You are on page 1of 20

Dark Souls Item Conversion

Rings Uncommon - Artifact Ring said to be chiseled from the bone of a flame
salamander by blighted Pyromancers living in the Great
Rings are presented in order of Rarity. A Ring's description Swamp. It is believed that salamanders are the descendants
gives the item's name, its category, its rarity, and its magical of demons, born of the Chaos Flame, from which Pyromancy
properties. is also said to have originated. When casting spells which
deal Fire damage you deal additional damage equal to your
Deep Ring spellcasting ability modifier.
Ring, uncommon, requires attunement by a Bard, Sorcerer or
Warlock Silver Cat Ring
A ring bestowed upon the Deacons of the Cathedral of the Ring, rare, requires attunement
Deep. In the Cathedral slumber things most terrible, and as Silver ring depicting a leaping feline. In the Age of Gods, or
such, the deacons require a grand narrative, to ensure they possibily following it, an old cat was said to speak a human
do not falter in their duty. A philosophy, to ward away the tongue, with the voice of an old woman, and the form of a
madness beckoned by the grotesqueries at hand. When fanciful immortal. When you take damage from falling, that
wearing this ring your number of known spells increases by damage is halved.
1.
Chloranthy Ring
Life Ring Ring, rare, requires attunement
Ring, rare, requires attunement This old ring is named for its decorative green blossom, but
An old ring set with a red jewel, Raises maximum HP. Each its luster is long since faded. The wearer of this ring gains the
ring has a different power, and even very modest rings can be following benefits:
a great boon on a perilous journey. Increases maximum HP
by 1 per level as long as this ring is attuned. Your Dexterity and Constitution scores are raised by +1 to
a maxmimum of 20.
Ring of Steel Protection Once per short rest when making a melee or ranged
Ring, rare, requires attunement attack on a creature, you may use this ring's effects to
Ring of the Knight King of ancient legend said to increase make an additional attack as a bonus action or reroll a
physical damage absorption. The Knight King was said to be missed attack roll.
lined with steel on the inside, such that even the talons of Poisonbite Ring
mighty dragons did him little harm. Wearing this ring grants Ring, rare, requires attunement
the wearer temporary resistance to Piercing, Bludgeoning One of the bite rings native to Carim. The crafting of these
and Slashing damage. This effect lasts for a single minute per rings is forbidden, perhaps owing to a fear of malleable stone.
short rest, over it’s lifetime the ring can only absorb 1000 Clerics, however, dabble freely in the art. When wearing this
points of damage before it breaks and must either be ring you are resistant to Poison damage.
repaired by a masterwork craftsman or discarded.
Mourne's Ring Chillbite Ring
Ring, rare, requires attunement by a Cleric or Paladin Ring, rare, requires attunement
A malformed ring given to knights of Carim, Morne served One of the bite rings native to Carim. The crafting of these
the goddess Caitha and later became an apostle of the rings is forbidden, perhaps owing to a fear of malleable stone.
Archbishop. They labored together to provide comfort to the Clerics, however, dabble freely in the art. When wearing this
suffering. When casting spells which deal Lightning or ring you are resistant to cold damage.
Radiant damage you deal additional damage equal to your Bloodbite Ring
spellcasting ability modifier. Ring, rare, requires attunement
Young Dragon Ring One of the bite rings native to Carim. The crafting of these
Ring, rare, requires attunement by a Spellcaster rings is forbidden, perhaps owing to a fear of malleable stone.
Ring given in Vinheim, home of sorcery, when newly Clerics, however, dabble freely in the art. When wearing this
ordained as a sorcerer. Apropos to the Dragon School, the ring you are resistant to non-magical slashing or piercing
seal depicts an everlasting dragon. A young dragon presages damage.
the great length of the journey to mastery. When casting Darkmoon Ring
spells which deal Force, Thunder or psychic damage you deal Ring, rare, requires attunement by a Bard, Sorcerer or
additional damage equal to your spellcasting ability modifier. Warlock
Great Swamp Ring Ring of the moon deity Gwyndolin, youngest son of Gwyn,
Ring, rare, requires attunement by a Spellcaster the First Lord. Gwyndolin, also known as the Dark Sun,
commands the Darkmoon Knights, and bestows this ring
upon the best of them. When wearing this ring you can see
through any 3rd level or lower illusion spell cast against you
or near you, and your number of known spells increases by 2.
Sun Princess Ring Slumbering Dragoncrest Ring
Ring, very rare, requires attunement by a Bard, Cleric, Druid Ring, very rare, requires attunement by a Spellcaster
or Sorcerer Ring of a clandestine guild of sorcerers based in Vinheim,
Ring associated with Gwynevere, princess of sunlight and home of sorcery. The Dragon School held effective
eldest daughter of Gwyn, the First Lord. Gwynevere left her sovereignty over Vinheim, with a great many adept assassins
home with a great many other deities, and became a wife and at its disposal. When wearing this ring you gain the following
mother, raising several heavenly children. The use of spells benefits:
charges this ring of which it can hold four charges, upon
taking a short rest the ring dissipates all charges allowing for All your stealth roles gain +10
additional hit die equivalent to the charges expended to be Spells with vocal components can be made without
used by creatures of your choice. These hit die rolls do not speech.
deplete from the hit die pools of the creatures you select. Witch's Ring
Ring of The Evil Eye
Ring, very rare, requires attunement by a Spellcaster
Ring, very rare, requires attunement The Witch of Izalith and her daughters, scorched by the
This ring captured the foul spirit of an evil eye, a creature flame of chaos, thaught humans the art of pyromancy and
that ravaged Astora. The horrid spirit nearly destroyed offered them this ring. Every pyromancer is familiar with the
Astora, but was eventually defeated by "the sword of one parable that tells of the witches espousing the need to fear
most noble." When you slay a creature they may immediately the flame, and teaching the art of pyromancy to men in hopes
regain health equal to one hit die + your constitution modifier that they might learn to control it. When you cast a spell
without expending die from your hit die pool. which deals Fire damage add additional damage equal to
your spellcasting modifier + proficiency bonus.
Ring of The Sun's First Born Dark Stoneplate Ring
Ring, very rare, requires attunement by a Cleric or Paladin Ring, very rare, requires attunement
Ring of the Sun's first born, who inherited the light of Stoneplates are symbols of true knights, and dark purple
Gwyn, the first lord. The Sun's first born was once a god of stoneplates are granted to Undead Knights. When wearing
war, until he was stripped of his stature as punishment for his this ring you have advantage on Saving Throws against spells
foolishness. No wonder his very name has slipped from the cast against you that deal Necrotic damage, and you are
annals of history. When you cast a spell which deal Lightning resistant to Necrotic damage.
or Radiant damage, add damage equal to your spellcasting
modifier + proficiency bonus. Flame Stoneplate Ring
Bellowing Dragoncrest Ring
Ring, very rare, requires attunement
Ring, very rare, requires attunement by a Spellcaster Stoneplates are symbols of true knights, and red
A special ring given to those who are deemed fit to stoneplates are granted to those who valiantly face Chaos.
undertake the journey of discovery in Vinheim, home of When wearing this ring you have advantage on Saving
sorcery. Apropos to the Dragon School, the seal depicts an Throws against Spells cast against you that deal Fire
everlasting dragon. A bellowing dragon symbolizes the true damage, and you are resistant to Fire damage.
nature of the consumate sorcerer. When you cast a spell Thunder Stoneplate Ring
which deals Force, Thunder or Psychic damage, add damage Ring, very rare, requires attunement
equal to your spellcasting modifier + proficiency bonus. Stoneplates are symbols of true knights, and and yellow
Lingering Dragoncrest Ring
stoneplates are granted to those who would become dragons.
Ring, very rare, requires attunement by a Spellcaster When wearing this ring you have advantage on Saving
A special ring given to those who are deemed fit to Throws against spells cast against you that deal Lightning or
undertake the journey of discovery in Vinheim, home of Thunder damage, and you are resistant to Lightning and
sorcery. Apropos to the Dragon School, the seal depicts an Thunder Damage.
everlasting dragon. A lingering dragon symbolizes the true Magic Stoneplate Ring
nature of the consummate sorcerer. When worn you gain the Ring, very rare, requires attunement
following benefits: Stoneplates are symbols of true knights, and blue
When you cast a spell which requires concentration while stoneplates are granted to royal palace guards. When
currently maintaining concentration on another spell wearing this ring you have advantage against spells cast
effect, the concentration of the original spell is maintained against you.
by this ring for an additional two rounds.
Spell effects which do not require concentration and have Fleshbite Ring
spell durations of 1 round or more are extended in Ring, very rare, requires attunement
duration by twice their original duration. One of the bite rings native to Carim. The crafting of these
rings is forbidden, perhaps owing to a fear of malleable stone.
Clerics, however, dabble freely in the art. When wearing this
ring you have resistance to Cold, Necrotic and Poison
damage.
Lloyd's Shield Ring Curse. This ring craves souls, should it be worn in battle
Ring, very rare, requires attunement by a Martial class even once it can no longer be removed save for a spell of
Ring given to knights of the Way of White. Depicts Allfather equal or greater power as remove curse. Refusing this ring
Lloyd's Shield of Caste. Much time has passed since the what it desires for 24 hours after it has been worn in battle
worship of Lloyd was common in the Way of White. The the ring will turn on the wearer. They must make a DC 16
clerics of Carim had always strongly asserted that Lloyd was Wisdom Saving Throw, if they fail the Wisdom Saving Throw
a derivative fraud, and that the Allfather title was self- is permanently raised by 1 to a maximum of 20 they lose
proclaimed. When wearing this ring and at full health the 1d10 maximum hit points and are driven to attack the
next time damage is dealt to you, the damage is halved. nearest creature for a single round, if there are multiple
creatures within range the DM decides the target. If they
Lloyd's Sword Ring succeed the DC is permanently decreased by 1 to a minimum
Ring, very rare, requires attunement by a Martial class of 10. Afterwards the ring will not attempt to devour the
Ring given to knights of the Way of White. Depicts Allfather wearer for another 24 hours. If the wearer fails the saving
Lloyd's Sword of Law. Much time has passed since the throws three times they are permanently driven mad, their
worship of Lloyd was common in the Way of White. The alignment becomes Neutral Evil, and the satiation of the ring
clerics of Carim had always strongly asserted that Lloyd was is all that motivates them.
a derivative fraud, and that the Allfather title was self-
proclaimed. When wearing this ring and at full health any Pontiff's Right Eye
damage you do to another creature has your proficiency Ring, very rare, requires attunement
bonus added to it. Bewitched ring that Pontiff Sulyvahn bestowed upon his
knights. Knights who peer into the black orb are lured into
Blue Tearstone Ring battles of death, transformed into frenzied beasts. No wonder
Ring, very rare, requires attunement by a Martial class the Pontiff only provides these rings to those dispatched to
A ring set with a large rare tearstone jewel. This stone is foreign lands. After making two attacks against a single
said to be a tear of sorrow of the goddess Caitha, and of creature, each successive attack made against the same
course, tears are always more beautiful near death. When at creature deals an additional +1 damage which compounds to
or below half health you gain the following benefits: a maximum of +5. If the same creature is not attacked again
for an entire round or the wearer should attack another
Your Armor Class is increased by 1 creature the compounded damage is lost.
All Damage done to you is decreased by 1d10 + you Curse. This ring craves souls, should it be worn in battle
constitution modifier even once it can no longer be removed save for a spell of
equal or greater power as remove curse. Refusing this ring
Red Tearstone Ring what it desires for 24 hours after it has been worn in battle
Ring, very rare, requires attunement by a Martial class the ring will turn on the wearer. They must make a DC 16
A ring set with a large rare tearstone jewel. This stone is Wisdom Saving Throw, if they fail the Wisdom Saving Throw
said to be a tear of sorrow of the goddess Caitha, and of is permanently raised by 1 to a maximum of 20 they lose
course, tears are always more beautiful near death. When at 1d10 maximum hit points and are driven to attack the
or below half health, you gain the following benefits: nearest creature for a single round, if there are multiple
You have Advantage on Weapon and Spell attacks creatures within range the DM decides the target. If they
When rolling damage with a weapon, add the succeed the DC is permanently decreased by 1 to a minimum
corresponding ability modifier twice. of 10. Afterwards the ring will not attempt to devour the
When rolling damage with a spell, add your spell casting wearer for another 24 hours. If the wearer fails the saving
ability modifier to the damage. throws three times they are permanently driven mad, their
alignment becomes Neutral Evil, and the satiation of the ring
Pontiff's Left Eye is all that motivates them.
Ring, very rare, requires attunement
Bewitched ring that Pontiff Sulyvahn bestowed upon his Ring of Favor
knights. Knights who peer into the black orb are lured into Ring, legendary, requires attunement by a Cleric or Paladin
battles of death, transformed into frenzied beasts. No wonder A ring symbolizing the favor of the Goddess Fina, whose
the Pontiff only provides these rings to those dispatched to "fateful beauty" is mentioned in legend. True to the fickle
foreign lands. For each successive Melee attack after two nature of Fina's favor, the wearer of this ring is bestowed
attacks made against a creature, you regain health equal to beauty and might from the goddess Fina. You gain the
your proficiency bonus. If the same creature is not attacked following benefits:
again for a full round or you should attack another creature, Your Strength and Charisma scores increase by +2.
the healing effect ends. You gain an additional 20 Maximum Hitpoints
You gain the Fighter feature, Second Wind which you can
use once per long rest.
Sage Ring Hornet Ring
Ring, legendary, requires attunement by a Spellcaster Ring, artifact, requires attunement by a martial class
A ring given to Farron's Undead Legion by one of the Ring associated with the Lord's Blade Ciaran, one of the
preacher twins, known more commonly as the Crystal Four Knights of Gwyn, the First Lord. The masked Ciaran
Sages." The sorcerers of Farron's Abyss Watchers were was the only woman to serve in Gwyn's Four Knights, and her
known to be lonesome warriors who would only rely upon curved sword granted a swift death to any and all enemies of
more pragmatic spells. When worn you gain the following the throne. Wearing this ring grants you the following
benefits: benefits:
Your Intelligence score increases by +2. If you did not already, you gain the Stealthy feat
You gain the feat Spell Driver Your attacks score a critical hit on one natural die roll
Spell Driver. You are no longer limited to only one non- lower than they normally would
cantrip spell per turn. When you cast a spell or cantrip with a Criticals with any not two-handed bladed weapon deal two
casting time of 1 action, you can cast another spell of 2nd additional damage die.
level or lower. Leo Ring
Ring, artifact, requires attunement by a martial class
Dragonscale Ring Ring associated with Dragon Slayer Ornstein, one of the
Ring, legendary, requires attunement Four Knights of Gwyn, the First Lord. Ornstein was the first
Ring of Oceiros, former king of Lothric. In his later years, knight of the sun's eldest born, and his cross spear is said to
Oceiros became fascinated with dragons. After going mad, he have pierced scales made of stone. Wearing this ring grants
was more commonly known as the Consumed King. Many you the following benefits:
assassins were dispatched to his domain, but none returned.
The Consumed King ascribed his resilience to the divine You gain the Spear Mastery feat
protection of the dragon scale. When wearing this ring, you Damage with piercing weapons gain additional damage
take half damage from attacks from behind, and sneak equal to your proficiency modifier
attacks made against you are halved as well. Criticals with Spears deal an additional damage die
Aldrich's Ruby Wolf Ring
Ring, artifact, requires attunement Ring, artifact, requires attunement by a martial class
A malformed ring left by Aldrich, Saint of the Deep. Ring associated with Abysswalker Artorias, one of the Four
Aldrich, infamous for his appetite for flesh apparently had the Knights of Gwyn, the First Lord. Artorias had an unbendable
desire to share with others his joy of imbibing the final will of steel, and was unmatched with a greatsword. Wearing
shudders of life while luxuriating in his victim's screams. this ring grants you the following benefits:
When you roll a critical against a creature, roll two of your hit You gain the Athlete Feat
die and regain that amount of health. This does not expend You have advantage on Strength, Dexterity and
hit die from your pool. Consitution Saving Throws against being Grappled,
Moved, Immobilized or Knocked Prone
Flynn's Ring Criticals made with Two-Handed weapons deal an
Ring, artifact, requires attunement additional Damage die
Ring of Flynn, the eulogized thief. Flynn fought with the
wind on his side, and was a hero among the weak and poor, Ring of Blades
yet even his admirers knew that it was little more than an Ring, artifact, requires attunement
idyllic fable. When wearing this ring you gain a +1 attack and The Ring of Blades is modeled after the mad knight of
damage bonus when wearing medium armor, +2 attack and Alken's weapon of choice. Increases physical attack. The
damage bonus when wearing light armor, or a +3 attack and kingdoms of Alken and Venn long ago flourished on these
damage bonus when wearing no armor. very grounds. They were both founded by the same man, but
were reduced to rivalry and spite. Wearing this ring grants
Hawk Ring you an additional damage die equal to the base damage die
Ring, artifact, requires attunement by a martial class for each attack made with a weapon.
Ring associated with Hawkeye Gough, one of the Four
Knights of Gwyn, the First Lord. In his later years, the giant Stone Ring
Gough was blinded, but this did not prevent him from striking Ring, artifact, requires attunement The beloved ring of the
down a calamitous dragon with his Greatbow. Wearing this gallant Shieldless Lothian, formerly of Forossa. The effect
ring grants you the following benefits: may seem trivial, but for those who comprehend how critical
it is to exploit a hole in enemy defenses, the significance of
If you did not already, you gain the Sharpshooter feat this ring will be clear. When you successfully land melee
your attack range with bows double attacks against a large or smaller target you may invoke a DC
Critical attacks made with bows deal and additional 14 Strenth Saving Throw against them. A failed save
damage die. staggers the target forcing them to expend have their
movement and invoking disadvantage on it's next attack.
Speckled Stoneplate Ring
Ring, artifact, requires attunement
Stoneplates are symbols of true knights, and speckled
stoneplates are granted to those who face an endless journey.
While wearing this ring you gain the following benefits:
You have Advantage on Saving Throws against spells cast
against you
You hare resistant to Fire, Lightning, Necrotic and
Thunder damage.
Havel's Ring
Ring, artifact, requires attunement
ring for warriors keen on heavy acoutrements. This ring
was named after Havel the Rock, the battlefield compatriot of
Gwyn, the First Lord. The art of war has been a constant
since ages past, and those who would follow in Havel's
footsteps are no fewer now than in his own day. When
wearing this ring you gain the following benefits:
Your Strength Score is raised to 26
You are considered one size larger for the purpose of
determining carrying capacity You gain the Monkey Grip
feat
Monkey Grip. You can wield heavy weapons which are not
oversized as if they were normal, and normal weapons as if
they were light.
Weapons and Weapon Arts

S
ome weapons are more than the metal they're Weapon Arts. Weapons which feature Weapon Arts may
made, the magic which binds them or the skill require the wielder to adopt a stance, expend movement,
which forged them. Some weapons require great actions or attacks in order to activate the weapon art.
skill and mastery from their wielder to uncover
the true power of the blades. These powers are
called:
Weapons
Name Damage Weight Properties Weapon Art
  Daggers
Handmaid's Dagger 1d4 .5 lbs Finesse, light, thrown (range 20/60), special Blindspot
Parrying Dagger 1d4 1 lbs Finesse, light, thrown (range 20/60) Parry
Aquamarine Dagger 1d4 1.5 lbs Crystal, finesse, light, special Crystal Blade
Bandit's Knife 1d4 1.5 lbs Finesse, light, thrown (range 20/60) Quickstep
Brigand Twindaggers 2d4 2.5 lbs Finesse, paired, Special Quickstep
Corvian Greatknife 1d6 2.5 lbs Finesse, poison (1d4), special Quickstep
Mail Breaker 1d4 1.5 lbs Finesse, light, special Shield splitter
Murky Hand Scythe 1d6 2 lbs Finesse, special Quickstep
Rotten Ghru Dagger 1d4 2.5 lbs Finnese, light, poison (1d4), special
Scholar's Candlestick 1d4 1.5 lbs Finesse, light, radiant (1d4), special Guiding Light
  Shortswords
Cleric's Candlestick 1d6 2 lbs Finesse, light, radiant (1d6), special Guiding Light
Tailbone Short Sword 1d6 2 lbs Finesse, light Unleash Dragon
Valorheart 1d6 2 lbs Finesse, light, special Lion Stance
  Longswords
Astora Straight Sword 1d8 2 lbs Light, Finesse, Stance
Gothard Twinswords 2d8 6 lbs Finesse, paired, special Spin Slash
Lothric Kight Longsword 1d8 4 lbs Versatile (1d10), Stance
Lothric Holy Sword 1d8 4 lbs Versatile (1d10), special Sacred Light
Anri's Straight Sword 1d8 3 lbs Versatile (1d10), blessed Stance
Sunlight Straight Sword 1d8 3 lbs Versatile (1d10), Oath of Sunlight
Irithyll Straight Sword 1d8 3 lbs Versatile (1d10), Cold (1d4), special Stance
Barbed Straight Sword 1d8 3 lbs Versatile (1d10), special Stance
Morion Sword 1d8 4 lbs Versatile (1d10), special Stance
Ringed Knight Straight Sword 1d8 4 lbs Versatile (1d10), special Ember
Dark Sword 1d10 5 lbs Heavy Stomp
  Rapiers
Crystal Sage's Rapier 1d8 2 lbs Crystal, finesse Stance
Crow Quills 1d8 4 lbs Finesse Quill Dart
Estoc 1d8 3 lbs Finesse Shield Splitter
Irithyll Rapier 1d8 3 lbs Finesse, Cold (1d4), special Shield Splitter
Ricard's Rapier 1d8 2 lbs Finesse, special Lunge and Press
Velka's Rapier 1d8 2 lbs Finesse, dark (1d8), special -
Weapons Continued
Name Damage Weight Properties Weapon Art
  Scimitars
Carthus Curved Sword 1d8 5 lbs Finesse, special Spin Slash
Carthus Shotel 1d6 3 lbs Finesse, light, special Spin Slash
Crescent Moon sword 1d6 2 lbs Finesse, light, special Crescent Blade
Dancer's Enchanted Swords 2d6 8 lbs Finesse, special Dancer's Grace
Demon's Scar - - Finesse, light, fire (1d6), special Spin Slash
Falchion 1d8 4 lbs Finesse Spin Slash
Follower Sabre 1d8 4 lbs Finesse Prying Wedge
Painted Guardian's Curved 1d6 2 lbs Finesse, light, special Chained Dance
Sword
Pontiff Knight Curved Sword 1d8 4 lbs Finesse, light, special Frost Blade
Rotten Ghru Curved Sword 1d6 2 lbs Finesse, light, poison (1d4), special Spin Slash
Storm Curved Sword 1d8 5 lbs Finesse Tornado
  Katana
Black Blade 1d8 6 lbs Finesse, katana, versatile (1d10) Hold
Bloodlust 1d6 5 lbs Finesse, katana, versatile (1d8) Bloodlust
Chaos Blade 1d6 6 lbs Finesse, katana, versatile (1d8), special Hold
Darkdrift 1d8 3 lbs Finesse, katana, versatile (1d10) Darkdrift
Frayed Blade 1d6 7 lbs Finesse, katana, dark (1d4), versatile (1d8) Hold
Onikiri and Ubadachi 2d8 8 lbs Finesse, katana, paired Onislayer
Uchigatana 1d8 5 lbs Finesse, katana, versatile (1d10) Hold
Washing Pole 1d10 9 lbs Finesse, katana, reach, two-handed Hold
  Greatswords
Black Knight Sword 2d6 10 lbs Heavy, two-handed Perseverence
Drakeblood Greatsword 1d12 6 lbs two-handed, lightning (1d6), special Stance
Executioner Greatsword 2d6 9 lbs Heavy, two-handed, special Stomp
Firelink Greatsword 1d12 9 lbs Fire (1d6), heavy, two-handed Ember
Flamberge 2d6 9 lbs Heavy, two-handed, special Stance
Gael's Greatsword 2d6 9 lbs Heavy, two-handed Blade of Peril
Greatsword of Judgement 1d12 9 lbs force (1d8), heavy, two-handed Stance of Judgement
Hollowslayer Greatsword 2d6 9 lbs Heavy, two-handed Stance
Lothric Knight Greatsword 2d6 9 lbs Heavy, two-handed Stomp
Moonlight Greatsword 1d6 11 lbs Force (2d6), heavy, two-handed, special Moonlight Vortex
Onyx Blade 1d8 9 lbs dark (1d10), heavy, two-handed, special Elfriede's Blackflame
Twin Prince's Greatsword 1d12 10 lbs Fire (1d6), heavy, two-handed, special Sacred light and Flame
Wolf Knight's Greatsword 2d6 12 lbs Heavy, two-handed, special Wolf Sword
Wolnir's Holy Sword 2d6 12 lbs Heavy, holy, two-handed Wrath of the Gods
  Spears
Arstor's Spear 1d6 7 lbs Versatile (1d8), special Shield Splitter
Dragonslayer Spear 1d8 10 lbs Heavy, lightning (1d6), special Lightning Charge
Dragonslayer Swordspear 1d10 15 lbs Heavy, lightning (1d4), two-handed, special Falling Bolt
Drang Twinspears 2d8 8 lbs Paired Charge
Gargoyle Flame Spear 1d8 10 lbs Fire (1d8), heavy, special Kindled Charge
Golden Ritual Spear 1d6 3 lbs Force (1d6), lightning (1d6), versatile (1d8), special Steady Chant
Weapons Continued
Name Damage Weight Properties Weapon Art
  Pikes
Follower Javelin 1d10 4 lbs Reach Hurl Spear
Lothric Long Spear 1d10 9 lbs Heavy, reach, two-handed Charge
Lothric War Banner 1d8 5 lbs Versatile (1d10) Lothric War Banner
Ringed Knight Spear 1d6 2 lbs Fire (1d4), heavy, reach, two-handed Ember
  Battleaxes
Brigand Axe 1d8 4 lbs Versatile (1d10) Warcry
Butcher Knife 1d6 7 lbs Versatile (1d8), special Sharpen
Dragonslayer's Axe 1d6 4 lbs Lightning (1d6), Versatile (1d8) Warcry
Eleonora 1d10 7 lbs Versatile (1d12) Feast Bell
Man Serpent Hatchet 1d8 4 lbs Versatile (1d10), special Warcry
Winged Knight Twin axes 2d8 9 lbs Paired Chain Spin
  Greataxes
Black Knight Greataxe 2d8 20 lbs Ultraheavy, two-handed, special Warcry
Demon's Greataxe 1d10 14 lbs Fire (1d8), heavy, two-handed Demonic Flare
Dragonslayer Greataxe 2d6 20 lbs Lightning (1d6), Ultraheavy, two-handed Falling Bolt
Earth Seeker 1d10 17 lbs Ultraheavy, Two-handed Earthen Wrath
Yhorm's Great Machete 1d12 19 lbs Ultraheavy, two-handed, reach Warcry
  Warhammers
Blacksmith's Hammer 1d6 5 lbs Versatile (1d8), special Perseverence
Boom Hammer 1d8 7 lbs Versatile (1d10), special -
Drang Hammers 2d8 9 lbs Paired, special Spin Bash
  Warpicks
Heysel Pick 1d6 5 lbs Versatile (1d8), special Steady Chant
Black Dragon Warpick 1d10 6 lbs Versatile (1d12), special -
  Mauls
Dragon Tooth 2d6 21 lbs Ultraheavy, two-handed, special Perserverence
Gargoyle Flame Hammer 1d12 11 lbs fire (1d8), heavy, two-handed Kindled Flurry
Ledo's Great Hammer 2d6 9 lbs Heavy, two-handed Stomp
- 1d6 11 lbs Force (2d6), heavy, two-handed, special Moonlight Vortex
- 1d8 9 lbs dark (1d10), heavy, two-handed, special Elfriede's Blackflame
- 1d12 10 lbs Fire (1d6), heavy, two-handed, special Sacred light and Flame
- 2d6 12 lbs Heavy, two-handed, special Wolf Sword
- 2d6 12 lbs Heavy, holy, two-handed Wrath of the Gods
- 1d6 7 lbs Versatile (1d8), special Shield Splitter
Quakestone Hammer 2d6 15 lbs Ultraheavy, two-handed Quake
  Whips
- 1d10 15 lbs Heavy, lightning (1d4), two-handed, special Falling Bolt
- 1d8 10 lbs Fire (1d8), heavy, special Kindled Charge
- 1d6 3 lbs Force (1d6), lightning (1d6), versatile (1d8), special Steady Chant
- 1d10 18 lbs Heavy, reach, two-handed Charge
Weapons - WIP
Daggers
Handmaid's Dagger
Weapon (Dagger), uncommon (requires attunement)
Dagger used by handmaids of the Profaned Capital. Each
successful attack replenishes a slight amount of stamina. It is
said that these women took pleasure in wounding others.
[Make Weapon Arts]
Lothric Weapons
Black Knight Weapons
Fume Knight Weapons
Ringed Knight Weapons
Aquamarine Dagger
Wolf Knight Greatsword
Firelink Greatsword
Anri's Straight Sword
butcher Knife
Smough's Great Hammer
Chaos Blade
Handmaid's Ladle
Work hook
Blue Dagger
Chime of Screams
Handmaid's Dagger
Crystal Sage's Rapier
Arstor's Spear
Demon's Scar
Golden Ritual Spear
Immolation Tinder
Heysel Pick
Cleric's Candlestick
Rose of Ariandel
Executioner's Greatsword
Old Wolf Curved Sword
Morion Blade
Soldering Iron
Dragon tooth
Spells

C
redit for all of these spells are credited to A stream of flames courses from your hand. Make a ranged
u/KiritoIsAlwaysRight who did the conversion spell attack against that all creatures in a 15-foot line from
about a year ago. Spells listed here are listed in you. On a hit, the target takes 2d6 fire damage. On each of
alphabetical Order based on spell level, and your turns for the duration, you can use your action to make
separated by their magical categories: another ranged spell attack against all creatures in a 15-foot
Pyromancies, Sorcereries and Miracles. line from you. On a hit, the target takes 1d6 fire damage less
than on your previous turn. The spell ends if you use your
action to do anything else.
Pyromancies At Higher Levels. When you cast this spell using a spell slot
Pyromancy stems from the ancient art of flame sorcery of 2nd level or higher, the initial damage increases by 1d6 for
created by the Witch of Izalith. After she and her daughters each slot level above 1st.
made a failed attempt to recreate the First Flame, flame Fire Orb
sorcery was lost, and all knowledge of it was passed down by 1st-level evocation
the Witch’s daughter Quelana in the form of Pyromancy.
Pyromancies are available to all spellcasting classes, Casting Time: 1 action
provided they can afford a Pyromancy Flame and the costs of Range: 60 feet
learning the spells. They require a Pyromancy flame as an Components: S
arcane focus. Duration: Instantaneous
You create a ball of fire and hurl it at a point within range.
Cantrips Each creature in a 10-foot-radius sphere centered on that
Combustion point must make a Dexterity saving throw. A target takes 2d8
Evocation cantrip fire damage on a failed save, or half as much damage on a
successful one.
Casting Time: 1 action The fire spreads around corners. It ignites flammable
Range: Touch objects in the area that aren’t being worn or carried.
Components: S At Higher Levels. When you cast this spell using a spell slot
Duration: Instantaneous of 2nd level or higher, the fire damage increases by 1d8 for
You send a burst of flames out from your hand. Make a each slot level above 1st. When you cast this spell using a
melee spell attack against the target. On a hit, the target takes spell slot of 3rd level or higher, the radius increases to 20
2d6 fire damage. A flammable object hit by this spell ignites if feet.
it isn’t being worn or carried. This spell’s damage increases
by 1d6 when you reach 5th level (3d6), 11th level (4d6), and Fire Whip
17th level (5d6). 1st-level evocation
Casting Time: 1 action
Flash Sweat Range: 20 feet
Transmutation cantrip Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Touch You create a whip made of flames that strikes at one
Components: V, S, M (a drop of water) creature of your choice that you can see within range. The
Duration: 8 hours target must succeed on a Strength saving throw or be pulled
You or a creature you touch become drenched in water up to 10 feet in a straight line toward you and take 2d8 fire
until the spell ends, gaining resistance to fire damage. damage.
At Higher Levels. When you cast this spell using a spell slot
1st-Level Spells of 2nd level or higher, the fire damage increases by 1d8 for
each slot level above 1st.
Fire Surge
1st-level ecovation Iron Flesh
Casting Time: 1 action 1st-level transmutation
Range: Self (15-foot line) Casting Time: 1 action
Components: V, S Range: Self
Duration: Concentration, up to 1 minute Components: V,S,M (a chunk of iron ore)
Duration: Concentration, up to 1 minute
Your skin turns to iron, granting you resistance to
bludgeoning, piercing, slashing and fire damage. You also
have disadvantage on Dexterity saving throws and your
movement speed is halved.
2nd-Level Spells Poison Mist
3rd-level conjuration
Black Flame
2nd-level evocation, dark Casting Time: 1 action
Range: 90 feet
Casting Time: 1 action Components: V,S,M (poisoned water)
Range: Touch Duration: Concentration, up to 1 minute
Components: V,S
Duration: Instantaneous You create a 20-foot-radius sphere of poisonous purple gas
centered on a point within range. The cloud spreads around
Heavy black flames that seem to sap away the light around corners, and its area is heavily obscured. The cloud lingers in
them lash out from your hand. Make a melee spell attack the air for the duration.
against the target. On a hit, the target takes 2d6 fire damage Each creature that is completely within the cloud at the
and 2d6 bludgeoning damage. start of its turn must make a Constitution saving throw
Whether you hit or miss, if the target is carrying a shield, against poison. On a failed save, the creature is poisoned and
the target must make a Strength saving throw. On a failed it immediately takes 3d4 poison damage. At the end of its
save, the target gains no bonus to AC from its shield until next turn, it also takes 1d4 poison damage.
after the start of its next turn. A moderate wind (at least 10 miles per hour) disperses the
At Higher Levels. When you cast this spell using a spell slot cloud after 4 rounds. A strong wind (at least 20 miles per
of 3rd level or higher, the spell deals an additional 1d6 hour) disperses it after 1 round.
bludgeoning damage for each slot level above 1st.
Power Within
Undead Rapport 3rd-level transmutation
2nd-level enchantment
Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 60 feet Components: V,S
Components: V Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 round
Summoning the fire in your heart, your body begins to burn
You offer comforting words and a warm flame to an undead with power. During this time, your Strength and Dexterity
creature you can see within range. The target must succeed increase by 4, up to a maximum of 24, your speed increases
on a Wisdom saving throw or become charmed and under by 10 feet, you have advantage on Dexterity saving throws,
your control on its next turn. The DM determines to what and you gain an additional action on each of your turns. That
extent the target obeys your command. The spell action can be used only to take the Attack (one weapon attack
automatically ends if you cast it again. only), Dash, Disengage, Hide, or Use an Object action. You
At Higher Levels. When you cast this spell using a spell slot may ignore one level of exhaustion until the spell ends.
of 3rd level or higher, the duration increases by 1 round for At the end of your turn, you take fire damage equal to your
each slot level above 2nd. On each of the target's additional level that ignores damage resistance and immunity.
turns, it may make another Wisdom saving throw to end the
spell. 4th-Level Spells
3rd-Level Spells Chaos Fire Whip
4th-level evocation, chaos
Acid Surge
3rd-level conjuration Casting Time: 1 action
Range: 20 feet
Casting Time: 1 action Components: V,S
Range: 90 feet Duration: Instantaneous
Components: V, S, M (poisoned water)
Duration: Concentration, up to 1 minute You create a whip made of churning lava and flames that
strikes at one creature of your choice that you can see within
You create a 20-foot-radius sphere of green, corrosive gas range. The target must succeed on a Strength saving throw
centered on a point within range. The cloud spreads around or be pulled up to 10 feet in a straight line toward you and
corners, and its area is heavily obscured. The cloud lingers in take 2d8 fire damage.
the air for the duration. Whether the target succeeds or fails, the 5-foot floor area
Each creature that is completely within the cloud at the originally occupied by the target and all 5-foot areas passed
start of its turn must make a Constitution saving throw through by the target as a result of this spell become covered
against acid. On a failed save, the creature's AC is in lava. The lava lasts until the start of your next turn and any
immediately reduced by 1 and it takes 3d4 acid damage. At creature that starts its turn in the lava takes 4d8 fire damage.
the end of its next turn, it also takes 1d4 acid damage. The lava damages objects in the area and ignites
A moderate wind (at least 10 miles per hour) disperses the flammable objects that aren’t being worn or carried.
cloud after 4 rounds. A strong wind (at least 20 miles per At Higher Levels. When you cast this spell using a spell slot
hour) disperses it after 1 round. of 5th level or higher, the lava lasts for an additional round for
each slot level above 4th.
5th-Level Spells A creature hit with this weapon must make a constitution
saving throw agaisnt your Save DC or be caught on fire.
Great Chaos Fire Orb Creatures caught on fire with a weapon imbued with this
5th-level evocation, chaos spell takes 1d6 fire damage at the beginning of its turn every
Casting Time: 1 action round until it spends an action to put out the fire.
Range: 60 feet Firestorm
Components: V, S 6th-level evocation
Duration: Instantaneous
You create a ball of churning lava and fire and hurl it at a Casting Time: 1 action
point within range. Each creature in a 20-foot-radius sphere Range: 20 feet
centered on that point must make a Dexterity saving throw. A Components: V, S
target takes 4d8 fire damage on a failed save. Duration: Instantaneous
Whether the target succeeds or fails, the floor below the Five pillars of scorching flame erupt from the ground at
20-foot-radius sphere becomes covered in lava. The lava lasts locations you choose within range. The pillars each occupy a
until the start of your next turn and any creature that starts its 5-foot square area and are 15 feet tall. Each creature standing
turn in the lava takes 4d8 fire damage. in a pillar must make a Dexterity saving throw. A target takes
The fire spreads around corners. It ignites flammable 7d8 fire damage on a failed save and is knocked prone, or
objects in the area that aren’t being worn or carried. half damage on a successful one and the target isn't knocked
The lava damages objects in the area and ignites prone.
flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create an additional pillar for each
of 6th level or higher, the lava lasts for an additional round for slot level above 6th.
each slot level above 5th.
7th-Level Spells
Profaned Flame
5th-level evocation Chaos Storm
7th-level evocation, chaos
Casting Time: 1 action
Range: 30 feet Casting Time: 1 action
Components: V, S Range: 20 feet
Duration: 1 round Components: V, S
Duration: Instantaneous
You cast a flame at a creature within range and imbue them
with the energy of the flames. Make a ranged attack on a Five pillars of churning lava and flames erupt from the
single creature, on a successful hit the creature becomes ground at locations you choose within range. The pillars each
alight with the pyromancy. At the beginning of your next turn occupy a 5-foot square area and are 15 feet tall. Each
that creature explodes with a violent roar of flames, dealing creature standing in a pillar must make a Dexterity saving
6d6 Fire damage to it. All creatures within a 10-foot-radius throw. A target takes 7d8 fire damage on a failed save and is
sphere must make a dexterity saving throw. On a failed save, knocked prone.
the creatures take 3d6 fire damage and half damage on a Whether the target succeeds or fails, each pillar covers the
success. floor it erupted from in lava. The lava lasts until the start of
At Higher Levels. When you cast this spell using a spell slot your next turn and any creature that starts its turn in the lava
of 6th level or higher, the spell deals an additional 2d6 fire takes 4d8 fire damage.
damage to the target and an additional 1d6 fire damage to The lava damages objects in the area and ignites
surrounding creatures for each spell slot above 5th. flammable objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot
6th-Level Spells of 8th level or higher, the lava lasts for an additional round for
each slot level above 7th.
Carthus Flame Arc
6th-level transmutation, chaos
Casting Time:: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You impue a weapon you touch with the chaos flame. Until
the spell ends, the weapon emits a bright light in a 40-foot
radius and dim light for an additional 40 feet. In addition,
weapon attacks made with it deal and extra 3d6 fire damage
on a hit. If the weapon isn't already a magic weapon, it
becomes one for the duration.
8th-Level Spells
Warmth
8th-level evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Concentration, up to 1 minute
Pulling from the natural chaos of the flame you conjure a
bead of soft orange warmth which levitates in your space. Any
creature that enters the spells 5-foot-radius sphere for the
first time in the round gains an instant 4d4 heal. Creatures
that end their turn in the sphere also gain an additional 4d4
heal. When a creature leaves the sphere they cannot benefit
from the healing until the start of their next turn.
Dark Bead
Sorceries 1st-level evocation, dark
Sorceries appear to be tied with the power of souls, these Casting Time: 1 action
spells are available to the Wizard, Sorcerer, Fighter and Range: Self (60-foot cone)
Rogue classes. They require an arcane focus. Components: V, S
Cantrips Duration: Instantaneous
Cast Light You create three small black beads that seem to sap away
Conjuration cantrip the light around them. Each bead targets a creature of your
choice that you can see within a 60-foot cone. More than one
Casting Time: 1 action bead can target the same creature. Make a ranged spell
Range: 30 feet attack against each target. On a hit, the target takes 1d6
Components: V, S bludgeoning damage.
Duration: 30 minutes At Higher Levels. When you cast this spell using a spell slot
You create a glowing orb of light that sheds bright light in a of 2nd level or higher, the spell creates one more bead for
20-foot radius and dim light for an additional 20 feet. As a each slot level above 1st.
bonus action on your turn, you can move the light up to 15
feet to a new spot within range. Fall Control
1st-level transmutation
Remedy Casting Time: 1 reaction, which you take when you or a
Abjuration cantrip creature within 60 feet of you falls
Casting Time: 1 action Range: 60 feet
Range: Touch Components: V, M (a small feather)
Components: V, S Duration: 1 minute
Duration: Instantaneous Choose a falling creature within range. If the falling
You touch a creature and cure it of being poisoned. creature lands before the spell ends, it takes no falling
damage, can land on its feet, makes no sound when it lands,
Repair and the spell ends for that creature.
Transmutation cantrip (ritual)
Hidden Body
Casting Time: 1 minute 1st-level illusion
Range: Touch
Components: V, S, M (a small titanite shard) Casting Time: 1 action
Duration: Instantaneous Range: Touch
Components: V, S, M (the tail of a crystal lizard)
This spell repairs a damaged weapon or shield. If a weapon Duration: Concentration, up to 1 minute
or shield has a penalty to damage rolls or AC, that penalty is
removed. You or a creature you touch become transparent until the
This spell can physically repair a magic weapon or shield, spell ends. Anything the target is wearing or carrying is also
but the spell can’t restore magic to such an object. transparent as long as it is on the target’s person. For the
duration, any creature has disadvantage on attack rolls
1st-Level Spells against you, you have advantage on attack rolls, and for the
purposes of hiding, you are lightly obscured. You can still be
Aural Decoy 1st-level illusion detected by any noise you make or tracks you leave.
Casting Time: 1 action The spell ends if you use the attack action or cast a spell.
Range: 30 feet Hidden Weapon
Components: S 1st-level illusion
Duration: 1 minute
Casting Time: 1 action
You create a sound of your choice within range that lasts Range: Touch
for the duration. The sound also ends if you dismiss it as an Components: V, S, M (the skull of a crystal lizard)
action or cast this spell again. Duration: Concentration, up to 1 minute
Creatures within 20 feet of the sound's source feel
compelled to move towards it. The creatureThe creature can A weapon you touch becomes invisible until the spell ends.
determine that the sound is an illusion with a successful You have advantage on melee attacks made with the weapon.
Intelligence (Investigation) check against your spell save DC. If you drop the weapon, the spell ends.
If a creature discerns the sound for what it is, they are no
longer compelled to move towards its source.
Homing Soulmass You summon a 20-foot-radius sphere of black fog centered
1st-level evocation on a point within range that seems to sap away the light
around it. The cloud spreads around corners, and its area is
Casting Time: 1 action heavily obscured. The cloud lingers in the air for the duration.
Range: 120 feet Each creature that is completely within the cloud at the
Components: V, S start of its turn must make a Constitution saving throw
Duration: Instantaneous against poison. On a failed save, the creature takes 2d6
You create a number of orbs of light equal to your poison damage.
spellcasting ability modifier. Each orb hits a creature of your A moderate wind (at least 10 miles per hour) disperses the
choice that you can see within range. An orb deals 1d4 force cloud after 4 rounds. A strong wind (at least 20 miles per
damage to its target. The orbs all strike simultaneously, and hour) disperses it after 1 round.
you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot Heavy Soul Arrow
of 2nd level or higher, the spell creates one more orb for each 2nd-level evocation
slot level above 1st. Casting Time: 1 action
Range: 120 feet
Soul Arrow Components: V, S
1st-level evocation Duration: Instantaneous
Casting Time: 1 action You create a heavy soul arrow and hurl it at a target that is
Range: 120 feet within range. Make a ranged spell attack against the target.
Components: V, S The target takes 4d6 force damage on a hit, and are knocked
Duration: Instantaneous prone.
You create a soul arrow and hurl it at a target that is within Whether you hit or miss, if the target is carrying a shield,
range. Make a ranged spell attack against the target. The the target must make a Strength saving throw. On a failed
target takes 4d6 force damage on a hit. save, the target gains no bonus to AC from its shield until
At Higher Levels. When you cast this spell using a spell slot after the start of its next turn.
of 2nd level or higher, the damage increases by 1d6 for each At Higher Levels. When you cast this spell using a spell slot
slot level above 1st. of 2nd level or higher, the damage increases by 1d6 for each
slot level above 1st.
2nd-Level Spells
Hush
Chameleon 2nd-level transmutation
2nd-level illusion Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: Self Components: V, S
Components: V, S, M Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 1 hour A creature you touch becomes completely silent. For the
You make yourself – including your clothing, armor, duration, the targeted creature and any object it is touching
weapons, and other belongings on your person – look like an make no sound of any kind, preventing them from casting
inanimate object until the spell ends or until you attack or spells with verbal components. Additionally, the target has
cast a spell. The object must be roughly the same size as you, advantage on Stealth checks, is deafened and is immune to
and cannot be an object that would seem out of place. thunder damage.
The changes wrought by this spell fail to hold up to
physical inspection. For example, if you use this spell to look Magic Shield
like a tall vase, objects placed in the vase would hit your head, 2nd-level transmutation
and anyone who reaches into the vase would feel your head Casting Time: 1 bonus action
and hair. Range: Touch
To see through the illusion, a creature can use its action to Components: V, S
inspect your appearance and must succeed on an Intelligence Duration: Concentration, up to 1 hour
(Investigation) check against your spell save DC. Additionally,
if a creature sees you moving, they do not need to make a You touch a non-magical shield. Until the spell ends, that
check to see through the illusion. shield becomes a magic shield with a +1 bonus to AC.
At Higher Levels. When you cast this spell using a spell slot
Dark Fog of 4th level or higher, the bonus increases to +2. When you
2nd-level conjuration, dark use a spell slot of 6th level or higher, the bonus increases to
Casting Time: 1 action +3.
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
Magic Weapon Dark Orb
2nd-level transmutation 3rd-level evocation, dark
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S Components: V, S, M (residue from a humanity sprite)
Duration: Concentration, up to 1 hour Duration: Instantaneous
You touch a non-magical weapon. Until the spell ends, that You create a black orb that seems to sap away the light
weapon becomes a magic weapon with a +1 bonus to attack around it. Make a ranged spell attack against the target. The
rolls and damage rolls. target takes 4d8 bludgeoning damage on a hit, or half as
At Higher Levels. When you cast this spell using a spell slot much damage on a miss. Whether you hit or miss, the target's
of 4th level or higher, the bonus increases to +2. When you movement speed is reduced by 10 feet until the end of its
use a spell slot of 6th level or higher, the bonus increases to next turn.
+3. At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d8 for each
Pursuers slot level above 3rd.
2nd-level conjuration, dark
Casting Time: 1 action Deep soul
Range: 120 feet 3rd-level evocation, dark
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 120 feet
You summon two black sprites that seem to sap away the Components: V, S, M (residue from a humanity sprite)
light around them. Each sprite hits a creature of your choice Duration: Instantaneous
that you can see within range. A sprite deals 1d6 + 1 Homing Crystal Soulmass
bludgeoning damage to its target. The sprites all strike 3rd-level evocation, crystal
simultaneously, and you can direct them to hit one creature Casting Time: 1 action
or several. If a target is hit by two or more sprites, its Range: 120 feet
movement speed is reduced by 10 feet until the end of its Components: V, S
next turn. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the spell summons one more sprite for You create a number of orbs of light equal to your
each slot level above 2nd. spellcasting ability modifier, each covered in shards of crystal.
Each orb hits a creature of your choice that you can see
3rd-Level Spells within range. An orb deals 1d8 force damage and 1d8
piercing damage to its target. The orbs all strike
Crystal Magic Weapon simultaneously, and you can direct them to hit one creature
3rd-level transmutation, crystal or several.
Casting Time: 1 action At Higher Levels. When you cast this spell using a spell slot
Range: Touch of 4th level or higher, the spell creates one more orb for each
Components: V, S slot level above 3rd.
Duration: Concentration, up to 1 hour
A non-magical weapon you touch becomes a magic 4th-Level Spells
weapon, and sprouts razor-sharp crystals. For the duration, Farron Flashsword
the weapon has a +1 bonus to attack rolls and damage rolls. 4th-level evocation
Additionally, the weapon deals an extra 1d8 force damage Casting Time: 1 bonus action
and 1d8 piercing damage when it hits. Range: Self
At Higher Levels. When you cast this spell using a spell slot Components: V, S
of 5th level or higher, the bonus increases to +2 and the extra Duration: Instantaneous
force and piercing damage each become 2d8. When you cast
it using a spell slot of 7th level or higher, the bonus increases Quickly striking out in front of you with a spectral blue
to +3 and the extra force and piercing damage each become longsword, you may choose up to three creatures adjacent to
becomes 3d8. you and one another. Each creature you pick must make a
dexterity saving throw, taking 2d8 slashing damage and 2d8
force damage on a failed save and half on a successful save.
As an action you make choose to make a second attack
with this blade without expending a spell slot.
At Higher Levels. When you cast this spell using a spell slot
of 5th level or higher, the damage increased by 1d8 slashing
and 1d8 force for each slot level above 4th.
Snap Freeze 6th-Level Spells
4th-level evocation
White Dragon Breath
Casting Time: 1 action 6th-level evocation, crystal
Range: Self (30-foot line)
Components: V, S, M (a handful of chilled water) Casting Time: 1 action
Duration: Instantaneous Range: Self (30-foot line)
Components: V, M (a crystal from Seath’s laboratory)
A blast of cold air erupts from your hands. Each creature in Duration: Instantaneous
a 30-foot line must make a Dexterity saving throw, A creature
takes 3d8 cold damage on a failed save, or half as much You emit the crystal breath of Seath the Scaleless. All
damage on a successful one. Those who failed the saving targets in a 30-foot line must make a Dexterity saving throw.
throw must then make a constitution saving throw. on a On a failed save, a target takes 2d10 force damage and 3d10
failure the creature loses half its movement as frost solidifies piercing damage and is petrified inside of a crystal, or half as
along the creatures body. much damage on a successful one and the target is not
At Higher Levels: When you cast this spell using a spell slot petrified.
of 5th level or higher, the damage increases by 1d8 for each A petrified target may make a Constitution saving throw at
slot level above 4th. the start of every turn to break free.
Additionally, crystals grow along the ground on all
Twisted Wall of Light unoccupied 5-foot-square areas affected by the spell. Each 5-
4th-level abjuration foot-square crystal has AC 5 and 15 hit points. Reducing a
crystal to 0 hit points destroys it. When a crystal is destroyed,
Casting Time: 1 reaction it explodes, dealing 1d10 force damage and 2d10 piercing
Range: Self damage to all creatures in a 5-foot radius.
Components: V, S
Duration: Instantaneous Soul Stream
When targetted by a magical spell you may spend your Soul Greatsword
reaction to produce a shining magical barrier force in front of
you. Make an make an ability check using your spellcasting 7th-Level Spells
ability. The DC equals 10 + the spell's level. On a success you Old Moonlight
take no damage and may make a ranged attack roll to Great Soul Dregs
determine whether the spell is deflected back at the caster.
On a failed check, you take half damage as the wall shatters 9th-Level spells
in front of you.
Crystal Soul Spear
5th-Level Spells 9th-level evocation, crystal
Frozen Weapon Casting Time: 1 action
5th-level transmutation Range: Self (80-foot line)
Components: V, S
Casting Time: 1 bonus action Duration: Instantaneous
Range: Touch You create a massive pale spear with razor-sharp crystals
Components: V, S protruding from it above you and magically propel it at a
Duration: Concentration, up to 1 hour target that you can see within range. All targets in an 80-foot
You imbue a weapon you touch with frost. Until the spell line must make a Dexterity saving throw. On a failed save, a
ends, the weapon freezes any open pool of still water within a target takes 10d10 force damage and 10d10 piercing damage
30-foot radius. In addition, weapon attacks made with it deal on a failed save, or half as much damage on a successful one.
an extra 2d8 cold damage on a hit. If the weapon isn’t already
a magic weapon, it becomes one for the duration.
Soul Spear
5th-level evocation
Casting Time: 1 action
Range: Self (80-foot line)
Components: V, S
Duration: Instantaneous
You create a massive pale spear above you and magically
propel it at a target that you can see within range. All targets
in an 80-foot line must make a Dexterity saving throw. On a
failed save, a target takes 3d10 force damage and 3d10
piercing damage, or half as much damage on a successful
one.
At Higher Levels. When you cast this spell using a spell slot
Miracles of 2nd level or higher, the healing increases by 1d4 for each
Miracles draw its power from reading tales of revelation. The slot level above 1st.
gods grant those who read such tales a glimpse of its power Sunlight Blade
as thanks. Knowing the ballads and the prayers of the ancient 1st-level transmutation
tales is the first step to understanding these powerful
miracles. The last step is having the faith to call upon the Casting Time: 1 bonus action
power of the gods themselves. Range: Touch
Miracles are available to the Cleric and Paladin classes, Components: V, S
optionally the DM may choose that some spells that are not Duration: Concentration, up to 1 hour
on the Cleric/Paladin spell list unless you are aligned with a You touch a non-magical weapon. Until the spell ends, that
particular God or Goddess. These include: weapon becomes a magic weapon that deals an extra 2d4
Gwyn, Lord of Sunlight - Lightning Spear and Sunlight lightning damage.
Spear At Higher Levels. When you cast this spell using a spell slot
Gwynevere, Princess of Sunlight - Bountiful Sunlight of 2nd level or higher, the damage increases by 1d4 for each
Dark Sun Gwyndolin - Darkmoon Blade level above 1st.
Velka, Goddess of Sin - Vow of Silence and Karmic Justice
Gravelord Nito - Gravelord Sword Dance 2nd-Level Spells
Miracles require a Talisman as an arcane focus. Emit Force
2nd-level evocation
Cantrips Casting Time: 1 action
Seek Guidance Range: Self (30-foot cone)
Divination cantrip Components: V, S
Duration: Instantaneous
Casting Time: 1 minute You release a burst of divine force from your body. Each
Range: 60 feet creature in a 30-foot cone must make a Strength saving
Components: V throw. On a failed save, a target is pushed back until they are
Duration: 1 hour 30 feet away from you, and are knocked prone. On a
You pray to your deity for guidance. Your deity leaves successful save, a target is pushed back 15 feet, or until it is
behind a message consisting of a simple phrase, for example, 30 feet away from you.
"Try jumping," hidden within range of the spell. The contents
of the message and how difficult it is to find are decided by Homeward
the DM. The message disappears when the spell ends. 2nd-level conjuration (ritual)
Casting Time: 1 action
1st-Level Spells Range: Self
Force Components: V, S
1st-level evocation Duration: Instantaneous
Casting Time: 1 action You pray to your deity to save you from danger. You teleport
Range: Self (20 feet) back to the last place that you spent a long rest.
Components: V, S At Higher Levels. When you cast this spell using a spell slot
Duration: Instantaneous of 4th level or higher, you can target one additional willing
creature that is within 5 feet.
You release a shockwave of divine force from your body.
Each creature within 20 feet must make a Strength saving Magic barrier
throw. On a failed save, a target is pushed back until they are 2nd-level abjuration
20 feet away from you, and are knocked prone. On a
successful save, a target is pushed back 10 feet, or until it is Casting Time: 1 action
20 feet away from you. Range: Touch
Components: V, S
Heal Duration: Concentration, up to 1 hour
1st-level evocation You touch a willing creature, and a protective magical force
Casting Time: 1 bonus action surrounds it until the spell ends. The target’s AC cannot be
Range: 60 feet less than 14 regardless of what kind of armor it is wearing,
Components: V and the target gains resistance to force damage.
Duration: Instantaneous
You or a creature of your choice that you can see within
range regains hit points equal to 1d4 + your spellcasting
ability modifier. This spell has no effect on constructs.
Tears of Denial 4th-Level Spells
2nd-level evocation
Replinishment
Casting Time: 1 action 4th-level evocation
Range: Touch
Components: V, S Casting Time: 1 action
Duration: 1 hour Range: Self
Components: V
You touch a creature and grant it one chance to endure Duration: Concentration, up to 1 minute
upon falling in battle. The first time the target would drop to
0 hit points as a result of taking damage, the target make a You regain hit points equal to 1d6 + your spellcasting
constitution saving throw with a DC of 5 + half the damage ability modifier at the end of each of your turns until this spell
taken. Spells which would kill the creature outright invoke a ends. This spell has no effect on constructs.
constitution saving throw with a DC of 10 + the spell level of
the cast spell. Vow of Silence
4th-level abjuration
Tranquil Walk of Peace Casting Time: 1 action
2nd-level abjuration Range: Self (15-foot-radius sphere)
Casting Time: 1 action Components: V, S, M (an effigy of Velka, witch-goddess of
Range: Self (10-foot-radius sphere) sin)
Components: V, S, M (a tiny bell) Duration: Concentration, up to 30 seconds
Duration: Concentration, up to 1 minute A 15-foot-radius sphere of dim purple light surrounds you.
Choose up to six creatures you can see within 10 feet of Until the spell ends, the sphere moves with you, centered on
you. Each target must succeed on a Wisdom saving throw or you.
be affected by the spell for the duration. An affected target The effects of all spells cast within the sphere are
can’t take reactions, have its movement speed halved, and suppressed. A slot expended to cast a suppressed spell is
can’t make more than one melee or ranged attack during its consumed. While a spell is suppressed, it doesn’t function, but
turn. In addition, the target can take either an action or a the time it spends suppressed counts against its duration. A
bonus action on its turn, not both. spell cast within the sphere remains suppressed even after
A creature affected by this spell makes another Wisdom the caster leaves the sphere, and a spell cast outside of the
saving throw at the end of its turn. On a successful save, the sphere is not suppressed even if the caster enters the sphere.
effect ends for it.
5th-Level Spells
3rd-Level Spells Darkmoon Blade
Lightning Spear 5th-level transmutation
3rd-level conjuration Casting Time: 1 bonus action
Casting Time: 1 action Range: Touch
Range: 60 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 hour
Duration: Instantaneous You touch a non-magical weapon. Until the spell ends, that
You create a spear in your empty hand out of pure light, weapon becomes a magic weapon with a bonus to attack rolls
crackling with divine lightning. You hurl the spear at a target and damage rolls equal to your spellcasting ability modifier.
within range. The target must make a Dexterity saving throw,
taking 3d6 radiant damage and 3d6 lightning damage on a Dead Again
failed save, or half as much damage on a successful one. 5th-level necromancy, dark
At Higher Levels. When you cast this spell using a spell slot Casting Time: 1 action
of 4th level or higher, the damage increases by 1d6 radiant Range: Self (15-foot-radius sphere)
damage for each slot level above 3rd. Components: V, S
Duration: 1 round
Bountiful Light Casting a prayer towards the heavens you choose up to 3
3rd-level evocation corpses within range, embedding the darkness within the
Casting Time: 1 action chosen corpses. Until the start of your next turn the necrotic
Range: 10 feet energy festers in the corpses. When a hostile creature moves
Components: V, S into or through an adjacent space as a chosen corpse they
Duration: Concentration, up to 1 minute and all other creatures in a 5-foot-radius sphere must make a
You release warm light from your body, healing every Dexterity saving throw against your spell save DC. On a
creature within range by 1d6 hit points per round. failled Save they take 2d8 necrotic damage, or half on a
At Higher Levels. When you cast this spell using a spell slot successful save. The activated corpse is then destroyed, at the
of 4th level or higher, you heal an additional 1 hit point per start of your next turn any corpses that haven't been activated
round. are triggered.
Gravelord Sword Dance 7th-Level Spells
5th-level conjuration Dark Blade
Casting Time: 1 action Dorhys' Gnawing
Range: 20 feet
Components: V, S 8th-Level Spells
Duration: Instantaneous
Wrath of the Gods
This spell, created by the first of the dead, Gravelord Nito,
was one of his many weapons used in his battle against the 9th-Level Spells
Ancient Dragons. You summon large swords that burst out of
the ground in a 20 foot radius around you. Each creature in Sunlight Spear
that area must make a Dexterity saving throw or take 6d6
slashing damage and 4d6 necrotic damage on a failed save.
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, the damage increases by 1d6 necrotic
damage.
Karmic Justice
5th-level abjuration
Casting Time: 1 bonus action
Range: Self (20 feet)
Components: V, S, M (an effigy of Velka, witch-goddess of
sin)
Duration: 1 hour
A protective magical force surrounds you, manifesting as a
dim purple light that covers you and your gear. You gain 10
temporary hit points for the duration. When these temporary
hit points reach 0, you release a shockwave of divine force
from your body. Each creature within 20 feet must make a
Strength saving throw. On a failed save, a target is pushed
back until they are 20 feet away from you, they are knocked
prone and take 4d12 force damage. On a successful save, a
target is pushed back 10 feet, or until they are 20 feet away
from you, and they take half damage.
At Higher Levels. When you cast this spell using a spell slot
of 6th level or higher, the thunder damage increases by 1d12
for each slot level above 5th.
Lightning Blade
Sacred Oath
6th-Level Spells
Dark Blade
Great Heal
Lightning Arrow
Lightning Stake

You might also like