be much to learn. It is said Kriemhild might once have been a firekeeper— such a position carries with it much knowledge.
The Black Hand Trio each use the pontiff knight statistics, though they always attack first regardless of player characters’ Initiative values. Players only gain souls when they’ve defeated all three of the trio, but they will gain triple the combined total of souls for doing so.
Bosses
Discoverables Younger Prince Lothric
T
he young prince, again. This time alone, but no less a predator. Relying solely on his magic, he hits the player characters again and again with the most powerful spells he can muster, aiming to finish the battle quickly, and brutally.
Lothric can be quickly overcome if the fight is brought to close quarters, but if not, the player characters are certain to be overwhelmed by a ceaseless bombardment of savage magics.
Valentin Prost (Order #35367143)
2 x Soul of a Crestfallen Knight (10000 Souls) 1 x Sage’s Crystal Staff 1 x Onikiri & Ubadachi 1 x Outrider Knight armour
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The World of Lothric
D10 Result
Random Encounter
1
1d6 + 1 Man-Serpents
2
1d4 Ravenous Crystal Lizards
3
1 Wyvern
4
1d6 + 2 Ravenous Crystal Lizards
5
1d8 + 1 Man-Serpents
6
1 Wyvern
7
1d4 + 2 Ravenous Crystal Lizards
8
1d4 Silver Knights
9
1d8 + 3 Man Serpents
10
2 Wyverns
Archdragon Peak
D
oes the place exist, truly? Is it tangible, its dimensions fixed and the stone of the peak cold and hard as one’s mind insists it must be? None are sure. It is possible this place is merely some dream, a reverie of a great dragon long forgotten, dwelling beneath the earth. Whatever the truth, it is now the home to the children of Kalameet, all of whom congregate here to offer their worship to the beasts of the past. Man-serpents throng here, as do wyverns. Most who find themselves in this strange, liminal environment comport themselves to the worship of the dragon. It is advisable, should one wish to avoid being eaten.
NPCs
T
here are none in this place who linger, save to pay homage to the legacy of Black Dragon Kalameet and others of their kind.
Bosses
The Nameless King
M
ounted on a vast drake, the Nameless King is a creature from ancient nightmare. Some speculate he might be the firstborn of Gwyn, Lord of Sunlight, whose name was struck from the temples and the steles, from every record. Whoever he might once have been, the Nameless King is a terrifying opponent, moving constantly, never letting the player characters settle into an attack pattern. Using his Stormdrake to stay at a distance when needed, before quickly swooping in to deliver a brutal array of attacks, and disappear before any concerted resistance can be organised, he is capable of shattering even the most disciplined of battle lines, and strategies.
Valentin Prost (Order #35367143)
Discoverables
2 x Soul of a Weary Warrior (5000 Souls) 1 x Large Soul of a Crestfallen Knight (20000 Souls) 1 x Dragonslayer Spear 1 x Dragonslayer Armour
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Monsters & Antagonists othric, and the many lands beyond, are infested with darkness, with cruelty and with creatures capable of stripping the skin from a person— living or dead—in the merest minutes. They are the obstacles to the quests the unkindled must undertake, the impediments to the flame being relit or snuffed out forever, the perils all adventurers must confront should they wish to achieve their goal. After all, steel must be tempered in fire for it to become strong, and the contents of this chapter are that fire.
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Monsters & Antagonists — 300
Valentin Prost (Order #35367143)
Beasts
Starved Hound Medium beast
STR
DEX
CON
INT
WIS
CHA
15 (+2)
14 (+2)
14 (+2)
3 (−4)
13 (+1)
6 (−2)
Armour Class: 12 (Natural Armour) Speed:
Position:
13 (2d8+4)
Initiative DC: 12
Skills
Perception +5, Stealth +4
Senses
darkvision 120 feet, passive Perception 15
Challenge:
1/4 (50 Souls)
40 feet
Keen Sense
The Starved Hound has advantage on Wisdom (Perception) checks that rely on smell or hearing.
Pack tactics
The Starved Hound has advantage on attack rolls if it has an ally within 5 feet of it that is not incapacitated. Actions
Multiattack
The Starved Hound makes two bite attacks.
Bite:
Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, the target must immediately make DC 10 Strength saving throw or be knocked prone.
Ribs protruding through grave-tinted flesh, these dogs wait for any prey they can find. Eyes stained with a berserk lust for flesh, they chase the scent of their next meal across the deserted streets of Lothric and beyond. Not dangerous if encountered singly, but should a pack form they become capable of bearing even the most determined of adventurers to the ground, devouring them in rabid frenzies.
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A hideous, decaying body—the body of a hunting hound from which the flesh drips in molten lumps—topped by a leering human skull, the beast-hound is a predator and scavenger in equal part. They gnaw on the remains of anything, any creature they can find, and constantly seek out new prey to feast on, their ordered rows of human teeth stained with ichor.
Valentin Prost (Order #35367143)
Irithyllian Beast Hound
Hound Rat
Medium beast
Small beast
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
14 (+2)
6 (−2)
13 (+1)
6 (−2)
7 (−2)
15 (+2)
11 (+0)
2 (−4)
10 (+0)
4 (−3)
Armour Class: 15 (Natural Armour) Speed:
Position:
45 (7d8+14)
Armour Class: 12 (Natural Armour) Speed:
50 feet
Position:
Initiative DC: 11
Skills
30 feet
Initiative DC: 12
Skills
Senses
Perception +5
darkvision 60 feet, passive Perception 15
Damage Immunities
Damage Resistances
cold
7 (2d6)
-
-
darkvision 60 feet, passive Perception 10
Challenge:
1/8 (25 Souls)
-
Condition Immunities
Senses
Keen Smell
The Hound Rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack tactics
The Hound Rat has advantage on an attack roll against a creature if at least one of the hound rat's allies is within 5 feet of the creature and not incapacitated.
Challenge:
3 (700 Souls)
Actions Keen Hearing and Smell
The Irithyllian Beast Hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics
The Irithyllian Beast Hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and not incapacitated. Actions
Frostbite
Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 7 (1d8+3) piercing damage plus 7 (2d6) cold damage.
Bloodied
The Irithyllian Beast Hound immediately uses Frostbite. The Irithyllian Beast Hound exhales frost in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. While bloodied the Irithyllian Beast Hound can spend 5 position to make a second frostbite attack as an action on it’s turn.
Valentin Prost (Order #35367143)
Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Bite
Reaction Charge
When another Hound Rat is reduced to zero Position, all other hound rats within 60 feet can immediately move their speed towards the nearest hostile creature.
Vermin grown to unsettling size, The Hound Rats infest the sewers and the dank recesses of ancient ruins. Their teeth constantly honed chewing through stone and steel to access food believed hidden, they are dangerous creatures, prepared to attack anything if they believe there to be a decent meal available.
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Dog Rat
Giant Crow
Medium beast
Large beast
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
7 (−2)
15 (+2)
11 (+0)
2 (−4)
10 (+0)
4 (−3)
28 (+9)
10 (+0)
20 (+5)
3 (−4)
10 (+0)
9 (−1)
Armour Class: 12 (Natural Armour) Speed: Position:
7 (2d6)
30 feet
Initiative DC: 12
Skills -
Armour Class: 15 (Natural Armour) Speed:
Position:
184 (16d12+80)
20 feet, fly 120 feet
Initiative DC: 10
Saving Throws
Senses
Dex +4, Con +9, Wis +4, Cha +3
darkvision 60 feet, passive Perception 10 Skills Challenge:
Perception +4
Senses
passive Perception 14
1/8 (25 Souls)
304
Keen Smell
The Dog Rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack tactics
The Dog Rat has advantage on an attack roll against a creature if at least one of the dog rat's allies is within 5 feet of the creature and not incapacitated. Actions
Bite
Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its Position maximum by -5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its Position maximum to zero.
Vicious little creatures, heralded by the scuttling of paws and the sniffling of canine noses, the Dog Rats scurry wherever there is the opportunity of mischief, and devilment. Children of the Rat King, they are dangerous if encountered en masse by the unwary.
Challenge:
11 (7,200 Souls)
Keen Sight
The Giant Crow has advantage on Wisdom (Perception) checks that rely on sight.
Herald of Portent
The Giant Crow cannot be reduced to 0 Position. Instead, it vanishes and returns to its perch.
Travel
The Giant Crow can carry up to 9 creatures from its current location to any bonfire already known to the player characters. Once used, the crow will not carry the same creatures again until they have discovered at least one new bonfire. Actions
Multiple attack
The Giant Crow makes two attacks, one with its beak and one with its talons.
Beak
Melee Weapon Attack: +13 to hit, reach 10 feet, one target. Hit: 27 (4d8+9) piercing damage.
Talons
Melee Weapon Attack: +13 to hit, reach 5 feet, one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the Crow can't use its talons on another target.
Enormous in size, placid in temperament, the Giant Crow is a being of unfathomable motives. It is rumoured to be one of the guides of the Chosen Undead, who long ago sought to restore light to the kingdoms of the world. Perhaps, to those able to find the enigmatic creature, it might assist you too. It is said the giant crow often waits at the Firelink Shrine, though few have seen the beast in recent years. For those who do find the bird, there is much to be learned.
Valentin Prost (Order #35367143)
Giant Clam
Giant Leech
Medium beast
Small beast
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
11 (+0)
1 (−5)
9 (−1)
3 (−4)
8 (-1)
10 (+0)
11 (+0)
1 (−5)
9 (−1)
3 (−4)
Armour Class: 15 (Natural Armour) Speed: Position:
13 (3d8)
Armour Class: 10 (Natural Armour) Speed:
30 feet, swim 30 feet
Position:
Initiative DC: 12
Skills
Stealth +4
20 feet, swim 20 feet
Initiative DC: 8
Senses
blindsight 30 feet, passive Perception 9
Skills
Senses
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Fire
-
-
Challenge:
1/8 (25 Souls) Amphibious
4 (1d8)
blindsight 30 feet, passive Perception 9
-
The Giant Clam can breathe air and water.
-
Actions Claw
Munch
305
Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The clam has two claws, each of which can grapple only one target. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 8 (2d6+1) bludgeoning damage. A medium or smaller creature successfully targeted by this attack is restrained by the giant clam (escape DC 11).
Challenge:
0 (10 Souls)
Actions Jump
The Giant Leech jumps 10 feet towards a creature and makes a Body Slam attack.
Spit
Ranged Weapon Attack: +2 to hit, reach 5 feet, one target. Hit: 2 (1d4) poison damage. If the target is a creature, it must succeed on a DC 9 Constitution saving throw against disease or become poisoned until the disease is cured or the creature rests at a bond fire. Every time the creature casts a spell or makes an attack while poisoned the creature’s Position maximum is reduced by 2 (1d4). The creature dies if the disease reduces its Position maximum to zero. Creatures that die from this effect have disadvantage on the saving throw against hollowing when they respawn.
Body Slam
Melee Weapon Attack: +1 to hit, reach 5 feet, one target. Hit: 2 (1d4) bludgeoning damage.
They look benign enough, at first glance. A shellfish, dormant within its shell. Only the red spikes protruding from the shell’s surface give any hint of threat. When the Giant Clam opens its shell, the mistake becomes obvious. Crystal teeth, hard enough to shatter steel, glint in the thin light from the surface. Then there’s an explosion of movement, as the creature hurls itself forward, snapping with the ferocity of a wounded shark. It is a fool who takes the Giant Clam lightly.
Bloated, black, and loathsome to look upon, Giant Leeches ooze through the swamp waters found throughout Lothric, and in any shallow, stagnant waters throughout the realms of man. Giant Leeches hurl themselves from the water, latching onto any exposed flesh, and glutting themselves on the blood of their victims.
Valentin Prost (Order #35367143)
Giant Rat
Fang Boar
Small beast
Large beast
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
7 (−2)
15 (+2)
11 (+0)
2 (−4)
10 (+0)
4 (−3)
19 (+4)
11 (+0)
12 (+1)
2 (−4)
9 (−1)
5 (−3)
Armour Class: 12 (Natural Armour) Speed: Position:
7 (2d6)
30 feet
Initiative DC: 14
Skills -
Armour Class: 18 (Armoured Hide) Speed: Position:
Senses
darkvision 60 feet, passive Perception 10
Skills -
Keen Smell
The Giant Rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics
The Giant Rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and not incapacitated.
Variant: Diseased Giant Rats Some Giant Rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 souls) and the following action instead of its normal bite attack: Diseased Bite:
Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain Position except by magical means, and the target's Position maximum decreases by 3 (1d6) every hour. If the target's Position maximum drops to zero as a result of this disease, the target dies. Creatures that are killed by the disease have disadvantage on the saving throw against hollowing.
Always hungry, always plentiful, Giant Rats seek out food from wherever they might conceivably get it. And they aren’t especially concerned if the source of that food is alive or dead when they start eating.
Valentin Prost (Order #35367143)
passive Perception 9
3 (700 Souls) Fang Charge
Actions Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 4 (1d4+2) piercing damage.
Senses
Challenge:
1/8 (25 Souls)
Bite
30 feet
Initiative DC: 10
Challenge:
306
117 (18d10+18)
If the Fang Boar moves at least 20 feet in a straight line, all creatures it passes through are targeted by its Armoured Tusk attack, the target takes an extra 10 (3d6) slashing damage on a successful attack. All creatures the fang boar charges though must succeed on a DC 14 Strength saving throw or be knocked prone. Actions
Armoured Tusk
Melee Weapon Attack: +6 to hit, reach 10 feet, one target. Hit: 22 (4d8+4) slashing damage.
Plated in steel armour, the Fang Boar is a rampaging terror. Its tusks, capable of tearing through armour almost nonchalantly, and the steel encasing its already tough hide render the beast a formidable opponent, goring and tossing its enemies aside in a maddened charge.
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Valentin Prost (Order #35367143)
Sewer Centipede
It looks, at first, like a woman. A drowned woman. Face down, floating. Melancholy; tragic. And then it strikes, rearing up from the water and lunging towards its selected prey. How the sewer centipede evolved such a unique method of hunting is anyone’s guess; most likely, it is thought, the creature was designed by some ancient pyromancer, some melder of flesh and magic. Who they sought to capture is unknown. But the sewer centipede thrived, bred, becoming a pertinacious inhabitant of the waterways beneath Lothric, searching for any prey retaining a sense of empathy.
Large monstrosity
STR
DEX
CON
INT
WIS
CHA
18 (+4)
17 (+3)
14 (+2)
16 (+3)
15 (+2)
16 (+3)
Armour Class: 15 (Natural Armour) Speed: Position:
65 (10d10+20)
40 feet
Initiative DC: 15
Saving Throws
Dex +6, Con +5, Wis +5, Cha +6
Skills
Patrol
The Sewer Centipede cannot be lured off its patrol route and will only leave it to engage a hostile creature.
Backstab
Successful attacks targeting the Sewer Centipede when it is surprised are treated as being Critical hits.
Aggresive
The Sewer Centipede can move up to half its speed towards a hostile creature as bonus action. Bloodied
Senses
-
darkvision 60 feet, passive Perception 12
The Sewer Centipede immediately makes a Leap attack. Actions
308
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Fire
-
Poison
The Sewer Centipede makes two attacks as an action. It can make two bite attacks, one bite and one spit attack, or two spit attacks.
Bite
Melee Weapon Attack: +7 to hit, reach 10 feet, one creature. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half damage on a successful one.
Leap
The Sewer Centipede leaps up to 15ft towards a hostile creature. One creature within 5 feet of the sewer centipede must immediately make a DC 13 Dexterity saving throw, on a failure the target is knocked prone and suffers 36 (8d8) bludgeoning damage and is poisoned until the Sewer Centipede is reduced to 0 position. On a successful saving throw the target suffers half damage and is not knocked prone or poisoned.
Spit
Ranged Weapon Attack: +6 to hit, range 60 feet/120 feet, one creature. Hit 6 (1d6+3) acid damage, and the target must make a DC 13 Constitution saving throw, taking 34 (7d8+3) poison damage on a failed save, or half damage on a successful one.
Charmed, Poisoned
Challenge:
8 (3,900 Souls)
Valentin Prost (Order #35367143)
Multiple attack
Cragspider Large Beast
STR
DEX
CON
INT
WIS
CHA
14 (+2)
16 (+3)
12 (+1)
2 (−4)
11 (+0)
4 (−3)
Armour Class: 14 (Natural Armour) Speed: Position:
26 (4d10+4)
30 feet, climb 30 feet
Initiative DC: 13
Skills
Stealth +7
Senses
blindsight 10 feet, darkvision 60 feet, passive Perception 10
Challenge:
1 (200 Souls) Spider Climb
The Cragspider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense
While in contact with a web, the Cragspider knows the exact location of any other creature in contact with the same web.
Web Walker
The Cragspider ignores movement restrictions caused by webbing. Actions
Bite
Melee Weapon Attack: +5 to hit, reach 5 feet, one creature. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half damage on a successful one. If the poison damage reduces the target to 0 Position, the target is stable but poisoned for 1 hour, even after regaining Position, and is paralyzed while poisoned in this way.
Fire Breath
The Cragspider exhales fire in a 15 feet cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half damage on a successful one.
Web
Ranged Weapon Attack: +5 to hit, range 30 feet/60 feet, one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; Position 5; vulnerability to fire damage; immunity to bludgeoning and poison damage).
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Eight legs, eight eyes, a vast bulbous underside, and the capacity to breathe fire at any it elects to make its prey, Cragspiders are endlessly dangerous. As if this weren’t enough to render them creatures worthy of fear, they also possess wings. The wings, fortunately, are more vestigial than functional—they enable the spiders to hover for a brief time, before descending on their prey.
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Valentin Prost (Order #35367143)
Demonic Foliage
Giant Mosquito
Medium plant
Medium beast
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
13 (+1)
1 (−5)
10 (+0)
1 (−5)
3 (−4)
1 (−5)
7 (-2)
13 (+1)
10 (+0)
1 (−5)
3 (−4)
1 (−5)
Armour Class: 5 (Natural Armour) Position:
72 (16d8)
Speed:
5 feet
Initiative DC: 10
Skills -
blindsight 30 feet (blind beyond this radius), passive Perception 6
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Fire
-
Challenge:
While Demonic Foliage remains motionless, it is indistinguishable from ordinary vegetation. Actions
Multiple Attack
The Demonic Foliage makes 1d4 attacks, split between its Brand Swing, Brand Swipe and Pincushion Grab.
Brand Swing
Melee Weapon Attack: +3 to hit, reach 10 feet, one creature. Hit: 9 (2d8) bludgeoning damage. The Demonic Foliage can make an additional attack with its Brand Swing.
Brand Swipe
Melee Weapon Attack: +3 to hit, reach 10 feet, one target. Hit: 18 (4d8) slashing damage.
Pincushion Grab
Ranged Weapon Attack: +3 to hit, range 20 feet/30 feet, one creature. Hit: 10 (3d6) bludgeoning damage. A creature successfully targeted by this attack is dragged 10 feet towards the demonic foliage.
Trailing earth behind it, Demonic Foliage is precisely what it sounds like—a plant-like creature, animated by some foul curse, seeking out anything it can find to overwhelm and consume. Nasty, vicious things, the most effective means of dealing with such an infestation is fire, and a stout axe.
Valentin Prost (Order #35367143)
Skills -
22 (5d8)
5 feet, fly 20 feet, hover 25 feet
Senses
Darkvison 30 feet, passive Perception 6
Challenge:
1 (200 Souls)
blinded, deafened, frightened, charmed
3 (700 Souls) False Appearance
Position:
Initiative DC: 11
Senses
-
Armour Class: 11 (Natural Armour) Speed:
Pack Tactics
The Giant Mosquito has advantage on attack rolls if it has an ally within 5 feet of it that is not incapacitated. Actions
Sting
Melee Weapon Attack: +3 to hit, reach 10 feet, one creature. Hit: 9 (2d8) piercing damage. The targeted also suffers 28 (8d6) poison damage, the target’s Position maximum is reduced by the amount of poison suffered.
The proboscis of a Giant Mosquito is capable of piercing even the stoutest of armour, delivering an agonising sting to the victim, and leaving them infected with a virulent poison—a poison capable of eating away one’s innards, leaving nothing behind but bloody mulch.
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Poison Horn Beetle Medium beast
STR
DEX
CON
INT
WIS
CHA
8 (−1)
10 (+0)
12 (+1)
1 (−5)
7 (−2)
3 (−4)
Armour Class: 13 (Natural armour) Speed:
Position:
11 (2d8+2)
30 feet
Initiative DC: 10
Skills -
Senses
blindsight 30 feet, passive Perception 8
Challenge:
0 (10 Souls) Illumination
312
The Poison Horn Beetle sheds bright light in a 10 feet radius and dim light in an additional 10 feet radius. Actions
Headbutt
Melee Weapon Attack: +1 to hit, reach 5 feet, one target. Hit: 2 (1d6−1) slashing damage.
Emit Cloud
The Poison Horn Beetle emits a cloud of green poisonous gas. The gas persists until the end of the Poison Horn Beetle’s next turn and lightly obscures all medium or smaller creatures within it. The cloud is an inhalable poison that spreads out to fill a 15 feet radius, any creature that enters the cloud must immediately make DC 9 constitution saving throw or suffer 10 (3d6) poison damage and become poisoned for one minute. On a successful saving throw the creature suffers half damage. A creature that ends its turn in the cloud must make the saving throw again. A creature poisoned by this effect can repeat the saving throw at the end of its turn while not in the cloud.
Valentin Prost (Order #35367143)
Large, misshapen creatures, Poison Horn Beetles infest underground passages. Capable of giving off a thick, toxic fug, once settled into an area these beetles soon render it virtually impassable. Anyone daring, or stupid, enough to venture into the domain of such creatures is soon left choking, and retching as the poison gnaws at their airways, and the lining of the throat.
Great Moth Medium beast
STR
DEX
CON
INT
WIS
CHA
8 (−1)
13 (+1)
12 (+1)
1 (−5)
8 (−1)
3 (−4)
Armour Class: 12 (Natural armour) Speed:
Position:
11 (2d8+2)
Initiative DC: 11
Skills -
5 feet, fly 25 feet, hover 25 feet
Senses
blindsight 30 feet, passive Perception 8
Challenge:
0 (10 Souls) Trail of spores
The Great Moth leaves behind a trail of spores when it moves. These spores cause creatures that walk into its path of the previous round to suffer 5 (1d10) poison damage and succeed on a DC 11 constitution saving throw or become poisoned till the end of the creature’s next turn.
313
Actions Slam
Melee Weapon Attack: +1 to hit, reach 5 feet, one target. Hit: 2 (1d6−1) slashing damage.
Exude Spores
The Great Moth exudes spores in a 20 feet radius, creating a sphere of yellow, nauseating gas centred on a point within 30 feet of the moth. The cloud spreads around corners, and its area is lightly obscured. The cloud lingers in the air for one minute. Each creature that enters the cloud must make a DC 11 Constitution saving throw against inhalable poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after four rounds. A strong wind (at least 20 miles per hour) disperses it after one round. Generally benign creatures—rare for any land afflicted by the curse—Great Moths prefer to remain at a height, amidst the treetops. If disturbed, they release a poisonous cloud, choking the perceived threat, and buffet them with their wings. It’s a surprisingly effective attack.
Valentin Prost (Order #35367143)
Ravenous Crystal Lizard Large beast
STR
DEX
CON
INT
WIS
CHA
22 (+6)
14 (+2)
13 (+1)
8 (−1)
9 (−1)
6 (−3)
Armour Class: 16 (Natural armour) Speed:
Position:
97 (15d10+15)
35 feet
Initiative DC: 12
Skills
Senses
-
darkvision 60 feet, passive Perception 8
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
314
charmed, asleep, exhausted, restrained, grappled, petrified, unconscious. magical damage (weapons and spells)
Challenge:
10 (5, 900 Souls) Jump
The Ravenous Crystal Lizard can leap 25 feet in any direction from a standing start. If the lizard lands on a creature the creature must immediately make a successful DC 19 strength saving throw or be knocked prone and suffer 22 (4d10) bludgeoning damage on a failure, or half as much on a successful saving throw. Actions
Multiple attack
The Ravenous Crystal Lizard can make four Slashing Crystal Talons attacks.
Slashing Crystal Talons
Melee Weapon Attack: +11 to hit, reach 10 feet, one target. Hit: 28 (4d10+6) piercing damage.
Crystal Breath
All creatures within a 30 feet cone of the Ravenous Crystal Lizard must immediately make a DC 19 dexterity saving throw, sufferings 66 (12d10) Force damage on a failure and half as much on a successful saving throw.
Valentin Prost (Order #35367143)
Snapping jaws, and a hide studded with chunks of crystal, it is small wonder these beasts are both greatly feared, and hunted so relentlessly. The wealth forming part of a Crystal Lizard’s flesh is enough to ensure few of their kind are ever safe from the attentions of a hunter. Their ferocity in attack, and hostile temperament ensures no hunter ever approaches a Crystal Lizard lightly.
Basilisk Small monstrosity
STR
DEX
CON
INT
WIS
CHA
16 (+3)
8 (-1)
15 (+2)
2 (-4)
8 (-1)
7 (-2)
Armour Class: 15 (Natural Armour) Speed: Position:
26 (4d8+8)
20 feet
Initiative DC: 11
Skills -
Senses
darkvision 60 feet, passive Perception 9
Challenge:
3 (700 Souls) Water Runner
The Basilisk can run across water and similar fluids as if it was solid ground. Actions
Bite
Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) poison damage.
Fog Spew
All creatures in a 30 feet radius must immediately make a DC 12 Constitution saving throw. On a failure, the creature is poisoned and suffers 10 (3d6) poison damage, and is restrained. At the start of their next turn, any creature who failed their first saving throw must make a second DC 12 Constitution saving throw. On a success, the effect ends. On a failure, the creature takes 14 (4d6) poison damage and is restrained. This process continues, with the creature taking an additional d6 damage each time they fail the saving throw, until they are dead or manage to succeed.
315
Immediately identifiable by its enormous eyes, the Basilisk resembles a tree-frog. Its forelimbs emerge almost at precise right angles to its abdomen. This enables the creature to thrust its face forward, concentrating its deadly gaze on any who come into its line of sight. Slung beneath its broad, amphibian features is a sac containing a noxious gas the creature emits when threatened. It’s capable of killing as surely as the creature’s unblinking gaze. Those who’d fight the Basilisk are always in peril, despite its diminutive stature.
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Monsters & Antagonists —
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Valentin Prost (Order #35367143)
Golems & Constructs
Stone Knights Medium construct
STR
DEX
CON
INT
WIS
CHA
22 (+6)
18 (+4)
20 (+5)
8 (−1)
11 (+0)
10 (+0)
Armour Class: 19 (Llewellyn Plate Armour) Position:
161 (17d8+85)
Initiative DC: 17
Speed:
30 feet
Skills
Senses
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Damage from spells
-
-
darkvision 60 feet, passive Perception 10
-
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
317
Challenge:
6 (2, 300 Souls) False Appearance
While not moving the Stone Knights appear to be lifeless statues. While in this state the stone knight is vulnerable to all damage.
Bloodied
The Stone Knight immediately makes a Twinblade attack against a creature within range, treating a successful hit as a Critical hit. While bloodied, the Stone Knight makes all Strength-based saving throws at advantage. Actions
Multiple attack
The Stone Knight makes two Twinblade attacks
Twinblade
Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 24 (4d8+6) bludgeoning damage.
Valentin Prost (Order #35367143)
How long have the Stone Knights rested? Their form is wrapped in vines, the accumulated foliage of ages. Enchanted stone, these guardians stand over their charge for millennia unchanging and unmoving, but gradually painted green by the verdant life springing from the ground. To the unwary, the appearance of the Stone Knights is effectively deceptive—a statue, part of the decorative stonework found in most graveyards, or grand city squares. And then, with the low, croaking noise of stone splitting, it moves. Few survive the shock, let alone the attack.
Iron Golem Huge construct
STR
DEX
CON
INT
WIS
CHA
24 (+7)
9 (−1)
20 (+5)
3 (−4)
11 (+0)
1 (−5)
Armour Class: 21 (Natural Armour)
Position:
315 (30d12+150)
Initiative DC: 14
Skills
The Iron Golem has advantage on saving throws against spells and other magical effects.
Magic weapons
The Iron Golem's weapon attacks are magical.
Bloodied
The Iron Golem immediately makes a Stomp or Clap attack without needing to spend position. While bloodied, creatures successfully targeted by the iron golem with a melee weapon attack are immediately grappled by it (escape DC 19). Instead of making a single attack the Iron Golem can hurl a grappled creature 35 feet in any direction, and it can use this throw to target another creature as if the grappled creature was part of its Blade of Air attack. A thrown creature suffers 23 (3d10+7) in addition to any thrown damage.
30 feet
Actions
Senses
-
darkvision 120 feet, passive Perception 10
Damage Immunities
Condition Immunities
poison.
Damage Vulnerabilities -
Speed:
Magic Resistance
charmed, exhaustion, frightened, paralyzed, petrified, poisoned Damage Resistances
Multiple attack
The Iron Golem makes a total of four melee attacks, or a single Clap or Stomp attack.
Slam
Melee Weapon Attack: +13 to hit, reach 5 feet, one target. Hit: 20 (3d8+7) bludgeoning damage.
Axe
Melee Weapon Attack: +13 to hit, reach 10 feet, one target. Hit: 23 (3d10+7) slashing damage.
Blade of Wind
Ranged Weapon Attack: +13 to hit, range 30/60 feet, one target. Hit: 34 (5d10+7) bludgeoning damage. A creature successfully targeted by this attack is knocked prone.
Stomp
Spend 10 Position. All creatures within 5 feet of the Iron Golem must immediately make a DC 19 Dexterity saving throw. On a failure the creature is pushed 15 feet away from the Iron Golem and suffers 34 (5d10+7) bludgeoning damage. On a successful saving throw the creature suffers half damage.
Clap
Spend 10 Position. The Iron Golem claps its hand together sending a wave of force out. Targets all creatures in a 25 feet cone of the iron golem. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) force damage on a failed save, or half damage on a successful one.
Fire.
318
Challenge:
16 (15,000 Souls)
How truly does it loom above you? Forged from iron, pure iron, the golem is enormous, pitiless, unstoppable… almost. Within the iron shell of its body, lies a soul forged from the bones of a dragon. When it is not awakened, the Iron Golem waits, dormant, the axe it uses to cleave its enemies in half resting against its chest. When stirred to waking, the golem’s chest glows red as though with anger at being disturbed. And woe betide any who anger the guardian of Sen’s Gate. Thousands have fallen beneath its axe.
Valentin Prost (Order #35367143)
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Valentin Prost (Order #35367143)
Ice Golem Huge construct
STR
DEX
CON
INT
WIS
CHA
23 (+6)
9 (−1)
21 (+5)
9 (−1)
10 (+0)
12 (+1)
Armour Class: 15 (Patchwork Armour) Position:
95 (10d8+50)
Initiative DC: 12
Speed:
40 feet
Saving Throws
Con +8, Wis +3, Cha +4
Skills
320
Senses
Athletics +9, Perception +3
Perception 13
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
-
cold
-
Actions Challenge:
8 (3,900 Souls)
Moving with the strange, delicate steps of a creature only just born, these things emerge from the sleet and snow of the storm. Ice crystals fall from it with every step, replaced by new ones spilling through the rock forming the majority of its body. With a flex of its form, the Ice Golem is able to form weaponry at the extremities of its limbs, creating hammers and swords from ice, condemning foes to a bloody, and wintry, fate.
Valentin Prost (Order #35367143)
Multiple attack
The Ice Golem makes either three Ice Fists attacks, or two Ice Greatsword and one Great Club attacks.
Ice Lance
Melee Weapon Attack: +9 to hit, reach 15 feet, one target. Hit: 25 (3d12+6) Piercing damage and 15 (3d6+6) cold damage. Before making an attack with this weapon the ice golem must move at least 10 feet in a straight line.
Ice Fist
Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 15 (3d6+6) Bludgeoning damage. Creatures successfully targeted by this attack must immediately make a DC 16 strength saving throw or be knocked prone.
Ice Great Sword
Melee Weapon Attack: +9 to hit, reach 5 feet, all creatures in a 10ft cone (roll once and apply the attack roll to all creatures). Hit: 27 (6d6+6) Bludgeoning damage.
Great Club
Melee Weapon Attack: +9 to hit, reach 15 feet, one target. Hit: 25 (3d12+6) slashing damage
Rock
Ranged Weapon Attack: +9 to hit, range 60/240 feet, one target. Hit: 28 (4d10+6) bludgeoning damage.
Crystal Golem Large construct
STR
DEX
CON
INT
WIS
CHA
24 (+7)
9 (−1)
20 (+5)
3 (−4)
11 (+0)
1 (−5)
Armour Class: 20 (Natural armour) Speed:
Position:
210 (20d10+100)
30 feet
Initiative DC: 13
Skills
Senses
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
darkvision 120 feet, passive Perception 10
-
-
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Damage from spells and magical weapons
Challenge:
14 (11,500 Souls)
Headless, faceless, these lumbering creatures seem to be the unquiet spirits of the crystal drawn forth, and given shambling life. They stagger towards those who draw their attention, and their fury, unable to see but drawn by some unerring instinct (scholars speculate it is vibrations in the earth by which the things navigate) to those seeking a way through the territory they make theirs. Who drew such life from the earth, and set it to guard the tunnels and passages of the underworld, none can say, save that these glinting, crystalline watchdogs are deadly foes.
Valentin Prost (Order #35367143)
Fire Absorbtion
Whenever the Crysteal Golem is subjected to fire damage, it takes no damage and instead regains Position equal to the fire damage dealt.
Magic Resistance
The Crystal Golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
The Crystal Golem's weapon attacks are magical.
Jump
The Crystal Golem can jump up to 25 feet from a standing start without consuming any movement.
Bloodied
While bloodied the Crystal Golem does not need to spend Position to use its Slam Fists attack. Actions
Multiple Attack
The golem makes two melee attacks and one Slam Fists attack if it spends the required position.
Uppercut Punch
Melee Weapon Attack: +13 to hit, reach 5 feet, one target. Hit: 20 (3d8+7) bludgeoning damage.
Club Arm
Melee Weapon Attack: +13 to hit, reach 10 feet, one target. Hit: 23 (3d10+7) bludgeoning damage.
Slam Fists
Spend 5 Position. The golem causes crystals to sprout from the ground in 20 feet radius from itself. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half damage on a successful one.
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Monsters & Antagonists — 322
Valentin Prost (Order #35367143)
Demons
Taurus Demon Huge demon
STR
DEX
CON
INT
WIS
CHA
26 (+8)
15 (+2)
22 (+6)
20 (+5)
16 (+3)
22 (+6)
Armour Class: 19 (Natural Armour) Speed: Position:
312 (25d12+150)
40 feet, climb 80 feet
Initiative DC: Always acts first.
Demon's Sight
Magical darkness doesn't impede the Taurus Demon's darkvision.
Death Throes
When the Taurus Demon dies it explodes, and each creature within 30 feet must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and destroys the Taurus Demon's weapons.
Bloodied
While bloodied the Taurus Demon emits a fire aura.
Fire Aura
At the start of each of the Taurus Demon's turns, each creature within 5 feet takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the taurus demon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance
The Taurus Demon has advantage on saving throws against spells and other magical effects.
Magic Weapons
The Taurus Demon's weapon attacks are magical.
Saving Throws
Str +14, Con +12, Wis +9, Cha +12
Skills
Senses
-
truesight 120 feet, passive Perception 13
Actions
Damage Immunities
Condition Immunities
poison
poisoned, charmed, unconscious, grappled
Damage Vulnerabilities
Damage Resistances
-
cold, lightning and fire damage
Multiattack
The Taurus Demon makes four attacks: one with its great axe and three with its Swinging Fists or Smash.
Great Axe
Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 27 (3d12+8) slashing damage plus 13 (3d8) lightning damage.
Swinging Fist
Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the Taurus Demon scores a Critical hit, it rolls damage dice three times, instead of twice.
Smash
Melee Weapon Attack: +14 to hit, reach 20 feet, one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pushed up to 25 feet in a direction chosen by the Taurus Demon.
Jumping Attack
The Taurus Demon can forgo its great axe attack to allow its Smash attack to target all creatures within a 20feet radius. Roll separate attacks for each targeted creature.
Standing Smash
All creatures in a 20 ft radius of the Taurus Demon must immediately make a DC 20 Strength saving throw or be knocked prone and suffer 33 (5d10+8) bludgeoning damage.
Massive Jump
The Taurus Demon jumps a distance equal to its climb speed. All creatures within 20 feet of the taurus demon when it lands must immediately make a DC 20 Dexterity saving throw or be knocked prone and pushed 25 feet in a direction chosen by the Taurus Demon, suffering 18 (2d10+8) bludgeoning damage.
Challenge:
19 (22,000 Souls)
Enormous, bull-headed abominations, the Taurus Demon is a savage beast drawn from the underworld to bring destruction on all who cross its path. Typically armed with a greataxe forged from black iron, the Taurus Demon seeks any and all opportunities to close with its foe, delivering blows capable of eviscerating a god. Driven by a dark, desperate lust for power, and blood, the Taurus Demon is a terrifying enemy, before which even the bravest often succumb.
Valentin Prost (Order #35367143)
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Capra Demon Large demon
Boss
This creature can spend Position as if it was a player character.
Demon's Sight
Magical darkness doesn't impede the Capra Demon's darkvision.
STR
DEX
CON
INT
WIS
CHA
Magic Resistance
22 (+6)
17 (+3)
21 (+5)
12 (+1)
16 (+3)
17 (+3)
The Capra Demon has advantage on saving throws against spells and other magical effects.
Bloodied
While bloodied the Capra Demon makes a double Machete Swing as part of its attack action.
Armour Class: 18 (Natural Armour) Speed: Position:
189 (18d10+90)
25 feet
Initiative DC: Always acts first.
Actions Multiple Attack
The Capra Demon makes three melee attacks; two with its Machete Swing and one with its Machete Slam. In place of its Machete Swing attacks it can instead make one Double Machete Swing. It can use attack dogs in place of any melee attack.
Machete Swing
Melee Weapon Attack: +10 to hit, reach 10 feet, one target. Hit: 15 (2d8+6) piercing damage. If the target is a creature other than a construct, it must succeed on a DC 17 Constitution saving throw or lose -10 (3d6) Position at the start of each of its turns due to the appalling wound inflicted. Any creature can take an action to staunch the bleeding with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Double Machete Swing
Melee Weapon Attack: +10 to hit, reach 10 feet, one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a creature other than a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) Position at the start of each of its turns due to the appalling wound. Each time the Capra Demon hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the bleeding with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Slam
All creatures within a 20 feet radius of the Capra Demon must immediately a DC 17 dexterity saving throw. On a failure a creature is knocked prone and suffers 14 (4d6) bludgeoning damage failure. On a successful saving throw the creature suffers half damage.
Attack Dogs
Spend 10 position. The Capra Demon summons 1d12+2 starving hounds to its aid; the hounds arrive 20 feet from the Capra demon at the start of its next turn. The demon can spend further Position on a one for one basis to increase the result of the d12.
Saving Throws
Str +10, Dex +7, Wis +7, Cha +7
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
fire
Skills
Senses
poison
324
-
poisoned, charmed, unconscious, grappled
darkvision 120 feet, passive Perception 13
Challenge:
14 (11,500 souls)
Its two greatswords held almost casually; its goat head held horrifyingly still, appraising any who dare stand before it or against it, for even the demon’s stare is enough to send most fleeing in fear. It is a brave, or foolish, being who challenges the Capra demon. Its hounds bay for blood at its side, and it begins its slow, inevitable march towards its victim, bringing with it the stink of the abattoir; matted fur clings to its skin, soaked in old blood. The rasp of foul breath through caprine teeth is enough to sour the air, making every battle with such a creature a contest with one’s guts, as well as the swords seeking to take your head from your shoulders.
Valentin Prost (Order #35367143)
Titanite Demon
When the blacksmith god died, the agony of his passing drew demons from the shards of titanite scattered across the world. These demons carry with them the pain of the dead god, fragments of the deity’s anguish, driving them to inflict pain and cruelty on any they encounter. With their catch poles borne before them, they snare the unfortunate, before beginning their work. There are few creatures who dismember their victims with such cold efficacy; faceless, headless, the titanite demon is a being of pure terror.
Large demon
STR
DEX
CON
INT
WIS
CHA
16 (+3)
17 (+3)
18 (+4)
12 (+1)
14 (+2)
14 (+2)
Armour Class: 15 (Natural Armour) Speed: Position:
221 (26d8+104)
30 feet
Initiative DC: Always acts first.
Saving Throws
Str +6, Con +7, Wis +5, Cha +5
Skills
Deception +5, Insight +5, Perception +8
Damage Immunities
This creature can spend Position as if it was a player character.
Demon's Sight
Magical darkness doesn't impede the Titanite Demon's darkvision.
Headless
The Titanite Demon is immune to any effect that would remove its head.
Magic Resistance
The Titanite Demon has advantage on saving throws against spells and other magical effects.
Senses
darkvision 120 feet, passive Perception 18
Condition Immunities
poison
Boss
poisoned, charmed, unconscious, grappled
Damage Vulnerabilities
Damage Resistances
-
fire
Challenge:
Actions Multiple Attack
The Titanite Demon makes three melee attacks; one with its Titanite Catch Pole and two with its fists. Alternatively, it can use Hurl Lightning twice.
Titanic Catch Pole
Melee Weapon Attack: +6 to hit, reach 20 feet, one target. Hit: 34 (9d6+3) piercing damage. A creature hit by this weapon must immediately make a DC 13 constitution saving throw suffering 5 (1d10) piercing damage and becoming grappled (escape DC 13) on a failure or half as much on a successful saving throw.
Fist
Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 10 (2d6+3) bludgeoning damage.
Hurl Lightening
Ranged Spell Attack: +5 to hit, range 150 feet, one target. Hit: 14 (4d6) lightning damage. If the target is wearing metal armour, a successful hit is treated as a Critical hit.
16 (15,000 souls)
Valentin Prost (Order #35367143)
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Smelter Demon
Oozing, molten, dragging itself forward with the speed and energy of lava spewed from the volcano, the Smelter Demon is iron given new shape, new purpose. Speculation abounds over whether it always existed in this form, somehow, a germ of sentience within the near liquid iron, or whether the Old King—that crazed ancient tyrant—made the thing. Pouring malice and spite into the bubbling, smelted metal, and watching it become this foul creature. Who can say? The only agreed upon truth is: do not get in its way.
Large demon
STR
DEX
CON
INT
WIS
CHA
26 (+8)
14 (+2)
24 (+7)
22 (+6)
18 (+4)
24 (+7)
Armour Class: 19 (Natural Armour) Speed: Position:
450 (36d10+252)
30 feet
Initiative DC: Always acts first.
Demon's Sight
Magical darkness doesn't impede the Smelter Demon's darkvision.
Bloodied
Fear Aura. Any creature hostile to the Smelter Demon that starts its turn within 20 feet of it must make a DC 21 Wisdom saving throw unless the demon is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the smelter demon's Fear Aura for the next 24 hours.
Magic Resistance
The Smelter Demon has advantage on saving throws against spells and other magical effects.
Magic Weapons
The Smelter Demon's weapon attacks are magical.
Saving Throws
Dex +8, Con +13, Wis +10
Skills
Senses
-
truesight 120 feet, passive Perception 14
Damage Immunities 326
Actions
Condition Immunities
poison
poisoned, charmed, unconscious, grappled
Damage Vulnerabilities
Damage Resistances
-
cold, fire
Multiple Attack
The Smelter Demon makes four attacks: one each with its Bite, Claw, Mace and Tail.
Bite
Melee Weapon Attack: +14 to hit, reach 5 feet, one target. Hit: 22 (4d6+8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain Position, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw
Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 17 (2d8+8) slashing damage.
Mace
Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 15 (2d6+8) bludgeoning damage plus 21 (6d6) fire damage.
Tail
Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 24 (3d10+8) bludgeoning damage.
Challenge:
Challenge 20 (25,000 Souls)
Valentin Prost (Order #35367143)
Asylum Demon Large demon
STR
DEX
CON
INT
WIS
CHA
16 (+3)
15 (+2)
15 (+2)
9 (−1)
11 (+0)
11 (+0)
Armour Class: 13 (Natural Armour) Speed: Position:
90 (12d10+24)
Clutching a gigantic mace, its segmented stomach undulating and rippling with grotesque animation, such demons are often set as guards, preventing entrance (or exit) to or from some sacred spot. The creature gains its name from its infamous position as warden of the Undead Asylum in Lordran. There, any undead attempting to escape the gloom and misery of that unwholesome prison were smashed to pieces beneath its vast, crushing blows. It was eventually slain by the Chosen Undead. Whatever happened to them?
30 feet
Initiative DC: Always acts first.
Saving Throws
Str +5, Con +4, Wis +2
Demon's Sight
Magical darkness doesn't impede the Asylum Demon's darkvision.
Magic Resistance
The Asylum Demon has advantage on saving throws against spells and other magical effects.
Steadfast
The Asylum Demon can't be frightened while it can see an allied creature within 30 feet of it. Actions
Skills
Senses
-
darkvision 120 feet, passive Perception 10
Damage Immunities
Multiple atack
The Asylum Demon makes two attacks: one with its Ground Pound and one with its Hammer Drive.
Ground Pound
All creatures in a 15 feet cone from the asylum demon must immediately make a DC 12 Constitution saving throw. On a failure they are knocked prone and suffer 11 (2d8+2) bludgeoning damage, and their speed is reduced by 10ft until the start of the Asylum Demon’s next turn. On a successful saving throw the creature suffers half damage.
Condition Immunities
poison
poisoned, charmed, unconscious, grappled
Damage Vulnerabilities
Damage Resistances
-
fire, cold.
Hammer Drive
Melee Weapon Attack: +5 to hit, reach 10 feet, one target. Hit: 8 (1d10+3) bludgeoning damage. If the target is a creature other than construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) Position at the start of each of its turns due to the awful wound inflicted. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Long Range Hammer
Ranged Weapon Attack: +5 to hit, range 60 feet, one target. Hit: 8 (1d10+3) bludgeoning damage.
Challenge:
5 (1,800 Souls)
Valentin Prost (Order #35367143)
327
Bat-Winged Demon Large demon
STR
DEX
CON
INT
WIS
CHA
17 (+3)
15 (+2)
18 (+4)
8 (−1)
13 (+1)
8 (−1)
Armour Class: 15 (Natural Armour) Speed: Position:
142 (17d10+34)
40 feet, fly 60 feet
Initiative DC: Always acts first.
Saving Throws
Dex +5, Wis +4, Cha +2
Skills
Spindly creatures, wings drawn up behind backs through which the nodules of a spine bulge, these demons are renowned for their callousness, the joy they take in inflicting pain. Their forearms are always caked in crimson blood, where it has spilled through fingers possessing too many joints. These demons are always armed with a spear, or glaive-like weapon, used for cutting their enemies down before they indulge their love for warm flesh.
Demon's Sight
Magical darkness doesn't impede the Bat-Winged Demon's darkvision.
Magic Resistance
The Bat-Winged Demon has advantage on saving throws against spells and other magical effects.
Bloodied
When bloodied the Bat-Winged Demon immediately emits a Stunning Screech. Stunning Screech. The Bat-Winged Demon emits a horrific screech. Each creature within 20 feet of it that can hear and that isn't also a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the Bat-Winged Demon's next turn.
Senses
-
darkvision 120 feet, passive Perception 11
Actions
328
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
cold, fire, lightning
poison
Multiple attack
The Bat-Winged Demon makes two attacks in any combination of Demon Spear thrusts and swings. Alternatively, it can make up to two Lightning Throw attacks if it spends the required Position, substituting a melee attack for either or both.
Demon Spear Swing
Melee Weapon Attack: +6 to hit, reach 15 feet, all creatures in a 10ft cone (roll once and apply it to all creatures in range). Hit: 10 (2d6 + 3) slashing damage and 13 (3d8) lightning damage.
Demon Spear Thrust
Melee Weapon Attack: +6 to hit, reach 15 feet, one target. Hit: 14 (2d10 + 3) piercing damage and 13 (3d8) lightning damage.
Lightening Throw
Spend 5 Position. A 15 feet radius cloud of lightning extends out from the Bat-Winged Demon. Each creature in that area must succeed on a DC 14 Constitution saving throw. A target takes 16 (3d10) lightning damage on a failure and half as much on a successful saving throw. If the target is wearing metal armour they have disadvantage on the saving throw.
poisoned, charmed, unconscious, grappled
Challenge:
6 (2,300 Souls)
Valentin Prost (Order #35367143)
Demon Prince
Who made this demon a prince? So much of the theories surrounding demons is theory, the speculation of scholars in the Grand Archives and elsewhere, parsing theories, seeking truth where only rumour is to be found. Yet, it is known this creature is a Prince. A demon of nobility, though still capable of crushing a foe in its fist, or beneath an enormous foot, and delighting in the blood-spray and the taste of viscera. The Demon Prince is, almost certainly, a prince by its own hand, a lordling dominating any under its sway.
Large demon
STR
DEX
CON
INT
WIS
CHA
21 (+5)
14 (+2)
18 (+4)
18 (+4)
15 (+2)
18 (+4)
Armour Class: 18 (Natural Armour) Speed: Position:
266 (28d10+112)
Initiative DC: Always acts first.
20 feet fly, 40 feet, hover 40 feet
Saving Throws
Dex +7, Con +9, Wis +7, Cha +9
Skills
Boss
This creature can spend position as if it was a player character.
Demon's Sight
Magical darkness doesn't impede the Demon Prince's darkvision.
Magic Resistance
The Demon Prince has advantage on saving throws against spells and other magical effects.
Bloodied
Explosion of Flame. Immediately upon becoming bloodied all creatures within 10 feet of the Demon Prince must immediately make a DC 17 Constitution saving throw, taking 17 (5d6) fire damage on a failed save, or half damage on a successful one.
Senses
-
blindsight 60 feet, darkvision 120 feet, passive Perception 12
Damage Immunities
Bubbling Fire. All successful attacks made by the Demon Prince while it is bloodied deal +13 (3d8) fire damage.
Condition Immunities
poison
poisoned, charmed, unconscious, grappled
Damage Vulnerabilities
Damage Resistances
-
damage from spells and miracles, necrotic, cold and fire
Actions Multiple attack
The Demon Prince makes three attacks: one with its Bite, one with its Claws, and one with its Stomp. It can substitute any one attack for a Breath attack if it spends the required Position.
Bite
Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 18 (2d12+5) piercing damage plus 10 (3d6) cold damage.
Swiping Claws
Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 16 (2d10+5) slashing damage plus 10 (3d6) fire damage.
Stomp
Melee Weapon Attack: +10 to hit, reach 10 feet, one target. Hit: 12 (2d6+5) bludgeoning damage plus 10 (3d6) fire damage.
Breath
Spend 10 Position. All creatures in a 30 feet cone from the Demon Prince must immediately make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half damage on a successful one.
Fire Bolts
Spend 5 Position. The Demon Prince launches 6 fire bolts: Ranged Spell Attack: +10 to hit, range 150ft, one target. Hit: 11 (2d10) fire damage.
Challenge:
16 (15,000 Souls)
Valentin Prost (Order #35367143)
329
Monsters & Antagonists —
330
Valentin Prost (Order #35367143)
Denizens of the Darkness
Wretch
Horrifying creatures, seemingly created from the substance of dozens of other beasts melded together, these Wretches tend to shun the light, and the surface world. In their shelters— dungeons, and other dark, dank spaces—they scuttle from wall to wall, sometimes clutching weapons, waiting for prey. Some are largely harmless, uninterested in the world, content to be left alone with the misery of their own existence. Most are homicidal, driven by some dark impulse to conceal the agony of their creation in senseless violence.
Large monstrosity
STR
DEX
CON
INT
WIS
CHA
18 (+4)
8 (−1)
17 (+3)
7 (−2)
16 (+3)
6 (−2)
Armour Class: 20 (Natural Armour) Speed: Position:
93 (11d10+33)
15 feet, climb 15 feet
Initiative DC: 8
Skills
Perception +6, Stealth +5
Grasping Tendrils
The Wretch can have up to six fleshy tendrils at a time. Each tendril can be attacked (AC 20; 10 Position; immunity to poison and psychic damage). Destroying a tendril deals no damage to the Wretch itself, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb
The Wretch can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Horrific Form
All creatures that can see the Wretch must immediately make a DC 17 charisma saving throw or become frightened of it. A creatures that fails the saving throw can repeat the saving throw at the end of their turn. A creature that succeeds on the saving throw does not need to repeat the saving throw against the same Wretch until they respawn.
Senses
darkvision 60 feet, passive Perception 16
Challenge:
5 (1,800 Souls)
Actions
Valentin Prost (Order #35367143)
Multiattack
The Wretch makes four attacks with its Tendrils, uses Reel, and makes one attack with its Bite.
Bite
Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 22 (4d8+4) piercing damage.
Tendril
Melee Weapon Attack: +7 to hit, reach 50 feet, one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. While the target is grappled, the wretch can't use the same tendril on another target.
Reel
The Wretch pulls each creature grappled by it up to 25 feet straight toward it.
331
Scarecrow
Large Mushroom Person
Medium constructs
Medium plant
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
13 (+1)
12 (+1)
12 (+1)
9 (−1)
8 (−1)
6 (−2)
3 (−4)
1 (−5)
10 (+0)
1 (−5)
3 (−4)
1 (−5)
Speed:
Armour Class: 11 Position:
11 (2d8+2)
30 feet
Initiative DC: 11
Senses
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Fire damage.
-
Athletics +5, Perception +3, Darkvision 30 ft, Stealth +3 passive Perception 13
Skills -
18 (4d8)
15 feet
Challenge:
1/2 (100 Souls)
Found in many forests, tending to flowers or plants with the air of gentle gardeners, it is sometimes a shock to see the speed at which these shambling creatures can become shearsnapping killers. They are often presumed to be the previous versions of the Demonic Foliage, before they were swallowed by the plant life they so diligently tend to.
Actions Plow
Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 8 (2d4+3) Slashing damage.
Shears
Melee Weapon Attack: +3 to hit, reach 10 feet, one target. Hit: 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage. A creature damaged by this attack must immediately make a DC 12 strength saving throw. On a failure the creature is knocked prone and suffers 7 (2d6) piercing damage. On a successful saving throw the creature suffers half damage.
Senses
blindsight 30 feet (blind beyond this radius), passive Perception 6
Challenge:
1/4 (50 Souls)
blinded
332
Valentin Prost (Order #35367143)
Position:
Initiative DC: 10
Skills
-
Speed:
Armour Class: 5
It is unknown when the spark of sentience seized these fungi, but, over time, it has grown, metastasizing until it became consciousness. The creatures are unusual, as might be expected, and their intelligence, such as it is, seems rudimentary—whenever they see a creature different from themselves, they charge towards it, attempting to bring it down, whether it appears hostile or not. Perhaps they might become something more in ages to come; for now, however, they are merely an irritant.
Unwieldy
When the Mushroom scores a Critical hit it falls prone as it overextends itself. Actions
Punch
Melee Weapon Attack: +2 to hit, reach 10 feet, one creature. Hit: 4 (1d8) bludgeoning damage.
333
Valentin Prost (Order #35367143)
(Guardian) Dragons Huge dragon
STR
DEX
CON
INT
WIS
CHA
25 (+7)
10 (+0)
23 (+6)
16 (+3)
15 (+2)
19 (+4)
Armour Class: 19 (Natural Armour) Speed: Position:
225 (18d12+108)
Initiative DC: 15
40 feet, burrow 30 feet, fly 80 feet
Saving Throws
Dex +5, Con +11, Wis +7, Cha +9
Skills
334
Senses
Perception +12, Stealth +5
blindsight 60 feet, darkvision 120 feet, passive Perception 22
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Lightening damage.
-
Fire.
-
Boss
This creature can spend position as if it was a PC.
Legendary Resistance (3/Day)
If the Guardian Dragon fails a saving throw, it can choose to succeed instead. Actions
Multiple attack
The Guardian Dragon can use its Frightful Presence, then makes three attacks: one with its Bite and two with its Claws.
Bite
Melee Weapon Attack: +12 to hit, reach 10 feet, one target. Hit: 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.
Claw
Melee Weapon Attack: +12 to hit, reach 5 feet, one target. Hit: 14 (2d6+7) slashing damage.
Tail
Melee Weapon Attack: +12 to hit, reach 15 feet, one target. Hit: 16 (2d8+7) bludgeoning damage.
Bloodied
While bloodied the Guardian Dragon makes two additional Bite attacks or one Tail attack as part of the attack action.
Frightful Presence
Each creature of the Guardian Dragon's choice that is within 120 feet and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful they are unaffected for the round.
Fire Breath
Spend 3 Position. The Guardian Dragon exhales lightning in a 90 feet line that is 5 feet wide. Each creature touched by line must make a DC 19 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half damage on a successful one. On a failed saving throw an effected creature is set alight, and suffers +10 (2d10) fire damage at the end of their turn until they spend an action dousing the flames.
Challenge:
16 (15,000 Souls)
Legendary Actions Once amongst the most powerful of all species found on the earth, and above it, the dragons stood against the Lord of Sunlight, Gwyn, in the early age of the world or becoming guardians of lost places. They could not be defeated, until the traitor Seath the Scaleless turned against his kin. Most dragons were slaughtered in the ensuing conflict, though some escaped, making their homes in the remotest parts of the world. Not all of those who escaped became legendary, as did Black Dragon Kalameet, Crossbreed Priscilla, or Darkeater Midir, but all possess their intelligence, their ferocity, and their will to survive. It is a foolish person who seeks out a dragon, or invokes their fury.
Valentin Prost (Order #35367143)
The Guardian Dragon can take up to three legendary actions by choosing from the options below and spending the required position. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect
Spend 3 Position. The Guardian Dragon makes a Wisdom (Perception) check.
Tail Attack
Spend 5 Position. The Guardian Dragon makes a Tail attack.
Wing Attack
(Counts as two legendary actions): Spend 10 Position. The Guardian Dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 17 (2d10+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
335
Valentin Prost (Order #35367143)
Hydra Huge monstrosity
STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
20 (+5)
2 (−4)
10 (+0)
7 (−2)
Armour Class: 15 (Natural Armour) Speed: Position:
172 (15d12+75)
30 feet, swim 30 feet
Initiative DC: 14
Skills
Perception +6
Senses
darkvision 60 feet, passive Perception 16
Challenge:
8 (3,900 Souls) Hold Breath
The Hydra can hold its breath for one hour.
Multiple Heads
The Hydra has seven heads. While it has more than one head, the Hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
336
Whenever the Hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it regrows two heads for each one that died since its last turn, unless it has taken fire damage since its last turn. The Hydra regains +10 Position for each head regrown in this way. Reactive Heads
For each head the Hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful
While the Hydra sleeps, at least one of its heads is awake. Actions
Multiple attack
The Hydra makes as many Bite attacks as it has heads.
Bite
Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 10 (1d10+5) piercing damage.
Valentin Prost (Order #35367143)
Seven-headed, Hydras are found patrolling the edge of large bodies of water. They act as ambush predators, one of their heads snaking out to seize their prey, while the others deluge them with water, or with biting attacks aimed at ripping armour and rending flesh. Their regenerative properties, and their lust for meat, makes them dangerous hunters, and terrifying opponents.
Slime Medium ooze
STR
DEX
CON
INT
WIS
CHA
12 (+1)
6 (−2)
16 (+3)
1 (−5)
6 (−2)
2 (−4)
Speed:
Armour Class: 8 Position:
45 (6d8+18)
10 feet, climb 10 feet
Initiative DC: 10
Skills
An amorphous blob of an unidentifiable substance, these beings cling to the ceilings of underground spaces, dropping onto the heads of the unwary and quickly smothering them to death, before beginning to consume them. Sometimes, they simply move along a corridor, an unstoppable mass of glutinous stuff, absorbing anything they touch, growing and bulging with hideous vitality.
Amorphous
The Slime can move through a space as narrow as 1 inch wide without squeezing.
Corrode Metal
Any nonmagical weapon made of metal that hits the Slime corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the Slime is destroyed after dealing damage. The Slime can eat through 2 inches of nonmagical metal in 1 round.
Senses
Stealth +2
blindsight 60 feet (blind beyond this radius), passive Perception 8
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
all damage not caused by a spell or miracle.
-
blinded, charmed, deafened, exhaustion, frightened, prone
False Appearance
While the Slime remains motionless, it is indistinguishable from an oily pool or wet rock.
Adhesive
The Slime can stick to any surface it wishes. Actions
Pseudopod
Challenge:
Challenge 1/2 (100 Souls)
Valentin Prost (Order #35367143)
Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armour, its armour is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armour is rendered useless if the penalty reduces its AC to 10.
Falling
If the Slime is above a creature it can fall down, targeting the creature with any of its attacks and making the attack roll at advantage. If successful, the attack deals an additional 2d6 acid damage.
Embedded Spikes
Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 11 (3d6+1) bludgeoning damage.
Engulf
Melee Weapon Attack: +3 to hit, reach 5 feet, one Medium or smaller creature. Hit: The target is grappled (escape DC 11). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the slime can't engulf another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
337
Mimic Medium monstrosity (shapechanger)
STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
15 (+2)
5 (−3)
13 (+1)
8 (−1)
Armour Class: 12 (Natural Armour) Speed: Position:
58 (9d8+18)
15 feet
Initiative DC: 11
Skills
Senses
Stealth +5
darkvision 60 feet, passive Perception 11
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
-
acid
prone
338
Shapechanger
The Mimic can use its action to transform. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Adhesive
(Object Form Only): The Mimic adheres to anything that touches it. A Huge or smaller creature adhered to the Mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
False Appearance
(Object Form Only): While the Mimic remains motionless, it is indistinguishable from an ordinary object (usually a chest, but whatever the GM chooses).
Grappler
The Mimic has advantage on attack rolls against any creature grappled by it.
Challenge:
2 (450 Souls)
Capable of adopting the image of a treasure chest, or other innocuous object, the Mimic is an ambush predator, luring in explorers and adventurers with the promise of loot, before snapping their enormous mouths closed around investigating hands. Most probably created by a wizard with a cruel sense of humour, and a penchant for punishing those thieves trying to purloin valuable spells.
Actions
Valentin Prost (Order #35367143)
Pseudopod
Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 7 (1d8+3) bludgeoning damage. If the Mimic is in object form, the target is subjected to its Adhesive trait.
Bite
Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) acid damage. A creature surprised by this attack is restrained by the Mimic (escape DC 13).
Consume
A grappled creature must immediately make a DC 13 strength saving throw or be consumed. A consumed creature is immediately reduced to 0 position.
Wyvern Large monster
STR
DEX
CON
INT
WIS
CHA
23 (+6)
10 (+0)
21 (+5)
14 (+2)
11 (+0)
19 (+4)
Armour Class: 18 (Natural Armour) Speed: Position:
178 (17d10+85)
Initiative DC: 14
40 feet, climb 40 feet, fly 80 feet
Saving Throws
Dex +4, Con +9, Wis +4, Cha +8
Skills
Senses
Perception +8, Stealth +4
Blindsight 30 feet, Darkvision 120 feet, passive Perception 18
Damage Immunities
Condition Immunities
Fire
-
Damage Vulnerabilities
Damage Resistances
-
-
339
Challenge:
10 (5,900 Souls)
Actions Multiple attack
The Wyvern makes three attacks: one with its Bite and two with its Claws.
Bite
Melee Weapon Attack: +10 to hit, reach 10 feet, one target. Hit: 17 (2d10+6) piercing damage and +3 (1d6) fire damage.
Claw
Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: (2d6+6) slashing damage.
Firebreath
(Recharge 5-6): The Wyvern exhales fire in a 30 feet cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half damage on a successful one.
Valentin Prost (Order #35367143)
None are certain of the relationship between the Wyverns seen prowling the land, and the true dragons defeated by Gywn in the ancient past. Whatever the connection is—and truly, there must be one, for there are too many similarities to pretend otherwise—the Wyvern is a creature of devastating frenzy, its fire breath enough to raze a village to the ground in an instant. Tread carefully, lest you draw their attention.
Corvian Medium Beast
STR
DEX
CON
INT
WIS
CHA
11 (+0)
16 (+3)
14 (+2)
7 (-2)
11 (+0)
10 (+0)
Armour Class: 12 (Natural armour) Speed: Position:
20 ft fly 30ft (once wings are sprouted).
26 (4d8+8)
Initiative DC: 15
Saving Throws
Con +4, Wis +2
Skills
Senses
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
-
-
340
passive Perception 10
Fire, Poison
Asleep, Poisoned
Challenge:
1 (200 Souls)
Actions Corvian Greatknife
Melee Weapon Attack: +5 to hit, 5 feet reach, one creature. Hit: 6 (1d6+3) Slashing damage. When a Corvian makes an attack with its Greatknife it can make an additional attack with the Greatknife as a bonus action.
Great Corvian Scythe
Melee Weapon Attack: +5 to hit, 10 feet reach, one creature. Hit: 9 (1d12+3) Slashing damage.
Sprout Wings
The corvian shakes and sprouts a pair of functional wings. These wings grant the corvian a fly speed of 30 feet (included in profile).
Valentin Prost (Order #35367143)
Bedraggled crow creatures, Corvians are perpetual nomads. Their homeland was destroyed by the ever-growing abyss, and in its wreckage many were driven to madness or savagery. While some retain their wisdom, knowledge, and wit, many are reduced to fragments of the creatures they once were— attacking any who draw near, irrespective of their intentions, as though seeking to avenge themselves on the abyss which took so much from them.
Silver Knights Medium humanoid
STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (+0)
14 (+2)
11 (+0)
11 (+0)
15 (+2)
Armour Class: 18 (Plate) (21 with shield) Position:
52 (8d8+16)
Speed:
Initiative DC: 12
Saving Throws
Senses
-
passive Perception 10
Damage Immunities
Condition Immunities
-
Asleep, Poisoned
Damage Vulnerabilities
Damage Resistances
-
Slashing, Bludgeoning damage, lightening, thunder, fire, poison damage.
Challenge:
Concord Unbroken
The Silver Knight has advantage on saving throws against being frightened, charmed and any effect that would move it against its will.
Piercing Strike
Spend 3 Position. The Silver Knight doubles its to hit bonus on a single weapon attack. This can be declared after the attack has been rolled.
Sweeping Strike
Spend 3 Position. The Silver Knight may target two creatures instead of one using an attack with its Sword or Spear.
Bloodied
Two handed strike. The Silver Knight immediately stows their shield and makes two melee attacks, dealing an additional 2d6 damage on a successful attack. Until the Silver Knight is reduced to zero Position, it triggers a Critical hit on an attack roll of a 18-20 and can make a single attack as a bonus action on its turn.
30 feet
Con +4, Wis +2
Skills
These warriors were once under the command of the Lord of Cinder, Gwyn himself. These knights, still clad in perfect, unmarred, silver armour, were dispatched to protect the Princess Gwynevere, guarding her against any threat. They are elite soldiers; relentless, strong, and unyielding. Some claim them to be little beyond automata now, undead trapped for all time in their armour, but they retain their skill at arms.
Actions Silver Knights are armed with one of the following two combinations, and a great bow: Multiple attack
The Silver Knight makes 2 attacks with its melee weapons or with its Greatbow.
Sword & Shield
Melee Weapon Attack: +5 to hit, reach 10 feet, one target. Hit: 24 (6d6+3) slashing damage.
Spear & Shield
Melee Weapon Attack: +5 to hit, reach 15 feet, one target. Hit: 13 (3d6+3) slashing damage. Creatures that enter the Silver Knights threat range provoke attacks of opportunity.
Great Bow
Ranged Weapon Attack: +2 to hit , range 120/320 feet, one target. Hit: 22 (3d12+3). Any creature successfully targeted by this attack is immediately pushed 15 feet in a direction chosen by the Silver Knight and cannot spend momentum until the start of its next turn.
3 (700 Souls)
Reactions
Valentin Prost (Order #35367143)
Parry
The silver knight adds +2 AC against one melee attack that would hit it. To do so, the Silver Knight must see the attacker and be wielding a melee weapon.
Dodge
The Silver Knight imposes disadvantage on a single spell, ranged or melee attack targeting them provided they can see the creature targeting them.
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Pontiff Knights Medium humanoid
STR
DEX
CON
INT
WIS
CHA
16 (+3)
11 (+0)
14 (+2)
11 (+0)
11 (+0)
15 (+2)
Armour Class: 18 (Plate) 20 (if armed with shield) Position:
117 (18d8+36)
Initiative DC: 10
Speed:
30 feet
Saving Throws
Con +4, Dex +2
Skills
342
Senses
-
passive Perception 10
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
Cold, Slashing
-
Charmed, Asleep
Guard Breaker
The Pontiff Knight has advantage on saving throws against being frightened.
Bloodied
Empowered strikes. The Pontiff Knight’s attacks become magical and deal an additional 8 (2d8) force damage.
Challenge:
Actions
5 (1,800 Souls)
The most devoted of the Pontiff Sulyvahn’s servants, these knights are well armoured, well trained, and obediant to the will of their leader. Of course, many of the knights hurled themselves into battle at the Pontiff ’s directive, certain if they didn’t, they’d be murdered or eaten. But the difference is, to those forced to fight such dangerous troops, minimal.
Multiattack
The Pontiff Knight makes two melee attacks.
Pontiff Knight Curved Sword
Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 12 (2d8+3) slashing damage.
Pontiff Knight Great Scythe
Melee Weapon Attack: +5 to hit, reach 10 feet, one target. Hit: 16 (2d12+3) slashing damage and 9 (2d8) cold damage.
Pursuer Orb
Ranged Weapon Attack: +2 to hit, range 60/120 feet, one target. Hit: 5 (1d10) piercing damage and 13 (3d8) necrotic damage. This attack tracks its target around corners and cover; the Pontiff Knight does not have to be able to see their chosen target. Reactions
Parry
Valentin Prost (Order #35367143)
The Pontiff Knight adds +2 AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Man Serpents Medium humanoid
STR
DEX
CON
INT
WIS
CHA
14 (+2)
15 (+2)
15 (+2)
11 (+0)
11 (+0)
12 (+1)
Armour Class: 11 (Scraps of clothing) Position:
52 (8d8+15)
Speed:
Initiative DC: 14
25 feet
Saving Throws
Con +4, Wis +2
Skills
Senses
-
passive Perception 10
Damage Immunities
Condition Immunities
Poison
-
Damage Vulnerabilities
Damage Resistances
Cold, Lightening, piercing damage.
fire, slashing and bludgeoning from non magical weapons.
Bloodied
Actions Multiple attack
The Man Serpent can make three attacks with its Knife Slash or two attacks with its Greatsword.
Grab and Smash
A creature within 15 feet of the Man Serpent must immediately make a DC 12 Strength saving throw. On a failure the target is restrained by the man-serpent and suffers 17 (5d6) bludgeoning damage and 13 (3d8) poison damage. On a successful saving throw the target suffers half damage and is not restrained.
Knife Slash
Melee Weapon Attack: +4 to hit, reach 10 feet, one target. Hit: 9 (2d6+2) slashing damage.
Man Serpant Greatsword
Melee Weapon Attack: +4 to hit, reach 10 feet, one target. Hit: 11 (2d8+2) slashing damage. Heavy.
Bite
Melee Weapon Attack: +4 to hit, reach 15 feet, one target. Hit: slashing damage. A creature successfully targeted by this attack must immediately make a DC 12 Constitution saving throw, suffering 14 (4d6) poison damage and becoming poisoned for one minute on a failure. On a successful saving throw the creature suffers half damage.
Challenge:
2 (450 Souls)
This is what the greatness of dragons became. Little more than human in size or dimensions, these creatures bear almost no resemblance to their ancient ancestors, save for the serpentine facial features, and the scales. They attack with the calm, calculating motions of their vanished kin, but lack almost all of the qualities that made them so deadly. Nevertheless, it is never wise to underestimate one of the creatures; they are wily, cunning things, and should not be treated lightly.
Valentin Prost (Order #35367143)
Neck snap. The Man Serpent immediately makes a Grab and Smash attack against the last creature to damage it, if in range.
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Giants Huge giant
STR
DEX
CON
INT
WIS
CHA
25 (+7)
9 (−1)
23 (+6)
10 (+0)
14 (+2)
13 (+1)
Armour Class: 16 (Natural and ruined armour) Position:
162 (13d12+78)
Initiative DC: 10
Speed:
30 feet
Saving Throws
Dex +3, Con +10, Cha +5
Skills
344
Senses
Athletics +11, Perception +6
passive Perception 16
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
Fire, Lightening, Necrotic and damage from spells
Poison, Cold
-
Hulking Mass
Medium and smaller creatures can occupy the same space as the Giant. A creature occupying the same space as the giant is treated as being in total cover from the giant but makes all saving throws at disadvantage.
Bloodied
The Giant immediately makes a Stomp attack. While bloodied, the giant makes any attack against creatures adjacent to it at advantage. Actions
Multiattack
When the Giant uses its Stomp, Ground Swipe or Charge attack it cannot make the same attack the following turn.
Challenge:
9 (5,000 Souls)
Their strength is enough to rip down walls with bear hands, split boulders with little effort, and to fire arrows the size of a man from a bow the size of an elephant. Such are the giants. There are as many claims about the origins of the Giants as there are about the nature of the abyss, or the powers of the profaned flame. Almost none of them are true, and even fewer of them matter. What matters is the fact that most giants attack on sight, punching and grabbing at anyone who comes too near. Perhaps this is due to the tendency for Giants to be pressed into slavery, where their strength enables them to do the work of dozens of smaller species. Whatever the truth, and whatever the justification might be for a Giant’s hostility, it does not make them any less of a threat.
Valentin Prost (Order #35367143)
The giant makes two Fists attacks.
Fists
Melee Weapon Attack: +11 to hit, reach 10 feet, one target. Hit: 28 (6d6+7) bludgeoning damage.
Stomp
All creatures within 20 feet of the Giant must immediately make a DC 17 Dexterity saving throw, suffering 54 (12d8) bludgeoning damage and be knocked prone on a failed save, or half damage on a successful one.
Ground Swipe
All creatures in a 15 feet cone from the Giant must immediately make a DC 17 Dexterity saving throw, suffering 40 (6d10+7) damage on a failure.
Charge
The Giant moves 20 feet in a straight line. The giant’s speed is reduced to zero until the start of its next turn at the end of this attack.
Rock
Ranged Weapon Attack: +11 to hit, range 60/240 feet, one target. Hit: 29 (4d10+7) bludgeoning damage.
Winged Knights Medium humanoid
STR
DEX
CON
INT
WIS
CHA
17 (+3)
13 (+1)
15 (+2)
11 (+0)
11 (+0)
12 (+1)
Armour Class: 18 (Plate) (21 with shield) Position:
104 (16d8+32)
Initiative DC: 11
Speed:
25 feet
Saving Throws
Con +4, Wis +2
Skills
Senses
-
passive Perception 10
Damage Immunities
Condition Immunities
Necrotic.
Charmed, frightened.
Damage Vulnerabilities
Damage Resistances
-
poison damage.
345
Challenge:
5 (1,800 Souls)
Actions Multiple attack
The Winged Knight makes two attacks when armed with a Winged Knight Halberd. If armed with Winged Knight Twinaxes, they make 3 attacks.
Winged Knight Halberd
Melee Weapon Attack: +5 to hit, reach 15 feet, one target. Hit: 9 (1d12+3) slashing damage. Creatures that enter the Winged Knight’s threat radius provoke attacks of opportunity while the knight is armed with a Halberd.
Winged Knight Twinaxes
Valentin Prost (Order #35367143)
Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 6 (1d6+3) slashing damage.
Committed to the worship of the Heavenly Daughter, Gertrude, and to the angelic faith of Lothric, the Winged Knights are distinctive for their stylised armour, and their preference for polearms in battle. Their choice of religion, however, was considered the most loathsome of blasphemies in Lothric, and they were ostracised, and their mistress imprisoned. The Winged Knights still fight against this injustice even now, long after the cause ceased to possess true meaning. Now, they fight on, always, not knowing any other way.
Alonne Knights Medium humanoid
STR
DEX
CON
INT
WIS
CHA
16 (+3)
15 (+2)
16 (+3)
11 (+0)
11 (+0)
11 (+0)
Armour Class: 19 (Iron plate) Position:
60 (8d8+24)
Speed:
25 feet
Initiative DC: 14
Saving Throws
Con +5, Dex +2
Skills
346
Senses
-
passive Perception 10
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Lightening
Fire and Poison
-
Asleep, Poisoned, charmed.
Challenge:
3 (700 Souls)
Famed for their courage, and loyalty to one another, the Alonne Knights held their ground even as their home was swallowed by the earth. No quarter was given, no inch of ground surrendered willingly. Reputed both for their courage, and skill with sword and bow, the Alonne Knights are formidable enemies.
Valentin Prost (Order #35367143)
Loyalty Absolute
The Alonne Knight can make a single attack as a reaction when another Alonne knight within 60 feet successfully attacks a creature, or if another Alonne Knight within 30 feet is successfully targeted by another creature.
Disciplined Ranks
The Alonne Knight gains a bonus to all attack rolls and saving throws equal to the number of other Alonne Knights within 10 feet of it.
Lunge
At the start of its turn the Alonne Knight can declare it will lunge when it attacks. Doing so grants the Alonne Knight advantage on all melee attack rolls until the start of its next turn. All attacks targeting the Alonne Knight gain advantage until the start of the Alonne Knight’s turn. Actions
Multiple attack
The Alonne Knight makes two attacks with its Blacksteel Katana or one ranged attack with its Alonne Greatbow.
Blacksteel Katana
Melee Weapon Attack: +5 to hit, 10 feet reach, one target. Hit: 16 (3d8+3) slashing damage. After a successful attack with this weapon the Alonne Knight can immediately make an additional attack as a bonus action.
Alonne Greatbow
Ranged Weapon Attack: +4 to hit, range 320/600 feet, one target. Hit: 5 (1d6+2) slashing damage. A creature that suffers a Critical hit from the Alonne Greatbow suffers -1 to AC, attack rolls and all saving throws until it rests at a bonfire.
347
Valentin Prost (Order #35367143)
Monsters & Antagonists — 348
Valentin Prost (Order #35367143)
Undead
Darkwraiths Medium undead
STR
DEX
CON
INT
WIS
CHA
17 (+3)
16 (+3)
16 (+3)
11 (+0)
14 (+2)
15 (+2)
Speed:
Armour Class: 17 Position:
67 (9d8+27)
30 feet
Initiative DC: 15
Skills
Senses
-
darkvision 30 feet, passive Perception 12
Damage Immunities
Rage of the Forsaken
Darkwraiths are hostile to every creature other than themselves and other darkwraiths.
Crack in Armour
While in sunlight, the Darkwraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dark Shield
When the Darkwraith attacks with its Dark Hand attack, it gains +2 to its AC and saving throws until the start of its next turn. Actions
Condition Immunities
necrotic
Damage Vulnerabilities -
They were once knights. Protectors of the realm, valiant in battle, and loyal to their leaders. But they were too loyal. Far too loyal. When their masters descended into the darkness, they followed, becoming consumed by the abyss. They absorbed the power of the darkness into themselves, wreathing their armour and weapons in its potency. Soon after, they almost wrecked the world, as they drew on the power of the Dark Soul itself. They still haunt the land, the darkness fluctuating around them as they pursue their arcane plots, ever restless.
charmed, exhaustion, grappled, paralyzed, petrified, prone, poisoned, restrained. Damage Resistances acid, cold
Multiple attack
The Darkwraith can make either two Dark Sword attacks or one Dark Sword attack and one Dark Hand attack.
Dark Hand
Melee Weapon Attack: +6 to hit, reach 5 feet, one creature. Hit: 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its Position maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target rests at a bonfire. A creature whose Position maximum is reduced to zero immediately dies. A creature killed by this effect automatically triggers a roll on the Hollowing effect table (page 99).
Challenge:
5 (1,800 Souls)
Dark Sword
Valentin Prost (Order #35367143)
Melee Weapon Attack: +6 to hit, reach 5 feet, all creatures in a 5 feet radius. Hit: 17 (4d6+3) slashing damage.
349
Hollow Medium undead
STR
DEX
CON
INT
WIS
CHA
13 (+1)
6 (−2)
16 (+3)
3 (−4)
6 (−2)
5 (−3)
AC: 8 (Hollow Soldier 15 (Tattered armour and-partial shield)) Position:
8 (1d8+3) (Hollow Soldier 22 (3d8+9))
Initiative DC: 8
Speed:
20 feet
Saving Throws
Wis +0, Con +5
Skills
350
Senses
-
darkvision 30 feet, passive Perception 8
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
-
poison
poisoned
Challenge:
Keeps Crawling On
If damage reduces the Hollow to zero Position, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a Critical hit. On a success, the Hollow drops to 1 Position instead. The next time the Hollow uses this feature, the DC is increased by +5.
Weakness to Backstab
Hollows treat any successful attack from a creature they cannot see or are surprised by as a Critical hit.
1/8 (25 Souls) Soldier 1/4 (50 Souls)
Hollows are found everywhere, in every city. Not all are dangerous. Many simply watch as the living pass them by; eyes glowing with knowledge they have lost the ability to divulge. Others stalk the world, jaws snapping spasmodically at the air, stalking something. Sometimes, through some unexplained instinct, Hollows band together and apparently work towards a single aim. There is no explanation for how or why they do this, but they operate with a strange degree of harmony. Are they bound by a single memory — able to attack in unison, or in waves which bear the traces of tactics and cunning, because they were once a warband before the hollowing concluded? Are they animated by a greater power, guided by the Dark Sign they once wore on their flesh? Who can say? All that is known, and can be known, is that the hollowed do not hunger and do not rest, and once they have chosen a target are remorseless in their attack. Stopping them is almost impossible.
Valentin Prost (Order #35367143)
Actions Slam
Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 4 (1d6+1) bludgeoning damage.
Hollow soldiers may also make use of the following: Rusty Sword
Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 5 (1d8+1) bludgeoning damage.
Halberd
Melee Weapon Attack: +3 to hit, reach 10 feet, one target. Hit: 6 (1d10+1) slashing damage.
Light Crossbow
Ranged Weapon Attack: +4 to hit, range 80/320 feet, one target. Hit: 4 (1d8+0) piercing damage.
Bonewheel Skeleton Medium undead
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
15 (+2)
6 (−2)
8 (−1)
5 (−3)
Armour Class: 13 (Wheel armour) Speed: Position:
6 (1d8+2)
30 feet
Initiative DC: 12
Skills
Senses
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Bludgeoning, Radiant
-
-
darkvision 30 feet, passive Perception 9
poison
exhaustion, poisoned
351
Challenge:
1/4 (50 Souls) Spiked Wheel
The Bonewheel Skeleton can pass through spaces occupied by other creatures. When it does, the creature it passes must immediately make a DC 12 dexterity saving throw, being knocked prone and suffering deals 10 (3d6) piercing damage on a failure. On a successful saving throw the creature is not knocked prone and suffers half damage. Actions
Spin Up
Spin in Place
Valentin Prost (Order #35367143)
The skeleton spins in place before shooting in a straight line over its target. The Bonewheel Skeleton immediately moves its speed in a straight line dealing +3 (1d6) damage to creatures effected by its Spiked Wheel feature. Movement from Spin Up does not provoke Attack of opportunity. Melee Weapon Attack: +2 to hit, reach 5 feet, one target. Hit: 4 (1d6+1) slashing damage.
It cannot have been an easy death—crushed by the wheel, broken and battered, over and over again. Yet in undeath, the wheel has become a boon, a weapon and a form of armour. Such is the way of things. Sometimes, it seems, the curse of undeath possesses a dark sense of humour.
Forlorn Medium Undead
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+2)
20 (+5)
13 (+1)
12 (+1)
16 (+3)
Armour Class: 18 (plate) (20 Dark Sheild) Position:
247 (26d8+130)
Initiative DC: 12
Speed:
30 feet
Side Step
The Forlorn gains advantage on all saving throws.
Dark Shield
After the Forlorn has taken the attack action it gains +2 AC until the end of its next turn.
Bloodied
Blaze of Anger. The Forlorn immediately makes two attacks. While bloodied, the forlorn makes one additional attack whenever it takes the attack action and triggers a Critical hit on a roll of 18-20.
Eviscerate
Spend 1 Position. When a Forlorn successfully targets a creature with its Greatsword or Scythe of the Forlorn attack, it can cause the attack to deal +4 (1d8) necrotic damage for each Position spent in this way. Maximum position that can be spent per attack is +5 Position or the number of player characters; whichever is higher.
Backslash
Spend 3 Position. The Forlorn can make one additional attack on its turn as a bonus action.
Riposte
Spend 5 position. The Forlorn can make a single attack as a reaction targeting a creature that targeted it with an attack that missed.
Quick Strike
Creatures provoke an Attack of opportunity when they enter the Forlorn’s threat range. The forlorn can spend 5 Position to cause the Attack of opportunity to not consume its reaction.
Saving Throws
Stren, +8, Dex +6, Con +8, Wis +5
Skills
Senses
-
passive Perception 10
Condition Immunities
Damage Immunities 352
Poison,
Poisoned
Damage Vulnerabilities
Damage Resistances
-
-
Challenge:
20 (25,000 souls)
Created, in part by accident, the Forlorn are the result of Aldia’s fixation on the truth of the First Sin. Her obsession stripped the forlorn of their true shape, their physical forms, condemning them to wander, for all time, through the worlds. Perpetually in limbo, they seek, always, for somewhere to remain, but are ever forced onwards, onwards…
Actions Multiattack
The Forlorn makes three melee attacks with its melee weapon it may forgo one melee attack to make use its guard break attack.
Greatsword
Melee Weapon Attack: +9 to hit, reach 10 feet, one target. Hit: 25 (4d10+3) slashing damage.
Scythe of the Forlorn
Melee Weapon Attack: +9 to hit, reach 15 feet, one target. Hit: 30 (4d12+4) slashing damage. Creatures targeted with this weapon gain no benefit to their AC from wielding a shield.
Guard Break
All creatures within 15ft of the Forlorn must immediately make a DC 17 Strength saving throw on a failure the creature is knocked prone and suffers 13 (3d8) bludgeoning damage. On a successful saving throw the creature suffers half as much damage and is pushed back 5ft from the Forlorn. Reaction
Parry
Valentin Prost (Order #35367143)
The Forlorn adds +4 to its AC against one melee attack that would hit it. To do so, the Forlorn must see the attacker and be wielding a melee weapon.
Bloodied
Darklurker Medium undead
STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
13 (+1)
2 (-4)
10 (+0)
12 (+1)
Armour Class: 13 Position:
88 (16d8+16)
Initiative DC: 13
Speed:
5 feet, fly 30 ft, hover 15ft
Saving Throws Dex +5
Skills
Senses
Damage Immunities
Condition Immunities
-
True sight 60 feet, passive Perception 10
-
-
Damage Vulnerabilities
Damage Resistances
fire, lightening and thunder damage
-
Actions Multiple Attack
The Darklurker can make two attacks with its Soul Greatsword
Etheric Invisibiltiy
Spend 5 Position. The Darklurker turns etheric, causing it to become immune to all damage and invisible to creatures who cannot see into the etheric plane. The Darklurker cannot interact with the physical world while etheric and can end this effect at the start of its turn as a free action.
Soul Greatsword
Melee Weapon Attack: +7 to hit, reach 10 feet, one creature. Hit 20 (5d6+3) force damage.
Soul Spear
Melee Weapon Attack: +9 to hit, reach 15 feet, all creatures in a 15ft line. Hit 36 (8d8) force damage.
Soul Bolt
Spend 5 Position. Targets: All creatures in a 5 feet wide line extending 60 feet from the Darklurker. Targets must succeed on a DC 15 Dexterity saving throw, suffering 32 (5d12) force damage on a failure and half damage on a success. If the Darklurker is flying or hovering, the length of the line is drawn as if it was on the ground.
Teleport
The Darklurker opens a portal around itself and remerges within 50 feet of its original location in a billow of smoke that persists until the end of its turn.
Dark Soul Bomb
Target any one creature within 60 feet of the Darklurker. The targeted creature must immediately make a DC16 Dexterity saving throw. On a failure the target is knocked prone and suffers 22 (5d8) force damage. On a successful saving throw the target suffers half damage and is not knocked prone.
Dark Explosion
Spend 5 Position. All creatures within a 30 feet radius of the Darklurker must immediately make a DC 15 Strength saving throw, suffering 33 (6d10) force damage on a failure.
Fire Orb
The Darklurker throws 4 fire orbs as an action. Each orb uses the following profile: To hit +9, range 100/200 feet, one target. Hit: 16 (3d10) fire damage.
Challenge:
6 (2,300 Souls)
It is best not to ask what a Darklurker is, in truth. After all, it resembles an angel so closely, as its vast, beautiful wings spread open behind it, that the notion even the hosts of heaven are subject to the curse might lead even the most hopeful to despair. Hugely powerful, the Darklurker strikes from above, bringing its sword down upon the unwary in devastating attacks, capable of slicing an armoured knight in half with a single swing. No matter how fiercely a battle rages, though, the Darklurker’s hood remains up, obscuring its face entirely.
Valentin Prost (Order #35367143)
Mitosis: The Darklurker immediately splits into two copies of itself. Both share the same Position pool other than that they are treated as two separate creatures.
353
Skeleton Medium undead
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
15 (+2)
6 (−2)
8 (−1)
5 (−3)
Armour Class: 13 (Armour scraps) 14 (if armed with shield) Position:
13 (2d8+4)
Speed:
Initiative DC: 12
Skills
20 feet
Senses
-
darkvision 30 feet, passive Perception 9
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Bludgeoning, Radiant
-
poison
exhaustion, poisoned
354
Challenge:
1/4 (50 Souls)
Actions Scimitar or Falchion
Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 5 (1d6+2) piercing damage.
Shortbow
Ranged Weapon Attack: +4 to hit, range 80/320 feet, one target. Hit: 5 (1d6+2) piercing damage.
Ancient soldiers, dragged back from the peace of the grave, to once more hack away at the living—or at least, more alive— with swords, and spears, and whatever else their fingers can fasten around. Despite their fearsome appearance, they can be quickly defeated—mighty in the past, perhaps, but no longer.
Valentin Prost (Order #35367143)
355
Valentin Prost (Order #35367143)
Monsters & Antagonists — 356
Valentin Prost (Order #35367143)
Bosses
357
Valentin Prost (Order #35367143)
Boss
Iudex Gundyr Huge undead
Bloodied
STR
DEX
CON
INT
WIS
CHA
21 (+5)
8 (−1)
19 (+4)
5 (−3)
9 (−1)
6 (−2)
Armour Class: 16 (Crumbling Plate Armour)
Position:
136 (13d12+52)
Initiative DC: Always acts first
Skills
Iudex Gundyr immediately sprouts tentacle-like appendages and makes a Screech and Bite attack. While bloodied it can make one of the following attacks as part of the attack action or replace a Halberd attack with any of them: Tentacle Reach, Screech and Bite, Slam and Devour.
Tentacle Reach
All creatures in a 20 feet line from Iudex Gundyr must immediately make a DC 15 Strength saving throw, suffering 32 (6d8+5) bludgeoning damage and be knocked prone on a failure. A creature that fails the saving throw by 5 or more is restrained until the beginning of Iudex Gundyr’s next turn. On a successful saving throw the creature suffers half damage.
20 feet
passive Perception 12
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
-
-
358
Speed:
Transformation
Senses
Perception +2
Actions Mutiple Attack
Iudex Gundyr makes two Strong Sweep or Rapid Sweep attacks.
Grab and Slice
Melee Weapon Attack: +8 to hit, reach 10 feet, one target. A creature hit by this attack is restrained and suffers 18 (3d8+5) bludgeoning damage. At the beginning of its turn while restrained, the grappled creature may attempt to escape, by succeeding on a DC 15 Strength check. Only one creature can be restrained by this attack at once.
Strong Sweep
Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 32 (3d8+5).
Fast Sweep
Spend 5 Position. Iudex Gundyr makes 2 additional Halberd attacks as part of the attack action.
Rapid Sweep
Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 18 (3d8 + 5) bludgeoning damage. Iudex Gundyr makes one additional attack when both Halberd swings use this attack.
Screech and Bite
All creatures within 120 feet of Iudex Gundyr must immediately make a DC 15 Charisma saving throw or become frightened of Iudex Gundyr. When targeting a creature frightened of it, Iudex Gundyr treats a successful weapon attack as a Critical hit. A frightened creature can repeat the saving throw at the end of its turn if it is at least 30 feet away from Iudex Gundyr.
Slam and Devour
Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 27 (6d8) bludgeoning damage. A creature damaged is picked up by Iudex Gundyr and devoured. The creature must immediately make a DC 15 Strength saving throw or suffer 26 (6d8) acid damage on a failure or 18 (3d8 + 5) bludgeoning damage on a successful saving throw as they are thrown aside.
charmed, asleep
Challenge:
9 (5,000 Souls)
H
ow bitter the fate of Iudex Gundyr. To arrive as a champion at the Firelink shrine, and to find it empty. Dead. No ember to spark, no bell to ring. Nothing. Only the certainty of his own failure. So it was that Gundyr appointed himself the judge of any who would kindle the fire, and link the shrines. So it was that Gundyr decided any who would do what he was denied must prove themselves better than him. Until now, none have.
Valentin Prost (Order #35367143)
This creature can spend Position as if it were a player character.
359
Valentin Prost (Order #35367143)
Bloodied
Vordt of the Boreal Valley Gargantuan Construct
Cold Breath
STR
DEX
CON
INT
WIS
CHA
26 (+8)
10 (+0)
26 (+8)
10 (+0)
13 (+1)
14 (+2)
Armour Class: 20 (Iron Plate Armour) Speed: Position:
333 (18d20+144)
Initiative DC: 16
Charge
40 feet, burrow 40 feet, Climb 40 feet
Saving Throws
Dex +6, Con +14, Wis +7, Cha +8
Skills
360
Multiple attack
Vordt of the Boreal Valley makes three attacks; one each with its Mace Strike, Mace Thrust and Mace Slash. Once Vordt of the Boreal Valley is bloodied it can make an additional attack with it’s Cold Breath
Mace Strike
Melee Weapon Attack: +14 to hit, reach 15 feet, one target. Hit: 30 (4d10+8) piercing damage plus 18 (4d8) cold damage. A creature that suffers a Critical hit from this attack must immediately make a DC 22 Constitution saving throw or suffer a crippling wound. A wounded suffers 72 (16d8) cold damage at the start of its turn and makes all constitution saving throws at disadvantage. At the end of a creature’s turn it can attempt to a DC 22 medicine check to stop the wound from dealing damage; a miracle ends the effect.
Mace Thrust
Melee Weapon Attack: +14 to hit, reach 15 feet, one target. Hit: 22 (4d6+8) slashing damage plus 18 (4d8) cold damage. Vordt can make 1 additional attack with its Mace Thrust.
Mace Slash
Melee Weapon Attack: +14 to hit, reach 20 feet, one target. Hit: 26 (4d8+8) bludgeoning damage. A creature hit by this attack has its speed reduced by 10 feet until the end of its next turn.
blindsight 60 feet, darkvision 120 feet, passive Perception 23
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
-
cold, poison
charmed, asleep, poisoned
Challenge:
20 (25,000 Souls) Boss
This creature can spend Position as if it were a player character.
Ice Walk
Vordt of the Boreal Valley can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance
Valentin Prost (Order #35367143)
(3 per day): If Vordt of the Boreal Valley fails a saving throw, it can choose to succeed instead.
Spend 5 Position. After making a Cold Breath attack Vordt of the Boreal Valley charges forward, crushing all in its path. All creatures in a line 20 feet wide and 20 feet long must immediately make a DC 22 Strength saving throw or be knocked prone, pushed 20 feet away from Vordt of the Boreal Valley and suffer 29 (2d20+8) Bludgeoning damage. On a successful saving throw the creature suffers half damage but is still pushed 20 feet and knocked prone. Actions
Senses
Perception +13, Athletics +14
Spend 5 Position. Vordt of the Boreal Valley exhales an icy blast in a 90 feet cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half damage on a successful one.
Position Spends Spend 50 Position
Vordt of the Boreal Valley at the end of any creatures turn, takes an additional turn.
Spend10 Position
At the end of any creature’s turn Vordt of the Boreal Valley can make a single attack with its Claws or Tail.
Spend 10 Position
Vordt of the Boreal Valley immediately flies half its fly speed.
361
L
oyalty is always a tainted conviction in Lothric. Too many good people, true paragons, are deceived by those they devote themselves too. Vordt was one of the greatest of the Outrider Knights, dedicated to the Pontiff Sulyvahn. But, like so many others deceived by those they esteemed the best, Vordt was betrayed. Entrusted with the Pontiff ’s Left Eye—the ring containing such corrupted power—he was twisted, warped, into the hideous beast thing he is now. In truth, death would be kinder than the half-life Vordt now inhabits.
Valentin Prost (Order #35367143)
Actions
Curse Rotted Great Wood Gargantuan monstrosity (corrupted tree)
Roll
STR
DEX
CON
INT
WIS
CHA
30 (+10)
11 (+0)
25 (+7)
22 (+6)
18 (+4)
20 (+5)
Armour Class: 17 (Natural Armour) Speed: Position:
472 (27d20+189)
15 feet
On a failed Strength saving throw the creature is caught in the Curse Rotted Great Wood’s branches and is restrained (escape DC 25), suffering 42 (12d6) piercing damage at the start of each of the Curse Rotted Great Wood’s turns.
Initiative DC: 17
Saving Throws
Str +17, Dex +7, Con +14, Int +13, Wis +11
Skills
362
Senses
-
truesight 120 feet, passive Perception 14
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
-
lightning;
The Curse Rotted Great Wood rolls crushing those in its path. The Curse Rotted Great Wood immediately moves 20 feet; all creatures it passes over or ends within 5 feet of must make a DC 25 Dexterity saving throw suffering 37 (6d8+10) bludgeoning damage on a failure, and must immediately make a DC 25 Strength saving throw. On a successful Dexterity saving throw the creature the creature is knocked prone and suffers half damage.
Grab and Slam
Melee Weapon Attack: +17 to hit, reach 30 feet, one target. Hit: 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The Curse Rotted Great Wood has five vines, each of which can grapple one target.
Fling
One Large or smaller object held, or creature grappled, by the Curse Rotted Great Wood is thrown up to 60 feet in a direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 5 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Slam
The Curse Rotted Great Wood slams the ground. All creatures in a 10 feet radius of a point within 20 feet must immediately make a DC 23 Dexterity saving throw, taking 44 (8d10) bludgeoning damage and be knocked prone on a failed save, or half damage on a successful one.
Poisoned, grappled, frightened, paralyzed, asleep
Challenge:
23 (50,000 Souls)
Bloodied Boss
This creature can spend Position as if it were a player character.
Sweeping Attack
The Curse Rotted Great Wood’s attacks trigger a Critical hit on a roll of a 18-20.
Rotted Core
The Curse Rotted Great Wood only takes damage to its Position when a creature targets the fleshy growths around its core (melee attacks must be made to its centre).
Undead Minions
The Curse Rotted Great Wood has a number of scarecrows within 30ft of it at the beginning of combat. The number of scarecrow equals 1d12 + the number of PCs.
Valentin Prost (Order #35367143)
Multiple Attack
The Curse Rotted Great Wood makes three Grab and Slam attacks, each of which it can replace with one use of Fling. Position Spends
Spend 5 Position
At the end of any creatures turn the Curse Rotted Great Wood can make a single Grab and Slam attack, or a Fling attack.
363
S
uch is the puissance of the curses surrounding and steeping the undead settlement, the great tree at the centre of the village became tainted. When the final great curse was locked away within its blistered, bulging bark, it became something more than a mere tree. It became a living, writhing abomination, striking at anything near it, and dredging the dead from the earth to act as its defenders.
Valentin Prost (Order #35367143)
Deacons of the Deep Medium humanoids
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
10 (+0)
7 (−2)
10 (+0)
6 (−2)
Armour Class: 12 Position:
Speed:
22 (5d8)
30 feet
Initiative DC: 14
Skills
Senses
-
darkvision 60 feet, passive Perception 10
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
-
poison
364
charmed, exhaustion, poisoned
Challenge:
1 (200 Souls) Boss
This creature can spend Position as if it were a player character.
Mob
There are 25 deacons at the beginning of combat. Each time the Deacons of the Deep suffer 22 points of damage one of the deacons’ forms dies.
Endless Flock
At the end of any creature’s turn a number of deacons spawn equal to the number of slain deacons. Actions
Communal Fireball
Up to ten deacons can take this action; for every two deacons the attack bonus increases by +1 and the damage dice is increased by 1d6. Ranged Spell Attack: +2 to hit, range 60 feet/120 feet, one creature. Hit 10 (3d6) fire damage.
Swipe
Melee Weapon Attack: +2 to hit, reach 5 feet, one creature. Hit: 9 (2d6+2) piercing damage.
Valentin Prost (Order #35367143)
365
T
he most devoted of Aldrich’s servants, the deacons poured their faith into the worship of the Devourer of Gods. These broken, wretched men remain alongside the coffin of their absent lord, waiting for his return, their faith ever waxing and waning. One, the apostate Klimt. lost his faith, and turned to the worship of Rosaria, certain she was a goddess. The others, Royce and McDonnell remain true to their cause, and their fanaticism is sufficient to sustain them through an aeon of darkness.
Valentin Prost (Order #35367143)
Bloodied
Arch Deacon Medium Humanoid
When the Arch Deacon becomes bloodied it manifests physically and no longer swaps body via Shifting Crown. Actions
STR
DEX
CON
INT
WIS
CHA
Bite
13 (+1)
15 (+2)
10 (+0)
7 (−2)
10 (+0)
18 (+4)
Melee Weapon Attack: +2 to hit, reach 5 feet, one creature. Hit: 9 (2d6+2) piercing damage.
Curse
A creature within 60 feet of the Arch Deacon must immediately make a DC 14 charisma saving throw. On a failure the creature is unable to spend Position till the end of the Arch Deacon’s next turn and suffers 13 (3d8) necrotic damage. On a successful saving throw the target suffers the full damage but can still spend Position normally.
Shifting Crown
The Arch Deacon can only be harmed by locating the deacon it is currently inhabiting. While inhabiting a deacon, the Arch Deacon takes all the damage dealt to the deacon it possesses and increases that deacon’s attack modifier by +4. In addition, if the Arch Deacon is one of the ten Deacons using Communal Fireball, the spell deals an additional 15 (3d10) fire damage.
Armour Class: 12
Position:
Speed:
225 (50d8)
30 feet
Initiative DC: 18
Skills
Senses
-
darkvision 60 feet, passive Perception 10
Damage Immunities
Condition Immunities
poison
366
charmed, exhaustion, poisoned
Damage Vulnerabilities
Damage Resistances
-
-
Challenge:
17 (18,000 Souls)
Boss
Valentin Prost (Order #35367143)
This creature can spend Position as if it were a player character.
The deacon body dies with it suffers 22 points of damage and the Arch Deacon moves to another deacon of the GMs choice. When the Arch Deacon is bloodied it reveals itself. Position Spends Spend 10 Position
All creatures of the Arch Deacon’s choice within 60 feet must immediately succeed on a DC 14 charisma saving throw or suffer 1 level of exhaustion. On a successful saving throw the target instead suffers 13 (3d8) necrotic damage.
367
Valentin Prost (Order #35367143)
Old Demon King Gargantuan Demon
Boss
This creature can spend Position as if it were a player character.
Legendary Resistance
(3 per day): If the Old Demon King fails a saving throw, it can choose to succeed instead. Bloodied
STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (+0)
25 (+7)
16 (+3)
15 (+2)
19 (+4)
Armour Class: 20 (Natural Armour) Speed:
Position:
297 (17d20+119)
Meteor Rain
6 medium size flaming meteors fall from the sky. Each meteor can target any creature within 100 feet of the Old Demon King. Each targeted creature must immediately make a DC 21 dexterity saving throw suffering 35 (10d6) fire damage and 35 (10d6) bludgeoning damage and be knocked prone on a failed save, or half damage on a successful one.
Lava Breath
Spend 10 Position. The Old Demon King exhales fire in a 60 feet cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half damage on a successful one.
40 feet,
Initiative DC: Always acts first
Saving Throws
Dex +6, Con +13, Wis +8, Cha +10
Actions Skills
Senses
History +9, Perception +14, blindsight 60 feet, darkvision Persuasion +10, Stealth +6 120 feet, passive Perception 24
368
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
damage dealt by a Black Knight weapon.
cold, poison.
fire
Multiple attack
The Old Demon King makes three attacks; one with its Swing, one with Fire Ring, and one with Fire Glyph.
Swing
Melee Weapon Attack: +14 to hit, reach 15 feet, one target. Hit: 30 (4d10+8) slashing damage.
Fire Ring
10 position. The Old Demon King causes a 5 feet deep ring of fire with a 30 feet radius to form. At the end of each creature’s turn it closes in 10 feet towards its centre. Any creature that the fire passes over, or that starts their turn in the fire ring, suffers 10 (3d6) fire damage. When the fire ring reaches its centre it explodes, causing all creatures other than the Old Demon King within a 15 feet radius of the centre must immediately make a DC 21 suffering 21 (6d6) fire damage on a failure or half damage on a successful saving throw.
Fireball Shower
Spend 5 Position. The Old Demon King causes all creatures within a 20 feet radius of a point it can see within 120 feet to immediately make a DC 21 Dexterity saving throw, suffering 21 (6d6) fire damage on a failure or half as much on a successful saving throw.
Fire Glyph
As an action, the Old Demon King launches a fire glyph at any 15ft area within 30ft of itself. Each creature in that area must make a DC 21 Dexterity saving throw. It takes 38 (7d10) fire damage on a failed save, or half damage on a successful one.
charmed, exhaustion, poisoned, asleep
Challenge:
20 (25,000 Souls)
B
orn from the Chaos Flame, the Old Demon King is an ancient creature, old enough to have seen the rise of Gwyn, to have witnessed the Chosen Undead complete their quest, and to have survived—somehow—the death of most of its kin. Such ingenuity, such resilience tells one much about the withered, dwindling creature the Old Demon King now is; his power receding but become harder, crueller. Those who would confront this remnant of evil should be wary.The millennia have not dimmed his malice.
Valentin Prost (Order #35367143)
Position Spends Spend 5 Position
At the end of any creature’s turn, the Old Demon King can make a single attack with its Swing, Fire Glyph or Fireball Shower.
Spend 5 Position
The Old Demon King takes an additional reaction.
369
Valentin Prost (Order #35367143)
Bloodied STR
DEX
CON
INT
WIS
CHA
30 (+10)
11 (+0)
30 (+10)
11 (+0)
11 (+0)
11 (+0)
Armour Class: 25 (Natural Armour) Speed:
Position:
676 (33d20+330)
Leaping Punch
40ft
Initiative DC: Always acts first
All creatures in a 20 feet radius of a point within 20 feet of Yhorm the Giant must immediately make a DC 27 Dexterity saving throw. On a failure, the creature suffers 125 (10d20+10) bludgeoning damage, is knocked prone and pushed 25 feet away from Yhorm. On a successful saving throw the creature suffers half damage but is still knocked prone and pushed. Actions
Saving Throws
Multiple attack
Yhorm the Giant can make up to five attacks split between his Wide and Heavy Sweeps. Yhorm may instead use his Battle Shout and then make 3 attacks split between his Wide and Heavy sweeps.
Wide Sweep
Melee Weapon Attack: +19 to hit, reach 20 feet, one target. Hit: 46 (8d8+10) slashing damage. If the attack roll would have hit a creature within 10 feet of the target the resolve the damage as if the additional creatures had been targeted.
Heavy Swipe
Melee Weapon Attack: +19 to hit, reach 20 feet, one target. Hit: 65 (10d10+10) slashing damage. A creature damaged by this attack must succeed on a DC 27 Constitution saving throw or be stunned until the start of Yhorm the Giant’s next turn. On a Critical hit the target loses the use of one arm until the end of the targets turn.
Battle Shout
All creatures within 120 feet of Yhorm the Giant must immediately make a DC 27 Charisma saving throw or be stunned until the end of Yhorm’s next turn.
Slam
All creatures within 30 feet of Yhorm the Giant must immediately make a DC 27 Dexterity saving throw, those within 15 feet of Yhorm having disadvantage on the saving throw.
Int +9, Wis +9, Cha +9
Skills
Senses
-
blindsight 120 feet, passive Perception 10
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Poison
Poisoned, Charmed, Grappled, Paralysed, restrained, asleep.
Damage dealt by the Storm Fire, Cold damage Ruler, Lightening, necrotic damage.
370
Challenge:
30 (155,000 Souls)
Reaction
Boss
This creature can spend Position as if it were a player character.
Legendary Resistance
(3 per day): If Yhorm the Giant fails a saving throw, it can choose to succeed instead. When using this feature if the effect would cause half damage on a successful saving throw Yhorm instead suffers no damage.
Magic Resistance
Yhorm the Giant has advantage on saving throws against spells and other magical effects.
Spend 50 Position
Unyielding Foe
Yhorm the Giant always goes first in initiative and cannot be surprised.
Yhorm the Giant takes an additional turn at the end of any creature’s turn.
Spend 10 Position
At the end of any creatures turn Yhorm the Giant can make a single attack with its Heavy Swipe or Wide swing.
Spend 15 Position
Yhorm the Giant takes an additional reaction.
Spend 15 Position
Yhorm the Giant immediately uses his Battle shout.
Valentin Prost (Order #35367143)
Turn Around Swipe
Melee Weapon Attack: +19 to hit, reach 20feet, one target. Hit: 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Constitution saving throw or lose the rest of its turn. Position Spends
Yhorm the Giant Gargantuan Giant
371
I
t is often the fate of descendents to become the antithesis of their kin—whether through necessity or fate. Such a one is Yhorm the Giant. The successor of an ancient conqueror, famed for his pursuit of glory, of destruction, Yhorm inherited his ancestor’s skill at arms, but not his lust for power. Instead, Yhorm was approached by the inhabitants of the city his ancestor had taken for himself, and asked to lead them. To prove his honour, Yhorm bestowed upon his new subjects a giant-killing sword, as a proof of his noble intentions. When the Profaned Flame came into existence, Yhorm took up the burden of the Lords of Cinder to becalm the fires, but he was too late to save his people, whose flesh was consumed by the avaricious flame. Now, Yhorm waits for death, waits for his friend Siegward of Catarina to end his life as promised. He even granted Siegward the second giant-slaying blade Yhorm possessed—the Storm Ruler—to enable him to do as much. And yet, Yhorm waits alone, challenging any who draw near to end his cursed existence.
Valentin Prost (Order #35367143)
Bloodied STR
DEX
CON
INT
WIS
CHA
26 (+8)
14 (+2)
24 (+7)
22 (+6)
18 (+4)
24 (+7)
Armour Class: 19 (Natural Armour) Speed:
Position:
400 (32d10+224)
Erupting Slices
60 feet
Initiative DC: Always acts first
Actions Multiple attack
The Dancer of the Boreal Valley makes four attacks, split between its Twirl and Flame Greatsword. Once bloodied it can make up to three additional attacks if it spends the required Position on the attack listed under bloodied.
Flame Thrust
All creatures in a 30 feet long, 10 ft, wide line must immediately make a DC 21 Dexterity saving throw suffering 58 (12d8) fire damage on a failure or half damage on a successful saving throw.
Twirl
Melee Weapon Attack: +15 to hit, reach 15 feet, all creatures in reach. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) fire damage. Roll separately for each creature in reach.
Flame Great Sword
Melee Weapon Attack: +15 to hit, reach 5 feet, one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) fire damage.
Saving Throws
Dex +8, Con +13, Wis +10
Skills
Senses
-
truesight 120 feet, passive Perception 14
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
-
fire, poison
372
poisoned
Position Spends Spend 5 Position
Blade Dance. The Dancer of the Boreal Valley moves 10 feet after each attack it makes for the rest of the round. This movement does not provoke attacks of opportunity.
Spend 5 Position
Ash Cloud. All creatures in a 20 feet radius must immediately make a DC 21 constitution saving throw. On a failure the creature is stunned until the end of their next turn. On a successful saving throw the creature instead suffers 27 (6d8) poison damage.
Spend 5 Position
Unrelenting Slashes. Each creature The Dancer of the Boreal Valley hits with a melee attack suffers an additional 1d8 piercing damage at the start of their turn. The extra damage ceases when the creature succeeds on a DC 12 Wisdom (medicine) check or receives magical healing.
Challenge:
20 (25,000 Souls) Boss
This creature can spend Position as if it were a player character.
Fear Aura
Any creature hostile to the Dancer of the Boreal Valley that starts its turn within 20 feet of Dancer of the Boreal Valley must make a DC 21 Wisdom saving throw, unless the Dancer of the Boreal Valley is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to this effect until the start of the next round.
Flurry of Steel
The Dancer of the Boreal Valley can make a free attack against any creature that enters its threat range. Even if a creature disengages, the Dancer of the Boreal Valley can still make an Attack of opportunity if it enters or leaves its threat range.
Magic Resistance
The Dancer of the Boreal Valley has advantage on saving throws against spells and other magical effects.
Magic Weapons
The Dancer of the Boreal Valley’s weapon attacks are magical.
Valentin Prost (Order #35367143)
All creatures within 20ft of The Dancer of the Boreal Valley must make a Strength saving throw DC 21. On a failure the creature suffers 24 (3d10+8) bludgeoning damage and 27 (6d8) necrotic damage. On a successful saving throw the creature suffers half as much damage.
Dancer of the Boreal Valley Large humaniod
373
A
daughter of royalty, in direct descent from the Kings and Queens of Anor Londo, this nameless scion of the royal line attracted the malignant attention of Pontiff Sulyvahn. With typical cruel humour, the Pontiff forced this child of royal blood to first become a dancer—twirling mindlessly for his entertainment—and then to join the Outrider Knights. Gifted a sword, one of the Pontiff ’s blades of power, the dancer soon began to devolve. Her limbs became unnaturally long, her mind lost to the most feral of instincts. The dancer still moves with the grace of a physical artist, but does so only to kill and to maim.
Valentin Prost (Order #35367143)
Black Dragon Kalameet Gargantuan dragon
STR
DEX
CON
INT
WIS
CHA
27 (+8)
14 (+2)
25 (+7)
16 (+3)
15 (+2)
19 (+4)
Armour Class: 22 (Natural Armour) Speed:
Position:
367 (21d20+147)
Initiative DC: 19
Boss
This creature can spend Position as if it were a player character.
Amphibious
The Black Dragon Kalameet can breathe air and water.
Legendary Resistance
(3 per day): If the Black Dragon Kalameet fails a saving throw, it can choose to succeed instead.
Frightful Presence
Each creature of the Black Dragon Kalameet’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the effect ends for it.
40 feet, fly 80 feet, swim 40 feet
Bloodied Saving Throws
Dex +9, Con +14, Wis +9, Cha +11
Skills
Perception +16, Stealth +9
374
Fire
Senses
blindsight 60 feet, darkvision 120 feet, passive Perception 26
-
Damage Vulnerabilities
Damage Resistances
Slashing, Lightning
-
Challenge:
21 (33,000 Souls)
mong the last of the great dragons, Kalameet is strong beyond measure, bringing death and destruction down on any who threaten him, or stand in his way. A flurry of wings, the infernal heat of his breath, the serrations of gigantic talons… such is the inevitable fate of any who invoke the fury of the Black Dragon. Even Anor Londo, in its hubris and magnificence, feared to provoke the creature’s wrath. There are beings capable of reducing city’s to rubble by themselves. Kalameet is one.
Valentin Prost (Order #35367143)
Dark Breath
Spend 5 Position. The Black Dragon Kalameet exhales darkness in a cone, 40 feet long. Each creature in the cone must make a DC22 Dexterity saving throw, taking 67 (15d8) necrotic damage on a failed save, or half damage on a successful one. Actions
Multiple attack
The Black Dragon Kalameet can use its Frightful Presence. It then makes three attacks, one with its Bite and two with its Claws.
Bite
Melee Weapon Attack: +15 to hit, reach 15 feet, one target. Hit: 24 (3d10+8) piercing damage plus 22 (5d8) necrotic damage.
Claw
Melee Weapon Attack: +15 to hit, reach 10 feet, one target. Hit: 15 (2d6 + 8) slashing damage.
Tail
Melee Weapon Attack: +15 to hit, reach 20 feet, one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Condition Immunities
Damage Immunities
A
The Black Dragon Kalameet immediately makes an Acid Breath attack.
375
Valentin Prost (Order #35367143)
Crystal Sage Large humanoid
STR
DEX
CON
INT
WIS
CHA
16 (+3)
20 (+5)
20 (+5)
16 (+3)
18 (+4)
18 (+4)
Armour Class: 18 (Billowing robes) Speed:
Position:
271 (22d10+150)
Boss
This creature can spend Position as if it were a player character.
Magic Resistance
The Crystal Sage has advantage on saving throws against spells and other magical effects.
Legendary Resistance
(3 per Day). If the Crystal Sage fails a saving throw, it can choose to succeed instead.
Spellcasting
The Crystal Sage is a 15th level Sorcerer. Its spellcasting ability is Intelligence (spell save DC19, +9 to hit with spell attacks) and knows the following spells:
30 feet
Homing Crystal Soulmass (8 casts) Soul Spear (4 casts)
Initiative DC: Always goes first
White Dragon Breath (4 casts) Bloodied
Saving Throws
Int +9, Wis +10, Cha +10
Skills
Senses
Arcana +9, History +10
376
Clones: The Crystal Sage creates 3 clones of itself. These clones all act independently, and begin to teleport about the battlefield. They are indistinguishable from the original Crystal Sage. They can only use the Teleport action. Each has AC16, but only 1 Position. Actions
passive Perception 20
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
Piercing, Slashing
Magic
-
-
Challenge:
Multiple Attack
The Crystal Sage makes three attacks with its rapier.
Rapier
Melee weapon attack. +11 to hit. Reach 5 feet., one target. Hit: 27 (5d8+5) If the target suffers damage from the attack, it must succeed on a DC15 Strength saving throw or be lifted off its feet and dropped onto the ground, suffering an additional 14 (4d6) bludgeoning damage from the fall.
Teleport
As an action, the Crystal Sage can teleport from its current position to any other position within 30 feet of its starting point, provided the space isn’t occupied by another creature or object.
14 (11,500 Souls)
Position Spends
C
lad in the billowing robes of sorcerers, the Crystal Sages brought much magic with them when they appeared in Lothric. None know precisely when they arrived, or what it was calling to the twins dubbing themselves Crystal Sages. Some claim the death of Big Hat Logan called them forth, that magic always needed to be studied and understood. Whatever the truth, the pair made the Grand Archive their own, and for a long time amassed the most secret and dreadful knowledge they could. Finally, after years of such furtive scholarship, one of the twins left, taking up a rapier and joining Farron’s Undead Legion. Why they abandoned their studies is unclear, but such arcane debates pale in the face of the exiled twin’s skill with a rapier. And time hasn’t dulled any of their magical skills yet, either.
Valentin Prost (Order #35367143)
Spend 10 Position
The Crystal Sage immediately makes a Teleport action, appearing next to a creature and making a multiple attack with its rapier.
Spend 35 Position
The Crystal Sage refreshes its casts of Homing Crystal Soulmass
377
Valentin Prost (Order #35367143)
Gaping Dragon Gargantuan dragon
STR
DEX
CON
INT
WIS
CHA
27 (+8)
12 (+1)
25 (+7)
20 (+5)
17 (+3)
19 (+4)
Armour Class: 21 (Natural Armour) Speed:
Position:
350 (20d20+140)
Initiative DC: 18
Boss
This creature can spend Position as if it were a player character.
Legendary Resistance
(3 per day): If the Gaping Dragon fails a saving throw, it can choose to succeed instead.
Unyielding Foe
The Gaping Dragon always goes first in initiative, and cannot be surprised.
Frightful Presence
Each creature of the Gaping Dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the effect ends for it.
40 feet, climb 40 feet, fly 80 feet
Bloodied Saving Throws
Dex +8, Con +14, Wis +10, Cha +11
Skills
Deception +11, Perception +17, Stealth +8
The Gaping Dragon immediately makes a Slowing Breath attack. Slowing Breath
Senses
blindsight 60 feet, darkvision 120 feet, passive Perception 27
The Gaping Dragon exhales gas in a 90 feet cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for one minute. Actions
378
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
-
acid
-
Challenge:
21 (33,000 Souls)
T
he dark is capable of warping all life, in the most hideous of fashions. The Gaping Dragon, its vertical mouth ravaging anything drawing too close, is the result of such corruption. Adescendant of the Everlasting Dragon, the Gaping Dragon was twisted into the foul abomination it is now. Bloated, its vestigial wings scarcely able to lift it, it is easy to pity the beast. Until it attacks, of course.
Valentin Prost (Order #35367143)
Multiple Attack
The Gaping Dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.
Bite
Melee Weapon Attack: +15 to hit, reach 15 feet, one target. Hit: 30 (4d10+8) piercing damage. A that suffers a Critical hit from this attack suffers 63 (14d8) acid damage in addition to any other damage suffered.
Claw
Melee Weapon Attack: +15 to hit, reach 10 feet, one target. Hit: 15 (2d6+8) slashing damage. A creature damaged by this attack suffer -1 AC until the start of their next turn.
Tail
Melee Weapon Attack: +15 to hit, reach 20 feet, one target. Hit: 17 (2d8+8) bludgeoning damage. A creature hit by this attack is knocked prone.
Breath Weapons
The Gaping Dragon uses the following breath weapon. Acid Breath: Spend 10 Position. The dragon exhales acid in a 90 feet line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half damage on a successful one.
379
Valentin Prost (Order #35367143)
Sif, the Great Grey Wolf Huge beast
Boss
This creature can spend Position as if it were a player character.
Unyielding Foe
Sif, the Great Grey Wolf always goes first in initiative and cannot be surprised. Bloodied
STR
DEX
CON
INT
WIS
CHA
28 (+9)
7 (−2)
22 (+6)
1 (−5)
8 (−1)
4 (−3)
50 feet, Armour Class: 18 (Natural Armour) Speed: burrow 30 feet Position: 247 (15d20+90) Initiative DC: Always acts first
Sif, the Great Grey Wolf immediately makes a 360 Swing. While bloodied Sif makes one attack roll a turn with advantage. Actions Multiple Attack
Sif, the Great Grey Wolf makes two attacks: one with its Horizontal Swing and one with its Overhead Swing.
Horizontal Swing
Melee Weapon Attack: +9 to hit, reach 10 feet, one target. Hit: 22 (3d8+9) piercing damage. If the target is a creature, it must succeed on a DC 19 Dexterity saving or suffer a bleeding wound. A wounded creature is blinded and takes 21 (6d6) acid damage at the start of each of the Sif, the Great Grey Wolf ’s turns. A creature can end this effect by receiving healing from at least a 4th level miracle or by spending an action to cauterise the wound, suffering 16 (3d10) fire damage.
Overhead Swing
Melee Weapon Attack: +9 to hit, reach 10 feet, one creature. Hit: 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half damage on a successful one.
360° Swing
All creatures within 15 feet of Sif, the Great Grey Wolf are targeted by his Horizontal Swing. Roll separately for each target, while bloodied Sif, the Great Grey Wolf triggers a Critical hit on a roll of a 18-20 with this attack.
Saving Throws
Con +11, Wis +4
Skills -
Senses
blindsight 30 feet, tremorsense 60 feet, passive Perception 9
Challenge:
380
14 (11,500 souls)
T
he vast wolf, noble in mien but vicious in battle, is Artorias’ devoted companion. Sif stands guard over Artorias’ grave, ensuring that no other shall be consumed as Sif ’s greatest friend was. Artorias defended Sif from the abyss, even as it swallowed him. Those who would treat with Artorias now must make their way past Sif, and bypassing a creature so dangerous, and so dedicated to their task, is far from simple.
Valentin Prost (Order #35367143)
Position Spends Spend 5 Position
Slash out. Sif makes a single melee attack as a reaction to a creature targeting it with a weapon attack.
Spend 5 Position
Sidestep. Sif immediately moves half it’s speed as a reaction to a creature missing it with a melee weapon attack.
Spend 5 Position
Backflip. Sif, the Great Grey Wolf can dodge as a bonus action.
381
Valentin Prost (Order #35367143)
Sir Artorias, the Abysswalker Large humanoid
STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
18 (+4)
14 (+2)
14 (+2)
18 (+4)
Armour Class: 18 (Plate)
Position:
256 (27d10+108)
Speed:
Boss
This creature can spend Position as if it were a player character.
Magic Resistance
Artorias has advantage on saving throws against spells and other magical effects.
Abyss Hunter
Artorias gains advantage on all attack rolls when targeting demons, monstrosities and any creature of the abyss.
Corrupted Nobility
If the players have defeated Sif, Artorias can at the start of his turn make all attack roll with advantage, all attack rolls targeting Artorias until the start of his next turn gain advantage.
Legend Eroded
Artorias can spend position to reduce the dice result of a attack targeting him, doing so costs 3 position for every 1 result changed. So to reduce a result of 19 to 17 would cost 6 position.
30 feet
Initiative DC: Always first
Saving Throws
Dex +7, Con +8, Wis +6, Cha +8
Skills
Wrath of the Abyss
Senses
-
382
Bloodied
truesight 120 feet, passive Perception 12
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
cold
-
poisoned, charmed, asleep
Actions Multiattack
Artorias makes three attacks.
Longsword
Melee Weapon Attack: +8 to hit, reach 10 feet, one target. Hit: 13 (2d8+4) slashing or 15 (2d10+ 4) slashing if used with two hands
Abyss Sludge
Ranged Weapon Attack: +7 to hit, range 30/150 feet, one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.
Challenge:
12 (8,400 Souls)
Reaction Parry
O
ne of the four Knights of Gwyn, the most trusted companions of the Lord of Sunlight and the commanders of his armies, Artorias was famed for his unyielding strength and will. It was during his time within the walls of New Londo that Artorias learned the eldritch talent he became named for: abysswalking. Such power, the power to venture into the great hell, was not sufficient to stand against Manus, lord of the Abyss, however. In his final fight, Artorias was broken, swallowed by the void he’d believed himself capable of conquering. It is said that in defeating him, once more, one of the Chosen Undead, or an Unkindled, might offer the once great knight some measure of redemption. Perhaps such claims hold some truth.
Valentin Prost (Order #35367143)
Artorias immediately takes the attack action as if it was his turn. While bloodied all Artorias’s weapon attacks deal an additional 13 (3d8) necrotic damage and makes 1 additional attack on its turn.
Artorias adds +4 AC against one melee attack that would hit him. To do so, Artorias must see the attacker and be wielding a melee weapon.
383
Valentin Prost (Order #35367143)
Nameless King Large undead
STR
DEX
CON
INT
WIS
CHA
26 (+8)
22 (+6)
26 (+8)
25 (+7)
25 (+7)
30 (+10)
Armour Class: 21 (Natural Armour) Speed: Position:
243 (18d10+144)
50 feet, fly 150 feet
Initiative DC: Always first
Boss
This creature can spend Position as if it were a player character.
Damned Weapons
When the Nameless Kings hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Actions
Multiattack
The Nameless King makes four Sword Spear attacks. It may choose to change one of these attacks to use either its Fire Breath or Lightning Strike if it spends the required Position.
Sword Spear Slice
Melee Weapon Attack: +15 to hit, reach 10 feet, one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) fire damage.
Sword Spear Stab
Melee Weapon Attack: +15 to hit, reach 15 feet, one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) lightning damage. If the target is a creature that has 35 Position or fewer it dies.
Saving Throws
Int +14, Wis +14, Cha +17
Position Spends Spend 5 Position
Perception +14
Senses
truesight 120 feet, passive Perception 24
Lightning Strike. The Nameless King hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half damage on a successful one.
Damage Immunities
Condition Immunities
Spend 5 Position while bloodied
Damage Vulnerabilities
Damage Resistances
Fire Breath. The Nameless King exhales fire in a 30 feet cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half damage on a successful one.
-
radiant, lightening, thunder, cold
Spend 10 position
The Nameless King immediately takes the attack action as a reaction.
Spend 10 Position
The Nameless King gain an additional reaction.
Spend 10 Position
The Nameless King causes all creatures it hits with an attack to be pushed 15 feet in any direction.
Skills
384
necrotic, poison
charmed, exhaustion, frightened, poisoned
Challenge:
21 (8,400 Souls)
A
n ancient warrior of astonishing power and martial skill, the Nameless King is, in truth, no such thing. He bears, and has borne, many names over the years, just as his stormdrake companion has. It is said that once, in the long ago of the world, the Nameless King was a god, and fought against the flying lizards, just as the King of Storms (his mount) sought to cast down the gods. But, in mirror image of Seatha the Scaleless, the Nameless King threw in his lot with the dragons, becoming bonded with the stormdrake who became his trusted friend and mount. Alone, and alive after millennia, both the Nameless King and the King of Storms are melancholy relics of a forgotten world, but they are no less deadly for that.
Valentin Prost (Order #35367143)
385
Valentin Prost (Order #35367143)
Magic Weapons
King of Storms
The King of Storms’s weapon attacks are magical. Bloodied
Large dragon
The Nameless King begins to act while mounted on the King of Storms. While mounted on the King of Storms the Nameless King cannot be targeted separately from the King of Storms. STR
DEX
CON
INT
WIS
CHA
22 (+6)
10 (+0)
20 (+5)
16 (+3)
18 (+4)
23 (+6)
Armour Class: 17 (Natural Armour) Speed: Position:
294 (28d10+140)
40 feet, fly 60 feet
Initiative DC: 16
Saving Throws
Dex +6, Con +11, Int +9, Wis +10
Skills
Senses
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
psychic, fire
Arcana +9, Perception +10, truesight 120 feet, Religion +15 passive Perception 24
386
poison
charmed, frightened, asleep
Challenge:
17 (18,000 Souls)
Valentin Prost (Order #35367143)
Mount
When the King of Storms is reduced to zero Position the Nameless King dismounts and begins engaging hostile creatures. Actions
Multiple Attack
The King of Storms makes two Claw attacks.
Claw
Melee Weapon Attack: +12 to hit, reach 5 feet, one target. Hit: 17 (2d10+6) slashing damage.
Roar
(3/Day): The King of Storms emits a magical roar. Each time it roars before finishing a Long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the King of Storms and able to hear the roar must make a saving throw. First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for one minute. A frightened creature is paralysed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.
387
Valentin Prost (Order #35367143)
Bloodied
Soul of Cinder Gargantuan undead
STR
DEX
CON
INT
WIS
CHA
15 (+2)
15 (+2)
15 (+2)
15 (+2)
15 (+2)
15 (+2)
Armour Class: 25 (Natural Armour) Speed: Position:
550 (44d20+88)
40ft
Dominion of the Lords
Any time the Soul of Cinder is targeted by any spell attack, roll a d6. On a 1 to 3, the Soul of Cinder is affected by the spell as normal. On a 4 or 5, the Soul of Cinder takes no damage from the spell, and suffers from no other adverse conditions the spell inflicts. On a 6, the Soul of Cinder is unaffected, and the effect is reflected back at the caster as though it originated from the Soul of Cinder, turning the caster into the target.
Falling Bolt
The Soul of Cinder calls down a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half damage on a successful one.
Initiative DC: Always acts first
Saving Throws
Int +5, Wis +9, Cha +9
Skills
Senses
-
388
blindsight 120 feet, passive Perception 10
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
cold, fire
poison
charmed, frightened, paralyzed, poisoned
Challenge:
30 (155,000 Souls) Boss
This creature can spend Position as if it were a player character.
Legendary Resistance
(5 per Day): If the Soul of Cinder fails a saving throw, it can choose to succeed instead.
Magic Resistance
The Soul of Cinder has advantage on saving throws against spells and other magical effects.
Algamated Might
The Soul of Cinder deals triple damage on a Critical hit rather than double damage. Damage dealt by the Soul of Cinder overcomes all resistances.
Unyielding Foe
Valentin Prost (Order #35367143)
The Soul of Cinder always goes first in initiative and cannot be surprised.
Actions Multiple Attack
The Soul of Cinder can use its Frightful Presence. It then makes five attacks, two with its Sunlight Spear, two with its Leaping Slash, and one with its Shockwave.
Sunlight Spear
Melee Weapon Attack: +19 to hit, reach 10 feet, one target. Hit: 36 (4d12+10) piercing damage plus 62 (8d12+10) fire damage.
Leaping Slash
Melee Weapon Attack: +19 to hit, reach 20feet, one target. Hit: 46 (8d8+10) slashing damage and 36 (4d12+10) necrotic damage.
Shockwave
Melee Weapon Attack: +19 to hit, reach 20feet, one target. Hit: 24 (4d6+10) bludgeoning damage plus 32 (4d10+10) lightning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence Each creature of The Soul of Cinder’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Soul of Cinder’s is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Soul of Cinder's Frightful Presence until the start of the next round. Position Spends Spend 5 Position
The Soul of Cinder makes a single melee attack as a reaction to a creature missing it with a melee or spell attack.
Spend 10 Position
The Soul of Cinder takes an additional turn after another creature.
Spend 10 Position
The Soul of Cinder makes two additional melee attack as a bonus action.
Spend 10 Position
The Soul of Cinder gains an additional reaction.
Spend 20 Position
The Soul of Cinder ends one condition effecting it.
Spend 25 Position
The Soul of Cinder casts a spell as a reaction.
389
S
o many pledged themselves to the flame, to defend it and preserve it. So many. And the flame took something from each of them, a memory, an ember it preserved within itself. Never fading. When the end comes, and the flame must defend itself against extinction, it can call upon these past champions, creating a shadow of all those past Lords of Cinder. From Gwyn, Lord of Sunlight, to the melancholy Yhorm the Giant, each left some trace of themselves in the fire. When summoned, the Soul of Cinder is an agglomeration of each of these parts—a fighter of impossible, and unpredictable, capacities. Only the very greatest warriors can possibly stand long before it.
Valentin Prost (Order #35367143)
Lorian, Elder Prince Large undead
Boss
This creature can spend Position as if it were a player character.
Twins
Lorian, Elder Prince gains advantage on attack rolls against creatures that have been damaged by Lothric, Younger Prince in the same round. Bloodied
STR
DEX
CON
INT
WIS
CHA
29 (+9)
14 (+2)
20 (+5)
16 (+3)
18 (+4)
18 (+4)
Armour Class: 21 (Enchanted Plate Mail)
Position:
230 (20d12+100)
Initiative DC: 17
Speed:
Actions 10 feet, swim 50 feet
Saving Throws
Str +14, Con +10, Wis +9, Cha +9
Skills
390
Senses
Arcana +8, Athletics +14, History +8, Perception +9
passive Perception 19
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
cold, lightning, thunder
Necrotic
poison
charmed, asleep, grappled, exhaustion
Challenge:
13 (10,000 Souls)
O
nce, Lorian was a large, brutal man. He fought for his brother, and alongside him, using his strength to match his brother’s cleverness. His brother was his voice as Lothric was his brother’s brawn—for while Lothric was frail, Lorian was mute. When his legs were broken, Lorian remained his brother’s guardian, always ready to draw his sword against any who might pose a threat to Lothric. Such is the bond between family.
Valentin Prost (Order #35367143)
Lorian’s Greatsword attacks deals an additional 35 (4d12+9) Fire damage. Upon becoming bloodied Lorian’s Greatsword attacks cause each creature they hit to be knocked prone unless the creature succeeds on a DC 17 strength saving throw.
Multiple Attack
Lorian makes four greatsword attacks.
Greatsword
Greatsword: Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 30 (6d6+9) slashing damage. Position Spends
Spend 5 Position
Flame Wave. The Elder Prince hurls out four weaving cones of fire. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half damage on a successful one.
391
Valentin Prost (Order #35367143)
Lothric, Younger Prince Huge undead
STR
DEX
CON
INT
WIS
CHA
29 (+9)
14 (+2)
20 (+5)
16 (+3)
18 (+4)
18 (+4)
Armour Class: 19 (Enchanted Plate Mail)
Position:
210 (20d10+100)
Initiative DC: 17
Speed:
Boss
This creature can spend Position as if it were a player character.
Twins
Lothric, Young Prince gains advantage on attack rolls against creatures that have been damaged by Lorian, Elder Prince in the same round. Lothric’s spell attacks trigger Critical hits on a roll of a 16-20 if the creature has been successfully targeted by Lorian in the same round.
Revival
(once per day): When Lothric, Young Prince is reduced to zero Position, he explodes causing all creatures other than Lorian, Elder Prince to make a DC 17 Dexterity saving throw, suffering 85 (19d8) radiant damage on a failure and half damage on a success. At the start of Lorian, Elder Prince’s turn it regains Position to half of his original maximum. If the Elder Prince is not bloodied, he instead regains one quarter of his current missing Position.
50 feet,
Saving Throws
Bloodied
Str +14, Con +10, Wis +9, Cha +9
When Lothric, Younger Prince becomes bloodied Lorian, Elder Prince can take an additional action on his turn. Skills
Arcana +8, Athletics +14, History +8, Perception +9
392
Senses
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
cold, lightning, thunder
Necrotic
poison
Actions
passive Perception 19 Multiple Attack
Lothric makes two Greatsword attacks.
Magic Homing Projectile
Lothric throws 5 magical projectiles at targets within 120 ft of him. Each projectile hits a creature of his choice that he can see within range. A dart deals 10 (1d10+5) force damage to its target. The darts all strike simultaneously, and Lorian can direct them to hit one creature or several.
Homing Arrow
Ranged Spell Attack: +9 to hit, range 120 ft, one target. Hit 18 (4d6+4) radiant damage. The targeted creature has disadvantage on the next attack roll or saving throw they make. This attack ignores cover.
Greatsword
Melee Weapon Attack: +14 to hit, reach 10 feet, one target. Hit: 30 (6d6+9) slashing damage.
charmed, exhaustion, frightened, poisoned
Challenge:
13 (10,000 Souls)
T
he man who refused his fate, who wished to let the fire fade, and so brought the Lords of Cinder back from the grave. Lothric, the young prince, was born a frail, broken child. The means by which his birth was arranged were… disquieting. So long had has family sought an heir, they were prepared to stoop to the most appalling of actions to achieve their goals. Perhaps this explains Lothric’s physical weakness, and his magical potency. For while the younger prince was never able to wield a platinum sword, as was once hoped, he became a sorcerer of formidable might. He chose to let the age of flame die out; that takes a might few can match.
Valentin Prost (Order #35367143)
393
Valentin Prost (Order #35367143)
Pontiff Sulyvahn Large humanoid
STR
DEX
CON
INT
WIS
CHA
26 (+8)
22 (+6)
26 (+8)
25 (+7)
25 (+7)
30 (+10)
Armour Class: 21 (Natural Armour) Speed:
Position:
243 (18d10+144)
Boss
This creature can spend Position as if it were a player character.
Vicious Weapons
The Pontiff Sulyvahn's weapon attacks are magical. When the Pontiff Sulyvahn hits with any weapon, the weapon deals an extra 6d8 piercing damage (included in the attack).
Magic Resistance
The Pontiff Sulyvahn has advantage on saving throws against spells and other magical effects.
Recovery
(3 per day): Pontiff regains 40 (8d8+4) Position and removes up to three conditions.
50 feet, fly 150 feet
Initiative DC: 19
Bloodied While Bloodied the Pontiff can spend a bonus action to use its Recovery feature, and treats the fire and cold damage from its Greatswords as rolling their maximum.
Saving Throws
Int +14, Wis +14, Cha +17
Skills
394
truesight 120 feet, passive Perception 24
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
radiant, necrotic,
poison
charmed, exhaustion, frightened, poisoned
Challenge:
21 (33,000 Souls)
hat drives a monster like the Pontiff ? Who can possibly imagine the depth of depravity running in the mind of such a creature? To earn the loyalty of men and women, before giving them rings destined to warp their bodies and souls into bestial remnants of what they had once been requires a special kind of evil. To imprison a god, with the aim of feeding it, alive, to a being so foul its sins could eclipse the moon requires a madness, and genius, almost impossible to conceive. Those who gaze upon Pontiff Sulyvahn do so in the knowledge they confront the darkness of mankind perfected, refined, and arrayed against them. Victory is the only option; after all, what might the Pontiff do with them should he take them alive?
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Multiple Attack
The Pontiff makes two Fire Greatsword attacks and two attacks with its Frost Greatsword. It can substitute two Greatsword attacks to make a Soul Spear attack.
Fire Great Sword
Melee Weapon Attack: +15 to hit, reach 5 feet, one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) fire damage. If the target is a creature it must immediately make a DC 19 constitution saving throw or be blinded until the end of the Pontiff ’s next turn.
Frost Great Sword
Ranged Weapon Attack: +13 to hit, range 150/600 feet, one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature its speed is reduced by 30 feet, and in addition a creature targeted by this attack must make a DC 19 constitution saving throw or be stunned until the end of the Pontiff ’s next turn.
Soul Spear
The Pontiff releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the Pontiff can see the sword, he may mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Pontiff ’s hands. If the hovering sword is targeted by any effect, the Pontiff is considered to be holding it. The hovering sword falls if the Pontiff dies.
Senses
Perception +14
W
Actions
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Bloodied
Aldrich, Devourer of Gods Large undead
STR
DEX
CON
INT
WIS
CHA
26 (+8)
22 (+6)
26 (+8)
25 (+7)
25 (+7)
30 (+10)
Armour Class: 24 (Natural Armour) Speed: Position:
972 (72d10+576)
90 feet
Flame Trail
Aldrich immediately moves 60 feet; this movement does not provoke attacks of opportunity, and all creatures the Devourer passes through or within 5 feet of suffer 22 (4d10) fire damage. While bloodied Aldrich leaves a trail of fire behind it. The trail persists until the beginning of the Devourer of Gods next turn, a creature that passes through or ends a turn in the trail of flame suffers 11 (2d10) fire damage.
Searing Burst
Aldrich emits magical energy. Each creature of its choice in a 10 feet radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) necrotic damage on a failed save, or half damage on a successful one.
Blinding Gaze
Aldrich targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 23 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Initiative DC: Always acts first
Saving Throws
Int +14, Wis +14, Cha +17
Skills
Senses
Perception +14
396
truesight 120 feet, passive Perception 24
Damage Immunities
Condition Immunities
Damage Vulnerabilities
Damage Resistances
-
radiant
necrotic, poison.
charmed, exhaustion, frightened, poisoned
Challenge:
30 (155,000 souls) Boss
This creature can spend Position as if it were a player character.
Godkiller
Damage from Aldrich, Devourer of Gods attacks overcome all resistances or immunities.
Sure Strike
Aldrich, Devourer of Gods can forgo an attack to make one of its remaining attacks at advantage. When it does so it treats a successful attack as a Critical hit.
Magic Resistance
Aldrich, Devourer of Gods has advantage on saving throws against spells and other magical effects.
Unyielding Foe
Aldrich, Devourer of Gods always goes first in initiative and cannot be surprised.
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Actions Multiple Attack
Aldrich, Devourer of Gods makes three Scythe attacks, only one of which can be a Slaying Scythe attack.
Scythe Slash
Melee Weapon Attack: +15 to hit, reach 10 feet, one target. Hit: 22 (4d6+8) slashing damage plus 27 (6d8) necrotic damage.
Slaying Scythe
Melee Weapon Attack: +15 to hit, reach 15feet, one target. Hit: 15 (2d8+6) piercing damage plus 27 (6d8) necrotic damage. If the target is a creature that has 100 Position or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Life Leech Touch
(4 per day): The Devourer of Gods touches another creature within 5 feet of it. The target suffers 40 (8d8+4) necrotic damage, and the Devour of Gods regains as many Position as the damage suffered. Position Spends
Spend 10 Position
Arrow Barrage. All creatures in a 60 feet cone of The Devourer of Gods must immediately make a DC 21 Dexterity saving throw or suffer 51 (10d8+6) piercing damage, or half as much on a successful saving throw.
397
D
riven by visions of the ‘deep’, the cleric Aldrich plumbed the very recesses of the darkness, taking it into himself. Such darkness is not for the human soul or body to contain, and, as it twisted and warped him, Aldrich began to feast on the flesh of his own kind. With his rare combination of wisdom, and horrifying depravity, Aldrich founded the Church of the Deep. Its cleric protected him, and brought him new sacrifices to satiate his ever growing hunger. The worship of such darkness drove most of Aldrich’s followers insane, though the focus of their devotions retained his mind, no matter how much cruelty he inflicted on the world, or how many people he crammed into his mouth. His body grew vast, pustule-ridden, suppurating, but Aldrich’s mind remained ever clear. Now, the ruined, pullulating mound of flesh that is Aldrich feasts on the flesh of the God of the Darkmoon—the power within him waxing ever stronger, ever fouler; a Lord of Cinder become something truly abominable.
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Monsters & Antagonists —
Glossary 398
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A monster’s statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster.
Size
Alignment
A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. For more, see page 115.
As with player characters, there are no alignments in DARK SOULS: The Roleplaying Game.
Type A monster’s type encapsulates its essence. The game includes the following monster types, which have no rules of their own. Beasts are nonhumanoid creatures, some natural, some warped by hideous magic into something worse. Some possess magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals haunting the forests, swamps, and cities of Lothric and elsewhere. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought; some are forged from iron, some crafted from ice, all are deadly in their own fashion. Demons, born of the primal chaos, seethe in the darkness, waiting to emerge and wreak their violence upon the world. They come in many shapes, and sizes—all deeply inimical to human life. Dragons are large reptilian creatures of ancient origin and tremendous power. Their past is a mystery, formed of blood and treachery. Elementals are creatures drawn directly from the forces of nature; living rock, twisting flame, sparkling crystal—all become something more, something stranger, in certain conditions. Living beings capable of tearing apart any prepared to stand in their way.
Armour Class A monster that wears armour or carries a shield has an Armour Class (AC) taking its armour, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armour, if any. If a monster has natural armour, wears armour, or carries a shield, this is noted in parentheses after its AC value. Position A monster usually dies or is destroyed when it drops to 0 Position. For more on Position, see page 79. Usually, only monsters with the Boss special trait are able to spend Position as a player character can spend it—to improve dice rolls, or increase damage. Normal monsters may possess abilities they can only use by spending Position, however. In these cases, this is the only way a monster may spend Position. Speed A monster’s speed tells you how far it can move on its turn. All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes. Burrow A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so.
Giants tower over humans and their kind. Once condemned to work as slaves and servants, the giants took their freedom, and now watch the world be consumed by darkness around them.
Climb A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb.
Humanoids are the main population of Lothric, and those kingdoms beyond. Whether kings, paupers, saints or the cruellest of torturers, humanoids can be found everywhere—though there are fewer of them all the time.
Fly A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air. Such a monster stops hovering when it dies.
Monstrosities are monsters in the strictest sense—frightening creatures that are not ordinary, not truly natural, and almost never benign. Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. Undead are once-living creatures, returned to existence by the curse afflicting the land. Some retain the sensibilities and faculties of the living; others are mindless things, their essence whittled away to nothing. Tags A monster might have one or more tags appended to its type, in parentheses. For example, a mimic has the (shapechanger) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own.
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Swim A monster that has a swimming speed doesn’t need to spend extra movement to swim. Ability Scores Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. Saving Throws The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Skills The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.
399
Vulnerabilities, Resistances, and Immunities
Challenge
Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.
A monster’s challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. Monsters that are significantly weaker than 1st level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.
Senses The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. Blindsight A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. Darkvision A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. Armour, Weapon, and Tool Proficiencies Assume that a creature is proficient with its armour, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment. Truesight
400
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. Languages As with player characters, language isn’t listed. Whether a monster can speak or understand language is up to the GM. If they can speak, or understand language but not speak, then they understand the player characters. Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.
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Souls The number of Souls a monster is worth is based on its challenge rating. Typically, Souls are awarded for defeating the monster, although the player characters can also find these hidden throughout Lothric. Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. Special Traits Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. Spellcasting Some monsters can cast spells; these are listed as actions, with Position spends as and where appropriate. Actions When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action. Melee and Ranged Attacks The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon. Target The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object. Hit Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. Miss If an attack has an effect that occurs on a miss, that information is presented after the “Miss:” notation.
Multiattack A creature that can make multiple attacks on its turn has the Multiattack action. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack. Ammunition A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. Limited Usage Some special abilities have restrictions on the number of times they can be used. X/Day. The notation “X/Day” means a special ability can be used X number of times and that a monster must finish a Long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a Long rest to use it again. Recharge X–Y. The notation “Recharge X–Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a Short or Long rest. For example, “Recharge 5–6” means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. Recharge after a Short or Long rest. This notation means that a monster can use a special ability once and then must finish a Short or Long rest to use it again. Grapple Rules for Monsters Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier. Equipment A stat block rarely refers to equipment, other than armour or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.
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Character Sheet & Index 402
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Index A Ability Checks 75 Ability Scores and Modifiers 73 Ability Scores, Using 72 Advantage and Disadvantage 74 Adventuring 92 Aldrich 396 Alonne Knights 346 Anor Londo 291 Arch Deacon 366 Archdragon Peak 297 Armour 158 Armour Class 97 Assassin (Class) 40 Asylum Demon 327 Attack 117 Attack Rolls 119 Axes 204 Axes, Great 206 B
404
Backstories 22 Basilisk 315 Bat-Winged Demon 328 Beasts 300 Being Prone 113 Black Dragon Kalameet 374 Blinded 100 Blindsight 95 Bloodied Conditions 124 Bonewheel Skeleton 351 Bonfires 98, 261 Bonus Actions 112 Bosses 252, 356 Bows 220 Bows, Great 222 Breaking Up Your Move 113 Burning 100 C Campaigns 258 Capran Demon 324 Cast A Spell 117 Casting Time 131 Casts 130 Catacombs of Carthus 281 Cathedral of the Deep 276 Cemetery of Ash 270 Character Deaths 98 Character Generation 15 Charisma 88 Charmed 100 Chimes 226 Classes 30 Claws 219 Cleric (Class) 56 Climbing 94 Combat 111 Combat, Mounted 127 Combat, Underwater 127 Conditions 100
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Constitution 87 Constructs 316 Contests 76 Core Rules 71 Corvian 340 Cost 131 Cover 123 Cragspider 309 Crawling 94 Creature Size 115 Critical Hit 117 Crossbows 222 Crystal Golem 321 Crystal Sage 376 Curse Rotted Great Wood 362 D Daggers 188 Damage Resistance 126 Damage Type 125 Dancer of the Boreal Valley 373 Darklurker 353 Darkvision 95 Darkwraiths 349 Dash 117 Deacons of the Deep 364 Deafened 100 Demonic Foliage 311 Demon Prince 329 Demons 322 Denizens of the Darkness 330 Deprived, The (Class) 68 Dexterity 86 Dice, Using the 10 Difficult Terrain 113 Difficulty 239 Disengage 117 Dodge 118 Dog Rat 304 Drives 24 E Encounters 250 Encumbrance 150 Environment 95 Equipment 149, 262 Equipment, Core 152 Estus 261 Exhausted 100 Experience 90
G Gaping Dragon 378 Giant Clam 305 Giant Crow 304 Giant Leech 305 Giant Mosquito 311 Giant Rat 306 Giants 344 Goals 242 Golems 316 Grand Archive 295 Grappled 100 Grappling 122 Great Moth 313 Greatswords 193 Greatswords, Curved 201 Greatswords, Ultra 196 Group Checks 82 Guardian Dragons 334 H Halberds 215 Hammers 208 Hammers, Great 209 Healing 126 Help 118 Helping A Companion 82 Herald (Class) 52 Hide 118 Hollow 350 Hound Rat 303 Hydra 336 I Ice Golem 320 Incapacitated 101 Initiative 112 Intelligence 87 Interacting with Objects 114 Invisible 101 Irithyll Dungeon 285 Irithyllian Beast Hound 303 Irithyll of the Boreal Valley 283 Iron Golem 318 Iudex Gundyr 358 J Jumping 94
F
K
Falling 95 Fang Boar 306 Farron Keep 287 Firelink Shrine 272 Fists 219 Flames 227 Forlorn 352 Frightened 100
Katanas 203 King of Storms 386 Knight (Class) 32 L Large Mushroom Person 332 Levelling Up 91 Light 95
Locations 246 Long Rest 98 Lore 240 Lorian, Elder Prince 390 Lothric 267 Lothric Castle 293 Lothric, Younger Prince 392 M Madness 103 Madness Effects 104 Madness, Indefinite 105 Madness, Short-Term 104 Making an Attack 119 Man Serpents 343 Melee Attacks 121 Memories 23 Mercenary (Class) 36 Mimic 338 Miracles 143 Modifiers to the Roll 119 Movement 92, 113 Movement, Flying 113 Moving Around Other Creatures 114 Moving Between Attacks 113 N Nameless King 384 NPCs 254 O Objects 96 Old Demon King 368 Opportunity Attacks 121 Origins 26 Other Activity on Your Turn 112 P Paralyzed 101 Passive Checks 78 Petrified 101 Pikes 212 Plot 242 Poison 102 Poisoned 101 Poison Horn Beetle 312 Pontiff Knights 342 Pontiff Sulyvahn 394 Positioning 79 Position Pool 80 Position, Spending 80 Position, Using 80 Profaned Capital 289 Proficiency Bonus 74 Prone 101 Pyromancer (Class) 64 Pyromancer Spells 134
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R
T
Range 121 Ranged Attacks 121 Ravenous Crystal Lizard 314 Reactions 113 Ready 118 Respawning 99 Restrained 101 Rings 230 Road of Sacrifices 279
Talismans 227 Taurus Demon 323 Thief (Class) 48 Time 92 Titanite Demon 325 Traps 106 Truesight 95 Two-Weapon Fighting 122
S Saving Throws 89 Scarecrow 332 Scythes 217 Search 118 Sewer Centipede 308 Shields 174 Shields, Great 182 Shields, Small 175 Shields, Standard 178 Short Rest 98 Shoving 122 Sif 380 Silver Knights 341 Sir Artorias 382 Skeleton 354 Skills 77 Slime 337 Slots, Active 150 Slots, Equipment 151 Smelter Demon 326 Sorcerer (Class) 60 Sorceries 138 Soul of Cinder 388 Souls 90, 235 Space 115 Spears 212 Speed 93 Spell Attunement 130 Spell Level 130 Spells, Acquiring 130 Spells, Areas of Effect 133 Spells, Duration 132 Spells, Equipping 130 Spells, Range 132 Spells, Targets 132 Starved Hound 301 Staves 224 Stone Knights 317 Strength 85 Stunned 101 Suffocating 95 Summonings 264 Surprise 112 Surprised 101 Swimming 94 Swords, Curved 198 Swords, Straight 190 Swords, Thrusting 202
U Unconscious 101 Undead 348 Undead Settlement 274 Unkindled, The 18 Use an Object 118 Using Different Speeds 113 V Variants 78 Vision 95 Vordt of the Boreal Valley 360 Vulnerability 126 W Warrior (Class) 44 Weapons 186 Weapons, Properties 187 Whips 218 Winged Knights 345 Wisdom 88 Wretch 331 Wyvern 339 Y Yhorm the Giant 371 Your Turn 112 Z Zero Position 126
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OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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1. Definitions: (a)"Contributors" means the copyright and/ or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; Creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, Symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of Characters, Spells, enchantments, personalities, teams, personas, likenesses and Special abilities; places, locations,environments, Creatures, Equipment, magical or supernatural Abilities or Effects,logos, Symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to Identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or Conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity.You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Contentexcept as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark.The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Copyright © Steamforged Games Ltd 2022. No part of this product may be reproduced without specific permission. Steamforged Games is a trademark of Steamforged Games Ltd. Steamforged Games Ltd, Osprey House, 217-227 Broadway, Salford, M50 2UE United Kingdom. For customer support, contact https://support.steamforged.com Dark Souls™& ©Bandai Namco Entertainment Inc. / ©FromSoftware, Inc.
PRODUCT IDENTITY The following items are designated product Identity, as defined in Section 1(e) of the Open Game Licence Version 1.0a (OGL), and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: All registered and unregistered trademarks, service marks, business names and designs belonging to, referring to, or otherwise associated with DARK SOULS TM, together with all proper names (including all those set out in the “DARK SOULS TM” section below), dialogue, plots, storylines, locations, character, artworks and trade dress contained within or referred to in the DARK SOULSTM the Roleplaying Game and/or any documentation or other materials associated with it (including this Rulebook and Adventure Document) (Materials). No portions of any Materials may be reproduced in any form without written permission, unless such reproduction is permitted in accordance with the OGL. DARK SOULS TM DARK SOULS TM DARK SOULS TM Curse Mark Lothric The Cemetery of Ash Firelink Shrine Undead Settlement Cathedral of the Deep Road of Sacrifices Catacombs of Carthus Irithyll of the Boreal Valley Irithyll Dungeon Farron Keep Profaned Capital Anor Londo Lothric Castle Grand Archive Archdragon Peak Irina of Carim Eygon of Carim Firekeeper Ludleth of Courland Anri of Astoria Yoel of Londor Holy Knight Hodrick Rosaria, Mother of Rebirth Unbreakable Patches Orbeck of Vinheim Crystal Sage Horace the Hushed Siegward of Catarina Karla Hawkwood Company Captain Yorshka The Black Hand Trio Hollow Hollow Knight Irithyllian Beast Hound Crystal Lizard Ravenous Crystal Lizard Taurus Demon Capran Demon Titanite Demon Corvian Silver Knight Alonne Knight Pontiff Knight Darkwraiths Bonewheel Skeletons Iudex Gundyr Vordt of the Boreal Valley Deacons of the Deep Yhorm the Giant Dancer of the Boreal Valley Black Dragon Kalameet Gaping Dragon Sif, the Great Grey Wolf Sir Artorias the Abysswalker Nameless King & King of Storms Soul of Cinder Younger Prince Lothric Elder Prince Lorian Pontiff Sulyvahn Aldrich, Devourer of Gods
So it is, ash seeketh embers… Arise from the ashes, Unkindled one. You stand in a world choked by darkness and fallen gods, where monsters seek warm flesh, and the curse of undeath turns even the greatest heroes into something less than human. Now, you must strive to restore the Lords, link the flame, and lift the curse. Experience DARK SOULS like never before in this complete tabletop roleplaying game of adventure, horror, and tactical combat. Inside these pages is everything you need to run thrilling roleplaying campaigns set in the ruinous DARK SOULS universe: • Complete fifth edition rules enriched with unique DARK SOULS mechanics designed for authentic campaigns • 10 bespoke new character classes for DARK SOULS character creation, including incredible new abilities, sinister new character backgrounds, and more • Brand new magic system complete with devastating spells, pyromancies, and blessings • Introductory chapter filled with tips and advice on running roleplaying games that capture the spirit of DARK SOULS • Ruined world of Lothric, waiting for you to explore • Full bestiary teeming with DARK SOULS creatures
Prepare To Die. Copyright © Steamforged Games Ltd 2021. No part of this product may be reproduced without specific permission. Steamforged Games is a trademark of Steamforged Games Ltd. Steamforged Games Ltd, Osprey House, 217-227 Broadway, Salford, M50 2UE United Kingdom. for customer support, contact https://support.steamforged.com.
Dark Souls™& ©Bandai Namco Entertainment Inc. / ©FromSoftware, Inc.
SFDS-RPG001
Valentin Prost (Order #35367143)