Professional Documents
Culture Documents
YOU DIED
Credits
Additional Writing
Alex Delaney
Development Editing
Alan Bahr
Editing
Emil Andersen
Ead Brown
Gabe Hicks
Sherwin Matthews
Elise Rezendes
Playtesting
The Thursday Night Gamers
Saving Throws 89
Souls, Experience and Levelling Up 90
Adventuring 92
Chapter I - Character Generation Special Types of Movement 94
Environment 95
4 Objects 96
Introduction 15 Resting, Death and Respawning 98
Character Generation Process 16 Conditions 100
Something's Different Here... 17 Poison 102
The Unkindled 18 Madness 103
Character Concept 19 Traps 106
Backstory, Memory and Drives 20 Combat 111
Backstories 22 Creature Size 115
Memories 23 Actions in Combat 117
Drives 24 Cover 123
Using Your Backstory, Memory, and Drives 25 Bloodied Conditions 124
Damage Type 125
Origins 26 Mounted Combat 127
- The Brute 28 Underwater Combat 127
- The Fencer 28
- Jack of all Trades 29
- Caster 29
Classes 30
- Knight 32 Chapter III - Magic & Miracles
- Mercenary 36
- Assassin 40 Introduction 129
- Warrior 44 Acquiring Spells 130
- Thief 48 Cost 131
- Herald 52 Range 132
- Cleric 56
- Sorcerer 60 Pyromancer Spells 134
- Pyromancer 64 Sorceries 138
- The Deprived 68 Miracles 143
Introduction 237
Running a DARK SOULS Game 238 Download a free DARK SOULS: The Roleplaying Game
Difficulty Levels 239 character sheet from our website: www.steamforged.com
Lore and Canon 240
Plot and Goals 242
Building Adventures 244
Locations 246
Themes 248
Encounters 250
Bosses 252 For Greg Stafford, and Hidetaka Miyazaki -
NPCs 254 in thanks for giving us whole worlds to play in.
Campaigns 258
Bonfires and Estus Refills 261 Thanks to all who offered feedback and
Equipment: Finding it, Winning it, and Buying it 262 helped make this game better. Your patience
Optional Rules: Summoning 264 and assistance was invaluable.
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...
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.
Game Master (GM): So, you’re approaching a series Carli: I fire my bow!
of gnarled, misshapen trees that cast strange shadows
on the ground. Ahead, there is a flickering light. What GM: Okay, make me an attack roll.
are you doing?
Carli (rolling a d20): 5. Plus 2. For a total of 7. That’s
Hidetaka: I ready my sword, holding it in two hands not going to hit, is it?
and stowing my shield on my back. Then I slowly creep
towards the light. GM: I’m afraid not. But the thrum of the bow string
and the thunk of the arrow striking a tree nearby has
Carli: I follow, my bow at the ready. attracted the Hollows’ attention. They turn toward you,
dead eyes gleaming red.
GM: Excellent. The light, through the trees, merely
accentuates the sinister shadows creeping around you. Hidetaka: I heft my sword and charge!
Suddenly you are confronted by a clearing, in which
three Hollows stumble around the fire.
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!
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.
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.
10
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.
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!
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.
11
Character Generation — Rules for creating your own unkindled character, ready
I to enter the heart of Lothric and undertake the most dangerous of expeditions.
Core Rules — How do you play the game? This chapter shows you, taking you through
II the rules and how your character interacts with the world—and how to survive it!
Magic — The secrets of sorcery are contained herein! The spells for the Sorcerer,
III Cleric, and Pyromancer class are found here, along with rules for how magic works
in DARK SOULS: The Roleplaying Game.
Kindling the Flame — This chapter is for the GM. It’s a guide on building authentic
V 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.
VI Reveal the sinister remains of this once great kingdom like never before!
Monsters & Antagonists — Creatures dwell in the shadows, foul beasts await you,
VII and the living dead pursue you endlessly. This chapter is filled with statistics for these
foul creatures, and much more.
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.
1
Decide on a concept
for your character
2
Choose/Randomly determine your
Memory, Backstory, and Drive
16
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!
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 17
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.
The
Unkindled
You were dead. Long consigned to the grave. This section helps you begin to conceive
And now… now you’re not. You don’t know your character, to create someone perfectly
how or why. But you’ve been raised from the suited both to the world of DARK SOULS:
dead. This is far from unique. The kingdom The Roleplaying Game, and to the ideas you
of Lothric, and beyond, is swarming with the have in your head. First off, we’ll discuss
18 mindless, rapacious undead. You’re different, constructing a clear character concept, and
though. You possess a sense of self, a mind. then we’ll begin to flesh this out a little more.
You know who you are, what you are. There’s One way is to choose your own backstory; the
little memory, perhaps, but you recollect parts other is to determine the memories you retain
of your past life. You know what you once were, from your past lives—both are invaluable
if not who. And there’s one more thing; you methods of making your DARK SOULS
don’t seem to be able to die a second time. Go character that little bit more your own. The last,
ahead, try… and perhaps most important step, in creating
a character concept is your character’s drive.
You just awaken, once again, next to a bonfire. Why do they continue to drag themselves up
The essence of life sparked once more in your each time they die? What is it that forces them
chest. Weary, bone-weary, you drag yourself onwards, against the hordes of the undead, the
to your feet and prepare to begin again. But cruel talons of the demons? What do they seek,
why? What has made you as you are? What what’s their quest? We’ll know, soon enough.
forces you, time and time again, raise yourself
up from beside these burning cinders, and heft
Character
Concept
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.
20
T hose who do live in the world, as opposed
to unlive, sometimes find themselves
chosen, or driven by their own inner desires,
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
to travel beyond the settlements of their birth, might have been taken by the insinuating grip
to venture into the landscape and to find of the grave. Or perhaps you recall everything
adventure. The same is true of you, the dead, that was your life before you awoke. It is rare,
the Unkindled. Sometimes, upon awakening, but it is possible. What kind of person were
you recognise that you have changed. Not in you before the Curse claimed you? Were you
the slow, corrosive way you are always semi- a devoted family man or a ruthless butcher? A
conscious of, but in some other sense... you have kind, caring woman with many friends or the
been called by powers greater and stranger than dead-eyed executor of contracts taken out on
yourself. For some who awake, their quest is to those who angered the wealthy? What do the
either prolong the Age of Fire or end it. Others living who once knew you say upon seeing your
pursue other goals, more cryptic requirements face, now withering, but still, unmistakeably,
which the gods and those other beings of great you? And do you even know them at all?
power inhabiting this cruel and blighted world
place upon them. You have had such a geas laid All of these questions can be answered in play
upon you. Your only choice is to follow it. It is but determining a few elements ahead of time
the nature of such things. 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.
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.
You sought to become a great lord of Lothric, by any You lived by your wits, a gambler, a drunkard, a sot. None
1 means. You failed. 11 liked you, but you didn’t care.
You’re a lowly murderer, hanged in ages past and Physicians cure the sick, bring life to the dying. You
2 forgotten about. 12 sought to heal, but what purpose your craft in this world
where undeath touches everything?
You were a poet, writing the tales of knights and damsels, You raised a family, tilled the fields, cultivated crops.
3 singing them to court. 13 Until the darkness came.
22
A thief. Nothing more, and nothing less. You stole the There’s always been a need for graves. You dug them,
4 earnings of any you could. 14 hauled the corpses to them, and filled them in again.
A great warrior. You were beloved by many for your deeds. You were a bandit; hiding in the hills and raiding villages
5 And loathed by many more. 15 when you got the chance.
You were a sage, constantly trying to unpick the hidden An apprentice to a sorcerer—you sought the mysteries of
6 history of the Lords of Cinder. You didn’t get very far. 16 the beyond, in books and teachings. Maybe you found them.
All the ancient knights of Lothric needed squires. You An alchemist was what they called you. All you cared
7 were one, tending to their weapons and armour, waiting 17 for was the perfect combination of substances, achieving
your chance to become a knight yourself. the ideal effect.
Dungeons need warders, keeping their prisoners safely You preached the message to the faithful; gathering your
8 incarcerated, no matter what their sin might be. You
were keeper of the keys.
18 flock, and reassuring them of salvation. Did you believe
any of it?
A killer for hire is an ugly name, for an ugly job. But it You were a brutal master, working your servants to death.
9 was your ugly job, and you were good at it. 19 Can you ever be redeemed?
You were an archivist, preserving the fragments of ancient A knight. You’re certain. One of those who rode steeds and
10 wisdom that survived the ages. If only you could recall any of it. 20 sought quests to prove your virtue. Definitely. That was you.
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.
A man stands over you with a bloody knife, laughing. The screams and chaos of a bandit raid, running, arrows
1 Laughing and laughing. 11 flickering past you…
The scent of earth in your nose, as it fell onto your face. Horses’ hooves, trampling down on you, imperiously.
2 Were you buried alive? 12
The grasping, clawing hands of hollows everywhere. The beating of wings, and the sudden darkening of the sky.
3 13
23
The roar of something… something vast… behind you. Applause. A crowd, gathered to watch you die, and were
4 14 pleased as you did.
A roaring explosion, sudden blazing heat, spray of stone, Touching that treasure chest.
5 and then darkness. 15
The feel of foetid breath on your neck. The roughness of a rope around your neck, the stifling
6 16 interior of a hemp sack over your head, the feeling of
nothing beneath your feet for a moment.
Watching as the rock beneath your hands suddenly gave way Someone shouting in your face, and a punch. No worse
7 17 than you’d received before but this time…
Joyful smiles on the faces of people you love, becoming A thud. A second thud. No pain. Not initially. And then
8 rictuses of agony. 18 you glanced down to see arrows, protruding from your chest.
How hard breathing had become. How you weren’t sure You knew you shouldn’t have read those words aloud.
9 where your neck ended, and your body began. 19
A flame blossoming into life somewhere ahead of you, A pain in your chest. Searing, your left arm aching and useless.
10 flickering in the dark. 20
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 ever-
encroaching 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!
To become a Lord of Cinder – no matter the cost to To correct the mistakes of the Cinder Lords.
1 you, or the world. 11
To return the sun to this stygian world. To finally erase the mark of the Unkindled from your
2 12 flesh.
To know everything. Everything. No matter how obscure. To save the world. Whatever is left of it.
3 13
24
To become the sorcerer you know you should be. To become the greatest warrior ever known.
4 Powerful beyond compare. 14
Simply to die. Finally, completely. To see Lothric, once again, filled with life.
5 15
To restore the first flame to life. To rediscover yourself. Whoever you were, you want
6 16 to know.
To destroy all who would stand before you, no matter To one day, return home, to see the place of your birth
7 who or what they might be. 17 one last time.
To bring the faith of the gods to the sheltered and lost. To discover the lost tome, containing the true history
8 18 of the world.
To consign the undead, including yourself, once more To heal this blasted world, and make it anew.
9 to the grave. 19
To extinguish the first flame forever. To achieve redemption; you know the darkness in
10 20 your past lives. Perhaps you can cleanse yourself.
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 25
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.
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.
Origins
T 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
26 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.
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).
Taking damage; you can protect your party, Dealing damage; you’re talented with multiple weapons,
drawing the enemy’s ire. and you’re a formidable opponent.
Dealing out pain; you’re strong and deadly. Keeping out of harm’s way; you’re swift, and able
With the right weapon, you’re unstoppable. to dodge even the most accurate of blows.
You make an excellent Knight, Mercenary, or Warrior. You make an excellent Assassin, Thief, and Herald.
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 Position at Higher Levels: 1d8 (or 5) + your Constitution
Modifier + Brute level after 1st Modifier + Fencer level after 1st
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 10 14 10 12 13 12 15 14 13 10 10
(+2) (+0) (+2) (+0) (+1) (+1) (+1) (+2) (+2) (+1) (+0) (+0)
Jack of all Trades are good at: Casters are good at:
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 Position at Higher Levels: 1d6 (or 4) + your Constitution
Modifier + Jack of all Trades Modifier + Caster level after 1st
level after 1st
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 13 12 12 13 12 10 12 10 14 13 15
(+1) (+1) (+1) (+1) (+1) (+1) (+0) (+1) (+0) (+2) (+1) (+2)
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
In the following section are listed the core ten classes you can choose
as part of your character creation.
Knight A resolute warrior, Strength Strength & Constitution All armour, shields
well-armoured and devoted & weapons, as long as
to their cause. prerequisites met
Mercenary A canny, cunning warrior Dexterity Strength & Dexterity All armour, shields
who uses two swords to cut & weapons, as long as
down enemies. prerequisites met
Assassin A killer from the shadows, Dexterity Strength & Dexterity All armour, shields
appearing when least & weapons, as long as
expected to finish their enemy. prerequisites met
Warrior A brutal, indomitable Strength Strength & Constitution All armour, shields
northern fighter, driven to & weapons, as long as
berserk fury. prerequisites met
Thief A master of the bow, and Dexterity Dexterity & Intelligence All armour, shields
a purloiner of objects that & weapons, as long as
don’t belong to them. prerequisites met
Herald A stout warrior, determined Strength & Charisma Wisdom & Charisma All armour, shields
to protect themselves and & weapons, as long as
their friends, and a wielder prerequisites met
of miracles. 31
Cleric A faithful follower of the Wisdom Wisdom & Charisma All armour, shields
gods, and a channel for their & weapons, as long as
divine power on earth. prerequisites met
Sorcerer A learned scholar, whose Intelligence Intelligence & Wisdom All armour, shields
power is derived from years & weapons, as long as
of studying magical tomes. prerequisites met
Pyromancer A wielder of magical fire, Charisma Constitution & Charisma All armour, shields
and not too shabby with an & weapons, as long as
axe, either. prerequisites met
The Deprived An unfortunate soul, or One of your choice Two of your choice All armour, shields
an idiot. No one is entirely & weapons, as long as
sure which. 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.
2 +2 Action Surge
3 +2 Unbreakable
5 +3 Extra Attacks
6 +3 Cursed Memory
7 +3 Remorseless
10 +4 Riposte
32
11 +4 Extra Attacks
12 +4 Grim Reputation
13 +5 Blessing of Oblivion
14 +5 Improved Critical
15 +5 Improved Unbreakable
33
Proficiencies Equipment
Armour: All armour and shields as You start with the following equipment:
long as prerequisites met.
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.
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
34 you to strike from.
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.
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).
2 +2 Fighting Style
3 +2 Blooded
5 +3 Extra Attacks
6 +3 Flurry of Blades
9 +4 Extra Attacks
10 +4 Multiattack Defence
36
11 +4 Spinning Slaughter
13 +5 Extra Attacks
14 +5 Uncanny Dodge
37
Proficiencies Equipment
Armour: All armour and shields as You start with the following equipment:
long as prerequisites met.
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.
38
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 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.
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 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.
3 +2 2d6 Assassinate
7 +3 4d6 Evasion
the thrust of the blade, the silence of the dead, and the
welcoming embrace of the darkness as you sneak away. 17 +6 9d6 Improved Plunging Attack
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.
18 +6 9d6 Elusive
Part of you loathes such closeness to the creeping shadow.
Part of you covets it. Knowing it makes you ever more deadly.
41
Proficiencies Equipment
Armour: All armour and shields as You start with the following equipment:
long as prerequisites met.
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
42 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.
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.
3 +2 3 Unstoppable
5 +3 3 Extra Attacks
6 +3 4 Touch of Death
7 +3 4 Northern Might
9 +4 4 Brutal Critical
10 +4 4 Grim Sentinel
44
11 +4 4 Extra Attacks
13 +5 5 Protector
19 +6 6 Guard Breaker
20 +6 7 Blood Feud
45
Proficiencies Equipment
Armour: All armour and shields as You start with the following equipment:
long as prerequisites met.
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.
46
Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the
following options.
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.
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.
47
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.
2 +2 1d6 Expertise
9 +4 5d6 Evasion
11 +4 6d6 Volley
49
Proficiencies Equipment
Armour: All armour and shields as You start with the following equipment:
long as prerequisites met.
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
50 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.
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.
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.
51
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.
2 +2 - Shield Bash
5 +3 1 Holy Smite
6 +3 2 -
9 +4 3 Shield Wall
11 +4 3 -
13 +5 4 Extra Attacks
14 +5 4 Warrior’s Heart
15 +5 5 -
53
Proficiencies Equipment
Armour: All armour and shields as You start with the following equipment:
long as prerequisites met.
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
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
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.
55
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.
2 +2 3 Life Giver
3 +2 4 Connection of Darkness
5 +3 5 -
6 +3 5 Blessed Healer
9 +4 7 Death Cheated
10 +4 7 Demon Bane
56
11 +4 8 -
14 +5 9 Divine Endurance
15 +5 10 -
20 +6 12 Holy Protection
57
Proficiencies Equipment
Armour: All armour and shields as You start with the following equipment:
long as prerequisites met.
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.
58
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.
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.
59
3 +2 4 -
5 +3 5 Fast Cast
6 +3 5 -
7 +3 6 Potent Strike
9 +4 7 -
11 +4 8 Restoration
14 +5 9 -
15 +5 10 Grim Cognisance
20 +6 12 Improved Restoration
61
Proficiencies Equipment
Armour: All armour and shields as You start with the following equipment:
long as prerequisites met.
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.
62
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.
2 +2 3 Flame Guard
3 +2 4 -
6 +3 5 -
7 +3 6 Fast Cast
9 +4 7 -
10 +4 7 Fire’s Spread
64
11 +4 8 Bloody Strike
13 +5 9 -
15 +5 10 Extra Attacks
65
Proficiencies Equipment
Armour: All armour and shields as You start with the following equipment:
long as prerequisites met.
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.
66 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.
6 +3 2 -
9 +4 4 -
11 +4 5 -
13 +5 6 -
15 +5 7 Extra Attacks
Proficiencies Equipment
Armour: All armour and shields as long as You start with the
prerequisites met. following equipment:
Weapons: All weapons, as long as prerequisites met
Saving Throws: Choose two from Strength, Dexterity,
An Estus Flask (page 154)
Constitution, Intelligence, Wisdom,
Club (page 208)
Charisma
Plank Shield (page 177)
69
Skills: Choose two skills from Acrobatics,
Animal Handling, Athletics, Arcana,
History, Insight, Intimidation,
Investigation, Medicine, Nature,
Perception, Performance, Religion,
Sleight of Hand, Stealth and Survival
Ability Score 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.
Increase As normal, you can’t increase an ability score above 20 using this feature.
Magic 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
Catalyst (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.
71
Using
Ability Scores
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.
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.
73
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.
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.
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.
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.
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.
Very Easy 5 75
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.
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
instead of comparing the total to a DC, they
compare the totals of their two checks. The
participant with the higher check total wins
same thing and only one can succeed, such as the contest. That character or monster either
attempting to snatch up a magic ring that has succeeds at the action or prevents the other one
fallen on the floor. This situation also applies from succeeding.
when one of them is trying to prevent the other
one from accomplishing a goal—for example, If the contest results in a tie, the situation
when a monster tries to force open a door that remains the same as it was before the contest.
an adventurer is holding closed. In situations Thus, one contestant might win the contest
like these, the outcome is determined by a by default. If two characters tie in a contest to
special form of ability check, called a contest. snatch a ring off the floor, neither character
grabs it. In a contest between a monster trying
Both participants in a contest make ability to open a door and an adventurer trying to
checks appropriate to their efforts. They apply keep the door closed, a tie means that the door
all appropriate bonuses and penalties, but remains shut.
76
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.
77
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.
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.
78
Passive Checks
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
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.
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.
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:
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.
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.
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).
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.
80
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.
BUT
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.
82
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.
Strength
Strength measures bodily power, athletic training, and the extent
to which you can exert raw physical force.
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
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
in certain kinds of Strength checks. attacks in hand-to-hand combat, and some of them can be thrown
to make a ranged attack.
Athletics. Your Strength (Athletics) check covers difficult situations
you encounter while climbing, jumping, or swimming. Examples
include the following activities: Lifting and Carrying
• 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. Y our Strength score determines the amount of weight you can bear.
The following terms define what you can lift or carry.
• You try to jump an unusually long distance or pull off a stunt midjump. Carrying Capacity: your carrying capacity is your Strength score
multiplied by 15. This is the weight (in pounds) that you can carry,
• You struggle to swim or stay afloat in treacherous currents, storm- which is high enough that most characters don't usually have to
tossed waves, or areas of thick seaweed. Or another creature tries worry about it. Note, this refers to what you can actively pick up and
to push or pull you underwater or otherwise interfere with your carry - as you might lift a huge tottering pile of books. The amount
85
swimming. of equipment you can carry is dealt with in the Equipment section,
starting on page 149.
Other Strength Checks. The GM might also call for a Strength
check when you try to accomplish tasks like the following: Weapon and Armour Selection: most weapons and armour you’ll
encounter as you journey through Lothric possess a minimum
• Forcing open a stuck, locked, or barred door strength value. This is the lowest your strength can be to effectively
• Breaking free of the shackles attached to your legs by asylum guards wield or wear them.
• Pushing through a too-small tunnel
• Hanging on to a dragon's tail, as it seeks to throw you loose Push, Drag, or Lift: you can push, drag, or lift a weight in pounds
• Tipping over a statue up to twice your carrying capacity (or 30 times your Strength score).
• Keeping a boulder from crashing into your comrades 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.
Dexterity
Dexterity measures agility, reflexes, and balance.
Attack Rolls and Damage 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",
attack roll and your damage roll when attacking with a melee weapon
that has the finesse property, such as a dagger or a rapier.
Constitution Intelligence
Constitution measures health, stamina, and vital force. Intelligence measures mental acuity, accuracy of recall,
and the ability to reason.
Spellcasting Ability
Wisdom Charisma
Wisdom reflects how attuned you are to the world around you and Charisma measures your ability to interact effectively with others.
represents perceptiveness and intuition. It includes such factors as confidence and eloquence, and it can
represent a charming or commanding personality.
Animal Handling. When there is any question whether you can Deception. Your Charisma (Deception) check determines whether
calm down a domesticated animal, keep a mount from getting you can convincingly hide the truth, either verbally or through your
spooked, or intuit an animal's intentions, the GM might call for actions. This deception can encompass everything from misleading
a Wisdom (Animal Handling) check. You also make a Wisdom others through ambiguity to telling outright lies. Typical situations
(Animal Handling) check to control your mount when you attempt include trying to fast-talk a guard, con a merchant, earn money
a risky manoeuvre. through gambling, pass yourself off in a disguise, dull someone's
suspicions with false assurances, or maintain a straight face while
Insight. Your Wisdom (Insight) check decides whether you can telling a blatant lie.
determine the true intentions of a creature, such as when searching
out a lie or predicting someone's next move. Doing so involves gleaning Intimidation. When you attempt to influence someone through
clues from body language, speech habits, and changes in mannerisms. overt threats, hostile actions, and physical violence, the GM might
ask you to make a Charisma (Intimidation) check. Examples include
88
Medicine. A Wisdom (Medicine) check lets you try to stabilize a trying to pry information out of a prisoner, convincing a lost knight
dying companion or diagnose an illness. 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
Perception. Your Wisdom (Perception) check lets you spot, hear, or edge of an axe.
otherwise detect the presence of something. It measures your general
awareness of your surroundings and the keenness of your senses. For Performance. Your Charisma (Performance) check determines
example, you might try to hear a conversation through a closed door, how well you can delight an audience with music, dance, acting,
eavesdrop under an open window, or hear monsters moving stealthily storytelling, or some other form of entertainment.
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 Persuasion. When you attempt to influence someone or a group of
from nowhere to prevent you escaping an asylum. people with tact, social graces, or good nature, the GM might ask you
to make a Charisma (Persuasion) check. Typically, you use persuasion
Survival. The GM might ask you to make a Wisdom (Survival) when acting in good faith, to foster friendships, make cordial requests,
check to follow tracks, hunt wild game, guide your group through or exhibit proper etiquette. Examples of persuading others include
frozen wastelands, identify signs that owlbears live nearby, predict convincing a crowd of Corvians to let their prisoner go, uneaten.
the weather, or avoid quicksand and other natural hazards.
Other Charisma Checks. The GM might call for a Charisma check
Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:
when you try to accomplish tasks like the following:
• Finding the best person to talk to for news, rumours, and gossip
• Getting a gut feeling about what course of action to follow • Blending into a crowd to get the sense of key topics of conversation
• Discerning whether a seemingly dead or living creature is undead
Saving
Throws
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.
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.
Souls, Experience,
and Levelling Up
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
Spending Souls
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.
0 1 85,000 11 91
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
Adventuring
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.
Movement
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.
For each additional hour of travel beyond eight hours, the characters Certain special mounts may allow you to travel at a faster pace still.
cover the distance shown in the Hour column for their pace, and
93
each character must make a Constitution saving throw at the end
Travel Pace - Distance Travelled
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). Minute Hour Day
Slow Pace
Special Types
of Movement
Jumping
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.
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.
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 A creature can hold its breath for a number of minutes equal to
facing an adventurer. At the end of a fall, a creature takes 1d6 1 + its Constitution modifier (minimum of 30 seconds).
bludgeoning damage for every 10 feet it fell, to a maximum of
20d6. The creature lands prone, unless it avoids taking damage When a creature runs out of breath or is choking, it can survive
from the fall. 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.
A given area might be lightly or heavily obscured. In a lightly A creature with blindsight can perceive its surroundings without
obscured area, such as dim light, patchy fog, or moderate foliage, relying on vision within a specific range. Creatures without eyes,
creatures have disadvantage on Wisdom (Perception) checks such as oozes, and creatures with echolocation or heightened
that rely on sight. senses, such dragons, have this sense.
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.
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.
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
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.
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.
Empty. There is nothing left of you to be consumed. You, Dismal. Any joy or laughter you used to retain is entirely
1 whatever that means, is gone now. You are a mindless 11 gone. Reduce your starting Charisma Score by -1.
thing. You must create a new character.
Flesh Withers. Your skin tightens on your bones, Atrophy. Your muscles are starting to fail you, weakening.
2 mummifying even as you watch. Lose 2 from your 12 Reduce your starting Strength Score by -1.
Charisma Score.
Darkness Falls. What is left of you? Almost nothing It’s Getting Dark. The world is darker than it was.
3 now. Reduce one Attribute by 2. 13 Reduce your passive Perception total by -1.
Death’s Blessing. You have returned tougher, hardier. Indifference. Death does not care about you; why should
4 Add an extra +1d6 to your starting Base Position. 14 it? You are merely one more thing cursed to resist your 99
natural end. No changes occur.
Toughening Bone. Your bones have hardened, and they Murmur. You have returned but something has lodged
5 protrude through the skin strangely, granting you +1 AC. 15 in your mind from beyond. A voice is in your head now,
whispering strange thoughts.
Immune. Death has cleansed you of some of the frailties Fortune. You have the eerie sense that you have already
6 of human life. You are immune to Poison and to the 16 lived this life in some way. You gain one point of inspiration,
Poisoned effect. which you may use at any point, on any single test.
Death’s Kin. You are a member of the dead, you carry Morbidity. Your focus is increasingly on your failing
7 the burden of the grave with you and it scares those who 17 mind, the loss of your senses, the gradual erosion of self.
look upon you. Gain +1 whenever making any Charisma Reduce any skill of your choice by -1.
(Intimidation) checks.
At Last. You thought this death would be your final Humanity’s Absence. You have become cold, callous,
8 demise. You braced yourself for this conclusion to your 18 unmoved by human suffering. Reduce your Wisdom
being, but instead you found yourself returned. You make Score by -1.
your next skill check or combat roll at disadvantage.
Absent Minded. Your mind wanders, no longer able to Dulled Senses. You are slower to react to threats as they
9 focus on the things that you took joy in. Reduce your 19 present themselves. Reduce your Initiative by -1.
starting Intelligence Score by -1.
Forgotten. Some memory, some fragile recollection of Miracle of the Grave. Perhaps you are less than you once
10 your past or current life has gone. Between you and the 20 were, but this time, upon returning to life, you feel alive.
GM, decide what this memory is and what effect its Gain +2 to any single attribute.
loss has on you.
C onditions alter a creature's capabilities in a variety of ways and Exhaustion is measured in six levels. An effect can give a
can arise as a result of a spell, a class feature, a monster's attack, creature one or more levels of exhaustion, as specified in the
or other effect. Most conditions, such as blinded, are impairments, effect's description.
but a few, such as invisible, can be advantageous. Level Effect
6 Death
Blinded
If an already exhausted creature suffers another effect that
• A blinded creature can't see and automatically fails any ability causes exhaustion, its current level of exhaustion increases by
check that requires sight. the amount specified in the effect's description.
• Attack rolls against the creature have advantage, and the A creature suffers the effect of its current level of exhaustion as
creature's attack rolls have disadvantage. well as all lower levels. For example, a creature suffering level 2
exhaustion has its speed halved and has disadvantage on ability
100 checks.
• The creature can't willingly move closer to the source of its fear.
• A charmed creature can't attack the charmer or target the
charmer with harmful abilities or magical effects.
• The charmer has advantage on any ability check to interact
socially with the creature. Grappled
• An incapacitated creature can't take actions or reactions. • A prone creature's only movement option is to crawl, unless
it stands up and thereby ends the condition.
• The creature is incapacitated (see above), can't move or speak, • A surprised creature can’t move or take an action on their first
and is unaware of its surroundings. turn of combat
• Attack rolls against the creature have advantage. • The creature can’t take a reaction on the first turn of combat.
• A poisoned creature has disadvantage on attack rolls and • Any attack that hits the creature is a Critical hit if the attacker
ability checks is within 5 feet of the creature.
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).
Contact. Ingested.
Contact poison can be smeared on an object A creature must swallow an entire dose of
and remains potent until it is touched or ingested poison to suffer its effects. The dose
102 washed off. A creature that touches contact can be delivered in food or a liquid. You may
poison with exposed skin suffers its effects. 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 Injury poison can be applied to weapons,
effect when inhaled. Blowing the powder or ammunition, trap components, and other
releasing the gas subjects all creatures within 5 objects that deal piercing or slashing damage
feet to its effect. The resulting cloud dissipates and remains potent until delivered through a
immediately afterward. Holding one's breath wound or washed off. A creature that takes
is ineffective against inhaled poisons, as they piercing or slashing damage from an object
affect nasal membranes, tear ducts, and other coated with the poison is exposed to its effects.
parts of the body.
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
103
Gazing into the abyss or the true darkness Dying, and being brought back
lurking beneath the Cathedral of the Deep from the beyond once more
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.
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
d100 Effect
51 -60 The character must use their action each round to attack the
nearest creature.
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.
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.
105
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.
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
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.
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.
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.
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
106
touches an object.
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.
Setback 10 - 11 +3 to +5
Dangerous 12-15 +6 to +8
Deadly 16 - 20 +9 to +12
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.
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.
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.
Four basic pit traps are presented here. When a creature steps on a hidden pressure plate, poison-tipped darts
shoot from spring-loaded or pressurized tubes cleverly embedded
Simple Pit: a simple pit trap is a hole dug in the ground. The hole is in the surrounding walls. An area might include multiple pressure
covered by a large cloth anchored on the pit's edge and camouflaged plates, each one rigged to its own set of darts.
with dirt and debris.
The tiny holes in the walls are obscured by dust and cobwebs, or
The DC to spot the pit is 10. Anyone stepping on the cloth falls cleverly hidden amid bas-reliefs, murals, or tapestries adorning the
through and pulls the cloth down into the pit, taking damage based walls. The DC to spot them is 15.
on the pit's depth (usually 10 feet, but some pits are deeper).
With a successful DC 15 Intelligence (Investigation) check, a
Hidden Pit: this pit has a cover constructed from material identical character can deduce the presence of the pressure plate from
to the floor around it. variations in the mortar and stone used to create it compared to the
surrounding floor. Wedging an iron spike or other object under the
A successful DC 15 Wisdom (Perception) check discerns an absence pressure plate prevents the trap from activating. Stuffing the holes
of foot traffic over the section of floor that forms the pit's cover. A with cloth or wax prevents the darts contained within from launching.
successful DC 15 Intelligence (Investigation) check is necessary
to confirm the trapped section of floor is actually the cover of a pit. The trap activates when more than 20 pounds of weight is placed
on the pressure plate, releasing four darts. Each dart makes a ranged
When a creature steps on the cover, it swings open like a trapdoor, attack with a +8 bonus against a random target within 10 feet of the
causing the intruder to spill into the pit below. The pit is usually pressure plate (vision is irrelevant to this attack roll). If there are no
10–20 feet deep but can be deeper. targets in the area, the darts don't hit anything.
Once the pit trap is detected, an iron spike or similar object can be A target that is hit takes 2 (1d4) piercing damage and must succeed
wedged between the pit's cover and the surrounding floor in such on a DC 15 Constitution saving throw, taking 11 (2d10) poison
a way as to prevent the cover from opening, thereby making it safe damage on a failed save, or half as much damage on a successful one.
to cross. The cover can also be magically held shut using the arcane
lock spell or similar magic. Rolling Sphere - Mechanical trap
Locking Pit: this pit trap is identical to a hidden pit trap, with one When 20 or more pounds of pressure are placed on this trap's
key exception—the trap door that covers the pit is spring-loaded. pressure plate, a hidden trapdoor in the ceiling opens, releasing a
After a creature falls into the pit, the cover snaps shut to trap its rolling sphere of solid stone, 10 feet in diameter.
victim inside.
With a successful DC 15 Wisdom (Perception) check, a character 109
A successful DC 20 Strength check is necessary to pry the cover open. can spot the trapdoor and pressure plate. A search of the floor
The cover can also be smashed open. A character in the pit can also accompanied by a successful DC 15 Intelligence (Investigation)
attempt to disable the spring mechanism from the inside with a DC check reveals variations in the mortar and stone that betray the
15 Dexterity check using thieves' tools, provided that the mechanism pressure plate's presence. The same check made while inspecting
can be reached, and the character can see. In some cases, a mechanism the ceiling notes variations in the stonework that reveal the trapdoor.
(usually hidden behind a secret door nearby) opens the pit. Wedging an iron spike or other object under the pressure plate
prevents the trap from activating.
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 Activation of the sphere requires all creatures present to roll initiative.
into the pit takes 11 (2d10) piercing damage from the spikes, in The sphere rolls initiative with a +8 bonus. On its turn, it moves 60
addition to any falling damage. Even nastier versions have poison feet in a straight line.
smeared on the spikes. In that case, anyone taking piercing damage
from the spikes must also make a DC 13 Constitution saving throw, The sphere can move through creatures' spaces, and creatures can
taking 22 (4d10) poison damage on a failed save, or half as much move through its space, treating it as difficult terrain. Whenever the
damage on a successful one. 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
Poison Needle -Mechanical trap throw or take 55 (10d10) bludgeoning damage and be knocked prone.
A poisoned needle is hidden within a treasure chest's lock, or in The sphere stops when it hits a wall or similar barrier. It can't go around
something else that a creature might open. Opening the chest corners, but smart dungeon builders incorporate gentle, curving turns
without the proper key causes the needle to spring out, delivering into nearby passages that allow the sphere to keep moving.
a dose of poison.
As an action, a creature within 5 feet of the sphere can attempt to
When the trap is triggered, the needle extends 3” straight out from slow it down with a DC 20 Strength check. On a successful check,
the lock. A creature within range takes 1 piercing damage and 11 the sphere's speed is reduced by 15 feet, and if the sphere's speed
(2d10) poison damage and must succeed on a DC 15 Constitution drops to 0 it stops moving and is no longer a threat.
saving throw or be poisoned for one hour.
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.
1 2
Determine surprise. Establish Position & location.
111
The GM determines whether anyone involved in The GM decides where all the characters and monsters are located.
the combat encounter is surprised. 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 Each participant in the battle takes a turn, with players determining
acts before the enemy creatures, or a 'Slow' character, and acts after which order their characters act, on either side of the creature’s actions.
them.By rolling their initiative and comparing it to the DC of the
creature(s) they are fighting.
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.
The GM determines who might be surprised. If neither side tries The most common actions you can take are described in the
to be stealthy, they automatically notice each other. Otherwise, "Actions in Combat" (page 117) section later in this chapter.
the GM compares the Dexterity (Stealth) checks of anyone Many class features and other abilities provide additional
hiding with the passive Wisdom (Perception) score of each options for your action.
creature on the opposing side. Any character or monster that
doesn't notice a threat is surprised at the start of the encounter. The Adventuring (page 92) and Position (page 79) section gives
the rules for your move.
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
You can forgo moving, taking an action, or doing anything at
ends. A member of a group can be surprised even if the other
all on your turn. If you can't decide what to do on your turn,
members aren't.
consider taking the Dodge or Ready action, as described in
"Actions in Combat".
Initiative
Bonus Actions
V
initiative works slightly differently in DARK SOULS. arious class features, spells, and other abilities let you take
an additional action on your turn called a bonus action.
Each creature the characters might confront as an enemy, or who
You can take a bonus action only when a special ability, spell, or
might fight besides them as an ally, possesses a fixed Initiative
other feature of the game states that you can do something as a
Value. This is a number between 1 and 20.
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
When a player character is determining their initiative, they roll a
choose which bonus action to use when you have more than one
112 d20 and add their initiative modifier to it. Rather than determining
available. You choose when to take a bonus action during your
a fixed position in a linear order, however, this merely tells a player
turn, unless the bonus action's timing is specified, and anything
character whether they act before or after a creature.
that deprives you of your ability to take actions also prevents
The rule is simple: if a character rolls equal to or above the you from taking a bonus action.
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.
Other Activity on Your Turn
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.
Y our turn can include a variety of flourishes that require
neither your action nor your move.
If the player characters are facing several different enemies, You can communicate however you are able, through brief
each with a different Initiative value, then the creatures use the utterances and gestures, as you take your turn.
initiative value of creature with the highest Challenge Rating,
even if that creature’s initiative is lower than their initial value. You can also interact with one object or feature of the
environment for free, during either your move or your action.
If the player characters are facing multiple creatures, and two or For example, you could open a door during your move as you
more creatures have the same highest level, then the creatures stride toward a foe, or you could draw your weapon as part of
act on the initiative of the creature with the highest Intelligence. the same action you use to attack.
If, after this, another tiebreak is required, then the decision is If you want to interact with a second object, you need to use
made by the GM. your action. Some magic items and other special objects always
require an action to use, as stated in their descriptions.
Movement
Difficult Terrain
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.
114
withdraw a relic from your pack
don a mask
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
Small 5 by 5 feet
Medium 5 by 5 feet
Large 10 by 10 feet
Huge 15 by 15 feet
Space
115
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.
When you score a Critical hit, roll damage dice as normal, and
With this action, you make one melee or ranged attack. See the add any appropriate modifiers, then multiply that number by 2.
"Making an Attack" section for the rules that govern attacks.
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.
Cast A Spell
W hen you take the Search action, you devote your attention that trigger, or you choose to move up to your speed in response
to finding something. Depending on the nature of your to it. Examples include "If the hollow steps on the trapdoor, I'll
search, the GM might have you make a Wisdom (Perception) pull the lever that opens it," or "If the crystal lizard stops next to
check or an Intelligence (Investigation) check. me, I move away."
118 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.
Use an Object 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
Determine modifiers.
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).
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.
Ranged Melee
Attacks Attacks
Most creatures have a 5 feet reach and can thus attack targets within 5
Range 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.
Contests in Combat
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
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
that you're holding in the other hand. You don't add your ability action, this attack replaces one of them.
modifier to the damage of the bonus attack, unless that modifier
is negative. 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
If either weapon has the thrown property, you can throw the hand, you try to seize the target by making a grapple check
weapon instead of making a melee attack with it. 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).
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.
Moving a Grappled Creature
The target must be no more than one size larger than you and
must be within your reach. Instead of making an attack roll, When you move, you can drag or carry the grappled
you make a Strength (Athletics) check contested by the target's creature with you, but your speed is halved unless the
Strength (Athletics) or Dexterity (Acrobatics) check (the target creature is two or more sizes smaller than you.
chooses the ability to use). If you win the contest, you either
knock the target prone or push it 5 feet away from you.
R eadying yourself to intercept and turn aside your opponent’s Dexterity (Acrobatics) check contested by your
blow is a vital part of surviving combat. You can use your Strength (Athletics) check.
reaction to increase your AC by +2 against one melee attack
that would hit you.
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.
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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.
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.
If a player character or creature is healed, and their Position goes back above their bloodied value,
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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.
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 The weapons wielded by the Knights of Lothric unleash the power
unleashed by a magic-user, all deal acid damage. of the storms, as do certain spells. All deal lightning damage.
Bludgeoning Necrotic
Blunt force attacks—hammers, falling, constriction, and the like— Necrotic damage is dealt by some of those cursed to undeath.
deal bludgeoning damage.
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Cold Piercing
The hellish touch of ice from the Boreal valley, or the weapons of the Puncturing and impaling attacks, including spears and monsters'
Pontiff ’s knights deal cold damage. 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 Radiant damage, dealt by a cleric's spells, is capable of shifting even
deal force damage are spells, including magic missile and spiritual weapon. 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.
When you drop to zero Position, you are dead. Killed. It’s over.
Until you wake up at a bonfire, a little while later.
When a player character dies, they lose all their collected souls,
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but, when they awaken, are restored to full Position, and all their
abilities are once again ready to use.
Healing
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.
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.
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.
Spells
available to you at any one time.
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 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
for player characters to find in Chapter 5.
ensure you have enough attunement slots for them.
Buying Spells You can only equip and unequip spells during a Long rest, at
a bonfire.
Spell Level
Spell Soul Spell Soul
Level Cost Level Cost
4 2000 14 28000
T
6 5000 16 35000 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
7 17 cast value decreases by -1. When the cast value reaches zero, it
7000 38000
cannot be cast again until a player character has Long rested at
a bonfire. When resting at a bonfire, all spells are returned to
8 10000 18 41000 their starting cast value.
Once a spell has reached zero casts, it does not stop taking up
9 13000 19 45000 its attunement slots. It is not possible to exhaust the casts of one
spell and immediately replace it with another spell.
10 16000 20 50000
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.
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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.
A spell cast with a bonus action is Some spells can be cast as reactions.
especially swift. You must use a bonus These spells take a fraction of a second
action on your turn to cast the spell, to bring about and are cast in response
if you haven't already taken a bonus to some event. If a spell can be cast as a
action this turn. You can't cast another reaction, the spell description tells you
spell during the same turn. exactly when you can do so.
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.
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
132 magic exists only for an instant.
Other spells persist over several rounds. These spells have their
duration listed as part of their description.
Targets
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.
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.
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 cylinder's point of origin is the centre of a circle of a particular
A cone's width at a given point along its length is equal to that radius, as given in the spell description. The circle must either
point's distance from the point of origin. A cone's area of effect be on the ground or at the height of the spell effect. The energy
specifies its maximum length. in a cylinder expands in straight lines from the point of origin
to the perimeter of the circle, forming the base of the cylinder.
A cone's point of origin is not included in the cone's area of The spell's effect then either shoots up from the base or down
effect, unless you decide otherwise. from the top to a distance equal to the height of the cylinder.
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You select a cube's point of origin, A line extends from its point of origin You select a sphere's point of origin,
which lies anywhere on a face of the in a straight path up to its length and and the sphere extends outward
cubic effect. The cube's size is expressed covers an area defined by its width. from that point. The sphere's size
as the length of each side. is expressed as a radius in feet that
A line's point of origin is not included extends from the point.
A cube's point of origin is not included in the line's area of effect, unless you
in the cube's area of effect, unless you decide otherwise. A sphere's point of origin is included
decide otherwise. in the sphere's area of effect.
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.
S ome spells require the caster to make an attack roll to determine
whether the spell effect hits the intended target.
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.
Pyromancer
Spells
Cast Time 1 action Effect You create a small ball of flame and hurl it at a chosen target creature
Casts 3 within range.
Duration Instantaneous The enemy creature suffers 1d6+ your spellcasting ability modifier fire
Range 120 feet damage, or half damage on a successful Dexterity saving throw against
Level 1 your spell DC.
Cast Time 1 action Effect When you throw this magical fire orb, you may nominate a single target
Casts 3 or area of the combat environment.
134 Duration Instantaneous On a successful magic attack roll, the nominated target takes 4d6 fire
Range 120 feet damage, or half damage on a successful Dexterity saving throw against
Level 5 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.
2 Position
Great Fireball Attunement Slots 2 Cost
Cast Time 1 action Effect You hurl a much larger fireball at a single target or area of the combat
Casts 3 environment.
Duration Instantaneous On a successful magic attack roll, the nominated target takes 12d6 fire
Range 240 feet damage, or half damage on a successful Dexterity saving throw against
Level 12 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.
Cast Time 2 actions Effect You select a creature or point within range that you can see.
Casts 2 On a successful spell attack roll, the original target and all creatures
Duration
Level Instantaneous
17 within 5feet of the target must make a dexterity saving throw, with the
Range 240 feet 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.
Cast Time 1 action Effect The caster nominates three points within 30 feet of their position. From
Casts 3 those points, three cylindrical columns of fire erupt from the ground.
Duration 1 turn Each has a diameter of 5 feet, and any creature within the cylinder of fire
Range 30 feet when it erupts suffers 5d6 fire damage, or half damage on a successful
Level 5 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.
Cast Time 1 action Effect The caster nominates three points within 80 feet of their position. From
Casts 2 those points, three cylindrical columns of fire erupt from the ground.
Duration 1 turn Each has a diameter of 15 feet, and any creature within the cylinder of fire
Range 80 feet when it erupts suffers 10d6 fire damage, or half damage on a successful
Level 10 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.
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Cast Time 2 actions Effect The caster nominates three points within 80 feet of their position. From
Casts 1 those points, three cylindrical columns of fire erupt from the ground.
Duration 1 round Each has a diameter of 15 feet, and any creature within the cylinder of fire
Range 80 feet when it erupts suffers 12d6 fire damage, or half damage on a successful
Level 15 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.
Cast Time 1 action Effect The hand bearing your pyromancy glove erupts into flame lasting for 1 turn.
Casts 8 It can be used to make a melee attack, which if successful deals 3d6 fire
Duration 1 turn damage, or half damage on a successful Dexterity saving throw against
Range Self your spell DC.
Level 1 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.
Cast Time 1 action Effect The hand bearing your pyromancy glove erupts into searing white flame.
Casts 10 The flame lasts for 3 turns. It can be used to make a melee attack, which if
Duration 3 turns successful deals 8d6 fire damage, or half damage on a successful Dexterity
Range Self saving throw against your spell DC. In addition, any creatures adjacent
Level 5 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.
Cast Time 1 action Effect A thin sheet of flames shoots forth from your outstretched fingertips.
Casts 12 Each creature in a 15 feet cone must make a Dexterity saving throw, taking
Duration Instantaneous 3d6 fire damage on a failed saving throw, or half damage on a successful one.
Range Self (15 feet cone)
Level 2
Cast Time 1 action Effect A blazing whip lashes out from your hand, slicing at the foe.
Casts 10 You may make a melee attack against any number of creatures in a
Duration Instantaneous straight line measuring 25 feet from yourself. All creatures struck by the
Range Self (25 feet line) attack suffer 3d6 fire damage, or half damage on a successful Dexterity
Level 4 saving throw against your spell DC.
Cast Time 1 action Effect A whip of dark fire lashes out from your hand, slicing at the foe.
Casts 3 You may make a melee attack against any number of creatures in a straight
Duration 1 turn line measuring 40 feet from yourself . All creatures struck by the attack
Range Self (40 feet line) suffer 4d6 fire damage, and the burning condition, unless they succeed
Level 7 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.
Cast Time 1 action Effect You exhale a corrosive, poisonous mist that sears the flesh of those in its path.
Casts 8 It forms a 15 feet cone. Any creature in the path of the mist suffers 3d6
Duration 1 turn poison damage and must succeed on a Constitution saving throw or be
Range Self (15 feet cone) afflicted with the poisoned condition.
Level 2
Cast Time 1 action Effect You breathe out a toxic gas melting the skin of all those in its path.
Casts 8 It forms a 20 feet cone. Any creature in the path of the mist suffers 3d6
Duration 1d3 turns poison damage and must succeed on a Constitution saving throw or be
Range Self (20 feet cone) afflicted with the poisoned condition.
Level 3 The 20 feet cone of mist then remains in place for 1d3 turns. Any creature
passing through the mist suffers 1d6 poison damage.
Cast Time 1 action Effect You exhale a searing, corrosive mist that decays the armour and weaponry
Casts 5 of those in its path.
Duration 1d3+1 turns It forms a 10 feet cone. Any creature within the cone must succeed on a
Range Self (10 feet cone) Constitution saving throw, or suffer 1d4+1 acid damage, and, for the next
Level 2 1d3+1 turns, make all melee attacks at disadvantage.
On a successful saving throw, they suffer half as much damage, and make
melee attacks as normal.
Cast Time 1 action Effect For 1d8+2 turns, the caster gains +6 AC, and gains resistance to
Casts 10 nonmagical bludgeoning, piercing, and slashing damage.
Duration Instantaneous While the spell lasts, the caster has disadvantage on all Dexterity saving
Range Self throws and checks.
Level 5
137
Cast Time 1 action Effect The hand bearing your pyromancy glove erupts into all consuming black fire.
Casts 3 The fire lasts for 1 turn. It can be used to make a melee attack, which if
Duration - successful deals 8d6 fire damage and permanent -2 AC the first time it
Range Self inflicts damage to a creatures.
Level 7 The duration of the spell can be increased at a cost of 2 Position per
additional turn.
Cast Time 1 action Effect You press your glove to your chest, imbuing yourself with renewed
Casts 5 strength and vigour.
Duration - You can choose to spend Position equal to the level you wish to power
Range Self the spell to. These effects occur immediately and last until the end of your
Level 8 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 AC Boost Damage Boost
1 +1 +1d3
2 +2 +1d4
3 +3 +1d6
4 +4 +1d8
5 +5 +1d10
Cast Time 1 action Effect You attempt to form a rapport with one undead creature of a Challenge
Casts 4 Rating equal to your caster level or below that you can see within 40
Duration See effect feet of you.
Range 40 feet It must make a Wisdom saving throw and does so with advantage if
Level 9 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.
Sorceries
138 Cast Time 1 action Effect You create a glowing arrow of magical force, throwing it at a single enemy
Casts 10 creature within 120 feet of you.
Duration Instantaneous The orb deals 1d6+ your spellcasting ability modifier force damage
Range 120 feet
You can increase the damage dealt by the orb at a cost of 1 Position per
Level 1 +2 damage.
Cast Time 1 action Effect You create a glowing arrow of magical force.
Casts 5 On a successful spell attack roll, it strikes a creature of your choice that you
Duration Instantaneous can see within range, the orb deals 5d6 + 5 force damage to its target, or
Range 180 feet half damage on a successful Dexterity saving throw against your spell DC.
Level 5 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.
Cast Time 2 actions Effect You create a glowing orb of magical force.
Casts 5 On a successful spell attack roll, it strikes a creature of your choice that you
Duration Instantaneous can see within range, the orb deals 8d6 + 8 force damage to its target, or
Range 250 feet half damage on a successful Dexterity saving throw against your spell DC.
Level 15 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.
Cast Time 2 actions Effect You create a glowing orb of magical force.
Casts 2 On a successful spell attack roll, it strikes a creature of your choice that you
Duration Instantaneous can see within range, the orb deals 18d6 force damage to its target, or half
Range 300 feet damage on a successful Dexterity saving throw against your spell DC. You
Level 20 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.
Cast Time 1 action Effect A spear of gleaming crystal explodes from one of your empty hands.
Casts 3 On a successful spell attack, it deals 8d6 piercing damage to one target
Duration Instantaneous of your choice.
Range 60 feet
Level 5
Cast Time 1 action Effect Crystal gouts from your fingers, streaking towards the foe.
Casts 4 A successful spell attack deals 14d6 piercing damage to one target of your
Duration Instantaneous choice, and the target creature must succeed on a Dexterity saving throw or
Range 120 feet become paralysed.
Level 12
Cast Time 1 action Effect A line of gleaming white crystals erupt from the ground, travelling in a
Casts 3 straight line up to 30 feet from you to one target you can see.
Duration Instantaneous The target must succeed on a Dexterity saving throw or suffer 10d6
Range 30 feet piercing damage and become paralysed until the end of their next turn.
Level 9 On a successful saving throw, they take half damage and are not paralysed.
Cast Time 1 action Effect You touch one melee or ranged weapon.
Casts 8 For the duration of the spell, the weapon deals an extra +1d6 piercing or
Duration 5 minutes slashing damage whenever it makes a successful attack. In addition, the
Range Touch weapon cannot degrade or break while this spell is active.
Level 4 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.
Cast Time 1 action Effect You touch one melee or ranged weapon.
Casts 6 For the duration of the spell, the weapon deals an extra +8d6 piercing or
Duration 3 minutes slashing damage whenever it makes a successful attack. In addition, the
Range Touch weapon cannot degrade or break while this spell is active.
Level 13 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.
Cast Time 1 action Effect You summon the forces of magic to protect you against your foes.
Casts 6 For the duration of the spell, you gain +4 AC.
Duration 5 minutes
You may extend the duration of the spell at the cost of 2 Position per
Range Touch
additional minute.
Level 5
140
Cast Time 1 action Effect You summon the forces of magic to protect you against your foes.
Casts 6 For the duration of the spell, you gain +8 AC, and are resistant to piercing,
Duration 3 minutes bludgeoning, slashing, acid, force, and lightning damage.
Range Touch
You may extend the duration of the spell at the cost of 2 Position per
Level 11 additional minute to a maximum of 10 Position.
Cast Time 1 action Effect You create an instantaneous, harmless auditory effect somewhere within
Casts 25 60 feet of you.
Duration Instantaneous You may cast this spell multiple times per turn, at the cost of 1 Position
Range 60 feet per additional cast. This counts as a separate cast of the spell for the
Level 1 purposes of remaining casts.
Cast Time 1 action Effect With a twist of the hand, you make yourself utterly silent. For the
Casts 20 duration of the spell, you make all Stealth skill checks at advantage.
Duration 1 hour You may cast this spell on additional targets at the same time, at the cost
Range Self of 1 Position per additional cast. This counts as a separate cast of the spell
Level 2 for the purposes of remaining casts.
Cast Time 1 action Effect For the duration of the spell, you turn one object in your hand entirely
Casts 15 invisible.
Duration 1 hour You can extend the duration of the spell by an additional hour, at the cost
Range Touch of 1 Position per hour.
Level 1
Cast Time 1 action Effect A creature you touch melts into the shadows until the spell ends.
Casts 5 Anything the target is wearing or carrying is rendered difficult to see
Duration 1 hour for as long as it is on the target's person. The spell ends for a target that
Range Touch attacks or casts a spell. Any Perception check to detect you is made at
Level 3 disadvantage, and any stealth checks you make are made at advantage
while effected by this spell.
141
Cast Time 1 action Effect This spell repairs a single break or tear in one of your weapons or sets of armour.
Casts 30 You must be able to touch the weapon or armour. If the break or tear is no
Duration - larger than 1 feet in any dimension, you mend it, leaving no trace of the
Range Touch former damage.
Level 1
Cast Time 1 action Effect You touch a creature. If it is poisoned or bleeding, you neutralize the
Casts 20 poison or halt the bleeding.
Duration 1 hour If more than one such condition afflicts the target, you neutralise one poison
Range Touch that you know is present, or you neutralise one at random. For the duration,
Level 2 the target gains advantage on saving throws against being poisoned, suffering
from the bleeding condition, and has resistance to poison damage.
Cast Time 1 action Effect This spell transforms the caster into a new form.
Casts 5 The new form can be any inanimate object of the caster’s size or smaller.
Duration 1 hour
The caster retains the Position of their original form. The transformation
Range Self
lasts for one hour, and ends if the caster takes any damage, they
Level 8 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.
Cast Time 1 action Effect At your touch, all curses affecting one creature or object end.
Casts 20 If the object is a cursed magic item, its curse remains but the spell breaks
Duration instantaneous its owner’s attunement to the object so it can be removed or discarded.
Range Touch
Level 5
142 Cast Time 1 action Effect A poisonous mist forms amid your foes.
Casts 5 A sphere of poison forms at a point of your choice within 30 feet of you.
Duration 1d3 turns Any creature in the sphere suffers 3d6 poison damage and must succeed
Range 30 feet on a Constitution saving throw or be afflicted with the poison condition.
Level 6 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.
Cast Time 2 actions Effect You hurl an orb of swirling darkness at one target, you can see within range.
Casts 5 It hits automatically. The creature takes 4d6+4 force damage and must
Duration Instantaneous succeed on a Dexterity saving throw or be knocked prone.
Range 150 feet
Level 9
Cast Time 1 action Effect 10 small black beads emerge from your hand, flying at one or multiple
Casts 8 targets that the caster can see, within range.
Duration See effect Each bead automatically hits and deals 1d3 +1 piercing damage.
Range 40 feet
As an action you can fire a number of beads equal to your spellcasting
Level 12 modifier, each bead can target the same or a different target.
The spell duration is 1 minute or until the last bead is fired.
Cast Time 2 actions Effect A mass of dark soul energy erupts from you, rolling towards your enemies.
Casts 2 A 10 feet sphere emerges from you, and moves in a straight line away from
Duration 1d4+1 turns you, at a rate of 15 feet per turn.
Range Self
Any hostile creature it touches suffers 5d6 force damage. At the end of
Level 17 1d4+1 turns, the sphere vanishes.
Miracles
Heal Attunement Slots 1 Cost -
Cast Time 1 action Effect A creature you touch regains a number of Position equal to 1d8 + your
Casts 5 spellcasting ability modifier.
Duration Instantaneous
Range Touch
Level 1
Cast Time 2 actions Effect Your faith blazes out from you, in a circle of sunlight.
Casts 2 The circle has a circumference of 20 feet from the caster.All friendly
Duration Instantaneous creatures within the circle regains a number of Position equal to 4d8 +
Range 20 feet your spellcasting ability modifier.
Level 8
Cast Time 2 actions Effect You channel your faith, restoring health and more.
Casts 2 A creature you touch regains a number of Position equal to 10d8 + your
Duration Instantaneous spellcasting ability modifier.
Range Touch
You can also reduce the target’s exhaustion level by one, or end one of
Level 12 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
Cast Time 1 action Effect The caster restores Position equal to 1d6 + your spellcasting ability
Casts 3 modifier at the start of each of their turns for the duration of the spell.
Duration 1 minute
Range Self
Level 4
Cast Time 1 action Effect A wave of force flattens all those close to you.
Casts 6 Emanating from the caster, a circle of force with a circumference of 20
Duration Instantaneous feet strikes all creatures in its proximity. Each creature must succeed on
Range 20 feet a Dexterity saving throw or be knocked back 10 feet in a straight line
Level 1 and be left prone. A creature who succeeds on the saving throw is only
knocked back.
Cast Time 1 action Effect All creatures of the casters choice within a 20 feet circle centred on the caster.
Casts 3 All hostile creatures must succeed on a Dexterity saving throw or suffer
Duration Instantaneous 10d10 force damage. Any creature who succeeds on the saving throw
Range 20 feet suffers only half damage.
Level 16
144
Cast Time 1 action Effect When you throw this magical force orb, you may nominate a single target
Casts 5 or area within 50 feet of you.
Duration Instantaneous On a successful spell attack roll, the nominated target takes 8d8 force
Range 50 feet damage. All other creatures within 10 feet of the target must succeed
Level 9 on a Dexterity saving throw or take 3d8 force damage. On a successful
saving throw, they only suffer half damage.
Cast Time 1 action Effect You wreathe yourself in the protection of your faith.
Casts 2 For the duration of the spell, the caster has resistance to magical damage,
Duration 2 minutes radiant, necrotic and force damage. Including all damage dealt by
Range Self pyromancies, sorceries and miracles. You may increase the duration of
Level 6 the spell at a cost of 1 Position per additional minute.
Cast Time 1 action Effect The blessing of faith renders you safe from wicked sorcery.
Casts 2 For the duration of the spell, you are immune to magical and force
Duration 2 minutes damage. You also have resistance to piercing, slashing, bludgeoning, acid,
Range Self fire, ice, lightning, and necrotic damage. You may extend the duration of
Level 15 this spell at a cost of 3 Position per additional minute.
Cast Time 1 action Effect Your faith in the protection of the gods manifests itself in physical danger
Casts 4 for those who would attack you.
Duration See effect After you cast this spell, if you suffer more than half your total Position in
Range 20 feet damage, a wave of magical force erupts from you.
Level 1 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.
Cast Time 1 action Effect A wave of silence spreads out around you.
145
Casts 8 For one minute, no creature within 20 feet of you may cast any spell or
Duration 1 minute miracle.
Range 20 feet
You may extend the duration of this spell at the cost of 3 Position per
Level 12 additional minute.
Cast Time 1 action Effect A spear of lightning forms in one of your empty hands.
Casts 4 It can be used to make one melee attack, or a ranged spell attack with
Duration 1 minute a range of 30 feet, against a single target. A successful attack deals 8d6
Range Self lightning damage.
Level 5
Cast Time 1 action Effect A larger, and more ferocious spear of lightning forms in one of your
Casts 4 empty hands.
Duration 1 minute It can be used to make one melee attack, or a ranged spell attack with a
Range Self range of 45 feet, against a single target. A successful attack deals 12d6
Level 13 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.
Cast Time 1 action Effect A crackling spear of lightning forms in one of your empty hands.
Casts 2 It can be used to make one melee spell or ranged spell attack against a
Duration 1 minute single target. A successful attack deals 15d6 radiant damage. The ranged
Range Self attack has a range of 20 feet The spell ends after you make the attack.
Level 14 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.
Cast Time 1 action Effect A melee weapon you touch becomes sheathed in lightning. For the
Casts 8 duration of the spell, the weapon deals an additional +1d6 lightning
Duration 1 hour damage whenever it makes a successful attack.
Range Self The additional damage dealt by the lightning can be increased, at the cost
Level 2 of 1 Position per additional d6 to a maximum of 6 Position.
Cast Time 1 action Effect All enemy creatures within 20 feet of you move at half speed for the
Casts 12 duration of the spell.
Duration 1 minute You may extend the duration of the spell at the cost of 1 Position per
Range 20 feet additional minute.
146 Level 1
Cast Time 2 actions Effect Each creature within a 40 feet sphere centred on a point you can see within
Casts 3 range must make a Dexterity saving throw.
Duration Instantaneous The sphere spreads around corners. A creature takes 10d6 piercing damage
Range 40 feet on a failed saving throw, or half damage on a successful one.
Level 9
Cast Time 2 actions Effect Each creature within a 40 feet sphere centred on a point you can see within
Casts 2 range must make a Dexterity saving throw.
Duration Instantaneous The sphere spreads around corners. A creature takes 20d6 piercing damage
Range 40 feet and 20d6 bludgeoning damage on a failed saving throw, or half damage
Level 18 on a successful one.
Cast Time 1 action Effect You might not be able to die, but that doesn’t mean death doesn’t affect you.
Casts 8 This spell prevents you from losing any souls when you die, or when
Duration - a creature you touch dies. In addition, with the first time the effected
Range Self creature is reduced to 0 position roll a d20 on a 11+ the creature is instead
Level 5 reduced to 1 position.
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!
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
One left hand ring slot One right hand ring slot
you may equip one ring you may equip one ring
on your left hand. on your right hand.
One left hand weapon slot One right hand weapon slot
you may equip one weapon or shield you may equip one weapon or shield
in your left hand. in your right hand.
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
Using Equipment
Minimum Strengh Requirement Slots Consumed
Slots Example
- 1
Mat has built his character and been
on a few adventures. He’s starting to
10 - 12 1
accrue several items, including some
powerful new weapons.
13 - 20 2
He has his starting gear still
Shields equipped. As he’s playing a Knight,
this means he has a Longsword,
a suit of Knight Armour, and a
Minimum Strengh Requirement Slots Consumed Knight Shield. These take up three 151
of his five active slots. He is also
wearing a Thunder Stoneplate
Ring, consuming one of his active
- 1
ring slots.
10 - 14 1
His character recently gained
some Follower Armour. Follower
15 - 18 2
Armour has a minimum Strength
requirement of 15. This means
18+ 3
carrying it around consumes 2
of the 15 equipment slots Mat’s
character has available to fill.
Armour
He recently came into possession
Minimum Strengh Requirement Slots Consumed of a claymore. This large, heavy,
blade has a minimum Strength
requirement of 16, meaning it also
consumes 2 of his equipment slots.
- 1 Mat’s character currently has 4 slots
filled, of a total of 15.
10 - 13 1
Mat makes a note of this on his
14 - 16 2 character sheet. He also makes a
note of the firebombs his character
17 - 19 3 recently collected, and the box of
Yellow Bug Pellets. These small
20 4 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!
152 Core
Equipment
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.
Effect 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.
Effect 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.
Effect Objects viewed through binoculars are magnified to twice their size.
Effect 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.
Effect 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.
Effect 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.
Effect 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.
Effect For one hour, a candle sheds bright light in a 5 feet radius and dim light in an additional 5 feet radius.
Effect This cylindrical leather case can hold up to 10 rolled-up sheets of paper or five rolled-up sheets of parchment.
Effect A chain measuring 60 feet, which has 10 hit points. It can be burst with a successful DC 20 Strength check.
Effect 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.
Effect 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.
154
Effect 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.
Effect 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.
Effect 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.
Effect 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.
Effect This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Effect 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.
Effect 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.
Effect 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.
155
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.
Effect 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).
Effect 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.
Effect 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.
Effect As an action, a player character can consume a moss fruit. Doing so provides resistance to frost and poison damage for one minute.
Effect 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.
Effect 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.
Effect 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.
156 Effect A cloth or leather pouch can hold up to 20 sling shots or 50 blowgun needles, among other things.
Effect 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.
Effect A creature consuming this moss gains advantage on saving throws against poison for one hour. If that creature is poisoned,
they are cured.
Effect Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Effect 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.
Effect 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.
Effect 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.
Effect 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.
Effect 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.
Effect 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
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:
Alva, the seeker of the spurned, wore this Special Whenever wearing the Alva Armour, you have
armour in the past. Effect disadvantage on all Wisdom saving throws.
AC 18
Strength 12
It is said there were three Archdeacons in the Special Whenever wearing the Archdeacon Robes, you may
Cathedral of the Deep, all considered delegates Effect choose to regain all casts of one miracle without Long
of the gods. resting. This miracle must be of a level equal to half
your character level, rounded down, to a minimum of
AC 13 + Dexterity Modifier
1st level. This ability can be used once per Long rest.
Strength 11
An exquisitely wrought set of armour, depicting Special When wearing the Armour of Favour, you may reroll
the embrace of the mercurial goddess, Fina. Effect one failed saving throw per Long rest.
AC 13 + Dexterity Modifier
Strength 11
159
Doubtless worn by a mighty warrior from a Special Whenever wearing the Armour of the Sun, you gain
previous age, this set of armour is finely made. Effect +1 to your Wisdom.
AC 15
Strength 14
Wreathed in thorns, seeming to sprout from Special When wearing the Armour of Thorns, you have
the steel itself, this armour possesses a truly Effect advantage on any checks or saving throws to avoid
murderous look. being grappled. If you are grappled while wearing the
Armour of Thorns, the creature grappling you suffers
AC 15
1d4 piercing damage per round.
Strength 14
Leather armour, skilfully worked so that it Special When you have advantage on a ranged or finesse attack
remains soft, supple, and, most vitally, quiet. Effect 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
AC 12 + Dexterity Modifier
successfully use your sneak attack or deadly aim feature.
Strength -
Clothes richly imbued with the residue of Special Whenever wearing Antiquated Plain Armour, you
sorcery, these robes come from a land where Effect may choose to regain all casts of one miracle without
magic is everywhere, soaked into the landscape. Long resting. This miracle must be of a level equal to
half your character level, rounded down, to a minimum
AC 10 + Dexterity Modifier
of 1st level. This ability can be used once per Long rest.
Strength 11
The robes worn by the final Spear of the Special Whenever wearing Antiquated Robes, you may
Church, these well-made and ornately detailed Effect choose to regain all casts of one miracle without Long
clothes retain an aura of magic. resting. This miracle must be of a level equal to half
your character level, rounded down, to a minimum of
AC 11 + Dexterity Modifier
1st level. This ability can be used once per Long rest.
Strength -
Each element of this armour set is derived Special Whenever wearing Black Armour, you deal +1d4
from one of the three mentors of the Sable Effect additional damage while using a weapon with the
Church. finesse property..
AC 12 + Dexterity Modifier
Strength -
160
Worn by the King’s hunters, the wearers of Special Whenever wearing Black Hand Armour, whenever you
this leather armour are always shrouded in Effect would have advantage on a Dexterity (Stealth) check,
darkness. you may choose to automatically succeed instead.
AC 13 + Dexterity Modifier
Strength 11
Forged from black iron, of the kind often worn Special Whenever wearing the Black Iron Armour, you are
by the infamous Knightslayer Tsorig. Effect immune to fire damage but you are vulnerable to cold
damage.
AC 18
Strength 16
Fire Lord Gwyn’s personal retinue of warriors Special Whenever wearing the Black Knight Armour, you
wore this armour, until they were turned to ash Effect gain an additional +2 Position at the start of every
in the first flame. combat, and gain +1 to your Constitution.
AC 16
Strength 12
Designed to ensure the wearer blends into the Special Whenever wearing Black Leather Armour, once per
darkness almost completely, the former owner of Effect Long rest you may choose to begin one combat as
this armour was beloved by all for his skills as a thief. though you had surprised your enemy, irrespective of
whether they succeeded on a Wisdom (Perception)
AC 12 + Dexterity Modifier
check.
Strength -
Zullie, the witch who wore these glorious Special Whenever wearing the Black Witch Robes, you gain
purple robes, intended to seduce the famed Effect advantage on all spell attack checks if you’re within 15
wayfarer, Alva. feet of a friendly creature.
AC 12 + Dexterity Modifier
Strength -
Many stories surround the Brass Armour, and Special Whenever wearing Brass Armour, you have resistance
its former owner, a knight known only by the Effect to necrotic damage but -2 to your Charisma score.
soubriquet Darkmoon.
AC 18
Strength 15
161
Of strange design, but beautifully crafted. Special Whenever wearing Brigand Armour, you gain +1 to
Probably brought to Lothric by one who fled Effect all Dexterity saving throws.
into exile.
AC 11 + Dexterity bonus
Strength -
Despite its appearance, the Catarina armour's Special Whenever wearing the Catarina Armour, you suffer
remarkable onion-shape is capable of turning Effect -1 to your Charisma score, but you gain advantage on
aside even the most determined blows. all Strength saving throws.
AC 17
Strength 15
Those who stand as the guardians of the Special Whenever wearing the Cathedral Knight Armour, you
Cathedral of the Deep require the toughest Effect gain advantage on attacks made against creatures of
armour. Huge size or larger
AC 18
Strength 16
Flexible, easier to fight in than plate and less Special Whenever wearing Chainmail Armour, you gain +1
expensive, Chainmail remains one of the most Effect to all Constitution saving throws.
effective choices for any warrior.
AC 13 + Dexterity bonus
Strength 13
It is said that those who wore blue bore Special Whenever wearing the Cleric Robes, you may cast a
important messages and should be assisted in Effect spell as a free bonus action once per Short rest. The
whatever way they required. spell must be of a level equal to half your character level,
to a minimum of 1st level.
AC 12 + Dexterity Modifier
Strength -
Cunjurators wore these remarkable assemblages Special Whenever wearing Conjurator Robes, you gain
of cloth and steel to enable them to survive in Effect advantage on all Wisdom (Survival) checks.
any conditions.
AC 11 + Dexterity Modifier
Strength -
162
Those older pyromancers of the great swamp Special Whenever wearing Cornyx’s Robes, you gain
favour these strange robes. Effect 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.
AC 12 + Dexterity Modifier
Strength -
In the Profaned Capital, those Sorcerers who Special Whenever wearing the Court Sorcerer Armour, you
served at court wore this armour, marking both Effect gain resistance to all damage caused by spell attacks,
their prestige and offering significant protection. or other magical attacks.
AC 13 + Dexterity Modifier
Strength 11
The creature once known as the Dancer of Special Whenever wearing Dancer’s Armour, you cannot be
the Boreal Valley donned this elegant, refined Effect knocked prone by an enemy creature.
armour.
AC 16
Strength -
From an ancient and forgotten nation, long Special Whenever wearing Dark Armour, you have advantage
since reduced to ash, this armour is old enough Effect on Dexterity (Stealth) checks.
to appear as though it might fall apart at any time.
AC 15
Strength -
Beautiful vestments of the kind worn by the Special Whenever wearing Deacon Robes, you gain advantage
Cathedral of the Deep’s deacons. Effect on all saves made against demonic creatures.
AC 12 + Dexterity Modifier
Strength -
Armour befitting the common soldier, if Special Whenever wearing Deserter Armour, you gain
that soldier is a larcenous thug without any Effect advantage on all Charisma (Persuasion) checks.
semblance of honour.
AC 14
Strength 10
163
Pyromancers who practiced the art in the desert Special Whenever wearing Desert Pyromancer Robes, you
were known for their remarkable abilities, Effect gain resistance to fire damage. You may also reroll one
sending great fans of flame into the air. failed Constitution saving throw per Long rest.
AC 11 + Dexterity Modifier
Strength -
The armour of Dragonslayer Ornstein, a Special Whenever wearing the Dragonslayer Armour, you are
legendary figure from the age of the gods Effect immune to lightning damage.
themselves.
AC 14
Strength 11
Worn by those knights who coveted, and Special Whenever wearing Drakeblood Armour, you possess
worshipped, the blood of the great dragons. Effect resistance to piercing damage but you are vulnerable
to necrotic damage.
AC 15
Strength 14
Made resilient with the addition of geisteel, Special Whenever wearing Drang Armour, you have resistance
this armour is heavy with the weight of the Effect to fire damage.
legacy of the Linking Fire.
AC 15
Strength 14
Constructed with the care and precision, this Special When wearing Eastern Armour, you have resistance
suit of armour is as beautiful to look at as it is Effect to slashing damage.
difficult to pierce.
AC 15
Strength 12
Astora has long since fallen into darkness. Special Whenever wearing the Elite Knight armour, you gain
Remnants of its greatness linger on; this suit Effect additional temporary Position equal to your level at
of armour is one such example. the start of every combat.
AC 12 + Dexterity modifier
Strength -
164
Worn by the brave women dispatched from Special Whenever wearing the Evangelist Robes, you gain
the cathedral into the mass of the undead. Effect advantage on all Charisma checks.
AC 12 + Dexterity Modifier
Strength 11
Before it was worn by Horace the Hushed, this Special Whenever wearing the Executioner Armour, you gain
armour was claimed by an executioner. Effect advantage on all attacks made against creatures with
less than half their starting Position.
AC 15
Strength 13
Those who guarded Farron’s keep named Special Whenever wearing the Exile Armour, you gain +2 AC
themselves ‘watchdogs’. Effect if there are no friendly creatures within 20ft of you.
AC 18
Strength 15
A legendary suit of armour, worn by an order Special Whenever wearing the Faraam Armour, you gain an
of Lion Knights, many have sought to don Effect additional 1d6 Position back whenever you take a
such august protection. draught from your Estus Flask.
AC 15
Strength 13
A once-proud order of knights wore armour Special Whenever wearing the Fallen Knight Armour, you
such as this, though that was a long time ago Effect gain resistance to fire damage.
now.
AC 18
Strength 15
Twisted, tortured by fire, the Firelink armour Special Whenever wearing the Firelink Armour, you regain
is crafted in imitation of the Lords of Cinder. Effect additional position equal to half your proficiency
rounded down, when you spend a position dice as
part of a Short rest.
AC 15
Strength 11
165
Those who cherished darkness, giving Special Whenever wearing Fire Keeper Robes, you are immune
themselves to it utterly, wore these black robes Effect to fire damage, but suffer -1 to your Strength score.
to prove their devotion.
AC 12 + Dexterity Modifier
Strength -
The witches who carried the Profaned Flame Special Whenever wearing the Fire Witch Armour, you are
wore this armour to lead the Pontiff ’s Knights Effect vulnerable to fire damage.
into battle.
AC 18
Strength 12
Worn by those who ordained themselves the Special Whenever wearing Follower Armour, you gain +1 to
Followers of Farron, this armour is often worn Effect your Strength but suffer -1 to your Intelligence score.
by a group of wandering hollows.
AC 16
Strength 15
These robes are worn by those who were Special Whenever wearing Grave Warden Robes, you make
responsible for dealing with the corpses found Effect all Constitution saving throw at advantage, but suffer
in the Cathedral of the Deep. -2 to your Charisma score.
AC 12 + Dexterity Modifier
Strength 11
Belonging to the former champion Gundyr, who Special Whenever wearing Gundyr’s Armour, when there
was defeated in single combat by an unnamed Effect are no friendly creatures within 20 feet of you you
enemy, this steel remains strong and durable. suffer -2 AC.
AC 18
Strength 12
Twisted, bloated beyond recognition, this Special Whenever wearing the Harald Legion Armour, all enemy
armour was once the choice of the Harald Effect creatures of medium size or smaller attempting to engage
Legion with you must succeed on a DC14 Wisdom saving throw
or be afflicted by the frightened condition, until they
AC 15
succeed on a subsequent Wisdom saving throw.
Strength 14
166
Made from toughened leather, built up layer Special Whenever wearing Hard Leather Armour, you gain
by layer, this armour is surprisingly resilient Effect +1 to your Dexterity score.
and flexible.
AC 11 + Dexterity bonus
Strength -
Vast in stature, this armour appears as though Special Whenever wearing Havel’s Armour, you gain +2 to
it was carved from living rock. Effect your Strength score.
AC 20
Strength 20
Worn by those who bear dire and vital messages Special Whenever wearing the Herald Armour, you have
and designed to provide protection against the Effect advantage on all Charisma (Persuasion) checks.
buffets of nature, as well as those of the foe.
AC 13 + Constitution modifier
Strength -
This armour had long been lost, having slipped Special Whenever wearing the Iron Dragonslayer Armour,
into a swamp after the defeat of its wearer by Effect you have disadvantage on all ranged attacks but gain
the Champion of Ash. resistance to piercing damage.
AC 17
Strength 12
These beautifully woven robes are those Special Whenever wearing Jailer Robes, you are immune to
donned by the jailers guarding the Irithyll Effect the frightened condition.
Dungeons.
AC 12 + Dexterity Modifier
Strength -
Once owned by the dark witch, Karla, the taint Special Whenever wearing Karla’s Robes, you gain resistance
of evil remains in the weave. Effect to Poison damage. You gain advantage on saving
throws against becoming poisoned.
AC 12 + Dexterity Modifier
Strength -
167
Hefty, solid plate armour, capable of Special Whenever wearing Knight Armour, you suffer -1 to
withstanding considerable damage but Effect your Dexterity.
requiring great strength to wear.
AC 15
Strength 12
Armour possessed by a mighty warrior Lapp, Special Whenever wearing Lapp’s Armour, you have
though his memory fled from him, leaving Effect disadvantage on all Dexterity saving throws.
him entirely amnesiac.
AC 20
Strength 18
Made from smooth leather, this set is ideal Special Whenever wearing Leather Armour, you gain
for hunters who wish to move silently while Effect advantage on all Wisdom (Survival) checks, and on
remaining warm on a long trek. all attacks made against beasts.
AC 13 + Dexterity Modifier
Strength 11
Military garb, plainly designed for a noble of Special Whenever wearing Leonhard’s Armour, you gain
considerable wealth, the outfit is woven with Effect resistance to force damage.
filigree and silver thread.
AC 12 + Dexterity Modifier
Strength -
Prince Lothric’s brother had this armour made Special Whenever wearing Lorian’s Armour, you gain
for him, and its exquisite workmanship testifies Effect advantage on all Charisma (Intimidate) checks, but
to the exalted position of its previous owner. you make all Wisdom saves with disadvantage.
AC 17
Strength 14
Somewhat worn, but still more than serviceable, Special Whenever wearing the Lothric Knight Armour, you
this armour is the distinctive choice of the Effect gain additional temporary Position equal to your
Knights of Lothric. proficiency bonus at the start of every combat.
AC 16
Strength 12
168
All maidens who travel across Lothric don Special Whenever wearing Maiden Robes, you gain +1 to your
some version of this soft white garment. Effect Wisdom ability score.
AC 10 + Dexterity Modifier
Strength -
Tattered almost beyond recognition as Special When wearing Master’s Robes, once per Long rest you
clothing, these rags putatively belonged to a Effect may choose to succeed on a failed Dexterity check or
great swordsmaster. saving throw.
AC 11 + Dexterity Modifier
Strength -
Inscribed with the ancient symbol of the Special Whenever wearing the Millwood Knight Armour,
Ethereal Oak, this armour was once worn by Effect you gain advantage on all attacks made against beasts.
one of the Knights of Millwood.
AC 15
Strength 11
Named after a valiant hollow, whose self was Special Whenever wearing Mirrah Armour, you have
lost but whose name lingers, forever attached Effect advantage on Charisma checks.
to this armour.
AC 12 + Dexterity bonus
Strength 10
None know the material from which Morne’s Special Whenever wearing Morne’s Armour, you have
Armour is made. It feels like stone but is light Effect resistance to lightning damage.
enough to be formed into a supple suit of armour.
AC 18
Strength 14
While the steel from which this armour is Special Whenever wearing the Nameless Knight Armour,
forged feels thin, it is surprisingly tough. Effect you gain +1 to your Wisdom, but suffer -1 to your
Charisma scores.
AC 16
Strength 13
169
Northern Armour Cost 1000 souls
Immaculately, and ornately, crafted, this set of Special Whenever wearing Northern Armour, you have
armour displays the smithing skills of those Effect resistance to cold damage.
who dwell in the far north.
AC 14
Strength 11
Also worn by Sorcerers trained in the Vinheim Special Whenever wearing the Old Sorcerer Robes, you gain
Dragon School, but older; more traditional. Effect advantage on all Intelligence checks.
Worn by the wisest and most renowned Sorcerers.
AC 12 + Dexterity Modifier
Strength -
Drawn from the painted world beyond this, Special Whenever wearing the Ordained Robes, you gain
these robes were worn by Friede, who was Effect advantage on all spell attack rolls when there are more
drawn to Lothric to protect the weak. hostile creatures than friendly ones with 30 feet.
AC 13 + Dexterity Modifier
Strength 11
Those who used to wear this armour were Special Whenever wearing the Outrider Knight Armour,
crazed, raging warriors, driven mad by the Effect you make all Wisdom (Animal Handling) checks at
gift of the Pontiff ’s eyes. advantage.
AC 14
Strength -
It is said that those who wear these robes for Special Whenever wearing the Painting Guardian Armour,
too long are gradually absorbed into a painted Effect you gain advantage on any saving throws against
world far beyond this one. magical effects or magical spell attacks.
AC 12 + Dexterity Modifier
Strength -
The garb adopted by those who carry out Special Whenever wearing Pale Shade armour, you gain
executions in the name of the Sable Church Effect advantage on all Intelligence (Investigate) checks.
of Londor.
AC 13 + Dexterity Modifier
Strength 11
170
Those who stood as the Pontiff ’s knights are Special Whenever wearing the Pontiff Knight Armour, you
now broken. Nevertheless, those who don this Effect have advantage on all saving throws made against
armour feel the weight of duty upon them. spells or other magical effects.
AC 11 + Dexterity Modifier
Strength -
Formed from the swaddling clothes of Prince Special Whenever wearing Prayer Robes, you gain resistance
Lothric, these fraying rags are nevertheless Effect to slashing damage, but you make all Constitution
suffused with power. saves at disadvantage.
AC 13 + Dexterity Modifier
Strength -
Comprising the furs stripped from the backs Special Whenever wearing Pyromancer Robes, you reduce
of hideous creatures, and bronze designed to Effect any fire damage you receive by 5 to a minimum of 1.
ward off evil.
AC 12 + Dexterity Modifier
Strength -
Those early men who rose from the darkness Special Whenever wearing the Ringed Knight Armour, you
forged their armour in the abyss. And the abyss Effect gain advantage on attacks against Demons.
clings to the armour still.
AC 16
Strength 12
The old king sent his Knights of Ruin to the Special Whenever wearing Ruin Armour you gain advantage
Ringed City. He sent them in this glorious Effect on all Wisdom (Perception) checks, but you make all
armour, to locate the dark soul. None returned. attacks against Giants with disadvantage.
AC 14
Strength 11
Formed from cloth carefully and cunningly Special Whenever wearing Sellsword Armour, you can never
interwoven with strips of metal, this armour Effect be at disadvantage on a Dexterity save.
manages to be light and flexible.
AC 13 + Dexterity bonus
Strength 10
171
Worn by those from the east who carry death Special Whenever wearing Shadow Armour, you gain
with them, at night, unknown and undetected. Effect advantage on all Dexterity (Acrobatics) checks.
AC 11 + Dexterity Modifier
Strength -
Clearly created for the most discerning of Special Whenever wearing Shira’s Armour, you gain +2 to
warriors, this ancient armour is light and Effect your Charisma score.
beautiful.
AC 12 + Dexterity modifier
Strength -
Protectors of the kings and queens who ruled Special Whenever wearing the Silver Knight Armour, you may
over Lothric and beyond in the long past. The Effect reroll one failed check of your choice per Long rest.
armour gleams, despite its age.
AC 15
Strength 13
The tattered, poorly-made stuff handed out to Special When wearing Slave Knight Armour, you gain
those slave knights forced to fight in endless Effect advantage on all Constitution saving throws at
wars without surcease. advantage.
AC 11 + Dexterity modifier
Strength -
When the vast Cathedral was finally breached, Special While wearing Smough’s Armour your speed is halved.
the final knight to stand in its defence was Effect You also make all Initiative rolls at -2.
Smough, who wore this armour.
AC 20
Strength 16
The standard robes of the Vinheim Dragon Special Whenever wearing the Sorcerer Robes, you gain
School, where generations of sorcerers learned Effect advantage on all Intelligence (Arcana) checks.
the secrets of the magical arts.
AC 12 + Dexterity Modifier
Strength -
172
Woven with the magic of the moon, this Special Whenever wearing Sunless Armour, you gain
mysterious armour grants its wearer unusual Effect darkvision (60 feet).
powers.
AC 16
Strength 13
Once possessed by a knight named Hodrick, Special Whenever wearing Sunset Armour, you have resistance
his armour still possesses traces of the bright Effect to force damage, but -2 to your Wisdom score
colours it used to bear. They’ve long since faded.
AC 14
Strength 11
Those who battled the abyss donned armour Special Whenever wearing Undead Legion Armour, you have
like this, eternally ready to go to war with the Effect an AC of 18 against all undead enemies (you gain the
creatures from the blackness. benefit of shields and any other increases to this AC).
AC 16
Strength 15
Made entirely in black steel, the armour of Special When wearing Vilhelm’s Armour, you have advantage
Vilhelm reeks of the dying. Effect on all checks and saving throws to avoid or escape
being grappled.
AC 15
Strength 12
Armour worn by those heretical few who Special Whenever wearing the Winged Knight Armour, if
swore themselves to the angels and were exiled Effect you become bloodied, you may make an additional
from Lothric as a result. reaction every turn. This only lasts until you are no
longer bloodied.
AC 16
Strength 12
The owner of this suit of armour remains, even Special Whenever wearing Wolf Knight Armour, you gain
in death, anonymous. The suit is tainted by Effect resistance to all damage inflicted by beasts.
wolves’ blood and the scent of rancid flesh.
AC 15
Strength -
173
The grim uniform of those who carry out the Special Whenever wearing Worker Robes, you gain +2 to your
dissection and disposal of the undead in their Effect Constitution score, but you make all Charisma checks
settlements. at disadvantage.
AC 11 + Dexterity Modifier
Strength -
Strangely crafted armour, of a yellowish hue. It Special Whenever wearing the Xanthous Armour, you make
is said that those who wore it sought a magical Effect all Intelligence (History) checks at advantage.
means of controlling light.
AC 15
Strength 11
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.
Small Shields
Small, compact, and designed to allow a skilled Special When using the Buckler you may make an additional
fighter to turn aside an attack, the buckler is a Effect reaction once per Short rest.
common choice for duellists.
Type Small Shield
Strength - AC +1
Painted with a design of twin snakes, each Special When using the Caduceus Round Shield, once per
rearing up; one of the ancient symbols of those Effect Long rest you may spend 1 Position to reroll one failed
who dwelled in the swamp. Dexterity saving throw.
Type Small Shield
Strength 10 AC +1
175
The bright red daubings on this shield Special When using the Crimson Parma Shield, once per long
represent the blood of those warriors whose Effect rest you may spend 1 Position to deal an additional
lives were spilled out in front of it. +1d3 damage on a single attack.
Type Small Shield
Strength 10 AC +1
Heavy and durable, with a design etched into Special When using the Eastern Iron Shield, once per Long
it indicating its eastern provenance, this shield Effect rest you may spend 1 Position to gain +2 to your next
is worthy of a warrior attack roll.
Type Small Shield
Strength 12 AC +1
A stout wooden shield, elaborately decorated Special When using the Elkhorn Shield, once per Long rest
with depictions of blue antlers. Effect you may spend 1 Position to ignore difficult terrain
for movement.
Type Small Shield
Strength - AC +1
Tainted with noxious substances, this battered Special When using the Ghru Rotshield, once per Long
old shield has clearly been reclaimed from the Effect rest you may spend 1 Position to prevent becoming
swamp by Ghru. poisoned.
Type Small Shield
Strength 10 AC +1
Ornately crafted, this golden shield resembles Special When using the Golden Falcon Shield, once per
a bird of prey, its wings outstretched. Effect Long rest you may spend 1 Position to gain +2 to
your Charisma for one round.
Type Small Shield
Strength 12 AC +1
A deserter from the undead legion once Special When using Hawkwood’s Shield, once per Long
wielded this shield; a peculiar fact, given the Effect rest you may spend 1 Position to reroll one failed
Watchers eschewed shields. Constitution saving throw.
Type Small Shield
Strength 11 AC +1
176
Well made, this iron shield is tougher than Special When using the Iron Round Shield, once per Long
most shields of its size. Effect rest you may spend 1 Position to reroll a failed
Strength save.
Type Small Shield
Strength 11 AC +1
Light, easy to use, and resilient, this might Special When using the Leather Shield, once per Long rest
not withstand prolonged assault, but it’ll turn Effect you may spend 1 Position to make a bonus dash action.
aside an attack.
Type Small Shield
Strength - AC +1
The glimmer when held under light shows this Special When using the Llewellyn Shield, once per Long rest
shield is made of Geist steel. It’s a remarkable Effect you may spend 1 Position to gain +2 to your AC for
piece of work. one round.
Type Small Shield
Strength 12 AC +1
Made by someone desperate, this is just a Special When using the Plank Shield, you gain +2 Position
collection of wooden planks and nails. It could Effect at the start of every combat. If an enemy ever scores a
fall apart at any time. Critical hit against you, the plank shield is broken and
cannot be repaired.
Type Small Shield
Strength - AC +1
Immediately recognisable, with its red and Special When using the Red and White Shield, once per
white alternating design, the red and white Effect Long rest you may spend 1 Position to reroll one failed
shield is durable and effective. Wisdom saving throw.
Type Small Shield
Strength - AC +1
The centre of the shield is adorned with a Special When using the Sacred Bloom Shield, once per Long
beautifully engraved blossom, claimed to be Effect rest you may spend 1 Position to gain resistance to fire
a sacred flame. damage for one round.
Type Small Shield
Strength 11 AC +1
177
Covered over with stout leather, this small Special When using the Small Leather Shield, once per
shield is ideal for parrying incoming attacks. Effect Long rest you may spend 1 Position to reduce any
bludgeoning damage you receive from a single attack
by half.
Type Small Shield
Strength - AC +1
Four rounded protrusions emanate from this Special When using the Target Shield, the first time during
shield’s surface, capable of deflecting even the Effect a combat you would suffer damage, you may instead
most brutal of blows. spend 2 Position to make a parry reaction.
Type Small Shield
Strength - AC +1
The double-bladed axe, painted onto the wood, Special When using the Warrior’s Round Shield, once per
tells you all you need to know about this shield, Effect Long rest you may spend 1 Position to reduce damage
and for whom it was intended. from a ranged attack by half.
Type Small Shield
Strength 11 AC +1
Standard Shields
The nomadic warriors known as the Black Special When using the Black Knight Shield, once per Short
Knights were famed for their battles; their Effect rest you may spend 2 Position to reduce the fire
shields became highly effective against fire. damage suffered from one attack by half.
Type Standard Shield
Strength 14 AC +2
ht, wooden shield; its blue colour is striking, as Special When using the Blue Wooden Shield, once per Short
are the distinctive white diamonds at the top. Effect rest you may spend 2 Position to gain advantage on a
Constitution saving throw.
Type Standard Shield
Strength 11 AC +2
178
Made from leather, and badly worn, this was Special When using the Carthus Shield, once per Short rest
once used by a warrior of Carthus. Effect you may spend 2 Position to gain advantage on one
Dexterity check.
Type Standard Shield
Strength 11 AC +2
Beautifully engraved with the crest of an Special When using the Crest Shield, once per Long rest, you
ancient, long deceased family, this shield is Effect may spend 2 Position to become immune to necrotic
powerfully enchanted. damage until the start of your next turn.
Type Standard Shield
Strength 16 AC +2
Engraved with the image of a sinuous dragon, Special When using the Dragon Crest Shield, once per Short
poised to strike, this shield is ideal for a knight. Effect rest you may spend 1 Position to gain advantage on
all attacks made against a dragon until the start of
your next turn.
Type Standard Shield
Strength 14 AC +2
Decorated with two eagles, facing away from Special When using the East-West Shield, once per Long rest
one another. This shield is light, but resilient. Effect you may spend 3 Position to change your Initiative
from ‘slow’ to ‘fast’ or vice versa.
Type Standard Shield
Strength 12 AC +2
Ornately decorated, this shield is imbued with Special When using the Grass Crest Shield, once per Long
magic, a magic that the bearer feels course Effect rest, you may spend 3 Position to automatically
along their skin the minute they pick it up. succeed on a saving throw against any spell attack
or effect.
Type Standard Shield
Strength 13 AC +2
One of the enchanted blue shields, this Special When using the Golden Wing Crest Shield, once per
example is distinctive because of the golden Effect Long rest, you may spend 2 Position to automatically
wing inscribed across it. succeed on a saving throw against any spell attack.
Type Standard Shield
Strength 14 AC +2
179
Well made, and ideal for defending against Special When using the Kite Shield, once per Short rest you
an array of attacks, this is the most typical of Effect may spend 2 Position to gain advantage on one saving
shields. throw of your choice.
Type Standard Shield
Strength 11 AC +2
A shield borne by knights, as they venture into Special When using the Knight Shield, once per Short rest
battle. Effect you may spend 2 Position to increase your AC by +4
for one round.
Type Standard Shield
Strength 12 AC +2
Unique to the Knights of Lothric, this shield Special When using the Lothric Knight Shield, once per Long
is designed for their particular martial style. It Effect rest you may spend 2 Position to become immune to
is of particular use against lightning. lightning damage for one round.
Type Standard Shield
Strength 14 AC +2
A shield which bulges outwards, and bears, at Special When using the Pierce Shield, once per Short rest
its centre, a lethal spike, used by its wielder to Effect you may spend 2 Position to deal an extra d8 piercing
drive the enemy back. damage upon making a successful attack.
Type Standard Shield
Strength 14 AC +2
Borne into battle by those who followed the Special When using the Pontiff Knight Shield, once per Short
Pontiff, this shield is imbued with a strange, Effect rest, you may spend 2 Position to reduce the cold
gelid aura. damage suffered from one attack by half.
Type Standard Shield
Strength 14 AC +2
Shaped, with unsettling accuracy, in imitation Special When using the Porcine Shield, once per Long rest,
of a pig’s head, this shield mocks those who Effect when you have successfully killed a creature, you may
would fight its barer. spend 2 Position to charge up to 20ft towards a hostile
creature, and make a melee attack if in range.
Type Standard Shield
Strength 14 AC +2
180
The shield bears a curse placed upon a king in Special When using the Shield of Want, once per Long rest
the long ago of the world; thus were matters Effect you may spend 2 Position to gain +100 souls after
settled in those days. successfully killing an enemy creature.
Type Standard Shield
Strength 14 AC +2
A well balanced shield, inscribed with the Special When using the Silver Eagle Kite Shield, once per
striking image of a silver eagle in flight. Effect Short rest you may spend 2 Position to gain advantage
on one check of your choice.
Type Standard Shield
Strength 13 AC +2
Heavy, both with the legacy of the knights Special When using the Silver Knight Shield, once per Short
who carried it, this shield retains the blessings Effect rest you may spend 2 Position to gain advantage on a
of the goddess the silver knights once served. melee attack made against a demonic creature.
Type Standard Shield
Strength 15 AC +2
The image of the spider scrawled across the Special When using the Spider shield, once per Long rest you
shield is troubling enough, but the scent of Effect may spend 2 Position to become immune to poison
blood from this shield is even worse. damage for one turn.
Type Standard Shield
Strength 13 AC +2
Once the possession of the infamous Knight Special When using the Spiked Shield, once per Short rest,
of Thorns, this shield is thick with thorns and Effect you may spend 2 Position to prevent being grappled
spikes. and deal 1d4 piercing damage to the creature making
the attempt.
Type Standard Shield
Strength 14 AC +2
A spirit tree is etched into the shield’s surface, Special When using the Spirit Tree Crest Shield, once per
its branches spreading out across the steel. Effect Short rest, you may spend 2 Position to reduce the
lightning damage suffered from one attack by half.
Type Standard Shield
Strength 13 AC +2
181
Made entirely from stone, and as heavy as one Special When using the Stone Parma, you cannot be petrified,
might expect as a result, this shield was carved Effect and, once per Short rest, you may spend 2 Position to
by an ancient knight who himself petrified. become immune to the paralysed condition until the
end of your next turn.
Type Standard Shield
Strength 18 AC +2
Once used by the Knights of Sunlight, this Special When using the Sunlight Shield, once per Short rest
shield is emblazoned with an image of the sun, Effect you may spend 2 Position to gain immunity to the
spreading its light into any darkness. blind condition for one hour.
Type Standard Shield
Strength 13 AC +2
With its beautifully wrought imagery of the Special When using the Sunset Shield, once per Short rest
reddening, setting sun, this shield was made Effect you may spend 2 Position to gain darkvision (90 feet)
for the Holy Knights of the Sunless Realms. for two hours.
Type Standard Shield
Strength 13 AC +2
Made from wood, but banded with metal, this Special When using the Wargod Wooden Shield, once per
is a redoubtable shield. Its bizarre markings Effect Short rest you may spend 2 Position to ignore the
memorialise a mad god. effects of one spell that triggers a Wisdom saving
throw.
Type Standard Shield
Strength 13 AC +2
An elongated wooden shield, decorated with Special When using the Wooden Shield, once per Short rest
the image of a white dragon, curling in on Effect you may spend 1 Position to move up to 10 ft after
itself. making a successful attack, without incurring an
opportunity attack.
Type Standard Shield
Strength 10 AC +2
Equipment
—
Greatshields
182
With a beautiful painting set into the steel of Special When using the Ancient Dragon Greatshield, once
the shield, it is impossible to gaze upon this Effect per Long rest you may spend 3 Position to regain 2
and not feel the loss of the majestic creatures. dice worth of Position.
Type Greatshield
Strength 18 AC +3
Forever associated with the dreaded Special When using the Black Iron Greatshield, once per
Giantslayer Tsoring, the black iron of this Effect Short rest you may spend 2 Position to avoid being
greatshield is beautifully decorated. knocked prone.
Type Greatshield
Strength 18 AC +3
No true shield, but a cart wheel that those with Special When using the Bonewheel Shield, once per Long
sufficient strength can repurpose should they Effect rest you may spend 3 Position to deliver an additional
need to. Just beware of the gaps between the spokes. +1d10 slashing damage upon making a successful
melee attack.
Type Greatshield
Strength 19 AC +3
Huge, bulky, and forged from iron, this shield Special When using the Cathedral knight Greatshield, once
was used by those who stood against the Effect per Long rest you may spend 2 Position to become
endless waves of darkness from the deep. immune to acid damage.
Type Greatshield
Strength 18 AC +3
So heavy as to be impossible for some to lift, Special When using the Curse Ward Greatshield, once
this shield was given to those who sought to Effect per Long rest you may spend 3 Position to become
resist the curse. immune to damage from spell attacks for one turn.
Type Greatshield
Strength 20 AC +3
Melted but still functional, this shield formed Special When using the Dragonslayer Greatshield, once
part of a suit of armour designed for the killing Effect per Long rest you may spend 3 Position to become
of dragons. immune to lightning damage until the end of your
next turn.
Type Greatshield
Strength 16 AC +3
183
Adorned with flowing whorls, curling in and Special When using the Greatshield of Glory, once per Short
away from one another, this shield was made Effect rest, you may spend 3 Position to give a friendly
to commemorate some ancient victory. creature within 30 feet advantage on their next ability
check, saving throw or attack roll.
Type Greatshield
Strength 16 AC +3
Carved from a single piece of stone and said Special When using Havel’s Greatshield, once per Long rest
to once have belonged to Havel the Rock, this Effect you may spend 3 Position to add +6 to your Strength
shield retains elements of his great power. score until the start of your next turn.
Type Greatshield
Strength 20 AC +3
Adorned with the holy symbol, this shield Special When using the Lothric Knight Greatshield, once per
remains immaculate, as should anything Effect Short rest you may spend 3 Position to add +8 to your
carried by the legendary knights of Lothric. AC until the start of your next turn.
Type Greatshield
Strength 18 AC +3
The shield bears the face of Eygon of Carim’s Special When using the Moaning Shield, once per Long rest
sister. This was his shield, and his sister Effect you may spend 3 Position to take the damage from a
guarded him from harm. For a while. single attack made against a friendly creature within
15 feet of you as a reaction.
Type Greatshield
Strength 17 AC +3
Less a shield than an enormous stone disc, its Special When using the Stone Greatshield, once per Long
details obscured by moss. Effect rest, you may spend 3 Position to gain resistance to
magical attacks (and spell attacks) for the duration
of one combat.
Type Greatshield
Strength 20 AC +3
Astonishingly light for its size, this greatshield Special When using the Twin Dragon Greatshield, once
is made from wood and steel. Its image of two Effect per Short rest you may spend 2 Position to force
dragons makes it immediately memorable. your opponent back by up to 10 feet after making a
successful attack.
Type Greatshield
Strength 15 AC +3
184
Once the possession of a knight who was Special When using the Wolf Knight’s Greatshield, once
tainted by the abyss, and master of the wolf ’s Effect per Long rest you may spend 4 Position to become
blood of old Farron. immune to one type of damage of your choice until
the end of your next turn.
Type Greatshield
Strength 18 AC +3
A shield once belonging to the mighty, and Special When using Yhorm’s Greatshield, once per Long rest
fearsome, Yhorm. Anyone who carries this Effect you may spend 3 Position to force all enemy creatures
shield bares with them a legacy of bravery. within 20 feet to succeed on a DC 15 Wisdom save
or become frightened of you until the end of your
Type Greatshield
next turn.
Strength 20 AC +3
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.
Ammunition Finesse
You can use a weapon that has the Ammunition property When making an attack with a finesse weapon, you may choose
to make a ranged attack only if you have ammunition to fire to use either your Strength or Dexterity modifier for the attack
from the weapon. Each time you attack with the weapon, you and damage rolls. You must use the same modifier for both rolls.
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 Heavy
you use a weapon that has the Ammunition property to make
a melee attack, you treat the weapon as an Improvised Weapon Small creatures have disadvantage on attack rolls with heavy
(see “Improvised Weapons” later in the section). weapons. A heavy weapon’s size and bulk make it too large for
a Small or Tiny creature to use effectively.
Sometimes characters don’t have their weapons and must attack A light weapon is small and easy to handle, making it ideal for
with whatever is at hand. An improvised weapon includes any use when fighting with two weapons.
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.
Thrown Range
If a weapon has the thrown property, you can throw the weapon A weapon that can be used to make a ranged attack has a range in
to make a ranged attack. If the weapon is a melee weapon, you use parentheses after the ammunition or thrown property. The range
the same ability modifier for that attack roll and damage roll that lists two numbers. The first is the weapon’s standard range in feet,
you would use for a melee attack with the weapon. For example, and the second indicates the weapon’s long range. When attacking
if you throw a handaxe you use your Strength, but if you throw a a target at long range, you have disadvantage on the attack roll, and
dagger you can use either your Strength or your Dexterity, since you can’t attack a target beyond the weapon’s long range.
the dagger has the finesse property.
Versatile Two-Handed
This weapon can be used with one or two hands. A damage value This weapon requires two hands when you attack with it.
in parentheses appears with the property—the damage when the
weapon is used with two hands to make a melee attack.
Daggers
Type Dagger Special Spend 2 Position before making an attack roll to give
this weapon the reach property for the duration of
Strength 11
the attack.
Damage 1d4 piercing
Properties Finesse, light, thrown (20/60)
Type Dagger Special Spend 2 Position to move 10 feet in any direction after
a successful attack.
Strength -
Damage 1d4 piercing
Properties Finesse, light
188
Type Dagger Special Spend 1 Position to move 5 feet in any direction after
a successful attack.
Strength -
Damage 1d4 slashing
Properties Finesse, light, thrown (20/60)
Type Dagger Special Spend 2 Position after a successful attack to give that
creature disadvantage on its next roll.
Strength -
Damage 1d4 slashing
Properties Finesse,
Type Dagger Special Spend 1 Position to move 5 feet in any direction after
a successful attack.
Strength -
Damage 1d4 piercing
Properties Finesse, light, thrown (20/60)
Type Dagger Special Spend 2 Position after a successful attack to give that
creature disadvantage on its next roll.
Strength -
Damage 1d4 piercing
Properties Finesse, light, thrown (20/60)
Type Dagger Special Spend 1 Position to move 5 feet in any direction after
a successful attack.
Strength -
Damage 1d4 slashing
Properties Finesse, light
189
Type Dagger Special Spend 1 Position to move 5 feet in any direction after
a successful attack.
Strength -
Damage 1d6 slashing
Properties Finesse, light
Type Dagger Special Spend 1 Position to turn this candlestick into a torch,
providing bright light in a 20 feet radius and dim light
Strength -
in an additional 20 feet radius. This effect lasts for one
Damage 1d6 bludgeoning minute.
Properties Finesse
Equipment
—
Straight Swords
190
Type Straight Sword Special If you miss with an attack, spend 3 Position to gain
advantage on your next attack.
Strength 12
Damage 1d10 slashing
Properties Reach
Type Straight Sword Special Spend 2 Position after a successful attack to add +1d4
to your next damage roll.
Strength 10
Damage 1d10 piercing
Properties Reach
Type Straight Sword Special Spend 1 Position to push an enemy back 5 feet after
a successful attack
Strength 12
Damage 1d10 slashing
Properties Reach
Type Straight Sword Special Spend 1 Position to turn this candlestick into a torch,
providing bright light in a 20 feet radius and dim light
Strength -
in an additional 20 feet radius. This effect lasts for one
Damage 1d8 bludgeoning minute.
Properties -
191
Type Straight Sword Special Spend 2 Position after a successful attack to move 10
feet in any direction.
Strength 10
Damage 1d10 slashing
Properties Reach
Type Straight Sword Special Spend 3 Position to gain advantage on your next attack.
Strength 12
Damage 1d8 slashing
Properties Two-handed
Type Straight Sword Special Spend 3 Position after a successful attack to force your
target to succeed on a Wisdom saving throw with a
Strength 12
DC equivalent to your Strength or become stunned
Damage 1d8 piercing for one turn.
Properties Finesse, reach
Type Straight Sword Special Spend 1 Position to push an enemy back 5 feet after
a successful attack.
Strength 12
Damage 1d12 piercing
Properties Reach
192
Type Straight Sword Special Spend 3 Position after a successful attack made with
this weapon to add +1d6 to your next damage roll.
Strength 12
Damage 1d10 piercing
Properties Reach
Type Straight Sword Special Spend 2 Position after a successful attack to deal an
additional 1d4 lightning damage to your enemy.
Strength 10
Damage 1d6 piercing
Properties Finesse, light
Type Straight Sword Special Spend 1 Position after a successful attack to gain +2
AC until the end of your next turn.
Strength 14
Damage 1d10 slashing
Properties Reach
Type Straight Sword Special Spend 2 Position to deal +1d6 fire damage on a
successful attack.
Strength 14
Damage 1d12 piercing
Properties Reach
Type Straight Sword Special Spend 4 Position to gain advantage on your next
attack, and deal +1d6 additional damage made with
Strength 14
this weapon if it is successful.
Damage 1d12 piercing
Properties Reach
Equipment
—
Greatswords
193
Type Greatsword Special Spend 1 Position to deal +1d4 damage on your next
attack.
Strength 12
Damage 1d8 piercing
Properties Heavy, two-handed, reach
Type Greatsword Special Spend 4 Position after a successful attack to force your
target to succeed on a Strength saving throw with a
Strength 13
DC equivalent to your Strength, or be knocked prone
Damage 1d10 slashing if they are of size Medium or smaller.
Properties Heavy, two-handed, reach
194
Type Greatsword Special As your reaction, you may spend 2 Position after
suffering damage, to move back 5 feet from your
Strength 13
attacker, and deal 1d6 force damage to them.
Damage 1d8 fire damage
Properties Heavy, two-handed, reach
Type Greatsword Special Spend 1 Position to deal +1d4 damage on your next
attack.
Strength 14
Damage 1d10 slashing
Properties Heavy, two-handed, reach
Type Greatsword Special As your reaction, you may spend 3 Position after
suffering damage, to move back 5 feet from your
Strength 15
attacker, and deal 1d10 force damage to them.
Damage 1d8 slashing
Properties Heavy, two-handed, reach
Type Greatsword Special Spend 3 Position to deal +1d8 fire damage on your
next attack.
Strength 12
Damage 1d8 piercing
Properties Heavy, two-handed, reach
195
Type Greatsword Special Spend 4 Position to deal +1d12 fire damage on your
next attack.
Strength 13
Damage 1d10 slashing
Properties Heavy, two-handed, reach
Type Greatsword Special Spend 4 Position after a successful attack to force your
target to succeed on a Strength saving throw with a
Strength 15
DC equivalent to your Strength, or be knocked prone
Damage 2d6 slashing if they’re of size Medium or smaller.
Properties Heavy, two-handed, reach
Equipment
—
Ultra Greatswords
196
Type Ultra Greatsword Special Spend 1 Position after a successful attack to push the
targeted creature 5ft in any direction.
Strength 20
Damage 2d10 slashing
Properties Heavy, two-handed, reach
Type Ultra Greatsword Special Spend 1 Position after a successful attack to push the
targeted creature 5ft in any direction.
Strength 16
Damage 1d12 slashing
Properties Heavy, two-handed, reach
Type Ultra Greatsword Special Spend 3 Position after a successful attack to drive the
enemy back by 5 feet and gain advantage on the next
Strength 20
attack.
Damage 1d12+1d4 slashing
Properties Heavy, two-handed, reach
Type Ultra Greatsword Special Spend 3 Position after a successful attack to drive the
enemy back by 5 feet and gain advantage on your next
Strength 18
attack.
Damage 1d12 slashing
Properties Heavy, two-handed, reach
Type Ultra Greatsword Special Spend 3 Position to deal +1d10 fire damage on a
successful attack.
Strength 18
Damage 1d12 slashing
Properties Heavy, two-handed, reach
197
Type Ultra Greatsword Special Spend 3 Position after a successful attack to drive the
enemy back by 5 feet and gain advantage on your next
Strength 17
attack.
Damage 3d6 slashing
Properties Heavy, two-handed, reach
Type Ultra Greatsword Special Spend 5 Position after killing an enemy to deal +2d6
fire damage to any creature within 10 feet of you.
Strength 20
Damage 2d10 slashing
Properties Heavy, two-handed, reach
Type Ultra Greatsword Special Spend 4 Position to deal +1d12 fire damage on your
next attack.
Strength 20
Damage 2d10 slashing
Properties Heavy, reach
Type Ultra Greatsword Special Spend 3 Position after a successful attack to drive the
enemy back by 5 feet.
Strength 18
Damage 2d6 slashing
Properties Heavy, two-handed, reach
Equipment
—
Curved Swords
Type Curved Sword Special Spend 2 Position after a successful attack, to make a
second attack as a bonus action. The bonus attack is
Strength 12
made with disadvantage.
Damage 1d8 slashing
Properties Finesse, light
198
Type Curved Sword Special Spend 4 Position after a successful attack, to make a
second attack as a bonus action.
Strength 11
Damage 1d6 slashing
Properties Finesse, light
Type Curved Sword Special Spend 4 Position after killing an enemy to immediately
make a ranged attack, dealing 1d6 slashing damage, to
Strength 11
any one enemy within 30 feet of you.
Damage 1d6 slashing
Properties Finesse, light
Type Curved Sword Special Spend 4 Position after killing an enemy to immediately
move towards and make a free attack against a different
Strength 11
enemy within 15ft of you in any direction. If this kills
Damage 1d8 slashing that enemy, you may spend 4 Position to move towards
a new enemy and make another attack, and so on.
Properties Finesse, light
Type Curved Sword Special Spend 3 Position after a successful attack, to make a
second attack as a bonus action
Strength 11
Damage 1d6 fire
Properties Finesse, light
Type Curved Sword Special Spend 5 Position after a successful attack, to make a
second attack as a bonus action.
Strength 12
Damage 1d8 slashing
Properties Finesse, light
Type Curved Sword Special Spend 3 Position after a successful attack to reduce
your enemy’s AC by -2 until the end of your next turn.
Strength 11
Damage 1d8 slashing
Properties Finesse, light
199
Type Curved Sword Special Spend 2 Position after killing an enemy to immediately
make a free attack against a different enemy within 5
Strength 20
feet of you. If this attack kills the new enemy, you
Damage 1d6 slashing may spend 2 Position to make another attack against
another enemy, and so on.
Properties Finesse, light
Type Curved Sword Special Spend 2 Position after a successful attack to deal +1d6
cold damage on your next attack.
Strength 12
Damage 1d10 slashing
Properties Finesse, light
Type Curved Sword Special Spend 2 Position to inflict + 1d4 poison damage on
your next attack.
Strength 11
Damage 1d6 slashing
Properties Finesse, light
Type Curved Sword Special Spend 5 Position after a successful attack, to make a
second attack as a bonus action.
Strength 11
Damage 1d6 slashing
Properties Finesse, light
Type Curved Sword Special Spend 3 Position after a successful attack, to make a
second attack as a bonus action.
Strength 12
Damage 1d8 slashing
Properties Finesse, light
Type Curved Sword Special Spend 2 Position after a successful attack, to make a
second attack as a bonus action. The bonus attack is
Strength 12
made with disadvantage.
Damage 1d6 slashing
Properties Finesse, light
200
Type Curved Sword Special Spend 3 Position after killing an enemy to immediately
make a free attack against a different enemy within 5
Strength 12
feet of you. If this attack kills the new enemy, you
Damage 1d8 slashing may spend 2 Position to make another attack against
another enemy, and so on.
Properties Finesse, light
Type Curved Sword Special Spend 4 Position after a successful attack, to make a
second attack as a bonus action.
Strength 11
Damage 1d8 slashing
Properties Finesse, light
Curved Greatswords
Type Curved Greatword Special Spend 2 Position after a successful attack, to make a
second attack as a bonus action. The second attack is
Strength 14
made at disadvantage
Damage 1d8 slashing
Properties Finesse, two-handed, reach
Type Curved Greatword Special Spend 5 Position after a successful attack, to make a
second attack as a bonus action. The second attack is
Strength 16
made with advantage.
Damage 1d10 slashing
Properties Finesse, two-handed, reach
201
Type Curved Greatword Special Spend 3 Position after a successful attack to force your
target to succeed on a Strength saving throw with a
Strength 16
DC equivalent to your Strength, or be knocked prone
Damage 1d10 slashing if they’re of size Large or smaller.
Properties Finesse, two-handed, reach
Type Curved Greatword Special Spend 5 Position after a successful attack, to make a
second attack as a bonus action. This second attack
Strength 14
deals an additional +1d3 slashing damage.
Damage 1d8 slashing
Properties Finesse, two-handed, reach
Type Curved Greatword Special Spend 5 Position after making a successful attack to
make a second attack as a bonus action. If the second
Strength 16
attack is successful, you may move up to 15 feet away
Damage 1d10 slashing from your opponent without incurring any attacks of
opportunity.
Properties Finesse, two-handed, reach
Thrusting Swords
Type Thrusting Sword Special Spend 3 Position after killing an enemy creature
to immediately make a ranged attack, dealing 1d4
Strength 10
piercing damage, to any enemy within 40 feet of you.
Damage 1d8 piercing
Properties Finesse
Type Thrusting Sword Special Spend 1 Position to deal +1d4 damage on your next
attack.
Strength -
Damage 1d6 piercing
Properties Finesse
202
Type Thrusting Sword Special Spend 1 Position to deal +1d3 damage on your next
attack.
Strength -
Damage 1d8 piercing
Properties Finesse
Type Thrusting Sword Special Spend 2 Position after a successful attack to reduce
enemy’s AC by -2 on your next attack.
Strength 12
Damage 1d10 piercing
Properties Finesse
Type Thrusting Sword Special Spend 1 Position after a successful attack to move up
to 10 feet away from your opponent without incurring
Strength 11
any attacks of opportunity.
Damage 1d8 piercing
Properties Finesse
Type Thrusting Sword Special Spend 1 Position to deal +1d4 damage on your next
attack.
Strength 11
Damage 1d8 piercing
Properties Finesse
Equipment
—
Katanas
Type Katana Special Spend 3 Position to make your next attack with
advantage if your target is bloodied.
Strength 14
Damage 1d10 slashing
Properties Finesse
203
Type Katana Special Spend 2 Position to make your next attack with
advantage if your target is bloodied.
Strength 14
Damage 1d10 slashing
Properties Finesse
204
Equipment
—
Axes
205
Type Axe Special Spend 1 Position to gain advantage on your next attack
if your opponent is bloodied or reduced to less than
Strength 14
half their starting Position.
Damage 1d8 slashing
Properties Two-handed
206
Equipment
—
Great Axes
Type Great Axe Special Spend 4 Position after a successful attack to unleash a
war cry. Your opponent must make a DC18 Wisdom
Strength 18
saving throw or be stunned until the end of their next
Damage 1d12 slashing turn.
Properties Heavy, two-handed
Type Great Axe Special Spend 5 Position after killing an enemy to deal 1d8
fire damage to all creatures within 20 feet of you.
Strength 14
Damage 1d10 slashing
Properties Heavy, two-handed
Type Great Axe Special Spend 5 Position after killing an enemy to deal 1d10
force damage to all creatures within 10 feet of you.
Strength 18
Damage 1d12 slashing
Properties Heavy, two-handed
Type Great Axe Special Spend 5 Position after killing an enemy to trigger
three tremors within 30 feet of you, each centred on a
Strength 15
single point. All creatures within 5 feet of these points
Damage 1d10 slashing must succeed on a DC16 Dexterity saving throw or
be knocked prone.
Properties Heavy, two-handed
Type Great Axe Special Spend 3 Position after a successful attack to unleash a
war cry. Your opponent must make a DC14 Wisdom
Strength 14
saving throw or be stunned for the next turn.
Damage 1d12 slashing
Properties Heavy, two-handed
207
Type Great Axe Special Spend 3 Position after a successful attack to decrease
your opponent’s AC by -3 on your next attack.
Strength 15
Damage 1d10 slashing
Properties Heavy, two-handed
Type Great Axe Special Spend 3 Position after a successful attack to unleash a
war cry. Your opponent must make a DC14 Wisdom
Strength 16
save or be stunned for the next turn.
Damage 1d10 slashing
Properties Heavy, two-handed
Hammers
208
209
Equipment
—
Great Hammers
Type Great Hammer Special Spend 3 Position after a successful attack to increase
your AC by +4 for the next turn.
Strength 14
Damage 1d10 bludgeoning
Properties Heavy, two-handed
Type Great Hammer Special Spend 5 Position after a successful attack to unleash
a cone of fire 15 feet in length from your position All
Strength 15
creatures caught in the cone suffer 1d8 fire damage,
Damage 1d8 bludgeoning or half damage if they succeed on a DC15 Dexterity
saving throw.
Properties Heavy, two-handed
Type Great Hammer Special Spend 2 Position after a successful attack to increase
your AC by +3 for the next turn.
Strength 16
Damage 1d10 bludgeoning
Properties Heavy, two-handed
Type Great Hammer Special Spend 3 Position after a successful attack to deal +1
damage and knock your opponent back 5 feet directly
Strength 12
away from you.
Damage 1d6 bludgeoning
Properties -
210
Type Great Hammer Special Spend 3 Position after a successful attack to unleash a
war cry. Your opponent must make a DC13 Wisdom
Strength 12
save or be stunned for the next turn.
Damage 1d8 bludgeoning
Properties Two-handed
Type Great Hammer Special Spend 3 Position to deal +1d6 piercing damage on
your next attack.
Strength 16
Damage 1d10 bludgeoning
Properties Heavy, two-handed
Type Great Hammer Special Spend 3 Position after a successful attack to increase
your AC by +4 for the next turn.
Strength 18
Damage 1d12 bludgeoning
Properties Heavy, two-handed
Type Great Hammer Special Spend 5 Position after making a successful attack
to unleash a cone of fire 10 feet in length from your
Strength 17
position. All creatures caught in the cone suffer 1d10
Damage 1d12 bludgeoning fire damage, or half damage if they succeed on a DC16
Dexterity saving throw.
Properties Heavy, two-handed
Type Great Hammer Special Spend 2 Position after you’ve taken damage to switch
places with your attacker.
Strength 14
Damage 1d8 piercing
Properties -
Type Great Hammer Special Spend 4 Position to force all creatures of Large size
or smaller within 15 feet of you to make a DC12
Strength 15
Dexterity saving throw or be knocked prone.
Damage 1d10 bludgeoning
Properties Heavy, two-handed
211
Type Great Hammer Special Spend 4 Position after a successful attack to increase
your AC by +6 until the end of your next turn.
Strength 15
Damage 1d12 bludgeoning
Properties Heavy, two-handed
Type Great Hammer Special Spend 2 Position after a successful attack to deal +3
damage.
Strength 16
Damage 1d10 piercing
Properties Heavy, two-handed
Type Great Hammer Special Spend 3 Position after a successful attack to increase
your AC by +4 for the next turn.
Strength 16
Damage 1d10 piercing
Properties Heavy, two-handed
Type Spears and Pikes Special Spend 2 Position after a successful attack to reduce
your opponent’s AC by -2 on your next attack.
Strength 14
Damage 1d8 piercing
Properties Thrown (range 20/60), versatile (1d10), reach
Type Spears and Pikes Special Spend 5 Position after killing an enemy to deal 1d10
force damage to all enemies within 10 feet of you.
Strength 14
Damage 1d8 piercing
Properties Thrown (range 20/60), versatile (1d10), reach
212
Type Spears and Pikes Special Spend 5 Position after killing an enemy to deal 1d10
force damage to all enemies within 10 feet of you.
Strength 15
Damage 1d10 slashing
Properties Thrown (range 20/60), reach
Type Spears and Pikes Special Spend 3 Position when unengaged to move up to 30
feet towards an enemy and gain advantage on your
Strength 14
first attack against it.
Damage 1d8 piercing
Properties Thrown (range 20/60), two-handed, reach
Type Spears and Pikes Special Spend 2 Position after a successful ranged attack to
deal +1d4 fire damage.
Strength 12
Damage 1d6 piercing
Properties Thrown (range 30/90), reach
Type Spears and Pikes Special Spend 3 Position when unengaged to move up to 30
feet towards an enemy and gain advantage on your
Strength 14
first attack against it.
Damage 1d6 piercing
Properties Thrown (range 20/60), versatile (1d8), reach
Type Spears and Pikes Special Spend 4 Position when unengaged to move up to 15
feet towards an enemy and deal +1d6 fire damage on
Strength 14
your first attack against it.
Damage 1d6 piercing
Properties Heavy, two-handed, reach
Type Spears and Pikes Special Spend 3 Position after a successful attack to gain
advantage on your next magical attack made using
Strength 10
a sorcery spell.
Damage 1d6 piercing
Properties Thrown (range 20/60), versatile (1d8), reach
213
Type Spears and Pikes Special Spend 4 Position when unengaged to move up to 30
feet towards an enemy and deal+1d6 damage on your
Strength 16
first attack against it.
Damage 1d12 piercing
Properties Reach
Type Spears and Pikes Special Spend 3 Position when unengaged to move up to 30
feet towards an enemy and deal +1d4 damage on your
Strength 14
first attack against it.
Damage 1d8 piercing
Properties Thrown (range 20/60), versatile (1d6), reach
Type Spears and Pikes Special Spend 3 Position after a successful attack to raise the
war banner. All friendly creatures within 15 feet gain
Strength 14
advantage on their next attack.
Damage 1d6 piercing
Properties Versatile (1d8), reach
Type Spears and Pikes Special Spend 3 Position to deal +1d4 bludgeoning damage on
your next successful attack. Your opponent must make
Strength 12
a DC10 Dexterity saving throw or be knocked prone.
Damage 1d6 piercing
Properties Thrown (range 20/60), reach
Type Spears and Pikes Special Spend 3 Position when unengaged to move up to 30
feet towards an enemy and gain advantage on your
Strength 14
first attack against it.
Damage 1d10 piercing
Properties Heavy, reach, two-handed, reach
Type Spears and Pikes Special Spend 2 Position each time you are hit by a melee
attack until the start of your turn, you regain 1 position.
Strength 14
Damage 1d8 piercing
Properties Thrown (range 20/60), versatile (1d8), reach
214
Type Spears and Pikes Special Spend 2 Position to deal +1d4 poison damage on your
next attack.
Strength 12
Damage 1d6 piercing
Properties Thrown (range 20/60), reach
Type Spears and Pikes Special Spend 2 Position when unengaged to move up to 30
feet towards an enemy .
Strength 12
Damage 1d6 piercing
Properties Thrown (range 20/60), versatile (1d8), reach
Type Spears and Pikes Special Spend 2 Position after a successful attack to deal an
additional 1d4 fire damage to your target.
Strength 11
Damage 1d4 fire
Properties Reach
Type Spears and Pikes Special Spend 2 Position after a successful attack to reduce
enemy’s AC by -2 on your next attack.
Strength -
Damage 1d6 piercing
Properties Thrown (range 20/60), versatile (1d8)
Type Spears and Pikes Special Spend 3 Position after a successful attack to deal an
additional 1d8 lightning damage to your target.
Strength 14
Damage 1d8 piercing
Properties Thrown (range 20/60), versatile (1d10), reach
Type Spears and Pikes Special Spend 5 Position when unengaged to move up to 20
feet towards an enemy and gain advantage on your
Strength -
first attack against it.
Damage 1d6 piercing
Properties Thrown (range 20/60), versatile (1d8), reach
215
Type Spears and Pikes Special Spend 4 Position after taking damage from an enemy
attack to increase the AC of any friendly creature
Strength 12
within 15 feet by +2 until the start of your next turn.
Damage 1d6 piercing
Properties Thrown (range 20/60), versatile (1d8), reach
Equipment
—
Halberds
Type Halberd Special Spend 3 Position after a successful attack to roar into
your enemy’s face. They must make a DC15 Wisdom
Strength 13
saving throw or be knocked prone.
Damage 1d8 slashing
Properties Heavy, reach, two-handed
216
217
Type Halberd Special Spend 3 Position to gain advantage on your next attack
and deal +1d8 damage if your opponent is bloodied.
Strength 14
Damage 1d10 slashing
Properties Heavy, reach, two-handed
Equipment
—
Scythes
Type Scythe Special Spend 4 Position upon a Critical hit to triple your
damage.
Strength -
Damage 1d6 slashing
Properties -
Type Scythe Special Spend 3 Position upon a Critical hit to triple your
damage.
Strength 10
Damage 1d8 slashing
Properties -
Type Scythe Special Spend 3 damage upon a successful attack to deal +1d6
cold damage.
Strength 10
Damage 1d6 slashing
Properties -
218
Equipment
—
Whips
Type Whip Special Spend 1d6 Position after a successful attack to deal
that much damage to an enemy creature within 10
Strength -
feet of you.
Damage 1d6 slashing
Properties Finesse, reach
Equipment
—
Type Fist & Claws Special Spend 2 Position after a successful attack to increase
your AC by +2 until the end of your next turn.
Strength -
Damage 1d4 bludgeoning
Properties -
Type Fist & Claws Special Spend 3 Position after a successful attack to deal +2
damage and knock your opponent back 5 feet directly
Strength -
away from you.
Damage 1d4 slashing
Properties -
Type Fist & Claws Special Spend 5 Position after a successful attack to make a
second free attack .
Strength -
Damage 1d6 slashing
Properties -
Type Fist & Claws Special As a reaction after making a successful attack to restore
Position to a friendly creature within 10 feet, equal to
Strength -
the necrotic damage the Dark Hand dealt.
Damage 1d4 necrotic
Properties -
Type Fist & Claws Special Spend 3 Position after a successful attack to deal
+1d4 fire damage to your opponent and move 5 feet
Strength -
in a direction of your choice without incurring an
Damage 1d6 fire opportunity attack.
Properties -
Type Fist & Claws Special Spend 1 Position after a successful attack to move 5
feet in any direction.
Strength -
Damage 1d4 piercing
Properties -
220
Equipment
—
Bows
Type Bow Special Spend 3 Position after killing an enemy with a ranged
attack to make a second free ranged attack.
Strength 10
Damage 1d6 piercing
Properties Ammunition (range 120/480), two-handed
221
Type Bow Special Spend 3 Position after killing an enemy with a ranged
attack to make a second free ranged attack.
Strength 11
Damage 1d6 piercing
Properties Ammunition (range 80/320), two-handed
Great Bows
Type Great Bow Special Spend 3 Position after making a successful ranged
attack to make a second ranged attack against a second
Strength 15
enemy within 15 feet of, and in a straight line from, the
Damage 1d12 piercing original target, dealing 1d6 piercing damage.
Properties Ammunition (range 150/600), heavy, two-handed
Type Great Bow Special Spend 5 Position after making a successful ranged
attack to deal 1d6 force damage to all enemies within
Strength 16
10 feet of the original target.
Damage 1d12 piercing
Properties Ammunition (range 150/600), heavy, two-handed
222
Type Great Bow Special Spend 4 Position after making a successful ranged
attack to make a second ranged attack against a second
Strength 15
enemy within 15 feet of, and in a straight line from, the
Damage 1d10 piercing original target, dealing 1d6 piercing damage.
Properties Ammunition (range 150/600), heavy, two-handed
Equipment
—
Crossbows
Type Crossbow Special Spend 2 Position after a successful attack to make a second
free attack, against the same target. Should this be successful,
Strength -
you may spend an additional Position to make a final free
Damage 1d6 piercing attack. Each additional attack deals 1d6 piercing damage.
Properties Ammunition (range 80/320), loading, two-handed
223
Staves
Type Stave Special Spend 3 Position after failing a spell attack roll to gain
advantage on your next attack.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)
Type Stave Special Spend 3 Position to deal +1d8 damage on your next
spell attack.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)
224
Type Stave Special Spend 3 Position to deal an extra +1d6 damage on your
next successful spell attack.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)
Type Stave Special Spend 2 Position to deal +1d4 damage on your next
spell attack.
Strength -
Damage 1d10 bludgeoning
Properties Versatile (1d12)
Type Stave Special Spend 2 Position after a successful spell attack to raise
your AC by +2 for one turn.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)
Type Stave Special Spend 1 Position to add +2 to your spell attack bonus
until the beginning of your next turn.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)
Type Stave Special Spend 2 Position after a successful spell attack to deal
+1d6 piercing damage on your next melee attack.
Strength 12
Damage 1d8 bludgeoning
Properties Versatile (1d10)
225
Type Stave Special Spend 2 Position to deal +1d4 damage on your next
spell attack.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)
Type Stave Special Spend 3 Position gain advantage on your next spell
saving throw.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)
Type Stave Special Spend 3 Position to gain advantage on your next spell
attack roll.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)
Equipment
—
226
227
Type Flame Special Spend 1 Position after a successful melee attack to deal
+1d4 fire damage.
Strength -
Damage -
Properties Light
Type Flame Special Spend 4 Position after killing an enemy with a spell
attack to restore one dose to your Estus Flask.
Strength -
Damage 1d6 bludgeoning
Properties Light
Type Talisman Special Spend 1 Position when casting a spell that requires
concentration to prevent your concentration being
Strength -
broken by a ranged attack.
Damage 1d4 bludgeoning
Properties Light
Type Talisman Special Spend 2 Position when casting a spell that requires
concentration to prevent your concentration being
Strength -
broken by a melee or ranged attack.
Damage 1d4 bludgeoning
Properties Light
Type Talisman Special Spend 2 Position when casting a spell that requires
concentration to prevent your concentration being
Strength -
broken by a melee or ranged attack.
Damage 1d6 bludgeoning
Properties Light
Type Talisman Special Spend 3 Position when casting a spell that requires
concentration to prevent your concentration being
Strength -
broken by a melee, ranged or spell attack.
Damage 1d4 bludgeoning
Properties Light
228
Type Talisman Special Spend 1 Position when casting a spell that requires
concentration to prevent your concentration being
Strength -
broken by a melee attack.
Damage 1d4 bludgeoning
Properties Light
Type Talisman Special Spend 1 Position after a successful melee attack to deal
+1d4 fire damage.
Strength -
Damage 1d6 bludgeoning
Properties Light
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.
231
Effect Increase your spell attunement Effect Increase your spell attunement
slots by +3. slots by +2.
232
233
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.
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.
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
238 encounters, puzzles, fragments of lore they scarcely understand. But, at the same time, it’s vital
to remember this one fact:
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.
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 A Note on Tabletop
the same way. As a result, there are certain rules that are particularly Safety & Consent
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 DARK SOULS: The Roleplaying Game is focused on
don’t like, leave out. telling stories of failure, of noble dooms, futile quests and
of kingdoms fallen into ruin. There is hope, of course,
That said, the following guidelines should give you an idea of how to and courage, but horror and gloom are prevailing themes.
tweak your game to make it a little less unforgiving: There’s also a lot of violence. When playing a tabletop
RPG, the focus is on fun, so we recommend sitting down
• Player characters don’t lose their collected souls after death. This with your roleplaying group and establishing what kind
means characters can level up more quickly, and tough combats of game you want to play, and, vitally, if there’s any content
don’t impede the story! any of the group is uncomfortable with. You, as a GM,
can also give some idea of the content you might touch
• Remove the Bloodied condition, ensuring player characters on—especially useful for any players who might not be
aren’t forced to change their tactics and can continue to wear an familiar the bleakness at the heart of DARK SOULS.
opponent down effectively.
We also recommend the use of the X-card, an RPG safety 239
• Creatures can’t spend Position; this robs some of the larger tool designed by John Stavropoulos and published under
creatures of their biggest and deadliest attacks, making them the Creative Commons Attribution license. The X-card
easier to take down. is a means by which players confronted by material they
find upsetting can quickly and safely ask that the game
Use the rules as you want, change the game as you need to. The most continue, but that such content is considered for removal
important thing to remember is this: if you and your players are from the game. More resources can be found using the
having fun, you’re playing the game right! QR code below:
243
5 Locate an ancient painting
Building Adventures
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.
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.
246
2 Palace Of Ash & Cinder
3 Monastary Of Carthus
6 Barrow Of Gwyn
Themes
So, once you have your location you’re going break each map up into somewhere between
to want a theme. A theme, in this case, is a 5–10 segments or sections.
consistent set of images and architectural
features you can return to in your descriptions. These are sometimes entirely discrete sections,
It grounds the players in the place, and it kept separate from one another by doors
makes it easy for you to generate interesting or gates the player characters need to get
imagery quickly, and effectively. Of course, through. At other times, they are open, with
most places in DARK SOULS are choked the divide simply one of distance. You can
with darkness, and shadows, so you don’t need divide your location as you see fit, making it
much in the way of guidance on that front, work according to the ideas you might have
when building your descriptions. What can be for your adventure. Think about how long
248 useful is some other, stranger features, included you want your individual adventures to run.
to characterise the location, and bring it to life Five sections probably gives you enough for
for those exploring it. These can help to build a session or more of gaming. A 10-section
the history and nature of the place without the location probably offers enough to explore
player characters needing to be told anything; for two or three sessions.
without having to read a convenient piece
of parchment or speak to a nearby NPC to Determine what it is you and your players
discover what happened here, or so on. Such wants in terms of game length, and what kind
ideas are far more effective if implied, and of story you want this aspect of the game to
gradually formed in the player’s mind, rather communicate—if this adventure is the start
than simply being handed over. So, here’s some of a campaign, a short five area location is
more inspiration to guide your thinking. probably more than enough. Alternatively, if
you’re looking for something to close an epic
Like the previous page, simply roll a d10 on campaign, a 10-section location is probably
the following table. the way to go. An epic adventure, or the
climax of a campaign, deserves something a
So, we have the location of the adventure. little special.
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
Encounters
251
5 Slime Capra Demon Fang Boar
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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1 Vordt of the Boreal Valley
3 Blackdragon Kalameet
5 Iudex Gundyr
6 Gaping Dragon
8 Demon Prince
9 Artorias
NPCs
T he land of Lothric isn’t just occupied by
hollows, dragons, and monsters. Others,
some unkindled, some still truly alive, still
they met in an inn, wanting to learn everything
about them and taking them on every journey
is somewhere between a treasured memory
dwell in the shadow-haunted remnants of and a faintly exhausting nightmare. The
Lothric. Some might be helpful, possessing DARK SOULS video games work very
insights the player characters can elicit from differently of course, and, as a result, so does
them with enough time and attention. Others the world of DARK SOULS. NPCs are
might prove truculent, or difficult, refusing to unlikely to accompany you on your journey—
help, and potentially even plunging the player some might give you directions or offer you
characters into greater danger, with false a measure of assistance. Others might open
directions, or misleading information. new quests, new aspects of the game, but the
capacity to interact with them is limited.
DARK SOULS focuses a great deal on
exploration, and on combat. Non-player Again: this is not the case in DARK SOULS:
characters form an important counterpoint The Roleplaying Game. As a result, it’s
to this dynamic, adding a new focus—social important for you, as the GM, to know how
interaction—but also providing an alternative you want to utilise NPCs. Do you want to
254 perspective on the events the player characters keep them as confined to the fringes of the
might encounter, or on the information they game as the video game does? Or are you
might glean bout the world as they venture going to let the player characters indulge their
through it. instincts a little more, building out your NPCs
into more fully developed characters? The first
Chapter Seven: Monsters & Antagonists choice helps maintain the DARK SOULS
doesn’t feature many non-player characters, atmosphere, the ambiance, of the game. The
or NPCs, for the player characters to interact other choice promotes the kind of organic, free
with. While the World of Lothric refers to form play tabletop games are so good at. There
several people the characters might meet, is no right or wrong choice here; it’s all about
extensive statistics aren’t necessary. NPCs in the type of game you want to play.
DARK SOULS tend to be almost part of the
world; they are woven into the world, people When designing your own NPCs, keep in
for the characters to meet and talk to, to gain mind both what you what them to do, and how
new insights and new knowledge. They don’t you want them to do it. Keep in mind how
necessarily act or become a part of the player players, and their characters, are liable to react.
character’s journey. If, for instance, you don’t want an NPC to be
stabbed in the face, either make sure they’re
This isn’t so normal in a tabletop roleplaying sympathetic and friendly or they’re as hard as
game. the scales of Blackdragon Kalameet, because
player characters are almost certain to punch,
For anyone reading this who has GM’d an stab or set on fire anyone who annoys them
RPG before, the experience of a group of even slightly.
players deciding to befriend a random stranger
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!
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!
Claps their hands with delight at Put out three candles, burning on the
7 everything the player characters say
A silver necklace
top floor of a castle
Giggles, hiding their mouth behind Bring back the last flower of the moon
8 blood-stained hands
A vial of poison
plant
9 Shrugs, mournfully, before they speak A book, filled with images of dragons Pour poison in a certain person’s cup
Always has tears streaming down their A locket, with a painted miniature Convey an apology to one of the Lords
10 cheeks inside of Cinder
Campaigns
T abletop roleplaying games often take the
form of big, lengthy campaigns, played
over numerous sessions, spanning months and
the quest itself possesses mysterious elements—
where did the fire come from, what does linking
truly mean, why can only the undead pursue
even years. Some campaigns are shorter, with such quests?—but, at the same time, it remains
a pre-planned narrative, and only a handful clear and simple in its premise. These are good
adventures leading to a dramatic climax, guidelines for devising your own.
and others are more open-ended, with the
adventurers constantly finding new adventures The most pressing issue, when building a
to occupy them. campaign in DARK SOULS: The Roleplaying
Game is one of motivation. In the DARK
Both campaign types can work in DARK SOULS video games, if you want to participate
SOULS the Roleplaying Game. The tight focus in the game, you accept the requirements of
of the narratives featured in DARK SOULS the game immediately. The same isn’t true in a
games makes a limited campaign, with say, 12 tabletop roleplaying game. Every experienced
or 15 sessions, perhaps the more immediately GM (and a fair few inexperienced ones)
apparent choice, but there’s no reason a more tell horror stories about the player who just
open-ended game couldn’t work. After all, who wouldn’t join in the story, or ignored obvious
hasn’t wondered what happened after the events clues, because ‘my character wouldn’t do that’ or
258 of a DARK SOULS game? You completed ‘what’s my motivation to do that?’.
DARK SOULS III, say, and wanted to know
what happened next. Now’s your chance to tell In DARK SOULS, it can be a little hard to
that story. To see if any of the Unkindled can answer. The world is in ruins; what are the player
find some form of redemption, if new Lords characters fighting for? We’ve tried to help,
of Cinder arise, or if the player characters somewhat, with the addition of our rules for
themselves become the corrupt, broken creatures generating a past, a last memory, and a drive for
they once sought to defeat. the player characters, but even that might not be
enough. If this is the case, you might try building
A campaign possesses certain advantages over a campaign around the extirpation of the
a single adventure, in terms of the type and undead. Perhaps a Lord of Cinder is determined
complexity of story you, and your players, can to preserve their power forever, and seeking to
tell. But it does require something to pull the destroy all Unkindled, and any other afflicted
player characters through. It doesn’t need to with the curse. Perhaps the player characters
be a plot, necessarily, though a strong plot or need to stop an Unkindled from refusing to link
narrative urge can propel a campaign. It can the fire, plunging the world into darkness, and
be as simple as a player character’s individual potentially killing them all. Your campaigns can
motivation. be this direct - focused on forcing the players to
defend themselves, and participate in the story.
In the DARK SOULS games, the overarching
plot is one of a quest to find and link the fire, This is where the abstruseness of much DARK
ushering in an age of darkness or preserving the SOULS lore proves a real boon. Fragments
diminished age of light. This is to generalise a and faint references from the game can become
little, but the core quest is grand, its archetypal, prophecies, coaxing characters forward. Use
and it involves the world. them to augment your campaigns, answering
questions the player characters are interested
This can help shape your thinking when beginning in, and posing more and deeper mysteries to
to create your own overarching campaign plot; be explored.
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 261
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:
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!
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.
A great deal of this falls on you as a GM. In the video games, equipment is acquired in the
following three ways:
Exploring and searching the Kill something, and Even in the ruins of Lothric,
environment often turns up take its stuff. you’ll find traders, who’ll
interesting or unexpected items. accept souls as payment.
262
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!
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
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:
Each of the differently coloured summoning signs has a different set of rules attached, as found below:
Passing over a white summoning sign calls up a white phantom An ethereal Warrior of Sunlight is called to your aid; the
who immediately restores the summoner to full base Position summoner gains the services of a Warrior of Sunlight (use
and does the same to one other player character of the the Silver Knight statistics). The Warrior follows all of the
summoner’s choice, before vanishing. 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.
An old, cruel spirit appears, determined to duel the summoner. Used to call up the berserk spirits of the Mound-makers, these
Like the Warrior of Sunlight, this spirit uses the Silver Knight warriors attack anything and everything, seeking to inflict as
statistics. It immediately attacks the summoner and is only much damage as they can. The mound-maker spirits use the
interested in them. It pursues them for the duration of one Pontiff Knight statistics. They remain for the duration of one
combat, or for one hour. If it succeeds in killing them, the battle, or one hour. During that time, they attack any creature
summoner awakes as normal at the nearest bonfire. If the within 10 feet of them, immediately switching targets should a
summoner manages to kill the summoned red spirit, they gain new creature move to within 10 feet of them. A Mound-maker
triple the usual reward of souls. A red spirit cannot be healed, cannot be healed, and, if it is killed, does not return.
and, if it is killed, does not return