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Dark Souls 5e Compendium

Dark Souls 5e Compendium


This document was written with the simplicity, and freedom that comes to mind when it
comes to 5th Edition, Dungeons & Dragons. With that said, the concept of certain things
are made to give the player freedom and are a guideline, the specifics will be kept intact
when it comes to most information. This is currently a Work in Progress!
I do not own any images shown in the document below!
I give my thanks to the Dark Souls wiki pages for images, information, and flavor text!

Dark Souls Fandom Wiki


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Fextralife Dark Souls 2 Wiki
Fextralife Dak Souls 3 Wiki
Cinders Mod Wiki

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Chapter 1: Weapons
Weapon Types
The weapons across the Souls series have always been
categorized into various weapon-types. The table below is
made with that in mind, and with the idea of 5e's weapon
styles together, giving a good broad showcase of what each
weapon-type is like. This allows the players to flavor up their
mundane weapons they find, or have the DM use these as a
template for making custom weapons.

Melee Weapon Types


Name Damage Weight Type Properties
Daggers 1d4 Piercing 1lbs Simple Melee Weapon Finesse, light, thrown (range 20/60) Crit (19-20)
Straight Swords 1d8 Slashing 3lbs Martial Melee Weapon Versatile (1d10)
Greatswords 2d6 Slashing 6lbs Martial Melee Weapon Heavy, two-handed
Ultra-Greatswords 2d8 Slashing 15lbs Martial Melee Weapon Heavy, two-handed, STR (16)
Curved Swords 1d6 Slashing 3lbs Martial Melee Weapon Finesse, light
Katanas 1d8 Slashing 3lbs Martial Melee Weapon Finesse
Curved Greatswords 2d6 Slashing 6lbs Martial Melee Weapon Finesse, two-handed
Piercing Swords 1d8 Piercing 1lbs Martial Melee Weapon Finesse
Axes 1d8 Slashing 4lbs Martial Melee Weapon Versatile (1d10)
Great Axes 1d12 Slashing 7lbs Martial Melee Weapon Heavy, two-handed
Hammers 1d6 Bludgeoning 4lbs Simple Melee Weapon Versatile (1d8)
Great Hammers 2d6 Bludgeoning 10lbs Martial Melee Weapon Heavy, two-handed
Fist Weapons 1d4 Bludgeoning 1lbs Simple Melee Weapon --
Claw Weapons 1d4 Slashing 2lbs Martial Melee Weapon Finesse
Spears 1d6 Piercing 3lbs Simple Melee Weapon Finesse, versatile (1d8), reach
Halberds 1d12 Slashing 6lbs Martial Melee Weapon Heavy, two-handed
Lances 1d10 Piercing 6lbs Martial Melee Weapon Reach, heavy, two-handed
Scythes 1d10 Slashing 5lbs Simple Melee Weapon Finesse, two-handed
Twin-Blades 2d4 Slashing 4lbs Martial Melee Weapon Finesse, two-handed
Whips 1d4 Slashing 3lbs Martial Melee Weapon Finesse, reach

Ranged Weapon Types


Name Damage Weight Type Properties
Shortbows 1d6 Piercing 2lbs Simple Ranged Weapon Ammunition (range 80/320), two-handed
Longbows 1d8 Piercing 2lbs Martial Ranged Weapon Ammunition (range 100/400), heavy, two-handed
Greatbows 2d6 Piercing 18lbs Martial Ranged Weapon Ammunition (range 80/320), heavy, two-handed, STR (16)
Light Crossbows 1d8 Piercing 5lbs Simple Ranged Weapon Ammunition (range 80/320), loading, two-handed
Heavy Crossbows 1d8 Piercing 18lbs Martial Ranged Weapon Ammunition (range 100/400), heavy, loading, two-handed

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Silver & Gold. While you are attuned to this weapon, with it
Weapons in your off-hand, as well as attuned to the Gold Tracer You can
A collection, examples of the specific and magical weapons of make one additional weapon attack with the pair of weapons.
Dark Souls. (This does not stack with Extra Attack features or similar
effects.)
Daggers
Small, but deadly. Simple small bladed weapons for those
lacking strength enough for a true sword. But that does not
mean their are lacking in their own right. Known for the
ability to stab in just the right place for extra lethality.

Shadow Dagger
Weapon (Dagger), Rare
"Dagger used by those who lurk in the shadows. Formed by
bending a sword into the shape of a dagger. In Mirrah, the
land of knights, there exists an order of shadow knights who
Corvian Greatknife carry out assassinations in the cover of darkness.
Weapon (Dagger), Uncommon Those who fled even the order of shadow knights had
"Dagger of the unwanted, those guided by heretical rejected all forms of honor, and resorted to unseemly
storytellers. A rather large dagger with a powerful attack, but mercenary work."
this transparent attempt to intimidate foes reveals much Enhanced Critical. When attacking with this dagger, you
about its owner's fears." score a critical hit on a roll of 18 or 20. Additionally, you roll
Large Make. This dagger does 1d6 damage, instead of 1d4. one extra damage die for this weapon when landing a critial
Although, it's increased size has made it heavy, lacking the hit.
Thrown property.

Aquamarine Dagger
Dark Silver Tracer
Weapon (Dagger), Rare (Requires Attunement)
Weapon (Dagger), Very Rare (Requires Attunement) "A dagger fitted with aquamarine crystal. Engraved with a
"A dark silver dagger used by the Lord's Blade Ciaran, of prayer in the old tongue to ward off incident. Perhaps it was a
Gwyn's Four Knights. The victim is first distracted by parting gift given to one sent off on great travels."
dazzling streaks of the Gold Tracer, then stung by the vicious Aquamarine Magic. This dagger does an additional 2d4 of
poison of this dagger." force damage, as blue magic extends the blade with each
Viscious Poison. This weapon deals an additional 2d10 attack. Additionally, you can use your INT modifier instead of
poison damage. The poison damage from this weapon STR or DEX when calculating the attack roll and weapon
ignores resistance. When you attack a creature using this damage.
weapon, That creature must succeed on a DC 16
Constitution saving throw or become poisoned for 1 minute.

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Straightswords
The iconic weapon of a hero, adventurer, or knight. Longer
than a dagger but not big enough to be considered a
greatsword. The ideal weapon for the 'Sword' & Board' kind
of person.

Anri's Straight Sword


Weapon (Straightsword), Very Rare (Requires Attunement)
"Sword precious to Anri, another Unkindled. The dullest type
of blade found in the ruined land of Astora. Only, it was once
the sword of an earnest noble figure, and its attacks are
boosted by that elusive, essential property unique to humans:
Sunlight Straight Sword luck."
Weapon (Straightsword), Rare Healing Bless. While attuned to this weapon, every round
"Straight sword imbued with the strength of lightning. This you regain 1d4 hit points.
featureless long sword contains the very power of the sun. Lucky Blade. This sword has 1 luck point. Whenever you
Perhaps is a relic of one-sided adoration." make an attack roll, an ability check, or a saving throw, you
Grossly Incandescent. This sword does an additional 1d6 can spend that luck point to roll an additional d20. You can
radiant damage. choose to spend this luck point after you roll the die, but
Oath of Sunlight. This sword has 3 charges. You may before the outcome is determined. You choose which of the
expend one charge to cast the spell Bless. All expended d20s is used for the attack roll, ability check, or saving throw.
charges return at dawn. You regain your expended luck point when you finish a long
rest.

Lothric Straight Sword


Weapon (Straightsword), Uncommon Irithyll Straight Sword
"A well-crafted straight sword designed for thrusting attacks, Weapon (Straightsword), Uncommon
wielded by the venerable Knights of Lothric. The Knights of "Straight sword bestowed upon the Outrider Knights of the
Lothric, with their drakes, once crushed anything that Boreal Valley. This weapon is enshrouded in frost, and
threatened their shores. Of course, that was a long, long time causes frostbite. Every Outrider Knight one day devolves into
ago." a beast, constantly hounded by Pontiff Sulyvahn's black eyes."
Critical Strike. When attacking with this sword, you score a Frostbite. This weapon does an additional 1d6 cold
critical hit on a roll of 19 or 20. damage. When you attack a creature using this weapon, That
creature must succeed on a DC 16 Constitution saving throw
or have their speed reduced by 10 feet until thier next turn.

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Greatswords

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Chapter 2: Armor
--

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Chapter 3: Rings
Rings
Baubles and Trinkets foun from location, to person. Each one
magical in nature, granting a small boon to it's wearer. Their
rarity set by how one of a kind each one is in the Dark Souls
series, one person not needing more than two at the most.

Ring of Steel Protection


Item (Ring), Rare (Requires Attunement)
Ring of the Knight King of ancient legend. Your AC
becomes increased by +2 while attuned to this ring.
The Knight King was said to be lined with steel on the
inside, such that even the talons of mighty dragons did him
little harm.
Blue Tearstone Ring
Item (Ring), Rare (Requires Attunement)
A ring set with a large rare tearstone jewel. When your hit
points drop below half you gain resistance to bludgeoning,
piercing, and slashing damage. These resistances fade when
returning above half your hitpoints.
This stone is said to be a tear of sorrow of the goddess
Caitha, and of course, tears are always more beautiful near
death.

Sage Ring
Item (Ring), Rare (Requires Attunement)
A ring given to Farron's Undead Legion by one of the
preacher twins, known more commonly as the Crystal Sages.
While attuned to this ring, you may change the casting time
of a spell into a bonus action, as long as it's casting time is no
longer than 1 minute.
Once you use this ability you cannot do so again until you
Red Tearstone Ring finish a long rest.
The sorcerers of Farron's Abyss Watchers were known to
Item (Ring), Rare (Requires Attunement) be lonesome warriors who would only rely upon more
A ring set with a large rare tearstone jewel. When your hit pragmatic spells.
points drop below half you gain a +2 to all attack rolls, and
damage roll of your weapons and spells. These bonuses fade
when returning above half your hit points.
This stone is said to be a tear of sorrow of the goddess
Caitha, and of course, tears are always more beautiful near
death.

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Ring of Favor Life Ring
Item (Ring), Rare (Requires Attunement) Item (Ring), Rare (Requires Attunement)
True to the fickle nature of Fina's favor, her ring increases Ring set with a small red jewel. Your Constitution score is
your Constitution score by 2 to a maximum of 22. You count 19 while you wear this ring. It has no effect on you if your
as one size larger when determining your carrying capacity Constitution score is already 19 or higher without it.
and the weight you can push, drag, or lift.
A ring symbolizing the favor of the Goddess Fina, whose
"fateful beauty" is mentioned in legend.

Lingering Dragoncrest Ring


Item (Ring), Rare (Requires Attunement)
A special ring given to those who are deemed fit to
undertake the journey of discovery in Vinheim, home of
sorcery.
When casting a spell with concentration lasting for 1
minute, you can increase the duration upto 10 minutes. Once
you use this ability you cannot do so again until finishing a
short or long rest.
Apropos to the Dragon School, the seal depicts an
everlasting dragon. A lingering dragon symbolizes the true
nature of the consummate sorcerer.

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Chapter 4: Items
--

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Chapter 5: Sorcery, Miracles, &
Pyromancy
Magic & Classes
Below is the various Sorcery, Miracle, and Pyromancy spells
among the series, some have been removed due to being too
similar to one another. Also below is a small list showing
which classes have access to what type of magic.

Class Magic Type


Bard Sorcery, Miracles
Cleric Miracles
Druid Pyromancy
Paladin Miracles
Ranger Pyromancy
Sorcerer Sorcery, Pyromancy
Wizard Sorcery, Pyromancy

Sorcerery

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Miracles

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Pyromancy

Fireball
Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
A flame appears in your hand, you can hurl the flame at a
creature within range of you. Make a ranged spell attack. On
a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).

Fire Orb
3rd level evocation
Casting Time: Casting Time
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
You create a grand orb of flame in your hand, before hurling it
in a direction within range. Each creature in a 10-foot-radius
sphere centered on that point must make a Dexterity saving
throw. A target takes 8d6 fire damage on a failed save, or half
as much damage on a successful one.
The fire spreads around corners. It ignites flammable
objects in the area that aren't being worn or carried.

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