DSRPG Digital Edition DTRPG (1.17)

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Jean Santos (Order #37294818)

YOU DIED
Credits

Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


DARK SOULS: The Roleplaying Game Team

Writing & Design


Richard August & Mat Hart

Additional Writing
Alex Delaney

Development Editing
Alan Bahr

Editing
Emil Andersen
Ead Brown
Gabe Hicks
Sherwin Matthews
Elise Rezendes

Graphic Design & Layout


Elliott Smith

Playtesting
The Thursday Night Gamers

Steamforged Games Team

Co-Founders Sculpting & Art Marketing &


Mat Hart (CCO) Ben Charles Community Management
Rich Loxam (CEO) Russ Charles Steve Hough
Holly Woolford Krystal Kennedy
Executive Chairman Ben Taylor
Simon Spalding Graphic Design & Layout
Jessica Santoso Kickstarter Team
Non-Executive Officers Elliott Smith Ben Clapperton
Ron Ashitiani Abigail Thornton Tom Hart
Joe Thornton Chynna-Blue Scott
Investment Director Kelly Vizma
Rob Jones Licensing & Commercial
Production Toby Davies
Design & Development Candy Chan Firoz Rana
Richard August Matthew Elliott Jo Turner
Jordan Connolly Carl Matthews
Alex Hall Lu Mingjing Operations & Fulfilment
Ginny Loveday Tom Rochford Judy Guan
Fraser McFetridge Richard Jennings
Steve Margetson Finance & IT
Sherwin Matthews John Higham
Nick Niotis Vanessa O‘Brien
Jamie Perkins Amy Rapaport

Jean Santos (Order #37294818)


Chapter II - Core Rules

Using Ability Scores 66


Ability Scores and Modifiers 66

Table of Advantage and Disadvantage


Proficiency Bonus
67
67

Contents Ability Checks


Contests
68
68
Skills 69
Variants: Skills with Different Abilities 69
Passive Checks 69
Position 70
Helping A Companion 72
Group Checks 72

Prologue Using Each Ability 74


- Strength 75
Introduction 7 - Dexterity 76
What is a Roleplaying Game? 9 - Constitution 77
Using the Dice 10 - Intelligence 77
Playing DARK SOULS 11 - Wisdom 78
So Remember... 12 - Charisma 78

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

Jean Santos (Order #37294818)


Chapter IV - Equipment Chapter VI - The World of Lothric

Introduction 131 Introduction 239


Encumbrance 133 Using this Chapter 240

Core Equipment 134


Cemetery of Ash 242
Armour 140
Firelink Shrine 244
Shields 156
Undead Settlement 246
- Small Shields 157
- Standard Shields Cathedral of the Deep 248
160
- Greatshields Road of Sacrifices 250
164
Weapons Catacombs of Carthus 252
168
- Daggers Irithyll of the Boreal Valley 254
170
- Straight Swords Irithyll Dungeon 256
172
- Greatswords Farron Keep 258
175
- Ultra Greatswords Profaned Chapel 260
178
- Curved Swords Anor Londo 262
180
- Curved Greatswords 183 Lothric Castle 264
- Thrusting Swords 184 Grand Archive 266
- Katanas 185 Archdragon Peak 268
- Axes 186
- Great Axes 188
- Hammers 190
- Great Hammers 191
- Spears and Pikes 194
Chapter VII - Monsters & Antagonists
- Halberds 197
- Scythes 199 Introduction 271
- Whips 200
- Fist and Claws 201 Beasts 272 5
- Bows 202 Golems and Constructs 288
- Great Bows 204 Demons 294
- Crossbows 204 Denizens of the Darkness 302
- Staves 206 Undead 320
- Chimes, Flames and Talismans 208 Bosses 328
Rings 212
Souls 217 Glossary 370
Character Sheet 375
Index 376

Chapter V - Kindling the Flame

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

Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


Introduction
he world is occluded, choked with fog and
darkness. The men and women around you,
empty husks of what were once breathing,
laughing human beings. The gods who gave
fire to the world merely demiurges, their hubris
bringing down the most terrible of afflictions on those lacking
their power. And, with the hideous inevitability that life
follows death, uglier and more powerful things lumber out of
the shadows, lusting after souls, flesh, warmth... anything to
ease their existence.
7

Welcome to DARK SOULS: The Roleplaying Game! Based on the best-


selling video game franchise, this book contains everything you need to play
immersive roleplaying games (RPGs) set in the sinister and crumbling world of
DARK SOULS. From innovative combat mechanics, endlessly customisable
character design, and a host of unique spells and abilities, this book enables
players to experience the strange and ethereal atmosphere of this unique
world, while crafting their own story of inevitably doomed heroism.

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...

Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


Introduction

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.

Below is a short illustration of how play can unfold:

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!

Jean Santos (Order #37294818)


Introduction

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.

D4 D6 D8 D10 D12 D20

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.

Making an Attack Check

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!

Jean Santos (Order #37294818)


Introduction

Playing
DARK SOULS

D ARK SOULS: The Roleplaying Game is different from other RPGs. In those games, you might
play the hero or the villain, but in either situation, you’re likely to survive, and even prosper.
There is no such guarantee in this game. Death is a constant presence. It doesn’t matter how strong
or well prepared the player characters believe themselves to be; a poorly planned strategy for combat
and a bad round of dice and characters can be dead. Yes, they can come back again, but that’s not
the point. The DARK SOULS franchise is infamous for its difficulty; this game is true to that.

The process of negotiating the DARK SOULS world is one fraught with danger, with blood, with
trepidation. The GM shouldn’t be afraid of making things difficult for their players, and players
shouldn’t be afraid to think tactically, to find new approaches to the lethal foes they face, to seek
to outwit and outthink the complexities of the world they face.

Where next?

The first step is to consider who you are in this strange and sinister world, and then create a character.
But, should you wish to skip ahead, here’s an overview of what you can find in each chapter.

11

Character Generation — Rules for creating your own unkindled character, ready
I to enter the heart of Lothric and undertake the most dangerous of expeditions.

Core Rules — How do you play the game? This chapter shows you, taking you through
II the rules and how your character interacts with the world—and how to survive it!

Magic — The secrets of sorcery are contained herein! The spells for the Sorcerer,
III Cleric, and Pyromancer class are found here, along with rules for how magic works
in DARK SOULS: The Roleplaying Game.

Equipment — An exhaustive list of armour, shields, and weapons, enabling you to


IV fit out your characters exactly as your wish!

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.

Jean Santos (Order #37294818)


So Remember…
When the link of fire is threatened, the bell tolls, unearthing
the old Lords of Cinder from their graves... Aldrich, Saint of
12
the Deep... Farron's Undead Legion, the Abyss Watchers... And
the reclusive lord of the Profaned Capital, Yhorm the Giant...
Only, in truth... the Lords will abandon their thrones... And the
Unkindled will rise. Nameless, accursed Undead, unfit even to
be cinder. And so it is, that ash seeketh embers.

Welcome, friends, to Lothric…

Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


Character
Generation
ou awake by a bonfire; the flames lick and smear
at the darkness, forcing it back. Beyond the circle
of light, shadows move. Things stir, watching you,
waiting. But, for now, that’s all they do. Who
are you? You’re unsure. Something like memory
gnaws at the fringes of your mind. Flashes of silver. Screams of 15
the dying. Maybe. But not now… this was before. Long before.
What matters is: who are you now?

Generating a character is straightforward and extremely quick, allowing


you to get exploring the ruined kingdom of Lothric as soon as possible.

The character generation process has five simple steps, detailed on


the following pages. All you need to do is follow them, filling in your
character sheet as you go.

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.

Jean Santos (Order #37294818)


Character Generation

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.

Jean Santos (Order #37294818)


Character Generation

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?

All of these questions can be answered in play but determining a few


elements ahead of time is a worthwhile part of character generation.
It allows you to more fully define your Unkindled, and it aids the GM
in creating adventures. There shouldn’t be too much detail, of course.
This is DARK SOULS: The Roleplaying Game. It’s deliberately
intended to be vague, strange, opaque. Hints, rumours, fragments…
these are the foundations of the world.

Jean Santos (Order #37294818)


Backstories You sought to become a great lord of Lothric, You lived by your wits, a gambler, a drunkard,
1 by any means. You failed.
11 a sot. None liked you, but you didn’t care.

S o… who was your character


before they awoke by the
bonfire? What had they done,
2
You’re a lowly murderer, hanged in ages past
and forgotten about.
12
Physicians cure the sick and bring life to the dying.
You sought to heal, but what purpose is your craft
in this world where undeath touches everything?
what did they seek to escape? The You were a poet, writing the tales of knights You raised a family, tilled the fields, and
table opposite contains several 3 and damsels, singing them to court.
13 cultivated crops. Until the darkness came.
possibilities. You can randomly
choose one by rolling a d20, select
the one you like most, or use them A thief. Nothing more, and nothing less. You There’s always been a need for graves. You
4 stole the earnings of any you could.
14 dug them, hauled the corpses to them, and
as inspiration for crafting your
own. filled them in again.
A great warrior. You were beloved by many You were a bandit; hiding in the hills and
5 15
for your deeds. And loathed by many more. raiding villages when you got the chance.

You were a sage, constantly trying to unpick An apprentice to a sorcerer—you sought


6 16
the hidden history of the Lords of Cinder. the mysteries of the beyond, in books and
You didn’t get very far. teachings. Maybe you found them.
All the knights of Lothric needed squires. An alchemist was what they called you. All
7 17
You were one, tending to their weapons and you cared for was the perfect combination of
armour, waiting to become a knight yourself. substances, achieving the ideal effect.
Dungeons need warders, keeping their prisoners You preached the message to the faithful;
8 18
safely incarcerated, no matter what their sin gathering your flock, and reassuring them of
might be. You were the keeper of the keys. salvation. Did you believe any of it?
A killer for hire is an ugly name, for an ugly You were a brutal master, working your
9 19
job. But it was your ugly job, and you were servants to death. Can you ever be redeemed?
good at it.
You were an archivist, preserving the fragments A knight. You’re certain. One of those who
10 of ancient wisdom that survived the ages. If
20 rode steeds and sought quests to prove your
only you could recall any of it. virtue. Definitely. That was you.

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…

H ow much do you remember


of your past life? What
remains in your mind, not
2
The scent of earth in your nose, as it fell onto
your face. Were you buried alive?
12
Horses’ hooves, trampling down on you,
imperiously.

stripped from you as the


possibility of true death was The grasping, clawing hands of Hollows The beating of wings, and the sudden
3 everywhere.
13 darkening of the sky.
stripped from you? The following
table contains possible last
memories your Unkindled might The roar of something… something vast… Applause. A crowd gathered to watch you
possess, lodged ineradicably in
4 behind you.
14 die, and were pleased as you did.
their minds. The Unkindled
tend to remember little of their
A roaring explosion, sudden blazing heat, a Touching that treasure chest.
lives before, though it is seldom 5 15
spray of stone, and then darkness.
entirely stripped from their
recollection. Some remember
everything, every last moment The feel of foetid breath on your neck. The roughness of a rope around your neck,
6 16
of their lives before. As with the interior of a hemp sack over your head,
determining your backstory, you the feeling of nothing beneath your feet.
can randomly determine your Watching as the rock beneath your hands Someone shouting in your face, and a punch.
last memory, choose one which 7 17
suddenly gave way No worse than you’d received before, but this
fits your concept, or use those time…
opposite to inspire your own
creation. Joyful smiles on the faces of people you love, A thud. A second thud. No pain. Not initially.
8 18
becoming rictuses of agony. And then you glanced down to see arrows,
protruding from your chest.
How hard breathing had become. How you You knew you shouldn’t have read those
9 19
weren’t sure where your neck ended, and words aloud.
your body began.
A flame blossoming into life somewhere A pain in your chest. Searing, your left arm
10 ahead of you, flickering in the dark.
20 aching and useless.

Jean Santos (Order #37294818)


Drives To become a Lord of Cinder – no matter the To correct the mistakes of the Cinder Lords.
1 cost to you, or the world.
11

Y ou are dead, but not quite.


You’re alive, but not truly.
The Unkindled are an anomaly.
2
To return the sun to this stygian world.
12
To finally erase the mark of the Unkindled
from your flesh.

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

Using Your Backstory,


Memory, and Drives
T hese elements of your character aren’t simply to flesh out your
Unkindled. They also serve an important mechanical function,
enabling your character to push beyond their limitations, to strive
Once per Long rest, you may invoke each of these
character elements to gain a specific mechanical benefit.

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.

Jean Santos (Order #37294818)


Character Generation

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.

There are no restrictions on choosing a class, however. If you wish to


select the Fencer origin, and then choose to be a Pyromancer—that’s
fine. Your character is your character; build them entirely as you wish.

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).

Jean Santos (Order #37294818)


21

Jean Santos (Order #37294818)


The Brute The Fencer

B ig, strong, obdurate. You’re used to enduring pain, and


continuing to push on, push forward, push through.
There’s nothing out there, no creature lurking in the darkness,
C onstantly moving, your blade a flowing line of silver,
you’re a deadly combatant. You are the master of the
blade, of the parry and riposte, of the forms of war. There is
you’re unable to defeat. The strength of your sword arm is all nothing you know, and love, more than the relentless surge of
that matters. battle. You’re always ready to duel, and no foe is too large, or
too deadly, for you.

Brutes are good at: Fencers are good at:

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.

Brute Position Fencer Position


22 Position Dice: 1d10 per Brute level Position Dice: 1d8 per Fencer level
Position at 1st Level: 10 + your Constitution modifier Position at 1st Level: 8 + your Constitution modifier
+1 at 1st level +1 at 1st level
Position at Higher Levels: 1d10 (or 6) + Brute level after 1st Position at Higher Levels: 1d8 (or 5) + Fencer level after 1st

Bloodied Effects Bloodied Effects


During combat, when reduced to 50% of their starting During combat, when reduced to 50% of their starting
Position pool, a Brute gains the following benefits: Position pool, a Fencer gains the following benefits:

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.

Brute Base Statistics Fencer Base Statistics


Base Speed: 30 feet. Base Speed: 30 feet.

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)

Jean Santos (Order #37294818)


The Jack of
The Caster
all Trades
Y ou’re skilled at whatever you turn your hand to. You might
not be the finest fighter, but you’re more than capable of
gutting a demon if given the chance. You might not be the
W reathed in mystical powers, you draw on the powers
of the beyond, shaping it, and using it to cast powerful
spells at the blighted creatures you encounter. Your ability
most scholarly of people, but you can make your prayers heard, to wield the deadliest of magical powers makes you feared;
or your spells work. You’re capable of anything, and those who the flame you conjure in your hand, or the bolt of lightning
underestimate you end up regretting it. called up from nothing, all are weapons… weapons capable
of obliterating the staunchest of foes.

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.

Jack of all Trades Position Caster Position


Position Dice: 1d8 per Jack of all Trades level Position Dice: 1d6 per Caster level 23

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

Bloodied Effects Bloodied Effects


During combat, when reduced to 50% of their starting During combat, when reduced to 50% of their starting
Position pool, a Jack of all Trades gains the following benefits: Position pool, a Caster gains the following benefits:

They may add +2 to their Intelligence and


They may add an additional +2 to their Wisdom,
Charisma, and to their AC.
and to their AC.
They may use the special ability of an equipped
Gain advantage on all saving throws against
weapon without spending Position.
magical attacks and effects.
While bloodied, a caster does not trigger
Remove any one negative condition of their choice.
any attacks of opportunity.

Jack of all Trades Base Statistics Caster Base Statistics


Base Speed: 30 feet. Base Speed: 30 feet.

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)

Jean Santos (Order #37294818)


Character Generation

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

T he Unkindled are more than simply random corpses. Most


possessed professions, skills, and remarkable gifts. Whatever
drew them back from the realm of death did so for a reason; the
reason may well be their class.

Class is an essential component in creating your character in DARK


SOULS: The Roleplaying Game. It’s an indication of what you can do,
of the martial, mental, and magical gifts you possess. You might be a
Mercenary—a hardy Warrior, used to dealing with the wilderness—
or you might be a Thief—skilled at taking that which does not belong
to them, and with a longbow. A class also tells you whether you
possess magical powers—capable of conjuring fire from the air, like
a Pyromancer, or invoking the blessings of your gods, like the Cleric.

In the following section are listed the core ten classes you can choose
as part of your character creation.

Jean Santos (Order #37294818)


Class Description Primary Ability Saving Throws Armour and Weapon
and Proficiencies Proficiencies

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.

Jean Santos (Order #37294818)


Level Proficiency Class Features
Knight Bonus

1 +2 Fighting Style, Second Wind

2 +2 Action Surge

3 +2 Unbreakable

4 +2 Improved Critical, Ability Score Increase

5 +3 Extra Attacks

6 +3 Cursed Memory

7 +3 Remorseless

8 +3 Ability Score Increase

9 +4 Second Fighting Style

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

T here are many who follow the way of the sword. Of


course there are. There must be. How else can you
survive this world? But your choice to take up the blade is not
16 +5 Ability Score Increase

in pursuit of money or survival, but of honour, righteousness,


and justice. Or so some believe. It may be that you uphold 17 +6 Action Surge (Two uses)
different values, perhaps carrying a taint of darkness in your
soul. But what matters is that you represent something. You
are a Knight. Clad in your armour, your blade at your side,
18 +6 Between the Endless Rain
your shield ever before you, you are something other than a
well-trained killer. You are a champion.

19 +6 Ability Score Increase

20 +6 Walking Citadel, Extra Attacks

Jean Santos (Order #37294818)


Noble Birth Questing

T here are many noble families in the great


cities of the world. Not all of them are
wealthy. Not all of them are very noble, but
K nights are those men and women who
have chosen to pursue something over and
above their own needs. They pursue quests to
they give you a name. It is the name which help those who require help, to find what needs
enables you to be a Knight. You are a scion to be found, and to save that which needs to be
of an old family and you owe at least some of saved. Even those Knights who have dedicated
your training to that. Perhaps you have long themselves to something other than the selfless
forgotten your name and with it the memories protection of life require a quest—require
of who you once were and where your family something to dedicate themselves towards.
lived. It doesn’t matter. Others recognize it Sometimes this can simply be slaughter, but, at
instantly. The romantic might call it an air of other times, it is the search for a lost child, the
nobility. Perhaps. return of a tome of ancient lore to the scholar
it was filched from, or the preservation of the
Flame that ensures civilisation continues and is
not consumed by the Age of Dark. The Knight
must be prepared for anything, for any task and
any challenge. They must be ready to overcome
mortal challenges whenever they present
themselves. It is not an easy life, but then who,
in this world, possesses one of those?

27

Proficiencies Equipment

Armour: All armour and shields as You start with the following equipment:
long as prerequisites met

Weapons: All weapons, as long as An Estus Flask (page 136)


prerequisites met Long Sword (page 174)
Knight Shield (page 161)
Saving Throws: Strength, Constitution Knight Armour (Page 149)

Skills: Choose two skills from


Acrobatics, Animal
Handling, Athletics,
History, Insight,
Intimidation, Perception,
and Survival

Jean Santos (Order #37294818)


Fighting Style You are a specialist in a particular fighting style, your abilities well practiced and capable of
inflicting death on even the most dangerous of foes.

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.

Great Weapon Fighting

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.

Jean Santos (Order #37294818)


Ability Score Increase When you reach 4th level, and again at 8th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal,
you can’t increase an ability score above 20 using this feature.

Extra Attacks Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn. The number of attacks increases to three when you reach 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).

Jean Santos (Order #37294818)


Level Proficiency Class Features
Mercenary Bonus

1 +2 Favoured Enemy, Strike Fast

2 +2 Fighting Style

3 +2 Blooded

4 +2 Ability Score Increase

5 +3 Extra Attacks

6 +3 Flurry of Blades

7 +3 Improved Favoured Enemy

8 +3 Ability Score Increase

9 +4 Extra Attacks

10 +4 Multiattack Defence
30

11 +4 Spinning Slaughter

12 +4 Ability Score Increase

13 +5 Extra Attacks

14 +5 Uncanny Dodge

T o some it's a dirty word. A curse. You’ve had it hissed


at you, interspersed between other, even fouler terms.
Mercenary. Sellsword. Brigand. You wonder if they think it
15 +5 Stand Against the Tide
really hurts you, as you pass through their ruined towns and
gloom-shrouded, your blades at your side, your armour at
your back... or maybe they think it’s the only way they can
hurt you. They are wrong about that too. You’ve lived through 16 +5 Ability Score Increase
far worse. Well, maybe lived isn’t always the right term, but
it’s a good enough approximation for now. Sometimes you
remember how you came to this life. Sometimes you don’t. 17 +6 Improved Favoured Enemy
It doesn’t really matter - it’s what you are. You can feel it in
your bones, in the meat surrounding them. In that wasted
thing you sometimes, laughingly, call a soul. If it’s still there,
18 +6 Extra Attacks
of course, clinging to you. Because you know you’ve done
terrible things to survive this long, to have emerged intact
when so many of those who fought and killed beside you are
just mindless Hollows...or scintillas of sand trapped beneath 19 +6 Foe Slayer
your fingernails. You’ve done terrible things, but that doesn’t
matter. Neither does that they whisper behind their hands.
You are still here. So are your swords. That’s enough. 20 +6 Death Blows

Jean Santos (Order #37294818)


Path of the Curving Blade Survivor

Y ou’re a killer, and a good one. But you aren’t


like those knights, tramping through mud
and across stone in their armour. You’re light
L ife as a Mercenary was always difficult and
few of the places you have visited in your
travels were ever intact. You’ve become adept at
on your feet, quick to move and you wield twin living off little, hunting the strange creatures of
blades. Each attack you make is a glittering the world and harvesting what little nutrition
filigree of woven steel and air. Your defence you can from them, or digging up the roots
is the same; deft, sinuous, deadly. It took long and the twisted foliage that has sprouted in the
years of training to achieve such mastery, and parched earth. You wring life from the little that
it requires concentration and energy to achieve remains. This is one of your gifts; the capacity
even now, but it makes you difficult to anticipate, to make the world offer up sustenance. It has
and hard to stop. You can’t quite remember ensured that you have continued to survive,
how you became so proficient in such a style; no matter how difficult the world you must
there are vague recollections of sea travel. Of make your way through has made it. Of course,
another land. But all such things have faded to certain of those you have met have not needed
be replaced by the world in front of you... vast, to eat. But some of them do anyway. Death
bleak and forever doomed. shouldn’t prevent you from doing something
you enjoy, after all.

31

Proficiencies Equipment

Armour: All armour and shields as You start with the following equipment:
long as prerequisites met

Weapons: All weapons, as long as An Estus Flask (page 136)


prerequisites met Sellsword Twinblades (page 182)
Wooden Shield (page 164)
Saving Throws: Strength, Dexterity Sellsword Armour (page 153)

Skills: Choose three from


Animal Handling,
Athletics, Insight,
Investigation, Nature,
Perception, Stealth, and
Survival

Jean Santos (Order #37294818)


Favoured Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and
destroying a certain type of enemy.

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.

Jean Santos (Order #37294818)


Multiattack Defence At 10th level, once per turn you may choose to use one of your reactions to gain an additional
+4 bonus to AC against all attacks you suffer that turn. For each additional attack you are the
intended target of after the first, you may spend 2 Position per attack to increase your AC
by an additional +2. You cannot have a bonus higher than +10 at any point. This bonus ends
at the start of the next turn. You regain this ability after a Short or Long rest.

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.

Jean Santos (Order #37294818)


Level Proficiency Sneak Class Features
Assassin Bonus Attack

1 +2 1d6 Expertise, Sneak Attack

2 +2 1d6 Dive & Roll

3 +2 2d6 Assassinate

4 +2 2d6 Ability Score Increase

5 +3 3d6 Extra Attacks

6 +3 3d6 Slayer of the Elect, Improved Expertise

7 +3 4d6 Evasion

8 +3 4d6 Ability Score Increase

9 +4 5d6 Plunging Attack

10 +4 5d6 Strength in Numbers


34

11 +4 6d6 Reliable Talent, Slayer of the Elect

12 +4 6d6 Ability Score Increase

13 +5 7d6 Knife in the Sleeve

14 +5 7d6 Extra Attacks

15 +5 8d6 Swift Recovery

Y ou’re a killer. Nothing more, nothing less. You aren’t


interested in codes of honour; you don’t care for
the comradeship of mercenary bands. You care only for
16 +5 8d6 Ability Score Increase

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.

19 +6 10d6 Stroke of Luck

20 +6 10d6 Death’s Friend

Jean Santos (Order #37294818)


Strike First. Strike Last. Hidden Order

N othing matters beyond finishing your


target. That is the secret of the Assassin.
You are trained to home in on a single enemy,
W here did you learn your deadly skills?
Were you taught in the gloom-sodden
streets of Lothric, or trained in the strange
bringing them down however you can, as locales most only dream of ? Places where the
brutally as needed. You are used to working sun still shines, perhaps? Who knows? It’s
alone, but you can bring your skills to bear in unlikely you even remember. You remember
a group. Indeed, sometimes the distraction how to use a blade, though. You remember that,
is useful. Those you call friends—or, at least, and that’s all that truly matters. As an Assassin,
colleagues—can attract your target’s attention, you are there to hit hard, and vanish. You’re a
while you sneak in to deliver the finishing blow, constantly moving, constantly shifting target—
safely concealed in the shadows. and, when you get in close enough, capable of
delivering the most brutal of attacks.

35

Proficiencies Equipment

Armour: All armour and shields as You start with the following equipment:
long as prerequisites met

Weapons: All weapons, as long as An Estus Flask (page 136)


prerequisites met Estoc (page 184)
Target Shield (page 159)
Saving Throws: Dexterity, Intelligence Assassin Armour (page 141)

Skills: Choose four from


Acrobatics, Athletics,
Deception, Insight,
Intimidation,
Investigation, Perception,
Performance, Persuasion,
Sleight of Hand, and
Stealth

Jean Santos (Order #37294818)


Expertise At 1st level, choose two of your proficiencies (in skills or saving throws), or one of your
proficiencies and your proficiency to disarm a trap (i.e: Sleight of Hand). Your proficiency
bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

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.

Jean Santos (Order #37294818)


Plunging Attack At 9th level, you gain the ability to leap upon an unsuspecting enemy, driving your blade into
them. When within 15 feet of a creature that is unable to see you, you can elect to spend 3
Position in order to make a Plunging Attack. On a successful attack roll, you leap onto the
creature, delivering double your Sneak Attack bonus damage, in addition to your weapon’s
standard damage.

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.

Jean Santos (Order #37294818)


Level Proficiency Cinder Class Features
Warrior Bonus Wrath

1 +2 2 Cinder Wrath, Iron Will

2 +2 2 Reckless Attack, Fighting Style

3 +2 3 Unstoppable

4 +2 3 Ability Score Increase

5 +3 3 Extra Attacks

6 +3 4 Touch of Death

7 +3 4 Northern Might

8 +3 4 Ability Score Increase

9 +4 4 Brutal Critical

10 +4 4 Grim Sentinel
38

11 +4 4 Extra Attacks

12 +4 5 Ability Score Increase

13 +5 5 Protector

14 +5 5 Brutal Critical (2 dice)

15 +5 5 Let Them Come!

T he north is a harsh place. Harsher, in some ways, than


Lothric. It may not be cloaked in darkness in the same
fashion, but it’s colder and just as grim. Something drew you
16 +5 6 Ability Score Increase

out of the Northlands, brought you to this desolate place.


You don’t know what, and you’re not sure you care… there 17 +6 6 Grind Through
are always memories, always uncertainties in life. You know
this, you embrace it. You don’t search for meaning when it
offers nothing but confusion. Let the scholars debate what
18 +6 6 Brutal Critical (3 dice)
it means to be Unkindled, let the foolish search their minds
for remnants of lost selves. You came to fight.

19 +6 6 Guard Breaker

20 +6 7 Unkindled Strength

Jean Santos (Order #37294818)


Relentless Devastating

N othing stops you; no matter how much


damage you take, how deadly the foe
before you, you keep going. You may not seek
Y our ancestry shows in the manner you
fight; there is no stealthy subtlety here,
and little hiding behind a shield. You deal in
to understand the nature of the Unkindled, but reckless assaults, hewing down as many as you
you can draw on it, sometimes. Drawing on can with a sword or axe, before being forced to
your confusion and using it to work yourself retreat, and gather yourself for the next attack.
into a battle frenzy. There were tales of such You specialise in the use of brutal, two-handed
men in the north, those who could detach their weapons, eschewing shields in favour of
mind from their body amid the tumult of war hacking the foe to pieces. That’s not to say the
and become engines of destruction. You’ve north doesn’t appreciate defence, tactics, and
harnessed this ability in yourself, though that the study of the enemy. It does. All who survive
doesn’t mean you know where it comes from in this world must care about such things. It’s
or how to control it. Sometimes you wonder a matter of priorities. When you attack, you
if drawing on such power risks making you attack with everything. It is not caution you
more like those Hollows you kill; empty husks, lack, merely fear.
devoid of humanity. But you soon suppress such
concerns, when the thrill of battle surges up in
you anew.

39

Proficiencies Equipment

Armour: All armour and shields as You start with the following equipment:
long as prerequisites met

Weapons: All weapons, as long as An Estus Flask (page 136)


prerequisites met Battle Axe (page 186)
Warrior's Round Shield (page 159)
Saving Throws: Strength, Constitution Northern Armour (page 151)

Skills: Choose two from


Animal Handling,
Athletics, Intimidation,
Nature, Perception, and
Survival

Jean Santos (Order #37294818)


Cinder Wrath All Unkindled bear the mark of undeath. For you, this inability to pass beyond life left you
filled with the rage of your northern homeland. On your turn you can enter a state of furious
anger, known as Cinder Wrath, as a bonus action.

While in this state, you gain the following benefits:

• You have advantage on Strength checks and Strength saving throws.


• When you make a melee weapon attack, you gain a bonus to the damage roll (equal to
your proficiency bonus) that increases as you gain levels as a Warrior.
• You have resistance to force, acid, poison, and necrotic damage.

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.

Great Weapon Fighting

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.

Jean Santos (Order #37294818)


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.

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.

Jean Santos (Order #37294818)


Level Proficiency Deadly Class Features
Thief Bonus Aim

1 +2 1d6 Deadly Aim, Cunning Action

2 +2 1d6 Expertise

3 +2 2d6 Fast Hands

4 +2 2d6 Ability Score Increase

5 +3 3d6 Colossus Slayer

6 +3 3d6 Ammunition Expert

7 +3 4d6 Move and Fire

8 +3 4d6 Ability Score Increase

9 +4 5d6 Evasion

10 +4 5d6 Extra Attacks


42

11 +4 6d6 Volley

12 +4 6d6 Ability Score Increase

13 +5 7d6 Light Fingers

Draw a Bead,
14 +5 7d6
Improved Ammunition Expert

15 +5 8d6 Uncanny Dodge

T hey talk about surviving, the mercenaries and the knights,


but what do they know? In their suits of armour, behind
the walls of castles… that’s not surviving. That’s not rooting
16 +5 8d6 Ability Score Increase

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

20 +6 10d6 Cinder Mark

Jean Santos (Order #37294818)


Unnoticed Useful

T hat’s how you prefer to be. Unseen, moving


in the shadows if at all. Undetectable.
Untraceable. You find what you want, take it,
Y ou’re always good for something. That’s
what kept you alive before, it’s what keeps
you something more than undead now. Maybe
and go, back into the darkness. That’s not to it’s why you were chosen to become Unkindled.
say you’re incapable of defending yourself. Of You’re skilled at so many things, capable of
course you are; you don’t survive on the streets filching the well-protected treasure of the giant
for long without knowing how to use a knife, or, or striking the giant’s single eye with an arrow.
more importantly, a bow. That’s where your true Able to protect your friends or vanish into the
talent with a weapon lies. Something to keep darkness. Whatever is needed, you provide.
you safe, but also capable of distracting those You’re an asset. Maybe you were always this
you’re trying to rob, something to ensure you way, the utility person, on heists and raids. Or
can deal with enemies at range, so they don’t maybe you just woke up, your amateur thievery
see your face. You can keep even the sternest from the past suddenly perfected. Who knows?
opponents pinned down, with a withering You don’t. You just know the world is still all
cascade of arrows. Or pinpoint the weakness about surviving, by whatever means necessary.
of a single foe, striking it exactly with a perfectly
placed shot.

43

Proficiencies Equipment

Armour: All armour and shields as You start with the following equipment:
long as prerequisites met

Weapons: All weapons, as long as


prerequisites met An Estus Flask (page 136)
Bandit's Knife (page 170)
Saving Throws: Dexterity, Intelligence Iron Round Shield (page 158)
Deserter Armour (page 145)
Skills: Choose four from Short Bow (page 203)
Acrobatics, Athletics, Quiver of 20 arrows (page 138)
Deception, Insight,
Intimidation, Investigation,
Perception, Performance,
Persuasion, Sleight of
Hand, and Stealth

Jean Santos (Order #37294818)


Deadly Aim Beginning at 1st level, your ability to identify and exploit chinks in your enemy’s armour
is deadly. Once per turn, you can deal an extra 1d6 damage to one creature you hit with a
ranged attack if you have not moved or made a melee attack in the previous turn. The amount
of the extra damage increases as you gain levels in this class, as shown in the Deadly Aim
column of the Thief table.

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.

Jean Santos (Order #37294818)


Extra Attacks Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

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.

Jean Santos (Order #37294818)


Level Proficiency Attunement Class Features
Herald Bonus Slots

1 +2 - Dark Sense, Fighting Style

2 +2 - Shield Bash

3 +2 1 Magic Catalyst, Spellcasting

4 +2 1 Ability Score Increase

5 +3 1 Holy Smite

6 +3 2 -

7 +3 2 Weapon of the Old Gods

8 +3 2 Ability Score Increase

9 +4 3 Shield Wall

10 +4 3 Against the Hollow


46

11 +4 3 -

12 +4 4 Ability Score Increase

13 +5 4 Extra Attacks

14 +5 4 Warrior’s Heart

15 +5 5 -

Y ou were journeying. You know that much. That was your


life. You bore the message of… someone. A lord or lady
to whom you were sworn. You don’t know where you were
16 +5 5 Ability Score Increase

going, what the message was, or why it had to be delivered


so urgently. But you went. It was your duty, and duty meant
something to you in the past. Perhaps it still does. But you 17 +6 5 Improved Holy Smite
know that you must keep going. Your quest may no longer
be the same, but you press on regardless. You must. Who
you serve, now, you’re unsure. Perhaps it is one of the Lords 18 +6 6 Extra Attacks
of Cinder. Perhaps it is only yourself, and those around you.
Perhaps it is the flame itself. But you’ll be their Herald.
19 +6 6 Ability Score Increase

20 +6 6 Herald of the Flame

Jean Santos (Order #37294818)


Forwards! Blessed and Cursed

T hose who side with you are assured


of a valiant warrior, and a courageous
protector. You stand always at their side, shield
Y ou are skilled in combat, resolute in defence,
and capable of healing yourself and those
around you. You’re cowed by nothing. In your
raised, impervious to assault. You are bowed by old life, you rode into death, and danger, every
nothing. In your past lives, you were driven by day. You bore the symbol of your liege ahead
duty, by honour. It courses in you still, the need of you, and the artefacts of your faith on your
to serve, to fulfil your calling. There is a task that person. You’re a soldier, and able to draw upon
needs to be fulfilled. The world is smothered in the ancient faith, sheltering and surrounding
darkness, and the flame needs to be rekindled. you. That is the lot of a Herald; you must be
It’s what you, and those around you, are for. It’s conciliatory, and capable of violence. You must
what you were chosen to do, you’re certain of it. be able to both bring peace and wreak dreadful
You are the Herald of a new age. retribution. It is not an easy balance to strike,
but you are an expert. This expertise helped
when you awoke and knew the world had
changed. What, after all, is an Unkindled but
someone trapped between the two extremes?
You’ve reached an apotheosis of sorts.

47

Proficiencies Equipment

Armour: All armour and shields as You start with the following equipment:
long as prerequisites met

Weapons: All weapons, as long as An Estus Flask (page 136)


prerequisites met Spear (page 197)
Kite Shield (page 161)
Saving Throws: Wisdom, Charisma Herald Armour (page 148)

Skills: Choose two from


Athletics, Insight,
Intimidation, Medicine,
Persuasion, and Religion

Jean Santos (Order #37294818)


Dark Sense The residue of the darkness appears, to you, as a stain on the world, and the gleam of miracles
performed in the past glints like a white halo. As an action, you can open your awareness
to detect such forces. Until the end of your next turn, you know the location of any demon,
or undead within 60 feet of you that is not behind total cover. You know the type (demon
or undead) of any being whose presence you sense, but not its identity (the Gravelord Nito,
for example). Within the same radius, you also detect the presence of any place in which a
miracle has been cast, within the last 24 hours.

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

While you are wearing armour, you gain a +1 bonus to AC.

Great Weapon Fighting

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.

Jean Santos (Order #37294818)


Weapon of the Old Gods At 7th level, as an action, you can imbue one weapon you are holding with holy energy.
For 1 minute, you may add your Charisma modifier to attack rolls made with that weapon
(with a minimum bonus of +1). The weapon also emits bright light in a 40 feet radius and
deals an additional 2d8 Radiant damage. Once you use this feature, you can't use it again
until you finish a Short or Long rest.

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.

Jean Santos (Order #37294818)


Level Proficiency Attunement Class Features
Cleric Bonus Slots

1 +2 3 Magic Catalyst, Spellcasting

2 +2 3 Life Giver

3 +2 4 Connection of Darkness

4 +2 4 Ability Score Increase

5 +3 5 -

6 +3 5 Blessed Healer

7 +3 6 Cinder Lord’s Touch

8 +3 6 Ability Score Increase

9 +4 7 Death Cheated

10 +4 7 Demon Bane
50

11 +4 8 -

12 +4 8 Ability Score Increase

13 +5 9 Fervour of the Blessed

14 +5 9 Divine Endurance

15 +5 10 -

T he gods speak to you. Or at least, something speaks to


you. Some vast, ineffable power listens when you pray,
and grants you the ability to call upon resources you don’t 16 +5 10 Ability Score Increase
truly understand. And with these barely understood powers,
you create miracles. You reshape the world, entirely. Light
blooms in darkness. Evil is driven back. You bring the light 17 +6 11 Extra Attacks
of faith into the ever-encroaching shadows. You are the
memory of the sun, in the face of eternal night. The Cleric
is the conduit of the gods—whatever gods still gaze down
18 +6 11 Supreme Healer
upon this benighted world, that is. You don’t even remember
their names, or the correct posture to assume when praying,
but you know you believe. And you know they hear you.
19 +6 12 Ability Score Increase

20 +6 12 Holy Protection

Jean Santos (Order #37294818)


Miraculous Unbowed

Y our power manifests itself in miracles.


Impossible changes in the fabric of the
world. Even as your comrades are injured,
F aith pushes you forward. It makes you a
reliable companion; you’ll never flee from
evil, never back down from a fight with a demon,
your power sews their forms together again. especially. Those abominations spit in the face of
As the powers of evil threaten to overwhelm the gods merely by existing. You’ll consign them
you, you turn them back. There is nothing all to the black pit, along with their mother. You
against which the power of your gods cannot fear nothing, no earthly evil, no supernatural
triumph. You believe this, believe with it every curse. You are the chosen of the gods, and those
fibre of your being. It’s what keeps your mind alongside you are your fellow believers—even
functional. Otherwise, how could you explain if they do not know it yet. After all, you are all
being Unkindled? It is not that you were not Unkindled, bound together by the common fate
allowed into the beyond. No. You were chosen you share. They are part of the gods’ plan. They
to wield the power of the gods against demon just do not see as clearly as you.
and undead, to remake the world. Your piety
made you ideal for the task. You’ll be worthy.

51

Proficiencies Equipment

Armour: All armour and shields as You start with the following equipment:
long as prerequisites met

Weapons: All weapons, as long as An Estus Flask (page 136)


prerequisites met Mace (page 190)
Cleric’s Sacred Chime (page 208)
Saving Throws: Wisdom, Charisma Cleric Robes (page 144)

Skills: Choose two from


History, Insight,
Medicine, Persuasion,
and Religion

Jean Santos (Order #37294818)


Magic Catalyst You possess a Catalyst enabling you to use magic—the Cleric’s Sacred Chime (see page 208 for
more on your Catalyst). You also know two Miracles: Heal and Force (see pages 125 and 126).

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.

Jean Santos (Order #37294818)


Divine Endurance At 14th level, you can push through any physical frailty or weakness. You are resistant to
poison and acid damage and can never become afflicted with the poison condition.

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

Jean Santos (Order #37294818)


Level Proficiency Attunement Class Features
Sorcerer Bonus Slots

1 +2 3 Magic Catalyst, Spellcasting

2 +2 3 Scholar of the Cinders

3 +2 4 -

4 +2 4 Ability Score Increase

5 +3 5 Fast Cast

6 +3 5 -

7 +3 6 Potent Strike

8 +3 6 Ability Score Increase

9 +4 7 -

10 +4 7 Knowledge of the Beyond


54

11 +4 8 Restoration

12 +4 8 Ability Score Increase

13 +5 9 Improved Fast Cast

14 +5 9 -

15 +5 10 Grim Cognisance

W hat good wisdom if it brings no profit to the wise?


This you were always taught, and so, when you
began to study, you sought a subject capable of granting
16 +5 10 Ability Score Increase
you something more than simply erudition. And so, you
found the grimoires, the tomes of sorcery, in which spells
and incantations and endless reams of forgotten and
forbidden lore were kept. You studied with the avidity a 17 +6 11 -
starving man hunts for bread, constantly hunting out the
most esoteric secrets. And you learned well. Now, the magic
obeys you. You wield terrible power casually, your staff of 18 +6 11 Power Surge
power crackling with energy capable of stripping flesh from
bone, or pulverising rock to dust. You’re a Sorcerer. Feared,
and respected, in equal measure. 19 +6 12 Ability Score Increase

20 +6 12 Improved Restoration

Jean Santos (Order #37294818)


Magic Protection

T here are many theories of magic, of where


it came from, of how it emerged into the
world. You know them all. You know… so
Y ou seek protection from the attacks of the
Hollows, the demons, the beasts stalking
you through these dismal places—if they draw
much. It’s been the pursuit of your life. Even too close, then your magic is of no use. That is
when you awoke, Unkindled and dragged back why you need companions. And they need you,
from death, the knowledge of magic remained for your magic can inflict the most grievous
untouched and perfect in your mind. The rest of harm, blasting through flesh, through armour,
your life… names, relatives, friends… much of through any impediment. You’re a force of the
that was entirely gone. But not the magic. The unnatural, precisely what is required to deal
spells, the rituals, the secret names of the Cinder with the hideous creatures crawling forth in
Lords, and the hidden symbols of the old gods, this sunless world. And you’ll find answers to
those remain fixed and unchanging. You know what causes this darkness, and to why you were
far more of the forsaken lords who ruled these brought back, why you were made Unkindled.
barren tracts of land than you do your own Searching for answers, for the truth, has been
self. It is a bargain you did not know you were your life’s work. It won’t stop simply because
making, but one you would make again. you’re no longer alive, exactly.

55

Proficiencies Equipment

Armour: All armour and shields as You start with the following equipment:
long as prerequisites met

Weapons: All weapons, as long as An Estus Flask (page 136)


prerequisites met Mail Breaker (page 171)
Leather Shield (page 158)
Saving Throws: Intelligence, Wisdom Sorcerer’s Staff (page 207)
Sorcerer Robes (page 154)
Skills: Choose two from
Arcana, History, Insight,
Investigation, Medicine,
and Religion

Jean Santos (Order #37294818)


Magic Catalyst You possess a Catalyst enabling you to use magic. You own a Sorcerer’s Staff, allowing you
to cast spells (see page 207 for more on your Catalyst). You also know the spells Soul Arrow
and Homing Soulmass (see page 120 and 121 for more).

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.

Jean Santos (Order #37294818)


57

Jean Santos (Order #37294818)


Level Proficiency Attunement Class Features
Pyromancer Bonus Slots

1 +2 3 Magic Catalyst, Spellcasting

2 +2 3 Flame Guard

3 +2 4 -

4 +2 4 Ability Score Increase

5 +3 5 Protection of the Fire

6 +3 5 -

7 +3 6 Fast Cast

8 +3 6 Ability Score Increase

9 +4 7 -

10 +4 7 Fire’s Spread
58

11 +4 8 Bloody Strike

12 +4 8 Ability Score Increase

13 +5 9 -

14 +5 9 Improved Fast Cast

15 +5 10 Extra Attacks

F ire is life. So some believe. And you wield that life,


drawing power from it and using it to smite your
enemies, furiously. You create dancing balls of flame in
16 +5 10 Ability Score Increase

your hand and fling them at those who seek to deprive


you of the fire of life. The flame trickles over your fingers, 17 +6 11 -
never singeing your skin. It is yours to command, yours to
possess and to use. You are the descendants of the four Lords
of Cinder, the mighty wielders of the First Flame. So the
18 +6 11 Restoration
stories of your distant homeland tell. You remember only
fragments of them, but fragments are enough.

19 +6 12 Ability Score Increase

20 +6 12 The Flame’s Own

Jean Santos (Order #37294818)


Power Life

S ome seek to become a Pyromancer simply for


the ability to cause pain, using the flame to
wound and sear. You know that this is anathema
N othing in this grey and dying world is
ever given for free. It must be traded for,
bought, secured at the edge of a blade. So it is
to the fire. The First Flame birthed man; drew with pyromancy. You may have been born with
him forth from the shadows that shrouded the natural gift, but that is not enough. Like a
everything. You respect this power, according to blade in a forge, it must be tempered and honed.
it the deference it is due. You can summon raging You had a teacher, but their face is gone from your
conflagrations, but you employ these judiciously. mind. Now, you must make your own way through
Only to defend and protect and nurture those the world, learning the true ways of the flame, to
who the fire created, long ago, in the deep past. wield it and make it your own. It is seldom easy.
The flame can tempt you though; when you stare Fortunately, when fire does not protect you, your
at the flickering sparks skittering in your palm, skill with an axe is a worthy substitute.
you can feel the energy...the energy to reshape
everything. To make it again in your image.
How long can you resist before the power of life
becomes something darker?

59

Proficiencies Equipment

Armour: All armour and shields as You start with the following equipment:
long as prerequisites met

Weapons: All weapons, as long as An Estus Flask (page 136)


prerequisites met Hand Axe (page 187)
Caduceus Round Shield (page 157)
Saving Throws: Constitution, Charisma Pyromancer Robes (page 152)
Pyromancer’s Flame (page 209)
Skills: Choose two from Arcana,
Deception, Insight,
Intimidation, Persuasion,
and Religion

Jean Santos (Order #37294818)


Magic Catalyst You possess a Catalyst enabling you to use magic. You own a Pyromancer's Flame, allowing
you to cast spells (see page 209 for more on your Catalyst). You also know the Fireball spell
(page 116).

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.

Jean Santos (Order #37294818)


61

Jean Santos (Order #37294818)


Level Proficiency Attunement Class Features
The Deprived Bonus Slots

1 +2 - Ability Score Increase

Choose one 2nd level ability


2 +2 -
from any non-magical class

Choose one 3rd level ability


3 +2 -
from any non-magical class

4 +2 - Ability Score Increase

5 +3 2 Magic Catalyst, Spellcasting

6 +3 2 -

Choose one 7th level ability


7 +3 3
from any class

8 +3 3 Ability Score Increase

9 +4 4 -

Choose one 10th level ability


10 +4 4
62 from any class

11 +4 5 -

12 +4 5 Ability Score Increase

13 +5 6 -

Choose one 14th level ability


14 +5 6
from any class

15 +5 7 Extra Attacks

T here is so little of you left. No possessions, no memories.


All you know is that you scrambled out of the grave,
called forth once more. What had you been in life? Perhaps
16 +5 7 Ability Score Increase

you were a fool, a jester, an entertainer. Or perhaps you were


a knight, a great warrior. You wish you could remember.
Instead, there’s just the cold on your exposed skin, and the 17 +6 8 -
knowledge of a life entirely lost to you. You’ll need to make
yourself anew, forging a new self in this shadowed world. It
Choose one 18th level ability
is fortunate then, you cannot die, that the Unkindled return 18 +6 8
from any class
again and again to the bonfires… you are going to die a lot
before you discover what, and who, you are meant to be.
19 +6 9 Ability Score Increase

Choose one 20th level ability


20 +6 10
from any class

Jean Santos (Order #37294818)


Freedom Choice

S till, at least it is to be your choice. Few are afforded


that choice, in this world. Few gain the chance to
escape from the limits of their past. You should embrace
Y our ability to choose who you become, what you
become, means other Unkindled might take you
with them, prepared to assist in the belief that you may
the gift. You could become great, you could become…so become something more, someone capable of aiding
much. The key is surviving long enough to do so. That’s them in the pursuit of their quest. Or alternatively, you
going to be a true struggle. You’re without weapons. might simply die, over and over again.
Without armour. Without magic. All you can do is rely
on your hands, your wits, and hopefully, your destiny as
Unkindled, to win through. It’s not much to cling to, but
it’s all you have. Quite literally.

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.

Jean Santos (Order #37294818)


64

Jean Santos (Order #37294818)


Core Rules

65

Jean Santos (Order #37294818)


Core Rules

Using Ability Ability Scores


Scores and Modifiers
S ix abilities provide a quick description of every creature's physical
and mental characteristics: E ach of a creature's abilities has a score, a number that defines the
magnitude of that ability. An ability score is not just a measure
of innate capabilities, but also encompasses a creature's training and
competence in activities related to that ability.

A score of 10 or 11 is the normal human average, but adventurers


and many monsters are a cut above average in most abilities. A score
CON DEX of 18 is the highest that a person usually reaches. Adventurers can
have scores as high as 20, and monsters can have scores as high as 30.

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.

Ability Scores and Modifiers


STR INT

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

Is a character muscle-bound and insightful? Brilliant and


charming? Nimble and hardy? Ability scores define these 12-13 +1 28-29 +9
qualities—a creature's assets as well as weaknesses.

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.

Jean Santos (Order #37294818)


Core Rules

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.

If multiple situations affect a roll and each one grants advantage or


imposes disadvantage on it, you don't roll more than one additional
d20. If two favourable situations grant advantage, for example, you
still roll only one additional d20.

If circumstances cause a roll to have both advantage and disadvantage,


you are considered to have neither of them, so you roll one d20. This
is true even if multiple circumstances impose disadvantage and only
one grants advantage or vice versa. In such a situation, you have
neither advantage nor disadvantage.

You usually gain advantage or disadvantage using special abilities,


actions, or spells. The GM can also decide that circumstances
influence a roll in one direction or the other and grant advantage or
impose disadvantage as a result.
67

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.

Your proficiency bonus can't be added to a single die roll or other


number more than once. For example, if two different rules say you
can add your proficiency bonus to a Wisdom saving throw, you may
nevertheless add the bonus only once when you make the save.

Occasionally, your proficiency bonus might be multiplied or divided


(doubled or halved, for example) before you apply it. For example, the
Thief 's Expertise feature doubles the proficiency bonus for certain
ability checks. If a circumstance suggests that your proficiency bonus
applies more than once to the same roll, you still add it only once and
multiply or divide it only once.

By the same token, if a feature or effect allows you to multiply your


proficiency bonus when making an ability check that wouldn't normally
benefit from your proficiency bonus, you still don't add the bonus to the
check. For that check your proficiency bonus is zero; multiplying zero
by any number is still zero. For instance, if you lack proficiency in the
History skill, you gain no benefit from a feature that lets you double
your proficiency bonus when you make Intelligence (History) checks.

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.

Jean Santos (Order #37294818)


Core Rules

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.

Task Difficulty Classes

Very Easy 5 Hard 20

Easy 10 Very Hard 25

Medium 15 Nearly Impossible 30

To make an ability check, roll a d20 and add the relevant ability
modifier. As with other d20 rolls, apply bonuses and penalties, and
compare the total to the DC. If the total equals or exceeds the DC,
the ability check is a success—the creature overcomes the challenge
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.

Both participants in a contest make ability checks appropriate to


their efforts. They apply all appropriate bonuses and penalties, but
instead of comparing the total to a DC, they compare the totals of
their two checks. The participant with the higher check total wins
the contest. That character or monster either succeeds at the action
or prevents the other one from succeeding.

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.

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Core Rules

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).

For example, a Dexterity check might reflect a character's attempt to


pull off an acrobatic stunt, to palm an object, or to stay hidden. Each
N ormally, your proficiency in a skill applies only to a specific
kind of ability check. Proficiency in Athletics, for example,
usually applies to Strength checks. In some situations, though, your
of these aspects of Dexterity has an associated skill—Acrobatics, proficiency might reasonably apply to a different kind of check.
Sleight of Hand, and Stealth, respectively—so a character who In such cases the GM might ask for a check using an unusual
has proficiency in the Stealth skill is particularly good at Dexterity combination of ability and skill, or you might ask your GM if you
checks related to sneaking and hiding. can apply a proficiency to a different check.

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

Charisma Deception, Intimidation, Performance,


Persuasion
Passive Checks
Sometimes, the GM might ask for an ability check using a specific
skill—for example, "Make a Wisdom (Perception) check." At other
times, a player might ask the GM if proficiency in a particular skill
applies to a check. In either case, proficiency in a skill means an
A passive check is a special kind of ability check that doesn't
involve any die rolls. Such a check can represent the average
result for a task done repeatedly, such as repeatedly searching for
individual can add his or her proficiency bonus to ability checks that secret doors, or which can be used when the GM wants to secretly
involve that skill. Without proficiency in the skill, the individual determine whether the characters succeed at something without
makes a normal ability check. rolling dice, such as noticing a hidden monster.

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.

For example, if a 1st-level character has a Wisdom of 15 and


proficiency in Perception, they have a passive Wisdom (Perception)
score of 14.

The rules on hiding in the Dexterity section rely on passive checks.

Jean Santos (Order #37294818)


Core Rules

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

use hit points to represent a character’s vitality, and instead uses


Position. P osition is vital for a character in combat but also plays a key role
in other dangerous situations such as stumbling into a trap, being
poisoned, or falling for a height, amongst many other dangerous
Position not only represents an abstraction of health and stamina, but events in the world of DARK SOULS.
also enables players to affect dice rolls and to use key abilities, adding
a strategic layer to any combat action. Out of combat, all damaging effects are deducted from the character’s
current Position.
Each character’s Base Position is equal to their current level, plus
their Constitution modifier, and the maximum value of the dice in In combat, however, things are a little different. Once the GM has
their Position pool. announced that a combat is about to begin, and initiative has been
determined, characters gain additional temporary Position. Be this
If a character’s Position is reduced to zero, the character is killed. a surge of adrenaline, or an experienced fighter understanding the
battlefield, this temporary boost is vital for survival.
At 1st level a character’s Base Position is equal to:
This additional temporary Position is calculated when a character first
Constitution modifier + Maximum value of their Origin’s acts in combat, and is added to the character’s current Position. Being
Position dice + Current Level surprised in combat, is therefore really rather dangerous.

Temporary Position = Origin Position dice x Level


For example, a Knight with Constitution 15 (+2) and a Brute
Origin (1d10 Position) at 1st level has a base Position pool of Once the combat has ended, a character’s Position reverts to either
13 (2+10+1). their Base Position value, or stays at the current Position value,
whichever is lowest. The healing powers of the Estus Flask, and
70 some magic items or spells can restore Position, as can taking a Long
rest at a bonfire.
At every level after 1st, when they level up characters increase their
Base Position as shown below:
If the Knight suffers 3 points of damage in the fight with the
Current Base Position + Constitution Modifier Hollow, after the fight ends, their Position (currently 26) reverts
back to 15 (equal to their Base Position).
If your character starts at level one, then when you level up, you
increase your Base Position by simply adding your modifier. If your Alternatively, if the Knight had fared worse and suffered 13
game is starting at a higher level, then you include your level (as seen damage from the Hollow’s bombs, after the fight ends, their
in Origins’ ‘Position at Higher Levels’). This little boost is to reflect Position would remain at 13 until healed or rested.
the lack of improved equipment you’ll have been able to equip yet.
It’s not a lot but it might just help.

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 abilities, or spells, can only be triggered using Position by


Uninjured and fully rested, the Knight’s current Position would be spending the specified amount from a character’s Position total.
15 (equal to their Base Position). When the Knight enters combat These costs are noted in the description of the spell or ability, where
with a Hollow, the Knight’s player rolls 2d10 (level x Position Dice) appropriate.
resulting in 11, and adds this to their current Position giving them
a total of 26 Position for the coming conflict. Alternatively, Position can be spent to modify dice rolls, to increase
damage, or to attempt difficult and impressive actions. But beware,
Position may only be used once per activation so careful timing is key.

Jean Santos (Order #37294818)


Spending Position

Some restrictions:
You can only ever spend Position on yourself.
You may only spend Position once per turn.
You cannot trigger critical effects by spending Position.

Common Uses

Increase the result of a dice roll by +1 per Position

There is no limit on how much Position you can spend on


an attack roll, so, you could roll a 1 and, if you had sufficient
Position, hit a creature with an AC 20 but in doing, leave
yourself much more vulnerable to your enemy’s attacks.

Increase your melee or ranged attack damage roll


by 5 points, as a minimum

You can increase damage by however much you wish, spend


Position on a 1 to 1 basis, but you must always spend a minimum
71
of 5 Position to do so, unless using a weapon’s special ability.

Increase your movement

Gain +5 feet of movement per Position spent. Maximum


movement that may be gained in this way is equal to your Base
Speed value.

If a player thinks of a particularly interesting or ingenious use of


Position, then the GM should feel free to dictate a cost and allow the
Unkindled to perform the action described by the player.

In summary, Position represents a combination of health and


stamina but instead of being a pool that decreases only when a player
character takes damage, in DARK SOULS: The Roleplaying Game¸
you can spend Position to trigger abilities, cast spells, modify your
dice rolls, and even increase your damage.

BUT

Be careful! Don’t ever forget that Position still counts as a


representation of your health. Once it hits zero, you die! Spending
Position can grant you impressive advantages in combat, often
turning the tide in your favour, but doing so will make dying that
much quicker and easier. Use it cautiously…

Jean Santos (Order #37294818)


Core Rules

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.

Jean Santos (Order #37294818)


73

Jean Santos (Order #37294818)


Using Each
Ability
74

Every task that a character or monster might


attempt in the game is covered by one of the
six abilities. This section explains in more detail
what those abilities mean and the ways they
are used in the game.

Jean Santos (Order #37294818)


Core Rules

Strength
Strength measures bodily power, athletic training, and the extent
to which you can exert raw physical force.

Strength Checks Attack Rolls and Damage

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.

Size and Strength: Larger creatures can bear more weight,


whereas smaller creatures can carry less. For each size category
above Medium, double the creature's carrying capacity and
the amount it can push, drag, or lift. For a Tiny creature, halve
these weights.

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Core Rules

Dexterity
Dexterity measures agility, reflexes, and balance.

Dexterity Checks Armour Class

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.

Acrobatics. Your Dexterity (Acrobatics) check covers your


attempt to stay on your feet in a tricky situation, such as when Hiding
you're trying to run across a sheet of ice, balance on a tightrope,
or stay upright on a rocking ship's deck. The GM might also
call for a Dexterity (Acrobatics) check to see if you can perform The GM decides when circumstances are appropriate for hiding.
acrobatic stunts, including dives, rolls, somersaults, and flips. When you try to hide, make a Dexterity (Stealth) check. Until
you are discovered, or you stop hiding, that check's total is
Sleight of Hand. Whenever you attempt an act of legerdemain contested by the Wisdom (Perception) check of any creature
or manual trickery, such as planting something on someone that actively searches for signs of your presence.
else or concealing an object on your person, make a Dexterity
(Sleight of Hand) check. The GM might also call for a Dexterity You can't hide from a creature that can see you clearly, and you
(Sleight of Hand) check to determine whether you can lift a give away your position if you make noise, such as shouting a
76 coin purse off another person or slip something out of another warning or knocking over a vase.
person's pocket.
An invisible creature can always try to hide. Signs of its passage
Stealth. Make a Dexterity (Stealth) check when you attempt might still be noticed, and it still must stay quiet or be detected,
to conceal yourself from enemies, slink past guards, slip away if not “seen”.
without being noticed, or sneak up on someone without being
seen or heard. In combat, most creatures stay alert for signs of danger all
around, so if you come out of hiding and approach a creature,
Other Dexterity Checks. The GM might call for a Dexterity it usually sees you. However, under certain circumstances, the
check when you try to accomplish tasks like the following: GM might allow you to stay hidden as you approach.

• 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.

What Can You See? One of the main factors in determining


Attack Rolls and Damage whether you can find a hidden creature or object is how well you
can see in an area, which might be lightly or heavily obscured
(see "Vision and Light", found on page 83).
You add your Dexterity modifier to your attack roll and your
damage roll when attacking with a ranged weapon, such as a
sling or a longbow. You can also add your Dexterity modifier
to your attack roll and your damage roll when attacking with
a melee weapon that has the finesse property, such as a dagger
or a rapier.

Jean Santos (Order #37294818)


Core Rules

Constitution Intelligence
Constitution measures health, stamina, and vital force. Intelligence measures mental acuity, accuracy of recall,
and the ability to reason.

Constitution Checks Intelligence Checks

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

Sorcerers use Intelligence as their spellcasting ability, which


helps determine the saving throw DCs of spells they cast.

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Core Rules

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.

Wisdom Checks Charisma Checks

A Wisdom check might reflect an effort to read body


language, understand someone's feelings, notice things about
the environment, or care for an injured person. The Animal
A Charisma check might arise when you try to influence
or entertain others, when you try to make an impression
or tell a convincing lie, or when you are navigating a tricky
Handling, Insight, Medicine, Perception, and Survival skills social situation. The Deception, Intimidation, Performance, and
reflect aptitude in certain kinds of Wisdom checks. Persuasion skills reflect aptitude in certain kinds of Charisma
checks.
Animal Handling. When there is any question whether you can
calm down a domesticated animal, keep a mount from getting Deception. Your Charisma (Deception) check determines
spooked, or intuit an animal's intentions, the GM might call for whether you can convincingly hide the truth, either verbally or
a Wisdom (Animal Handling) check. You also make a Wisdom through your actions. This deception can encompass everything
(Animal Handling) check to control your mount when you from misleading others through ambiguity to telling outright
attempt a risky manoeuvre. lies. Typical situations include trying to fast-talk a guard, con
a merchant, earn money through gambling, pass yourself off in
Insight. Your Wisdom (Insight) check decides whether you a disguise, dull someone's suspicions with false assurances, or
can determine the true intentions of a creature, such as when maintain a straight face while telling a blatant lie.
searching out a lie or predicting someone's next move. Doing so
involves gleaning clues from body language, speech habits, and Intimidation. When you attempt to influence someone
78 changes in mannerisms. through overt threats, hostile actions, and physical violence, the
GM might ask you to make a Charisma (Intimidation) check.
Medicine. A Wisdom (Medicine) check lets you try to stabilize Examples include trying to pry information out of a prisoner,
a dying companion or diagnose an illness. convincing a lost knight to put down his sword and talk if he
wants to remain in one piece, or making a smug snake reveal
Perception. Your Wisdom (Perception) check lets you spot, what it knows of your past at the edge of an axe.
hear, or otherwise detect the presence of something. It measures
your general awareness of your surroundings and the keenness Performance. Your Charisma (Performance) check determines
of your senses. For example, you might try to hear a conversation how well you can delight an audience with music, dance, acting,
through a closed door, eavesdrop under an open window, or storytelling, or some other form of entertainment.
hear monsters moving stealthily in the forest. Or you might
try to spot things that are obscured or easy to miss, for instance Persuasion. When you attempt to influence someone or a group
whether a demon is about to leap down from nowhere to of people with tact, social graces, or good nature, the GM might
prevent you escaping an asylum. ask you to make a Charisma (Persuasion) check. Typically, you
use persuasion when acting in good faith, to foster friendships,
Survival. The GM might ask you to make a Wisdom (Survival) make cordial requests, or exhibit proper etiquette. Examples of
check to follow tracks, hunt wild game, guide your group persuading others include convincing a crowd of Corvians to
through frozen wastelands, predict the weather, or avoid let their prisoner go, uneaten.
quicksand and other natural hazards.
Other Charisma Checks. The GM might call for a Charisma
Other Wisdom Checks. The GM might call for a Wisdom check when you try to accomplish tasks like the following:
check when you try to accomplish tasks like the following:
• Finding the best person to talk to for news, rumours, and gossip
• Getting a gut feeling about what course of action to follow • Blending into a crowd to get the sense of key topics of
• Discerning whether a seemingly dead or living creature is undead conversation

Spellcasting Ability Spellcasting Ability

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.

Jean Santos (Order #37294818)


Core Rules

Saving
Throws

A saving throw—also called a save—represents an attempt to resist


a spell, a trap, a poison, a disease, or a similar threat. You don't
normally decide to make a saving throw; you are forced to make one
because your character is at risk of harm.

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.

A saving throw can be modified by a situational bonus or penalty


and can be affected by advantage and disadvantage, as determined
by the GM. 79

Each origin gives proficiency in at least two saving throws. The


Sorcerer, for example, is proficient in Intelligence saves. As with
skill proficiencies, proficiency in a saving throw lets a character add
his or her proficiency bonus to saving throws made using a particular
ability score. Some monsters have saving throw proficiencies as well.

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.

The result of a successful or failed saving throw is also detailed in


the effect that allows the save. Usually, a successful save means that
a creature suffers no harm, or reduced harm, from an effect.

Jean Santos (Order #37294818)


Core Rules

Souls, Experience, and Levelling Up

L evelling up your player characters is a key part of the DARK


SOULS: The Roleplaying Game. The more of the world of Lothric
the Unkindled experience, the more powerful and skilful they become.
Levelling Up

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.

S ouls are automatically collected by killing enemies. When the


enemy is killed, each character gains an equal share of the souls
gained by killing the enemy. You can also find souls by exploring
The following table summarizes the number of souls required to
advance from 1st to 20th level. Consult the information in your
character's class description to see what other improvements you
your environment, left behind by those who once crossed the land gain at each level.
in the aeons before you. The value of these souls is listed in Chapter
IV: Equipment (see page 217). If you die, however, you lose all your Souls Level
collected souls. You do not lose any souls you’ve already spent, or
anything you’ve bought with those souls. 0 1

Spending Souls 300 2

80 900 3

W hen spending souls, a player removes the corresponding


number of souls from their collected souls total, and adds
them to their spent souls total.
2,700 4

6,500 5
Souls can be spent to purchase items, and spells, when visiting
merchants, and some non-player characters. 14,000 6

Characters also use souls to level up by spending them at a bonfire. 23,000 7


Characters can only level up at a bonfire, and can’t spend souls to
increase their level anywhere else. The number of levels a character 34,000 8
increases corresponds to the number of souls spent, shown on the
48,000 9
table opposite.
64,000 10
A character can spend souls at a bonfire without levelling up by
simply removing any number of souls from their collected souls total,
85,000 11
and adding them to their banked souls total.
100,000 12
Characters can’t move souls from their banked souls total to their
collected souls total, and souls spent on anything except levelling up
120,000 13
do not count towards banked souls.
140,000 14
A character can bank souls without levelling up. That is, a character
may decide to spend a 1000 souls, to move them from collected souls 165,000 15
to banked souls, even if this isn’t enough to allow them to level up.
As noted above, when a player character has banked souls in this way, 195,000 16
they cannot be lost.
225,000 17

265,000 18

305,000 19

355,000 20

Jean Santos (Order #37294818)


Core Rules Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or

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.

I n situations where it’s important to keep track of the passage of


time, the GM determines how long a task requires. The GM might
use a different timescale depending on the context of the situation
For each additional hour of travel beyond eight hours, the characters
cover the distance shown in the Hour column for their pace, and
at hand. In a dungeon environment, the adventurers' movement each character must make a Constitution saving throw at the end
happens on a scale of minutes. It takes them about a minute to creep of the hour. The DC is 10 + 1 for each hour past eight hours. On a
down a long hallway, another minute to check for traps on the door failed saving throw, a character suffers one level of exhaustion (see
at the end of the hall, and a good ten minutes to search the chamber "Conditions", page 87).
beyond for anything interesting or valuable.
Difficult Terrain
In a city or wilderness, a scale of hours is often more appropriate.
Adventurers eager to reach the lonely tower at the heart of the forest The travel speeds given in the Travel Pace table assume relatively
hurry across those 15 miles in just under four hours' time. simple terrain: roads, open plains, or clear dungeon corridors. But
adventurers often face dense forests, deep swamps, rubble-filled
For long journeys, a scale of days works best. Following the road ruins, steep mountains, and ice-covered ground—all considered
from one area to another, the adventurers spend four uneventful difficult terrain.
days before a brutal attack by Darkwraiths interrupts their journey.
You move at half speed in difficult terrain—moving 1 feet in difficult
In combat and other fast-paced situations, the game relies on rounds, terrain costs 2 feet of speed—so you can cover only half the normal
a six-second span of time. distance in a minute, an hour, or a day.

Movement Mounts and Vehicles

For short spans of time (up to an hour), many animals move much 81

S wimming across a rushing river, sneaking down a dungeon


corridor, scaling a treacherous mountain slope—all sorts of
movement play a key role in fantasy gaming adventures.
faster than humanoids. A mounted character can ride at a gallop for
about an hour, covering twice the usual distance for a fast pace. If
fresh mounts are available every 8—10 miles, characters can cover
larger distances at this pace, but this is very rare except in densely
The GM can summarize the adventurers' movement without populated areas.
calculating exact distances or travel times: "You travel through
darkness, through the land smeared in darkness until you finally Characters in wagons, carriages, or other land vehicles choose a
reach the Cathedral of the Deep, at long last”. pace as normal. Characters in a waterborne vessel are limited to the
speed of the vessel, and they don't suffer penalties for a fast pace or
Sometimes it's important, though, to know how long it takes to get gain benefits from a slow pace. Depending on the vessel and the size
from one spot to another, whether the answer is in days, hours, or of the crew, ships might be able to travel for up to 24 hours per day.
minutes. The rules for determining travel time depend on two factors:
the speed and travel pace of the creatures moving and the terrain Certain special mounts may allow you to travel at a faster pace still.
they're moving over.
Travel Pace - Distance Travelled
Speed Minute Hour Day
Fast Pace

E very character and monster has a speed, which is the distance


in feet that the character or monster can walk in 1 round. This
number assumes short bursts of energetic movement amidst a life-
400 feet 4 miles
-5 penalty to passive Wisdom (Perception) scores
30 miles

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

200 feet 2 miles 18 miles


Able to use stealth

Jean Santos (Order #37294818)


Core Rules

Special Types
of Movement

M ovement through dangerous dungeons or wilderness areas


often involves more than simply walking. Adventurers might
have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling

W hile climbing or swimming, each foot of movement costs


+1 feet (+2 feet in difficult terrain), unless a creature has a
climbing or swimming speed (a character's swim speed is equivalent
to their base movement, unless otherwise noted). At the GM's
discretion, climbing a slippery vertical surface or one with few
handholds requires a successful Strength (Athletics) check. Similarly,
gaining any distance in rough water might require a successful
Strength (Athletics) check.

Jumping

82 Your Strength determines how far you can jump.

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.

When you land in difficult terrain, you must succeed on a DC 10


Dexterity (Acrobatics) check to land on your feet. Otherwise, you
land prone.

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.

Jean Santos (Order #37294818)


Core Rules

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.

Jean Santos (Order #37294818)


Core Rules Hit Points

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

A character's interaction with objects in an environment is often


simple to resolve in the game. The player tells the GM that their
character is doing something, such as moving a lever, and the GM
objects that are Large or smaller.

Huge and Gargantuan Objects


describes what, if anything, happens.

For example, a character might decide to pull a lever, which might,


in turn, raise a portcullis, cause a room to flood with water, or open a
secret door in a nearby wall. If the lever is rusted in position, though,
N ormal weapons are of little use against many Huge and
Gargantuan objects, such as a colossal statue, a towering
column of stone, or massive boulder. That said, one torch can burn
a character might need to force it. In such a situation, the GM might a Huge tapestry, and an earthquake spell can reduce a colossus to
call for a Strength check to see whether the character can wrench rubble. You can track a Huge or Gargantuan object's hit points if
the lever into place. The GM sets the DC for any such check based you like, or you can simply decide how long the object can withstand
on the difficulty of the task. whatever weapon or force is acting against it. If you track hit points
for the object, divide it into Large or smaller sections, and track each
Armour Class section's hit points separately. Destroying one of those sections could
ruin the entire object. For example, a Gargantuan statue of a human
might topple over when one of its Large legs is reduced to 0 hit points.

A n object's Armour Class is a measure of how difficult it is to deal


damage to the object when striking it (because the object has no
chance of dodging out of the way). The Object Armour Class table
Objects and Damage Types
provides suggested AC values for various substances.

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)

B ig objects such as castle walls often have extra resilience


represented by a damage threshold. An object with a damage
threshold has immunity to all damage unless it takes an amount of
Small (chest, lute) 3 (1d6) 10 (3d6)

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.

Jean Santos (Order #37294818)


Core Rules

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

A Short rest is a period of downtime, at least one hour long, during


which a character does nothing more strenuous than eating,
drinking, reading and tending to wounds. At the end of a Short rest,
a character restores Position equal to half their Base Position. They
also refresh any features requiring a Short rest in order for them to
be used again.

Long Rest and Bonfires

A Long rest is a period of 8 hours or more, spent at a bonfire.


Player characters can only ever Long rest at a bonfire. Bonfires
are spread throughout the world (for more information on when and
where to include bonfires in your game, see page 233). A bonfire is 85
a remnant of the flame, and a place where the unkindled are reborn,
again and again, if they are killed.

Whenever player characters wish to Long rest they must find a


bonfire. The Unkindled can only restore Long rest abilities and gain
the other benefits of a Long rest, at a bonfire. If they are unable to
locate a bonfire, they may only Short rest. At the end of a Long rest,
an Unkindled is restored to full Base Position.

While at a bonfire, a player character cannot be attacked, and, while


resting, they do not need to roll for random encounters. The flame
keeps all the many threats of the world at bay.

Character Deaths and Bonfires

W hen a player character is reduced to 0 Position, they are


dead. In the world of DARK SOULS: The Roleplaying
Game however, this is not the end. Instead, the player character will
reawaken, sometime later, at the site of the last bonfire they visited.

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.

Determining the nearest bonfire is based on the area the player


characters are currently exploring. If player characters have not visited
or rested at a bonfire, it can still be used as the closest bonfire for
purposes of awakening after being killed.

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.

Jean Santos (Order #37294818)


Respawning

A s noted previously, when a character dies, they respawn at the nearest


bonfire. They lose all collected souls, but are otherwise returned to
full Position, and all their abilities are ready to use once again.
They may, however, explore separately from their main party until
the fight is completed, or alternatively, simply wait at the bonfire.

Whenever a player character is killed and respawns, a part of them


When a player character respawns is up to them, though they cannot dies or is lost. Memories of their past selves fade, to be replaced only
rejoin the battle that killed them if it continues. If a player character be emptiness. The unkindled do not die, but they do diminish.
wishes to rejoin a battle after dying and respawning, the creature
they are engaged with regains all Position, though the character and When a player character respawns, they must succeed on a DC 18
their allies do not. Wisdom save or should they fail, they must roll on the Hollowing
Effect table.

D20 Hollowing D20 Hollowing


Results Effect Results Effect

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.

Jean Santos (Order #37294818)


Core Rules
— Exhaustion

Conditions Some special abilities and environmental hazards, such as


starvation and the long-term effects of freezing or scorching
temperatures, can lead to a special condition called exhaustion.
Exhaustion is measured in six levels. An effect can give a
creature one or more levels of exhaustion, as specified in the

C onditions alter a creature's capabilities in a variety of ways and effect's description.


can arise as a result of a spell, a class feature, a monster's attack, Level Effect
or other effects. Most conditions, such as blinded, are impairments,
but a few, such as invisible, can be advantageous.
1 Disadvantage on ability checks
A condition lasts either until it is countered (the prone condition is
countered by standing up, for example) or for a duration specified 2 Speed halved
by the effect that imposed the condition.
3 Disadvantage on attack rolls and saving throws
If multiple effects impose the same condition on a creature, each
instance of the condition has its own duration, but the condition's Reduce Temporary Position pool by half,
effects don't get worse. 4
after rolling at start of combat

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

Blinded If an already exhausted creature suffers another effect that


causes exhaustion, its current level of exhaustion increases by
the amount specified in the effect's description.
• A blinded creature can't see and automatically fails any ability
check that requires sight. A creature suffers the effect of its current level of exhaustion as
well as all lower levels. For example, a creature suffering level 2
• Attack rolls against the creature have advantage, and the
exhaustion has its speed halved and has disadvantage on ability
creature's attack rolls have disadvantage. 87
checks.

An effect that removes exhaustion reduces its level as specified


in the effect's description, with all exhaustion effects ending if
Burning a creature's exhaustion level is reduced below level 1.

Finishing a Long rest reduces a creature's exhaustion level by


• A burning creature suffers 9 (2d8) fire damage at the start of 1. A creature that dies and awakens by a bonfire loses all level
its turn. Any effect that would deal fire damage to the creature of exhaustion.
has advantage and rerolls damage results of 1s, it must use the
new result even if it is a 1.
• A creature can end this condition by spending its action to
douse the flames. Another creature within 5ft can also spend
Frightened
its action to douse the flames as an action.
• A frightened creature has disadvantage on ability checks and
attack rolls while the source of its fear is within line of sight.

Charmed • The creature can't willingly move closer to the source of its fear.

• A charmed creature can't attack the charmer or target the


charmer with harmful abilities or magical effects. Grappled
• The charmer has advantage on any ability check to interact
socially with the creature.
• A grappled creature's speed becomes zero, and it can't benefit
from any bonus to its speed.

• The condition ends if the grappler is incapacitated (see the


Deafened condition).

• The condition also ends if an effect removes the grappled


• A deafened creature can't hear and automatically fails any creature from the reach of the grappler or grappling effect,
ability check that requires hearing. such as when a creature is hurled away by a spell.

Jean Santos (Order #37294818)


Incapacitated Prone

• An incapacitated creature can't take actions or reactions. • A prone creature's only movement option is to crawl, unless
it stands up and thereby ends the condition.

• The creature has disadvantage on attack rolls.

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, and the


Paralysed creature's attack rolls have disadvantage.

• The creature has disadvantage on Dexterity saving throws.


• A paralysed creature is incapacitated (see the condition) and
can't move or speak.

• The creature automatically fails Strength and Dexterity Stunned


saving throws.

• 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.

• Attack rolls against the creature have advantage.

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.

• Attack rolls against the creature have advantage.

• The creature automatically fails Strength and Dexterity


saving throws. Unconscious

• The creature has resistance to all damage.


• An unconscious creature is incapacitated (see the condition),
• The creature is immune to poison and disease, although a poison can't move or speak, and is unaware of its surroundings
or disease already in its system is suspended, not neutralized.
• The creature drops whatever it's holding and falls prone.

• The creature automatically fails Strength and Dexterity saving


throws.
Poisoned
• Attack rolls against the creature have advantage.

• 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.

Jean Santos (Order #37294818)


Core Rules

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).

Poisons come in the following four types.

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.

Jean Santos (Order #37294818)


Core Rules

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

I n DARK SOULS: The Roleplaying Game there are several


situations in which a character might be struck by temporary
madness, succumbing to delusions or having their mental equilibrium
unsettled. The GM can call for such a check after any situation they
feel appropriate. A list of such circumstances might include:

90

Seeing your comrade come back Encountering the Hollowed version


from the dead beside a bonfire of an old friend or lover

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

Encountering a creature of ancient legend, or terrifying power


(Aldrich, Devourer of Gods, perhaps)

Whenever the GM deems an event might trigger a period of madness,


a character must make a Wisdom saving throw with a DC equal to
10 + number of previous episodes of madness.

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.

When a player character fails, they roll on the Short-term Madness


table. Every third time a character fails and succumbs to madness,
they must roll on the Indefinite Madness table that cannot be cured
or removed.

Jean Santos (Order #37294818)


Madness Effects Indefinite Madness

M adness can be short-term, long-term, or indefinite. Most


relatively mundane effects impose short-term madness, which
lasts for just a few minutes. More horrific effects or cumulative effects
d100 Effect

can result in long-term or indefinite madness.


01 - 10 The character develops an obsessive fear of
A character afflicted with short-term madness is subjected to an one kind of monster of their choice. They have
effect from the short-term Madness table for 1d20+10 minutes. disadvantage on all attacks made against that
kind of monster.

11 - 20 The character experiences vivid hallucinations


Short-Term Madness and permanently suffers -1 Wisdom.

21 - 30 The character suffers extreme paranoia and


permanently suffers -1 Charisma.
d100 Effect
31 - 40 The character regards something (usually the
source of madness) with intense revulsion,
01 - 20 The character retreats into their mind and barely able to look upon it without retching.
becomes paralysed. The effect ends if the
character takes any damage. 41 - 45 The character experiences a powerful delusion.
At the start of any encounter, the character must
21 - 30 The character becomes incapacitated and spends succeed on a DC 12 Wisdom saving throw or
the duration screaming, laughing, or weeping. be paralysed for the first round of the encounter
as the delusion seizes them anew. They may act
normally after this.
31 - 40 The character becomes frightened and must use
46 - 55 The character becomes attached to a "lucky 91
their action and movement each round to flee
from the source of their fear. charm," such as a person or an object, and has
disadvantage on attack rolls, ability checks and
41 - 50 The character begins babbling and is incapable saving throws while more than 30 feet from it.
of normal speech or spellcasting.
56 - 65 The character is blinded (25%) or deafened
(75%).
51 -60 The character must use their action each round
to attack the nearest creature. 66 - 75 The character experiences uncontrollable
tremors or tics, which impose disadvantage on
attack rolls, ability checks and saving throws
61 - 70 The character experiences vivid hallucinations using Strength or Dexterity.
and has disadvantage on ability checks.
76 - 85 The character suffers from partial amnesia.
The character knows who they are but fails to
71 - 75 The character does whatever anyone tells them recognize other people or remember anything
to do that isn't obviously self-destructive. that happened before the madness took effect.

86 - 90 Whenever the character takes damage, they must


76 - 80 The character experiences an overpowering urge succeed on a DC 15 Wisdom saving throw or
to eat something strange such as dirt, slime, or be affected as though they failed a saving throw
offal. against the confusion spell. The confusion effect
lasts for one minute
81 - 90 The character is stunned.
91 - 95 The character loses the ability to speak.

96 - 100 The character falls unconscious. No amount of


91-100 The character falls unconscious. jostling or damage can wake the character After
two hours in this state, they die and awake at
the nearest bonfire.

Jean Santos (Order #37294818)


Core Rules

Traps

T raps can be found almost anywhere. One wrong step in the


Great Archive might trigger a series of scything blades, which
cleave through armour and bone. The seemingly-innocuous plant
Detecting and Disabling a Trap

life sprouting through the choked surface of a swamp might grab


and slice at anyone who pushes through them. The world of Lothric,
and of DARK SOULS, is filled with deadly dangers at every step.
U sually, some element of a trap is visible to careful inspection.
Characters might notice an uneven flagstone concealing a
pressure plate, spot the gleam of light off a trip wire, notice small
holes in the walls from which jets of flame will erupt, or otherwise
A trap can be either mechanical or magical in nature. Mechanical detect something that points to a trap's presence.
traps include pits, arrow traps, falling blocks, water-filled rooms,
whirling blades, and anything else that depends on a mechanism A trap's description specifies the checks and DCs needed to detect it,
to operate. Magic traps are either magical device traps or spell traps. disable it, or both. A character actively looking for a trap can attempt
Magical device traps initiate spell effects when activated, hurling a Wisdom (Perception) check against the trap's DC. You can also
magical fireballs at an unsuspecting victim, for example. compare the DC to detect the trap with each character's passive
Wisdom (Perception) score to determine whether anyone in the
party notices the trap in passing.
Traps in Play
If one of the unkindled detects a trap before triggering it, they might
be able to disarm it, either permanently or long enough to move

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.

Any character can attempt an Intelligence (Arcana) check to detect


Triggering a Trap or disarm a magic trap, in addition to any other checks noted in the
trap's description. The DCs are the same regardless of the check used.
92

M ost traps are triggered when a creature goes somewhere or


touches something that the trap's creator wanted to protect.
Common triggers include stepping on a pressure plate or a false
In most cases, a trap's description is clear enough that you can
adjudicate whether a character's actions locate or foil the trap. As
with many situations, you shouldn't allow die rolling to override
section of the floor, pulling a trip wire, or using the wrong key in a clever play and good planning. Use your common sense, drawing on
lock. Magic traps are often set to go off when a creature enters an the trap's description to determine what happens. No trap's design
area or touches an object. can anticipate every possible action that the characters might attempt.

You should allow a character to discover a trap without making an


Trap Effects ability check if an action would clearly reveal the trap's presence. For
example, if a character lifts a rug that conceals a pressure plate, the
character has found the trigger and no check is required.

T he effects of traps can range from inconvenient to deadly, making


use of elements such as arrows, spikes, blades, poison, toxic gas,
blasts of fire, and deep pits. The deadliest traps combine multiple
Foiling traps can be a little more complicated. Consider a trapped
treasure chest. If the chest is opened without first pulling on the
elements to kill, injure, contain, or drive off any creature unfortunate two handles set in its sides, a mechanism inside fires a hail of poison
enough to trigger them. A trap's description specifies what happens needles toward anyone in front of it. After inspecting the chest and
when it is triggered. making a few checks, the characters are still unsure if it's trapped.
Rather than simply open the chest, they prop a shield in front of it
The attack bonus of a trap, the saving throw DC to resist its effects, and push the chest open from a distance with an iron rod. In this
and the damage it deals can vary depending on the trap's severity. case, the trap still triggers, but the hail of needles fires harmlessly
Use the Trap Save DCs and Attack Bonuses table and the Damage into the shield.
Severity by Level table for suggestions based on three levels of trap
severity. Traps are often designed with mechanisms that allow them to be
disarmed or bypassed. Intelligent monsters placing traps in or around
A trap intended to be a setback is unlikely to kill or seriously harm their lairs need ways to get past those traps without harming themselves.
characters of the indicated levels, whereas a dangerous trap is likely Such traps might have hidden levers that disable their triggers, or a secret
to seriously injure (and potentially kill) characters of the indicated door might conceal a passage that goes around the trap.
levels. A deadly trap is likely to kill characters of the indicated levels.

Jean Santos (Order #37294818)


Complex Traps Sample Traps

C omplex traps work like standard traps, except once activated


they execute a series of actions each round. A complex trap
turns the process of dealing with a trap into something more like a
The magical and mechanical traps presented here vary in deadliness.

combat encounter. Collapsing Roof - Mechanical trap

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.

Deadly 16 - 20 +9 to +12 Falling Net - Mechanical trap

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.

Fire-Breathing Statue -Magic trap

This trap is activated when an intruder steps on a hidden pressure plate,


releasing a magical gout of flame from a nearby statue. The statue can
be of anything, including a dragon or a wizard casting a spell.

The DC is 15 to spot the pressure plate, as well as faint scorch marks


on the floor and walls. A spell or other effect that can sense the
presence of magic, such as detect magic, reveals an aura of evocation
magic around the statue. The trap activates when more than 20
pounds of weight is placed on the pressure plate, causing the statue
to release a 30-foot cone of fire. Each creature in the fire must make
a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a
failed save, or half as much damage on a successful one.

Wedging an iron spike or other object under the pressure plate


prevents the trap from activating.

Jean Santos (Order #37294818)


Pits -Mechanical Trap Poison Darts - Mechanical trap

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.

A successful DC 20 Intelligence (Investigation) check allows a


character to deduce the trap's presence from alterations made to
the lock to accommodate the needle. A successful DC 15 Dexterity
check using thieves' tools disarms the trap, removing the needle from
the lock. Unsuccessfully attempting to pick the lock triggers the trap.

Jean Santos (Order #37294818)


95

Jean Santos (Order #37294818)


Core Rules

Combat
The Order of Combat

A typical combat encounter is a clash between two sides, a flurry


of weapon swings, feints, parries, footwork, and spellcasting. The
game organizes the chaos of combat into a cycle of rounds and turns.
A round represents about six seconds in the game world. During a
round, each participant in a battle takes a turn. The order of turns is
determined at the beginning of a combat encounter, when everyone
rolls initiative. Once everyone has taken a turn, the fight continues
to the next round if neither side has defeated the other.

Combat Step by Step

Determine surprise
1 The GM determines whether anyone involved in the
combat encounter is surprised.

Establish Position & location


96
2 The GM decides where all the characters and monsters
are located. Given the adventurers marching order or their
stated place in the room or other location, the GM figures
out where the adversaries are how far away and in what
the characters determine their Position pool for combat.

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.

Begin the next round


5 When everyone involved in the combat has had a turn, the
round ends. Repeat step 4 until the fighting stops.

Jean Santos (Order #37294818)


Being Prone Flying Movement

C ombatants often find themselves lying on the ground, either


because they are knocked down or because they throw
themselves down. In the game, they are prone (see "Conditions",
F lying creatures enjoy many benefits of mobility, but they
must also deal with the danger of falling. If a flying creature
is knocked prone, has its speed reduced to zero, or is otherwise
page 87). deprived of the ability to move, the creature falls, unless it can hover.

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.

To move while prone, you must crawl or use magic such as


teleportation. Every 1 foot moved while crawling costs 1 extra
U sed to determine who attacks, and when, during a combat,
initiative works slightly differently in DARK SOULS.

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.

When a player character is determining their initiative, they roll a


Bonus Actions d20 and add their initiative modifier to it. Rather than determining
a fixed position in a linear order, however, this merely tells a player
character whether they act before or after a creature.

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.

If the player characters are facing several different enemies,


each with a different Initiative value, then the creatures use the
initiative value of creature with the highest Challenge Rating,
Breaking Up Your Move even if that creature’s initiative is lower than their initial value.

If the player characters are facing multiple creatures, and two or

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

C ombat rarely takes place in bare rooms or on featureless


plains. Boulder-strewn caverns, briar-choked forests,
treacherous staircases—the setting of a typical fight contains
difficult terrain.

Every 1 foot moved in difficult terrain costs 1 extra foot of


movement. This rule is true even if multiple things in a space
count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs, snow, and


shallow bogs are examples of difficult terrain. The space of another
creature, whether hostile or not, also counts as difficult terrain.

Jean Santos (Order #37294818)


Interacting with Objects Around You Moving Around Other Creatures

H ere are a few examples of the sorts of things you can do in


tandem with your movement and action: Y ou can move through a nonhostile creature's space. In contrast,
you can move through a hostile creature's space only if the
creature is at least two sizes larger or smaller than you. Remember
that another creature's space is difficult terrain for you. Whether
draw or sheathe a sword a creature is a friend or an enemy, you can't willingly end your
move in its space.
open or close a door
If you leave a hostile creature's reach during your move, you
withdraw a relic from your pack
provoke an opportunity attack (page 105).
pick up a dropped axe

remove a ring from your finger

stuff some food into your mouth Moving Between Attacks


plant a banner in the ground

fish a few rings from your belt pouch


I f you take an action that includes more than one weapon
attack, you can break up your movement even further by
moving between those attacks. For example, a Warrior who can
read the letter of a fallen Pontiff Knight
make two attacks with the Extra Attack feature and who has a
throw a lever or a switch speed of 25 feet could move 10 feet, make an attack, move 15
feet, and then attack again.
pull a torch from a sconce

take a book from a shelf you can reach

extinguish a small flame Other Activity on Your Turn


don a mask

98
pull the hood of your cloak up and over your head

put your ear to a door


Y our turn can include a variety of flourishes that require
neither your action nor your move.

You can communicate however you are able, through brief


kick a small stone utterances and gestures, as you take your turn. You can also
interact with one object or feature of the environment for free,
turn a key in a lock during either your move or your action. For example, you could
open a door during your move as you stride toward a foe, or
tap the floor with a 10 feet pole
you could draw your weapon as part of the same action you
hand an item to another character use to attack.

If you want to interact with a second object, you need to use


your action. Some magic items and other special objects always
require an action to use, as stated in their descriptions.
Movement
The GM might require you to use an action for any of these
activities when it needs special care or when it presents an unusual

I n combat, characters and monsters are in constant motion,


often using movement to gain the upper hand.
obstacle. For instance, the GM could reasonably expect you to use
an action to open a stuck door or turn a crank to lower a drawbridge.

On your turn, you can move a distance up to your speed. You


can use as much or as little of your speed as you like on your
turn, following the rules here.
Reactions
Your movement can include jumping, climbing, and swimming.
These different modes of movement can be combined with
walking, or they can constitute your entire move.

However you're moving, you deduct the distance of each part


C ertain special abilities, spells, and situations allow you to take
a special action called a reaction. A reaction is an instant
response to a trigger of some kind, which can occur on your turn
of your move from your speed until it is used up, or until you or on someone else's. The opportunity attack, described later in
have finished moving. this chapter (page 105), is the most common type of reaction.

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.

Jean Santos (Order #37294818)


Core Rules
Surprise —

A Hollow lies slumped, staring at the wall, unaware of your


approach. A demon lurks above, about to leap down, to
Creature Size
prevent your escape. In these situations, one side of the battle
gains surprise over the other.

The GM determines who might be surprised. If neither side tries


to be stealthy, they automatically notice each other. Otherwise,
E ach creature takes up a different amount of space. The Size
Categories table shows how much space a creature of a particular
size controls in combat. Objects sometimes use the same size categories.
the GM compares the Dexterity (Stealth) checks of anyone
hiding with the passive Wisdom (Perception) score of each Size Categories
creature on the opposing side.
Size Space
Any character or monster that doesn't notice a threat is surprised
at the start of the encounter.
Tiny 2-1/2 by 2-1/2 feet
If you're surprised, you can't move or take an action on your first
turn of the combat, and you can't take a reaction until that turn
Small 5 by 5 feet
ends. A member of a group can be surprised even if the other
members aren't.
Medium 5 by 5 feet

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

Whenever you switch, subtract the distance you've already moved


from the new speed. The result determines how much farther you Space
can move. If the result is zero or less, you can't use the new speed 99
during the current move.

A creature's space is the area in feet that it effectively controls


in combat, not an expression of its physical dimensions. A
typical Medium creature isn't 5 feet wide, for example, but it does
control a space that wide. If a Medium Silver Knight stands in a
Your Turn 5 feet wide doorway, other creatures can't get through unless the
Silver Knight chooses to let them—an unlikely scenario.

O n your turn, you can move a distance up to your speed and


take one action. You decide whether to move first or take
your action first. Your speed—sometimes called your walking
A creature's space also reflects the area it needs to fight
effectively. For that reason, there's a limit to the number
of creatures that can surround another creature in combat.
speed—is noted on your character sheet. Assuming Medium combatants, eight creatures can fit in a 5
feet radius around another one.
The most common actions you can take are described in the
"Actions in Combat" (page 101) section later in this chapter. Because larger creatures take up more space, fewer of them
Many class features and other abilities provide additional can surround a creature. If five Large creatures crowd around
options for your action. a Medium or smaller one, there's little room for anyone else.
In contrast, as many as 20 Medium creatures can surround a
The Adventuring (page 81) and Position (page 70) sections give Gargantuan one.
the rules for your move.

You can forgo moving, taking an action, or doing anything at


all on your turn. If you can't decide what to do on your turn, Squeezing into a Smaller Space
consider taking the Dodge or Ready action, as described in
"Actions in Combat".

A creature can squeeze through a space that is large enough


for a creature one size smaller than it. Thus, a Large
creature can squeeze through a passage that's only 5 feet wide.
While squeezing through a space, a creature must spend 1 extra
foot for every foot it moves there, and it has disadvantage on
attack rolls and Dexterity saving throws. Attack rolls against the
creature have advantage while it's in the smaller space.

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100

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Core Rules
— Critical Hit

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.

Any increase or decrease to your speed changes this additional


movement by the same amount. If your speed of 30 feet is
Attack reduced to 15 feet, for instance, you can move up to 30 feet this
turn if you dash.

T he most common action to take in combat is the Attack


action, whether you are swinging a sword, firing an arrow
from a bow, or brawling with your fists.
Disengage
With this action, you make one melee or ranged attack. See the
"Making an Attack" section for the rules that govern attacks.

Certain features, such as a Knight’s Extra Attack feature, allow you


to make more than one attack with this action. Certain weapons
I f you take the Disengage action, your movement doesn't
provoke opportunity attacks (page 105) for the rest of the turn.
101
also allow you to spend Position to make additional attacks.

Dodge
Attack Rolls
W hen you take the Dodge action, you focus entirely on
avoiding attacks. Until the start of your next turn, any

W hen you make an attack, your attack roll determines


whether the attack hits or misses. To make an attack
roll, roll a d20 and add the appropriate modifiers.
attack roll made against you has disadvantage if you can see the
attacker, and you make Dexterity saving throws with advantage.
You lose this benefit if you are incapacitated (see "Conditions")
or if your speed drops to zero.
If the total of the roll plus modifiers equals or exceeds the
target's Armour Class (AC), the attack hits. The AC of a
character is determined at character creation, whereas the AC
of a monster is in its stat block.
Help

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

S pellcasters such as Sorcerers and Clerics, as well as many


monsters, have access to spells and can use them to great
effect in combat. Each spell has a casting time, specifying how
before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a


long it requires to use such magic. Casting a spell is, therefore, creature within 5 feet of you. You feint, distract the target, or
not necessarily an action. in some other way team up to make your ally's attack more
effective.
Most spells do have a casting time of one action, so a spellcaster
often uses his or her action in combat to cast such a spell. If your ally attacks the target before your next turn, the first
attack roll is made with advantage.

Jean Santos (Order #37294818)


Hide Modifiers to the Roll

W hen you take the Hide action, you make a Dexterity


(Stealth) check to hide, following the rules for hiding.
If you succeed, you gain certain benefits, as described in the
W hen a character makes an attack roll, the most common
modifiers to the roll are an ability modifier and the
character's proficiency bonus, or spending Position. When
"Unseen Attackers and Targets" section of Modifiers to the a monster makes an attack roll, it uses whatever modifier is
Roll, found on this page. provided in its stat block, or they may spend their own Position
pool.

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

W hether you're striking with a melee weapon, firing a


weapon at range, or making an attack roll as part of a
spell, an attack has a simple structure.
thrown property break this rule.

Some spells also require an attack roll. The ability modifier


used for a spell attack depends on the spellcasting ability of
the spellcaster.
1 Proficiency Bonus. You add your proficiency bonus to your
attack roll when you attack using a weapon with which you have
Choose a target. proficiency, as well as when you attack with a spell.

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.

Rolling a 20. Sometimes fate blesses a combatant, causing the


2 novice to hit and the veteran to miss.

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.

Jean Santos (Order #37294818)


Ready Search

S ometimes you want to get the jump on a foe or wait for a


particular circumstance before you act. To do so, you can take
the Ready action on your turn, which lets you act using your
W hen you take the Search action, you devote your attention
to finding something.

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

Jean Santos (Order #37294818)


104

Jean Santos (Order #37294818)


Core Rules

Ranged Melee
Attacks Attacks

W hen you make a ranged attack, you fire a bow or a crossbow,


hurl a hand axe, or otherwise send projectiles to strike a foe at
a distance. A monster might hurl a sword or deliver a mighty blow to
U sed in hand-to-hand combat, a melee attack allows you to
attack a foe within your reach. A melee attack typically uses
a handheld weapon such as a sword, a warhammer, or an axe. A
the ground. Many spells also involve making a ranged attack. typical monster makes a melee attack when it strikes with its claws,
horns, teeth, tentacles, or other body parts. A few spells also involve
making a melee attack.

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

Y ou can make ranged attacks only against targets within a


specified range. If a ranged attack, such as one made with a
spell, has a single range, you can't attack a target beyond this range.
than 5 feet, as noted in their descriptions.

Instead of using a weapon to make a melee weapon attack, you can


use an unarmed strike: a punch, kick, head-butt, or similar forceful
Some ranged attacks, such as those made with a longbow or a blow (none of which count as weapons). On a hit, an unarmed strike
short bow, have two ranges. The smaller number is the normal deals bludgeoning damage equal to 1 + your Strength modifier. You
range, and the larger number is the long range. Your attack roll are proficient with your unarmed strikes.
has disadvantage when your target is beyond normal range, and
you can't attack a target beyond the long range.

Opportunity Attacks
105

Ranged Attacks in Close Combat


I n a fight, everyone is constantly watching for a chance to
strike an enemy who is fleeing or passing by. Such a strike is
called an opportunity attack.

A iming a ranged attack is more difficult when a foe is next


to you. When you make a ranged attack with a weapon, a
spell, or some other means, you have disadvantage on the attack
You can make an opportunity attack when a hostile creature that
you can see moves out of your reach. To make the opportunity
roll if you are within 5 feet of a hostile creature who can see you attack, you use your reaction to make one melee attack against
and who isn't incapacitated. the provoking creature. The attack occurs right before the
creature leaves your reach.

You can avoid provoking an opportunity attack by taking the


Disengage action. You also don't provoke an opportunity attack
when you teleport or when someone or something moves you
without using your movement, action, or reaction. For example,
you don't provoke an opportunity attack if an explosion hurls you
out of a foe's reach or if gravity causes you to fall past an enemy.

Contests in Combat

Battle often involves pitting your prowess against


that of your foe. Such a challenge is represented by
a contest. This section includes the most common
contests that require an action in combat: grappling
and shoving a creature. The GM can use these
contests as models for improvising others.

Jean Santos (Order #37294818)


Two-Weapon Fighting Grappling

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).

If you succeed, you subject the target to the grappled condition


Shoving a Creature (see "Conditions", page 87). The condition specifies the things
that end it, and you can release the target whenever you like
(no action required).

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.

106 Escaping a Grapple


Parry
A grappled creature can use its action to escape. To
do so, it must succeed on a Strength (Athletics) or

R eadying yourself to intercept and turn aside your opponent’s


blow is a vital part of surviving combat. You can use your
reaction to increase your AC by +2 against one melee attack
Dexterity (Acrobatics) check contested by your
Strength (Athletics) check.

that would hit you.

Jean Santos (Order #37294818)


Core Rules

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.

Jean Santos (Order #37294818)


Core Rules
— Damage Resistance and Vulnerability

Damage Type S ome creatures and objects are exceedingly difficult or


unusually easy to hurt with certain types of damage.

If a creature or an object has resistance to a damage type,

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.

Dropping to Zero Position


Necrotic. Necrotic damage is dealt by some of those
cursed to undeath.
When you drop to zero Position, you are dead. Killed. It’s over.
Until you wake up at a bonfire, a little while later.

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.

Determining the nearest bonfire is based on the area the player


Piercing. Puncturing and impaling attacks, including
characters are currently exploring. If player characters have not
spears and monsters' bites, deal piercing damage.
visited or rested at a bonfire, it can still be used as the closest
bonfire for purposes of awakening after being killed.

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.

For further rules on respawning, see page 85.


Poison. Venomous stings and weapons touched with
rot deal poison damage.

Force. Force is pure magical energy focused into a Healing


damaging form. Most effects that deal force damage
are spells, including magic missile and spiritual weapon.

Radiant. Radiant damage, dealt by a Cleric's spells, is


U nless it results in death, damage isn't permanent. Rest can
restore a creature's Position, and magical methods such as
a Heal spell or a does from an Estus Flask can remove damage
capable of shifting even the perpetual gloom of Lothric
in an instant.
for a short time.
When a creature receives healing of any kind, Position regained is
Slashing. Swords, axes, and monsters' claws deal added to its current Position pool. A creature's Position pool can't
slashing damage. exceed the total rolled at the start of combat, during a combat
encounter, or its maximum base Position if outside of combat. As
a result, any Position regained in excess of this number are lost.
For example, a Cleric heals a Knight for +8 Position. If the Knight
Thunder. A concussive burst of sound deals thunder
has a current Position of 14 and a base Position of 20, the Knight
damage.
regains +6 Position from the Cleric, not +8.

Jean Santos (Order #37294818)


Core Rules

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.

Mounting and Dismounting Controlling a Mount

O nce during your move, you can mount a creature that is


within 5 feet of you (or dismount). Doing so costs an
amount of movement equal to half your speed. For example, if
W hile you're mounted, you have two options. You can
either control the mount or allow it to act independently.
Intelligent creatures, such as dragons, act independently.
your speed is 30 feet, you must spend 15 feet of movement to
mount a horse. Therefore, you can't mount it if you don't have You can control a mount only if it has been trained to accept a
15 feet of movement left or if your speed is zero. rider. Domesticated horses, donkeys, and similar creatures are
assumed to have such training. The initiative of a controlled
If an effect moves your mount against its will while you're on mount changes to match yours when you mount it. It moves
it, you must succeed on a DC 10 Dexterity saving throw or fall as you direct it, and it has only three action options: Dash,
off the mount, landing prone in a space within 5 feet of it. If Disengage, and Dodge. A controlled mount can move and act
you're knocked prone while mounted, you must make the same even on the turn that you mount it.
saving throw.
An independent mount retains its place in the initiative order.
If your mount is knocked prone, you can use your reaction to Bearing a rider puts no restrictions on the actions the mount 109
dismount it as it falls and land on your feet. Otherwise, you are can take, and it moves and acts as it wishes. It might flee from
dismounted and fall prone in a space within 5 feet of it. combat, rush to attack and devour a badly injured foe, or
otherwise act against your wishes.

In either case, if the mount provokes an opportunity attack


while you're on it, the attacker can target you or the mount.

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.

Jean Santos (Order #37294818)


110

Jean Santos (Order #37294818)


Magic
& Miracles
spell is a magical or miraculous effect, crafted
and codified by a sorcerer or other practitioner
of the arts in the long ago of the world. Magic
users can utilise these spells, once they’ve
learned them, to generate astonishing powers,
forcing the world to obey them, altering the physical laws of
reality for a few moments.
111

While spells and miracles are thematically different, they function


in-game identically. As a result, we’ll be referring to both spells and
miracles as ‘spells’ for the duration of this chapter.

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.

Equipping and utilising spells is simple. Follow the rules on subsequent


pages to determine whether you can equip the spell, and then use the
description of the spell to determine how it interacts with the game.

Jean Santos (Order #37294818)


Magic & Miracles
— Spell Attunement

Acquiring E ach magic-user class possesses a number of attunement


slots. These slots tell you how many spells you can have

Spells available to you at any one time.

Every spell has an attunement value. This indicates how many


attunement slots it requires. If a spell has an attunement value
of 3, then it takes up 3 attunement slots.

I n DARK SOULS: The Roleplaying Game you gain spells through


hunting them down, winning them in combat, or purchasing
them from merchants. They aren’t just in a book waiting for you
In order to equip a spell, you must have the corresponding
number of free attunement slots. If you do not, you cannot
to learn them when you hit the right level. This is DARK SOULS, equip that spell.
remember? Things are never that easy.
For example, if you have two attunement slots, you can utilise
While most classes capable of using magic begin with at least one two spells with a value of one, or one spell with a value of two.
spell accessible to them, finding more necessitates some work on the
part of the characters. Fighting powerful creatures to requisition their
treasure is one way of finding spells. Other times, it’s simply exploring
the strange and sinister locations of Lothric that’ll present you with
the opportunity to discover spells. Equipping Spells
While most spells are available to purchase for souls, GMs can supply
them as treasure. The GM can place spells wherever they choose,
or wherever feels suitable for a quest. There is advice about placing T o use a spell, it must be equipped in an appropriate number
of attunement slots. Equipping a spell is a simple process;
determine which spells your character would like to equip, and
spells for player characters to find in Chapter Five: Kindling the Flame.
ensure you have enough attunement slots for them.
Buying Spells
You can only equip and unequip spells during a Long rest, at
a bonfire.

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

Jean Santos (Order #37294818)


Magic & Miracles

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.
113
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.

Jean Santos (Order #37294818)


Magic & Miracles

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.

A cylinder's point of origin is included in the cylinder's area


of effect.
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Cube Line Sphere

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.

Saving Throws Attack Rolls

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.

Your attack bonus with a spell attack = your spellcasting ability


The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus.
modifier + your proficiency bonus + any special modifiers.

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.

Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


Magic & Miracles

Pyromancer
Spells

Fireball Attunement Slots 1 Cost 1 Position

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.

Fire Orb Attunement Slots 1 Cost 1 Position

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.

Great Fireball Attunement Slots 2 Cost 2 Position

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.

Great Chaos Fireball Attunement Slots 2 Cost 3 Position

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.

Jean Santos (Order #37294818)


Firestorm Attunement Slots 1 Cost 1 Position

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.

Fire Tempest Attunement Slots 2 Cost 2 Position

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

Chaos Storm Attunement Slots 2 Cost 2 Position

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.

Combustion Attunement Slots 1 Cost -

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.

Jean Santos (Order #37294818)


Great Combustion Attunement Slots 1 Cost 1 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.

Fire Surge Attunement Slots 1 Cost -

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

Fire Whip Attunement Slots 1 Cost 1 Position


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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.

Chaos Fire Whip Attunement Slots 1 Cost 1 Position

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.

Poison Mist Attunement Slots 1 Cost -

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

Jean Santos (Order #37294818)


Toxic Mist Attunement Slots 1 Cost 1 Position

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.

Acid Surge Attunement Slots 1 Cost 1 Position

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.

Iron Flesh Attunement Slots 1 Cost 1 Position

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
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Black Flame Attunement Slots 1 Cost -

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.

Power Within Attunement Slots 1 Cost See effect

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

Jean Santos (Order #37294818)


Undead Rapport Attunement Slots 1 Cost 1 Position

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.

Magic & Miracles


Sorceries

Soul Arrow Attunement Slots 1 Cost -

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.

Great Soul Arrow Attunement Slots 1 Cost 1 Position

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.

Heavy Soul Arrow Attunement Slots 1 Cost 1 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.

Jean Santos (Order #37294818)


Great Heavy Soul Arrow Attunement Slots 3 Cost 2 Position

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.

Homing Soulmass Attunement Slots 1 Cost -

Cast Time 1 action Effect You create three projectiles.


Casts 15 Each projectile hits a creature of your choice that you can see within 70 feet
Duration Instantaneous of you. A projectile deals 1d4 + 1 force damage to its target. The darts all
Range 70 feet strike simultaneously, and you can direct them to hit one creature or several.
Level 1

Homing Crystal Soulmass Attunement Slots 1 Cost 1 Position

Cast Time 1 action Effect You create six projectiles.


Casts 10 Each projectile hits a creature of your choice that you can see within
Duration Instantaneous range. A projectile deals 1d6 + 2 piercing damage to its target. The darts
Range 90 feet all strike simultaneously, and you can direct them to hit one creature
Level 4 or several. Upon striking the target, the projectiles shatter into crystals.
These deliver an additional 1d3 damage.
121

Soul Spear Attunement Slots 1 Cost 1 Position

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

Crystal Soul Spear Attunement Slots 2 Cost 2 Position

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

White Dragon Breath Attunement Slots 1 Cost 1 Position

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.

Jean Santos (Order #37294818)


Magic Weapon Attunement Slots 1 Cost -

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.

Great Magic Weapon Attunement Slots 1 Cost -

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.

Magic Shield Attunement Slots 1 Cost -

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

Strong Magic Shield Attunement Slots 1 Cost -

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.

Aural Decoy Attunement Slots 1 Cost -

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.

Hush Attunement Slots 1 Cost -

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.

Jean Santos (Order #37294818)


Fall Control Attunement Slots 1 Cost 2 Position

Cast Time Reaction Effect The caster makes themselves lighter.


Casts 25 Whenever the caster would take falling damage, they should make a
Duration 1 hour Dexterity saving throw with a DC 15.
Range Self
On a successful saving throw, they take no damage. On a failed saving
Level 2 throw, they take only half damage.

Hidden Weapon Attunement Slots 1 Cost -

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

Hidden Body Attunement Slots 1 Cost 1 Position

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

Repair Attunement Slots 1 Cost -

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 Light Attunement Slots 1 Cost -

Cast Time 1 action Effect You touch an object or point at an area.


Casts 15 Until the spell ends, the object sheds bright light in a 20-foot radius
Duration 1 hour and dim light in an additional 20-foot radius. The light is bright white.
Range 30 feet
The spell ends if you cast it again or dismiss it as an action.
Level 1

Remedy Attunement Slots 1 Cost -

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.

Jean Santos (Order #37294818)


Chameleon Attunement Slots 1 Cost 2 Position

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.

Resist Curse Attunement Slots 1 Cost -

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

Dark Fog Attunement Slots 1 Cost 1 Position

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.

Dark Orb Attunement Slots 1 Cost 1 Position

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

Dark Bead Attunement Slots 2 Cost 1 Position

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.

Jean Santos (Order #37294818)


Pursuers Attunement Slots 2 Cost 1 Position

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.

Magic & Miracles


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

Great Heal Excerpt Attunement Slots 1 Cost 1 Position


125
Cast Time 1 action Effect A creature you touch regains a number of Position equal to 5d8 + your
Casts 3 spellcasting ability modifier.
Duration Instantaneous
Range Touch
Level 5

Soothing Sunlight Attunement Slots 1 Cost 2 Position

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

Great Heal Attunement Slots 2 Cost 1 Position

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

Jean Santos (Order #37294818)


Replenishment Attunement Slots 1 Cost 1 Position

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

Force Attunement Slots 1 Cost -

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.

Wrath of the Gods Attunement Slots 2 Cost 2 Position

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

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Emit Force Attunement Slots 1 Cost 1 Position

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.

Magic Barrier Attunement Slots 2 Cost 2 Position

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.

Great Magic Barrier Attunement Slots 2 Cost 2 Position

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.

Jean Santos (Order #37294818)


Seek Guidance Attunement Slots 1 Cost 1 Position

Cast Time 1 action Effect Name or describe a person, place, or object.


Casts 3 The spell brings to your mind a brief summary of the significant lore about
Duration Instantaneous the thing you named and reveals the location of any new information
Range Self within 120 feet of the caster. The lore might consist of current tales,
Level 13 forgotten stories, or even secret lore that has never been widely known.
If the thing you named isn’t of legendary importance, or directly related
to the area you are in, you gain no information. The more information
you already have about the thing, the more precise and detailed the
information you receive is.

Karmic Justice Attunement Slots 1 Cost 1 Position

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.

Vow of Silence Attunement Slots 1 Cost 1 Position

Cast Time 1 action Effect A wave of silence spreads out around you.
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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.

Lightning Spear Attunement Slots 1 Cost -

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

Great Lightning Spear Attunement Slots 1 Cost 1 Position

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.

Jean Santos (Order #37294818)


Sunlight Spear Attunement Slots 2 Cost 1 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.

Sunlight Blade Attunement Slots 1 Cost -

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.

Tranquil Walk of Peace Attunement Slots 1 Cost -

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

Gravelord Sword Dance Attunement Slots 1 Cost 1 Position

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

Gravelord Greatsword Dance Attunement Slots 2 Cost 2 Position

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.

Escape Death Attunement Slots 1 Cost -

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.

Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


Equipment
othric is filled with dangers. Dangers only a
sword, a shield, and a suit of armour can truly
hope to turn aside. Whether it’s the claws of
a dragon, the broken teeth of a Hollow, or the
expertly wielded sword of a silver knight, you
face a constant assault as you make your way through this
sinister, twilit realm.
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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!

Jean Santos (Order #37294818)


Equipment

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

A ny piece of equipment you are wearing, or carrying with the


intention of actively using, is not considered part of your 15
equipment slots. These are active, and so instead take up your 5
active slots.

These 5 active slots works as follows:

One armour slot

You may equip and wear one


suit of armour at any one time.

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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.

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Equipment Slots

C ertain items take up no slots at all. All items listed under Core
Equipment take up no slots. You can stash as many of these
items around and upon your person as you wish.

All armour, shields, and weapons, take up slots. When determining


how many slots a weapon, suit of armour, or shield takes up, refer to
the tables below.

Weapons

Minimum Strength Slots


Requirement Consumed

- 1

10 - 12 1

13 - 20 2

Shields

Minimum Strength Slots


133
Requirement Consumed

- 1 Using Equipment Slots Example


10 - 14 1

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.

He has his starting gear still equipped. As he’s playing a Knight,


this means he has a Longsword, a suit of Knight Armour, and a
Knight Shield. These take up three of his five active slots. He is
also wearing a Thunder Stoneplate Ring, consuming one of his
Armour active ring slots.

His character recently gained some Follower Armour. Follower


Minimum Strength Slots Armour has a minimum Strength requirement of 15. This
Requirement Consumed means carrying it around consumes 2 of the 15 equipment
slots Mat’s character has available to fill.

- 1 He recently came into possession of a Claymore. This large,


heavy, blade has a minimum Strength requirement of 16,
10 - 13 1 meaning it also consumes 2 of his equipment slots. Mat’s
character currently has 4 slots filled, of a total of 15.
14 - 16 2
Mat makes a note of this on his character sheet. He also makes
17 - 19 3 a note of the Firebombs his character recently collected, and the
box of Yellow Bug Pellets. These small items take up no slots,
20 4 however, so he can carry as many as he wishes. This all done,
Mat readies his character for the next adventure!

Jean Santos (Order #37294818)


Equipment

134 Core
Equipment

Jean Santos (Order #37294818)


Acid Cost 50 souls

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.

Arrows Cost 10 souls per 10 arrows

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.

Ball Bearings Cost 25 souls

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.

Binoculars Cost 100 souls

Effect Objects viewed through binoculars are magnified to twice their size.

Block and Tackle Cost 25 souls


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Effect A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up
to four times the weight you can normally lift.

Blue Bug Pellet Cost 150 souls

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.

Book Cost 20 souls

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.

Budding Green Blossom Cost -

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.

Caltrops Cost 100 souls

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.

Jean Santos (Order #37294818)


Candle Cost 10 souls

Effect For one hour, a candle sheds bright light in a 5-foot radius and dim light in an additional 5-foot radius.

Case, Map or Scroll Cost 20 souls

Effect This cylindrical leather case can hold up to 10 rolled-up sheets of paper or five rolled-up sheets of parchment.

Chain Cost 80 souls

Effect A chain measuring 60 feet, which has 10 hit points. It can be burst with a successful DC 20 Strength check.

Charcoal Pine Resin Cost 125 souls

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.

Climber’s Kit Cost 50 souls

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.

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Crossbow Bolt Case Cost 75 souls

Effect This wooden case can hold up to 20 crossbow bolts.

Crossbow Bolts Cost 15 souls per 10 bolts

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.

Divine Blessing Cost 8,000 Souls

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.

Estus Flask Cost -

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.

Jean Santos (Order #37294818)


Firebomb Cost 150 souls

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.

Fishing Tackle Cost 100 souls

Effect This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Healer’s Kit Cost 70 souls

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.

Holy Symbol Cost 200 souls

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.

Hunting Trap Cost 175 souls

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.

Lamp Cost 100 souls

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).

Lock Cost 75 souls

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.

Manacles Cost 180 souls

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.

Moss Fruit Cost -

Effect As an action, a player character can consume a Moss Fruit. Doing so provides resistance to frost and poison damage for one minute.

Jean Santos (Order #37294818)


Oil Cost 40 souls

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.

Poison, Basic Cost 150 souls

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.

Portable Ram Cost 250 souls

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.

Pouch Cost 50 souls

138 Effect A cloth or leather pouch that can hold rings, amongst other things.

Purging Stone Cost 1,000 Souls

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.

Purple Moss Clump Cost -

Effect A creature consuming this moss gains advantage on saving throws against poison for one hour. If that creature is poisoned,
they are cured.

Quiver Cost 120 souls

Effect A quiver can hold up to 20 arrows.

Rations Cost 80 souls

Effect Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Red Bug Pellet Cost -

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.

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Rope Cost 100 souls

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.

Rotten Pine Resin Cost 200 souls

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.

Tinderbox Cost 75 souls

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.

Torch Cost 10 souls

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.

Yellow Bug Pellets Cost 150 souls

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.

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Jean Santos (Order #37294818)


Equipment

Armour

I n DARK SOULS: The Roleplaying Game, armour comes in sets


or suits. When you purchase, or find, a suit of armour, it includes
the helm, armour, gauntlet, and leggings. While in the video games
you might need to find each individual element, here they come all
together. Each armour write-up contains the following elements:

Armour Name The name of this armour set.

Description What makes this armour unique? What is it made


from? Which mighty knight wore it in the past?
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AC This is the armour’s armour class, giving you the
number creatures need to equal (or beat) when
attacking you in order to successfully hit.

Strength This is the Strength attribute score you need to


possess or exceed in order to be able to wear the
armour and move around. Your Strength must
equal this score before any modifiers gained from
the armour are applied.

Special Effect All armour in DARK SOULS: The Roleplaying


Game possesses a special effect; this can be a
boost to an attribute score, or damage resistance,
or something else entirely. These special effects
are not always positive. Choose carefully, and
combine your armour with special effects from
weapons and other equipment to really optimise
your character build!

Jean Santos (Order #37294818)


Alva Armour Cost 1,800 souls

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

Archdeacon Robes Cost 900 souls

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

Armour of Favour Cost 1,500 souls

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

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Armour of the Sun Cost 1,200 souls

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

Armour of Thorns Cost 1,550 souls

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

Assassin Armour Cost 850 souls

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 -

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Antiquated Plain Armour Cost 825 souls

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

Antiquated Robes Cost 900 souls

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 -

Black Armour Cost 1,300 souls

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 -

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Black Hand Armour Cost 900 souls

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

Black Iron Armour Cost 1,500 souls

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

Black Knight Armour Cost 950 souls

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

Jean Santos (Order #37294818)


Black Leather Armour Cost 950 souls

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 -

Black Witch Robes Cost 1,250 souls

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 -

Brass Armour Cost 1,500 souls

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

Brigand Armour Cost 650 souls

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 -

Catarina Armour Cost 1,800 souls

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

Cathedral Knight Armour Cost 1,600 souls

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

Jean Santos (Order #37294818)


Chainmail Armour Cost 900 souls

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

Cleric Robes Cost 550 souls

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 -

Conjurator Robes Cost 750 souls

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

Cornyx's Robes Cost 950 souls

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 -

Court Sorcerer Armour Cost 1,600 souls

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

Dancer’s Armour Cost 1,800 souls

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 -

Jean Santos (Order #37294818)


Dark Armour Cost 1,400 souls

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 -

Deacon Robes Cost 850 souls

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 -

Deserter Armour Cost 1,550 souls

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

Desert Pyromancer Robes Cost 850 souls

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 -

Dragonslayer Armour Cost 1,700 souls

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

Drakeblood Armour Cost 1,400 souls

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

Jean Santos (Order #37294818)


Drang Armour Cost 1,500 souls

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

Eastern Armour Cost 1,500 souls

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

Elite Knight Armour Cost 1,500 souls

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

Evangelist Robes Cost 850 souls

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

Executioner Armour Cost 700 souls

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

Exile Armour Cost 475 souls

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

Jean Santos (Order #37294818)


Faraam Armour Cost 2,000 souls

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

Fallen Knight Armour Cost 1,200 souls

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

Firelink Armour Cost 850 souls

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

Fire Keeper Robes Cost 1,800 souls

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 -

Fire Witch Armour Cost 1,350 souls

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

Follower Armour Cost 1,350 souls

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

Jean Santos (Order #37294818)


Grave Warden Robes Cost 850 souls

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

Gundyr's Armour Cost 850 souls

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

Harald Legion Armour Cost 1,400 souls

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

Hard Leather Armour Cost 600 souls

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 -

Havel's Armour Cost 1,800 souls

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

Herald Armour Cost 1,400 souls

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 -

Jean Santos (Order #37294818)


Iron Dragonslayer Armour Cost 1,600 souls

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

Jailer Robes Cost 750 souls

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 -

Karla's Robes Cost 1,750 souls

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

Knight Armour Cost 1,400 souls

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

Lapp's Armour Cost 1,750 souls

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

Leather Armour Cost 1,500 souls

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

Jean Santos (Order #37294818)


Leonhard's Armour Cost 1,300 souls

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 -

Lorian's Armour Cost 1,500 souls

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

Lothric Knight Armour Cost 1,450 souls

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

Maiden Robes Cost 850 souls

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 -

Master's Robes Cost 1,550 souls

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 -

Millwood Knight Armour Cost 1,300 souls

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

Jean Santos (Order #37294818)


Mirrah Armour Cost 800 souls

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

Morne's Armour Cost 1,900 souls

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

Nameless Knight Armour Cost 1,450 souls

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

Northern Armour Cost 1,000 souls

Immaculately, and ornately, crafted, this set of Special Whenever wearing Northern Armour, you have
armour displays the smithing skills of those Effect resistance to cold damage.
who dwell in the far north.
AC 14
Strength 11

Old Sorcerer Robes Cost 1,350 souls

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 -

Ordained Robes Cost 750 souls

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

Jean Santos (Order #37294818)


Outrider Knight Armour Cost 900 souls

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 -

Painting Guardian Armour Cost 950 souls

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 -

Pale Shade Armour Cost 1,350 souls

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

Pontiff Knight Armour Cost 1,250 souls

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 -

Prayer Robes Cost 1,650 souls

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 -

Pyromancer Robes Cost 850 souls

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 -

Jean Santos (Order #37294818)


Ringed Knight Armour Cost 1,500 souls

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

Ruin Armour Cost 1,350 souls

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

Sellsword Armour Cost 1,450 souls

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

Shadow Armour Cost 950 souls

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 -

Shira's Armour Cost 1,400 souls

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 -

Silver Knight Armour Cost 1,450 souls

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

Jean Santos (Order #37294818)


Slave Knight Armour Cost 800 souls

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 -

Smough's Armour Cost 1,550 souls

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

Sorcerer Robes Cost 975 souls

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

Sunless Armour Cost 1,400 souls

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

Sunset Armour Cost 1,000 souls

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

Undead Legion Armour Cost 1,450 souls

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

Jean Santos (Order #37294818)


Vilhelm's Armour Cost 800 souls

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

Winged Knight Armour Cost 1,700 souls

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

Wolf Knight Armour Cost 1,650 souls

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

Worker Robes Cost 900 souls

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 -

Xanthous Armour Cost 950 souls

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

Jean Santos (Order #37294818)


Equipment

Shields

A key part of any warrior’s defence, shields are available in a vast


array of styles, and shapes, and each rendered from different
materials. Choose the one which suits your fighting style best,
offering you the combination of abilities your character requires.

Shield Name The name of this shield.


156
Description A few brief details relating the shield’s qualities,
and sometimes, its history.

AC This is the additional AC granted by using


this shield. This is combined with the AC of
your armour, and Dexterity if appropriate, and
becomes your total AC.

Strength This is the minimum Strength attribute score


needed to lift and use the shield effectively.

Special Effect All shields in DARK SOULS: The Roleplaying


Game possesses a special effect; this can be a
boost to an attribute score, or damage resistance,
or something else entirely.

Jean Santos (Order #37294818)


Equipment

Small Shields

Buckler Cost 200 souls

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

Caduceus Round Shield Cost 200 souls

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

Crimson Parma Cost 200 souls

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

Eastern Iron Shield Cost 200 souls

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

Elkhorn Round Shield Cost 200 souls

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

Jean Santos (Order #37294818)


Ghru Rotshield Cost 200 souls

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

Golden Falcon Shield Cost 200 souls

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

Hawkwood's Shield Cost 200 souls

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

Iron Round Shield Cost 200 souls

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

Leather Shield Cost 200 souls

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

Llewellyn Shield Cost 200 souls

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

Jean Santos (Order #37294818)


Plank Shield Cost 200 souls

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

Red and White Shield Cost 200 souls

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

Sacred Bloom Shield Cost 200 souls

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

Small Leather Shield Cost 200 souls

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

Target Shield Cost 200 souls

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

Warrior's Round Shield Cost 200 souls

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

Jean Santos (Order #37294818)


Equipment

Standard Shields

Black Knight Shield Cost 300 souls

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

Blue Wooden Shield Cost 300 souls

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

Carthus Shield Cost 300 souls

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

Crest Shield Cost 300 souls

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

Dragon Crest Shield Cost 300 souls

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

Jean Santos (Order #37294818)


East-West Shield Cost 300 souls

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

Grass Crest Shield Cost 300 souls

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

Golden Wing Crest Shield Cost 300 souls

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

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Kite Shield Cost 300 souls

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

Knight Shield Cost 300 souls

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

Lothric Knight Shield Cost 300 souls

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

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Pierce Shield Cost 300 souls

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

Pontiff Knight Shield Cost 300 souls

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

Porcine Shield Cost 300 souls

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

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Shield of Want Cost 300 souls

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

Silver Eagle Kite Shield Cost 300 souls

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

Silver Knight Shield Cost 300 souls

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

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Spider Shield Cost 300 souls

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

Spiked Shield Cost 300 souls

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

Spirit Tree Crest Shield Cost 300 souls

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

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Stone Parma Cost 300 souls

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

Sunlight Shield Cost 300 souls

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

Sunset Shield Cost 300 souls

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

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Wargod Wooden Shield Cost 300 souls

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

Wooden Shield Cost 300 souls

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
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Ancient Dragon Greatshield Cost 400 souls

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

Black Iron Greatshield Cost 400 souls

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

Bonewheel Shield Cost 400 souls

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

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Cathedral Knight Greatshield Cost 400 souls

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

Curse Ward Greatshield Cost 400 souls

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

Dragonslayer Greatshield Cost 400 souls

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

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Greatshield of Glory Cost 400 souls

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

Havel's Greatshield Cost 400 souls

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

Lothric Knight Greatshield Cost 400 souls

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

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Moaning Shield Cost 400 souls

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

Stone Greatshield Cost 400 souls

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

Twin Dragon Greatshield Cost 400 souls

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

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Wolf Knight's Greatshield Cost 400 souls

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

Yhorm’s Greatshield Cost 400 souls

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

Jean Santos (Order #37294818)


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Equipment

Weapons

N o one hoping to survive long in Lothric goes unarmed. After


all, here even the plant life might try and kill you. Fortunately,
Lothric possesses a history riven with conflict, and as a result,
weapons are always plentiful.

In DARK SOULS: The Roleplaying Game, each weapon offers a


different combination, and different set of abilities for the character
wielding it. These abilities can be combined with those of armour
and shields to create the kind of character you want. There are few
hard limits on which weapons a character may use, so characters can
become extremely powerful. And they’re going to need to be!
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Each of the weapons listed below possesses certain qualities and
properties:

Name The weapon’s name.

Strength This is the Strength attribute score you need to


possess to be able to use the weapon effectively. Your
Strength must equal or exceed this score before any
modifiers gained from armour are applied.

Damage This is the amount and type of damage the


weapon inflicts on a successful attack.

Weapon Many Weapons have special Properties related to


Properties their use, as shown in the Weapons table.

Special Every weapon possesses a special skill or ability,


unlocked through spending Position.

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Weapon Properties

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.

Improvised Weapons Light

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.

Often, an improvised weapon is similar enough to an actual


weapon to be treated as such. For example, a table leg is akin to a
club. At the GM’s discretion, a character proficient with a weapon Loading
can use a similar object as if it were that weapon and use his or
her proficiency bonus. Because of the time required to load this weapon, you can fire
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only one piece of ammunition from it when you use an action,
An object that bears no resemblance to a weapon deals 1d4 bonus action, or reaction to fire it, regardless of the number of
damage (the GM assigns a damage type appropriate to the attacks you can normally make.
object). If a character uses a ranged weapon to make a melee
attack, or throws a melee weapon that does not have the thrown
property, it also deals 1d4 damage.
Reach
An improvised thrown weapon has a normal range of 20 feet and
This weapon adds 5 feet to your reach when you attack with it,
a long range of 60 feet.
as well as when determining your reach for opportunity attacks
with it.

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.

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Equipment

Daggers

Aquamarine Dagger Cost 350 souls

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)

Bandit's Knife Cost 250 souls

Type Dagger Special Spend 2 Position to move 10 feet in any direction after
a successful attack.
Strength -
Damage 1d4 piercing
Properties Finesse, light

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Brigand Twindaggers Cost 450 souls

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)

Corvian Greatknife Cost 300 souls

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,

Dagger Cost 150 souls

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)

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Handmaid's Dagger Cost 250 souls

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)

Harpe Cost 250 souls

Type Dagger Special Spend 1 Position to move 5 feet in any direction after
a successful attack.
Strength -
Damage 1d4 slashing
Properties Finesse, light

Mail Breaker Cost 250 souls

Type Dagger Special Spend 2 Position after a successful attack to reduce


enemy’s AC by -2 on your next attack against them.
Strength -
Damage 1d4 piercing
Properties Finesse

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Murky Hand Scythe Cost 300 souls

Type Dagger Special Spend 1 Position to move 5 feet in any direction after
a successful attack.
Strength -
Damage 1d6 slashing
Properties Finesse, light

Parrying Dagger Cost 200 souls

Type Dagger Special Spend 1 Position to add +1 to your AC after a


successful attack until the start of your next turn.
Strength -
Damage 1d4 slashing
Properties Finesse, light

Rotten Ghru Dagger Cost 150 souls

Type Dagger Special Spend 3 Position to deal an additional 1d4 poison


damage on a successful attack.
Strength -
Damage 1d4 piercing
Properties Finesse, light

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Scholar's Candlestick Cost 200 souls

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

Tailbone Shortsword Cost 300 souls

Type Dagger Special Spend 2 Position after a successful attack to deal an


additional 1d4 lightning damage to your enemy.
Strength 11
Damage 1d6 slashing
Properties Finesse, light

Equipment

Straight Swords
172

Anri's Straight sword Cost 300 souls

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

Astora Straight Sword Cost 400 souls

Type Straight Sword Special Spend 1 Position to deal +2 damage on a successful


attack
Strength 12
Damage 1d10 slashing
Properties -

Barbed Straight Sword Cost 400 souls

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

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Broadsword Cost 400 souls

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

Broken Straight Sword Cost 350 souls

Type Straight Sword Special Spend 1 Position to deal +2 damage on a successful


attack
Strength 10
Damage 1d6 piercing
Properties Light

Cleric’s Candlestick Cost 150 souls

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 -

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Dark Sword Cost 400 souls

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

Gotthard Twinswords Cost 600 souls

Type Straight Sword Special Spend 3 Position to gain advantage on your next attack.
Strength 12
Damage 1d8 slashing
Properties Two-handed

Irithyll Straight Sword Cost 350 souls

Type Straight Sword Special Spend 1 Position to deal +2 damage on a successful


attack.
Strength 11
Damage 2d6 slashing
Properties Finesse, reach

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Long Sword Cost 350 souls

Type Straight Sword Special Spend 1 Position to deal +2 damage on a successful


attack
Strength 11
Damage 1d8 slashing
Properties Versatile (1d10)

Lothric's Holy Sword Cost 400 souls

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

Lothric Knight Sword Cost 450 souls

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

Morion Blade Cost 600 souls

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

Shortsword Cost 300 souls

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

Sunlight Straight Sword Cost 350 souls

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

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Ringed Knight Straight Sword Cost 400 souls

Type Straight Sword Special Spend 2 Position to deal +1d6 fire damage on a
successful attack.
Strength 14
Damage 1d12 piercing
Properties Reach

Valorheart Cost 800 souls

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

Bastard Sword Cost 700 souls

Type Greatsword Special Spend 2 Position after a successful attack to move 10


feet in any direction.
Strength 14
Damage 2d6 slashing
Properties Heavy, two-handed, reach

Black Knight Sword Cost 700 souls

Type Greatsword Special Spend 3 Position after a successful attack to force


your target to succeed on a DC15 Constitution saving
Strength 14
throw or make their next attack at disadvantage.
Damage 2d6 slashing
Properties Heavy, two-handed, reach

Claymore Cost 750 souls

Type Greatsword Special Spend 1 Position to deal +2 damage on a successful


attack.
Strength 15
Damage 2d6 slashing
Properties Heavy, two-handed, reach

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Drakeblood Greatsword Cost 500 souls

Type Greatsword Special Spend 1 Position to deal +1d4 damage on your next
attack.
Strength 12
Damage 1d8 piercing
Properties Heavy, two-handed, reach

Executioner's Greatsword Cost 650 souls

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

Flameberge Cost 800 souls

Type Greatsword Special Spend 2 Position to deal +3 damage on a successful


attack.
Strength 14
Damage 1d12 slashing
Properties Heavy, two-handed, reach

176

Firelink Greatsword Cost 650 souls

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

Gael's Greatsword Cost 900 souls

Type Greatsword Special Spend 4 Position after killing an enemy creature to


leap 15 feet in any direction you choose. On landing,
Strength 14
you deal 1d6 force damage to any creature within 10
Damage 1d12 slashing feet of you.
Properties Heavy, two-handed, reach

Greatsword of Judgement Cost 600 souls

Type Greatsword Special Spend 2 Position to deal +1d6 necrotic damage on


your next attack.
Strength 12
Damage 1d8 piercing
Properties Heavy, two-handed, reach

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Hollowslayer Greatsword Cost 600 souls

Type Greatsword Special Spend 1 Position to deal +1d4 damage on your next
attack.
Strength 14
Damage 1d10 slashing
Properties Heavy, two-handed, reach

Moonlight Greatsword Cost 450 souls

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

Onyx Blade Cost 500 souls

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

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Storm Ruler Cost 650 souls

Type Greatsword Special Spend 2 Position to deal +1d6 lightning damage on


your next attack.
Strength 12
Damage 1d10 slashing
Properties Heavy, two-handed, reach

Twin Princes' Greatsword Cost 1,100 souls

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

Wolf Knight's Greatsword Cost 800 souls

Type Greatsword Special Spend 1 Position after killing an enemy to leap up to


10 feet towards another enemy creature.
Strength 14
Damage 1d10 slashing
Properties Heavy, two-handed, reach

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Wolnir's Holy Sword Cost 750 souls

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

Astora Greatsword Cost 700 souls

Type Ultra Greatsword Special Spend 2 Position when unengaged to move up to 20


feet towards one enemy creature, and gain advantage
Strength 17
on your first attack against it.
Damage 2d6 slashing
Properties Heavy, two-handed, reach

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Black Knight Greatsword Cost 900 souls

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

Cathedral Knight Greatsword Cost 800 souls

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

Farron Greatsword Cost 750 souls

Type Greatsword Special Spend 2 Position after a successful attack to reduce


an enemy’s AC by -2 until the start of your next turn.
Strength 14
Damage 1d10
Properties Heavy, two-handed, reach

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Fume Ultra Greatsword Cost 1,200 souls

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

Greatsword Cost 700 souls

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

Lorian's Greatsword Cost 850 souls

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

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Lothric Knight Greatsword Cost 750 souls

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

Profaned Greatsword Cost 900 souls

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

Ringed Knight Paired Greatswords Cost 1,200 souls

Type Ultra Greatsword Special Spend 4 Position to deal +1d12 fire damage on your
next attack.
Strength 20
Damage 2d10 slashing
Properties Heavy, reach

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Zweihander Cost 650 souls

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

Carthus Curved Sword Cost 650 souls

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

Carthus Shotel Cost 400 souls

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

Crescent Moon Sword Cost 450 souls

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

Dancer's Enchanted Swords Cost 550 souls

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

Jean Santos (Order #37294818)


Demon's Scar Cost 350 souls

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

Falchion Cost 675 souls

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

Follower Sabre Cost 500 souls

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

Painting Guardian's Curved Sword Cost 400 souls

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

Pontiff Knight Curved Sword Cost 650 souls

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

Rotten Ghru Curved Sword Cost 400 souls

Type Curved Sword Special Spend 2 Position to inflict + 1d4 poison damage on
your next attack.
Strength 11
Damage 1d6 slashing
Properties Finesse, light

Jean Santos (Order #37294818)


Scimitar Cost 600 souls

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

Sellsword Twinblades Cost 600 souls

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

Shotel Cost 500 souls

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

Storm Curved Sword Cost 500 souls

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

Warden Twinblades Cost 550 souls

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

Jean Santos (Order #37294818)


Equipment

Curved Greatswords

Carthus Curved Greatsword Cost 650 souls

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

Exile Greatsword Cost 700 souls

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

Harald Curved Greatsword Cost 725 souls

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

Murakumo Cost 650 souls

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

Old Wolf Curved Sword Cost 750 souls

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

Jean Santos (Order #37294818)


Equipment

Thrusting Swords

Crow Quills Cost 650 souls

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

Crystal Sage's Rapier Cost 600 souls

Type Thrusting Sword Special Spend 1 Position to deal +1d4 damage on your next
attack.
Strength -
Damage 1d6 piercing
Properties Finesse

184

Estoc Cost 500 souls

Type Thrusting Sword Special Spend 1 Position to deal +1d3 damage on your next
attack.
Strength -
Damage 1d8 piercing
Properties Finesse

Irithyll Rapier Cost 650 souls

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

Ricard's Rapier Cost 550 souls

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

Jean Santos (Order #37294818)


Rapier Cost 500 souls

Type Thrusting Sword Special Spend 1 Position to deal +1d4 damage on your next
attack.
Strength 11
Damage 1d8 piercing
Properties Finesse

Equipment

Katanas

Black Blade Cost 700 souls

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

Bloodlust Cost 800 souls

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

Chaos Blade Cost 900 souls

Type Katana Special Spend 4 Position after making a successful attack to


increase your AC for the next turn by +3.
Strength 11
Damage 1d8 slashing
Properties Finesse

Darkdrift Cost 750 souls

Type Katana Special Spend 4 Position after a successful attack to reduce


your opponent’s AC by -3 until it is dead (one use
Strength 14
per opponent).
Damage 1d10 slashing
Properties Finesse

Jean Santos (Order #37294818)


Frayed Blade Cost 800 souls

Type Katana Special Spend 2 Position after making a successful attack to


reduce your target’s AC by -2 until the start of your
Strength 12
next turn.
Damage 1d8 slashing
Properties Finesse

Onikiri and Ubadachi Cost 650 souls

Type Katana Special Spend 1 Position to make your next attack at


advantage if your opponent is a demon.
Strength 12
Damage 1d8 slashing
Properties Finesse

Uchigatana Cost 650 souls

Type Katana Special Spend 5 Position after making a successful attack to


increase your AC for the next turn by +3.
Strength 14
Damage 1d8 slashing
Properties Finesse

186

Washing Pole Cost 550 souls

Type Katana Special Spend 3 Position after making a successful attack to


increase your AC for the next turn by +1.
Strength 12
Damage 1d8 slashing
Properties Finesse

Equipment

Axes

Battle Axe Cost 600 souls

Type Axe Special Spend 3 Position after a successful attack to unleash a


war cry. Your opponent must make a DC14 Wisdom
Strength 11
saving throw or be stunned for the next turn.
Damage 1d8 slashing
Properties Versatile (1d10)

Jean Santos (Order #37294818)


Brigand Axe Cost 650 souls

Type Axe Special Spend 4 Position after a successful attack to unleash a


war cry. Your opponent must make a DC16 Wisdom
Strength 10
saving throw or be stunned for the next turn.
Damage 1d8 slashing
Properties Versatile (1d10)

Butcher Knife Cost 150 souls

Type Axe Special Spend 3 Position after a successful attack to decrease


your opponent’s AC by -3 on your next attack.
Strength 12
Damage 1d6 slashing
Properties -

Dragonslayer's Axe Cost 800 souls

Type Axe Special Spend 4 Position after a successful attack to unleash a


war cry. Your opponent must make a DC16 Wisdom
Strength 11
saving throw or be stunned for the next turn.
Damage 1d8 slashing
Properties

187

Eleonora Cost 500 souls

Type Axe Special Spend 3 Position after a successful attack to unleash a


war cry. Your opponent must make a DC16 Wisdom
Strength 14
save or be stunned for the next turn.
Damage 1d10 slashing
Properties Versatile (1d12)

Hand Axe Cost 450 souls

Type Axe Special Spend 3 Position after a successful attack to unleash a


war cry. Your opponent must make a DC14 Wisdom
Strength -
saving throw or be stunned for the next turn.
Damage 1d6 slashing
Properties -

Man Serpent Hatchet Cost 800 souls

Type Axe Special Spend 4 Position after a successful attack to unleash


a war cry. An enemy you choose within 20 feet must
Strength 13
make a DC12 Wisdom saving throw or be stunned
Damage 1d8 slashing next turn.
Properties -

Jean Santos (Order #37294818)


Millwood Battle Axe Cost 750 souls

Type Axe Special Spend 5 Position after a successful attack to unleash a


war cry. Your opponent must make a DC18 Wisdom
Strength 13
saving throw or be stunned for the next turn.
Damage 1d8 slashing
Properties -

Thrall Axe Cost 550 souls

Type Axe Special Spend 1 Position after a successful attack to deal +2


damage.
Strength -
Damage 1d6 slashing
Properties -

Winged Knight Twin Axes Cost 400 souls

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

Black Knight Great Axe Cost 1,000 souls

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

Demon's Great Axe Cost 850 souls

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

Jean Santos (Order #37294818)


Dragonslayer Great Axe Cost 950 souls

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

Earth Seeker Cost 850 souls

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

Great Axe Cost 800 souls

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

Great Machete Cost 900 souls

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

Yhorm's Great Machete Cost 900 souls

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

Jean Santos (Order #37294818)


Equipment

Hammers

Blacksmith Hammer Cost 550 souls

Type Hammer Special Spend 2 Position after a successful attack to increase


your AC by +2 for the next turn.
Strength 12
Damage 1d4 bludgeoning
Properties -

Club Cost 50 souls

Type Hammer Special Spend 3 Position after a successful attack to unleash a


war cry. Your opponent must make a DC12 Wisdom
Strength -
save or be stunned for the next turn.
Damage 1d4 bludgeoning
Properties Light

190

Drang Hammer Cost 450 souls

Type Hammer Special Spend 2 Position after a successful attack to deal +3


damage.
Strength 12
Damage 1d6 bludgeoning
Properties Two-handed

Heysel Pick Cost 400 souls

Type Hammer Special Spend 3 Position after a successful attack to gain


advantage on your next spell attack.
Strength 10
Damage 1d4 piercing
Properties -

Mace Cost 150 souls

Type Hammer Special Spend 2 Position after a successful attack to increase


your AC by +2 for the next turn.
Strength -
Damage 1d6 bludgeoning
Properties -

Jean Santos (Order #37294818)


Morning Star Cost 400 souls

Type Hammer Special Spend 2 Position after a successful attack to increase


your AC by +2 for the next turn.
Strength 12
Damage 1d8 piercing
Properties -

Reinforced Club Cost 100 souls

Type Hammer Special Spend 3 Position after a successful attack to unleash a


war cry. Your opponent must make a DC14 Wisdom
Strength -
save or be stunned for the next turn.
Damage 1d6 bludgeoning
Properties Light

Warpick Cost 500 souls

Type Hammer Special Spend 2 Position after making a successful attack to


switch positions with your target.
Strength 13
Damage 1d6 piercing
Properties -

191

Equipment

Great Hammers

Dragon Tooth Cost 900 souls

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

Gargoyle Flame Hammer Cost 600 souls

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

Jean Santos (Order #37294818)


Great Club Cost 450 souls

Type Hammer Special Spend 2 Position after a successful attack to unleash a


war cry. Your opponent must make a DC15 Wisdom
Strength 10
saving throw or be stunned for the next turn.
Damage 1d8 bludgeoning
Properties Two-handed

Great Mace Cost 550 souls

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

Great Wooden Hammer Cost 650 souls

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

Large Club Cost 400 souls

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

Ledo's Great Hammer Cost 850 souls

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

Morne's Great Hammer Cost 750 souls

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

Jean Santos (Order #37294818)


Old King's Great Hammer Cost 1,200 souls

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

Pickaxe Cost 450 souls

Type Great Hammer Special Spend 2 Position after you’ve taken damage to switch
places with your attacker.
Strength 14
Damage 1d8 piercing
Properties -

Quakestone Hammer Cost 900 souls

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

Smough's Great Hammer Cost 1,100 souls

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

Spiked Mace Cost 650 souls

Type Great Hammer Special Spend 2 Position after a successful attack to deal +3
damage.
Strength 16
Damage 1d10 piercing
Properties Heavy, two-handed

Vordt's Great Hammer Cost 800 souls

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

Jean Santos (Order #37294818)


Equipment

Spears and Pikes

Arstor's Spear Cost 500 souls

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

Dragonslayer Spear Cost 450 souls

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

Dragonslayer Swordspear Cost 650 souls

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

Drang Twinspears Cost 600 souls

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

Follower Javelin Cost 400 souls

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

Jean Santos (Order #37294818)


Four-Pronged Plow Cost 500 souls

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

Gargoyle Flame Spear Cost 500 souls

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

Golden Ritual Spear Cost 450 souls

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

Greatlance Cost 850 souls

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

Lothric Knight Long Spear Cost 600 souls

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

Lothric War Banner Cost 450 souls

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

Jean Santos (Order #37294818)


Partizan Cost 550 souls

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

Pike Cost 750 souls

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

Ringed Knight Spear Cost 550 souls

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

Rotten Ghru Spear Cost 400 souls

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

Saint Bident Cost 550 souls

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

Soldering Iron Cost 300 souls

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

Jean Santos (Order #37294818)


Spear Cost 500 souls

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)

Tailbone Spear Cost 500 souls

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

Winged Spear Cost 550 souls

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

Yorshka's Spear Cost 400 souls

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

Black Knight Glaive Cost 1,000 souls

Type Halberd Special Spend 3 Position to deal +1d6 bludgeoning damage on


your next attack. Your opponent must make a DC12
Strength 16
Dexterity saving throw or be knocked prone if they
Damage 1d12 slashing are of Medium size or smaller.
Properties Heavy, reach, two-handed

Jean Santos (Order #37294818)


Crescent Axe Cost 700 souls

Type Halberd Special Spend 3 Position after a successful attack to unleash a


war cry. Your opponent must make a DC13 Wisdom
Strength 14
saving throw or be stunned for the next turn.
Damage 1d8 slashing
Properties Reach

Crucifix of the Mad King Cost 750 souls

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

Glaive Cost 1,100 souls

Type Halberd Special Spend 4 Position to deal +1d6 bludgeoning damage on


your next attack. Your opponent must make a DC14
Strength 16
Dexterity save or be knocked prone if they are of Large
Damage 1d12 slashing size or smaller.
Properties Heavy, reach, two-handed

198

Gundyr's Halberd Cost 900 souls

Type Halberd Special Spend 4 Position when no hostile creatures within


10ft of you to move up to 30 feet towards an enemy
Strength 14
and drive them back 10 feet in a direction of your
Damage 1d10 slashing choice.
Properties Heavy, reach, two-handed

Halberd Cost 850 souls

Type Halberd Special Spend 4 Position when unengaged to move up to 30


feet towards an enemy and deal +1d6 damage on your
Strength 12
first attack against it.
Damage 1d10 slashing
Properties Heavy, reach, two-handed

Immolation Tinder Cost 800 souls

Type Halberd Special Spend 5 Position after a successful attack to shoot a


burst of flame at an enemy within 15 feet of you. This
Strength 12
deals 2d8 fire damage, or half damage if they succeed
Damage 1d8 piercing on a DC12 Dexterity saving throw.
Properties Heavy, reach, two-handed

Jean Santos (Order #37294818)


Lucerne Cost 900 souls

Type Halberd Special Spend 3 Position to deal +1d4 bludgeoning damage on


your next attack. Your opponent must make a DC10
Strength 14
Dexterity saving thrown or be knocked prone.
Damage 1d10 slashing
Properties Heavy, reach, two-handed

Red Hilted Halberd Cost 900 souls

Type Halberd Special Spend 3 Position after a successful attack to increase


your AC by +4 until the end of your next turn.
Strength 14
Damage 1d10 slashing
Properties Heavy, reach, two-handed

Splitleaf Greatsword Cost 800 souls

Type Halberd Special Spend 4 Position if engaged with multiple enemies to


deliver a free bonus attack to an enemy adjacent to you.
Strength 15
Damage 1d10 slashing
Properties Heavy, reach

199

Winged Knight Halberd Cost 750 souls

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

Friede's Great Scythe Cost 500 souls

Type Scythe Special Spend 5 damage upon a Critical hit to deliver an


additional attack as a bonus action.
Strength 12
Damage 1d8 slashing
Properties -

Jean Santos (Order #37294818)


Great Corvian Scythe Cost 450 souls

Type Scythe Special Spend 4 Position upon a Critical hit to triple your
damage.
Strength -
Damage 1d6 slashing
Properties -

Great Scythe Cost 650 souls

Type Scythe Special Spend 3 Position upon a Critical hit to triple your
damage.
Strength 10
Damage 1d8 slashing
Properties -

Pontiff Knight Great Scythe Cost 450 souls

Type Scythe Special Spend 3 damage upon a successful attack to deal +1d6
cold damage.
Strength 10
Damage 1d6 slashing
Properties -

200

Equipment

Whips

Notched Whip Cost 350 souls

Type Whip Special Spend 2 Position after a successful attack to reduce


your opponent’s AC by -3 until the start of your next
Strength -
turn.
Damage 1d6 slashing
Properties Finesse, reach

Rose of Ariandel Cost 400 souls

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

Jean Santos (Order #37294818)


Spotted Whip Cost 450 souls

Type Whip Special Spend 3 Position after a successful attack to reduce


your opponent’s AC by -4 until the start of your next
Strength -
turn.
Damage 1d8 slashing
Properties Finesse, reach

Whip Cost 300 souls

Type Whip Special Spend 2 Position after a successful attack to reduce


your opponent’s AC by -3 until the start of your next
Strength 14
turn.
Damage 1d4 slashing
Properties Finesse, reach

Equipment

Fist and Claws


201

Caestus Cost 300 souls

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 -

Claw Cost 350 souls

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 -

Crow Talons Cost 400 souls

Type Fist & Claws Special Spend 5 Position after a successful attack to make a
second free attack .
Strength -
Damage 1d6 slashing
Properties -

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Dark Hand Cost 350 souls

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 -

Demon's Fist Cost 400 souls

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 -

Manikin Claws Cost 300 souls

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

Black Bow of Pharis Cost 450 souls

Type Bow Special Spend 4 Position after making a successful attack


to make a second free attack. Should this also be
Strength 11
successful, you may then spend 2 Position to make a
Damage 1d4 piercing final free attack.
Properties Ammunition (arrow, range 80/320), two-handed

Composite Bow Cost 500 souls

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

Jean Santos (Order #37294818)


Dragonrider Bow Cost 650 souls

Type Bow Special Spend 3 Position after a successful attack to reduce


your target’s AC by -3 until the start of your next turn.
Strength 13
Damage 1d10 piercing
Properties Ammunition (arrow, range 150/600), heavy, two-handed

Darkmoon Longbow Cost 250 souls

Type Bow Special Spend 2 Position after a successful attack to reduce


your target’s AC by -2 until the start of your next turn.
Strength 12
Damage 1d6 piercing
Properties Ammunition (arrow, range 80/320), two-handed

Longbow Cost 550 souls

Type Bow Special Spend 3 Position after a successful attack to reduce


your target’s AC by -3 until the start of your next turn.
Strength 12
Damage 1d8 piercing
Properties Ammunition (arrow, range 150/600), heavy, two-handed

203

Short Bow Cost 450 souls

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

White Birch Bow Cost 550 souls

Type Bow Special Spend 2 Position when making a ranged attack to


reduce your target’s cover by one step (so, if your target
Strength 12
has partial cover, it counts as having none; if it has full,
Damage 1d8 piercing it counts as having partial and so on).
Properties Ammunition (arrow, range 150/600), heavy, two-handed

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Equipment

Great Bows

Dragonslayer Great Bow Cost 900 souls

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

Millwood Greatbow Cost 1,000 souls

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

Onislayer Great Bow Cost 800 souls

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

Arbalest Cost 1,000 souls

Type Crossbow Special Spend 3 Position as a bonus action in melee combat to


knock your opponent back 15 feet from you.
Strength 14
Damage 1d12 piercing
Properties Ammunition (crossbow bolt, range 100/400), heavy, loading, two-handed

Jean Santos (Order #37294818)


Avelyn Cost 550 souls

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

Heavy Crossbow Cost 750 souls

Type Crossbow Special Spend 3 Position as a bonus action in melee combat to


knock your opponent back 15 feet from you.
Strength 12
Damage 1d10 piercing
Properties Ammunition (crossbow bolt, range 100/400), heavy, loading, two-handed

Knight's Crossbow Cost 400 souls

Type Crossbow Special Spend 4 Position as a bonus action in melee combat to


knock your opponent back 15 feet from you.
Strength -
Damage 1d4 piercing
Properties Ammunition (crossbow bolt, range 100/400), heavy, loading, two-handed

205

Light Crossbow Cost 800 souls

Type Crossbow Special Spend 4 Position as a bonus action in melee combat to


knock your opponent back 15 feet from you.
Strength -
Damage 1d8 piercing
Properties Ammunition (crossbow bolt, range 80/320), loading, two-handed

Repeating Crossbow Cost 550 souls

Type Crossbow Special Spend 3 Position after making a successful attack to


make a second free attack. Should this be successful, you
Strength -
may spend an additional 2 Position to make a final free
Damage 1d6 piercing attack. Each additional attack deals 1d4 piercing damage.
Properties Ammunition (crossbow bolt, range 80/320), loading, two-handed

Sniper Crossbow Cost 800 souls

Type Crossbow Special Spend 3 Position as a bonus action in melee combat to


knock your opponent back 15 feet from you.
Strength 11
Damage 1d10 piercing
Properties Ammunition (crossbow bolt, range 125/500), heavy, loading, two-handed

Jean Santos (Order #37294818)


Equipment

Staves

Archdeacon Great Staff Cost 300 souls

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)

Court Sorcerer's Staff Cost 300 souls

Type Stave Special Spend 3 Position to deal +1d8 damage on your next
spell attack.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)

206

Heretic's Staff Cost 250 souls

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)

Izalith Staff Cost 450 souls

Type Stave Special Spend 2 Position to deal +1d4 damage on your next
spell attack.
Strength -
Damage 1d10 bludgeoning
Properties Versatile (1d12)

Man-Grub's Staff Cost 250 souls

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)

Jean Santos (Order #37294818)


Mendicant's Staff Cost 350 souls

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)

Murky Longstaff Cost 400 souls

Type Stave Special Spend 2 Position after a successful spell attack to


render your target vulnerable to necrotic damage for
Strength -
one turn.
Damage 1d8 bludgeoning
Properties Versatile (1d10)

Preacher's Right Arm Cost 300 souls

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

Sage's Crystal Staff Cost 250 souls

Type Stave Special Spend 3 Position after a successful spell attack to


reduce your target’s AC by -2 against spell attacks
Strength -
for one turn.
Damage 1d6 bludgeoning
Properties Versatile (1d8)

Sorcerer's Staff Cost 200 souls

Type Stave Special Spend 2 Position to deal +1d4 damage on your next
spell attack.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)

Storyteller's Staff Cost 300 souls

Type Stave Special Spend 3 Position gain advantage on your next spell
saving throw.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)

Jean Santos (Order #37294818)


Witchtree Branch Cost 300 souls

Type Stave Special Spend 3 Position to gain advantage on your next spell
attack roll.
Strength -
Damage 1d6 bludgeoning
Properties Versatile (1d8)

Equipment

Chimes, Flames and Talismans

Caitha's Chime Cost 300 souls

Type Chime Special Spend 4 Position to restore 10 Position to three


friendly creatures within 5 feet of you.
Strength -
Damage 1d6 bludgeoning
Properties Light

208

Cleric's Sacred Chime Cost 250 souls

Type Chime Special Spend 1 Position to restore 5 Position to one friendly


creature adjacent to you.
Strength -
Damage 1d4 bludgeoning
Properties Light

Crystal Chime Cost 400 souls

Type Chime Special Spend 3 Position to restore 10 Position to two friendly


creatures within 10 feet of you.
Strength -
Damage 1d6 bludgeoning
Properties Light

Priest's Chime Cost 300 souls

Type Chime Special Spend 2 Position to restore 8 Position to one friendly


creature within 10 feet of you.
Strength -
Damage 1d4 bludgeoning
Properties Light

Jean Santos (Order #37294818)


Saint-tree Bellvine Cost 350 souls

Type Chime Special Spend 3 Position to restore 8 Position to two friendly


creatures within 10 feet of you.
Strength -
Damage 1d4 bludgeoning
Properties Light

Yorshka's Chime Cost 300 souls

Type Chime Special Spend 3 Position to restore 8 Position to two friendly


creatures within 20 feet of you.
Strength -
Damage 1d6 bludgeoning
Properties Light

Sacred Chime of Filianore Cost 550 souls

Type Chime Special Spend 3 Position to restore 10 Position to two friendly


creatures within 10 feet of you.
Strength -
Damage 1d8 bludgeoning
Properties Light

209

Pyromancer’s Flame Cost 250 souls

Type Flame Special Spend 1 Position after a successful melee attack to deal
+1d4 fire damage.
Strength -
Damage -
Properties Light

Pyromancer's Parting Flame Cost 450 souls

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

Canvas Talisman Cost 300 souls

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

Jean Santos (Order #37294818)


Saint's Talisman Cost 400 souls

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

Sunless Talisman Cost 450 souls

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

Sunlight Talisman Cost 400 souls

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

Talisman Cost 300 souls

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

White Hair Talisman Cost 350 souls

Type Talisman Special Spend 1 Position after a successful melee attack to deal
+1d4 fire damage.
Strength -
Damage 1d6 bludgeoning
Properties Light

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211

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Equipment

Rings

212 M agically enchanted, rings are commonly used by those


dispatched on quests to offer additional aid, bolstering their
fortitude, their resolve, and their physical prowess. Against those
forces arrayed before you, any help at all is valuable.

The effects provided by a ring are passive and always applies, unless
otherwise noted.

A player character can, as noted in the Encumbrance rules on page


132, only wear two rings at any one time.

Jean Santos (Order #37294818)


Aldrich's Ruby Ashen Estus Ring
Effect If an enemy creature rolls a Critical Effect Increase capacity of your Estus
hit against you, you may reduce it Flask by two doses.
to a normal attack. This effect can
only be used once per Long rest.
Cost 1,000 souls Cost 900 souls

Bellowing Dragoncrest Ring Blue Tearstone Ring


Effect Increase the damage of your Effect When you’re bloodied, any
spell attacks by +3. damage inflicted by a successful
attack is reduced by 2 damage.

Cost 1,500 souls Cost 1,250 souls

Carthus Bloodring Carthus Milkring


Effect Gain advantage on all Dexterity Effect Gain advantage on all Dexterity
saves to avoid a ranged attack. saves to avoid a trap.

Cost 1,000 souls Cost 800 souls

213

Chillbite Ring Chloranthy Ring


Effect Reduce all cold damage you Effect +1 Constitution.
receive by -2.

Cost 750 souls Cost 700 souls

Covetous Gold Serpent Ring Covetous Silver Serpent Ring


Effect Gain +20 souls whenever you Effect Gain +10 souls whenever you
earn souls. earn souls.

Cost 650 souls Cost 450 souls

Darkmoon Ring Deep Ring

Effect Increase your spell attunement Effect Increase your spell attunement
slots by +3. slots by +2.

Cost 3,000 souls Cost 2,000 souls

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Dusk Crown Ring Estus Ring
Effect Reduce the Position cost of a Effect Increase capacity of your Estus
spell by -1. Flask by one dose.

Cost 1,250 souls Cost 800 souls

Fire Clutch Ring Flame Stoneplate Ring


Effect Increase any fire damage you Effect Reduce all fire damage you
inflict by +2. receive by -2.

Cost 1,000 souls Cost 1,000 souls

Fleshbite Ring Great Swamp Ring


Effect Reduce all cold and poison Effect Increase any fire damage you
damage you receive by -1. inflict by +2.

Cost 750 souls Cost 1,000 souls

214

Havel's Ring Hawk Ring


Effect Increase your maximum Effect Increase the maximum range of
encumbrance slots by +1. a ranged weapon by 20 feet.

Cost 700 souls Cost 1,200 souls

Hornet Ring Hunter's Ring


Effect When you roll a Critical hit, Effect +1 Dexterity.
triple the damage you deal
instead of doubling it.

Cost 2,000 souls Cost 1,200 souls

Knight's Ring Leo Ring


Effect +1 Strength. Effect Increase any piercing damage
you inflict by +2.

Cost 1,200 souls Cost 1,500 souls

Jean Santos (Order #37294818)


Life Ring Lightning Clutch Ring
Effect Increase your base Position Effect Increase any lightning damage
by +2. you inflict by +2.

Cost 700 souls Cost 1,000 souls

Magic Stoneplate Ring Morne's Ring


Effect Reduce all damage you receive Effect Increase any force damage you
from spell attacks by -2. inflict by +2.

Cost 1,000 souls Cost 1,000 souls

Obscuring Ring Poisonbite Ring


Effect You gain advantage on any Effect Gain advantage on all saving
checks related to hiding. throws against being poisoned.

Cost 1,300 souls Cost 800 souls

215

Pontiff's Left Eye Pontiff's Right Eye


Effect If you hit an enemy with three Effect If you hit an enemy with three
successful attacks in three turns, successful attacks in three turns,
regain +1 Position. your third attack deals +1d12
damage.
Cost 850 souls Cost 900 souls

Priestess Ring Red Tearstone Ring


Effect +1 Wisdom. Effect When bloodied, whenever you
make a successful attack, you
inflict 2 additional damage.

Cost 1,200 souls Cost 1,000 souls

Ring of Favour Ring of Sacrifice


Effect Increase your Position by +1 at Effect You do not lose any souls when you
the start of every combat. die. You do not need to roll on the
Hollowing effects table when you
respawn.This effect only works once.
Cost 800 souls Cost 3,000 souls

Jean Santos (Order #37294818)


Ring of Steel Protection Ring of the Evil Eye
Effect Reduce all damage you receive Effect When you kill an enemy, regain
from melee and ranged attacks +1 Position.
by -2.

Cost 900 souls Cost 1,500 souls

Ring of the Sun's First Born Saint's Ring


Effect Increase any force damage you Effect Increase your spell attunement
inflict by +3. slots by +1.

Cost 1,500 souls Cost 1,000 souls

Scholar Ring Silvercat Ring


Effect +1 Intelligence. Effect Reduce any falling damage by half.

Cost 1,200 souls Cost 1,200 souls

Slumbering Dragoncrest Ring Speckled Stoneplate Ring


Effect You gain advantage on all Stealth Effect Reduce all lightning and fire
216
checks. damage you receive by -1.

Cost 1,500 souls Cost 750 souls

Thunder Stoneplate Ring Untrue White Ring


Effect Reduce all lightning damage Effect You appear to be a white phantom
you receive by -2. at all times (see page 236 for more
on white phantoms).

Cost 1,000 souls Cost 750 souls

Witch's Ring Wolf Ring


Effect Increase any fire damage you Effect Gain advantage on +2
inflict by +3. Dexterity saving throws per day.

Cost 1,500 souls Cost 1,400 souls

Young Dragon Ring


Effect Increase the damage of your
spell attacks by +2.

Cost 1,000 souls

Jean Santos (Order #37294818)


Equipment

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.

Soul Name Soul Value

Fading Soul 50 souls

Soul of a Deserted Corpse 200 souls

Large Soul of a Deserted Corpse 400 souls

Soul of a Proud Paladin 500 souls

Soul of an Unknown Traveller 800 souls

Large Soul of an Unknown Traveller 1,000 souls

Large Soul of a Proud Paladin 1,000 souls 217

Sovereignless Soul 2,000 souls

Soul of an Intrepid Hero 2,000 souls

Soul of a Nameless Soldier 2,000 souls

Large Soul of an Intrepid Hero 2,500 souls

Large Soul of a Nameless Soldier 3000 souls

Soul of a Seasoned Warrior 5,000 souls

Soul of a Weary Warrior 5,000 souls

Large Soul of a Seasoned Warrior 7,500 souls

Large Soul of Weary Warrior 8,000 souls

Soul of a Crestfallen Knight 10,000 souls

Soul of an Old Hand 12,500 souls

Large Soul of a Crestfallen Knight 20,000 souls

Soul of a Venerable Old Hand 20,000 souls

Soul of a Champion 25,000 souls

Soul of a Great Champion 50,000 souls

Jean Santos (Order #37294818)


218

Jean Santos (Order #37294818)


Kindling
the Flame:
A GM’s Guide to Running
DARK SOULS: The Roleplaying Game

s the Gamemaster, or GM, you have the most


important, the most fun, and the most difficult
job in any roleplaying game. You shape the
world for the players and show it to them,
guiding them through its darkness. You’re the
characters they meet, the enemies they fight; you gauge how
difficult a task is and work with them to determine both if
they succeed, and what happens next. 219

If a roleplaying game is a piece of music, you’re the conductor,


and this chapter is for you. It’s written with the intention of
assisting you in running DARK SOULS: The Roleplaying
Game, of helping you craft new adventures in the lands
of Lothric and beyond, of working with the esoteric lore
of DARK SOULS to ensure your players’ experience is as
mysterious and engaging as possible, and, finally, giving you
optional rules to ensure your games truly capture the feeling
of playing the video game!

Kindle the flames, friend. We have much to discuss.

Jean Santos (Order #37294818)


Kindling the Flame

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:

You are not the enemy!

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.

Jean Santos (Order #37294818)


Kindling the Flame

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:

There are many other excellent resources out there to


ensure everyone at your table has fun.

As a final note, it might well be that you don’t feel this


information is necessary for you, or for those gaming with
you. If that’s the case, great! We’ve provided it anyway
because we think it’s valuable and important, and the
conversation with your players can be equally valuable.
Gaming is about the most fun thing you can do, in our
opinion, and anything that promotes and supports this
is a good thing.

Jean Santos (Order #37294818)


Kindling the Flame

Lore & Canon

O ne of the most important, and interesting, aspects of the


DARK SOULS games is its esoteric lore. Hidden around
ruined cathedrals and splintered keeps, or in the gnomic utterances
of gigantic snakes and lonely giants, the player can find hints to the
truth of things. Whether the question to which an answer is sought
is about the nature of the first flame, or the origin of demons, there
is likely any number of theories, and scraps of truth, to be located
and pored over. Things are not laid out easily, though, in a single
large volume. Truth, in the world of DARK SOULS in general and
Lothric in particular, is difficult to find. It must be hunted, fought
for, and then, interpreted.
222

This is how DARK SOULS: The Roleplaying Game approaches


things too. The lore contained in this book is derived, directly, from
the original video games. Nothing is added. We’ve even avoided
including our own interpretations of the lore, as far as possible. But,
and this is key, you don’t have to follow suit. This is your Lothric. If
you have carefully researched theories of precisely what the Lords
of Cinder represent, or perhaps how the events of DARK SOULS
III connect to the actions of Gwyn, Lord of Sunlight, from DARK
SOULS I, then here they are true—if, of course, you want them to be.

This game attempts to stick as closely to established canon as possible,


without being exhaustive. The point is, though, that you can take this
game in any direction you want. Don’t feel compelled to stick to the
existing DARK SOULS narratives, explore as you’ve always wanted
to explore, and build your stories in Lothric and beyond, exactly as
you want. Don’t be afraid of breaking canon if it makes your games
better. Like the rules discussed above, the setting material presented
in this volume is for you to use in the way which best serves your
game. Follow your instincts, as GM, and those of your players, to
find new elements of the world around you, devise new villains and
monsters to confront, and, in general, make Lothric yours.

Jean Santos (Order #37294818)


223

Jean Santos (Order #37294818)


Kindling the Flame

Plot and Goals

I n DARK SOULS, plot isn’t of the utmost importance. Of


course, the story is fascinating, drawing you in with its mixture of
ambiguity and classic quest structure, but it isn’t a game driven by
D10 Result Quest Focus

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

The initial step is to focus on small, incremental quests. These can be


incredibly simple: find the key, for example. What the key is for you
can worry about later; establishing something for the player characters 2 Return the arrow of the sun to its keeper

to find, or discover, is a strong first step.

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

and your selection of enemies to add depth and variety as you go


along. So, when initially planning your adventure, think of something
interesting, and convincingly DARK SOULS, for the player characters
to do; a focus for their quest. If you’re struggling, use one of the ideas 4 Destroy a dread Lord of Cinder on their throne of onyx
in the table below, or simply use it to inspire your own.

Now, the core activity in these plots is extremely simple. It focuses on


one single process. The player characters must go and do something. 5 Locate an ancient painting

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

with them, or searching with the intention of returning something,


or killing it, the core activity is identical.

Most quests possess the same structure, a protagonist seeks to achieve


7 Learn the forbidden song of the Corvians

something, and undergoes a series of trials and dangers before they


can do so. DARK SOULS, like many other video games, films, and
novels, utilises this structure, and it’s a great one to start with.
8 Close the great gate before something comes through

Of course, this approach is fine for a single adventure or for a one-shot


game. Exploring a single location and fighting some interesting
enemies… That’s pretty much everything you need. There is extensive
guidance for constructing such an adventure in the following pages.
9 Take the great sword from the fangs of the dragon

For a longer-term campaign, a series of linked adventures, building


over a course of weeks or months or years, something more is needed,
but we’ll get to that in a little while.
10 Defeat the giant trying to knock this palace down

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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.

2 Palace Of Ash & Cinder 225

3 Monastery Of Carthus

4 Sepulchre Of Anor Londo

5 Keep Of the old Flame

6 Barrow Of Gwyn

7 Mine Of Yhorm’s Wrath

8 Castle Of the Firelink

9 Ruins Of the first Witch

10 Capital Of the Dead King

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Themes

S o, once you have your location you’re going to want a theme. A


theme, in this case, is a consistent set of images and architectural
features you can return to in your descriptions. It grounds the players
D10 Result Location Theme

in the place, and it makes it easy for you to generate interesting


imagery quickly, and effectively. Of course, most places in DARK Gargoyles and grotesques leer from every wall,
SOULS are choked with darkness, and shadows, so you don’t need 1 every vault, everywhere!
much in the way of guidance on that front, when building your
descriptions.
It rains constantly, leaving puddles in which can be
What can be useful is some other, stranger features, included to 2 seen the reflections of ancient sins committed here.
characterise the location, and bring it to life for those exploring it.
These can help to build the history and nature of the place without
the player characters needing to be told anything; without having Tapestries, depicting the acts of the Lords of Cinder,
to read a convenient piece of parchment or speak to a nearby NPC 3 are suspended from each wall.
to discover what happened here, or so on. Such ideas are far more
effective if implied, and gradually formed in the player’s mind, rather Strange, whispered songs can be heard in every room.
than simply being handed over. So, here’s some more inspiration to
guide your thinking. 4 There are no singers, and the songs are always different
with each listen.

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.

Determine what it is you and your players wants in terms of game


length, and what kind of story you want this aspect of the game to Ash blows in through every gap, portal,
communicate—if this adventure is the start of a campaign, a short
9 or vertex in the edifice.
five area location is probably more than enough. Alternatively, if
you’re looking for something to close an epic campaign, a 10-section
location is probably the way to go. An epic adventure, or the climax The hands, and fingers, of the dead are nailed
of a campaign, deserves something a little special.
10 to the walls with iron spikes.

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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

encounters, and a table of random encounters for you, as the GM, to


draw on when you decide you want to throw something at your player
characters unexpectedly. But, as the chapter indicates, and as anyone 1 Corvian Darklurker Dragon
who plays DARK SOULS knows, you don’t encounter every enemy
in every location.

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

Of course, there’s also nothing wrong with choosing entirely at


random, and creating something with a feeling of dislocation; of
uncertainty. This can be just as effective. 4 Man Serpent Winged Knights Ice Golem

A typical DARK SOULS location usually features a number of


different enemies, providing players with an array of different
strategic questions. Building a similar variety into your games ensures 5 Slime Capra Demon Fang Boar

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!

7 Forlorn Stone Knights Scarecrows

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

10 Iron Golem Sewer Centipede Titanite Demon

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Bosses
D ARK SOULS is famous (or should that be infamous?) for its
boss fights. These are mighty confrontations in which player
characters must be constantly seeking to adapt to changes in attack
patterns, avoiding big attacks, and, over time, whittling down the
health of their foe. They are difficult, exhausting conflicts, but they
are also hugely rewarding.

Every location in a DARK SOULS game has at least one boss.


Larger locations, broken down into 10 or so individual areas, might
have two mini-bosses before the final confrontation. This is very
much dependent on you, and on the kind of adventure you’re running.
If you’re seeking to really stretch your player characters, then a mini-
boss fight is a great way to do so. Alternatively, if you want your
adventure to be concise, a single boss fight is certain to be enough.

A table below is provided to allow you to either choose a boss


suitable for the kind of adventure you’ve constructed, or to generate
one randomly. If you’re selecting a boss, read their write-up in the
bestiary and try and find one suitable for the location you’ve built,
or generated. Alternatively, you can always use their statistics, and
surrounding lore, as a basis for designing your own bosses, building
them to be precisely what your adventure calls for.

D10 Result Boss

228

1 Vordt of the Boreal Valley

2 Deacons of the Deep

3 Black Dragon Kalameet

4 Curse Rotted Greatwood

5 Iudex Gundyr

6 Gaping Dragon

7 Yhorm, the Last Giant

8 Demon Prince

9 Artorias

10 Aldrich, Devourer of Gods

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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!

Chapter Seven: Monsters & Antagonists doesn’t feature many


non-player characters, or NPCs, for the player characters to interact D10 Result Nickname Name Title
with. While the World of Lothric refers to several people the
characters might meet, extensive statistics aren’t necessary. NPCs
in DARK SOULS tend to be almost part of the world; they are
woven into the world, people for the characters to meet and talk to,
to gain new insights and new knowledge. They don’t necessarily act 1 Ironshod Ghorm Of Anor Londo
or become a part of the player character’s journey.

This isn’t so normal in a tabletop roleplaying game.


2 Mighty Jalice Grave-winner 229
For anyone reading this who has GM’d an RPG before, the
experience of a group of players deciding to befriend a random
stranger they met in an inn, wanting to learn everything about them Of the
and taking them on every journey is somewhere between a treasured 3 Grimseeming Nebt
Fallen Star
memory and a faintly exhausting nightmare.

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

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T he next stage is to pick a quirk. No
one, but no one, is normal in DARK
SOULS. And why should they be? How,
D10 Result Quirk Gift Sidequest

after all, can one expect to endure the Return an item to


endless gloom of Lothric and remain… Chews their nails, A clump of blooming
typical? Roll on the following table, or use 1 constantly purple moss
the grave of an angry
undead Knight
it to inspire how your NPC presents to the
player characters; it might be a small quirk
of pronunciation, or a way they move their Sucks on a mouldy piece Find the punchline to a
hands when speaking, but something to 2 of straw
A flask of mead
joke, heard long ago
immediately identify them.
Find out what was
Does talking to them yield anything A carefully preserved
immediately for the player characters? 3 Falls asleep mid-sentence
finger bone
scrawled on the trunk
of a withered tree
NPCs often give items. If your NPC is going
to do so, you can roll on the following table
to find out precisely what it is, or use it to Find a copy of a
inspire your own choice. 4 Grins, hungrily An old dagger
long-lost grimoire

Finally, do they attempt to involve the player Whistles a shrill and


characters in a side quest of some sort? The Recover the bones
final table is an array of possible options 5 tuneless song when not
speaking
A broken ring
of a lost friend
for such additional adventures—making
the player characters’ lives just a little more Plays with a knife,
complex is your job as a GM, after all! Learn the tune to a
6 running it delicately over An unlit firebomb
song now forgotten
their knuckles

Claps their hands with Put out three candles,


7 delight at everything the A silver necklace burning on the top
player characters say floor of a castle

Giggles, hiding their Bring back the last


8 mouth behind blood- A vial of poison flower of the moon
230 stained hands plant

Shrugs, mournfully, A book, filled with Pour poison in a certain


9 before they speak images of dragons person’s cup

Always has tears Convey an apology to


A locket, with a painted
10 streaming down their
cheeks
miniature inside
one of the Lords of
Cinder

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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

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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:

Easy: 4 bonfires per section

Middling: 2-3 bonfires per section

Hard: 1 bonfire per section

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!

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Equipment: Finding it,


Winning it, and Buying it

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.

So how do they get equipment?

A great deal of this falls on you as a GM. In the video games,


equipment is acquired in the following three ways:

Finding It Winning It Buying It

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!

PC Available Available Available Available Available Available


Level Armour Shields Weapons Rings Spells Souls

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

16-20 AC18+ AC+3 1d12 damage Any 16+ Soul of a Champion

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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:

By passing within 5 feet of a Standing on the


summoning sign, a player character Or summoning sign, and using
automatically triggers it. an action to summon.
236

Each of the differently coloured summoning signs has a different set of rules attached, as found below:

White summon sign Golden summon sign

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.

Red summon sign Purple summon sign

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

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The World
of Lothric
ong since consumed by the darkness, Lothric
once flourished, growing strong on the trade of
its merchants, and the valour of its knights. The
kingdom’s capital, Lothric itself, sat high upon a
rocky pinnacle; nigh impregnable. In the many
wars fought between the realms of men in the deep past, none
ever succeeded in capturing Lothric. Its ring wall was too vast,
its scouts able to spy the forces of the enemy long before they
drew close enough to lay siege, and its defenders too resilient 239
to let their home succumb. But being able to keep the armies
of the foe at bay did not aid them against the curse of undeath,
as it spread across the land. It did not aid them against the pus
of man, rising in the streets. It did not aid them as darkness
claimed all they had fought for, over generations.

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.

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The World of Lothric

Using This Chapter


T he overview of key locations in Lothric is not intended to be exhaustive. Instead, it’s meant
to allow you to quickly select a location and get playing! Think of these less as deep insights
into the lore of DARK SOULS, and more as tool kits to allow you to quickly and effectively get
playing in one of the iconic settings from DARK SOULS III. With a few tables, you can create
new and challenging scenarios for player characters, sending off the unkindled into dangerous
places from which they won’t emerge… unscathed.

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!

Each write-up contains the following:

240

An overview of the location Random Encounters


Its history, and its denizens. The creatures wandering this place...
these are the things you must confront
in your quest.

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…

Jean Santos (Order #37294818)


241

Jean Santos (Order #37294818)


The World of Lothric

Cemetery of Ash

D10 Result Random Encounter

1 1d6 Ravenous Crystal Lizards

2 1d8 Hollows

3 1d3+3 Starved Hounds

4 1d4+3 Ravenous Crystal Lizards

5 1d10 Skeleton

6 1d8+2 Hollows

242

7 2d4+2 Skeletons

8 1d4+1 Starved Hounds

9 1d6+3 Skeletons

10 1d6+4 Ravenous Crystal Lizards

O ld, forsaken, untended for a century or more, the


Cemetery of Ash is a dark, melancholy place.
Unburied corpses are found in stacks everywhere waiting
Discoverables
to be recalled from the grip of death, grey flowers bloom
from thin soil, and the monuments to the glorious dead
are toppled, or else wrapped with etiolated vines. The sky 1 x Soul of an Unknown Traveller (800 Souls)
is a vast swab of grey; the sun long since banished. Here,
one can discern the tolling of the ancient bells warning the 1 x Blooming Purple Moss Clump
Lords of Cinder the fire might soon be linked. Here, the
ancient unkindled are dragged from their graves, and sent 5 x Firebombs
upon the quest to the Firelink Shrine. Here… things begin.

Jean Santos (Order #37294818)


NPCs

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.

Irina has access to up to three Miracles of 1st-3rd level. She’s prepared to


sell these to the player characters, should they prove themselves worthy
of her time, attention, and patience. Irina is AC14, with 20 Position.
She won’t fight if she’s attacked. She’ll simply curl in upon herself, and
mutter about the darkness taking everyone, as blows rain down upon her.

Eygon of Carim

W here his countrywoman, Irina, retains her humanity, Eygon is


cold, cynical, and brutal. To those who invoke his ire, he is also
a dangerous opponent. Eygon long since abandoned any notion of
redemption, of escaping the curse gradually hollowing him out. Indeed,
he does not believe in anything, save the strength of his arm, and the
certainty of the coming of darkness. There is little human in Eygon
anymore. All that remains is a certainty the age of darkness approaches,
and a willingness to battle any who anger him. Despite this hostility,
some vestiges of the person Eygon might once have been do remain.
His visits to see Irina, drawn to her by the coincidence of their land of 243
birth, reveals something approximating kindness, vulnerability. All that
remains besides this is spite.

Should, as is very likely, Eygon of Carim irritate the player character


sufficiently to lead to a fight, Eygon uses the Pontiff Knight statistics
(see page 314), though player characters gain double the number of
souls for defeating him.

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.

When the player characters first encounter Iudex, he is silent and


immobile, until the player characters remove the sword implanted in
his chest. The player characters might be reluctant to do so, but the
Firelink Shrine is inaccessible unless Iudex is defeated (for more on
the Firelink Shrine, see page 244).

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.

Jean Santos (Order #37294818)


The World of Lothric

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.

Upon entering the Firelink Shrine, one is confronted by


the five empty thrones, where the Lords of Cinder once
sat. Stairs lead off, up into small gardens, where a great
petrified oak looks onto the vista of Lothric, the city on
high. From this vantage, one can see the ruination visited
upon Lothric. And, back within the shrine, there lies the
bonfire. A marble floor, slightly sunken with steps, leading
towards the warped bowl the flame dwells in, the home of
the fire is easy enough to find. And there, any who gaze
upon it, face the choice of linking the flame, or letting it die.
It is said the Kiln of the First Flame is a dark reflection of
this place, for those who manage to find it

244

Lighting the Bonfire

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

1 x Soul of a Deserted Corpse (200 Souls)


Encounters

T he Shrine is safe from the invasion of dark forces. Nothing attacks


the player characters while within its walls.

Jean Santos (Order #37294818)


NPCs

Fire Keeper Anri of Astora

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

U ndeath does not immediately remove an entrepreneurial spirit, or


a compulsion to serve. The Shrine Handmaiden demonstrates
as much. She’s a merchant, a trader, in any goods she can find. Name
it, she’ll find it, and sell it to you. Humanity dwindling away tends to
make one a better trader; sticking to your price more effectively, deaf
to entreaties for help or sympathy… the Shrine Handmaiden is not 245
so far gone, as yet, though she retains a ruthlessness in coordinating
transactions that might lead one to wonder. The Handmaiden is also
deeply loyal to the Fire Keeper, assisting her in her tasks, and caring for
her when necessary; like most who dwell within the Firelink Shrine,
she’s capable of great kindness, though she doesn’t yield where business
is concerned.

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

S hrunken, withered, charred to a carbonized nub, Ludleth of


Courland is one of the Lords of Cinder. In linking the fire, his body
was consumed utterly by the raging conflagration, leaving him as he is
now: a small, fragile doll-like creature. Despite his diminished stature,
Ludleth is not without the arrogance befitting his station. He was a
great scholar, a hermeticist learned in the ancient and sinister art of
transposition. Ludleth knows much of the corrupt and sinister aspects
of the world; indeed, he spent many long hours researching them in
pursuit of power, of knowledge, of dark infamy. Ludleth may seem a
sad, even comical figure now, but this is to underestimate him. There is
a cruel, calculating intelligence remaining behind his shrunken visage—
those who deal with him, seeking information, should be wary of the
deals Ludleth offers.

Ludleth of Courland cannot be killed, though, should the player


characters find a means of filling the four thrones around Ludleth, he
vanishes into ash.

Jean Santos (Order #37294818)


D10 Result Random Encounter
The World of Lothric

Undead Settlement

1 1d4 Hollows

2 1d3 Skeletons

3 1d3 + 2 Corvians

4 1d6 + 2 Hollows

5 1d10 Skeletons

6 1d6 + 1 Bonewheel 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

Others simply rounded up and herded here. Once within


the confines of the settlement, it was not difficult to discern
the true purpose of the place. Here, the undead were to be
hacked apart before being consigned to the earth. 10 1d4 + 1 Giants

The undead choke the streets, milling about, broken and


mindless, in their hundreds. Tools of torture hang from
every surface, and tables where the still struggling bodies
were brought, stretched out and dissected, stand as grim
monuments to the viciousness of which all are capable—
whether undead or fully alive. Amidst the shambling
Discoverables
undead, clad in the faded raiment of old lives, one stumbles
upon severed heads, amputated fingers, and the stumps of
hacked off limbs. 2 x Large Soul of a Deserted Corpse (400 Souls)
Not everyone who came to the undead settlement did so 1 x Soul of an Unknown Traveller (800 Souls)
with the intention of carving up its inhabitants. Some came
to minister and teach the dead, pointing them toward the 6 x Firebomb
road of sacrifice, to the means of dealing with the curse.
Perhaps, occasionally, they were successful. Perhaps there 1 x Book
is hope, even here, amidst this foulness.

Jean Santos (Order #37294818)


NPCs

Yoel of Londor

O ne of the enigmatic pilgrims who cross the land of Lothric, bearing


some mission within their breasts, Yoel of Londor is a former
sorcerer. What befell him in the undead settlement is uncertain, but he
can be encountered firmly shackled and left to rot. He is enormously
grateful to any who are prepared to aid him, swearing fealty, and
guaranteeing his faithful companionship whenever and wherever his
rescuer might require it.

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.

Holy Knight Hodrick

L ong driven mad by his experience as one of the undead, Hodrick


is committed to his path of violence against any he deems to be
experiencing the effects of hollowing. So dedicated is he to this quest, he
created an order of knights to assist him: the Mound Makers. Unusually,
Hodrick knows himself to be mad, or suspects it, but does nothing to
restrain his homicidal impulses. Instead he glories in them, travelling
the world as he pleases, seeking out new victims for his battlelust.

He’s a dangerous opponent, though he can be reasoned with. Upon


encountering Hodrick, a successful DC 16 Charisma (Persuasion)
check is enough to convince him the player characters are not Hollows
in need of swift execution. In such a case, he might even be prevailed
upon for some directions on the Road of Sacrifices, though this is 247
usually in exchange for a promise to kill Hollows and bring him proof.

Hodrick uses the Alonne Knight statistics (see page 318). If he is


defeated, however, he does not die, but smiles, laughs, and disappears.
Should a player character attempt a summoning on a purple sign,
Hodrick might reappear—at the GMs discretion.

Bosses

Curse-Rotted Greatwood

W orshipped by those within the undead settlement still capable of


such acts, the Curse-Rotted Greatwood teems with dark magic.
Its immediate tactic is to summon Hollows to defend it, deluging the
player characters with large numbers of disposable infantry, while it hits
them with its more powerful attacks.

This is its typical attack pattern, keeping the player characters focused on
dealing with respawning Hollows, while it lashes at them with impunity.

Jean Santos (Order #37294818)


D10 Result Random Encounter
The World of Lothric

Cathedral of the Deep

1 1d4 Pontiff Knights

2 1d3 + 1 Giant Leeches

3 A Mimic in the shape of a wooden lectern

4 1d4 + 2 Starved Hounds

5 1d4 Giants

6 1d3 Iron Golems

248
7 1d8 + 2 Hollows

8 1d3 Ravenous Crystal Lizards

9 1d6 Crag Spiders

10 1d8 Pontiff Knights

I n ages past, the Cathedral of the Deep was a truly


holy place. Here the gods were worshipped with the
proper rites, and the appropriate solemnity. Their church
flourished as the archdeacons came to see the Cathedral
as a bastion of the faith. Until the darkness came, and the Discoverables
curse fell across the land. Gradually, the church crumbled
into obsolescence; its believers found other gods to worship,
and other faiths to cling to. But the cathedral remained,
and, as the world beyond its perimeter grew stranger and 1 x Fading Soul (50 Souls)
more dangerous, so too did the beliefs and researchers of
1 x Astora Greatsword
those who still lived within. Soon, they began to listen to
the whispers of the abyss, to heed the promises of the foul 1 x Notched Whip
things inhabiting the deep. And so, the Cathedral became
1 x Crest Shield
as it is now. A place of shadows, of foul forces waiting to
be let free to claim the world. 1 x Maiden’s Robes

Jean Santos (Order #37294818)


NPCs

Rosaria, Mother of Rebirth

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.

If they choose not to fight Unbreakable Patches, he might become a


trader; a trickster of his talents can get hold of a great many things…

Bosses

Deacons of the Deep

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.

Jean Santos (Order #37294818)


250

Jean Santos (Order #37294818)


D10 Result Random Encounter
The World of Lothric

Road of Sacrifices

1 1d4 Hollow Soldiers

L ong ago, those destined to be sacrificed at the Cathedral


of the Deep, were led along this lengthy path. They
marched on, and on. Many fell by the wayside, their bodies
2
1d3 + 2 Dark Knights
(use Silver Knight statistics)
consumed by earth, and air. In the sinister forest fringing its
path, hundreds were nailed to the trees and left to suffocate
and choke on their own blood—the crucifixion woods. This
route is one of pain, and hardship, and anguish. There is no
joy to be found here, no hope. There is only the road, and
3 1d4 Starved Hounds

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

5 1d4 Hound Rats

NPCs

Orbeck of Vinheim 6 1d3 Darklurkers

A scholar, a trader, and a traveller along the most dangerous of roads,


and a man with little time for conversation with those he deems
to be beneath him (which is almost everyone) Orbeck is nevertheless 251
tolerated by most who encounter him. The reason for this is simple;
7 1d8 Fang Boars

Orbeck possesses an enormous number of magical scrolls—scrolls he


both knows how to use to defend himself, and, most importantly, that
he is prepared to sell to those who can pay the correct price. Orbeck is
arrogant, conceited and pompous, but he’s useful. And, in the decaying 8 1d6 Hound Rats
ruins of Lothric, that’s often enough to keep you alive.

Orbeck refuses to speak to any player character with an Intelligence


score below 14.
9 1d6 + 2 Hollow Soldiers
Orbeck uses the Pontiff Knight statistics (see page 314), except he has
access to seven Sorcerer spells, of between 1st and 8th level, of the GM’s
choice. Orbeck can sell these spells or use them, depending on how his
interactions with the player characters go.
10 1d8 Corvians

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

Jean Santos (Order #37294818)


252

Jean Santos (Order #37294818)


D10 Result Random Encounter
The World of Lothric

Catacombs of Carthus

1 1d6 + 2 Giant Clams

O nce a great nation, famed for its swordsmen, all of what


was Carthus is now a series of burrows beneath the
earth. It is said the former ruler of Carthus, Wolnir, fell to
2 1d3 + 1 Hound Rats

abyssal corruption, condemning his entire realm was dragged


into the soil. So do all great kingdoms collapse, consumed by
their own darkness, and the corruption of their rulers. The
catacombs containing the lost empire wind in and upon one
another, and it is extremely easy to become lost within their
3 1d8 + 3 Skeletons

vastness. Ancient, fell fire magic can be found within the


catacombs, and many of the secrets of that once mighty place
remain to be found by those able to withstand the darkness
coursing through the subterranean labyrinth. 4 1d6 + 4 Skeletons

5 1d8 + 1 Bonewheel Skeleton

NPCs
1d4 + 2 Carthus Swordsmen
Horace the Hushed 6 (use Alonne Knight statistics)

W hat silenced Horace, the knight and stalwart companion of


Anri of Astora, none can say, but his epithet is well-deserved.
No true words pass his hidden lips, only a sound like that a dog might 253
make at a trespasser—a low, faintly threatening growl. The hulking
7 1d4 +2 Hound Rats

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.

Upon encountering Horace, player characters may try to communicate


with him. Horace’s first action, however, is to attack. There is no reason
for his hostility. 9 1d4 + 1 Bonewheel Skeletons

Should the player characters attempt to reason with him, a DC 20


Wisdom (Insight), or Charisma (Persuade) check calms him, though he
quickly stalks off. Horace uses the Winged Knight statistics (see page
317), with +2 AC. Player characters gain double souls for killing him. 10 1d3 Bat-winged Demons

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

Jean Santos (Order #37294818)


254

Jean Santos (Order #37294818)


D10 Result Random Encounter
The World of Lothric

Irithyll of the Boreal Valley

1 1d4 + 1 Pontiff Knights

W here the snow falls unceasingly, where the land is


perpetually cast in the soft glow of the moon, in the
depths of the Boreal Valley… there, one finds the ancient
city of Irithyll. Nearby, one finds the Cathedral of the
Deep, where the Pontiff Sulyvahn gradually constructed
2 1d3 + 2 Ravenous Crystal Lizards

the faith devoted to the great devourer, Aldrich. Here


the Pontiff Knights still hold sway, but now they march
through streets where the living have been forgotten. The
only inhabitants of Irithyll now are those slaves too broken,
or unfortunate, to run. The darkness permeating the place
3 1d3 + 2 Giants

does not stop some from visiting it, however. Rumours of


its former grandeur, and the wealth amassed by those who
once ruled over it, draws any with dextrous fingers and a
set of lockpicks. But few escape with anything save tales 4 1d6 + 3 Ravenous Crystal Lizards
of madness, of cruelty, and of the endless serried ranks of
the Pontiff Knights.

5 1d8 + 2 Silver Knights

NPCs

Siegward of Catarina 6 1d4 + 2 Pontiff Knights

A thoughtful, even whimsical, knight, Siegward of Catarina was


drawn to Irithyll at the promise of the mysteries contained within
its walls. He’s since become utterly ensnared in the riddles, enigmas, 255
and puzzles the fallen city has provided. Whether it’s the mechanisms
7 1d4 Iron Golems

powering a lift, or the architecture of the Cathedral’s architraves, or


the means by which the Boreal Valley’s temperature remains so low,
Siegward seems fascinated by it.
8 1d10 Irithyllian Beast Hounds
Mysteries such as these have captured and maintained Siegward’s
intense focus for the long weeks he’s spent within the boundaries of
Irithyll and the surrounding valley. He’s a talkative sort, and eager to
help anyone who shows any interest in the same mysteries as him. Or,
saving that, someone who’ll talk to him. 9 1d4 + 1 Sewer Centipedes

Siegward is a reliable, decent knight. Should any player character attack


him, he’ll respond with bafflement, and try to placate them. He uses
the Silver Knight statistics (see page 313), though he deals d12 slashing
damage with his Zweihander. 10 1d3 Mimics disguised as treasure chests

Bosses

Sulyvahn, Pontiff of the Devourer Discoverables

O nce one of the most powerful sorcerers in all of Lothric, Sulyvahn


is now a warrior of phenomenal potency. He is a duellist, wielding
two swords, and capable of hacking his way through dozens of 1 x Pontiff ’s Left Eye
opponents in seconds. 1 x Silver Knight Armour
In a fight, Sulyvahn wades into the centre of the battle, hacking away 1 x Smough’s Great Hammer
at any opponents who draw too near, seeking to dominate, to slice and 1 x Storm Curved Sword
dismember in the most ostentatiously impressive fashion possible. There
is little subtlety to his approach, but endless variety in the means by 1 x Large Soul of an Intrepid Hero (2,500 Souls)
which he cleaves flesh and bone.

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D10 Result Random Encounter
The World of Lothric

Irithyll Dungeon

1 1 Mimic disguised as a suit of armour

2 1d3 + 1 Hound Rats

T he Pontiff Sulyvahn, like most fanatics, did not allow


for unbelievers. Such unfortunates were condemned
to the Irithyll dungeons, deep beneath the city, where they
were ‘cleansed’ of the sin of unbelief. Torturers worked for
hours, days, even weeks on those deemed to be beyond
3 1d4 + 2 Sewer Centipedes

saving, purifying their souls for Aldrich, the Devourer.

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

A prisoner, consigned to the dungeons of Irithyll, Karla was taken at


the order of the Pontiff. She made the mistake of possessing a deep
knowledge of dark sorcery, and insufficient wisdom to avoid using it in
a place the many eyes of the Pontiff might not detect her. She retains
this knowledge, and, to those willing to help her escape the darkness of 9 1d4 + 1 Hounds
her cell, she is prepared to teach and trade such secrets. She is intelligent
and powerful, but she is also far from unconscious of the sinister secrets
of the world, and she mistrusts both her own knowledge and those who
pry too deeply into the darkness.
10 1d3 + 1 Darklurkers
Karla can be killed; she is AC 12 and has 30 Position. She does not
fight back, though she possesses enough sorcery to destroy almost
any challenger. She is simply too tired of the misery of the world. If
the player characters aid her, she is prepared to trade with them for
numerous spells, miracles, and pyromancies, between 1st and 10th level.
Discoverables

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

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D10 Result Random Encounter
The World of Lothric

Farron Keep

1 1 Basilisk

I t was here, in this place, that the soldiers of Farron’s


undead legion made their home. It was here they
built their citadel, a place to rest and recuperate between
engagements. After all, mercenary forces are never popular
anywhere for long—especially those whose recruits are
2 1d3 + 1 Dog Rats

undead, and rapidly hollowing. But, when the legion


chose to seek the power of the Cinder Lords for itself the
darkness crept in, the wolf blood sustaining them dried
up, and the keep and the area surrounding it was slowly 3 1d3 Darkwraiths
consumed.

Now, the keep is swallowed by poisonous swamp. Fetid


marsh makes passage across the land itself treacherous, and
the creatures infesting the dankness hunger for warm flesh. 4 1d6 + 2 Corvians
Nowhere is safe, now. Some believe, before Farron erected
his keep here, a great and beautiful land stretched out here,
but these are mere memories of a long since forsaken past.
Now, there is only the sucking foulness of the swamp, and
the chittering of insects. 5 1d6 Forlorn

NPCs 6 1d6 + 1 Corvians

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.

Despite his desertion and apparent cowardice, Hawkwood is a skilled


and dangerous opponent. His abandoning of friends and oath had
little to do with the fear of death or pain. Instead, Hawkwood saw the 9 1d8 Ravenous Crystal Lizards
indifference of the universe, and chose to greet it with his own callous
disinterest. Hawkwood utilises the Pontiff Knight statistics (see page
314), though he has 30 Position, and deals 1d10 slashing damage with
his broadsword. Defeating him earns the player characters double souls.
10 1d3 Basilisks

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.

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D10 Result Random Encounter
The World of Lothric

Profaned Capital

1 1d3 Jailers (use Hollow statistics)

2 1d4 + 2 Gargoyles

3 1d6 + 1 Sewer Centipedes

4 1d6 + 2 Cragspiders

5 1d8 Ravenous Crystal Lizards


H ere Yhorm the Giant awaits. The Lord of Cinder,
on his throne. The Profaned Capital is the heart of
doomed Lothric, the cancer located in the midst of the
once glistening kingdom.

Long since swallowed by the foulness spreading


6 1d6 + 1 Gargoyles

throughout the world, the Profaned Capital is now more


a home to the snapping mandibles of hideous insects, and
the grasping claws of grotesque horrors, hungry and cruel
261
and desperate to feast. Those who venture within do so in
the full knowledge they might not emerge again, save as
7 1d4 + 2 Jailers (use Hollow statistics)

remnants expectorated from a creature’s gullet. But any


who seek to slay the Lords of Cinder must step within. For
there the giant king sits still, waiting for his friend to fulfil
his promise, at last. 8 1d6 + 2 Cragspiders

9 1d4 + 1 Starved Hounds


NPCs

T he Profaned Capital is a place devoid of life; there are no people


to meet here. 10 1d3 + 1 Irithyllian Beast Hounds

Bosses

Yhorm the Giant Discoverables

H is face wreathed in darkness, his eyes reduced to embers, there


is little left of the Yhorm who was once begged to rule over the
Profaned Capital, so great was his wisdom; so respected his judgement. 1 x Large Soul of a Weary Warrior (8,000 Souls)
Now, there is only memory, and regret, and the rage of the Lords
3 x Blooming Purple Moss Clump
of Cinder. Yhorm lures enemies towards him, moving slowly and
ponderously at first. Then he suddenly twists, and bring his blade around 1 x Court Sorcerer Armour
in a vicious sweep, aiming to injure multiple player characters at once.
1 x Greatshield of Glory
Yhorm is extremely resilient and patient, but his fury, when unleashed,
is devastating. 1 x Covetous Gold Serpent Ring

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D10 Result Random Encounter
The World of Lothric

Anor Londo

1 1d4 + 2 Silver Knights

O nce a vast and thriving city, renowned for its beauty


and for the might of its inhabitants, Anor Londo is
now a broken, desolate place. Where, in the past, the gods
2 1d3 Bat-Winged Demons

themselves strode through its corridors, now there is only


desolation, and the keening of the wind.

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

more gnawing, more all-consuming.

5 1d8 + 1 Silver Knights

NPCs
6 1d6 Giants

Company Captain Yorshka

A fearless warrior, Company Captain Yorshka is a leader without a 263


body of troops at her back. The leader of the Darkmoon Blades, her
7 1d4 + 3 Fang Boars

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

Aldrich, Devourer of Gods

A twisted, monstrous blight on the earth, Aldrich is one of the Lords


of Cinder. Driven by a hideous appetite, he soon began to consume
the living flesh of anything and anyone, who drew too near. He ate
Discoverables
hundreds, thousands, chewing them with the relish a gourmand saves
for the finest of meals. In battle, Aldrich is a terrible opponent to face.
1 x Soul of a Crestfallen Knight (10,000 Souls)
He moves forward quickly, engaging the foe quickly, before withdrawing,
and using ranged attacks to deliver constant damage. He uses sorcery 1 x Darkmoon Longbow
to inflict high damage attacks, while keeping the player characters
perpetually dodging, and at bay. He’s a difficult creature to overcome, 1 x Aldrich’s Ruby
and the fate of those who fall rests between Aldrich's jaws.

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Jean Santos (Order #37294818)


D10 Result Random Encounter
The World of Lothric

Lothric Castle

1 1d10 Hollows

2 1d4 + 2 Hound Rats

3 1d6 Silver Knights

4 1d6 Hollows

5 1d8 Ravenous Crystal Lizards

A bove the Firelink Shrine, impregnable and vast, sits


Lothric Castle. Its gleaming walls, domed churches
and marble towers glint in the sun still, long after all life
has fled. Now the city is one of shadows, of furtive, stealthy
things, and of the two Princes, watching the age of fire and 6 1 Wyvern
light, dwindle, dwindle into nothing.

What was once a city of splendour, of magnificent


craftsmanship, of elegant stonework is now crumbling, 265
toppled, smashed. What was once a grand edifice, a 7 1d4 + 2 Ravenous Crystal Lizards
testament to the power and might of the Princes who built
it, is now a reminder of how quickly civilisations can fall.

8 1d4 +3 Hollows

NPCs
9 1d8 Silver Knights

A lthough Eygon of Carim sometimes stalks the empty streets of


Lothric, there are few others here worth talking to.

10 1 Mimic, disguised as a rack of weapons


Bosses

Elder Prince Lorian & Younger Prince Lothric

T he two princes, alike in so many ways and different in so many


others, still preside over their doomed kingdom, and anyone
wishing to pass through it or to probe its secrets must, ultimately, reckon
Discoverables

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

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D10 Result Random Encounter
The World of Lothric

Grand Archive

1 1d12 Hollows

K nowledge of long ages, preserved, gathered, and


guarded here, the Grand Archives contain all the
wisdom of Lothric, and perhaps, the world. It is said there 2 1d6 + 2 Corvians
is no question to which the answer cannot be found in the
apparently infinite volumes lining its shelves.

All the knowledge of the ages is here, it is said, if one can


only find it. Scholars still brave the perils of the Road of 3 1d6 Ravenous Crystal Lizards
Sacrifices and worse to bury themselves in the labyrinth
of the Grand Archives. Some are discovered, starved to
death, mummified between the shelves, preferring to die
amidst such an abundance of learning than the misery
beyond the walls. Death waits within the Grand Archives,
4 1d6 Hollows

of course. There is nowhere in Lothric where creatures of


darkness do not lurk.

5 1d8 Ravenous Crystal Lizards

NPCs
6 1d10 Corvians

The Black Hand Trio

T hree silent knights, drawn to the Archives by some mission of 267


which they are incapable of speaking, the Black Hand trio are
7 1d4 + 2 Ravenous Crystal Lizards

trapped here. Each of the three—Lion Knight Albert; Black Hand


Kamui; and Daughter of Crystal Kriemhild—is a formidable warrior
in their own right, and, together, they are virtually unstoppable. How
else could they have survived so long in this benighted world? So much 8 1d4 + 1 Gargoyles
darkness, though, has robbed them of the power to speak, and so they
stand, mute sentinels, ready to attack any who approach them with
hostile intentions. If one could communicate with them, there might
be much to learn. It is said Kriemhild might once have been a Fire
Keeper—such a position carries with it much knowledge. 9 1d8 Hollows

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

T he young prince, again. This time alone, but no less a predator.


Relying solely on his magic, he hits the player characters again and
again with the most powerful spells he can muster, aiming to finish the
2 x Soul of a Crestfallen Knight (10,000 Souls)

battle quickly, and brutally. 1 x Sage’s Crystal Staff

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

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Jean Santos (Order #37294818)


D10 Result Random Encounter
The World of Lothric

Archdragon Peak

1 1d6 + 1 Man Serpents

2 1d4 Ravenous Crystal Lizards

3 1 Wyvern

4 1d6 + 2 Ravenous Crystal Lizards

5 1d8 + 1 Man Serpents


D oes the place exist, truly? Is it tangible, its dimensions
fixed and the stone of the peak cold and hard as one’s
mind insists it must be? None are sure. It is possible this
place is merely some dream, a reverie of a great dragon long
forgotten, dwelling beneath the earth.
6 1 Wyvern

Whatever the truth, it is now the home to the children


of Kalameet, all of whom congregate here to offer their
worship to the beasts of the past. Man Serpents throng
269
here, as do wyverns. Most who find themselves in this
strange, liminal environment comport themselves to the
7 1d4 + 2 Ravenous Crystal Lizards

worship of the dragon. It is advisable, should one wish to


avoid being eaten.

8 1d4 Silver Knights

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 Nameless King

M ounted on a vast drake, the Nameless King is a creature from


ancient nightmare. Some speculate he might be the firstborn of
Gwyn, Lord of Sunlight, whose name was struck from the temples and
Discoverables

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

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Monsters &
Antagonists

othric, and the many lands beyond, are infested 271


with darkness, with cruelty and with creatures
capable of stripping the skin from a person—
living or dead—in the merest minutes. They
are the obstacles to the quests the unkindled
must undertake, the impediments to the flame being relit or
snuffed out forever, the perils all adventurers must confront
should they wish to achieve their goal. After all, steel must be
tempered in fire for it to become strong, and the contents of
this chapter are that fire.

Jean Santos (Order #37294818)


Monsters & Antagonists

272

Beasts

Jean Santos (Order #37294818)


Keen Sense The Starved Hound has advantage on Wisdom
Starved Hound (Perception) checks that rely on smell or hearing.
Medium beast
Pack tactics The Starved Hound has advantage on attack
rolls if it has an ally within 5 feet of it that is
not incapacitated.
STR DEX CON INT WIS CHA
Actions
15 14 14 3 13 6
(+2) (+2) (+2) (−4) (+1) (−2) Multiattack The Starved Hound makes two bite attacks.

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

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274

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.

Jean Santos (Order #37294818)


Irithyllian Beast Hound Hound Rat
Medium beast Small beast

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

Skills Senses Skills Senses


Perception +5 darkvision 60 feet, - darkvision 60 feet,
passive Perception 15 passive Perception 10

Damage Immunities Damage Resistances Challenge:


cold - 1/8 (25 Souls)

Condition Immunities Keen Smell The Hound Rat has advantage on Wisdom
- (Perception) checks that rely on smell.

Pack tactics The Hound Rat has advantage on an attack roll


against a creature if at least one of the Hound
Rat's allies is within 5 feet of the creature and 275
Challenge: not incapacitated.
3 (700 Souls)
Actions

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.

Jean Santos (Order #37294818)


Dog Rat Giant Crow
Medium beast Large beast

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 Saving Throws


- darkvision 60 feet, Dex +4, Con +9, Wis +4, Cha +3
passive Perception 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.

Talons Melee Weapon Attack: +13 to hit, reach 5 feet, one


Vicious little creatures, heralded by the scuttling of paws and target. Hit: 23 (4d6+9) slashing damage, and
the sniffling of canine noses, the Dog Rats scurry wherever the target is grappled (escape DC 19). Until this
there is the opportunity for mischief and devilment. Children grapple ends, the target is restrained, and the
of the Rat King, are dangerous if encountered en masse by the Crow can't use its talons on another target.
unwary.
Enormous in size, placid in temperament, the Giant Crow is a being
of unfathomable motives. It is rumoured to be one of the guides of
the Chosen Undead, who long ago sought to restore light to the
kingdoms of the world. Perhaps, to those able to find the enigmatic
creature, it might assist you too. It is said the giant crow often waits
at the Firelink Shrine, though few have seen the beast in recent
years. For those who do find the bird, there is much to be learned.

Jean Santos (Order #37294818)


Giant Clam Giant Leech
Medium beast Small beast

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

Skills Senses Skills Senses


Stealth +4 blindsight 30 feet, - blindsight 30 feet,
passive Perception 9 passive Perception 9

Challenge: Damage Immunities Condition Immunities


1/8 (25 Souls) - -

Amphibious The Giant Clam can breathe air and water. Damage Vulnerabilities Damage Resistances
fire -
Actions

Claw Melee Weapon Attack: +3 to hit, reach 5 feet, one


target. Hit: 4 (1d6+1) bludgeoning damage, and 277
Challenge:
the target is grappled (escape DC 11). The clam
has two claws, each of which can grapple only 0 (10 Souls)
one target.

Munch Melee Weapon Attack: +3 to hit, reach 5 feet, one Actions


target. Hit: 8 (2d6+1) bludgeoning damage.
A medium or smaller creature successfully Jump The Giant Leech jumps 10 feet towards a
targeted by this attack is restrained by the giant creature and makes a Body Slam attack.
clam (escape DC 11).
Spit Ranged Weapon Attack: +2 to hit, reach 5 feet, one
target. Hit: 2 (1d4) poison damage. If the target is
a creature, it must succeed on a DC 9 Constitution
They look benign enough, at first glance. A shellfish, dormant saving throw against disease or become poisoned
within its shell. Only the red spikes protruding from the shell’s until the disease is cured or the creature rests at
surface give any hint of threat. When the Giant Clam opens a bond fire. Every time the creature casts a spell
its shell, the mistake becomes obvious. Crystal teeth, hard or makes an attack while poisoned the creature’s
enough to shatter steel, glint in the thin light from the surface. Position maximum is reduced by 2 (1d4). The
Then there’s an explosion of movement, as the creature hurls creature dies if the disease reduces its Position
itself forward, snapping with the ferocity of a wounded shark. maximum to zero. Creatures that die from this
It is a fool who takes the Giant Clam lightly. effect have disadvantage on the saving throw
against hollowing when they respawn.

Body Slam Melee Weapon Attack: +1 to hit, reach 5 feet, one


target. Hit: 2 (1d4) bludgeoning damage.

Bloated, black, and loathsome to look upon, Giant Leeches


ooze through the swamp waters found throughout Lothric, and in
any shallow, stagnant waters throughout the realms of man. Giant
Leeches hurl themselves from the water, latching onto any exposed
flesh, and glutting themselves on the blood of their victims.

Jean Santos (Order #37294818)


Giant Rat Fang Boar
Small beast Large beast

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

Skills Senses Skills Senses


- darkvision 60 feet, - passive Perception 9
passive Perception 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.

Always hungry, always plentiful, Giant Rats seek out food


from wherever they might conceivably get it. And they aren’t
especially concerned if the source of that food is alive or dead
when they start eating.

Jean Santos (Order #37294818)


279

Jean Santos (Order #37294818)


Sewer Centipede It looks, at first, like a woman. A drowned woman. Face down,
Large monstrosity floating. Melancholy; tragic. And then it strikes, rearing up
from the water and lunging towards its selected prey. How
the sewer centipede evolved such a unique method of hunting
is anyone’s guess; most likely, it is thought, the creature was
STR DEX CON INT WIS CHA
designed by some ancient Pyromancer, some melder of flesh and
magic. Who they sought to capture is unknown. But the sewer
18 17 14 16 15 16
centipede thrived, bred, becoming a pertinacious inhabitant
(+4) (+3) (+2) (+3) (+2) (+3)
of the waterways beneath Lothric, searching for any prey
retaining a sense of empathy.
Armour Class: 15 (Natural Armour) Speed: 40 feet
Position: 65 (10d10+20)
Initiative DC: 15
Patrol The Sewer Centipede cannot be lured off its
patrol route and will only leave it to engage a
hostile creature.
Saving Throws
Backstab Successful attacks targeting the Sewer
Dex +6, Con +5, Wis +5, Cha +6 Centipede when it is surprised are treated as
being Critical hits.

Aggressive The Sewer Centipede can move up to half its


Skills Senses speed towards a hostile creature as a bonus action.
- darkvision 60 feet,
passive Perception 12 Actions

Multiattack The Sewer Centipede makes two attacks as an


action. It can make two bite attacks, one bite
and one spit attack, or two spit attacks.
Damage Immunities Condition Immunities
poison charmed, poisoned Bite Melee Weapon Attack: +7 to hit, reach 10 feet, one
creature. Hit: 7 (1d6+4) piercing damage, and
the target must make a DC 13 Constitution
280 Damage Vulnerabilities Damage Resistances saving throw, taking 31 (7d8) poison damage on
fire - a failed save, or half damage on a successful one.

Leap The Sewer Centipede leaps up to 15ft towards


a hostile creature. One creature within 5 feet of
the sewer centipede must immediately make a
Challenge:
DC 13 Dexterity saving throw, on a failure the
8 (3,900 Souls) target is knocked prone and suffers 36 (8d8)
bludgeoning damage and is poisoned until the
Sewer Centipede is reduced to 0 Position. On
a successful saving throw the target suffers half
damage and is not knocked prone or poisoned.

Spit Ranged Weapon Attack: +6 to hit, range 60


feet/120 feet, one creature. Hit 6 (1d6+3) acid
damage, and the target must make a DC 13
Constitution saving throw, taking 34 (7d8+3)
poison damage on a failed save, or half damage
on a successful one.

Bloodied

The Sewer Centipede immediately makes a Leap attack.

Jean Santos (Order #37294818)


Cragspider
Large Beast

STR DEX CON INT WIS CHA

14 16 12 2 11 4
(+2) (+3) (+1) (−4) (+0) (−3)

Armour Class: 14 (Natural Armour) Speed: 30 feet,


Position: 26 (4d10+4) climb 30 feet
Initiative DC: 13

Skills Senses
Stealth +7 blindsight 10 feet, darkvision
60 feet, passive Perception 10

Challenge:
1 (200 Souls)

Spider Climb The Cragspider can climb difficult surfaces,


including upside down on ceilings, without
needing to make an ability check.

Web Sense While in contact with a web, the Cragspider


knows the exact location of any other creature 281
in contact with the same web.

Web Walker The Cragspider ignores movement restrictions


caused by webbing.

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.

Fire Breath The Cragspider exhales fire in a 15 feet cone.


Each creature in that area must make a DC
11 Dexterity saving throw, taking 10 (3d6) fire
damage on a failed save, or half damage on a
successful one.

Web Ranged Weapon Attack: +5 to hit, range 30


feet/60 feet, one creature. Hit: The target
is restrained by webbing. As an action, the
restrained target can make a DC 12 Strength
check, bursting the webbing on a success. The
webbing can also be attacked and destroyed
(AC 10; Position 5; vulnerability to fire damage;
immunity to bludgeoning and poison damage).

Jean Santos (Order #37294818)


282

Jean Santos (Order #37294818)


Demonic Foliage Giant Mosquito
Medium plant Medium beast

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

Skills Senses Skills Senses


- blindsight 30 feet (blind - darkvison 30 feet,
beyond this radius), passive passive Perception 6
Perception 6

Damage Immunities Condition Immunities Challenge:


- blinded, deafened, 1 (200 Souls)
frightened, charmed
Damage Vulnerabilities Damage Resistances Pack Tactics The Giant Mosquito has advantage on attack
fire - rolls if it has an ally within 5 feet of it that is
not incapacitated.

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.

Actions The proboscis of a Giant Mosquito is capable of piercing even


the stoutest of armour, delivering an agonising sting to the
Multiattack The Demonic Foliage makes 1d4 attacks, split victim, and leaving them infected with a virulent poison—a
between its Branch Swing, Branch Swipe and poison capable of eating away one’s innards, leaving nothing
Pincushion Grab. behind but bloody mulch.

Branch Swing Melee Weapon Attack: +3 to hit, reach 10 feet, one


creature. Hit: 10 (2d8+1) bludgeoning damage.
The Demonic Foliage can make an additional
attack with its Branch Swing.

Branch Swipe Melee Weapon Attack: +3 to hit, reach 10 feet, one


target. Hit: 19 (4d8+1) slashing damage.

Pincushion Grab Ranged Weapon Attack: +3 to hit, range 20 feet/30


feet, one creature. Hit: 10 (3d6) bludgeoning damage.
A creature successfully targeted by this attack is
dragged 10 feet towards the Demonic Foliage.

Trailing earth behind it, Demonic Foliage is precisely what


it sounds like—a plant-like creature, animated by some foul
curse, seeking out anything it can find to overwhelm and
consume. Nasty, vicious things, the most effective means of
dealing with such an infestation is fire, and a stout axe.

Jean Santos (Order #37294818)


Poison Horn Beetle
Medium beast

STR DEX CON INT WIS CHA

8 10 12 1 7 3
(−1) (+0) (+1) (−5) (−2) (−4)

Armour Class: 13 (Natural armour) Speed: 30 feet


Position: 11 (2d8+2)
Initiative DC: 10

Skills Senses
- blindsight 30 feet,
passive Perception 8

Challenge:
0 (10 Souls)

Illumination The Poison Horn Beetle sheds bright light in


a 10 feet radius and dim light in an additional
10 feet radius.

Actions
284
Headbutt Melee Weapon Attack: +1 to hit, reach 5 feet, one
target. Hit: 2 (1d6−1) slashing damage.

Emit Cloud The Poison Horn Beetle emits a cloud of green


poisonous gas. The gas persists until the end of
the Poison Horn Beetle’s next turn and lightly Large, misshapen creatures, Poison Horn Beetles infest
obscures all medium or smaller creatures underground passages. Capable of giving off a thick, toxic fug,
within it. The cloud is an inhalable poison that once settled into an area these beetles soon render it virtually
spreads out to fill a 15 feet radius, any creature impassable. Anyone daring, or stupid, enough to venture into
that enters the cloud must immediately make the domain of such creatures is soon left choking, and retching
DC 9 constitution saving throw or suffer 10 as the poison gnaws at their airways and the lining of the throat.
(3d6) poison damage and become poisoned for
one minute. On a successful saving throw the
creature suffers half damage. A creature that
ends its turn in the cloud must make the saving
throw again. A creature poisoned by this effect
can repeat the saving throw at the end of its
turn while not in the cloud.

Jean Santos (Order #37294818)


Great Moth
Medium beast

STR DEX CON INT WIS CHA

8 13 12 1 8 3
(−1) (+1) (+1) (−5) (−1) (−4)

Armour Class: 12 (Natural armour) Speed: 5 feet,


Position: 11 (2d8+2) fly 25 feet,
hover 25 feet
Initiative DC: 11

Skills Senses
- blindsight 30 feet,
passive Perception 9

Challenge:
0 (10 Souls)

Trail of spores The Great Moth leaves behind a trail of spores


when it moves. These spores cause creatures
that walk into its path of the previous round to
suffer 5 (1d10) poison damage and succeed on
a DC 11 Constitution saving throw or become
poisoned till the end of the creature’s next turn. 285

Actions

Slam Melee Weapon Attack: +1 to hit, reach 5 feet, one


target. Hit: 2 (1d6−1) slashing damage.

Exude Spores The Great Moth exudes spores in a 20 feet


radius, creating a sphere of yellow, nauseating
gas centred on a point within 30 feet of the
moth. The cloud spreads around corners, and
its area is lightly obscured. The cloud lingers in
the air for one minute.

Each creature that enters the cloud must make


a DC 11 Constitution saving throw against
inhalable poison. On a failed save, the creature
spends its action that turn retching and reeling.
Creatures that don't need to breathe or are
immune to poison automatically succeed on
this saving throw.

A moderate wind (at least 10 miles per hour)


disperses the cloud after four rounds. A strong
wind (at least 20 miles per hour) disperses it
after one round.

Generally benign creatures—rare for any land afflicted by the


curse—Great Moths prefer to remain at a height, amidst the
treetops. If disturbed, they release a poisonous cloud, choking
the perceived threat, and buffet them with their wings. It’s a
surprisingly effective attack.

Jean Santos (Order #37294818)


Ravenous Crystal Lizard
Large beast

STR DEX CON INT WIS CHA

22 14 13 8 9 6
(+6) (+2) (+1) (−1) (−1) (−3)

Armour Class: 16 (Natural armour) Speed: 35 feet


Position: 97 (15d10+15)
Initiative DC: 12

Skills Senses
- darkvision 60 feet,
passive Perception 9

Damage Immunities Condition Immunities


- charmed, exhaustion,
restrained, grappled,
petrified, unconscious
Damage Vulnerabilities Damage Resistances
- magical damage (weapons
and spells)

286

Challenge:
10 (5, 900 Souls)

Jump The Ravenous Crystal Lizard can leap 25 feet


in any direction from a standing start. If the
lizard lands on a creature the creature must
immediately make a successful DC 19 Strength
saving throw or be knocked prone and suffer 22
(4d10) bludgeoning damage on a failure, or half
as much on a successful saving throw.

Actions

Multiattack The Ravenous Crystal Lizard can make four


Slashing Crystal Talons attacks.

Slashing Crystal Melee Weapon Attack: +11 to hit, reach 10 feet,


Talons one target. Hit: 28 (4d10+6) piercing damage.

Crystal Breath All creatures within a 30 feet cone of the


Ravenous Crystal Lizard must immediately
make a DC 19 Dexterity saving throw,
sufferings 66 (12d10) Force damage on a failure
and half as much on a successful saving throw. Snapping jaws, and a hide studded with chunks of crystal, it is
small wonder these beasts are both greatly feared, and hunted
so relentlessly. The wealth forming part of a Crystal Lizard’s
flesh is enough to ensure few of their kind are ever safe from
the attentions of a hunter. Their ferocity in attack, and hostile
temperament ensures no hunter ever approaches a Crystal
Lizard lightly.

Jean Santos (Order #37294818)


Basilisk
Small monstrosity

STR DEX CON INT WIS CHA

16 8 15 2 8 7
(+3) (-1) (+2) (-4) (-1) (-2)

Armour Class: 15 (Natural Armour) Speed: 20 feet


Position: 26 (4d8+8)
Initiative DC: 11

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

Bite Melee Weapon Attack: +5 to hit, reach 5 feet, one 287


target. Hit: 10 (2d6+3) piercing damage plus 7
(2d6) poison damage.

Fog Spew All creatures in a 30 feet radius must


immediately make a DC 12 Constitution
saving throw. On a failure, the creature is
poisoned and suffers 10 (3d6) poison damage,
and is restrained. At the start of their next turn,
any creature who failed their first saving throw
must make a second DC 12 Constitution saving
throw. On a success, the effect ends. On a failure,
the creature takes 14 (4d6) poison damage and
is restrained. This process continues, with the
creature taking an additional d6 damage each
time they fail the saving throw, until they are
dead or manage to succeed.

Immediately identifiable by its enormous eyes, the Basilisk


resembles a tree-frog. Its forelimbs emerge almost at precise
right angles to its abdomen. This enables the creature to
thrust its face forward, concentrating its deadly gaze on
any who come into its line of sight. Slung beneath its broad,
amphibian features is a sac containing a noxious gas the
creature emits when threatened. It’s capable of killing as
surely as the creature’s unblinking gaze. Those who’d fight
the Basilisk are always in peril, despite its diminutive stature.

Jean Santos (Order #37294818)


Monsters & Antagonists

288 Golems
& Constructs

Jean Santos (Order #37294818)


Stone Knights
Medium construct

STR DEX CON INT WIS CHA

22 18 20 8 11 10
(+6) (+4) (+5) (−1) (+0) (+0)

Armour Class: 19 (Llewellyn Plate Armour)


Position: 161 (17d8+85) Speed: 30 feet
Initiative DC: 17

Skills Senses
- darkvision 60 feet,
passive Perception 10

Damage Immunities Condition Immunities


- charmed, exhaustion,
frightened, paralysed,
petrified, poisoned
Damage Vulnerabilities Damage Resistances
Damage from spells -

289

Challenge:
6 (2, 300 Souls)

False Appearance While not moving the Stone Knights appear to


be lifeless statues. While in this state the Stone
Knight is vulnerable to all damage.

Actions

Multiattack The Stone Knight makes two Twinblade attacks

Twinblade Melee Weapon Attack: +9 to hit, reach 5 feet, one


target. Hit: 24 (4d8+6) bludgeoning damage.

Bloodied

The Stone Knight immediately makes a Twinblade attack against a


creature within range, treating a successful hit as a Critical hit. While
bloodied, the Stone Knight makes all Strength-based saving throws
at advantage.

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.

Jean Santos (Order #37294818)


Magic Resistance The Iron Golem has advantage on saving
Iron Golem throws against spells and other magical effects.
Huge construct
Magic weapons The Iron Golem's weapon attacks are magical.

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.

Blade of Wind Ranged Weapon Attack: +13 to hit, range 30/60


feet, one target. Hit: 34 (5d10+7) bludgeoning
Skills Senses damage. A creature successfully targeted by this
- darkvision 120 feet, attack is knocked prone.
passive Perception 10
Bloodied

The Iron Golem immediately makes a Stomp or Clap attack without


needing to spend Position. While bloodied, creatures successfully targeted
Damage Immunities Condition Immunities by the iron golem with a melee weapon attack are immediately grappled
poison charmed, exhaustion, by it (escape DC 19). Instead of making a single attack the Iron Golem
frightened, paralysed, can hurl a grappled creature 35 feet in any direction, and it can use this
petrified, poisoned throw to target another creature as if the grappled creature was part of its
Blade of Air attack. A thrown creature suffers 23 (3d10+7) in addition
Damage Vulnerabilities Damage Resistances
to any thrown damage.
- fire
Position Spends

290 Spend 10 Position Stomp. All creatures within 5 feet of the


Iron Golem must immediately make a DC
Challenge:
19 Dexterity saving throw. On a failure the
16 (15,000 Souls) creature is pushed 15 feet away from the Iron
Golem and suffers 34 (5d10+7) bludgeoning
damage. On a successful saving throw the
creature suffers half damage.
How truly does it loom above you? Forged from iron, pure iron,
the golem is enormous, pitiless, unstoppable… almost. Within Spend 10 Position Clap. The Iron Golem claps its hand together
the iron shell of its body, lies a soul forged from the bones of sending a wave of force out. Targets all
a dragon. When it is not awakened, the Iron Golem waits, creatures in a 25 feet cone of the iron golem.
dormant, the axe it uses to cleave its enemies in half resting Each creature in that area must make a DC 19
against its chest. When stirred to waking, the Iron Golem’s Constitution saving throw, taking 45 (10d8)
chest glows red as though with anger at being disturbed. force damage on a failed save, or half damage
And woe betide any who anger the guardian of Sen’s Gate. on a successful one.
Thousands have fallen beneath its axe.

Jean Santos (Order #37294818)


291

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Ice Golem
Huge construct

STR DEX CON INT WIS CHA

23 9 21 9 10 12
(+6) (−1) (+5) (−1) (+0) (+1)

Armour Class: 15 (Patchwork Armour)


Position: 95 (10d8+50) Speed: 40 feet
Initiative DC: 12

Saving Throws
Con +8, Wis +3, Cha +4

Skills Senses
Athletics +9, Perception 13
Perception +3

Damage Immunities Condition Immunities


cold -

292 Damage Vulnerabilities Damage Resistances


- -

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.

Great Club Melee Weapon Attack: +9 to hit, reach 15 feet,


one target. Hit: 25 (3d12+6) slashing damage

Rock Ranged Weapon Attack: +9 to hit, range 60/240


feet, one target. Hit: 28 (4d10+6) bludgeoning
damage.

Jean Santos (Order #37294818)


Crystal Golem
Large construct

STR DEX CON INT WIS CHA

24 9 20 3 11 1
(+7) (−1) (+5) (−4) (+0) (−5)

Armour Class: 20 (Natural armour) Speed: 30 feet


Position: 210 (20d10+100)
Initiative DC: 13

Skills Senses
- darkvision 120 feet,
passive Perception 10

Damage Immunities Condition Immunities


- charmed, exhaustion,
frightened, paralysed,
petrified, poisoned
Damage Vulnerabilities Damage Resistances Fire Absorption Whenever the Crystal Golem is subjected to fire
- damage from spells and damage, it takes no damage and instead regains
magical weapons Position equal to the fire damage dealt.

Magic Resistance The Crystal Golem has advantage on saving 293


throws against spells and other magical effects.
Challenge:
Magic Weapons The Crystal Golem's weapon attacks are
14 (11,500 Souls) magical.

Jump The Crystal Golem can jump up to 25 feet from a


standing start without consuming any movement.
Headless, faceless, these lumbering creatures seem to be the
unquiet spirits of the crystal drawn forth, and given shambling Actions
life. They stagger towards those who draw their attention, and
their fury, unable to see but drawn by some unerring instinct Multiattack The Crystal Golem makes two melee attacks and
(scholars speculate it is vibrations in the earth by which the one Slam Fists attack if it spends the required
things navigate) to those seeking a way through the territory position.
they make theirs. Who drew such life from the earth, and
set it to guard the tunnels and passages of the underworld, Uppercut Punch Melee Weapon Attack: +11 to hit, reach 5 feet, one
none can say, save that these glinting, crystalline watchdogs target. Hit: 20 (3d8+7) bludgeoning damage.
are deadly foes.
Club Arm Melee Weapon Attack: +11 to hit, reach 10 feet, one
target. Hit: 23 (3d10+7) bludgeoning damage.

Bloodied

While bloodied the Crystal Golem does not need to spend Position to
use its Slam Fists attack.

Position Spends

Spend 5 Position Slam Fists. The golem causes crystals to sprout


from the ground in 20 feet radius from itself.
Each creature in that area must make a DC 19
Constitution saving throw, taking 45 (10d8)
cold damage on a failed save, or half damage
on a successful one.

Jean Santos (Order #37294818)


Monsters & Antagonists

294
Demons

Jean Santos (Order #37294818)


Demon's Sight Magical darkness doesn't impede the Taurus
Taurus Demon Demon's darkvision.
Huge demon
Death Throes When the Taurus Demon dies it explodes, and
each creature within 30 feet must make a DC
20 Dexterity saving throw, taking 70 (20d6) fire
STR DEX CON INT WIS CHA damage on a failed save, or half damage on a
successful one. The explosion ignites flammable
26 15 22 20 16 22 objects in that area that aren't being worn or
(+8) (+2) (+6) (+5) (+3) (+6) carried, and destroys the Taurus Demon's
weapons.
Armour Class: 19 (Natural Armour) Speed: 40 feet,
Position: 312 (25d12+150) climb 80 feet Fire Aura At the start of each of the Taurus Demon's turns,
Initiative DC: Always acts first each creature within 5 feet takes 10 (3d6) fire
damage, and flammable objects in the aura that
aren't being worn or carried ignite. A creature
that touches the Taurus Demon or hits it with
a melee attack while within 5 feet of it takes 10
Saving Throws
(3d6) fire damage.
Str +14, Con +12, Wis +9, Cha +12
Magic Resistance The Taurus Demon has advantage on saving
throws against spells and other magical effects.

Skills Senses Magic Weapons The Taurus Demon's weapon attacks are magical.
- truesight 120 feet,
passive Perception 19 Actions

Multiattack The Taurus Demon makes four attacks: one


with its great axe and three with its Swinging
Fists or Smash.
Damage Immunities Condition Immunities
Great Axe Melee Weapon Attack: +14 to hit, reach 10 feet, one
poison poisoned, charmed,
target. Hit: 27 (3d12+8) slashing damage plus 13
unconscious, grappled
(3d8) lightning damage.
Damage Vulnerabilities Damage Resistances 295

- 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.

Massive Jump The Taurus Demon jumps a distance equal to its


climb speed. All creatures within 20 feet of the
Taurus Demon when it lands must immediately
make a DC 20 Dexterity saving throw or be
knocked prone and pushed 25 feet in a direction
chosen by the Taurus Demon, suffering 18
(2d10+8) bludgeoning damage.

Bloodied

While bloodied the Taurus Demon emits a Fire Aura.

Jean Santos (Order #37294818)


Boss This creature can spend Position as if it was a
Capra Demon player character.
Large demon
Demon's Sight Magical darkness doesn't impede the Capra
Demon's darkvision.

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.

Double Machete Melee Weapon Attack: +10 to hit, reach 10 feet,


Damage Immunities Condition Immunities Swing one target. Hit: 24 (4d8 + 6) piercing damage.
poison poisoned, charmed, If the target is a creature other than a construct,
unconscious, grappled it must succeed on a DC 17 Constitution
saving throw or lose 10 (3d6) Position at the
296 Damage Vulnerabilities Damage Resistances start of each of its turns due to the appalling
- fire wound. Each time the Capra Demon hits the
wounded target with this attack, the damage
dealt by the wound increases by 10 (3d6). Any
creature can take an action to staunch the
bleeding with a successful DC 12 Wisdom
Challenge:
(Medicine) check. The wound also closes if
14 (11,500 souls) the target receives magical healing.

Slam All creatures within a 20 feet radius of the


Capra Demon must immediately a DC
Its two greatswords held almost casually; its goat head held 17 Dexterity saving throw. On a failure a
horrifyingly still, appraising any who dare stand before it or creature is knocked prone and suffers 14 (4d6)
against it, for even the demon’s stare is enough to send most bludgeoning damage failure. On a successful
fleeing in fear. It is a brave, or foolish, being who challenges saving throw the creature suffers half damage.
the Capra demon. Its hounds bay for blood at its side, and it
begins its slow, inevitable march towards its victim, bringing Bloodied
with it the stink of the abattoir; matted fur clings to its skin,
soaked in old blood. The rasp of foul breath through caprine While bloodied the Capra Demon makes a Double Machete Swing as
teeth is enough to sour the air, making every battle with such a part of its attack action.
creature a contest with one’s guts, as well as the swords seeking
to take your head from your shoulders. Position Spends

Spend 10 Position Attack Dogs. The Capra Demon summons


1d12+2 starving hounds to its aid; the hounds
arrive 20 feet from the Capra demon at the
start of its next turn. The demon can spend
further Position on a one for one basis to
increase the result of the d12.

Jean Santos (Order #37294818)


Titanite Demon When the blacksmith god died, the agony of his passing
Large demon drew demons from the shards of titanite scattered across the
world. These demons carry with them the pain of the dead
god, fragments of the deity’s anguish, driving them to inflict
pain and cruelty on any they encounter. With their catch
STR DEX CON INT WIS CHA poles borne before them, they snare the unfortunate, before
beginning their work. There are few creatures who dismember
16 17 18 12 14 14 their victims with such cold efficacy; faceless, headless, the
(+3) (+3) (+4) (+1) (+2) (+2) titanite demon is a being of pure terror.
Armour Class: 15 (Natural Armour) Speed: 30 feet
Position: 221 (26d8+104)
Initiative DC: Always acts first Boss This creature can spend Position as if it was a
player character.

Demon's Sight Magical darkness doesn't impede the Titanite


Demon's darkvision.
Saving Throws
Str +6, Con +7, Wis +5, Cha +5 Headless The Titanite Demon is immune to any effect
that would remove its head.

Magic Resistance The Titanite Demon has advantage on saving


Skills Senses throws against spells and other magical effects.
Deception +5, Insight +5, darkvision 120 feet,
Perception +8 passive Perception 18 Actions

Multiattack The Titanite Demon makes three melee


attacks; one with its Titanite Catch Pole and
two with its fists. Alternatively, it can use Hurl
Damage Immunities Condition Immunities Lightning twice.
poison poisoned, charmed,
unconscious, grappled Titanic Catch Pole Melee Weapon Attack: +6 to hit, reach 20 feet,
one target. Hit: 34 (9d6+3) piercing damage. A
Damage Vulnerabilities Damage Resistances creature hit by this weapon must immediately 297

- fire make a DC 13 Constitution saving throw


suffering 5 (1d10) piercing damage and
becoming grappled (escape DC 13) on a failure
or half as much on a successful saving throw.
Challenge:
Fist Melee Weapon Attack: +6 to hit, reach 5 feet, one
16 (15,000 souls) target. Hit: 10 (2d6+3) bludgeoning damage.

Hurl Lightning Ranged Spell Attack: +6 to hit, range 150 feet,


one target. Hit: 14 (4d6) lightning damage. If
the target is wearing metal armour, a successful
hit is treated as a Critical hit.

Jean Santos (Order #37294818)


Smelter Demon Oozing, molten, dragging itself forward with the speed and
Large demon energy of lava spewed from the volcano, the Smelter Demon
is iron given new shape, new purpose. Speculation abounds
over whether it always existed in this form, somehow, a
germ of sentience within the near liquid iron, or whether
STR DEX CON INT WIS CHA the Old King—that crazed ancient tyrant—made the thing.
Pouring malice and spite into the bubbling, smelted metal,
26 14 24 22 18 24 and watching it become this foul creature. Who can say? The
(+8) (+2) (+7) (+6) (+4) (+7) only agreed upon truth is: do not get in its way.

Armour Class: 19 (Natural Armour) Speed: 30 feet


Position: 450 (36d10+252)
Initiative DC: Always acts first Demon's Sight Magical darkness doesn't impede the Smelter
Demon's darkvision.

Magic Resistance The Smelter Demon has advantage on saving


throws against spells and other magical effects.
Saving Throws
Dex +8, Con +13, Wis +10 Magic Weapons The Smelter Demon's weapon attacks are
magical.

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.

Bite Melee Weapon Attack: +14 to hit, reach 5 feet, one


target. Hit: 22 (4d6+8) piercing damage. The
target must succeed on a DC 21 Constitution
Damage Immunities Condition Immunities saving throw or become poisoned. While
poison poisoned, charmed, poisoned in this way, the target can't regain
unconscious, grappled Position, and it takes 21 (6d6) poison damage
at the start of each of its turns. The poisoned
298 Damage Vulnerabilities Damage Resistances target can repeat the saving throw at the end
- cold, fire of each of its turns, ending the effect on itself
on a success.

Claw Melee Weapon Attack: +14 to hit, reach 10 feet,


one target. Hit: 17 (2d8+8) slashing damage.
Challenge:
20 (25,000 Souls) Mace Melee Weapon Attack: +14 to hit, reach 10
feet, one target. Hit: 15 (2d6+8) bludgeoning
damage plus 21 (6d6) fire damage.

Tail Melee Weapon Attack: +14 to hit, reach 10 feet, one


target. Hit: 24 (3d10+8) bludgeoning damage.

Bloodied

Fear Aura Any creature hostile to the Smelter Demon that


starts its turn within 20 feet of it must make
a DC 21 Wisdom saving throw unless the
demon 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 the smelter demon's
Fear Aura for the next 24 hours.

Jean Santos (Order #37294818)


Asylum Demon Clutching a gigantic mace, its segmented stomach undulating
Large demon and rippling with grotesque animation, such demons are often
set as guards, preventing entrance (or exit) to or from some
sacred spot. The creature gains its name from its infamous
position as warden of the Undead Asylum in Lordran. There,
STR DEX CON INT WIS CHA any undead attempting to escape the gloom and misery of
that unwholesome prison were smashed to pieces beneath its
16 15 15 9 11 11 vast, crushing blows. It was eventually slain by the Chosen
(+3) (+2) (+2) (−1) (+0) (+0) Undead. Whatever happened to them?

Armour Class: 13 (Natural Armour) Speed: 30 feet


Position: 90 (12d10+24)
Initiative DC: Always acts first Demon's Sight Magical darkness doesn't impede the Asylum
Demon's darkvision.

Magic Resistance The Asylum Demon has advantage on saving


throws against spells and other magical effects.
Saving Throws
Str +5, Con +4, Wis +2 Steadfast The Asylum Demon can't be frightened while
it can see an allied creature within 30 feet of it.

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.

Ground Pound All creatures in a 15 feet cone from the asylum


demon must immediately make a DC 12
Damage Immunities Condition Immunities Constitution saving throw. On a failure they
poison poisoned, charmed, are knocked prone and suffer 11 (2d8+2)
unconscious, grappled bludgeoning damage, and their speed is reduced
by 10ft until the start of the Asylum Demon’s
Damage Vulnerabilities Damage Resistances next turn. On a successful saving throw the 299

- fire, cold creature suffers half damage.

Hammer Drive Melee Weapon Attack: +5 to hit, reach 10 feet, one


target. Hit: 8 (1d10+3) bludgeoning damage. If
the target is a creature other than construct, it
Challenge:
must succeed on a DC 12 Constitution saving
5 (1,800 Souls) throw or lose 5 (1d10) Position at the start of
each of its turns due to the awful wound inflicted.
Each time the demon hits the wounded target
with this attack, the damage dealt by the wound
increases by 5 (1d10). Any creature can take an
action to staunch the wound with a successful
DC 12 Wisdom (Medicine) check. The wound
also closes if the target receives magical healing.

Long Range Ranged Weapon Attack: +4 to hit, range 60


Hammer feet, one target. Hit: 8 (1d10+3) bludgeoning
damage.

Jean Santos (Order #37294818)


Bat-Winged Demon Spindly creatures, wings drawn up behind backs through
Large demon which the nodules of a spine bulge, these demons are
renowned for their callousness, the joy they take in inflicting
pain. Their forearms are always caked in crimson blood, where
it has spilled through fingers possessing too many joints.
STR DEX CON INT WIS CHA These demons are always armed with a spear, or glaive-like
weapon, used for cutting their enemies down before they
17 15 18 8 13 8 indulge their love for warm flesh.
(+3) (+2) (+4) (−1) (+1) (−1)

Armour Class: 15 (Natural Armour) Speed: 40 feet,


Position: 142 (17d10+34) fly 60 feet Demon's Sight Magical darkness doesn't impede the
Initiative DC: Always acts first Bat-Winged Demon's darkvision.

Magic Resistance The Bat-Winged Demon has advantage on


saving throws against spells and other magical
effects.
Saving Throws
Dex +5, Wis +4, Cha +2 Actions

Multiattack The Bat-Winged Demon makes two attacks


in any combination of Demon Spear thrusts
Skills Senses and swings. Alternatively, it can make up to
- darkvision 120 feet, two Lightning Throw attacks if it spends the
passive Perception 11 required Position, substituting a melee attack
for either or both.

Demon Spear Melee Weapon Attack: +6 to hit, reach 15 feet,


Swing all creatures in a 10ft cone (roll once and
Damage Immunities Condition Immunities apply it to all creatures in range). Hit: 10 (2d6
poison poisoned, charmed, + 3) slashing damage and 13 (3d8) lightning
unconscious, grappled damage.

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.

Stunning Screech The Bat-Winged Demon emits a horrific


screech. Each creature within 20 feet of it
that can hear and that isn't also a demon must
succeed on a DC 14 Constitution saving throw
or be stunned until the end of the Bat-Winged
Demon's next turn.

Position Spends

Spend 5 Position Lightning Throw. A 15 feet radius cloud of


lightning extends out from the Bat-Winged
Demon. Each creature in that area must
succeed on a DC 14 Constitution saving throw.
A target takes 16 (3d10) lightning damage on a
failure and half as much on a successful saving
throw. If the target is wearing metal armour
they have disadvantage on the saving throw.

Jean Santos (Order #37294818)


Demon Prince Who made this demon a prince? So many of the theories
Large demon surrounding demons are the speculation of scholars in the
Grand Archives and elsewhere, parsing theories, seeking
truth where only rumour is to be found. Yet, it is known this
creature is a Prince. A demon of nobility, though still capable
STR DEX CON INT WIS CHA of crushing a foe in its fist, or beneath an enormous foot, and
delighting in the blood-spray and the taste of viscera. The
21 14 18 18 15 18 Demon Prince is, almost certainly, a prince by its own hand,
(+5) (+2) (+4) (+4) (+2) (+4) a lordling dominating any under its sway.
Armour Class: 18 (Natural Armour) Speed: 20 feet,
Position: 266 (28d10+112) fly 40 feet,
hover 40 feet Boss This creature can spend Position as if it was a
Initiative DC: Always acts first
player character.

Demon's Sight Magical darkness doesn't impede the Demon


Prince's darkvision.
Saving Throws
Dex +7, Con +9, Wis +7, Cha +9 Magic Resistance The Demon Prince has advantage on saving
throws against spells and other magical effects.

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.

Bite Melee Weapon Attack: +10 to hit, reach 5 feet,


Damage Immunities Condition Immunities one target. Hit: 18 (2d12+5) piercing damage
poison poisoned, charmed, plus 10 (3d6) cold damage.
unconscious, grappled
Swiping Claws Melee Weapon Attack: +10 to hit, reach 5 feet, one
Damage Vulnerabilities Damage Resistances 301
target. Hit: 16 (2d10+5) slashing damage plus
- damage from spells and 10 (3d6) fire damage.
miracles, necrotic, cold and fire
Stomp Melee Weapon Attack: +10 to hit, reach 10
feet, one target. Hit: 12 (2d6+5) bludgeoning
damage plus 10 (3d6) fire damage.
Challenge:
16 (15,000 Souls) Bloodied

Explosion of Immediately upon becoming bloodied all


Flame creatures within 10 feet of the Demon Prince
must immediately make a DC 17 Constitution
saving throw, taking 17 (5d6) fire damage on a
failed save, or half damage on a successful one.

Bubbling Fire All successful attacks made by the Demon


Prince while it is bloodied deal +13 (3d8) fire
damage.

Position Spends

Spend 5 Position Fire Bolts. The Demon Prince launches 6 fire


bolts: Ranged Spell Attack: +10 to hit, range
150ft, one target. Hit: 11 (2d10) fire damage.

Spend 10 Position Breath. All creatures in a 30 feet cone from the


Demon Prince must immediately make a DC
17 Dexterity saving throw, taking 35 (10d6)
fire damage on a failed save, or half damage on
a successful one.

Jean Santos (Order #37294818)


Monsters & Antagonists

302 Denizens of
the Darkness

Jean Santos (Order #37294818)


Wretch Horrifying creatures, seemingly created from the substance of
Large monstrosity dozens of other beasts melded together, these Wretches tend
to shun the light, and the surface world. In their shelters—
dungeons, and other dark, dank spaces—they scuttle from
wall to wall, sometimes clutching weapons, waiting for prey.
STR DEX CON INT WIS CHA Some are largely harmless, uninterested in the world, content
to be left alone with the misery of their own existence. Most
18 8 17 7 16 6 are homicidal, driven by some dark impulse to conceal the
(+4) (−1) (+3) (−2) (+3) (−2) agony of their creation in senseless violence.
Armour Class: 20 (Natural Armour) Speed: 15 feet,
Position: 93 (11d10+33) climb 15 feet
Initiative DC: 9 Grasping Tendrils The Wretch can have up to six fleshy tendrils
at a time. Each tendril can be attacked (AC
20; 10 Position; immunity to poison damage).
Destroying a tendril deals no damage to the
Wretch itself, which can extrude a replacement
Skills Senses tendril on its next turn. A tendril can also be
Perception +6, Stealth +5 darkvision 60 feet, broken if a creature takes an action and succeeds
passive Perception 16 on a DC 15 Strength check against it.

Spider Climb The Wretch can climb difficult surfaces,


including upside down on ceilings, without
needing to make an ability check.
Challenge:
5 (1,800 Souls) Horrific Form All creatures that can see the Wretch must
immediately make a DC 17 Charisma saving
throw or become frightened of it. A creature
that fails the saving throw can repeat the saving
throw at the end of their turn. A creature that
succeeds on the saving throw does not need
to repeat the saving throw against the same
Wretch until they respawn.
303
Actions

Multiattack The Wretch makes four attacks with its Tendrils,


uses Reel, and makes one attack with its Bite.

Bite Melee Weapon Attack: +7 to hit, reach 5 feet, one


target. Hit: 22 (4d8+4) piercing damage.

Tendril Melee Weapon Attack: +7 to hit, reach 50 feet,


one creature. Hit: The target is grappled (escape
DC 15). Until the grapple ends, the target is
restrained and has disadvantage on Strength
checks and Strength saving throws. While the
target is grappled, the wretch can't use the same
tendril on another target.

Reel The Wretch pulls each creature grappled by it


up to 25 feet straight toward it.

Jean Santos (Order #37294818)


Scarecrow Large Mushroom Person
Medium constructs Medium plant

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)

Armour Class: 11 Speed: 30 feet Armour Class: 5 Speed: 15 feet


Position: 11 (2d8+2) Position: 18 (4d8)
Initiative DC: 11 Initiative DC: 5

Skills Senses Skills Senses


- Darkvision 30 ft, - blindsight 30 feet (blind
passive Perception 13 beyond this radius),
passive Perception 6

Damage Immunities Condition Immunities Challenge:


- blinded 1/4 (50 Souls)

Damage Vulnerabilities Damage Resistances


fire - It is unknown when the spark of sentience seized these fungi,
but, over time, it has grown, metastasizing until it became
consciousness. The creatures are unusual, as might be expected,
and their intelligence, such as it is, seems rudimentary—whenever
304 they see a creature different from themselves, they charge towards
Challenge: it, attempting to bring it down, whether it appears hostile or not.
1/2 (100 Souls) Perhaps they might become something more in ages to come; for
now, however, they are merely an irritant.

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

Plow Melee Weapon Attack: +3 to hit, reach 5 feet, one


target. Hit: 6 (2d4+1) Slashing damage.

Shears Melee Weapon Attack: +3 to hit, reach 10 feet, one


target. Hit: 3 (1d4+1) bludgeoning damage plus
2 (1d4) piercing damage. A creature damaged
by this attack must immediately make a DC
12 Strength saving throw. On a failure the
creature is knocked prone and suffers 7 (2d6)
piercing damage. On a successful saving throw
the creature suffers half damage.

Jean Santos (Order #37294818)


305

Jean Santos (Order #37294818)


Boss This creature can spend Position as if it was a PC.
(Guardian) Dragons
Huge dragon Legendary If the Guardian Dragon fails a saving throw, it
Resistance (3/Day) can choose to succeed instead.

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.

Frightful Presence Each creature of the Guardian Dragon's choice


that is within 120 feet and aware of it must
Skills Senses succeed on a DC 17 Wisdom saving throw or
Perception +12, Stealth +5 blindsight 60 feet, darkvision become frightened for one minute. A creature
120 feet, passive Perception 22 can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
If a creature's saving throw is successful they are
unaffected for the round.

Damage Immunities Condition Immunities Bloodied


fire -
While bloodied the Guardian Dragon makes two additional Bite attacks
or one Tail attack as part of the attack action.
306 Damage Vulnerabilities Damage Resistances
lightning - Position Spends

Spend 3 Position Fire Breath. The Guardian Dragon exhales


lightning in a 90 feet line that is 5 feet wide.
Each creature touched by line must make a DC
Challenge:
19 Dexterity saving throw, taking 66 (12d10)
16 (15,000 Souls) fire damage on a failed save, or half damage on
a successful one. On a failed saving throw an
effected creature is set alight, and suffers +10
(2d10) fire damage at the end of their turn until
Once amongst the most powerful of all species found on the they spend an action dousing the flames.
earth, and above it, the dragons stood against the Lord of
Sunlight, Gwyn, in the early age of the world or becoming Legendary Actions
guardians of lost places. They could not be defeated, until the
traitor Seath the Scaleless turned against his kin. Most dragons The Guardian Dragon can take up to three legendary actions by
were slaughtered in the ensuing conflict, though some escaped, choosing from the options below and spending the required Position.
making their homes in the remotest parts of the world. Not all Only one legendary action option can be used at a time and only at
of those who escaped became legendary, as did Black Dragon the end of another creature's turn. The dragon regains spent legendary
Kalameet, Crossbreed Priscilla, or Darkeater Midir, but all actions at the start of its turn.
possess their intelligence, their ferocity, and their will to survive.
It is a foolish person who seeks out a dragon, or invokes their fury. Spend 3 Position Detect. The Guardian Dragon makes a Wisdom
(Perception) check.

Spend 5 Position Tail Attack. The Guardian Dragon makes a Tail


attack.

Spend 10 Position (Counts as two legendary actions): Wing Attack.


The Guardian Dragon beats its wings. Each
creature within 10 feet of the dragon must
succeed on a DC 20 Dexterity saving throw or
take 17 (2d10+7) bludgeoning damage and be
knocked prone. The dragon can then fly up to
half its flying speed.

Jean Santos (Order #37294818)


307

Jean Santos (Order #37294818)


Hydra
Huge monstrosity

STR DEX CON INT WIS CHA

20 12 20 2 10 7
(+5) (+1) (+5) (−4) (+0) (−2)

Armour Class: 15 (Natural Armour) Speed: 30 feet,


Position: 172 (15d12+75) swim 30 feet
Initiative DC: 14

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.

Whenever the Hydra takes 25 or more damage


in a single turn, one of its heads dies. If all its
heads die, the hydra dies.

At the end of its turn, it regrows two heads for


each one that died since its last turn, unless it
has taken fire damage since its last turn. The
Hydra regains +10 Position for each head
regrown in this way.

Reactive Heads For each head the Hydra has beyond one, it
gets an extra reaction that can be used only for
opportunity attacks.

Wakeful While the Hydra sleeps, at least one of its heads


is awake.

Actions

Multiattack The Hydra makes as many Bite attacks as it


has heads.

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.

Jean Santos (Order #37294818)


Slime An amorphous blob of an unidentifiable substance, these
Medium ooze beings cling to the ceilings of underground spaces, dropping
onto the heads of the unwary and quickly smothering them
to death, before beginning to consume them. Sometimes,
they simply move along a corridor, an unstoppable mass of
STR DEX CON INT WIS CHA glutinous stuff, absorbing anything they touch, growing and
bulging with hideous vitality.
12 6 16 1 6 2
(+1) (−2) (+3) (−5) (−2) (−4)

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.

False Appearance While the Slime remains motionless, it is


Damage Immunities Condition Immunities indistinguishable from an oily pool or wet rock.
- blinded, charmed, deafened,
exhaustion, frightened, prone Adhesive The Slime can stick to any surface it wishes.

Damage Vulnerabilities Damage Resistances Actions


- all damage not caused by a
spell or miracle. Pseudopod Melee Weapon Attack: +3 to hit, reach 5 feet, one
target. Hit: 4 (1d6+1) bludgeoning damage plus
7 (2d6) acid damage, and if the target is wearing
nonmagical metal armour, its armour is partly 309
corroded and takes a permanent and cumulative
Challenge:
−1 penalty to the AC it offers. The armour is
Challenge 1/2 (100 Souls) rendered useless if the penalty reduces its AC
to 10.

Falling If the Slime is above a creature it can fall down,


targeting the creature with any of its attacks and
making the attack roll at advantage. If successful,
the attack deals an additional 2d6 acid damage.

Embedded Spikes Melee Weapon Attack: +3 to hit, reach 5 feet, one


target. Hit: 11 (3d6+1) bludgeoning damage.

Engulf Melee Weapon Attack: +3 to hit, reach 5 feet, one


Medium or smaller creature. Hit: The target is
grappled (escape DC 11). Until this grapple
ends, the target is restrained, blinded, and at
risk of suffocating, and the slime can't engulf
another target. In addition, at the start of each
of the target's turns, the target takes 10 (2d6 +
3) bludgeoning damage.

Jean Santos (Order #37294818)


Mimic
Medium monstrosity (shapechanger)

STR DEX CON INT WIS CHA

17 12 15 5 13 8
(+3) (+1) (+2) (−3) (+1) (−1)

Armour Class: 12 (Natural Armour) Speed: 15 feet


Position: 58 (9d8+18)
Initiative DC: 11

Skills Senses
Stealth +5 darkvision 60 feet,
passive Perception 11

Damage Immunities Condition Immunities


acid prone

Damage Vulnerabilities Damage Resistances


- -

Shapechanger The Mimic can use its action to transform.


Its statistics are the same in each form. Any
310 equipment it is wearing or carrying isn't
Challenge:
transformed. It reverts to its true form if it dies.
2 (450 Souls)
Adhesive (Object Form Only): The Mimic adheres to
anything that touches it. A Huge or smaller
creature adhered to the Mimic is also grappled
Capable of adopting the image of a treasure chest, or other by it (escape DC 13). Ability checks made to
innocuous object, the Mimic is an ambush predator, luring escape this grapple have disadvantage.
in explorers and adventurers with the promise of loot,
before snapping their enormous mouths closed around False Appearance (Object Form Only): While the Mimic remains
investigating hands. Most probably created by a wizard motionless, it is indistinguishable from an
with a cruel sense of humour, and a penchant for punishing ordinary object (usually a chest, but whatever
those thieves trying to purloin valuable spells. the GM chooses).

Grappler The Mimic has advantage on attack rolls against


any creature grappled by it.

Actions

Pseudopod Melee Weapon Attack: +5 to hit, reach 5 feet, one


target. Hit: 7 (1d8+3) bludgeoning damage.
If the Mimic is in object form, the target is
subjected to its Adhesive trait.

Bite Melee Weapon Attack: +5 to hit, reach 5 feet, one


target. Hit: 7 (1d8+3) piercing damage plus 4
(1d8) acid damage. A creature surprised by this
attack is restrained by the Mimic (escape DC 13).

Consume A grappled creature must immediately make a


DC 13 Strength saving throw or be consumed.
A consumed creature is immediately reduced
to 0 Position.

Jean Santos (Order #37294818)


Wyvern
Large monster

STR DEX CON INT WIS CHA

23 10 21 14 11 19
(+6) (+0) (+5) (+2) (+0) (+4)

Armour Class: 18 (Natural Armour) Speed: 40 feet,


Position: 178 (17d10+85) climb 40 feet,
fly 80 feet
Initiative DC: 14

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

Damage Immunities Condition Immunities


fire -

Damage Vulnerabilities Damage Resistances 311

- -

Challenge:
10 (5,900 Souls)

Actions

Multiattack The Wyvern makes three attacks: one with its


Bite and two with its Claws.

Bite Melee Weapon Attack: +10 to hit, reach 10 feet,


one target. Hit: 17 (2d10+6) piercing damage
and +3 (1d6) fire damage.

Claw Melee Weapon Attack: +10 to hit, reach 5 feet, one


target. Hit: (2d6+6) slashing damage.

Firebreath (Recharge 5-6): The Wyvern exhales fire in a


30 feet cone. Each creature in that area must
make a DC 17 Dexterity saving throw, taking
56 (16d6) fire damage on a failed save, or half
damage on a successful one. None are certain of the relationship between the Wyverns
seen prowling the land, and the true dragons defeated by
Gywn in the ancient past. Whatever the connection is—and
truly, there must be one, for there are too many similarities to
pretend otherwise—the Wyvern is a creature of devastating
frenzy, its fire breath enough to raze a village to the ground
in an instant. Tread carefully, lest you draw their attention.

Jean Santos (Order #37294818)


Corvian
Medium Beast

STR DEX CON INT WIS CHA

11 16 14 7 11 10
(+0) (+3) (+2) (-2) (+0) (+0)

Armour Class: 12 (Natural armour) Speed: 20 ft


Position: 26 (4d8+8) fly 30ft
(once wings are sprouted).
Initiative DC: 15

Saving Throws
Con +4, Wis +2

Skills Senses
- passive Perception 10

Damage Immunities Condition Immunities


fire, poison poisoned

312 Damage Vulnerabilities Damage Resistances


- -

Challenge:
1 (200 Souls)

Actions

Corvian Greatknife Melee Weapon Attack: +5 to hit, 5 feet reach,


one creature. Hit: 6 (1d6+3) Slashing damage.
When a Corvian makes an attack with its
Greatknife it can make an additional attack
with the Greatknife as a bonus action.

Great Corvian Melee Weapon Attack: +5 to hit, 10 feet reach,


Scythe one creature. Hit: 9 (1d12+3) Slashing damage.

Sprout Wings The Corvian shakes and sprouts a pair of


functional wings.These wings grant the Corvian
a fly speed of 30 feet (included in profile).

Bedraggled crow creatures, Corvians are perpetual nomads.


Their homeland was destroyed by the ever-growing abyss,
and in its wreckage many were driven to madness or savagery.
While some retain their wisdom, knowledge, and wit, many
are reduced to fragments of the creatures they once were—
attacking any who draw near, irrespective of their intentions,
as though seeking to avenge themselves on the abyss which
took so much from them.

Jean Santos (Order #37294818)


Silver Knights These warriors were once under the command of the Lord
of Cinder, Gwyn himself. These knights, still clad in perfect,
Medium humanoid
unmarred, silver armour, were dispatched to protect the
Princess Gwynevere, guarding her against any threat. They
are elite soldiers; relentless, strong, and unyielding. Some claim
STR DEX CON INT WIS CHA them to be little beyond automata now, undead trapped for all
time in their armour, but they retain their skill at arms.
16 11 14 11 11 15
(+3) (+0) (+2) (+0) (+0) (+2)
Concord Unbroken The Silver Knight has advantage on saving
Armour Class: 18 (Plate) (21 with shield) throws against being frightened, charmed and
Position: 52 (8d8+16) Speed: 30 feet any effect that would move it against its will.
Initiative DC: 12
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

- slashing, bludgeoning, momentum until the start of its next turn.


lightning, thunder, fire,
poison Reactions

Parry The Silver Knight adds +2 AC against one


melee attack that would hit it. To do so, the
Silver Knight must see the attacker and be
Challenge:
wielding a melee weapon.
3 (700 Souls)
Dodge The Silver Knight imposes disadvantage on a
single spell, ranged or melee attack targeting
them provided they can see the creature
targeting them.

Bloodied

Two Handed Strike The Silver Knight immediately stows their


shield and makes two melee attacks, dealing an
additional 2d6 damage on a successful attack.
Until the Silver Knight is reduced to zero
Position, it triggers a Critical hit on an attack
roll of a 18-20 and can make a single attack as
a bonus action on its turn.

Position Spends

Spend 3 Position Piercing Strike. The Silver Knight doubles its to


hit bonus on a single weapon attack. This can be
declared after the attack has been rolled.

Spend 3 Position Sweeping Strike. The Silver Knight may target


two creatures instead of one using an attack
with its Sword or Spear.

Jean Santos (Order #37294818)


Pontiff Knights
Medium humanoid

STR DEX CON INT WIS CHA

16 11 14 11 11 15
(+3) (+0) (+2) (+0) (+0) (+2)

Armour Class: 18 (Plate) 20 (if armed with shield)


Position: 117 (18d8+36) Speed: 30 feet
Initiative DC: 10

Saving Throws
Con +4, Dex +2

Skills Senses
- passive Perception 10

Damage Immunities Condition Immunities


- charmed

314 Damage Vulnerabilities Damage Resistances


- cold, slashing Guard Breaker The Pontiff Knight has advantage on saving
throws against being frightened.

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

Parry The Pontiff Knight adds +2 AC against one


melee attack that would hit it. To do so, the
Pontiff Knight must see the attacker and be
wielding a melee weapon.

Bloodied

Empowered Strikes The Pontiff Knight’s attacks become magical


and deal an additional 8 (2d8) force damage.

Jean Santos (Order #37294818)


Man Serpent
Medium humanoid

STR DEX CON INT WIS CHA

14 15 15 11 11 12
(+2) (+2) (+2) (+0) (+0) (+1)

Armour Class: 11 (Scraps of clothing)


Position: 52 (8d8+15) Speed: 25 feet
Initiative DC: 14

Saving Throws
Con +4, Wis +2

Skills Senses
- passive Perception 10

Damage Immunities Condition Immunities


poison -

Damage Vulnerabilities Damage Resistances 315

cold, lightning, piercing fire, slashing and Actions


damage bludgeoning from non
magical weapons Multiattack The Man Serpent can make three attacks with its
Knife Slash or two attacks with its Greatsword.

Grab and Smash A creature within 15 feet of the Man Serpent


must immediately make a DC 12 Strength
Challenge:
saving throw. On a failure the target is
2 (450 Souls) restrained by the Man Serpent and suffers 17
(5d6) bludgeoning damage and 13 (3d8) poison
damage. On a successful saving throw the target
suffers half damage and is not restrained.
This is what the greatness of dragons became. Little more than
human in size or dimensions, these creatures bear almost no Knife Slash Melee Weapon Attack: +4 to hit, reach 10 feet, one
resemblance to their ancient ancestors, save for the serpentine target. Hit: 9 (2d6+2) slashing damage.
facial features, and the scales. They attack with the calm,
calculating motions of their vanished kin, but lack almost all Man Serpent Melee Weapon Attack: +4 to hit, reach 10 feet, one
of the qualities that made them so deadly. Nevertheless, it is Greatsword target. Hit: 11 (2d8+2) slashing damage. Heavy.
never wise to underestimate one of the creatures; they are wily,
cunning things, and should not be treated lightly. Bite Melee Weapon Attack: +4 to hit, reach 15 feet,
one target. Hit: slashing damage. A creature
successfully targeted by this attack must
immediately make a DC 12 Constitution
saving throw, suffering 14 (4d6) poison damage
and becoming poisoned for one minute on a
failure. On a successful saving throw the
creature suffers half damage.

Bloodied

Neck Snap The Man Serpent immediately makes a Grab


and Smash attack against the last creature to
damage it, if in range.

Jean Santos (Order #37294818)


Giants
Huge giant

STR DEX CON INT WIS CHA

25 9 23 10 14 13
(+7) (−1) (+6) (+0) (+2) (+1)

Armour Class: 16 (Natural and ruined armour)


Position: 162 (13d12+78) Speed: 30 feet
Initiative DC: 10

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

316 Damage Vulnerabilities Damage Resistances


Multiattack The Giant makes two Fists attacks.
- fire, lightning, necrotic and
spell damage When the Giant uses its Stomp, Ground Swipe
or Charge attack it cannot make the same
attack the following turn.
Challenge:
Fists Melee Weapon Attack: +11 to hit, reach 10 feet,
9 (5,000 Souls) one target. Hit: 28 (6d6+7) bludgeoning damage.

Stomp All creatures within 20 feet of the Giant must


immediately make a DC 17 Dexterity saving
Their strength is enough to rip down walls with bear hands, throw, suffering 54 (12d8) bludgeoning damage
split boulders with little effort, and to fire arrows the size of a and be knocked prone on a failed save, or half
man from a bow the size of an elephant. Such are the giants. damage on a successful one.
There are as many claims about the origins of the Giants as
there are about the nature of the abyss, or the powers of the Ground Swipe All creatures in a 15 feet cone from the Giant
profaned flame. Almost none of them are true, and even fewer must immediately make a DC 17 Dexterity
of them matter. What matters is the fact that most giants attack saving throw, suffering 40 (6d10+7) damage
on sight, punching and grabbing at anyone who comes too near. on a failure.
Perhaps this is due to the tendency for Giants to be pressed
into slavery, where their strength enables them to do the work Charge The Giant moves 20 feet in a straight line. The
of dozens of smaller species. Whatever the truth, and whatever giant’s speed is reduced to zero until the start of
the justification might be for a Giant’s hostility, it does not its next turn at the end of this attack.
make them any less of a threat.
Rock Ranged Weapon Attack: +11 to hit, range 60/240
feet, one target. Hit: 29 (4d10+7) bludgeoning
damage.

Bloodied

Bloodied The Giant immediately makes a Stomp attack.


While bloodied, the giant makes any attack
against creatures adjacent to it at advantage.

Jean Santos (Order #37294818)


Winged Knights
Medium humanoid

STR DEX CON INT WIS CHA

17 13 15 11 11 12
(+3) (+1) (+2) (+0) (+0) (+1)

Armour Class: 18 (Plate) (21 with shield)


Position: 104 (16d8+32) Speed: 25 feet
Initiative DC: 11

Saving Throws
Con +4, Wis +2

Skills Senses
- passive Perception 10

Damage Immunities Condition Immunities


necrotic charmed, frightened

Damage Vulnerabilities Damage Resistances 317

- poison damage

Challenge:
5 (1,800 Souls)

Actions

Multiattack The Winged Knight makes two attacks when


armed with a Winged Knight Halberd. If
armed with Winged Knight Twin Axes, they
make 3 attacks.

Winged Knight Melee Weapon Attack: +5 to hit, reach 15 feet,


Halberd one target. Hit: 9 (1d12+3) slashing damage.
Creatures that enter the Winged Knight’s threat
radius provoke attacks of opportunity while the
Winged Knight is armed with a Halberd.

Winged Knight Melee Weapon Attack: +5 to hit, reach 5 feet, one


Twin Axes target. Hit: 6 (1d6+3) slashing damage. Committed to the worship of the Heavenly Daughter, Gertrude,
and to the angelic faith of Lothric, the Winged Knights are
distinctive for their stylised armour, and their preference for
polearms in battle. Their choice of religion, however, was
considered the most loathsome of blasphemies in Lothric,
and they were ostracised, and their mistress imprisoned. The
Winged Knights still fight against this injustice even now, long
after the cause ceased to possess true meaning. Now, they fight
on, always, not knowing any other way.

Jean Santos (Order #37294818)


Alonne Knights
Medium humanoid

STR DEX CON INT WIS CHA

16 15 16 11 11 11
(+3) (+2) (+3) (+0) (+0) (+0)

Armour Class: 19 (Iron plate) Speed: 25 feet


Position: 60 (8d8+24)
Initiative DC: 14

Saving Throws
Con +5, Dex +2

Skills Senses
- passive Perception 10

Damage Immunities Condition Immunities


- poisoned, charmed
Loyalty Absolute The Alonne Knight can make a single attack
as a reaction when another Alonne Knight
318 Damage Vulnerabilities Damage Resistances within 60 feet successfully attacks a creature,
lightning fire, poison or if another Alonne Knight within 30 feet is
successfully targeted by another creature.

Disciplined Ranks The Alonne Knight gains a bonus to all attack


rolls and saving throws equal to the number of
Challenge:
other Alonne Knights within 10 feet of it.
3 (700 Souls)
Lunge At the start of its turn the Alonne Knight can
declare it will lunge when it attacks. Doing
so grants the Alonne Knight advantage on
Famed for their courage, and loyalty to one another, the all melee attack rolls until the start of its next
Alonne Knights held their ground even as their home was turn. All attacks targeting the Alonne Knight
swallowed by the earth. No quarter was given, no inch of gain advantage until the start of the Alonne
ground surrendered willingly. Reputed both for their courage, Knight’s turn.
and skill with sword and bow, the Alonne Knights are
formidable enemies. Actions

Multiattack The Alonne Knight makes two attacks with its


Blacksteel Katana or one ranged attack with its
Alonne Greatbow.

Blacksteel Katana Melee Weapon Attack: +5 to hit, 10 feet reach, one


target. Hit: 16 (3d8+3) slashing damage. After a
successful attack with this weapon the Alonne
Knight can immediately make an additional
attack as a bonus action.

Alonne Greatbow Ranged Weapon Attack: +4 to hit, range 320/600


feet, one target. Hit: 5 (1d6+2) slashing damage.
A creature that suffers a Critical hit from the
Alonne Greatbow suffers -1 to AC, attack rolls
and all saving throws until it rests at a bonfire.

Jean Santos (Order #37294818)


319

Jean Santos (Order #37294818)


Monsters & Antagonists

320

Undead

Jean Santos (Order #37294818)


Darkwraiths They were once knights. Protectors of the realm, valiant in
Medium undead battle, and loyal to their leaders. But they were too loyal.
Far too loyal. When their masters descended into the
darkness, they followed, becoming consumed by the abyss.
They absorbed the power of the darkness into themselves,
STR DEX CON INT WIS CHA wreathing their armour and weapons in its potency. Soon
after, they almost wrecked the world, as they drew on the
17 16 16 11 14 15
power of the Dark Soul itself. They still haunt the land, the
(+3) (+3) (+3) (+0) (+2) (+2)
darkness fluctuating around them as they pursue their arcane
plots, ever restless.
Armour Class: 17 Speed: 30 feet
Position: 67 (9d8+27)
Initiative DC: 15
Rage of the Darkwraiths are hostile to every creature other
Forsaken than themselves and other darkwraiths.

Crack in Armour While in sunlight, the Darkwraith has


Skills Senses disadvantage on attack rolls, as well as on
- darkvision 30 feet, Wisdom (Perception) checks that rely on sight.
passive Perception 12
Dark Shield When the Darkwraith attacks with its Dark
Hand attack, it gains +2 to its AC and saving
throws until the start of its next turn.

Damage Immunities Condition Immunities Actions


necrotic charmed, exhaustion,
grappled, paralysed, petrified, Multiattack The Darkwraith can make either two Dark
prone, poisoned, restrained Sword attacks or one Dark Sword attack and
one Dark Hand attack.
Damage Vulnerabilities Damage Resistances
- acid, cold Dark Hand Melee Weapon Attack: +6 to hit, reach 5 feet, one
creature. Hit: 21 (4d8+3) necrotic damage. The
target must succeed on a DC 14 Constitution
saving throw or its Position maximum is 321
reduced by an amount equal to the damage
Challenge:
taken. This reduction lasts until the target
5 (1,800 Souls) rests at a bonfire. A creature whose Position
maximum is reduced to zero immediately dies.
A creature killed by this effect automatically
triggers a roll on the Hollowing effect table
(page 86).

Dark Sword Melee Weapon Attack: +6 to hit, reach 5 feet, all


creatures in a 5 feet radius. Hit: 17 (4d6+3)
slashing damage.

Jean Santos (Order #37294818)


Hollow
Medium undead

STR DEX CON INT WIS CHA

13 6 16 3 6 5
(+1) (−2) (+3) (−4) (−2) (−3)

AC: 8 (Hollow Soldier 15 (Tattered armour and-partial shield))


Position: 8 (1d8+3) (Hollow Soldier 22 (3d8+9))
Initiative DC: 8 Speed: 20 feet

Saving Throws
Wis +0, Con +5

Skills Senses
- darkvision 30 feet,
passive Perception 8

Damage Immunities Condition Immunities


poison poisoned

322 Damage Vulnerabilities Damage Resistances


- -

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.

Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320


feet, one target. Hit: 4 (1d8+0) piercing damage.

Jean Santos (Order #37294818)


Bonewheel Skeleton
Medium undead

STR DEX CON INT WIS CHA

10 14 15 6 8 5
(+0) (+2) (+2) (−2) (−1) (−3)

Armour Class: 13 (Wheel armour) Speed: 30 feet


Position: 6 (1d8+2)
Initiative DC: 12

Skills Senses
- darkvision 30 feet,
passive Perception 9

Damage Immunities Condition Immunities


poison exhaustion, poisoned

Damage Vulnerabilities Damage Resistances


bludgeoning, radiant -

323
Challenge:
1/4 (50 Souls)

Spiked Wheel The Bonewheel Skeleton can pass through


spaces occupied by other creatures. When it
does, the creature it passes must immediately
make a DC 12 Dexterity saving throw, being
knocked prone and suffering deals 10 (3d6)
piercing damage on a failure. On a successful
saving throw the creature is not knocked prone
and suffers half damage.

Actions

Spin Up The skeleton spins in place before shooting in


a straight line over its target. The Bonewheel
Skeleton immediately moves its speed in a
straight line dealing +3 (1d6) damage to
creatures effected by its Spiked Wheel feature.
Movement from Spin Up does not provoke
opportunity attack.

Spin in Place Melee Weapon Attack: +2 to hit, reach 5 feet, one


target. Hit: 4 (1d6+1) slashing damage.

It cannot have been an easy death—crushed by the wheel,


broken and battered, over and over again. Yet in undeath, the
wheel has become a boon, a weapon and a form of armour.
Such is the way of things. Sometimes, it seems, the curse of
undeath possesses a dark sense of humour.

Jean Santos (Order #37294818)


Side Step The Forlorn gains advantage on all saving
Forlorn throws.
Medium Undead
Dark Shield After the Forlorn has taken the attack action it
gains +2 AC until the end of its next turn.

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.

Armour Class: 18 (plate) (20 Dark Shield) Actions


Position: 247 (26d8+130) Speed: 30 feet
Initiative DC: 12 Multiattack The Forlorn makes three melee attacks with its
melee weapon it may forgo one melee attack
to make use its guard break attack.

Greatsword Melee Weapon Attack: +9 to hit, reach 10 feet,


Saving Throws
one target. Hit: 25 (4d10+3) slashing damage.
Str +8, Dex +6, Con +8, Wis +5
Scythe of the Melee Weapon Attack: +9 to hit, reach 15 feet,
Forlorn one target. Hit: 30 (4d12+4) slashing damage.
Creatures targeted with this weapon gain no
Skills Senses benefit to their AC from wielding a shield.
- passive Perception 10
Guard Break All creatures within 15ft of the Forlorn must
immediately make a DC 17 Strength saving
throw on a failure the creature is knocked prone
and suffers 13 (3d8) bludgeoning damage. On
a successful saving throw the creature suffers
Damage Immunities Condition Immunities half as much damage and is pushed back 5ft
Poison, Poisoned from the Forlorn.

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.

Spend 3 Position Backslash. The Forlorn can make one additional


attack on its turn as a bonus action.

Spend 5 Position Riposte. The Forlorn can make a single attack


as a reaction targeting a creature that targeted
it with an attack that missed.

Jean Santos (Order #37294818)


Actions
Darklurker
Medium undead Multiattack The Darklurker can make two attacks with its
Soul Greatsword

Soul Greatsword Melee Weapon Attack: +7 to hit, reach 10 feet,


STR DEX CON INT WIS CHA one creature. Hit 20 (5d6+3) force damage.

12 16 13 2 10 12 Soul Spear Melee Weapon Attack: +9 to hit, reach 15 feet,


(+1) (+3) (+1) (-4) (+0) (+1) all creatures in a 15ft line. Hit 36 (8d8) force
damage.
Armour Class: 13 Speed: 5 feet,
Position: 88 (16d8+16) fly 30 ft, Teleport The Darklurker opens a portal around itself
hover 15ft and remerges within 50 feet of its original
Initiative DC: 13
location in a billow of smoke that persists until
the end of its turn.

Dark Soul Bomb Target any one creature within 60 feet of


Saving Throws
the Darklurker. The targeted creature must
Dex +5 immediately make a DC16 Dexterity saving
throw. On a failure the target is knocked
prone and suffers 22 (5d8) force damage. On
a successful saving throw the target suffers half
Skills Senses damage and is not knocked prone.
- True sight 60 feet,
passive Perception 10 Fire Orb The Darklurker throws 4 fire orbs as an action.
Each orb uses the following profile: To hit +9,
range 100/200 feet, one target. Hit: 16 (3d10)
fire damage.

Damage Immunities Condition Immunities Bloodied


- -
Mitosis The Darklurker immediately splits into two
copies of itself. Both share the same Position
Damage Vulnerabilities Damage Resistances pool other than that they are treated as two 325

fire, lightning and - separate creatures.


thunder damage
Position Spends

Spend 5 Position Etheric Invisibility. The Darklurker turns


etheric, causing it to become immune to all
Challenge:
damage and invisible to creatures who cannot
6 (2,300 Souls) see into the etheric plane. The Darklurker
cannot interact with the physical world while
etheric and can end this effect at the start of
its turn as a free action.
It is best not to ask what a Darklurker is, in truth. After all,
it resembles an angel so closely, as its vast, beautiful wings Spend 5 Position Soul Bolt. Targets: All creatures in a 5 feet wide
spread open behind it, that the notion even the hosts of line extending 60 feet from the Darklurker.
heaven are subject to the curse might lead even the most Targets must succeed on a DC 15 Dexterity
hopeful to despair. Hugely powerful, the Darklurker strikes saving throw, suffering 32 (5d12) force damage
from above, bringing its sword down upon the unwary in on a failure and half damage on a success. If
devastating attacks, capable of slicing an armoured knight the Darklurker is flying or hovering, the length
in half with a single swing. No matter how fiercely a battle of the line is drawn as if it was on the ground.
rages, though, the Darklurker’s hood remains up, obscuring
its face entirely. Spend 5 Position Dark Explosion. All creatures within a 30 feet
radius of the Darklurker must immediately
make a DC 15 Strength saving throw,
suffering 33 (6d10) force damage on a failure.

Jean Santos (Order #37294818)


Skeleton
Medium undead

STR DEX CON INT WIS CHA

10 14 15 6 8 5
(+0) (+2) (+2) (−2) (−1) (−3)

Armour Class: 13 (Armour scraps) 14 (if armed with shield)


Position: 13 (2d8+4) Speed: 20 feet
Initiative DC: 12

Skills Senses
- darkvision 30 feet,
passive Perception 9

Damage Immunities Condition Immunities


poison exhaustion, poisoned

Damage Vulnerabilities Damage Resistances


bludgeoning, radiant -

326
Challenge:
1/4 (50 Souls)

Ancient soldiers, dragged back from the peace of the grave, to


once more hack away at the living—or at least, more alive—
with swords, and spears, and whatever else their fingers can
fasten around. Despite their fearsome appearance, they can be
quickly defeated—mighty in the past, perhaps, but no longer.

Actions

Scimitar or Falchion Melee Weapon Attack: +4 to hit, reach 5 feet, one


target. Hit: 5 (1d6+2) piercing damage.

Short Bow Ranged Weapon Attack: +4 to hit, range 80/320


feet, one target. Hit: 5 (1d6+2) piercing damage.

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327

Jean Santos (Order #37294818)


Monsters & Antagonists

328

Bosses

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329

Jean Santos (Order #37294818)


Boss This creature can spend Position as if it were a
Iudex Gundyr player character.
Huge undead
Bloodied

Transformation Iudex Gundyr immediately sprouts tentacle-like


appendages and makes a Screech and Bite attack.
STR DEX CON INT WIS CHA While bloodied it can make one of the following
attacks as part of the attack action or replace a
21 8 19 5 9 6 Halberd attack with any of them: Tentacle Reach,
(+5) (−1) (+4) (−3) (−1) (−2) Screech and Bite, Slam and Devour.

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

Multiattack Iudex Gundyr makes two Strong Sweep or


Rapid Sweep attacks.

Grab and Slice Melee Weapon Attack: +8 to hit, reach 10


Damage Immunities Condition Immunities feet, one target. A creature hit by this attack is
- charmed restrained and suffers 18 (3d8+5) bludgeoning
damage. At the beginning of its turn while
restrained, the grappled creature may attempt
Damage Vulnerabilities Damage Resistances to escape, by succeeding on a DC 15 Strength
- - check. Only one creature can be restrained by
this attack at once.
330
Fast Sweep Spend 5 Position. Iudex Gundyr makes 2
additional Halberd attacks as part of the attack
Challenge:
action.
9 (5,000 Souls)
Strong Sweep Melee Weapon Attack: +8 to hit, reach 10 feet,
one target. Hit: 32 (3d8+5).

Rapid Sweep Melee Weapon Attack: +8 to hit, reach 10 feet,


one target. Hit: 18 (3d8 + 5) bludgeoning
damage. Iudex Gundyr makes one additional
attack when both Halberd swings use this
attack.

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

H ow bitter the fate of Iudex Gundyr. To arrive as a


champion at the Firelink shrine, and to find it empty.
Dead. No ember to spark, no bell to ring. Nothing. Only the
Gundyr. When targeting a creature frightened
of it, Iudex Gundyr treats a successful weapon
attack as a Critical hit. A frightened creature
certainty of his own failure. So it was that Gundyr appointed can repeat the saving throw at the end of its
himself the judge of any who would kindle the fire, and link turn if it is at least 30 feet away from Iudex
the shrines. So it was that Gundyr decided any who would do Gundyr.
what he was denied must prove themselves better than him.
Until now, none have. Slam and Devour Melee Weapon Attack: +8 to hit, reach 10 feet, one
target. Hit: 27 (6d8) bludgeoning damage. A
creature damaged is picked up by Iudex Gundyr
and devoured. The creature must immediately
make a DC 15 Strength saving throw or suffer
26 (6d8) acid damage on a failure or 18 (3d8 +
5) bludgeoning damage on a successful saving
throw as they are thrown aside.

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331

Jean Santos (Order #37294818)


Bloodied
Vordt of the Boreal Valley
Gargantuan Construct Cold Breath Spend 5 Position. Vordt of the Boreal Valley
exhales an icy blast in a 90 feet cone. Each
creature in that area must make a DC 22
Constitution saving throw, taking 72 (16d8)
cold damage on a failed save, or half damage
STR DEX CON INT WIS CHA on a successful one.

26 10 26 10 13 14 Charge Spend 5 Position. After making a Cold Breath


(+8) (+0) (+8) (+0) (+1) (+2) attack Vordt of the Boreal Valley charges
forward, crushing all in its path. All creatures
Armour Class: 20 (Iron Plate Armour) Speed: 40 feet, in a line 20 feet wide and 20 feet long must
Position: 333 (18d20+144) burrow 40 feet, immediately make a DC 22 Strength saving
Climb 40 feet throw or be knocked prone, pushed 20 feet
Initiative DC: 16
away from Vordt of the Boreal Valley and
suffer 29 (2d20+8) Bludgeoning damage. On
a successful saving throw the creature suffers
half damage but is still pushed 20 feet and
knocked prone.
Saving Throws
Dex +6, Con +14, Wis +7, Cha +8 Actions

Multiattack Vordt of the Boreal Valley makes three attacks;


one each with its Mace Strike, Mace Thrust
Skills Senses and Mace Slash. Once Vordt of the Boreal
Perception +13, blindsight 60 feet, darkvision Valley is bloodied it can make an additional
Athletics +14 120 feet, passive Perception 23 attack with it’s Cold Breath

Mace Strike Melee Weapon Attack: +14 to hit, reach 15 feet,


one target. Hit: 30 (4d10+8) piercing damage
plus 18 (4d8) cold damage. A creature that
Damage Immunities Condition Immunities suffers a Critical hit from this attack must
cold, charmed immediately make a DC 22 Constitution
332 saving throw or suffer a crippling wound. A
poison poisoned
wounded suffers 72 (16d8) cold damage at
Damage Vulnerabilities Damage Resistances the start of its turn and makes all constitution
- - saving throws at disadvantage. At the end of
a creature’s turn it can attempt to a DC 22
Wisdom (medicine) check to stop the wound
from dealing damage; a miracle ends the effect.
Challenge:
Mace Thrust Melee Weapon Attack: +14 to hit, reach 15 feet,
20 (25,000 Souls) one target. Hit: 22 (4d6+8) slashing damage
plus 18 (4d8) cold damage. Vordt can make 1
additional attack with its Mace Thrust.
Boss This creature can spend Position as if it were
a player character. Mace Slash Melee Weapon Attack: +14 to hit, reach 20
feet, one target. Hit: 26 (4d8+8) bludgeoning
Ice Walk Vordt of the Boreal Valley can move across damage. A creature hit by this attack has its
and climb icy surfaces without needing to speed reduced by 10 feet until the end of its
make an ability check. Additionally, difficult next turn.
terrain composed of ice or snow doesn't cost
it extra moment. Position Spends

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.

Spend 10 Position Vordt of the Boreal Valley immediately flies


half its fly speed.

Jean Santos (Order #37294818)


333

L oyalty is always a tainted conviction in Lothric. Too many good


people, true paragons, are deceived by those they devote themselves
too. Vordt was one of the greatest of the Outrider Knights, dedicated to
the Pontiff Sulyvahn. But, like so many others deceived by those they
esteemed the best, Vordt was betrayed. Entrusted with the Pontiff ’s Left
Eye—the ring containing such corrupted power—he was twisted, warped,
into the hideous beast thing he is now. In truth, death would be kinder
than the half-life Vordt now inhabits.

Jean Santos (Order #37294818)


Actions
Curse-Rotted Greatwood
Gargantuan monstrosity (corrupted tree) Roll The Curse-Rotted Greatwood rolls crushing
those in its path. The Curse-Rotted Greatwood
immediately moves 20 feet; all creatures it
passes over or ends within 5 feet of must make
a DC 25 Dexterity saving throw suffering 37
STR DEX CON INT WIS CHA (6d8+10) bludgeoning damage on a failure, and
must immediately make a DC 25 Strength
30 11 25 22 18 20 saving throw. On a successful Dexterity saving
(+10) (+0) (+7) (+6) (+4) (+5) throw the creature the creature is knocked
prone and suffers half damage.
Armour Class: 17 (Natural Armour) Speed: 15 feet
Position: 472 (27d20+189) On a failed Strength saving throw the creature
is caught in the Curse-Rotted Greatwood’s
Initiative DC: 17
branches and is restrained (escape DC 25),
suffering 42 (12d6) piercing damage at the
start of each of the Curse-Rotted Greatwood’s
turns.
Saving Throws
Grab and Slam Melee Weapon Attack: +17 to hit, reach 30 feet,
Str +17, Dex +7, Con +14, Int +13, Wis +11 one target. Hit: 20 (3d6+10) bludgeoning
damage, and the target is grappled (escape
DC 18). Until this grapple ends, the target is
restrained. The Curse-Rotted Greatwood has
Skills Senses five vines, each of which can grapple one target.
- truesight 120 feet, passive
Perception 14 Fling One Large or smaller object held, or creature
grappled, by the Curse-Rotted Greatwood
is thrown up to 60 feet in a direction and
knocked prone. If a thrown target strikes
a solid surface, the target takes 3 (1d6)
Damage Immunities Condition Immunities bludgeoning damage for every 5 feet it was
lightning; Poisoned, grappled, thrown. If the target is thrown at another
334 creature, that creature must succeed on a DC
frightened, paralysed
18 Dexterity saving throw or take the same
Damage Vulnerabilities Damage Resistances damage and be knocked prone.
- -
Slam The Curse-Rotted Greatwood slams the
ground. All creatures in a 10 feet radius of a
point within 20 feet must immediately make
a DC 23 Dexterity saving throw, taking 44
Challenge:
(8d10) bludgeoning damage and be knocked
23 (50,000 Souls) prone on a failed save, or half damage on a
successful one.

Boss This creature can spend Position as if it were a Bloodied


player character.
Multiattack The Curse-Rotted Greatwood makes three
Sweeping Attack The Curse-Rotted Greatwood’s attacks Grab and Slam attacks, each of which it can
trigger a Critical hit on a roll of a 18-20. replace with one use of Fling.

Rotted Core The Curse-Rotted Greatwood only takes Position Spends


damage to its Position when a creature targets
the fleshy growths around its core (melee Spend 5 Position At the end of any creatures turn the Curse-
attacks must be made to its centre). Rotted Greatwood can make a single Grab
and Slam attack, or a Fling attack.
Undead Minions The Curse-Rotted Greatwood has a number
of scarecrows within 30ft of it at the beginning
of combat. The number of Scarecrow equals
1d12 + the number of PCs.

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335

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.

Jean Santos (Order #37294818)


Deacons of the Deep
Medium humanoids

STR DEX CON INT WIS CHA

13 15 10 7 10 6
(+1) (+2) (+0) (−2) (+0) (−2)

Armour Class: 12 Speed: 30 feet


Position: 22 (5d8)
Initiative DC: 14

Skills Senses
- darkvision 60 feet, passive
Perception 10

Damage Immunities Condition Immunities


poison charmed, exhaustion,
poisoned
Damage Vulnerabilities Damage Resistances
- -
336

Challenge:
1 (200 Souls)

Boss This creature can spend Position as if it were


a player character.

Mob There are 25 deacons at the beginning of


combat. Each time the Deacons of the Deep
suffer 22 points of damage one of the deacons’
forms dies.

Endless Flock At the end of any creature’s turn a number


of Deacons of the Deep spawn equal to the
number of slain Deacons of the Deep.

Actions

Communal Up to ten Deacons of the Deep can take this


Fireball action; for every two Deacons of the Deep the
attack bonus increases by +1 and the damage
dice is increased by 1d6. Ranged Spell Attack:
+2 to hit, range 60 feet/120 feet, one creature.
Hit 10 (3d6) fire damage.

Swipe Melee Weapon Attack: +2 to hit, reach 5 feet, one


creature. Hit: 9 (2d6+2) piercing damage.

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337

T he most devoted of Aldrich’s servants, the deacons poured their faith


into the worship of the Devourer of Gods. These broken, wretched
men remain alongside the coffin of their absent lord, waiting for his
return, their faith ever waxing and waning. One, the apostate Klimt, lost
his faith, and turned to the worship of Rosaria, certain she was a goddess.
The others, Royce and McDonnell remain true to their cause, and their
fanaticism is sufficient to sustain them through an aeon of darkness.

Jean Santos (Order #37294818)


Boss This creature can spend Position as if it were a
Arch Deacon player character.
Medium Humanoid
Bloodied

When the Arch Deacon becomes bloodied it manifests physically and


no longer swaps body via Shifting Crown.
STR DEX CON INT WIS CHA
Actions
13 15 10 7 10 18
(+1) (+2) (+0) (−2) (+0) (+4) Bite Melee Weapon Attack: +2 to hit, reach 5 feet, one
creature. Hit: 9 (2d6+2) piercing damage.
Armour Class: 12 Speed: 30 feet
Position: 225 (50d8) Curse A creature within 60 feet of the Arch Deacon
must immediately make a DC 14 Charisma
Initiative DC: 18 saving throw. On a failure the creature is
unable to spend Position till the end of the
Arch Deacon’s next turn and suffers 13 (3d8)
necrotic damage. On a successful saving throw
the target suffers the full damage but can still
Skills Senses spend Position normally.
- darkvision 60 feet, passive
Perception 10 Shifting Crown The Arch Deacon can only be harmed by
locating the deacon it is currently inhabiting.
While inhabiting a deacon, the Arch Deacon
takes all the damage dealt to the deacon it
possesses and increases that deacon’s attack
Damage Immunities Condition Immunities modifier by +4. In addition, if the Arch
poison charmed, exhaustion, Deacon is one of the ten Deacons of the Deep
poisoned using Communal Fireball, the spell deals an
additional 15 (3d10) fire damage.
Damage Vulnerabilities Damage Resistances
- - The Arch Deacon body dies with it suffers 22
points of damage and the Arch Deacon moves
338 to another deacon of the GMs choice. When
the Arch Deacon is bloodied it reveals itself.
Challenge:
Position Spends
17 (18,000 Souls)
Spend 10 Position All creatures of the Arch Deacon’s choice
within 60 feet must immediately succeed on a
DC 14 charisma saving throw or suffer 1 level
of exhaustion. On a successful saving throw
the target instead suffers 13 (3d8) necrotic
damage.

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339

Jean Santos (Order #37294818)


Boss This creature can spend Position as if it were
Old Demon King a player character.
Gargantuan Demon
Legendary Resistance (3 per day): If the Old Demon King fails a
saving throw, it can choose to succeed instead.

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.

Lava Breath Spend 10 Position. The Old Demon King


exhales fire in a 60 feet cone. Each creature in
that area must make a DC 21 Dexterity saving
Saving Throws
throw, taking 91 (26d6) fire damage on a failed
Dex +6, Con +13, Wis +8, Cha +10 save, 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.

Swing Melee Weapon Attack: +14 to hit, reach 15 feet,


one target. Hit: 30 (4d10+8) slashing damage.

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.

Fireball Shower Spend 5 Position. The Old Demon King causes


all creatures within a 20 feet radius of a point
it can see within 120 feet to immediately make
a DC 21 Dexterity saving throw, suffering 21
(6d6) fire damage on a failure or half as much
on a successful saving throw.

Fire Glyph As an action, the Old Demon King launches a

B orn from the Chaos Flame, the Old Demon King is an


ancient creature, old enough to have seen the rise of Gwyn,
to have witnessed the Chosen Undead complete their quest,
fire glyph at any 15ft area within 30ft of itself.
Each creature in that area must make a DC 21
Dexterity saving throw. It takes 38 (7d10) fire
and to have survived—somehow—the death of most of its damage on a failed save, or half damage on a
kin. Such ingenuity, such resilience tells one much about the successful one.
withered, dwindling creature the Old Demon King now is; his
power receding but become harder, crueller. Those who would Position Spends
confront this remnant of evil should be wary.The millennia have
not dimmed his malice. Spend 5 Position At the end of any creature’s turn, the Old
Demon King can make a single attack with its
Swing, Fire Glyph or Fireball Shower.

Spend 5 Position The Old Demon King takes an additional


reaction.

Jean Santos (Order #37294818)


341

Jean Santos (Order #37294818)


Bloodied
Yhorm the Giant
Gargantuan Giant Leaping Punch All creatures in a 20 feet radius of a point within
20 feet of Yhorm the Giant must immediately
make a DC 27 Dexterity saving throw. On a
failure, the creature suffers 125 (10d20+10)
bludgeoning damage, is knocked prone and
STR DEX CON INT WIS CHA pushed 25 feet away from Yhorm. On a
successful saving throw the creature suffers half
30 11 30 11 11 11 damage but is still knocked prone and pushed.
(+10) (+0) (+10) (+0) (+0) (+0)
Actions
Armour Class: 25 (Natural Armour) Speed: 40ft
Position: 676 (33d20+330) Multiattack Yhorm the Giant can make up to five attacks split
between his Wide and Heavy Sweeps. Yhorm
Initiative DC: Always acts first may instead use his Battle Shout and then make 3
attacks split between his Wide and Heavy sweeps.

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.

Heavy Swipe Melee Weapon Attack: +19 to hit, reach 20 feet,


Skills Senses one target. Hit: 65 (10d10+10) slashing damage.
- blindsight 120 feet, A creature damaged by this attack must succeed
passive Perception 10 on a DC 27 Constitution saving throw or be
stunned until the start of Yhorm the Giant’s
next turn. On a Critical hit the target loses the
use of one arm until the end of the targets turn.

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.

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343

I t is often the fate of descendents to become the antithesis of their


kin—whether through necessity or fate. Such a one is Yhorm the
Giant. The successor of an ancient conqueror, famed for his pursuit of
glory, of destruction, Yhorm inherited his ancestor’s skill at arms, but not
his lust for power. Instead, Yhorm was approached by the inhabitants of
the city his ancestor had taken for himself, and asked to lead them. To
prove his honour, Yhorm bestowed upon his new subjects a giant-killing
sword, as proof of his noble intentions. When the Profaned Flame came
into existence, Yhorm took up the burden of the Lords of Cinder to
becalm the fires, but he was too late to save his people, whose flesh was
consumed by the avaricious flame. Now, Yhorm waits for death, waits
for his friend Siegward of Catarina to end his life as promised. He even
granted Siegward the second giant-slaying blade Yhorm possessed—the
Storm Ruler—to enable him to do as much. And yet, Yhorm waits alone,
challenging any who draw near to end his cursed existence.

Jean Santos (Order #37294818)


Bloodied
Dancer of the Boreal Valley
Large humanoid Erupting Slices All creatures within 20ft of The Dancer of the
Boreal Valley must make a Strength saving
throw DC 21. On a failure the creature suffers
24 (3d10+8) bludgeoning damage and 27 (6d8)
necrotic damage. On a successful saving throw
STR DEX CON INT WIS CHA the creature suffers half as much damage.

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.

Flame Thrust All creatures in a 30 feet long, 10 feet wide line


must immediately make a DC 21 Dexterity
saving throw suffering 58 (12d8) fire damage
Saving Throws
on a failure or half damage on a successful
Dex +8, Con +13, Wis +10 saving throw.

Twirl Melee Weapon Attack: +15 to hit, reach 15 feet,


all creatures in reach. Hit: 22 (4d6+8) slashing
Skills Senses damage plus 27 (6d8) fire damage. Roll
- truesight 120 feet, separately for each creature in reach.
passive Perception 14
Flame Great Melee Weapon Attack: +15 to hit, reach 5 feet, one
Sword target. Hit: 22 (4d6+8) slashing damage plus 27
(6d8) fire damage.

Damage Immunities Condition Immunities Position Spends

344 fire, poison poisoned


Spend 5 Position Blade Dance. The Dancer of the Boreal Valley
moves 10 feet after each attack it makes for
Damage Vulnerabilities Damage Resistances the rest of the round. This movement does not
- - provoke attacks of opportunity.

Spend 5 Position Ash Cloud. All creatures in a 20 feet radius must


immediately make a DC 21 Constitution
saving throw. On a failure the creature is
Challenge:
stunned until the end of their next turn. On
20 (25,000 Souls) a successful saving throw the creature instead
suffers 27 (6d8) poison damage.

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.

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A daughter of royalty, in direct descent from the Kings and Queens


of Anor Londo, this nameless scion of the royal line attracted the
malignant attention of Pontiff Sulyvahn. With typical cruel humour, the
Pontiff forced this child of royal blood to first become a dancer—twirling
mindlessly for his entertainment—and then to join the Outrider Knights.
Gifted a sword, one of the Pontiff ’s blades of power, the dancer soon
began to devolve. Her limbs became unnaturally long, her mind lost to the
most feral of instincts. The dancer still moves with the grace of a physical
artist, but does so only to kill and to maim.

Jean Santos (Order #37294818)


Boss This creature can spend Position as if it were a
Black Dragon Kalameet player character.
Gargantuan dragon
Amphibious The Black Dragon Kalameet can breathe air
and water.

Legendary (3 per day): If the Black Dragon Kalameet fails


STR DEX CON INT WIS CHA Resistance a saving throw, it can choose to succeed instead.

27 14 25 16 15 19 Frightful Presence Each creature of the Black Dragon Kalameet’s


(+8) (+2) (+7) (+3) (+2) (+4) choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 19 Wisdom
Armour Class: 22 (Natural Armour) Speed: 40 feet, saving throw or become frightened for one
Position: 367 (21d20+147) fly 80 feet, minute. A creature can repeat the saving throw
swim 40 feet at the end of each of its turns, ending the effect
Initiative DC: 19
on itself on a success. If a creature's saving throw
is successful, the effect ends for it.

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

Multiattack The Black Dragon Kalameet can use its


Damage Immunities Condition Immunities Frightful Presence. It then makes three attacks,
Fire - one with its Bite and two with its Claws.
346
Bite Melee Weapon Attack: +15 to hit, reach 15 feet,
Damage Vulnerabilities Damage Resistances one target. Hit: 24 (3d10+8) piercing damage
slashing, lightning - plus 22 (5d8) necrotic damage.

Claw Melee Weapon Attack: +15 to hit, reach 10 feet,


one target. Hit: 15 (2d6 + 8) slashing damage.
Challenge:
Tail Melee Weapon Attack: +15 to hit, reach 20 feet, one
21 (33,000 Souls) target. Hit: 17 (2d8 + 8) bludgeoning damage.

A mong the last of the great dragons, Kalameet is strong


beyond measure, bringing death and destruction down
on any who threaten him, or stand in his way. A flurry of
wings, the infernal heat of his breath, the serrations of
gigantic talons… such is the inevitable fate of any who
invoke the fury of the Black Dragon. Even Anor Londo, in
its hubris and magnificence, feared to provoke the creature’s
wrath. There are beings capable of reducing city’s to rubble
by themselves. Kalameet is one.

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Boss This creature can spend Position as if it were a
Crystal Sage player character.
Large humanoid
Magic Resistance The Crystal Sage has advantage on saving
throws against spells and other magical effects.

Legendary (3 per Day). If the Crystal Sage fails a saving


STR DEX CON INT WIS CHA Resistance throw, it can choose to succeed instead.

16 20 20 16 18 18 Spellcasting The Crystal Sage is a 15th level Sorcerer. Its


(+3) (+5) (+5) (+3) (+4) (+4) spellcasting ability is Intelligence (spell save
DC19, +9 to hit with spell attacks) and knows
Armour Class: 18 (Billowing robes) Speed: 30 feet the following spells:
Position: 271 (22d10+150)
Homing Crystal Soulmass (8 casts)
Initiative DC: Always goes first
Soul Spear (4 casts)

White Dragon Breath (4 casts)


Saving Throws
Bloodied
Int +9, Wis +10, Cha +10
Clones The Crystal Sage creates 3 clones of itself.
These clones all act independently, and begin
to teleport about the battlefield. They are
Skills Senses indistinguishable from the original Crystal
Arcana +9, History +10 passive Perception 20 Sage. They can only use the Teleport action.
Each has AC16, but only 1 Position.

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.

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Boss This creature can spend Position as if it were a
Gaping Dragon player character.
Gargantuan dragon
Legendary (3 per day): If the Gaping Dragon fails a saving
Resistance throw, it can choose to succeed instead.

Unyielding Foe The Gaping Dragon always goes first in


STR DEX CON INT WIS CHA initiative, and cannot be surprised.

27 12 25 20 17 19 Frightful Presence Each creature of the Gaping Dragon's choice


(+8) (+1) (+7) (+5) (+3) (+4) that is within 120 feet of the dragon and aware
of it must succeed on a DC 19 Wisdom saving
Armour Class: 21 (Natural Armour) Speed: 40 feet, throw or become frightened for one minute.
Position: 350 (20d20+140) climb 40 feet, A creature can repeat the saving throw at the
fly 80 feet end of each of its turns, ending the effect on
Initiative DC: 18
itself on a success. If a creature's saving throw
is successful, the effect ends for it.

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.

Tail Melee Weapon Attack: +15 to hit, reach 20


feet, one target. Hit: 17 (2d8+8) bludgeoning
damage. A creature hit by this attack is knocked
prone.

Breath Weapons The Gaping Dragon uses the following breath

T he dark is capable of warping all life, in the most hideous


of fashions. The Gaping Dragon, its vertical mouth
ravaging anything drawing too close, is the result of such
weapon.

Acid Breath: Spend 10 Position. The dragon


corruption. A descendant of the Everlasting Dragon, the exhales acid in a 90 feet line that is 10 feet wide.
Gaping Dragon was twisted into the foul abomination it is Each creature in that line must make a DC 22
now. Bloated, its vestigial wings scarcely able to lift it, it is easy Dexterity saving throw, taking 63 (14d8) acid
to pity the beast. Until it attacks, of course. damage on a failed save, or half damage on a
successful one.

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Boss This creature can spend Position as if it were a
Sif, the Great Grey Wolf player character.
Huge beast
Unyielding Foe Sif, the Great Grey Wolf always goes first in
initiative and cannot be surprised.

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.

Horizontal Swing Melee Weapon Attack: +9 to hit, reach 10 feet,


one target. Hit: 22 (3d8+9) piercing damage.
If the target is a creature, it must succeed on a
Saving Throws
DC 19 Dexterity saving or suffer a bleeding
Con +11, Wis +4 wound. A wounded creature is blinded and
takes 21 (6d6) acid damage at the start of
each of the Sif, the Great Grey Wolf ’s turns.
A creature can end this effect by receiving
Skills Senses
healing from at least a 4th level miracle or by
- blindsight 30 feet, passive spending an action to cauterise the wound,
Perception 9 suffering 16 (3d10) fire damage.

Overhead Swing Melee Weapon Attack: +9 to hit, reach 10 feet, one


creature. Hit: 19 (3d6+9) piercing damage, and
the target must make a DC 19 Constitution
Challenge:
saving throw, taking 42 (12d6) necrotic damage
14 (11,500 souls) on a failed save, or half damage on a successful
352 one.

360° Swing All creatures within 15 feet of Sif, the Great


Grey Wolf are targeted by his Horizontal
Swing. Roll separately for each target, while
bloodied Sif, the Great Grey Wolf triggers a
Critical hit on a roll of a 18-20 with this attack.

T he vast wolf, noble in mien but vicious in battle, is Artorias’


devoted companion. Sif stands guard over Artorias’ grave,
ensuring that no other shall be consumed as Sif ’s greatest
Position Spends

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.

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Boss This creature can spend Position as if it were a
Sir Artorias, the Abysswalker player character.
Large humanoid
Magic Resistance Artorias has advantage on saving throws against
spells and other magical effects.

Abyss Hunter Artorias gains advantage on all attack rolls


STR DEX CON INT WIS CHA when targeting demons, monstrosities and any
creature of the abyss.
18 16 18 14 14 18
(+4) (+3) (+4) (+2) (+2) (+4) Corrupted Nobility If the players have defeated Sif, Artorias can
at the start of his turn make all attack roll with
Armour Class: 18 (Plate) Speed: 30 feet advantage, all attack rolls targeting Artorias
Position: 256 (27d10+108) until the start of his next turn gain advantage.
Initiative DC: Always first Legend Eroded Artorias can spend Position to reduce the dice
result of a attack targeting him, doing so costs 3
Position for every 1 result changed. So to reduce
a result of 19 to 17 would cost 6 Position.
Saving Throws
Bloodied
Dex +7, Con +8, Wis +6, Cha +8
Wrath of the Abyss Artorias immediately takes the attack action as
if it was his turn. While bloodied all Artorias’s
weapon attacks deal an additional 13 (3d8)
Skills Senses necrotic damage and makes 1 additional attack
- truesight 120 feet, passive on its turn.
Perception 12
Actions

Multiattack Artorias makes three attacks.

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

Parry Artorias adds +4 AC against one melee attack


that would hit him. To do so, Artorias must see
the attacker and be wielding a melee weapon.

O ne of the four Knights of Gwyn, the most trusted


companions of the Lord of Sunlight and the
commanders of his armies, Artorias was famed for his
unyielding strength and will. It was during his time within
the walls of New Londo that Artorias learned the eldritch
talent he became named for: abysswalking. Such power, the
power to venture into the great hell, was not sufficient to
stand against Manus, lord of the Abyss, however. In his
final fight, Artorias was broken, swallowed by the void he’d
believed himself capable of conquering. It is said that in
defeating him, once more, one of the Chosen Undead, or an
Unkindled, might offer the once great knight some measure
of redemption. Perhaps such claims hold some truth.

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Boss This creature can spend Position as if it were a
Nameless King player character.
Large undead
Damned Weapons When the Nameless Kings hits with any
weapon, the weapon deals an extra 6d8 radiant
damage (included in the attack).

STR DEX CON INT WIS CHA Actions

26 22 26 25 25 30 Multiattack The Nameless King makes four Sword Spear


(+8) (+6) (+8) (+7) (+7) (+10) attacks. It may choose to change one of these
attacks to use either its Fire Breath or Lightning
Armour Class: 21 (Natural Armour) Speed: 50 feet, Strike if it spends the required Position.
Position: 243 (18d10+144) fly 150 feet
Sword Spear Slice Melee Weapon Attack: +15 to hit, reach 10 feet,
Initiative DC: Always first one target. Hit: 22 (4d6+8) slashing damage
plus 27 (6d8) fire damage.

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.

Spend 10 Position The Nameless King gain an additional reaction.


Challenge:
Spend 10 Position The Nameless King causes all creatures it hits
21 (33,000 Souls) with an attack to be pushed 15 feet in any
direction.

A n ancient warrior of astonishing power and martial


skill, the Nameless King is, in truth, no such thing. He
bears, and has borne, many names over the years, just as his
Stormdrake companion has. It is said that once, in the long
ago of the world, the Nameless King was a god, and fought
against the flying lizards, just as the King of Storms (his
mount) sought to cast down the gods. But, in mirror image
of Seath the Scaleless, the Nameless King threw in his lot
with the dragons, becoming bonded with the Stormdrake
who became his trusted friend and mount. Alone, and alive
after millennia, both the Nameless King and the King of
Storms are melancholy relics of a forgotten world, but they
are no less deadly for that.

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Magic Weapons The King of Storms’s weapon attacks are magical.
King of Storms
Large dragon Bloodied

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.

Armour Class: 17 (Natural Armour) Speed: 40 feet, Actions


Position: 294 (28d10+140) fly 60 feet
Multiattack The King of Storms makes two Claw attacks.
Initiative DC: 16
Claw Melee Weapon Attack: +12 to hit, reach 5 feet,
one target. Hit: 17 (2d10+6) slashing damage.

Roar (3/Day): The King of Storms emits a magical


Saving Throws
roar. Each time it roars before finishing a Long
Dex +6, Con +11, Int +9, Wis +10 rest, the roar is louder and the effect is different,
as detailed below. Each creature within 500 feet
of the King of Storms and able to hear the roar
must make a saving throw.
Skills Senses
Arcana +9, Perception +10, truesight 120 feet, First Roar: Each creature that fails a DC 18
Religion +15 passive Perception 24 Wisdom saving throw is frightened for one
minute. A frightened creature can repeat the
saving throw at the end of each of its turns,
ending the effect on itself on a success.

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.

Third Roar: Each creature makes a DC 18


Constitution saving throw. On a failed save, a
creature takes 44 (8d10) thunder damage and is
Challenge:
knocked prone. On a successful save, the creature
17 (18,000 Souls) takes half damage and isn't knocked prone.

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Bloodied
Soul of Cinder
Gargantuan undead Dominion of Any time the Soul of Cinder is targeted by any spell
the Lords attack, roll a d6. On a 1 to 3, the Soul of Cinder
is affected by the spell as normal. On a 4 or 5, the
Soul of Cinder takes no damage from the spell, and
suffers from no other adverse conditions the spell
STR DEX CON INT WIS CHA inflicts. On a 6, the Soul of Cinder is unaffected, and
the effect is reflected back at the caster as though it
15 15 15 15 15 15 originated from the Soul of Cinder, turning the
(+2) (+2) (+2) (+2) (+2) (+2) caster into the target.

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.

Frightful Presence Each creature of The Soul of Cinder’s choice within


120 feet of it and aware of it must succeed on a DC
Challenge:
17 Wisdom saving throw or become frightened for
30 (155,000 Souls) one minute. A creature can repeat the saving throw
at the end of each of its turns, with disadvantage if
the Soul of Cinder’s is within line of sight, ending
Boss This creature can spend Position as if it were a the effect on itself on a success. If a creature's
player character. saving throw is successful or the effect ends for
it, the creature is immune to the Soul of Cinder's
Legendary (5 per Day): If the Soul of Cinder fails a saving Frightful Presence until the start of the next round.
Resistance throw, it can choose to succeed instead.
Position Spends
Magic Resistance The Soul of Cinder has advantage on saving
throws against spells and other magical effects. Spend 5 Position The Soul of Cinder makes a single melee attack
as a reaction to a creature missing it with a melee
Amalgamated The Soul of Cinder deals triple damage on or spell attack.
Might a Critical hit rather than double damage.
Damage dealt by the Soul of Cinder overcomes Spend 10 Position The Soul of Cinder takes an additional turn after
all resistances. another creature.

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 10 Position The Soul of Cinder gains an additional reaction.

Spend 20 Position The Soul of Cinder ends one condition effecting it.

Spend 25 Position The Soul of Cinder casts a spell as a reaction.

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361

S o many pledged themselves to the flame, to defend it and preserve it.


So many. And the flame took something from each of them, a memory,
an ember it preserved within itself. Never fading. When the end comes,
and the flame must defend itself against extinction, it can call upon these
past champions, creating a shadow of all those past Lords of Cinder. From
Gwyn, Lord of Sunlight, to the melancholy Yhorm the Giant, each left
some trace of themselves in the fire. When summoned, the Soul of Cinder
is an agglomeration of each of these parts—a fighter of impossible, and
unpredictable, capacities. Only the very greatest warriors can possibly
stand long before it.

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Boss This creature can spend Position as if it were a
Lorian, Elder Prince player character.
Large undead
Twins Lorian, Elder Prince gains advantage on attack
rolls against creatures that have been damaged
by Lothric, Younger Prince in the same round.

STR DEX CON INT WIS CHA Bloodied

29 14 20 16 18 18 Lorian’s Greatsword attacks deals an additional 35 (4d12+9) Fire damage.


(+9) (+2) (+5) (+3) (+4) (+4) Upon becoming bloodied Lorian’s Greatsword attacks cause each creature
they hit to be knocked prone unless the creature succeeds on a DC 17
Armour Class: 21 (Enchanted Plate Mail) Strength saving throw.
Position: 230 (20d12+100) Speed: 10 feet,
swim 50 feet Actions
Initiative DC: 17
Multiattack Lorian makes four greatsword attacks.

Greatsword Melee Weapon Attack: +14 to hit, reach 10 feet,


one target. Hit: 30 (6d6+9) slashing damage.
Saving Throws
Str +14, Con +10, Wis +9, Cha +9 Position Spends

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.

Damage Immunities Condition Immunities


poison charmed, grappled,
362
exhaustion
Damage Vulnerabilities Damage Resistances
cold, lightning, thunder Necrotic

Challenge:
13 (10,000 Souls)

O nce, Lorian was a large, brutal man. He fought for his


brother, and alongside him, using his strength to match
his brother’s cleverness. His brother was his voice as Lothric
was his brother’s brawn—for while Lothric was frail, Lorian
was mute. When his legs were broken, Lorian remained his
brother’s guardian, always ready to draw his sword against
any who might pose a threat to Lothric. Such is the bond
between family.

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363

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Boss This creature can spend Position as if it were a
Lothric, Younger Prince player character.
Huge undead
Twins Lothric, Young Prince gains advantage on attack
rolls against creatures that have been damaged by
Lorian, Elder Prince in the same round. Lothric’s
spell attacks trigger Critical hits on a roll of
STR DEX CON INT WIS CHA a 16-20 if the creature has been successfully
targeted by Lorian in the same round.
29 14 20 16 18 18
(+9) (+2) (+5) (+3) (+4) (+4) Revival (Once per day): When Lothric, Young Prince
is reduced to zero Position, he explodes causing
Armour Class: 19 (Enchanted Plate Mail) all creatures other than Lorian, Elder Prince to
Position: 210 (20d10+100) Speed: 50 feet make a DC 17 Dexterity saving throw, suffering
85 (19d8) radiant damage on a failure and half
Initiative DC: 17
damage on a success. At the start of Lorian,
Elder Prince’s turn it regains Position to half
of his original maximum. If the Elder Prince is
not bloodied, he instead regains one quarter of
his current missing Position.
Saving Throws
Str +14, Con +10, Wis +9, Cha +9 Bloodied

When Lothric, Younger Prince becomes bloodied Lorian, Elder Prince


can take an additional action on his turn.
Skills Senses
Arcana +8, Athletics +14, passive Perception 19 Actions
History +8, Perception +9
Multiattack Lothric makes two Greatsword attacks.

Magic Homing Lothric throws 5 magical projectiles at targets


Projectile within 120 feet of him. Each projectile hits a
Damage Immunities Condition Immunities creature of his choice that he can see within
poison charmed, exhaustion, range. A dart deals 10 (1d10+5) force damage
364 to its target. The darts all strike simultaneously,
frightened, poisoned
and Lorian can direct them to hit one creature
Damage Vulnerabilities Damage Resistances or several.
cold, lightning, thunder necrotic
Homing Arrow Ranged Spell Attack: +9 to hit, range 120 feet,
one target. Hit 18 (4d6+4) radiant damage.
The targeted creature has disadvantage on the
next attack roll or saving throw they make. This
Challenge:
attack ignores cover.
13 (10,000 Souls)
Greatsword Melee Weapon Attack: +14 to hit, reach 10 feet,
one target. Hit: 30 (6d6+9) slashing damage.

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.

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Boss This creature can spend Position as if it were a
Pontiff Sulyvahn player character.
Large humanoid
Vicious Weapons The Pontiff Sulyvahn's weapon attacks are
magical. When the Pontiff Sulyvahn hits with
any weapon, the weapon deals an extra 6d8
piercing damage (included in the attack).
STR DEX CON INT WIS CHA
Magic Resistance The Pontiff Sulyvahn has advantage on saving
26 22 26 25 25 30 throws against spells and other magical effects.
(+8) (+6) (+8) (+7) (+7) (+10)
Recovery (3 per day): Pontiff regains 40 (8d8+4) Position
Armour Class: 21 (Natural Armour) Speed: 50 feet, and removes up to three conditions.
Position: 243 (18d10+144) fly 150 feet
Bloodied
Initiative DC: 19
While Bloodied the Pontiff can spend a bonus action to use its Recovery
feature, and treats the fire and cold damage from its Greatswords as
rolling their maximum.
Saving Throws
Actions
Int +14, Wis +14, Cha +17
Multiattack The Pontiff makes two Fire Greatsword attacks
and two attacks with its Frost Greatsword. It
can substitute two Greatsword attacks to make
Skills Senses a Soul Spear attack.
Perception +14 truesight 120 feet,
passive Perception 24 Fire Great Sword Melee Weapon Attack: +15 to hit, reach 5 feet, one
target. Hit: 22 (4d6+8) slashing damage plus 27
(6d8) fire damage. If the target is a creature it
must immediately make a DC 19 Constitution
saving throw or be blinded until the end of the
Damage Immunities Condition Immunities Pontiff ’s next turn.
poison charmed, exhaustion,
366 Frost Great Sword Ranged Weapon Attack: +13 to hit, range
frightened, poisoned
150/600 feet, one target. Hit: 15 (2d8+6)
Damage Vulnerabilities Damage Resistances piercing damage plus 27 (6d8) radiant damage.
- radiant, necrotic, If the target is a creature its speed is reduced by
30 feet, and in addition a creature targeted by
this attack must make a DC 19 Constitution
saving throw or be stunned until the end of the
Pontiff ’s next turn.
Challenge:
21 (33,000 Souls) Soul Spear The Pontiff releases its greatsword to hover
magically in an unoccupied space within 5
feet of it. If the Pontiff can see the sword, he
may mentally command it as a bonus action
to fly up to 50 feet and either make one attack
against a target or return to the Pontiff ’s hands.
If the hovering sword is targeted by any effect,
the Pontiff is considered to be holding it. The

W hat drives a monster like the Pontiff ? Who can


possibly imagine the depth of depravity running in
the mind of such a creature? To earn the loyalty of men and
hovering sword falls if the Pontiff dies.

women, before giving them rings destined to warp their


bodies and souls into bestial remnants of what they had
once been requires a special kind of evil. To imprison a
god, with the aim of feeding it, alive, to a being so foul its
sins could eclipse the moon requires a madness, and genius,
almost impossible to conceive. Those who gaze upon Pontiff
Sulyvahn do so in the knowledge they confront the darkness
of mankind perfected, refined, and arrayed against them.
Victory is the only option; after all, what might the Pontiff
do with them should he take them alive?

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Bloodied
Aldrich, Devourer of Gods
Large undead Flame Trail Aldrich immediately moves 60 feet; this
movement does not provoke attacks of
opportunity, and all creatures the Devourer
passes through or within 5 feet of suffer 22
(4d10) fire damage. While bloodied Aldrich
STR DEX CON INT WIS CHA leaves a trail of fire behind it. The trail persists
until the beginning of the Devourer of Gods
26 22 26 25 25 30 next turn, a creature that passes through or ends
(+8) (+6) (+8) (+7) (+7) (+10) a turn in the trail of flame suffers 11 (2d10)
fire damage.
Armour Class: 24 (Natural Armour) Speed: 90 feet
Position: 972 (72d10+576) Searing Burst Aldrich emits magical energy. Each creature of
its choice in a 10 feet radius must make a DC
Initiative DC: Always acts first 23 Dexterity saving throw, taking 14 (4d6) fire
damage plus 14 (4d6) necrotic damage on a
failed save, or half damage on a successful one.

Blinding Gaze Aldrich targets one creature it can see within


Saving Throws
30 feet of it. If the target can see it, the target
Int +14, Wis +14, Cha +17 must succeed on a DC 23 Constitution saving
throw or be blinded until magic such as the
lesser restoration spell removes the blindness.

Skills Senses Actions


Perception +14 truesight 120 feet,
passive Perception 24 Multiattack Aldrich, Devourer of Gods makes three Scythe
attacks, only one of which can be a Slaying
Scythe attack.

Scythe Slash Melee Weapon Attack: +15 to hit, reach 10 feet,


Damage Immunities Condition Immunities one target. Hit: 22 (4d6+8) slashing damage
necrotic, poison charmed, exhaustion, plus 27 (6d8) necrotic damage.
368
frightened, poisoned
Slaying Scythe Melee Weapon Attack: +15 to hit, reach 15 feet,
Damage Vulnerabilities Damage Resistances one target. Hit: 15 (2d8+6) piercing damage
- radiant plus 27 (6d8) necrotic damage. If the target
is a creature that has 100 Position or fewer, it
must succeed on a DC 15 Constitution saving
throw or die.
Challenge:
Life Leech Touch (4 per day): The Devourer of Gods touches
30 (155,000 souls) another creature within 5 feet of it. The target
suffers 40 (8d8+4) necrotic damage, and the
Devour of Gods regains as many Position as
Boss This creature can spend Position as if it were a the damage suffered.
player character.
Position Spends
Godkiller Damage from Aldrich, Devourer of Gods
attacks overcome all resistances or immunities. Spend 10 Position Arrow Barrage. All creatures in a 60 feet cone of
The Devourer of Gods must immediately make
Sure Strike Aldrich, Devourer of Gods can forgo an attack to a DC 21 Dexterity saving throw or suffer 51
make one of its remaining attacks at advantage. (10d8+6) piercing damage, or half as much on
When it does so it treats a successful attack as a a successful saving throw.
Critical hit.

Magic Resistance Aldrich, Devourer of Gods has advantage on


saving throws against spells and other magical
effects.

Unyielding Foe Aldrich, Devourer of Gods always goes first in


initiative and cannot be surprised.

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369

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.

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Monsters & Antagonists

Glossary
370
A monster’s statistics, sometimes referred to as its stat block, provide the
essential information that you need to run the monster.

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Size Alignment

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.

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Vulnerabilities, Resistances, and Immunities Souls

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.

Senses Special Traits

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.

Blindsight A monster with blindsight can perceive its surroundings Spellcasting


without relying on sight, within a specific radius. Creatures without
eyes, such as Slime, typically have this special sense, as do creatures Some monsters can cast spells; these are listed as actions, with Position
with echolocation or heightened senses, such as bats and true dragons. spends as and where appropriate.
If a monster is naturally blind, it has a parenthetical note to this effect,
indicating that the radius of its blindsight defines the maximum range Actions
of its perception.
When a monster takes its action, it can choose from the options in the
Darkvision A monster with darkvision can see in the dark within a Actions section of its stat block or use one of the actions available to
specific radius. The monster can see in dim light within the radius as if all creatures, such as the Dash or Hide action.
it were bright light, and in darkness as if it were dim light. The monster
can’t discern colour in darkness, only shades of grey. Many creatures Melee and Ranged Attacks
that live underground have this special sense.
The most common actions that a monster will take in combat are
Armour, Weapon, and Tool Proficiencies melee and ranged attacks. These can be spell attacks or weapon attacks,
where the “weapon” might be a manufactured item or a natural weapon.
Assume that a creature is proficient with its armour, weapons, and tools.
If you swap them out, you decide whether the creature is proficient Target
with its new equipment.
The target of a melee or ranged attack is usually either one creature
372 Truesight or one target, the difference being that a “target” can be a creature or
an object.
A monster with truesight can, out to a specific range, see in normal
and magical darkness, see invisible creatures and objects, automatically Hit
detect visual illusions and succeed on saving throws against them,
and perceive the original form of a shapechanger or a creature that is Any damage dealt or other effects that occur as a result of an attack
transformed by magic. hitting a target are described after the “Hit” notation. You have the
Languages option of taking average damage or rolling the damage; for this reason,
both the average damage and the die expression are presented.
As with player characters, language isn’t listed. Whether a monster can
speak or understand language is up to the GM. If they can speak, or Miss
understand language but not speak, then they understand the player
characters. If an attack has an effect that occurs on a miss, that information is
presented after the “Miss:” notation.
Challenge
Multiattack
A monster’s challenge rating tells you how great a threat the monster is.
An appropriately equipped and well-rested party of four adventurers A creature that can make multiple attacks on its turn has the
should be able to defeat a monster that has a challenge rating equal Multiattack action. A creature can’t use Multiattack when making an
to its level without suffering any deaths. For example, a party of four opportunity attack, which must be a single melee attack.
3rd-level characters should find a monster with a challenge rating of
3 to be a worthy challenge, but not a deadly one. Ammunition

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.

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Reactions

If a monster can do something special with its reaction, that


information is contained here. If a creature has no special reaction,
this section is absent.

Limited Usage

Some special abilities have restrictions on the number of times they


can be used.

X/Day. The notation “X/Day” means a special ability can be used X


number of times and that a monster must finish a Long rest to regain
expended uses. For example, “1/Day” means a special ability can be
used once and that the monster must finish a Long rest to use it again.

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.

Grapple Rules for Monsters

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

A stat block rarely refers to equipment, other than armour or weapons


used by a monster. A creature that customarily wears clothes, such as
a humanoid, is assumed to be dressed appropriately.

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DARK SOULS: The Roleplaying Game

Character Sheet & Index


374

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Index
A Combat, Underwater 109 Forlorn 324
Conditions 87 Frightened 87
Ability Checks 68, 228 Constitution 77
Ability Scores and Modifiers 66 Constructs 288 G
Advantage and Disadvantage 67 Contests 68
Adventuring 81 Gaping Dragon 350
Core Rules 65 Giant Clam 277
Aldrich 368 Corvian 312
Alonne Knights 318 Giant Crow 276
Cost 113 Giant Leech 277
Anor Londo 263 Cover 107
Arch Deacon 338 Giant Mosquito 283
Cragspider 281 Giant Rat 278
Archdragon Peak 269 Crawling 82
Armour 140 Giants 316
Creature Size 99 Goals 224
Armour Class 84 Critical Hit 101
Assassin (Class) 34 Golems 288
Crossbows 204 Grand Archive 267
Asylum Demon 299 Crystal Golem 293
Attack 101 Grappled 87
Crystal Sage 348 Grappling 106
Attack Rolls 101 Curse Rotted Great Wood 334
Axes 186 Great Moth 285
Axes, Great 188 D Greatswords 175
Greatswords, Curved 183
B Daggers 170 Greatswords, Ultra 178
Damage Resistance 108 Group Checks 72
Basilisk 287 Damage Type 108 Guardian Dragons 306
Bat-Winged Demon 300 Dancer of the Boreal Valley 344
Beasts 272 Darklurker 325 H
Being Prone 97 Darkvision 83
Black Dragon Kalameet 346 Halberds 197
Darkwraiths 321 Hammers 190
Blinded 87 Dash 101
376 Blindsight 83 Hammers, Great 191
Deacons of the Deep 336 Healing 108
Bloodied Conditions 107 Deafened 87
Bonewheel Skeleton 323 Help 101
Demonic Foliage 283 Helping A Companion 72
Bonfires 233, 85 Demon Prince 301
Bonus Actions 97 Herald (Class) 46
Demons 294 Hide 102
Bosses 328 Denizens of the Darkness 302
Bows 202 Hollow 322
Deprived, The (Class) 62 Hound Rat 275
Bows, Great 204 Dexterity 76
Breaking Up Your Move 97 Hydra 308
Dice, Using the 10
Burning 87 Difficult Terrain 97 I
Difficulty 221
C Disengage 101 Ice Golem 292
Campaigns 231 Dodge 101 Incapacitated 88
Capra Demon 296 Dog Rat 276 Initiative 97
Cast A Spell 101 Intelligence 77
Casting Time 113 E Interacting with Objects 98
Casts 112 Invisible 88
Encumbrance 132 Irithyll Dungeon 257
Catacombs of Carthus 253 Environment 83
Cathedral of the Deep 248 Irithyllian Beast Hound 275
Equipment 131, 234 Irithyll of the Boreal Valley 255
Cemetery of Ash 242 Equipment, Core 134
Character Deaths 85 Iron Golem 290
Estus 233 Iudex Gundyr 330
Character Generation 15 Exhausted 87
Charisma 78 Experience 80 J
Charmed 87
Chimes 208 F Jumping 82
Classes 24
Claws 201 Falling 83 K
Cleric (Class) 50 Fang Boar 278
Farron Keep 259 Katanas 185
Climbing 82
Firelink Shrine 244 King of Storms 358
Combat 96
Fists 201 Knight (Class) 26
Combat, Mounted 109
Flames 209

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L R Swords, Thrusting 184

Large Mushroom Person 304 Range 105 T


Levelling Up 80 Ranged Attacks 105
Light 83 Ravenous Crystal Lizard 286 Talismans 209
Long Rest 85 Reactions 98 Taurus Demon 295
Lore 222 Ready 103 Thief (Class) 42
Lorian, Elder Prince 362 Respawning 86 Time 81
Lothric 239 Restrained 88 Titanite Demon 297
Lothric Castle 265 Rings 212 Traps 92
Lothric, Younger Prince 364 Road of Sacrifices 251 Truesight 83
Two-Weapon Fighting 106
M S
U
Madness, Indefinite 91 Saving Throws 79
Madness 90 Scarecrow 304 Unconscious 88
Madness Effects 91 Scythes 199 Undead 320
Madness, Short-Term 91 Search 103 Undead Settlement 246
Making an Attack 102 Sewer Centipede 280 Unkindled, The 16
Man Serpents 315 Shields 156 Use an Object 103
Melee Attacks 105 Shields, Great 164 Using Different Speeds 99
Mercenary (Class) 30 Shields, Small 157
V
Mimic 310 Shields, Standard 160
Miracles 125 Short Rest 85 Variants 69
Modifiers to the Roll 102 Shoving 106 Vision 83
Movement 81, 98 Sif 352 Vordt of the Boreal Valley 332
Movement, Flying 97 Silver Knights 313 Vulnerability 108
Moving Around Other Creatures 98 Sir Artorias 354
Moving Between Attacks 98 Skeleton 326 W 377
Skills 69
N Warrior (Class) 38
Slime 309
Weapons 168
Nameless King 356 Slots, Active 132
Weapons, Properties 169
Slots, Equipment 133
Whips 200
O Smelter Demon 298
Winged Knights 317
Sorcerer (Class) 54
Objects 84 Wisdom 78
Sorceries 120
Old Demon King 340 Wretch 303
Soul of Cinder 360
Opportunity Attacks 105 Wyvern 311
Souls 80, 217
Origins 20 Space 99 Y
Other Activity on Your Turn 98 Spears 194
Speed 81 Yhorm the Giant 342
P Spell Attunement 112 Your Turn 99
Paralysed 88 Spell Level 112
Spells, Acquiring 112 Z
Passive Checks 69
Petrified 88 Spells, Duration 113 Zero Position 108
Pikes 194 Spells, Equipping 112
Plot 224 Spells, Range 113
Poison 89 Spells, Targets 113
Poisoned 88 Starved Hound 273
Poison Horn Beetle 284 Staves 206
Pontiff Knights 314 Stone Knights 289
Pontiff Sulyvahn 366 Strength 75
Position Pool 70 Stunned 88
Position, Spending 71 Suffocating 83
Position, Using 70 Summonings 236
Profaned Capital 261 Surprise 99
Proficiency Bonus 67 Surprised 88
Prone 88 Swimming 82
Pyromancer (Class) 58 Swords, Curved 180
Pyromancer Spells 116 Swords, Straight 172

Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


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Jean Santos (Order #37294818)


Jean Santos (Order #37294818)

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