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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.
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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.
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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.
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.
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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.
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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