DSRPG Digital Edition DTRPG (1.17)
DSRPG Digital Edition DTRPG (1.17)
DSRPG Digital Edition DTRPG (1.17)
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 79
Souls, Experience and Levelling Up 80
Adventuring 81
Chapter I - Character Generation Special Types of Movement 82
Environment 83
4 Objects 84
Introduction 15 Resting, Death and Respawning 85
Character Generation Process 16 Conditions 87
Something's Different Here... 16 Poison 89
The Unkindled 16 Madness 90
Character Concept 17 Traps 92
Backstory, Memory and Drives 17 Combat 96
Backstories 18 Creature Size 99
Memories 19 Actions in Combat 101
Drives 19 Defensive Cover 107
Using Your Backstory, Memory, and Drives 19 Bloodied Conditions 107
Damage Type 108
Origins 20 Mounted Combat 109
- The Brute 22 Underwater Combat 109
- The Fencer 22
- The Jack of all Trades 23
- The Caster 23
Classes 24
Chapter III - Magic & Miracles
- Knight 26
- Mercenary 30 Introduction 111
- Assassin 34 Acquiring Spells 112
- Warrior 38 Cost 113
- Thief 42 Range 113
- Herald 46 Areas of Effect 114
- Cleric 50
- Sorcerer 54 Pyromancer Spells 116
- Pyromancer 58 Sorceries 120
- The Deprived 62 Miracles 125
Introduction 219
Running a DARK SOULS Game 220 Download a free DARK SOULS: The Roleplaying Game
Difficulty Levels 221 character sheet from our website: www.steamforged.com
Lore and Canon 222
Plot and Goals 224
Building Adventures 225
Adventure Locations 225
Themes 226
Encounters 227
Bosses 228
For Greg Stafford, and Hidetaka Miyazaki
NPCs 229
- in thanks for giving us whole worlds to play in.
Campaigns 231
Bonfires and Estus Refills 233 Thanks to all who offered feedback and helped make this
Equipment: Finding it, Winning it, and Buying it 234 game better. Your patience and assistance was invaluable.
Optional Rules: Summoning 236
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 page 70 and page 107 for rules on Position, and
Bloodied conditions, as well as Chapter Three: Magic & Miracles 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.
9
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 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.
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),
10 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.
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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.
Something’s
Character
Generation Process 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
1 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.
Decide on a concept But it doesn’t define you.
for your character
In the same way, there are no alignments in this game, either for your characters or for
the monsters you must face. DARK SOULS is a world of moral ambiguity, and of moral
strangeness. Are the Unkindled good, as they hack their way through endless enemies, to
2 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.
Choose/Randomly determine your
Memory, Backstory, and Drive We’ve also omitted languages. In DARK SOULS, creatures can either speak or not. The
Unkindled utters not a word throughout the entirety of DARK SOULS III. Your character
can speak, of course, but choosing different languages isn’t important. If you meet a creature
able to speak, you can speak to it. If it can understand speech, it can understand you.
3 We've also added things. Instead of hit points, there's Position. Position measures both your
stamina, your cunning, and your health. It can also be spent, enabling characters to utilise
their special features and abilities. For more on Position, and other special rules, including
Select your Origin — this gives the Bloodied condition, see Chapter Two: Cores Rules, page 70 and page 107.
16
you your attribute scores, and
modifiers
The
4 Unkindled
Select your Class — this gives you
your skills, class abilities, and
starting equipment
Y ou are Unkindled. All player characters in DARK SOULS: The Roleplaying Game are. You
were dead. Long consigned to the grave. And now… now you’re not. You don’t know how
or why. But you’ve been raised from the dead. This is far from unique. The kingdom of Lothric,
and beyond, is swarming with the mindless, rapacious undead. You’re different, though. You
possess a sense of self, a mind. You know who you are, what you are. There’s little memory,
5 perhaps, but you recollect parts of your past life. You know what you once were, if not who.
And there’s one more thing; you don’t seem to be able to die a second time. Go ahead, try…
Get Playing! You just awaken, once again, next to a bonfire. The essence of life sparked once more in your
chest. Weary, bone-weary, you drag yourself to your feet and prepare to begin again. But
why? What has made you as you are? What forces you, time and time again, to raise yourself
up from beside these burning cinders, and heft your weapons? That doesn’t matter. All that
matters is what you choose to believe.
This section helps you begin to conceive your character, to create someone perfectly suited
both to the world of DARK SOULS: The Roleplaying Game, and to the ideas you have
in your head. First off, we’ll discuss constructing a clear character concept, and then we’ll
begin to flesh this out a little more. One way is to choose your own backstory; the other is
to determine the memories you retain from your past lives—both are invaluable methods of
making your DARK SOULS character that little bit more your own. The last, and perhaps
most important step, in creating a character concept is your character’s drive. Why do they
continue to drag themselves up each time they die? What is it that forces them onwards,
against the hordes of the undead, the cruel talons of the demons? What do they seek, what’s
their quest? We’ll know, soon enough.
Character Backstory,
Concept Memories,
and Drives
Y our character is how you interact with the world of DARK
SOULS. As you wander its abandoned corridors or plunge into
the remnants of once-magnificent palaces, you explain their actions
to the GM, and detail their responses as the GM confronts you with
some ancient grotesquerie. But who are they? 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
In the DARK SOULS video games, you learn of your character’s of a man who power had fundamentally corrupted? Or the final act
past as you experience their adventures. That’s true, to some extent, of a man who put the survival of the world beyond himself ? It does
in DARK SOULS: The Roleplaying Game too. The emergent not matter to you. All you truly know is that you bore the mark, the
nature of tabletop roleplaying games, however, means things don’t Dark Sign, and were despised for it. And, finally, when the end came
always happen as expected. With this in mind, coming up with a – whether at the edge of a blade, or in the feverish grip of a disease –
clear concept for your character helps both you envision who your you awoke. You were still you. More or less. You possessed most of
character is, and helps the GM come up with possible quests for your memories, maybe. Or maybe you had none of them. But you
them to go on. 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
A character concept doesn’t have to feature huge amounts of detail, truly say which you preferred.
or be fully fleshed out. Just a single key idea, or feature, is usually
enough. What do you want your character to be good at? How do Being Chosen
they fit into the world of Lothric? What do they want to achieve?
This gives both you and the GM a clear idea of what makes your
character tick; what makes them unique. Knowing what you want
your strengths and weaknesses to be assists you in choosing your
T hose who do live in the world, as opposed to unlive, sometimes
find themselves chosen, or driven by their own inner desires,
to travel beyond the settlements of their birth, to venture into the
Origin, and your Class. But it can also aid you in thinking about landscape and to find adventure. The same is true of you, the dead, 17
who your Unkindled is, as a person. The Unkindled aren’t entirely the Unkindled. Sometimes, upon awakening, you recognise that
blank. They aren’t Hollows. Each of them possesses a personality, a you have changed. Not in the slow, corrosive way you are always
character that seeps through in their every action. semi-conscious of, but in some other sense... you have been called by
powers greater and stranger than yourself. For some who awake, their
This leads us to the final element. What does your character wish to quest is to either prolong the Age of Fire or end it. Others pursue
achieve? Is it to become a Lord of Cinder? Is it to free the Unkindled other goals, more cryptic requirements which the gods and those
from the cycle of life and death and rebirth? Or is it simply to be left other beings of great power inhabiting this cruel and blighted world
alone, to be allowed to drift off, slowly, and peacefully, into death? place upon them. You have had such a geas laid upon you. Your only
This final decision helps when determining your backstory, and the choice is to follow it. It is the nature of such things.
memories you possess from your previous lives. If your Unkindled
is tired of this life, why? Did their grand failure, deep in the past,
break them for all time? Or did they never intend to bring the curse The Weight of Memory
of undeath on themselves? Use these prompts to help you begin
creating an original character, unique to you, but perfectly suited to
the grim, oppressive darkness of Lothric.
W ho are you? What do you remember of your old life? Only
you can tell, truly. So much of you might have been lost, so
much might have been taken by the insinuating grip of the grave. Or
perhaps you recall everything that was your life before you awoke. It
is rare, but it is possible. What kind of person were you before the
Curse claimed you? Were you a devoted family man or a ruthless
butcher? A kind, caring woman with many friends or the dead-eyed
executor of contracts taken out on those who angered the wealthy?
What do the living who once knew you say upon seeing your face,
now withering, but still, unmistakeably, you? And do you even know
them at all?
18
Memories 1
A man stands over you with a bloody knife,
11
The screams and chaos of a bandit raid,
laughing. Laughing and laughing. running, arrows flickering past you…
Some believe them to be the To know everything. Everything. No matter To save the world. Whatever is left of it.
only means of saving Lothric, 3 how obscure.
13
and the world, from the ever-
encroaching darkness. Others
insist you are an abomination, To become the sorcerer you know you To become the greatest warrior ever known.
4 should be. Powerful beyond compare.
14
the cause of the suffering slowly
drowning the world. Amid this
onslaught of theology, of praise, Simply to die. Finally, completely. To see Lothric, once again, filled with life.
and hatred, you pick up your 5 15
sword or your talisman. But
why? What drives you on? Why,
To restore the first flame to life. To rediscover yourself. Whoever you were,
when you are sure to suffer so 6 16
you want to know.
much pain, and rejection, do you
gather your memories each time
you awaken beside the bonfire, To destroy all who would stand before you, To one day, return home, to see the place of
7 17
and try, once more to bring light no matter who or what they might be. your birth one last time.
into the darkness? Use the table
opposite to randomly generate To bring the faith of the gods to the To discover the lost tome, containing the
a drive, choose one which suits 8 18
sheltered and lost. true history of the world.
your character concept, or inspire
one of your own!
To consign the undead, including yourself, To heal this blasted world, and make it anew.
9 19
once more to the grave.
To extinguish the first flame forever. To achieve redemption; you know the
10 20 darkness in your past lives. Perhaps you can
cleanse yourself.
19
and keep going against apparently impossible odds. Invoking your memory
Allows you to roll with advantage on
This is called ‘invoking’ and is a way of both developing your character
one check of your choice.
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 Invoking your backstory
memory, or your drive, assists you in dealing with the challenge ahead. Allows you to roll with advantage on
For example, when searching through the Grand Archive (see page one saving throw of your choice.
266) for a specific book, a character with the drive ‘to discover the
Invoking your drive
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, Allows you to reroll one failed check
search more diligently, and push past any tiredness. or saving throw of any kind.
Whether or not your invocation succeeds is up to the GM. They are Being creative and finding interesting ways of utilising these
the final arbiter of whether you can invoke your character element character elements is actively encouraged; add additional details
in this way or not. to further justify your choices, elaborate on what happened, and
gradually unfurl your backstory as you find new ways of using
Each of the different character elements can be invoked to achieve a it. The only things to remember are that the GM must agree
specific mechanical benefit. When using your backstory or memory, to your invocation, and you must directly cite your character
you must invoke them before making your roll. Only when invoking element—that is, it must form a key part of your invocation.
your drive can you do so after you’ve made a check or saving throw.
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 be
20 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 70). 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 70. You’ll also
find your Bloodied ability (for more on being bloodied, see page 107).
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.
They may add an additional +3 to their AC. They may add an additional +2 to their Dexterity.
They gain advantage on all Strength-related They make one additional reaction on their turn.
checks and saving throws. They reduce all melee-weapon Position spend costs by 1.
They reduce all damage they take by 2 points.
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:
Everything. You’re capable of turning your hand Exploiting an enemy’s weakness: your spells
to any task, no matter what it might be. are great at dealing targeted damage.
Supporting your party, by always having the Hitting at range: you can stay away from the enemy’s
right skill at the right time. melee attacks, keeping up your attacks at distance.
You make an excellent Herald, Cleric, Warrior… You make an excellent Cleric, Pyromancer, and Sorcerer.
you name it, you can do it. And do it well.
Position at 1st Level: 8 + your Constitution modifier Position at 1st Level: 6 + your Constitution modifier
+1 at 1st level +1 at 1st level
Position at Higher Levels: 1d8 (or 5) + Jack of all Trades Position at Higher Levels: 1d6 (or 4) + 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 feeling 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…
24
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. 25
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 70.
2 +2 Action Surge
3 +2 Unbreakable
5 +3 Extra Attacks
6 +3 Cursed Memory
7 +3 Remorseless
10 +4 Riposte
26
11 +4 Extra Attacks
12 +4 Grim Reputation
13 +5 Blessing of Oblivion
14 +5 Improved Critical
15 +5 Improved Unbreakable
27
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
28 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.
29
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
Dexterity 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
30
11 +4 Spinning Slaughter
13 +5 Extra Attacks
14 +5 Uncanny Dodge
31
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.
32
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, 12th, and 16th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using this feature.
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 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 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.
33
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.
35
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 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 has the Surprised condition is a Critical hit.
36
Ability Score Increase When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using this feature.
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.
37
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
38
11 +4 4 Extra Attacks
13 +5 5 Protector
19 +6 6 Guard Breaker
20 +6 7 Unkindled Strength
39
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.
40
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, 12th, and 16th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using this feature.
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.
41
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
Draw a Bead,
14 +5 7d6
Improved Ammunition Expert
among the detritus for anything to keep body and soul (or
what’s left of it) together. That’s not being plunged into streets
swarming with Hollows, when the plague of undeath struck, 17 +6 9d6 Thief ’s Reflexes
as you were. Fleeing, and fighting your way out. And your
life before, the fragments you can recall, there was little in
the way of castles and palaces then. It was grime and stealing 18 +6 9d6 Fast Strike
whatever you could lay your hands on. It still is, really. Being
Unkindled has not changed your life much.
19 +6 10d6 Impossible Shot
43
Proficiencies Equipment
Armour: All armour and shields as You start with the following equipment:
long as prerequisites met
Cunning Action Starting at 1st level, your quick thinking and agility allow you to move and act quickly. You
can take a bonus action on each of your turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action.
Expertise At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for
any ability check you make that uses either of these chosen proficiencies.
Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to
make a Dexterity (Sleight of Hand) check, disarm a trap or open a lock, or take the Use an
Object action.
Ability Score Increase When you reach 4th level, and again at 8th, 12th, and 16th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using this feature.
44
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.
45
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. Its 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 -
47
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.
48
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 210 for more on your Catalyst), or a Priest’s Chime (see page 208).
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 Three: Magic & Miracles for the general rules of
spellcasting and the Spells Listing for the Miracle spell list. Heralds use their wisdom 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 non-boss
undead creatures make any attack against you at disadvantage.
Extra Attacks Beginning at 13th Level, you can attack twice, instead of once, whenever you take the Attack
Action on Your Turn. The number of attacks increases to three at 18th level.
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.
49
Herald of the Flame At 20th level, you can glow like the undying flame itself. As an action, you can emanate an
aura of sunlight. For 1 minute, bright light shines from you in a 30 foot radius, and dim light
shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10
Radiant damage.
In addition, for the duration, you have advantage on saving throws against attacks or effects
caused by demons, undead, and constructs, as well as all bosses.
Once you use this feature, you can’t use it again until you finish a Long rest.
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
50
11 +4 8 -
14 +5 9 Divine Endurance
15 +5 10 -
20 +6 12 Holy Protection
51
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 Three: Magic & Miracles 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.
52
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.
53
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
55
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 Three: Magic & Miracles 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.
56
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 spellcasting.
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 spend 3 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
58
11 +4 8 Bloody Strike
13 +5 9 -
15 +5 10 Extra Attacks
59
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 Three: Magic
& Miracles 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.
60 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 or 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 following equipment:
prerequisites met
Weapons: All weapons, as long as prerequisites met
Saving Throws: Choose two from Strength, Dexterity, An Estus Flask (page 136)
Constitution, Intelligence, Wisdom, Club (page 190)
Charisma Plank Shield (page 159)
63
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, 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
Increase by 1. 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 111 for more).
Spellcasting You have learned to draw on a magical tradition, depending on your choice of catalyst.
See Chapter Three: Magic and Miracles 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.
65
Constitution Dexterity 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
Measuring endurance Measuring agility Ability Scores and Modifiers table notes the ability modifiers for
the range of possible ability scores, from 1 to 30.
Strength Intelligence
Score Modifier Score Modifier
66
Measuring Measuring reasoning
physical power and memory
1 -5 16-17 +3
2-3 -4 18-19 +4
WIS CHA
4-5 -3 20-21 +5
Wisdom Charisma
6-7 -2 22-23 +6
Measuring perception Measuring force
and insight of personality
8-9 -1 24-25 +7
10-11 +0 26-27 +8
The three main rolls of the game—the ability check, the saving 14-15 +2 30 +10
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 To determine an ability modifier without consulting the table,
the total to a target number, determined by the GM. 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.
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
68 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 same thing and only one can succeed, such as attempting to
snatch up a magic ring that has fallen on the floor. This situation also
applies when one of them is trying to prevent the other one from
accomplishing a goal—for example, when a monster tries to force
open a door that an adventurer is holding closed. In situations like
these, the outcome is determined by a special form of ability check,
called a contest.
If the contest results in a tie, the situation remains the same as it was
before the contest. Thus, one contestant might win the contest by
default. If two characters tie in a contest to snatch a ring off the floor,
neither character grabs it. In a contest between a monster trying to
open a door and an adventurer trying to keep the door closed, a tie
means that the door remains shut.
Skills Variants:
Skills with
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 Different Abilities
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).
The skills related to each ability score are shown in the following list For example, if you have to dive beneath the foetid murk of a swamp,
(no skills are related to Constitution). See an ability's description in and swim into the depths, your GM might call for a Constitution
the later sections of this section for examples of how to use a skill check to see if you have the stamina to make it.
associated with an ability.
In this case, your GM might allow you to apply your proficiency in
Strength Athletics Athletics and ask for a Constitution (Athletics) check. So, if you're
proficient in Athletics, you would apply your proficiency bonus to
Dexterity Acrobatics, Sleight of Hand, Stealth the Constitution check just as you would normally do for a Strength
(Athletics) check. Similarly, when your northern Warrior uses a
Intelligence Arcana, History, Investigation, Nature, display of raw strength to intimidate an enemy, your GM might ask
Religion for a Strength (Intimidation) check, even though Intimidation is
normally associated with Charisma. 69
Wisdom Animal Handling, Insight, Medicine,
Perception, Survival
For example, if a character attempts to climb up a dangerous cliff, the Here's how to determine a character's total for a passive check:
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. 10 + all modifiers that normally apply to the check
—
If the character has advantage on the check, add a further +5;
if they have disadvantage, a further -5.
—
The game refers to a passive check total as a score.
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
Position Pool In and Out of Combat
Using Position
When the Knight reaches 2nd level, the character’s player adds
their +2 Constitution modifier to their existing base Position.
As a result, Base Position is increased to 15.
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
During combat, characters will increase their Position by rolling a favour? Perhaps the enemy only just manage to survive when a little
number of Position dice (determined by their Origin and level) to more damage might have killed them? This is where strategic use of
generate additional temporary Position. Position is critical to your character’s survival.
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.
Common Uses
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.
72
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, You add your Strength modifier to your attack roll and your
or break something, to force your body through a space, or to damage roll when attacking with a melee weapon such as a
otherwise apply brute force to a situation. The Athletics skill mace, a battle axe, or a javelin. You use melee weapons to make
reflects aptitude in certain kinds of Strength checks. melee 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. Your 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
• You struggle to swim or stay afloat in treacherous currents, can carry, which is high enough that most characters don't
storm-tossed waves, or areas of thick seaweed. Or another usually have to worry about it. Note, this refers to what you can 75
creature tries to push or pull you underwater or otherwise actively pick up and carry - as you might lift a huge tottering
interfere with your swimming. pile of books. The amount of equipment you can carry is dealt
with in the Equipment section, starting on page 132.
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
• Forcing open a stuck, locked, or barred door minimum strength value. This is the lowest your strength can
• Breaking free of the shackles attached to your legs by asylum be to effectively wield or wear them.
guards
• Pushing through a too-small tunnel Push, Drag, or Lift: you can push, drag, or lift a weight in
• Hanging on to a dragon's tail, as it seeks to throw you loose pounds up to twice your carrying capacity (or 30 times your
• Tipping over a statue Strength score). While pushing or dragging weight in excess of
• Keeping a boulder from crashing into your comrades your carrying capacity, your speed drops to 5 feet.
Dexterity
Dexterity measures agility, reflexes, and balance.
A Dexterity check can model any attempt to move nimbly, Depending on the armour you wear, you might add some or all
quickly, or quietly, or to keep from falling on tricky footing. The of your Dexterity modifier to your Armour Class.
Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude
in certain kinds of Dexterity checks.
• Control a heavily laden cart on a steep descent Passive Perception. When you hide, there's a chance someone
will notice you even if they aren't searching. To determine
• Steer a chariot around a tight turn
whether such a creature notices you, the GM compares your
• Pick a lock
Dexterity (Stealth) check with that creature's passive Wisdom
• Disable a trap (Perception) score, which equals 10 + the creature's Wisdom
• Securely tie up a prisoner modifier, as well as any other bonuses or penalties.
• Wriggle free of bonds
• Play a stringed instrument If the creature has advantage, add 5. For disadvantage, subtract
• Craft a small or detailed object 5. For example, if a 1st-level character (with a proficiency bonus
of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in
Perception, they have a passive Wisdom (Perception) of 14.
Constitution Intelligence
Constitution measures health, stamina, and vital force. Intelligence measures mental acuity, accuracy of recall,
and the ability to reason.
Constitution checks are uncommon, and no skills apply to An Intelligence check comes into play when you need to draw
Constitution checks, because the endurance this ability on logic, education, memory, or deductive reasoning. The
represents is largely passive rather than involving a specific effort Arcana, History, Investigation, Nature, and Religion skills
on the part of a character or monster. A Constitution check can reflect aptitude in certain kinds of Intelligence checks.
model your attempt to push beyond normal limits, however.
Arcana. Your Intelligence (Arcana) check measures your ability
The GM might call for a Constitution check when you try to to recall lore about spells, and magical traditions.
accomplish tasks like the following
History. Your Intelligence (History) check measures your ability
• Holding your breath to recall lore about historical events, legendary people, ancient
• Marching or labouring for hours without rest kingdoms, past disputes, recent wars, and lost civilizations.
• Going without sleep
• Plunging your arm into a raging fire Investigation. When you look around for clues and make
deductions based on those clues, you make an Intelligence
• Withstanding the noxious fug of a swamp
(Investigation) check. You might deduce the location of a
hidden object, discern from the appearance of a wound what
kind of weapon dealt it, or determine the weak point in a tunnel
that could cause it to collapse. Poring through ancient scrolls in 77
Position search of a hidden fragment of knowledge might also call for
an Intelligence (Investigation) check.
Your Constitution modifier contributes to your total Position Nature. Your Intelligence (Nature) check measures your ability
pool, calculated prior to a combat encounter, and to your base to recall lore about terrain, plants and animals, the weather, and
Position. the inhabitants of graveyards, swamps, and catacombs.
If your Constitution modifier changes, your base Position Religion. Your Intelligence (Religion) check measures your
maximum changes as well, as though you’d had the new modifier ability to recall lore about deities, rites and prayers, religious
from 1st level. For example, if you raise your Constitution hierarchies, holy symbols, and the practices of secret cults.
score when you reach 4th level and your Constitution modifier
increases from +1 to +2, you adjust your base Position maximum Other Intelligence Checks. The GM might call for an
as though the modifier had always been +2—so you add 3 Intelligence check when you try to accomplish tasks like the
Position for your first three levels, and for 4th level using your following:
new modifier.
• Communicate with a creature without using words
Equally, if you're 7th level and some effect lowers your • Estimate the value of a precious item
Constitution score enough to reduce your Constitution modifier • Pull together a disguise to pass as a Hollow, in a city filled with
by -1, your base Position maximum is reduced by seven. the shambling dead.
• Forge a document
• Recall lore about the Nameless King, or Yhorm the Giant
• Win a game of skill
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.
Clerics and Heralds use Wisdom as their spellcasting ability, Pyromancers use Charisma as their spellcasting ability, which
which helps determine the saving throw DCs of spells they cast. helps determine the saving throw DCs of spells they cast.
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.
Survival isn’t easy, of course, but for those who manage to fight their way
through the ranks of demons and undead, there must be some reward. W hen a character gains a level, their class often grants additional
features, as detailed in the class description. Sometimes a
character’s proficiency bonus increases, or they can increase their
This reward comes in the form of souls, which can be used for buying ability scores. An ability score can’t increase above 20.
equipment and items, and levelling up. A player can only spend
souls on levelling up their own character; souls cannot be spent on A character must already have spent souls equivalent to the
another character. cumulative total of the previous levels before being able to access
the next level. That is, a character cannot simply pay 900 souls and
Collecting Souls skip to level 3. They must pay 1200 souls, covering the cost of levelling
up to level 2, and to level 3.
80 900 3
6,500 5
Souls can be spent to purchase items, and spells, when visiting
merchants, and some non-player characters. 14,000 6
265,000 18
305,000 19
355,000 20
Adventuring slow pace, as shown on the Travel Pace table. The table states how far
the party can move in a period of time, and whether the pace has any
effect. A fast pace makes characters less perceptive, while a slow pace
makes it possible to sneak around and to search an area more carefully.
Forced March
Time
The Travel Pace table assumes that characters travel for eight hours
in day. They can push on beyond that limit, at the risk of exhaustion.
For short spans of time (up to an hour), many animals move much 81
threatening situation.
Normal Pace
In DARK SOULS: The Roleplaying Game, every character has a
30 foot speed. The rules opposite determine how far a character or 300 feet 3 miles 24 miles
monster can move in a minute, an hour, or a 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.
Vision and Light For example, a creature with a Constitution of 14 can hold
its breath for three minutes. If it starts suffocating, it has two
rounds to reach air before it drops to 0 Position and dies.
Noticing danger, finding hidden objects, hitting an enemy in
combat and targeting a spell all rely heavily on a character's
ability to see. Darkness and other effects that obscure vision
can prove a significant hindrance. Blindsight
83
A given area might be lightly or heavily obscured. In a lightly
obscured area, such as dim light, patchy fog, or moderate foliage, A creature with blindsight can perceive its surroundings without
creatures have disadvantage on Wisdom (Perception) checks relying on vision within a specific range. Creatures without eyes,
that rely on sight. such as oozes, and creatures with echolocation or heightened
senses, such dragons, have this sense.
A heavily obscured area—such as darkness, opaque fog, or dense
foliage—blocks vision entirely. A creature effectively suffers
from the blinded condition (see "Conditions", page 87) when
trying to see something in that area.
Truesight
The presence or absence of light in an environment creates three
categories of illumination: bright light, dim light, and darkness.
Within a specified range, a creature with truesight can see
Bright light lets most creatures see normally. Even gloomy in normal and magical darkness, see invisible creatures and
days provide bright light, as do torches, lanterns, fires, and other objects, automatically detect visual illusions and succeed on
sources of illumination within a specific radius. saving throws against them and perceives the original form of
a Mimic or a creature transformed by magic.
Dim light, also called shadows, creates a lightly obscured area.
An area of dim light is usually a boundary between a source
of bright light, such as a torch, and surrounding darkness. The
soft light of twilight and dawn also counts as dim light. A Darkvision
particularly brilliant full moon might bathe the land in dim
light.
Many creatures, especially those that dwell underground, possess
Darkness creates a heavily obscured area. Characters face darkvision. Within a specified range, a creature with darkvision can
darkness outdoors at night (even most moonlit nights), within see in darkness as if the darkness were dim light, so areas of darkness
the confines of an unlit dungeon or a subterranean vault, or in an are only lightly obscured as far as that creature is concerned.
area of magical darkness.
Objects A n object's hit points measure how much damage it can take
before losing its structural integrity. Resilient objects have more
hit points than fragile ones. Large objects also tend to have more hit
points than small ones, unless breaking a small part of the object is
just as effective as breaking the whole thing. The Object Hit Points
table provides suggested hit points for both fragile and resilient
Breaking Objects O bjects are immune to poison damage. You might decide that
some damage types are more effective against a particular object
or substance than others. For example, bludgeoning damage works
well for smashing things but not for cutting through rope or leather.
84 C haracters can also damage objects with their weapons and spells.
Objects are immune to poison damage, but otherwise they
can be affected by physical and magical attacks much like creatures
Paper or cloth objects might be vulnerable to fire and lightning. A
pick can chip away stone but can't effectively cut down a tree. As
always, use your best judgment.
can. The GM determines an object's Armour Class and hit points
and might decide that certain objects have resistance or immunity Statistics for Objects
to certain kinds of attacks (it's hard to cut a rope with a club, for
example). Objects always fail Strength and Dexterity saving throws,
and they are immune to effects that require other saves. When an
object drops to 0 hit points, it breaks. W hen time is a factor, you can assign an Armour Class and hit
points to a destructible object. You can also give it immunities,
resistances, and vulnerabilities to specific types of damage.
A character can also attempt a Strength check to break an object.
The GM sets the DC for any such check. When characters need to Object Armour Class
saw through ropes, shatter a window, or construct a trap to finish off
the lumbering giant pursuing them, the only hard and fast rule is Substance AC
this: given enough time and the right tools, characters can destroy Cloth, paper, rope 11
any destructible object.
Crystal, glass, ice 13
Use common sense when determining a character's success at
damaging an object. Can a knight cut through a section of a stone Wood, bone 15
wall with a sword? No, the sword is likely to break before the wall does.
Stone 17
For the purpose of these rules, an object is a discrete, inanimate item
like a window, door, sword, book, table, chair, or stone, not a building Iron, steel 19
or a vehicle that is composed of many other objects.
Object Hit Points
Damage Threshold
Substance Fragile Resilient
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
damage from a single attack or effect equal to or greater than its Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
damage threshold, in which case it takes damage as normal. Any
damage that fails to meet or exceed the object's damage threshold Large (cart, 10-feet-by-10-feet window) 5 (1d10) 27 (5d10)
is considered superficial and doesn't reduce the object's hit points.
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, are 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
86
4 Add an extra +1d6 to your starting Base Position. 14 it? You are merely one more thing cursed to resist your
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. Next time you die, you make
Poisoned effect. your Wisdom saving throw to avoid hollowing with
advantage.
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, and the gradual erosion of
look upon you. Gain +1 whenever making any Charisma self. 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 and 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.
A creature either has a condition or doesn't. The following definitions 5 Speed reduced to 0
specify what happens to a creature while it is subjected to a condition.
6 Death
Charmed • The creature can't willingly move closer to the source of its fear.
• 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.
Invisible • An attack roll against the creature has advantage if the attacker
is within 5 feet of the creature. Otherwise, the attack roll has
disadvantage.
• An invisible creature is impossible to see without the aid of
magic or a special sense. For the purpose of hiding, the creature
is heavily obscured. The creature's location can be detected by
any noise it makes or any tracks it leaves. Restrained
• Attack rolls against the creature have disadvantage, and the
creature's attack rolls have advantage.
• A restrained creature's speed becomes zero, and it can't benefit
from any bonus to its speed.
• Attack rolls against the creature have advantage. • A stunned creature is incapacitated (see the condition), can't
move, and can speak only falteringly.
• Any attack that hits the creature is a Critical hit if the attacker
88 is within 5 feet of the creature. • The creature automatically fails Strength and Dexterity
saving throws.
Petrified
Surprised
• A petrified creature is transformed, along with any nonmagical
object it is wearing or carrying, into a solid inanimate substance
(usually stone). Its weight increases by x10, and it ceases ageing. • A surprised creature can’t move or take an action on its first
turn of combat
• The creature is incapacitated (see above), can't move or speak,
• The creature can’t take a reaction on the first turn of combat.
and is unaware of its surroundings.
• 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 234).
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 89
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
90
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.
Traps
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 disable or avoid it.
past it. You might call for an Intelligence (Investigation) check for a
character to deduce what needs to be done, followed by a Dexterity
check using thieves' tools to perform the necessary sabotage.
When a complex trap activates, it rolls initiative. The trap's This trap uses a trip wire to collapse the supports keeping an unstable
description includes an initiative bonus. On its turn, the trap activates section of a ceiling in place.
again, often taking an action. It might make successive attacks against
intruders, create an effect that changes over time, or otherwise The trip wire is 3” off the ground and stretches between two support
produce a dynamic challenge. Otherwise, the complex trap can be beams. The DC to spot the trip wire is 10. A successful DC 15
detected and disabled or bypassed in the usual ways. Dexterity check using thieves' tools disables the trip wire harmlessly.
A character without thieves' tools can attempt this check with
For example, a trap that causes a room to slowly flood works best as disadvantage using any edged weapon or edged tool. On a failed
a complex trap. On the trap's turn, the water level rises. After several check, the trap triggers.
rounds, the room is completely flooded.
Anyone who inspects the beams can easily determine that they are
merely wedged in place. As an action, a character can knock over a
Trap Save DCs and Attack Bonuses 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.
Trap Danger Save DC Attack Bonus
When the trap is triggered, the unstable ceiling collapses. Any
creature in the area beneath the unstable section must succeed on
Setback 10 - 11 +3 to +5 a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning
damage on a failed save, or half as much damage on a successful one.
Dangerous 12-15 +6 to +8 Once the trap is triggered, the floor of the area is filled with rubble
and becomes difficult terrain.
This trap uses a trip wire to release a net suspended from the ceiling.
Damage Severity by Level 93
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
Character Level Setback Dangerous Deadly trip wire and net is 10. A successful DC 15 Dexterity check using
thieves' tools breaks the trip wire harmlessly. A character without
1st - 4th 1d10 4d10 4d10 thieves' tools can attempt this check with disadvantage using any
edged weapon or edged tool. On a failed check, the trap triggers.
5th - 10th 2d10 10d10 10d10
When the trap is triggered, the net is released, covering a 10-foot-square
area. Those in the area are trapped under the net and restrained, and
11th - 16th 2d10 10d10 18d10 those that fail a DC 10 Strength saving throw are also knocked prone.
A creature can use its action to make a DC 10 Strength check, freeing
17th - 20th 4d10 18d10 24d10 itself or another creature within its reach on a success. The net has AC
10 and 20 hit points. Dealing 5 slashing damage to the net destroys a 5
feet section of it, freeing any creature trapped in that section.
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.
94 With a successful DC 15 Wisdom (Perception) check, a character
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
The Order of Combat
Determine surprise
1 The GM determines whether anyone involved in the
combat encounter is surprised.
Determine Initiative
3 Each character establishes whether they are a 'Fast'
character, and acts before the enemy creatures, or a 'Slow'
character, and acts after them. By rolling their initiative
and comparing it to the DC of the creature(s) they are
fighting.
Take turns
4 Each participant in the battle takes a turn, with players
determining which order their characters act, on either
side of the creature’s actions.
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 Initiative
stand up if you don't have enough movement left or if your
speed is zero.
foot of movement. Crawling 1 foot in difficult terrain, therefore, Each creature the characters might confront as an enemy, or who
costs 3 feet of movement. might fight besides them as an ally, possesses a fixed Initiative
Value. This is a number between 1 and 20.
V arious class features, spells, and other abilities let you take
an additional action on your turn called a bonus action.
You can take a bonus action only when a special ability, spell, or
The rule is simple: if a character rolls equal to or above the
enemy creature's initiative value, they are 'Fast' and act before
the creature. If they roll under, then they are 'Slow' and act after
other feature of the game states that you can do something as a
the creature.
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 The actual order in which each player character takes their actions,
choose which bonus action to use when you have more than one either before or after the creature, is up to the players themselves.
available. You choose when to take a bonus action during your This order is not fixed, but remains fluid and dynamic, enabling
turn, unless the bonus action's timing is specified, and anything 97
player characters to pursue different tactics and combinations.
that deprives you of your ability to take actions also prevents The only fixed element is whether a player character goes before
you from taking a bonus action. or after an enemy creature.
Y ou can break up your movement on your turn, using some more creatures have the same highest level, then the creatures
of your speed before and after your action. For example, act on the initiative of the creature with the highest Intelligence.
if you have a speed of 30 feet, you can move 10 feet, take your If, after this, another tiebreak is required, then the decision is
action, and then move the 20 feet remaining. made by the GM.
Difficult Terrain
98
pull the hood of your cloak up and over your head
When you take a reaction, you can't take another one until the
start of your next turn. If the reaction interrupts another creature's
turn, that creature can continue its turn right after the reaction.
Large 10 by 10 feet
Using Different Speeds
Huge 15 by 15 feet
I f you have more than one speed, such as your walking speed
and a flying speed, you can switch back and forth between your
speeds during your move.
Gargantuan 20 by 20 feet or larger
Actions I f the d20 roll for an attack is a 20, the attack hits regardless
of an modifiers or the target's AC. This is called a Critical hit.
in Combat When you score a Critical hit, roll damage dice as normal, and
add any appropriate modifiers, then multiply that number by 2.
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 Dash
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.
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.
Dodge
Attack Rolls
W hen you take the Dodge action, you focus entirely on
avoiding attacks. Until the start of your next turn, any
Cast A Spell Y ou can lend your aid to another creature in the completion
of a task. When you take the Help action, the creature
you aid gains advantage on the next ability check it makes to
perform the task you are helping with, if it makes the check
Making an Attack Ability Modifier. The ability modifier used for a melee weapon
attack is Strength, and the ability modifier used for a ranged
weapon attack is Dexterity. Weapons that have the finesse or
Pick a target within your attack's range: a creature, an object, Position. Position is both an expendable resource you can use
or a location. to enhance your attacks, and utilise your most powerful abilities.
If the d20 roll for an attack is a 20, the attack hits regardless
Determine modifiers. of any modifiers or the target's AC. This is called a Critical hit
(page 101).
102 The GM determines whether the target has cover and
whether you have advantage or disadvantage against the Unseen Attackers and Targets. Combatants often try to escape
target. In addition, spells, special abilities, and other effects their foes' notice by hiding or lurking in darkness.
can apply penalties or bonuses to your attack roll.
When you attack a target that you can't see, you have
3 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.
Resolve the attack.
If the target isn't in the location you targeted, you automatically
You make the attack roll. If you roll a hit, you then roll miss, but the GM typically just says that the attack missed, not
damage, unless the attack has rules that specify otherwise. whether you guessed the target's location correctly.
Some attacks cause special effects in addition to or instead of
damage. When a creature can't see you, you have advantage on attack
rolls against it. If you are hidden—both unseen and unheard—
when you make an attack, you give away your location when
If there's ever any question whether something you're doing the attack hits or misses.
counts as an attack, the rule is simple: if you're making an attack
roll, you're making an attack.
reaction before the start of your next turn. Depending on the nature of your search, the GM might have
you make a Wisdom (Perception) check or an Intelligence
First, you decide what perceivable circumstance will trigger your (Investigation) check.
reaction. Then, you choose the action you will take in response to
that trigger, or you choose to move up to your speed in response
to it. Examples include "If the Hollow steps on the trapdoor, I'll
pull the lever that opens it," or "If the crystal lizard stops next to
me, I move away." Use an Object
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. Y ou normally interact with an object while doing something
else, such as when you draw a sword as part of an attack.
When an object requires your action for its use, you take the
When you ready a spell, you cast it as normal but hold Use an Object action.
its energy, which you release with your reaction when the
trigger occurs. To be readied, a spell must have a casting time This action is also useful when you want to interact with more
of one action and holding onto the spell's magic requires than one object on your turn.
concentration. If your concentration is broken, the spell
dissipates without taking effect.
103
Ranged Melee
Attacks Attacks
Range Most creatures have a 5 feet reach and can thus attack targets within 5
feet of them when making a melee attack. Certain creatures (typically
those larger than Medium) have melee attacks with a greater reach
Opportunity Attacks
105
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.
Defensive Bloodied
Cover Conditions
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
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
originates on the opposite side of the cover. different tactics. In DARK SOULS: The Roleplaying Game this is
simulated using the bloodied rules.
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 The bloodied condition pertains when a player character or creature’s
aren't added together. starting Position pool is equal to or beneath half their total, rounded
down. For example, a player character with a starting Position pool of
For example, if a target is behind a creature that gives half cover and 50 becomes bloodied when they are down to 25 Position. A creature
a tree trunk that gives three-quarters cover, the target has three- with 150 Position becomes bloodied when its pool reaches 75. The
quarters cover. number at which a player character or creature becomes bloodied
is referred to as its bloodied value. A creature or character can only
A target with half cover has a +2 bonus to AC and Dexterity saving become bloodied in combat. If their base Position is reduced to equal
throws. A target has half cover if an obstacle blocks at least half of or beneath half its total outside of combat, the bloodied condition
its body. The obstacle might be a low wall, a large piece of furniture, does not apply.
a narrow tree trunk, or a creature, whether that creature is an enemy
or a friend. The effect of becoming bloodied is different for each player character
class, and for each creature. Some creatures become even more deadly,
A target with three-quarters cover has a +5 bonus to AC and others weaken. Each bloodied effect is different.
Dexterity saving throws. A target has three-quarters cover if about
three-quarters of it is covered by an obstacle. The obstacle might be If a player character or creature is healed, and their Position goes
a portcullis, an arrow slit, or a thick tree trunk. back above their bloodied value, the player character or creature is
no longer considered bloodied. 107
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 Bloodied Abilities, or bonuses, only apply when a player character or
an area of effect. A target has total cover if it is completely concealed creature is bloodied. Once that player character has exceeded their
by an obstacle. 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.
D ifferent attacks, damaging spells, and other harmful effects deal damage of that type is halved against it. If a creature or an
different types of damage. Damage types have no rules of their object has vulnerability to a damage type, damage of that type
own, but other rules, such as damage resistance, rely on the types. is doubled against it.
The damage types are below, with examples to help a GM assign a
damage type to a new effect. Resistance and then vulnerability are applied after all other
modifiers to damage. For example, a creature has resistance
to bludgeoning damage and is hit by an attack that deals 25
Acid. The corrosive spray of a carefully designed trap, bludgeoning damage. The creature is also within a magical aura
or the surge of acid unleashed by a magic-user, all deal that reduces all damage by -5. The 25 damage is first reduced by
acid damage. -5 and then halved, so the creature takes 10 damage.
Lightning. The weapons wielded by the Knights of Multiple instances of resistance or vulnerability that affect the
Lothric unleash the power of the storms, as do certain same damage type count as only one instance. For example, if a
spells. All deal lightning damage. creature has resistance to fire damage as well as resistance to all
nonmagical damage, the damage of a nonmagical fire is reduced
by half against the creature, not reduced by three-quarters.
Bludgeoning. Blunt force attacks—hammers, falling,
constriction, and the like—deal bludgeoning damage.
Cold. The hellish touch of ice from the Boreal valley, or When a player character dies, they lose all their collected souls,
108 the weapons of the Pontiff ’s Knights deal cold damage. but, when they awaken, are restored to full Position, and all their
abilities are once again ready to use.
Fire. Dragons breathe fire, and many spells conjure If more than half of a party of player characters are killed, they
flames to deal fire damage. have failed. The whole party must respawn at the nearest bonfire,
and all the party lose their souls.
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 as 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,
short sword or spear.
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, or a weapon that is thrown like a spear. Characters can improvise a thrown weapon,
however, with the GM's approval.
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.
112
W hen buying spells from merchants, or others prepared to
exchange goods for souls, consult the following table to
determine how much a spell costs. Generous GMs may choose to
It is possible to acquire a spell multiple times, and equip each
instance as a separate spell. This does not reduce the number of
grant characters free acquisition of an appropriate level spell upon attunement slots the spells occupy, however.
a character reaching said level. Others might prefer to make them
work a bit harder!
Spell Level
Spell Soul Spell Soul
Level Cost Level Cost
250 20,000
A longside an attunement value, a spell has a casting level.
The casting level indicates the minimum player level you
must be to attempt to cast the spell. Spells are powerful things;
1 11
it’s not a simple matter to wield magic, or the power of a god.
2 500 12 23,000 If, for example, you’re a 5th level Pyromancer, you can cast spells
of level 5 and below. You cannot cast spells of level 6 or above.
3 1,000 13 25,000
4 2,000 14 28,000
Casts
5 4,000 15 31,000
6 5,000 16 35,000 T he number of times a spell can be cast per Long rest is
determined by the cast value. Each time a spell is used, the
cast value decreases by -1.
7 7,000 17 38,000 When the cast value reaches zero, it cannot be cast again until
a player character has Long rested at a bonfire. When resting
8 10,000 18 41,000 at a bonfire, all spells are returned to their starting cast value.
Once a spell has reached zero casts, it does not stop taking up
9 13,000 19 45,000 its attunement slots. It is not possible to exhaust the casts of one
spell and immediately replace it with another spell.
10 16,000 20 50,000
Cost Range
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.
T he 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.
This represents the additional difficulty of summoning, and wielding Most spells have ranges expressed in feet. Some spells can target only
magic as battle rages around you. In non-combat situations, you a creature (including you) that you touch. Other spells, such as the
do not need to spend Position to cast a spell, though you must still hush spell, affect only you. These spells have a range of self.
reduce the number of casts the spell has remaining.
Spells that create cones or lines of effect that originate from you also
For example, if a Pyromancer wishes to cast fireball at the wooden have a range of self, indicating that the origin point of the spell's
door of an empty tower, blasting it open, they do not need to pay any effect must be you.
Position to do so, as they are not in combat. There are no Hollows
clawing at them, no clang of steel distracting them. Once a spell is cast, its effects aren't limited by its range, unless the
spell's description says otherwise.
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. Duration
Casting Time
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.
E ach spell has an associated casting time. Some spells can be cast
immediately, others require a few turns to spring to life. 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
Concentration magic exists only for an instant.
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Some spells require you to maintain concentration to keep your magic Other spells persist over several rounds. These spells have their
active. If you lose concentration, the spell will end. Normal activity, duration listed as part of their description.
such as moving and attacking, doesn’t interfere with concentration.
Casting another spell that requires concentration, taking damage,
or being incapacitated or killed, will break concentration. Other Targets
environmental events, such as receiving damage from a wall
crumbling on top of you, can also break your concentration.
Longer Casting Times A typical spell requires you to pick one or more targets to be
affected by the spell's magic. A spell's description tells you
whether the spell targets creatures, objects, or a point of origin for
Certain spells require more time to cast. When you cast a spell with an area of effect (described below).
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 Unless a spell has a perceptible effect, a creature might not know it was
concentration while you do so. Whenever you take damage while you targeted by a spell at all. An effect like crackling lightning is obvious,
are concentrating on a spell, you must make a Constitution saving but a more subtle effect, such as an attempt to read a creature's thoughts,
throw to maintain your concentration. The DC equals 10 or half the typically goes unnoticed unless a spell says otherwise.
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 A Clear Path to the Target
try casting the spell again, you must start over.
To target something, you must have a clear path to it, so it can't be behind
Bonus Action 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
A spell cast with a bonus action is especially swift. You must use a origin comes into being on the near side of that obstruction.
bonus action on your turn to cast the spell, if you haven't already
taken a bonus action this turn. You can't cast another spell during Targeting Yourself
the same turn.
If a spell targets a creature of your choice, you can choose yourself, unless
Reactions 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.
Some spells can be cast as reactions. These spells take a fraction of
a second to bring about and are cast in response to some event. If a
spell can be cast as a reaction, the spell description tells you exactly
when you can do so.
Areas of Effect
S ome spells cover an area, allowing them to affect multiple creatures at once. A spell's description
specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder,
line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy
erupts. The rules for each shape specify how you position its point of origin. Typically, a point of
origin is a point in space, but some spells have an area whose origin is a creature or an object.
A spell's effect expands in straight lines from the point of origin. If no unblocked straight line
extends from the point of origin to a location within the area of effect, that location isn't included
in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.
Cone Cylinder
A cone extends in a direction you choose from its point of origin. A 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.
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 You throw a magical fire orb, selecting a creature or point within range
Casts 3 that you can see.
116 Duration Instantaneous
The target takes 4d6 fire damage, or half damage on a successful Dexterity
Range 120 feet
saving throw against your spell DC. All creatures within 5 feet must
Level 5 make a Dexterity saving throw, taking 2d6 fire damage if unsuccessful.
On a successful saving throw, they only suffer half damage.
Cast Time 1 action Effect You hurl a much larger fireball, selecting a creature or point within range
Casts 3 that you can see.
Duration Instantaneous The target must make a Dexterity saving throw against your spell DC,
Range 240 feet taking 12d6 fire damage on a failed save or half as much damage on a
Level 12 successful saving throw. All creatures within 5 feet of the target must also
make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or
half as much damage on a successful saving throw.
Cast Time 2 actions Effect You select a creature or point within range that you can see.
Casts 2 The target must make a Dexterity saving throw against your spell DC,
Duration Instantaneous taking 18d6 fire damage on a failed save or half as much damage on a
Range Range 240 feet successful saving throw. All creatures within 5 feet of the target must also
Level 17 make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or
half as much damage on a successful saving throw.
A pool of lava with a radius of 30 feet appears centred on the target. Any
creatures that enters the lava or starts its turn in the lava takes 3d6 fire damage
and gains the Burning condition.The pool of lava dissipates after 1d6+2 rounds.
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.
117
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
saving throw against your spell DC. In addition, any creatures adjacent
Range Self
to your target must succeed on a Dexterity saving throw or suffer 2d6
Level 5 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-foot 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-foot 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 Reaction 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
119
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 creature.
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
120 Cast Time Bonus 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 of 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.
Range Touch
The duration of the spell can be increased at a cost of 1 Position per
Level 4 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.
Range Touch
The duration of the spell can be increased at a cost of 1 Position per
Level 13 additional minute. All damage dealt by this weapon is treated as magical
for the purposes of damage resistances and immunities.
Cast Time Reaction 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
122
Cast Time Reaction 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.
123
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 foot in any dimension, you mend it, leaving no trace of the
Range Touch former damage.
Level 1
Cast Time Bonus 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 Reaction 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
124 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-foot 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 Bonus 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 caster’s choice within a 20-foot radius of 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
126
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 Reaction 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 Reaction 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.
127
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.
128 Level 1
Cast Time 2 actions Effect Each creature within a 40-foot 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
132
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.
Weapons
- 1
10 - 12 1
13 - 20 2
Shields
15 - 18 2
Mat has built his character and been on a few adventures. He’s
18+ 3 starting to accrue several items, including some powerful new
weapons.
134 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-foot radius and dim light in an additional 5-foot 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.
136
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.
A draught can be consumed as a bonus action. 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 Warrior 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.
137
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-foot radius and dim light in an additional 30-foot radius. Once lit, it burns for six hours on
a flask (one pint) of oil (see page 138).
Effect A key is provided with the lock. Without a key, the lock can be picked with a DC15 Dexterity (Sleight of Hand) 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.
138 Effect A cloth or leather pouch that can hold rings, amongst other things.
Effect If the effects of Hollowing have begun to take their toll, a creature can use this stone to remove an effect from the Hollowing
Effect table (page 86). 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, measure 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.
139
Armour
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
141
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 -
142
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
143
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 -
Conjurators 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 -
144
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
145
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 -
146
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 20 feet 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
147
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
148
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 -
149
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
150
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
151
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
152
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
153
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 -
154
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 -
155
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
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
157
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
158
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 Geisteel. 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
159
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
A light, wooden shield; its blue colour is Special When using the blue wooden shield, once per short
striking, as are the distinctive white diamonds Effect rest you may spend 2 Position to gain advantage on a
at the top. Constitution saving throw.
Type Standard Shield
Strength 11 AC +2
160
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
161
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
162
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
163
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
164
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
165
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
166
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
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 Hand Axe you use your Strength, but if you throw a target at long range, you have disadvantage on the attack roll, and
a 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
170
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
171
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
172
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 -
173
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
174
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
175
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
176
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
177
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
178
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
179
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
180
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
181
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
182
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 Greatsword 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 Greatsword 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
183
Type Curved Greatsword 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 Greatsword 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 Greatsword 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
184
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
185
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
186
Equipment
—
Axes
187
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
188
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
189
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
190
191
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
15-foot cone of fire. All creatures caught in the cone
Strength 15
suffer 1d8 fire damage, or half damage if they succeed
Damage 1d8 bludgeoning 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 -
192
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 10-foot cone of fire. All creatures caught in
Strength 17
the cone suffer 1d10 fire damage, or half damage if
Damage 1d12 bludgeoning 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
193
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
194
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
195
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
196
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
197
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
198
199
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 -
200
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 -
202
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 (arrow, range 120/480), two-handed
203
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 (arrow, 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 (arrow, 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 (arrow, range 150/600), heavy, two-handed
204
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 (arrow, 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 (crossbow bolt, range 80/320), loading, two-handed
205
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)
206
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)
207
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
—
208
209
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 draught 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
210
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
The effects provided by a ring are passive and always applies, unless
otherwise noted.
213
Effect Increase your spell attunement Effect Increase your spell attunement
slots by +3. slots by +2.
214
215
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
I n 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, that 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
220 encounters, puzzles, and 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, finding lore, or wandering the ruins of Lothric and 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 221
• 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, and change the game as you need to. The continue, but that such content is considered for removal
most important thing to remember is this: if you and your players from the game. More resources can be found using the
are having fun, you’re playing the game right! QR code below:
narrative. It’s far more about testing your own skill as a player, and
about plunging yourself into the ominous world of Lothric. So, how
to emulate this in DARK SOULS: The Roleplaying Game? 1 Find the key to the ancient oaken door
A story often doesn’t need much more than a simple hook, like this, to
get started, and you can rely on a combination of your player characters 3 Recover a fragment of an old poem
We’ve dressed up the plot elements a little here to make them more
immediately intriguing for you, but in each case, the fundamental
principle of ‘the player characters must explore and find something’
224 holds true. Whether they are searching for something to take away
6 Find the old knight and learn his story
Building Adventure
Adventures Locations
S o, you've got an adventure hook. We know what your player
characters need to do. But what about the rest of it? Where do
they explore? What foul denizens of darkness must they fight? And
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
who aids or hinders them on the way? That's what this section aims crumbling, decayed versions of themselves.
to help you with. So much of DARK SOULS depends upon the
setting—each individual section of a DARK SOULS game, after These places tend to possess extravagant, evocative names: The
all, focuses on a new location. An individual adventure in DARK Cathedral of the Deep; Firelink Shrine; the Ringed City. Again, the
SOULS: The Roleplaying Game works in the same way. The player names are immediately intriguing, but they retain a certain vagueness,
characters find themselves in a single location, and exploring it forms a refusal to reveal too much. Below are some random tables to assist
the key activity; as the players adventure through these individual you in generating a potential DARK SOULS location for you to
locations, they encounter enemies, but they also find clues to the next set your adventures in. Simply roll 1d10 twice, and pick one option
stage of their quest… whatever that quest might be. from each column, and you’ll have an authentically esoteric and
evocative place name.
In the next chapter, The World of Lothric, you can see numerous
examples of the existing environments of Lothric. Look at how D10 Result Location Name
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; 1 Chapel Of the Falling Leaves
that’s a great thing for us to hold onto when we’re building adventures.
3 Monastery Of Carthus
6 Barrow Of Gwyn
Themes
Like the previous page, simply roll a d10 on the following table.
Mould grows on every surface, forming obscene and
So, we have the location of the adventure. What next? Let’s focus 5 sinister shapes as it bulges from the walls.
on how long and challenging should it be? If, again, we turn to the
existing DARK SOULS locations, you can break each map up into
somewhere between 5–10 segments or sections. Torches burn too brightly here, so the shadows stretch
226 6 further, and the darkness grows deeper.
These are sometimes entirely discrete sections, kept separate from one
another by doors or gates the player characters need to get through.
At other times, they are open, with the divide simply one of distance. Smashed glass covers every surface;
You can divide your location as you see fit, making it work according
7 the location has no windows.
to the ideas you might have for your adventure. Think about how long
you want your individual adventures to run. Five sections probably
gives you enough for a session or more of gaming. A 10-section Ancient portraits line the walls,
location probably offers enough to explore for two or three sessions.
8 the eyes seeming to watch every action.
Encounters
T he next question, of course, is: what are the player characters going
to deal with as they explore this place? Now, each of the Lothric
locations in the next chapter comes with suggestions for potential
D10
Result
First
Enemy Type
Second
Enemy Type
Third
Enemy Type
Visit the Cathedral of the Deep, for example, and you’ll be 2 Cragspider Scarecrows Darkwraiths
confronting Pontiff Knights, not Silver Knights. Picking two or
three enemies from Chapter Seven: Monsters & Antagonists to suit the
location is probably the best way to go, achieving a genuine feeling
of completeness, of unity. 3 Hollows Giant Crow Hydra
the player characters are going to be challenged. These are the foot
soldiers, the mooks or minions, crowding the table below can be used
to either inspire your choices, or to randomly generate some creatures
and opponents for your player characters to deal with. Roll once for
6 Giant Leeches Basilisk Fang Boar 227
each column and see what you get!
We know there are creatures from DARK SOULS I 8 Silver Knights Giant Mosquito Wretch
and DARK SOULS III in the following table - if you
prefer to keep your games strictly connected to only
one of these sources, change things as you prefer! We
Bat-winged
wanted to offer lots of choice... and surprises! 9 Demon
Skeletons Scarecrows
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.
228
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
dwell in the shadow-haunted remnants of Lothric. Some might be
U se the following tables to assist you in building your own NPCs.
Each step adds a little more detail, enabling you to drop them
into your game knowing as much, or as little, about them as you
helpful, possessing insights the player characters can elicit from them choose.
with enough time and attention. Others might prove truculent, or
difficult, refusing to help, and potentially even plunging the player You can just start with a name, and fill in the rest as you play, letting
characters into greater danger, with false directions, or misleading the players shape who the character becomes, and generating details
information. as you need them. Alternatively, you can create an NPC where you
know a great deal, even as far as a sideline quest, should you choose.
DARK SOULS focuses a great deal on exploration, and on combat. Roll on the tables you find useful, ignore those you don’t, and build
Non-player characters form an important counterpoint to this your version of Lothric precisely as you see it!
dynamic, adding a new focus—social interaction—but also providing
an alternative perspective on the events the player characters might Roll on the following table twice, choosing either a Nickname and
encounter, or on the information they might glean bout the world a Name, or a Name and Title. This should give you a good, DARK
as they venture through it. SOULS-y name!
The DARK SOULS video games work very differently of course, and, Lord/Lady
as a result, so does the world of DARK SOULS. NPCs are unlikely to 4 Weathered Grion
of Scimitars
accompany you on your journey—some might give you directions or
offer you a measure of assistance. Others might open new quests, new
aspects of the game, but the capacity to interact with them is limited. Bearer of
5 Oathbound Brylex
the Jewel
Again: this is not the case in DARK SOULS: The Roleplaying Game.
As a result, it’s important for you, as the GM, to know how you
want to utilise NPCs. Do you want to keep them as confined to the Knight of
fringes of the game as the video game does? Or are you going to let
6 All-seeing Ava
the Sun
the player characters indulge their instincts a little more, building
out your NPCs into more fully developed characters?
The first choice helps maintain the DARK SOULS atmosphere, the
7 Ravenous Touless Fork-tongue
ambiance, of the game. The other choice promotes the kind of organic,
free form play tabletop games are so good at. There is no right or
wrong choice here; it’s all about the type of game you want to play.
8 Red-toothed Morn Wolf-lord/lady
When designing your own NPCs, keep in mind both what you
what them to do, and how you want them to do it. Keep in mind
how players, and their characters, are liable to react. If, for instance, Knight of
you don’t want an NPC to be stabbed in the face, either make sure
9 Silent Seyla
the Lost
they’re sympathetic and friendly or they’re as hard as the scales of
Black Dragon Kalameet, because player characters are almost certain
to punch, stab or set on fire anyone who annoys them even slightly.
10 Aged Fittle Of the Faithful
Campaigns
T abletop roleplaying games often take the
form of big, lengthy campaigns, played
over numerous sessions, spanning months and
mysterious elements—where did the fire come
from, what does linking truly mean, and why can
only the undead pursue such quests?—but, at
even years. Some campaigns are shorter, with the same time, it remains clear and simple in its
a pre-planned narrative, and only a handful premise. These are good guidelines for devising
of adventures leading to a dramatic climax, 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
of a DARK SOULS game? You completed ‘what’s my motivation to do that?’.
DARK SOULS III, say, and wanted to know 231
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 the story you, and your players, to preserve their power forever, and seeking to
can tell. But it does require something to pull destroy all Unkindled, and any other afflicted
the player characters through. It doesn’t need with the curse. Perhaps the player characters
to be a plot, necessarily, though a strong plot need to stop an Unkindled from refusing to link
or 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 in, and posing more and deeper mysteries to
beginning to create your own overarching be explored.
campaign plot; the quest itself possesses
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 233
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, and 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.
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.
234
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 the
and does the same to one other player character of the Silver Knight statistics, page 313). The Warrior follows all of
summoner’s choice, before vanishing. the summoner’s instructions for the duration of one battle, or
one hour. The Warrior of Sunlight cannot be healed, and if it is
killed, it does not return. After a battle, or once an hour elapses,
the Warrior fades.
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 (page 313). It immediately attacks the summoner much damage as they can. The mound-maker spirits use the
and is only interested in them. It pursues them for the duration Pontiff Knight statistics (page 314). They remain for the duration
of one combat, or for one hour. If it succeeds in killing them, of one battle, or one hour. During that time, they attack any
the summoner awakes as normal at the nearest bonfire. If the creature within 10 feet of them, immediately switching targets
summoner manages to kill the summoned red spirit, they gain should a new creature move to within 10 feet of them. A Mound-
triple the usual reward of souls. A red spirit cannot be healed, maker cannot be healed, and, if it is killed, does not return.
and, if it is killed, does not return
Now Lothric, both the city and the kingdom, are damned. The
streets of the city are mortuaries for the uninterred dead, the
only inhabitants are mindless remnants of what might have been
human beings, shuffling through the world, hands grasping at
the air in desperate supplication. The Hollows, pathetic as they
are, remain dangerous, and other, more fell, creatures now dwell
in the shadows, always hungering. What once gleamed from the
mountain and dominated the land as beacons of the potential of
humanity, of its resourcefulness and genius, now remain only as
testaments to hubris, and incubators of shadows.
This is the world into which you must venture. A kingdom of beauty
irrevocably tarnished; of greatness brought low; of bonds of loyalty
and humanity forever sundered. It is the world of DARK SOULS.
Each location is a double-page spread, featuring art to convey the nature of the location, before
a brief overview of the history and nature of the place is coupled with random encounter tables,
NPC details, and other key information. This isn’t intended to be exhaustive; we’ve not included
a write-up of every NPC you might meet in the video game, or mentioned every drop. We’ve
picked out those parts we feel contribute best to a tabletop RPG experience, to the game we
want DARK SOULS: The Roleplaying Game to be. This goes for every aspect of the write-up;
from the NPCs to the lists of discoverable items. Neither is complete, and nor should they be.
Add in your own, and remove those you don’t like. Make these places your own!
240
NPCs Boss
Short overviews of the people the Most locations possess a boss, a dreadful
player characters can meet, as they opponent possessed of terrifying abilities.
venture through the areas. This section gives you some potential
battle tactics.
A quick word of warning: there aren’t any maps! This is deliberate. DARK SOULS video games
don’t provide maps—figuring out where to go, finding the small recesses where new and unusual
items (and characters!) lurk is part of the most interesting and important elements of gameplay.
Players need to explore, to learn the levels. So make your player characters do the same. Don’t
risk them simply looking up where things are, and don’t be fixed to what has gone before, create
your own environments based on these locations, not constrained by them. So, let the great bells
of the Cathedral of the Deep toll; the journey begins…
Cemetery of Ash
2 1d8 Hollows
5 1d10 Skeleton
6 1d8+2 Hollows
242
7 2d4+2 Skeletons
9 1d6+3 Skeletons
Irina of Carim
D rawn to the Cemetery by the call of the fire, by the urge to link
to the flame, Irina soon realised she did not possess the strength
of body, or faith, to do so. Despairing, the dark soon began to swarm
around her, claiming her for its own. Upon meeting Irina, the player
characters soon realise she’s a kindly, optimistic character, woefully out
of place in the midst of the desolation that almost claimed her. She
knows much of the use, and collection, of miracles, able to advise on
their use, and even, perhaps sell a few such spells to those capable of
asking politely. Despite her friendliness, Irina knows she loses parts of
herself each day. The darkness gnaws away at her insides, stripping back
all that was Irina, leaving behind only emptiness, and shadow.
Eygon of Carim
Bosses
Iudex Gundyr
L ittle is known of this fallen knight, save he has become the guardian
of the Firelink Shrine, denying entry to any who prove unworthy.
His methods of determining unworthiness are, as might be anticipated,
extremely straightforward.
Drawing the sword from Iudex’s chest stirs the ancient knight into
motion. It immediately attacks the player character nearest to it, driving
them back, and then using its powerful attacks to deal immense damage
to anyone who comes into melee range. Iudex attempts to hold his
ground, forcing the player characters to come to him, and then hitting
hard. This isn’t a subtle fight, and, even if injured, Iudex maintains
these tactics.
Firelink Shrine
T here are few safe places left in the world. Few places
where travellers may rest easy, where the darkness
is kept out, where the warmth of humanity still lingers.
Such a place is the Firelink Shrine; here, the flame can
be renewed, relinked, preserving the age of light for a few
more years. Or, the fire can be snuffed out, ushering in the
illimitable darkness. Such is the choice of the Unkindled,
and it is here the choice is made.
244
P layer characters are not obliged to light the bonfire. Linking the
flame preserves the age of light, and it is possible they opt to usher in
the age of darkness. Should they decide to light the shrine, it requires a
DC12 Wisdom (Insight) check to do so. Should this check be successful,
the bonfire erupts into scintillant life, connecting with each of the
bonfires throughout Lothric, and holding the darkness at bay for a
little longer.
Lighting the bonfire in this fashion grants each of the player characters
within 15 feet of the bonfire the ability to immediately appear adjacent
to any bonfire they’ve previously encountered, in any location. They
are able to travel from one bonfire to any other bonfire they’ve already
visited.
Discoverables
Any player character not within 15 feet of the bonfire when it’s lit can
gain this ability by plunging their hand into the fire. They suffer 1d6 fire
damage as a result, but afterwards are able to travel as described above.
1 x Fire Keeper Robes
W ise and worldly, but tentative, the Fire Keeper tends to the fire
at the shrine. When it is lit, it is she who nurtures it. When it is
extinguished, it is she who waits for it to be relit, ever on the watch for
A knight of courage, and dignity, Anri of Astor found their way to
the Firelink Shrine after their companion—the taciturn Horace—
became lost, somewhere in the ancient Catacombs of Carthus. They
Unkindled who might ignite the bonfire once more. Blind, as all Fire routinely sally out from the Shrine, seeking their erstwhile comrade-
Keepers must be, she moves slowly and regally through the passages of in-arms. Anri appears oddly absent-minded when first encountered,
her home, ensnared in her memories of previous ages, of times when the their speech possessing a dreamlike cast, but a sharp mind and a sharper
flame roared from the bonfire, and her opinion was sought by hundreds. blade await any who challenge them, without care. They are fiercely
Now her words possess no less wisdom, but there are few who care to loyal to Horace, and seek to enlist any they meets in his search. The
listen. For those who do seek her counsel, she knows much of the secret two are bound to walk the road of sacrifices together, searching for
lore of Lothric. She remembers the kingdom in its days of glory, when the Lords of Cinder. Anri might make a powerful ally… or an equally
the knights rode in procession through its winding streets, and there implacable enemy.
is much truth to be imparted to those prepared to listen, and, perhaps,
do her bidding. In the DARK SOULS video game, Anri’s gender is the opposite of
the player characters’.
The Fire Keeper cannot be killed. She has an AC of 10, and, if attacked,
dies instantly. She reappears, entirely whole and unharmed, five minutes Anri of Astora uses the Pontiff Knight statistics (see page 314), though
later, wandering around the shrine as though nothing had happened. their AC is increased by 2, as is their Initiative DC. Player characters
gain double souls for killing Anri. Should they do so, and, if they ever
If a player character is in conversation with the Fire Keeper, they may level meet Horace, he immediately attacks them.
up as though they were at a bonfire. They may not Long rest, however.
Shrine Handmaiden
The Shrine Handmaiden is bound to the Fire Keeper, and, like her
mistress, cannot be killed. She has AC 10 and 20 Position; should she be
attacked, she shrugs, and accepts her fate, waiting patiently to be killed.
A little while later, she’s restored to life, and is still prepared to sell to
the player characters—though now prices have doubled.
Ludleth of Courland
Undead Settlement
1 1d4 Hollows
2 1d3 Skeletons
3 1d3 + 2 Corvians
4 1d6 + 2 Hollows
5 1d10 Skeletons
246
7 1d3 + 1 Wretches
8 1d3 Giants
W here do the dead go? They can’t be buried in the
earth, not whole anyway; they just dig their way
out. No, they require a place to live, and so was the Undead
Settlement formed. A ghetto, a retreat, a place where the
undead could be confined, and… dealt with. The undead
were brought here, some lured by promises of a home.
9 1d8 + 3 Hollows
Yoel of Londor
He is far from learned in the ways of Lothric, but he is loyal and true—
as a DC 14 Wisdom (Insight) check confirms—and aids those who
treat him well.
Yoel uses the Man Serpent statistics (see page 315). He also has access
to three spells up to 3rd level, of the GM’s choice.
Bosses
Curse-Rotted Greatwood
This is its typical attack pattern, keeping the player characters focused on
dealing with respawning Hollows, while it lashes at them with impunity.
5 1d4 Giants
248
7 1d8 + 2 Hollows
S ilent, Rosaria awaits those with the strength and courage to brave
the cathedral to find her. From beneath her curiously long hair, little
of her face can be seen, though the grotesque worm she shares her bed
with is all too visible. The worm-grub is one of the unfortunates who
pressed Rosaria for rebirth one too many times, for, as the ancient
tomes reveal, one may only be reborn five times before the warp and
weft of reality reasserts its claim and punishes such hubris. There is
much power residing in the sylph-like form of Rosaria, but it is an
old, incomprehensible power, and it should not be sought by those
unprepared for it.
A player character may, when meeting Rosaria, ask to join her Covenant.
This requires a DC 15 Charisma (Persuade) check to achieve. A player
character who succeeds is able to switch any two of their attributes, up
to five times (e.g. they may change their Strength attribute for their
Dexterity attribute, and their Wisdom attribute for their Charisma
attribute). Each time a player character switches an attribute, they must
roll a d10. On a roll of a 1, they incur a hollowing penalty. If they incur
three hollowing penalties, they are immediately turned into a grub, and
become an NPC.
Rosaria cannot be killed, or hurt. All attempts to hit or attack her are
shrugged off as though they were the merest flea bite.
Unbreakable Patches
N o one is quite sure where his name is derived from, but Unbreakable
Patches is a mysterious creature in most respects. A knight of some
martial ability, Patches is most widely renowned for his propensity to
play tricks on the unwary. There is rarely anything decidedly malicious in 249
Patches demeanour when practicing such mischief. Quite the opposite,
if caught by those he’s fooled, he’s usually apologetic, claiming that it’s
his armour forcing him to act in a way quite contrary to his normal
inclinations. Few believe him. He often dons disguises to escape the
revenge of those he tricks, and, as a result, might be pretending to be
someone else when first encountered.
Unbreakable Patches uses the Alonne Knight statistics (see page 318),
but player characters gain double souls for killing him.
Bosses
O nce the great advocates and defenders of faith, of justice, and of the
church itself, the Deacons of the Deep are now twisted remnants
of their former selves. Warped almost beyond recognition physically,
a deacon is nevertheless clad in the vestments of their former office.
Their initial assault is deliberately aggressive, bombarding the player
characters with the most vicious attacks, with the aim of dividing the
party, and being able to pick them off one-by-one.
Road of Sacrifices
the knowledge of the blood spilled upon it. Many still stalk
the road; bandits, Corvians seeking flesh, even werewolves
(or so it is rumoured) hunt the road of sacrifices. It is a
dangerous place. 4 1d6 + 3 Corvians
NPCs
Bosses
Crystal Sage
Discoverables
I t's surmised the Crystal Sage might have studied under the legendary
sorcerer Big Hat Logan, Crystal Sage is a deadly opponent, and
utilises an array of spells to strike the player characters at a distance.
1 x Ring of Sacrifice
The sage does its best to maintain this distance, constantly moving, and 1 x Blooming Purple Moss Clump
skirting the edges of the environment, sticking to corners. This ensures
the player characters seldom get the opportunity to gang up on it. This 1 x Court Sorcerer Armour
is a key element of the Sage’s tactics, as it is extremely weak against 1 x Brigand Twindaggers
physical attacks.
1 x Great Club
Catacombs of Carthus
NPCs
1d4 + 2 Carthus Swordsmen
Horace the Hushed 6 (use Alonne Knight statistics)
figure, encased within a massive suit of armour, has never been seen by
any person living. Even Anri does not know what the face of her friend
looks like. Horace is a redoubtable fighter, bludgeoning aside his foes
with brutal sweeps of his fists, and using the Llewellyn shield (see page 8 1d10 Skeletons
158) to defend against ripostes.
Bosses
Demon Prince
Discoverables
T he realm beneath the earth is, as one might expect, swarming with
creatures of chaos. The demon ruling over much of what was once
Carthus is such a beast. Huge, deadly, and with a remorseless cruelty,
2 x Large Soul of a Deserted Corpse (400 Souls)
it delights in subjecting those it fights to the most painful of deaths. 1 x Carthus Curved Greatsword
1 x Carthus Shotel
The Demon Prince immediately charges at the most heavily armoured
player character, delivering a series of attacks designed to keep this most 1 x Bonewheel Shield
dangerous opponent occupied, and scared. Once this is achieved, the 1 x Carthus Bloodring
demon picks out any magic-users, seeking to disable them, before it can
deal with the rest of its opponents in a more leisurely fashion. 1 x Witch’s Ring
NPCs
Bosses
Irithyll Dungeon
Over time, the dungeon became filled with any who defied
the Pontiff, or those the Pontiff believed might be forced 4 1d4 + 3 Hound Rats
to give up valuable information. The dungeon’s reputation
spread, until it became a by-word for brutality, for despair,
and for the evil slowly suffusing the Cathedral of the
Deep. Venturing into the darkness beneath Irithyll is to
be confronted by the very literal depths of human depravity. 5 1d8 + 1 Bonewheel Skeleton
6 1d6 + 1 Hollows
257
NPCs
7 1 Basilisk
Karla
8 1d3 Giants
Bosses
1 x Large Soul of a Nameless Soldier (3,000 souls)
1 x Deep Ring
T here is no single, terrifying foe exerting dominion over the dungeon.
But there’s plenty of smaller beings, keen to consume the player
characters if given the chance.
1 x Murakamo
1 x Alva Armour
1 x Old Sorcerer Robes
Farron Keep
1 1 Basilisk
Hawkwood
259
7 1d8 Forlorn
A deserter, both of his duty and his comrades, Hawkwood turned his
back on the Undead Legion and now dwells in a perpetual state of
cynicism, and self-loathing, constantly sniping and snarling at any who
attempt to speak to him. He retains a dark sense of humour, however,
and is more than willing to unveil his particularly nihilistic philosophy 8 1d3 + 3 Corvians
to anyone who'll listen.
Bosses
Stray Demon
Discoverables
O nce brightly lit with flame, the stray demon is now pallid, its flame
extinguished, though its fury remains unquenched. The demon
uses the fire demon statistics, though it deals bludgeoning damage
instead of fire damage. 1 x Purple Moss Clump
It immediately charges the player characters, seeking to deliver a number 1 x Black Bow of Pharis
of brutal attacks (use Asylum Demon statistics on page 299), smashing
any resistance, and driving the group apart. It then maintains its grip on 1 x Antiquated Plain Armour
the battlefield by keeping the party divided, hurling anyone who gets
too close away, and protecting a perimeter around itself with brutal 1 x Wolf Ring
arcs of its club.
Profaned Capital
2 1d4 + 2 Gargoyles
4 1d6 + 2 Cragspiders
Bosses
Anor Londo
Here, Aldrich, Devourer of the Gods began his endless, 3 1d6 Iron Golems
obscene consumption. Here the glowing, eternal light of
the sun was snuffed out. Artificial the sunlight might have
been, but it was at least warm, a blessing for those dwelling
in the city’s limits. Now, the gloom claims dominion over
every acre, and Aldrich’s hunger only grows more intense,
4 1d6 Giants
NPCs
6 1d6 Giants
soldiers were slaughtered and she, their commander, was left to carry
the burden of their passing.
Yorshka remains a formidable, loyal and resolute knight, refusing to be 8 1d6 + 2 Silver Knights
overwhelmed by her loss, or to surrender to despair. She constantly seeks
new people to pledge themselves to the company, hoping one day to
gather a new band of knights and to restore the order to its former glory.
Yorshka can be killed, though her honour and sense of restraint means 9 1 Deacon of the Deep
she won’t attack the player characters, instead attempting to reason
with them. She uses the Pontiff Knight statistics (see page 314) with
30 Position and +2 Initiative DC.
10 1d3 Giants
Bosses
Lothric Castle
1 1d10 Hollows
4 1d6 Hollows
8 1d4 +3 Hollows
NPCs
9 1d8 Silver Knights
with them. Individually they are somewhat weak, but together they are a
fearsome enemy. Each uses magic to prevent the fight becoming a close 2 x Soul of a Weary Warrior (8,000 Souls)
quarters battle, ensuring the player characters are severely punished for
1 x Firebomb
the arrogance of attacking two of royal birth. If either of the brothers
is killed, the other continues to battle on, but is significantly weakened. 1 x Sniper Crossbow
1 x Irithyll Rapier
1 x Winged Knight Armour
Grand Archive
1 1d12 Hollows
NPCs
6 1d10 Corvians
The Black Hand Trio each use the Pontiff Knight statistics (see page
314), though they always attack first regardless of player characters’
Initiative values. Players only gain souls when they’ve defeated all three
of the trio, but they will gain triple the combined total of souls for 10 1d8 Silver Knights
doing so.
Bosses
Discoverables
Younger Prince Lothric
Lothric can be quickly overcome if the fight is brought to close quarters, 1 x Onikiri & Ubadachi
but if not, the player characters are certain to be overwhelmed by a
ceaseless bombardment of savage magics. 1 x Outrider Knight Armour
Archdragon Peak
3 1 Wyvern
NPCs
9 1d8 + 3 Man Serpents
T here are none in this place who linger, save to pay homage to the
legacy of Black Dragon Kalameet and others of their kind.
10 2 Wyverns
Bosses
the steles, from every record. Whoever he might once have been, the
Nameless King is a terrifying opponent, moving constantly, never letting 2 x Soul of a Weary Warrior (5,000 Souls)
the player characters settle into an attack pattern. Using his Stormdrake
to stay at a distance when needed, before quickly swooping in to deliver 1 x Large Soul of a Crestfallen Knight (20,000 Souls)
a brutal array of attacks, and disappear before any concerted resistance
can be organised, he is capable of shattering even the most disciplined 1 x Dragonslayer Spear
of battle lines, and strategies.
1 x Dragonslayer Armour
Beasts
Armour Class: 12 (Natural Armour) Speed: 40 feet Bite: Melee Weapon Attack: +4 to hit, reach 5 feet,
Position: 13 (2d8+4) one target. Hit: 5 (1d6+2) piercing damage.
Initiative DC: 12 If the target is a creature, the target must
immediately make DC 10 Strength saving
throw or be knocked prone.
Skills Senses
Ribs protruding through grave-tinted flesh, these dogs wait
Perception +5, darkvision 120 feet,
for any prey they can find. Eyes stained with a berserk lust
Stealth +4 passive Perception 15
for flesh, they chase the scent of their next meal across the
deserted streets of Lothric and beyond. Not dangerous if
encountered singly, but should a pack form they become
capable of bearing even the most determined of adventurers
Challenge: to the ground, devouring them in rabid frenzies.
1/4 (50 Souls)
273
A hideous, decaying body—the body of a hunting hound from which the flesh
drips in molten lumps—topped by a leering human skull, the beast-hound is
a predator and scavenger in equal part. They gnaw on the remains of anything,
any creature they can find, and constantly seek out new prey to feast on, their
ordered rows of human teeth stained with ichor.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 12 14 6 13 6 7 15 11 2 10 4
(+3) (+1) (+2) (−2) (+1) (−2) (−2) (+2) (+0) (−4) (+0) (−3)
Armour Class: 15 (Natural Armour) Speed: 50 feet Armour Class: 12 (Natural Armour) Speed: 30 feet
Position: 45 (7d8+14) Position: 7 (2d6)
Initiative DC: 11 Initiative DC: 12
Condition Immunities Keen Smell The Hound Rat has advantage on Wisdom
- (Perception) checks that rely on smell.
Keen Hearing The Irithyllian Beast Hound has advantage Bite Melee Weapon Attack: +4 to hit, reach 5 feet, one
and Smell on Wisdom (Perception) checks that rely on target. Hit: 4 (1d4+2) piercing damage. If the
hearing or smell. target is a creature, it must succeed on a DC
11 Strength saving throw or be knocked prone.
Pack Tactics The Irithyllian Beast Hound has advantage on
an attack roll against a creature if at least one Reaction
of the hound's allies is within 5 feet of the
creature and not incapacitated. Charge When another Hound Rat is reduced to zero
Position, all other hound rats within 60 feet
Actions can immediately move their speed towards the
nearest hostile creature.
Frostbite Melee Weapon Attack: +5 to hit, reach 5 feet, one
target. Hit: 7 (1d8+3) piercing damage plus 7
(2d6) cold damage.
Vermin grown to unsettling size, The Hound Rats infest the
Bloodied The Irithyllian Beast Hound immediately uses sewers and the dank recesses of ancient ruins. Their teeth
Frostbite. are constantly honed, chewing through stone and steel to
access food believed hidden, they are dangerous creatures,
The Irithyllian Beast Hound exhales frost in a prepared to attack anything if they believe there to be a
15-foot cone. Each creature in that area must decent meal available.
make a DC 12 Dexterity saving throw, taking
21 (6d6) cold damage on a failed save, or half
as much damage on a successful one. While
bloodied the Irithyllian Beast Hound can
spend 5 Position to make a second frostbite
attack as an action on its turn.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 15 11 2 10 4 28 10 20 3 10 9
(−2) (+2) (+0) (−4) (+0) (−3) (+9) (+0) (+5) (−4) (+0) (−1)
Armour Class: 12 (Natural Armour) Speed: 30 feet Armour Class: 15 (Natural Armour) Speed: 20 feet,
Position: 7 (2d6) Position: 184 (16d12+80) fly 120 feet
Initiative DC: 12 Initiative DC: 10
Skills Senses
Perception +4 passive Perception 14
Challenge:
1/8 (25 Souls)
Challenge:
Keen Smell The Dog Rat has advantage on Wisdom 11 (7,200 Souls)
(Perception) checks that rely on smell.
276 Pack tactics The Dog Rat has advantage on an attack roll Keen Sight The Giant Crow has advantage on Wisdom
against a creature if at least one of the dog rat's (Perception) checks that rely on sight.
allies is within 5 feet of the creature and not
incapacitated. Herald of Portent The Giant Crow cannot be reduced to 0 Position.
Instead, it vanishes and returns to its perch.
Actions
Travel The Giant Crow can carry up to 9 creatures from
Bite Melee Weapon Attack: +4 to hit, reach 5 feet, one its current location to any bonfire already known
target. Hit: 4 (1d4 + 2) piercing damage. If the to the player characters. Once used, the crow will
target is a creature, it must succeed on a DC not carry the same creatures again until they have
12 Constitution saving throw against disease discovered at least one new bonfire.
or become poisoned until the disease is cured.
Every 24 hours that elapse, the creature must Actions
repeat the saving throw, reducing its Position
maximum by -5 (1d10) on a failure. This Multiattack The Giant Crow makes two attacks, one with
reduction lasts until the disease is cured. The its beak and one with its talons.
creature dies if the disease reduces its Position
maximum to zero. Beak Melee Weapon Attack: +13 to hit, reach 10 feet,
one target. Hit: 27 (4d8+9) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 15 11 1 9 3 8 10 11 1 9 3
(+1) (+2) (+0) (−5) (−1) (−4) (-1) (+0) (+0) (−5) (−1) (−4)
Armour Class: 15 (Natural Armour) Speed: 30 feet, Armour Class: 10 (Natural Armour) Speed: 20 feet,
Position: 13 (3d8) swim 30 feet Position: 4 (1d8) swim 20 feet
Initiative DC: 12 Initiative DC: 8
Amphibious The Giant Clam can breathe air and water. Damage Vulnerabilities Damage Resistances
fire -
Actions
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 15 11 2 10 4 19 11 12 2 9 5
(−2) (+2) (+0) (−4) (+0) (−3) (+4) (+0) (+1) (−4) (−1) (−3)
Armour Class: 12 (Natural Armour) Speed: 30 feet Armour Class: 18 (Armoured Hide) Speed: 30 feet
Position: 7 (2d6) Position: 117 (18d10+18)
Initiative DC: 14 Initiative DC: 10
Challenge: Challenge:
1/8 (25 Souls) 3 (700 Souls)
Keen Smell The Giant Rat has advantage on Wisdom Fang Charge If the Fang Boar moves at least 20 feet in a
(Perception) checks that rely on smell. straight line, all creatures it passes through
are targeted by its Armoured Tusk attack, the
Pack Tactics The Giant Rat has advantage on an attack roll target takes an extra 10 (3d6) slashing damage
against a creature if at least one of the rat's allies is on a successful attack. All creatures the fang
278 within 5 feet of the creature and not incapacitated. boar charges though must succeed on a DC
14 Strength saving throw or be knocked prone.
Actions
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5 feet, one
target. Hit: 4 (1d4+2) piercing damage. Armoured Tusk Melee Weapon Attack: +6 to hit, reach 10 feet, one
target. Hit: 22 (4d8+4) slashing damage.
Variant: Diseased Giant Rats
Some Giant Rats carry vile diseases that they spread with their bites. A
diseased giant rat has a challenge rating of 1/8 (25 souls) and the following Plated in steel armour, the Fang Boar is a rampaging terror. Its
action instead of its normal bite attack: tusks, capable of tearing through armour almost nonchalantly,
and the steel encasing its already tough hide render the beast
Diseased Bite: Melee Weapon Attack: +4 to hit, reach 5 feet, one a formidable opponent, goring and tossing its enemies aside
target. Hit: 4 (1d4+2) piercing damage. If the in a maddened charge.
target is a creature, it must succeed on a DC
10 Constitution saving throw or contract a
disease. Until the disease is cured, the target
can't regain Position except by magical means,
and the target's Position maximum decreases
by 3 (1d6) every hour. If the target's Position
maximum drops to zero as a result of this
disease, the target dies. Creatures that are killed
by the disease have disadvantage on the saving
throw against hollowing.
Bloodied
14 16 12 2 11 4
(+2) (+3) (+1) (−4) (+0) (−3)
Skills Senses
Stealth +7 blindsight 10 feet, darkvision
60 feet, passive Perception 10
Challenge:
1 (200 Souls)
Actions With eight legs, eight eyes, a vast bulbous underside, and
the capacity to breathe fire at any it elects to make its prey,
Bite Melee Weapon Attack: +5 to hit, reach 5 feet, one Cragspiders are endlessly dangerous. As if this weren’t enough
creature. Hit: 7 (1d8+3) piercing damage, and to render them creatures worthy of fear, they also possess wings.
the target must make a DC 11 Constitution The wings, fortunately, are more vestigial than functional—
saving throw, taking 9 (2d8) poison damage they enable the spiders to hover for a brief time, before
on a failed save, or half damage on a successful descending on their prey.
one. If the poison damage reduces the target
to 0 Position, the target is stable but poisoned
for 1 hour, even after regaining Position, and is
paralysed while poisoned in this way.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 12 10 1 3 1 7 13 10 1 3 1
(+1) (+1) (+0) (−5) (−4) (−5) (-2) (+1) (+0) (−5) (−4) (−5)
Armour Class: 5 (Natural Armour) Speed: 5 feet Armour Class: 11 (Natural Armour) Speed: 5 feet,
Position: 72 (16d8) Position: 22 (5d8) fly 20 feet,
hover 25 feet
Initiative DC: 11 Initiative DC: 11
Actions
283
Challenge:
Sting Melee Weapon Attack: +3 to hit, reach 10 feet, one
3 (700 Souls) creature. Hit: 10 (2d8+1) piercing damage. The
targeted also suffers 28 (8d6) poison damage,
and the target’s Position maximum is reduced
False Appearance While Demonic Foliage remains motionless, it is by the amount of poison suffered.
indistinguishable from ordinary vegetation.
8 10 12 1 7 3
(−1) (+0) (+1) (−5) (−2) (−4)
Skills Senses
- blindsight 30 feet,
passive Perception 8
Challenge:
0 (10 Souls)
Actions
284
Headbutt Melee Weapon Attack: +1 to hit, reach 5 feet, one
target. Hit: 2 (1d6−1) slashing damage.
8 13 12 1 8 3
(−1) (+1) (+1) (−5) (−1) (−4)
Skills Senses
- blindsight 30 feet,
passive Perception 9
Challenge:
0 (10 Souls)
Actions
22 14 13 8 9 6
(+6) (+2) (+1) (−1) (−1) (−3)
Skills Senses
- darkvision 60 feet,
passive Perception 9
286
Challenge:
10 (5, 900 Souls)
Actions
16 8 15 2 8 7
(+3) (-1) (+2) (-4) (-1) (-2)
Skills Senses
- darkvision 60 feet,
passive Perception 9
Challenge:
3 (700 Souls)
Water Runner The Basilisk can run across water and similar
fluids as if it was solid ground.
Actions
288 Golems
& Constructs
22 18 20 8 11 10
(+6) (+4) (+5) (−1) (+0) (+0)
Skills Senses
- darkvision 60 feet,
passive Perception 10
289
Challenge:
6 (2, 300 Souls)
Actions
Bloodied
How long have the Stone Knights rested? Their form is wrapped
in vines, the accumulated foliage of ages. Enchanted stone, these
guardians stand over their charge for millennia unchanging
and unmoving, but gradually painted green by the verdant life
springing from the ground. To the unwary, the appearance of
the Stone Knights is effectively deceptive—a statue, part of the
decorative stonework found in most graveyards, or grand city
squares. And then, with the low, croaking noise of stone splitting,
it moves. Few survive the shock, let alone the attack.
Actions
STR DEX CON INT WIS CHA
Multiattack The Iron Golem makes a total of four melee
24 9 20 3 11 1 attacks, or a single Clap or Stomp attack.
(+7) (−1) (+5) (−4) (+0) (−5)
Slam Melee Weapon Attack: +13 to hit, reach 5 feet, one
Armour Class: 21 (Natural Armour) target. Hit: 20 (3d8+7) bludgeoning damage.
Position: 315 (30d12+150) Speed: 30 feet
Initiative DC: 15 Axe Melee Weapon Attack: +13 to hit, reach 10 feet,
one target. Hit: 23 (3d10+7) slashing damage.
23 9 21 9 10 12
(+6) (−1) (+5) (−1) (+0) (+1)
Saving Throws
Con +8, Wis +3, Cha +4
Skills Senses
Athletics +9, Perception 13
Perception +3
Actions
Challenge:
8 (3,900 Souls) Multiattack The Ice Golem makes either three Ice Fists
attacks, or two Ice Greatsword and one Great
Club attacks.
Moving with the strange, delicate steps of a creature only just Ice Lance Melee Weapon Attack: +9 to hit, reach 15 feet,
born, these things emerge from the sleet and snow of the storm. one target. Hit: 25 (3d12+6) Piercing damage
Ice crystals fall from it with every step, replaced by new ones and 15 (3d6+6) cold damage. Before making
spilling through the rock forming the majority of its body. an attack with this weapon the ice golem must
With a flex of its form, the Ice Golem is able to form weaponry move at least 10 feet in a straight line.
at the extremities of its limbs, creating hammers and swords
from ice, condemning foes to a bloody, and wintry, fate. Ice Fist Melee Weapon Attack: +9 to hit, reach 5 feet, one
target. Hit: 15 (3d6+6) Bludgeoning damage.
Creatures successfully targeted by this attack
must immediately make a DC 16 Strength
saving throw or be knocked prone.
Ice Great Sword Melee Weapon Attack: +9 to hit, reach 5 feet, all
creatures in a 10ft cone (roll once and apply
the attack roll to all creatures). Hit: 27 (6d6+6)
Bludgeoning damage.
24 9 20 3 11 1
(+7) (−1) (+5) (−4) (+0) (−5)
Skills Senses
- darkvision 120 feet,
passive Perception 10
Bloodied
While bloodied the Crystal Golem does not need to spend Position to
use its Slam Fists attack.
Position Spends
294
Demons
Skills Senses Magic Weapons The Taurus Demon's weapon attacks are magical.
- truesight 120 feet,
passive Perception 19 Actions
- cold, lightning, fire Swinging Fist Melee Weapon Attack: +14 to hit, reach 10 feet, one
target. Hit: 21 (3d8+8) slashing damage plus 13
(3d8) lightning damage. If the Taurus Demon
scores a Critical hit, it rolls damage dice three
times, instead of twice.
Challenge:
Smash Melee Weapon Attack: +14 to hit, reach 20 feet, one
19 (22,000 Souls) target. Hit: 15 (2d6+8) slashing damage plus 10
(3d6) fire damage, and the target must succeed on
a DC 20 Strength saving throw or be pushed up to
25 feet in a direction chosen by the Taurus Demon.
Enormous, bull-headed abominations, the Taurus Demon is a
savage beast drawn from the underworld to bring destruction Jumping Attack The Taurus Demon can forgo its great axe attack
on all who cross its path. Typically armed with a Great Axe to allow its Smash attack to target all creatures
forged from black iron, the Taurus Demon seeks any and all within a 20feet radius. Roll separate attacks for
opportunities to close with its foe, delivering blows capable of each targeted creature.
eviscerating a god. Driven by a dark, desperate lust for power,
and blood, the Taurus Demon is a terrifying enemy, before Standing Smash All creatures in a 20-foot radius of the Taurus
which even the bravest often succumb. Demon must immediately make a DC 20
Strength saving throw or be knocked prone and
suffer 33 (5d10+8) bludgeoning damage.
Bloodied
STR DEX CON INT WIS CHA Magic Resistance The Capra Demon has advantage on saving
throws against spells and other magical effects.
22 17 21 12 16 17
(+6) (+3) (+5) (+1) (+3) (+3) Actions
Armour Class: 18 (Natural Armour) Speed: 25 feet Multiattack The Capra Demon makes three melee attacks;
Position: 189 (18d10+90) two with its Machete Swing and one with its
Initiative DC: Always acts first Machete Slam. In place of its Machete Swing
attacks it can instead make one Double
Machete Swing. It can use Attack Dogs in
place of any melee attack.
Saving Throws
Machete Swing Melee Weapon Attack: +10 to hit, reach 10 feet,
Str +10, Dex +7, Wis +7, Cha +7 one target. Hit: 15 (2d8+6) piercing damage. If
the target is a creature other than a construct, it
must succeed on a DC 17 Constitution saving
throw or lose -10 (3d6) Position at the start of
Skills Senses each of its turns due to the appalling wound
- darkvision 120 feet, inflicted. Any creature can take an action to
passive Perception 17 staunch the bleeding with a successful DC 12
Wisdom (Medicine) check. The wound also
closes if the target receives magical healing.
Actions
Skills Senses
- truesight 120 feet, Multiattack The Smelter Demon makes four attacks: one
passive Perception 14 each with its Bite, Claw, Mace and Tail.
Bloodied
Actions
Skills Senses
- darkvision 120 feet, Multiattack The Asylum Demon makes two attacks: one
passive Perception 10 with its Ground Pound and one with its
Hammer Drive.
300 Damage Vulnerabilities Damage Resistances Demon Spear Melee Weapon Attack: +6 to hit, reach 15 feet, one
- cold, fire, lightning Thrust target. Hit: 14 (2d10 + 3) piercing damage and
13 (3d8) lightning damage.
Bloodied
Challenge:
When bloodied the Bat-Winged Demon immediately emits a Stunning
6 (2,300 Souls) Screech.
Position Spends
Actions
Skills Senses
- blindsight 60 feet, darkvision Multiattack The Demon Prince makes three attacks: one
120 feet, passive Perception 12 with its Bite, one with its Claws, and one with
its Stomp. It can substitute any one attack for a
Breath attack if it spends the required Position.
Position Spends
302 Denizens of
the Darkness
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 12 12 9 8 6 10 1 10 1 3 1
(+1) (+1) (+1) (−1) (−1) (−2) (+0) (−5) (+0) (−5) (−4) (−5)
Found in many forests, tending to flowers or plants with the Unwieldy When the Mushroom scores a Critical hit it
air of gentle gardeners, it is sometimes a shock to see the falls prone as it overextends itself.
speed at which these shambling creatures can become shear-
snapping killers. They are often presumed to be the previous Actions
versions of the Demonic Foliage, before they were swallowed
by the plant life they so diligently tend to. Punch Melee Weapon Attack: +2 to hit, reach 10 feet,
one creature. Hit: 4 (1d8) bludgeoning damage.
Actions
Actions
STR DEX CON INT WIS CHA
Multiattack The Guardian Dragon can use its Frightful
25 10 23 16 15 19 Presence, then makes three attacks: one with its
(+7) (+0) (+6) (+3) (+2) (+4) Bite and two with its Claws.
Armour Class: 19 (Natural Armour) Speed: 40 feet, Bite Melee Weapon Attack: +12 to hit, reach 10 feet,
Position: 225 (18d12+108) burrow 30 feet, one target. Hit: 18 (2d10+7) piercing damage
fly 80 feet plus 5 (1d10) lightning damage.
Initiative DC: 15
Claw Melee Weapon Attack: +12 to hit, reach 5 feet,
one target. Hit: 14 (2d6+7) slashing damage.
Saving Throws
Tail Melee Weapon Attack: +12 to hit, reach 15 feet, one
Dex +5, Con +11, Wis +7, Cha +9 target. Hit: 16 (2d8+7) bludgeoning damage.
20 12 20 2 10 7
(+5) (+1) (+5) (−4) (+0) (−2)
Skills Senses
Perception +6 darkvision 60 feet,
passive Perception 16
Challenge:
8 (3,900 Souls)
Hold Breath The Hydra can hold its breath for one hour.
Multiple Heads The Hydra has seven heads. While it has more
than one head, the Hydra has advantage on
saving throws against being blinded, charmed,
308 deafened, frightened, stunned, and knocked
unconscious.
Reactive Heads For each head the Hydra has beyond one, it
gets an extra reaction that can be used only for
opportunity attacks.
Actions
Bite Melee Weapon Attack: +8 to hit, reach 10 feet, Seven-headed, Hydras are found patrolling the edge of large
one target. Hit: 10 (1d10+5) piercing damage. bodies of water. They act as ambush predators, one of their
heads snaking out to seize their prey, while the others deluge
them with water, or with biting attacks aimed at ripping
armour and rending flesh. Their regenerative properties,
and their lust for meat, makes them dangerous hunters, and
terrifying opponents.
Armour Class: 8 Speed: 10 feet, Amorphous The Slime can move through a space as narrow
Position: 45 (6d8+18) climb 10 feet as 1 inch wide without squeezing.
Initiative DC: 10
Corrode Metal Any nonmagical weapon made of metal that
hits the Slime corrodes. After dealing damage,
the weapon takes a permanent and cumulative
-1 penalty to damage rolls. If its penalty drops
Skills Senses to -5, the weapon is destroyed. Nonmagical
Stealth +2 blindsight 60 feet (blind ammunition made of metal that hits the Slime
beyond this radius), passive is destroyed after dealing damage. The Slime
Perception 8 can eat through 2 inches of nonmagical metal
in 1 round.
17 12 15 5 13 8
(+3) (+1) (+2) (−3) (+1) (−1)
Skills Senses
Stealth +5 darkvision 60 feet,
passive Perception 11
Actions
23 10 21 14 11 19
(+6) (+0) (+5) (+2) (+0) (+4)
Saving Throws
Dex +4, Con +9, Wis +4, Cha +8
Skills Senses
Perception +8, Stealth +4 Blindsight 30 feet, Darkvision
120 feet, passive Perception 18
- -
Challenge:
10 (5,900 Souls)
Actions
11 16 14 7 11 10
(+0) (+3) (+2) (-2) (+0) (+0)
Saving Throws
Con +4, Wis +2
Skills Senses
- passive Perception 10
Challenge:
1 (200 Souls)
Actions
Silver Knights are armed with one of the following two combinations,
and a Great Bow:
Saving Throws
Con +4, Wis +2 Multiattack The Silver Knight makes 2 attacks with its
melee weapons or with its Greatbow.
Sword & Shield Melee Weapon Attack: +5 to hit, reach 10 feet, one
Skills Senses target. Hit: 24 (6d6+3) slashing damage.
- passive Perception 10
Spear & Shield Melee Weapon Attack: +5 to hit, reach 15 feet,
one target. Hit: 13 (3d6+3) slashing damage.
Creatures that enter the Silver Knights threat
range provoke attacks of opportunity.
Damage Immunities Condition Immunities Great Bow Ranged Weapon Attack: +2 to hit , range
- poisoned 120/320 feet, one target. Hit: 22 (3d12+3).
Any creature successfully targeted by this attack
is immediately pushed 15 feet in a direction
Damage Vulnerabilities Damage Resistances chosen by the Silver Knight and cannot spend 313
Bloodied
Position Spends
16 11 14 11 11 15
(+3) (+0) (+2) (+0) (+0) (+2)
Saving Throws
Con +4, Dex +2
Skills Senses
- passive Perception 10
Actions
Challenge:
Multiattack The Pontiff Knight makes two melee attacks.
5 (1,800 Souls)
Pontiff Knight Melee Weapon Attack: +5 to hit, reach 5 feet, one
Curved Sword target. Hit: 12 (2d8+3) slashing damage.
The most devoted of the Pontiff Sulyvahn’s servants, these Pontiff Knight Melee Weapon Attack: +5 to hit, reach 10 feet, one
knights are well armoured, well trained, and obedient to the Great Scythe target. Hit: 16 (2d12+3) slashing damage and 9
will of their leader. Of course, many of the knights hurled (2d8) cold damage.
themselves into battle at the Pontiff ’s directive, certain if they
didn’t, they’d be murdered or eaten. But the difference is, to Pursuer Orb Ranged Weapon Attack: +2 to hit, range 60/120
those forced to fight such dangerous troops, minimal. feet, one target. Hit: 5 (1d10) piercing damage
and 13 (3d8) necrotic damage. This attack
tracks its target around corners and cover; the
Pontiff Knight does not have to be able to see
their chosen target.
Reactions
Bloodied
14 15 15 11 11 12
(+2) (+2) (+2) (+0) (+0) (+1)
Saving Throws
Con +4, Wis +2
Skills Senses
- passive Perception 10
Bloodied
25 9 23 10 14 13
(+7) (−1) (+6) (+0) (+2) (+1)
Saving Throws
Dex +3, Con +10, Cha +5
Skills Senses
Athletics +11, passive Perception 16
Perception +6
Hulking Mass Medium and smaller creatures can occupy the
same space as the Giant. A creature occupying
the same space as the giant is treated as being in
total cover from the giant but makes all saving
Damage Immunities Condition Immunities throws at disadvantage.
poison, cold -
Actions
Bloodied
17 13 15 11 11 12
(+3) (+1) (+2) (+0) (+0) (+1)
Saving Throws
Con +4, Wis +2
Skills Senses
- passive Perception 10
- poison damage
Challenge:
5 (1,800 Souls)
Actions
16 15 16 11 11 11
(+3) (+2) (+3) (+0) (+0) (+0)
Saving Throws
Con +5, Dex +2
Skills Senses
- passive Perception 10
320
Undead
13 6 16 3 6 5
(+1) (−2) (+3) (−4) (−2) (−3)
Saving Throws
Wis +0, Con +5
Skills Senses
- darkvision 30 feet,
passive Perception 8
Challenge:
1/8 (25 Souls) Keeps Crawling If damage reduces the Hollow to zero Position,
Soldier 1/4 (50 Souls) On it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the
damage is radiant or from a Critical hit. On a
success, the Hollow drops to 1 Position instead.
The next time the Hollow uses this feature, the
DC is increased by +5.
Hollows are found everywhere, in every city. Not all are
dangerous. Many simply watch as the living pass them by; eyes
Weakness to Hollows treat any successful attack from a
glowing with knowledge they have lost the ability to divulge.
Backstab creature they cannot see or are surprised by as
Others stalk the world, jaws snapping spasmodically at the air,
a Critical hit.
stalking something. Sometimes, through some unexplained
instinct, Hollows band together and apparently work towards
Actions
a single aim. There is no explanation for how or why they do
this, but they operate with a strange degree of harmony. Are
Slam Melee Weapon Attack: +3 to hit, reach 5 feet, one
they bound by a single memory — able to attack in unison, or
target. Hit: 4 (1d6+1) bludgeoning damage.
in waves which bear the traces of tactics and cunning, because
they were once a warband before the hollowing concluded?
Hollow soldiers may also make use of the following:
Are they animated by a greater power, guided by the Dark Sign
they once wore on their flesh? Who can say? All that is known,
Rusty Sword Melee Weapon Attack: +3 to hit, reach 5 feet, one
and can be known, is that the hollowed do not hunger and do
target. Hit: 5 (1d8+1) bludgeoning damage.
not rest, and once they have chosen a target are remorseless in
their attack. Stopping them is almost impossible.
Halberd Melee Weapon Attack: +3 to hit, reach 10 feet, one
target. Hit: 6 (1d10+1) slashing damage.
10 14 15 6 8 5
(+0) (+2) (+2) (−2) (−1) (−3)
Skills Senses
- darkvision 30 feet,
passive Perception 9
323
Challenge:
1/4 (50 Souls)
Actions
STR DEX CON INT WIS CHA Quick Strike Creatures provoke an opportunity attack when
they enter the Forlorn’s threat range. The
18 13 20 13 12 16 forlorn can spend 5 Position to cause the Attack
(+4) (+2) (+5) (+1) (+1) (+3) of opportunity to not consume its reaction.
Reaction
324 Damage Vulnerabilities Damage Resistances
- - Parry The Forlorn adds +4 to its AC against one
melee attack that would hit it. To do so, the
Forlorn must see the attacker and be wielding
a melee weapon.
Challenge:
Bloodied
20 (25,000 souls)
Blaze of Anger The Forlorn immediately makes two attacks.
While bloodied, the forlorn makes one
additional attack whenever it takes the attack
Created, in part by accident, the Forlorn are the result of action and triggers a Critical hit on a roll of
Aldia’s fixation on the truth of the First Sin. Her obsession 18-20.
stripped the forlorn of their true shape, their physical forms,
condemning them to wander, for all time, through the worlds. Position Spends
Perpetually in limbo, they seek, always, for somewhere to
remain, but are ever forced onwards, onwards… Spend 1 Position Eviscerate. When a Forlorn successfully targets
a creature with its Greatsword or Scythe of the
Forlorn attack, it can cause the attack to deal
+4 (1d8) necrotic damage for each Position
spent in this way. Maximum Position that
can be spent per attack is +5 Position or the
number of player characters; whichever is
higher.
10 14 15 6 8 5
(+0) (+2) (+2) (−2) (−1) (−3)
Skills Senses
- darkvision 30 feet,
passive Perception 9
326
Challenge:
1/4 (50 Souls)
Actions
Bosses
Armour Class: 16 (Crumbling Plate Armour) Tentacle Reach All creatures in a 20 feet line from Iudex
Position: 136 (13d12+52) Speed: 20 feet Gundyr must immediately make a DC 15
Strength saving throw, suffering 32 (6d8+5)
Initiative DC: Always acts first
bludgeoning damage and be knocked prone on
a failure. A creature that fails the saving throw
by 5 or more is restrained until the beginning
of Iudex Gundyr’s next turn. On a successful
saving throw the creature suffers half damage.
Skills Senses
Perception +2 passive Perception 12 Actions
Screech and Bite All creatures within 120 feet of Iudex Gundyr
must immediately make a DC 15 Charisma
saving throw or become frightened of Iudex
Legendary Resistance (3 per day): If Vordt of the Boreal Valley Spend 50 Position Vordt of the Boreal Valley at the end of any
fails a saving throw, it can choose to succeed creatures turn, takes an additional turn.
instead.
Spend10 Position At the end of any creature’s turn Vordt of the
Boreal Valley can make a single attack with its
Claws or Tail.
S uch is the puissance of the curses surrounding and steeping the undead
settlement, the great tree at the centre of the village became tainted.
When the final great curse was locked away within its blistered, bulging
bark, it became something more than a mere tree. It became a living,
writhing abomination, striking at anything near it, and dredging the dead
from the earth to act as its defenders.
13 15 10 7 10 6
(+1) (+2) (+0) (−2) (+0) (−2)
Skills Senses
- darkvision 60 feet, passive
Perception 10
Challenge:
1 (200 Souls)
Actions
Bloodied
STR DEX CON INT WIS CHA
Meteor Rain 6 medium size flaming meteors fall from
27 10 25 16 15 19 the sky. Each meteor can target any creature
(+8) (+0) (+7) (+3) (+2) (+4) within 100 feet of the Old Demon King. Each
targeted creature must immediately make a
Armour Class: 20 (Natural Armour) Speed: 40 feet, DC 21 Dexterity saving throw suffering 35
Position: 297 (17d20+119) (10d6) fire damage and 35 (10d6) bludgeoning
damage and be knocked prone on a failed save,
Initiative DC: Always acts first or half damage on a successful one.
Actions
Skills Senses Multiattack The Old Demon King makes three attacks; one
History +9, Perception +14, blindsight 60 feet, darkvision with its Swing, one with Fire Ring, and one
Persuasion +10, Stealth +6 120 feet, passive Perception 24 with Fire Glyph.
Damage Immunities Condition Immunities Fire Ring 10 Position. The Old Demon King causes a
fire charmed, exhaustion, 5 feet deep ring of fire with a 30 feet radius
340 poisoned to form. At the end of each creature’s turn it
closes in 10 feet towards its centre. Any creature
Damage Vulnerabilities Damage Resistances
that the fire passes over, or that starts their turn
damage dealt by a Black cold, poison in the fire ring, suffers 10 (3d6) fire damage.
Knight weapon When the fire ring reaches its centre it explodes,
causing all creatures other than the Old Demon
King within a 15 feet radius of the centre must
immediately make a DC 21 suffering 21 (6d6)
Challenge:
fire damage on a failure or half damage on a
20 (25,000 Souls) successful saving throw.
Wide Sweep Melee Weapon Attack: +19 to hit, reach 20 feet, one
target. Hit: 46 (8d8+10) slashing damage. If the
Saving Throws
attack roll would have hit a creature within 10
Int +9, Wis +9, Cha +9 feet of the target they resolve the damage as if the
additional creatures had been targeted.
Damage Immunities Condition Immunities Battle Shout All creatures within 120 feet of Yhorm the
Poison Poisoned, Charmed, Grappled, Giant must immediately make a DC 27
342 Charisma saving throw or be stunned until the
Paralysed, restrained
end of Yhorm’s next turn.
Damage Vulnerabilities Damage Resistances
damage dealt by the Storm fire, cold Slam All creatures within 30 feet of Yhorm the Giant
Ruler Greatsword, lightning, must immediately make a DC 27 Dexterity
necrotic saving throw, those within 15 feet of Yhorm
having disadvantage on the saving throw.
Reaction
Challenge:
Turn Around Melee Weapon Attack: +19 to hit, reach 20 feet,
30 (155,000 Souls) Swipe one target. Hit: 24 (4d6+10) bludgeoning
damage. If the target is a creature, it must
succeed on a DC 27 Constitution saving throw
Boss This creature can spend Position as if it were or lose the rest of its turn.
a player character.
Position Spends
Legendary Resistance (3 per day): If Yhorm the Giant fails a saving
throw, it can choose to succeed instead. Spend 50 Position Yhorm the Giant takes an additional turn at the
When using this feature if the effect would end of any creature’s turn.
cause half damage on a successful saving
throw Yhorm instead suffers no damage. Spend 10 Position At the end of any creatures turn Yhorm the
Giant can make a single attack with its Heavy
Magic Resistance Yhorm the Giant has advantage on saving Swipe or Wide swing.
throws against spells and other magical effects.
Spend 15 Position Yhorm the Giant takes an additional reaction.
Unyielding Foe Yhorm the Giant always goes first in initiative
and cannot be surprised. Spend 15 Position Yhorm the Giant immediately uses his Battle
shout.
26 14 24 22 18 24 Actions
(+8) (+2) (+7) (+6) (+4) (+7)
Multiattack The Dancer of the Boreal Valley makes four
Armour Class: 19 (Natural Armour) Speed: 60 feet attacks, split between its Twirl and Flame
Position: 400 (32d10+224) Greatsword. Once bloodied it can make up to
three additional attacks if it spends the required
Initiative DC: Always acts first Position on the attack listed under bloodied.
Boss This creature can spend Position as if it were a Spend 5 Position Unrelenting Slashes. Each creature The Dancer
player character. of the Boreal Valley hits with a melee attack
suffers an additional 1d8 piercing damage at
Fear Aura Any creature hostile to the Dancer of the Boreal
the start of their turn. The extra damage ceases
Valley that starts its turn within 20 feet of
when the creature succeeds on a DC 12 Wisdom
Dancer of the Boreal Valley must make a DC 21
(medicine) check or receives magical healing.
Wisdom saving throw, unless the Dancer of the
Boreal Valley is incapacitated. On a failed save,
the creature is frightened until the start of its next
turn. If a creature's saving throw is successful, the
creature is immune to this effect until the start
of the next round.
Flurry of Steel The Dancer of the Boreal Valley can make a free
attack against any creature that enters its threat
range. Even if a creature disengages, the Dancer
of the Boreal Valley can still make an opportunity
attack if it enters or leaves its threat range.
Magic Resistance The Dancer of the Boreal Valley has advantage
on saving throws against spells and other magical
effects.
Magic Weapons The Dancer of the Boreal Valley’s weapon attacks
are magical.
Bloodied
Saving Throws
The Black Dragon Kalameet immediately makes an Dark Breath attack.
Dex +9, Con +14, Wis +9, Cha +11
Dark Breath Spend 5 Position. The Black Dragon Kalameet
exhales darkness in a cone, 40 feet long. Each
creature in the cone must make a DC22
Skills Senses Dexterity saving throw, taking 67 (15d8)
Perception +16, Stealth +9 blindsight 60 feet, darkvision necrotic damage on a failed save, or half damage
120 feet, passive Perception 26 on a successful one.
Actions
Actions
Damage Immunities Condition Immunities Multiattack The Crystal Sage makes three attacks with its
- - rapier.
348 Damage Vulnerabilities Damage Resistances Rapier Melee weapon attack. +11 to hit. Reach 5 feet,
piercing, slashing magic one target. Hit: 27 (5d8+5) If the target suffers
damage from the attack, it must succeed on a
DC15 Strength saving throw or be lifted off
its feet and dropped onto the ground, suffering
an additional 14 (4d6) bludgeoning damage
Challenge:
from the fall.
14 (11,500 Souls)
Teleport As an action, the Crystal Sage can teleport from
its current position to any other position within
30 feet of its starting point, provided the space
isn’t occupied by another creature or object.
Position Spends
C lad in the billowing robes of sorcerers, the Crystal Sages Spend 10 Position The Crystal Sage immediately makes a Teleport
brought much magic with them when they appeared in action, appearing next to a creature and making
Lothric. None know precisely when they arrived, or what it a multiple attack with its rapier.
was calling to the twins dubbing themselves Crystal Sages.
Some claim the death of Big Hat Logan called them forth, Spend 35 Position The Crystal Sage refreshes its casts of Homing
that magic always needed to be studied and understood. Crystal Soulmass
Whatever the truth, the pair made the Grand Archive
their own, and for a long time amassed the most secret and
dreadful knowledge they could. Finally, after years of such
furtive scholarship, one of the twins left, taking up a rapier
and joining Farron’s Undead Legion. Why they abandoned
their studies is unclear, but such arcane debates pale in the
face of the exiled twin’s skill with a rapier. And time hasn’t
dulled any of their magical skills yet, either.
Bloodied
Saving Throws
The Gaping Dragon immediately makes a Slowing Breath attack.
Dex +8, Con +14, Wis +10, Cha +11
Slowing Breath The Gaping Dragon exhales gas in a 90 feet cone.
Each creature in that area must succeed on a DC
22 Constitution saving throw. On a failed save,
Skills Senses the creature can't use reactions, its speed is halved,
Deception +11, Perception blindsight 60 feet, darkvision and it can't make more than one attack on its
+17, Stealth +8 120 feet, passive Perception 27 turn. In addition, the creature can use either an
action or a bonus action on its turn, but not both.
These effects last for one minute.
Actions
Damage Immunities Condition Immunities
acid - Multiattack The Gaping Dragon can use its Frightful
350 Presence. It then makes three attacks: one with
its Bite and two with its Claws.
Damage Vulnerabilities Damage Resistances
- - Bite Melee Weapon Attack: +15 to hit, reach 15 feet,
one target. Hit: 30 (4d10+8) piercing damage.
A that suffers a Critical hit from this attack
suffers 63 (14d8) acid damage in addition to
any other damage suffered.
Challenge:
21 (33,000 Souls) Claw Melee Weapon Attack: +15 to hit, reach 10 feet,
one target. Hit: 15 (2d6+8) slashing damage. A
creature damaged by this attack suffer -1 AC
until the start of their next turn.
Bloodied
STR DEX CON INT WIS CHA
Sif, the Great Grey Wolf immediately makes a 360 Swing. While
28 7 22 1 8 4 bloodied Sif makes one attack roll a turn with advantage.
(+9) (−2) (+6) (−5) (−1) (−3)
Actions
Armour Class: 18 (Natural Armour) Speed: 50 feet,
Position: 247 (15d20+90) burrow 30 feet Multiattack Sif, the Great Grey Wolf makes two attacks:
one with its Horizontal Swing and one with
Initiative DC: Always acts first
its Overhead Swing.
friend was. Artorias defended Sif from the abyss, even as it Spend 5 Position Slash out. Sif, the Great Grey Wolf makes a
swallowed him. Those who would treat with Artorias now single melee attack as a reaction to a creature
must make their way past Sif, and bypassing a creature so targeting it with a weapon attack.
dangerous, and so dedicated to their task, is far from simple.
Spend 5 Position Sidestep. Sif, the Great Grey Wolf immediately
moves half it’s speed as a reaction to a creature
missing it with a melee weapon attack.
Spend 5 Position Backflip. Sif, the Great Grey Wolf can dodge as
a bonus action.
Damage Immunities Condition Immunities Longsword Melee Weapon Attack: +8 to hit, reach 10 feet, one
target. Hit: 13 (2d8+4) slashing or 15 (2d10+ 4)
354 - poisoned, charmed
slashing if used with two hands
Damage Vulnerabilities Damage Resistances Abyss Sludge Ranged Weapon Attack: +7 to hit, range 30/150
- cold feet, one target. Hit: 7 (1d8+3) piercing damage
plus 13 (3d8) poison damage, and the target
must succeed on a DC 14 Constitution saving
throw or be poisoned. The poison lasts until
it is removed by the lesser restoration spell or
Challenge:
similar magic.
12 (8,400 Souls)
Reaction
Sword Spear Stab Melee Weapon Attack: +15 to hit, reach 15 feet,
one target. Hit: 15 (2d8+6) piercing damage
Saving Throws
plus 27 (6d8) lightning damage. If the target is
Int +14, Wis +14, Cha +17 a creature that has 35 Position or fewer it dies.
Position Spends
Skills Senses Spend 5 Position Lightning Strike. The Nameless King hurls a
Perception +14 truesight 120 feet, magical lightning bolt at a point it can see within
passive Perception 24 500 feet of it. Each creature within 10 feet of
that point must make a DC 17 Dexterity saving
throw, taking 54 (12d8) lightning damage on a
failed save, or half damage on a successful one.
Damage Immunities Condition Immunities Spend 5 Position Fire Breath. The Nameless King exhales fire in
necrotic, poison charmed, exhaustion, while bloodied a 30 feet cone. Each creature in that area must
356 make a DC 17 Dexterity saving throw, taking
frightened, poisoned
56 (16d6) fire damage on a failed save, or half
Damage Vulnerabilities Damage Resistances damage on a successful one.
- radiant, lightning,
thunder, cold Spend 10 Position The Nameless King immediately takes the
attack action as a reaction.
The Nameless King begins to act while mounted on the King of Storms.
While mounted on the King of Storms the Nameless King cannot be
targeted separately from the King of Storms.
STR DEX CON INT WIS CHA
Mount When the King of Storms is reduced to zero
22 10 20 16 18 23 Position the Nameless King dismounts and
(+6) (+0) (+5) (+3) (+4) (+6) begins engaging hostile creatures.
Damage Immunities Condition Immunities Second Roar: Each creature that fails a DC
poison charmed, frightened 18 Wisdom saving throw is deafened and
358 frightened for one minute. A frightened
creature is paralysed and can repeat the saving
Damage Vulnerabilities Damage Resistances throw at the end of each of its turns, ending the
- fire effect on itself on a success.
Armour Class: 25 (Natural Armour) Speed: 40ft Falling Bolt The Soul of Cinder calls down a magical lightning
Position: 550 (44d20+88) bolt at a point it can see within 500 feet of it. Each
creature within 10 feet of that point must make a
Initiative DC: Always acts first DC 17 Dexterity saving throw, taking 54 (12d8)
lightning damage on a failed save, or half damage
on a successful one.
Actions
Saving Throws
Int +5, Wis +9, Cha +9 Multiattack The Soul of Cinder can use its Frightful Presence.
It then makes five attacks, two with its Sunlight
Spear, two with its Leaping Slash, and one with
its Shockwave.
Skills Senses
- blindsight 120 feet, passive Sunlight Spear Melee Weapon Attack: +19 to hit, reach 10 feet, one
Perception 10 target. Hit: 36 (4d12+10) piercing damage plus 62
(8d12+10) fire damage.
Leaping Slash Melee Weapon Attack: +19 to hit, reach 20 feet, one
target. Hit: 46 (8d8+10) slashing damage and 36
Damage Immunities Condition Immunities (4d12+10) necrotic damage.
poison charmed, frightened,
360 Shockwave Melee Weapon Attack: +19 to hit, reach 20 feet, one
paralysed, poisoned
target. Hit: 24 (4d6+10) bludgeoning damage plus
Damage Vulnerabilities Damage Resistances 32 (4d10+10) lightning damage. If the target is
- cold, fire a creature, it must succeed on a DC 20 Strength
saving throw or be knocked prone.
Unyielding Foe The Soul of Cinder always goes first in initiative Spend 10 Position The Soul of Cinder makes two additional melee
and cannot be surprised. attack as a bonus action.
Spend 20 Position The Soul of Cinder ends one condition effecting it.
Spend 5 Position Flame Wave. The Elder Prince hurls out four
weaving cones of fire. Each creature within 10
Skills Senses feet of that point must make a DC 17 Dexterity
Arcana +8, Athletics +14, passive Perception 19 saving throw, taking 54 (12d8) fire damage on
History +8, Perception +9 a failed save, or half damage on a successful one.
Challenge:
13 (10,000 Souls)
T he man who refused his fate, who wished to let the fire
fade, and so brought the Lords of Cinder back from the
grave. Lothric, the young prince, was born a frail, broken child.
The means by which his birth was arranged were… disquieting.
So long had has family sought an heir, they were prepared to
stoop to the most appalling of actions to achieve their goals.
Perhaps this explains Lothric’s physical weakness, and his
magical potency. For while the younger prince was never able
to wield a platinum sword, as was once hoped, he became a
sorcerer of formidable might. He chose to let the age of flame
die out; that takes a might few can match.
D riven by visions of the ‘deep’, the cleric Aldrich plumbed the very
recesses of the darkness, taking it into himself. Such darkness is
not for the human soul or body to contain, and, as it twisted and warped
him, Aldrich began to feast on the flesh of his own kind. With his rare
combination of wisdom, and horrifying depravity, Aldrich founded the
Church of the Deep. Its cleric protected him, and brought him new
sacrifices to satiate his ever growing hunger. The worship of such darkness
drove most of Aldrich’s followers insane, though the focus of their devotions
retained his mind, no matter how much cruelty he inflicted on the world,
or how many people he crammed into his mouth. His body grew vast,
pustule-ridden, suppurating, but Aldrich’s mind remained ever clear. Now,
the ruined, pullulating mound of flesh that is Aldrich feasts on the flesh of
the God of the Darkmoon—the power within him waxing ever stronger,
ever fouler; a Lord of Cinder become something truly abominable.
Glossary
370
A monster’s statistics, sometimes referred to as its stat block, provide the
essential information that you need to run the monster.
A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. As with player characters, there are no alignments in DARK SOULS:
The Size Categories table shows how much space a creature of a The Roleplaying Game.
particular size controls in combat. For more, see page 99.
Armour Class
Type
A monster that wears armour or carries a shield has an Armour Class
A monster’s type encapsulates its essence. The game includes the (AC) taking its armour, shield, and Dexterity into account. Otherwise,
following monster types, which have no rules of their own. a monster’s AC is based on its Dexterity modifier and natural armour,
if any. If a monster has natural armour, wears armour, or carries a shield,
Beasts are nonhumanoid creatures, some natural, some warped by this is noted in parentheses after its AC value.
hideous magic into something worse. Some possess magical powers,
but most are unintelligent and lack any society or language. Beasts Position
include all varieties of ordinary animals haunting the forests, swamps,
and cities of Lothric and elsewhere. A monster usually dies or is destroyed when it drops to 0 Position. For
more on Position, see page 70. Usually, only monsters with the Boss
Constructs are made, not born. Some are programmed by their creators special trait are able to spend Position as a player character can spend
to follow a simple set of instructions, while others are imbued with it—to improve dice rolls, or increase damage. Normal monsters may
sentience and capable of independent thought; some are forged from possess abilities they can only use by spending Position, however. In
iron, some crafted from ice, all are deadly in their own fashion. these cases, this is the only way a monster may spend Position.
Demons, born of the primal chaos, seethe in the darkness, waiting to Speed
emerge and wreak their violence upon the world. They come in many
shapes, and sizes—all deeply inimical to human life. A monster’s speed tells you how far it can move on its turn. All creatures
have a walking speed, simply called the monster’s speed. Creatures that
Dragons are large reptilian creatures of ancient origin and tremendous have no form of ground-based locomotion have a walking speed of
power. Their past is a mystery, formed of blood and treachery. 0 feet. Some creatures have one or more of the following additional
movement modes.
Elementals are creatures drawn directly from the forces of nature; living
rock, twisting flame, sparkling crystal—all become something more, Burrow A monster that has a burrowing speed can use that speed to
something stranger, in certain conditions. Living beings capable of move through sand, earth, mud, or ice. A monster can’t burrow through
tearing apart any prepared to stand in their way. solid rock unless it has a special trait that allows it to do so.
Giants tower over humans and their kind. Once condemned to work Climb A monster that has a climbing speed can use all or part of its 371
as slaves and servants, the giants took their freedom, and now watch movement to move on vertical surfaces. The monster doesn’t need to
the world be consumed by darkness around them. spend extra movement to climb.
Humanoids are the main population of Lothric, and those kingdoms Fly A monster that has a flying speed can use all or part of its movement
beyond. Whether kings, paupers, saints or the cruellest of torturers, to fly. Some monsters have the ability to hover, which makes them hard
humanoids can be found everywhere—though there are fewer of to knock out of the air. Such a monster stops hovering when it dies.
them all the time.
Swim A monster that has a swimming speed doesn’t need to spend
Monstrosities are monsters in the strictest sense—frightening creatures extra movement to swim.
that are not ordinary, not truly natural, and almost never benign.
Ability Scores
Oozes are gelatinous creatures that rarely have a fixed shape. They are
mostly subterranean, dwelling in caves and dungeons and feeding on Every monster has six ability scores (Strength, Dexterity, Constitution,
refuse, carrion, or creatures unlucky enough to get in their way. Intelligence, Wisdom, and Charisma) and corresponding modifiers.
Plants in this context are vegetable creatures, not ordinary flora. Most Saving Throws
of them are ambulatory, and some are carnivorous.
The Saving Throws entry is reserved for creatures that are adept at
Undead are once-living creatures, returned to existence by the curse resisting certain kinds of effects. For example, a creature that isn’t
afflicting the land. Some retain the sensibilities and faculties of the easily charmed or frightened might gain a bonus on its Wisdom saving
living; others are mindless things, their essence whittled away to throws.
nothing.
Skills
Tags
The Skills entry is reserved for monsters that are proficient in one
A monster might have one or more tags appended to its type, in or more skills. For example, a monster that is very perceptive and
parentheses. For example, a mimic has the (shapechanger) type. stealthy might have bonuses to Wisdom (Perception) and Dexterity
The parenthetical tags provide additional categorization for certain (Stealth) checks.
creatures. The tags have no rules of their own.
Some creatures have vulnerability, resistance, or immunity to certain The number of Souls a monster is worth is based on its challenge
types of damage. Particular creatures are even resistant or immune rating. Typically, Souls are awarded for defeating the monster, although
to damage from nonmagical attacks (a magical attack is an attack the player characters can also find these hidden throughout Lothric.
delivered by a spell, a magic item, or another magical source). In Unless something tells you otherwise, a monster summoned by a spell
addition, some creatures are immune to certain conditions. or other magical ability is worth the souls noted in its stat block.
The Senses entry notes a monster’s passive Wisdom (Perception) score, Special traits (which appear after a monster’s challenge rating but
as well as any special senses the monster might have. Special senses before any actions or reactions) are characteristics that are likely to
are described below. be relevant in a combat encounter and that require some explanation.
Monsters that are significantly weaker than 1st level characters have a A monster carries enough ammunition to make its ranged attacks. You
challenge rating lower than 1. Monsters with a challenge rating of 0 are can assume that a monster has 2d4 pieces of ammunition for a thrown
insignificant except in large numbers; those with no effective attacks weapon attack, and 2d10 pieces of ammunition for a projectile weapon
are worth no experience points, while those that have attacks are worth such as a bow or crossbow.
10 souls each. Some monsters present a greater challenge than even a
typical 20th-level party can handle. These monsters have a challenge
rating of 21 or higher and are specifically designed to test player skill.
Limited Usage
Recharge X–Y. The notation “Recharge X–Y” means a monster can use
a special ability once and that the ability then has a random chance of
recharging during each subsequent round of combat. At the start of
each of the monster’s turns, roll a d6. If the roll is one of the numbers
in the recharge notation, the monster regains the use of the special
ability. The ability also recharges when the monster finishes a Short or
Long rest. For example, “Recharge 5–6” means a monster can use the
special ability once. Then, at the start of the monster’s turn, it regains
the use of that ability if it rolls a 5 or 6 on a d6.
Recharge after a Short or Long rest. This notation means that a monster
can use a special ability once and then must finish a Short or Long
rest to use it again.
Many monsters have special attacks that allow them to quickly grapple
prey. When a monster hits with such an attack, it doesn’t need to make
an additional ability check to determine whether the grapple succeeds, 373
unless the attack says otherwise. A creature grappled by the monster
can use its action to try to escape. To do so, it must succeed on a
Strength (Athletics) or Dexterity (Acrobatics) check against the escape
DC in the monster’s stat block. If no escape DC is given, assume the
DC is 10 + the monster’s Strength (Athletics) modifier.
Equipment