Dark Souls 5e Compendium (W.I.P)

by FobinSun

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Dark Souls 5e Compendium

Dark Souls 5e Compendium

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

Dark Souls Fandom Wiki
Fextralife Dark Souls 1 Wiki
Fextralife Dark Souls 2 Wiki
Fextralife Dak Souls 3 Wiki
Cinders Mod Wiki

Chapter 1: Weapons

Weapon Types

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










Melee Weapon Types
Name Damage Weight Type Properties
Daggers 1d4 Piercing 1lbs Simple Melee Weapon Finesse, light, thrown (range 20/60) Crit (19-20)
Straight Swords 1d8 Slashing 3lbs Martial Melee Weapon Versatile (1d10)
Greatswords 2d6 Slashing 6lbs Martial Melee Weapon Heavy, two-handed
Ultra-Greatswords 2d8 Slashing 15lbs Martial Melee Weapon Heavy, two-handed, STR (16)
Curved Swords 1d6 Slashing 3lbs Martial Melee Weapon Finesse, light
Katanas 1d8 Slashing 3lbs Martial Melee Weapon Finesse
Curved Greatswords 2d6 Slashing 6lbs Martial Melee Weapon Finesse, two-handed
Piercing Swords 1d8 Piercing 1lbs Martial Melee Weapon Finesse
Axes 1d8 Slashing 4lbs Martial Melee Weapon Versatile (1d10)
Great Axes 1d12 Slashing 7lbs Martial Melee Weapon Heavy, two-handed
Hammers 1d6 Bludgeoning 4lbs Simple Melee Weapon Versatile (1d8)
Great Hammers 2d6 Bludgeoning 10lbs Martial Melee Weapon Heavy, two-handed
Fist Weapons 1d4 Bludgeoning 1lbs Simple Melee Weapon --
Claw Weapons 1d4 Slashing 2lbs Martial Melee Weapon Finesse
Spears 1d6 Piercing 3lbs Simple Melee Weapon Finesse, versatile (1d8), reach
Halberds 1d12 Slashing 6lbs Martial Melee Weapon Heavy, two-handed
Lances 1d10 Piercing 6lbs Martial Melee Weapon Reach, heavy, two-handed
Scythes 1d10 Slashing 5lbs Simple Melee Weapon Finesse, two-handed
Twin-Blades 2d4 Slashing 4lbs Martial Melee Weapon Finesse, two-handed
Whips 1d4 Slashing 3lbs Martial Melee Weapon Finesse, reach
Ranged Weapon Types
Name Damage Weight Type Properties
Shortbows 1d6 Piercing 2lbs Simple Ranged Weapon Ammunition (range 80/320), two-handed
Longbows 1d8 Piercing 2lbs Martial Ranged Weapon Ammunition (range 100/400), heavy, two-handed
Greatbows 2d6 Piercing 18lbs Martial Ranged Weapon Ammunition (range 80/320), heavy, two-handed, STR (16)
Light Crossbows 1d8 Piercing 5lbs Simple Ranged Weapon Ammunition (range 80/320), loading, two-handed
Heavy Crossbows 1d8 Piercing 18lbs Martial Ranged Weapon Ammunition (range 100/400), heavy, loading, two-handed

Weapons

A collection, examples of the specific and magical weapons of Dark Souls.

Daggers

Small, but deadly. Simple small bladed weapons for those lacking strength enough for a true sword. But that does not mean their are lacking in their own right. Known for the ability to stab in just the right place for extra lethality.

Corvian Greatknife

Weapon (Dagger), Uncommon
"Dagger of the unwanted, those guided by heretical storytellers. A rather large dagger with a powerful attack, but this transparent attempt to intimidate foes reveals much about its owner's fears."

Large Make. This dagger does 1d6 damage, instead of 1d4. Although, it's increased size has made it heavy, lacking the Thrown property.

Dark Silver Tracer

Weapon (Dagger), Very Rare (Requires Attunement)
"A dark silver dagger used by the Lord's Blade Ciaran, of Gwyn's Four Knights. The victim is first distracted by dazzling streaks of the Gold Tracer, then stung by the vicious poison of this dagger."

Viscious Poison. This weapon deals an additional 2d10 poison damage. The poison damage from this weapon ignores resistance. When you attack a creature using this weapon, That creature must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute.

Silver & Gold. While you are attuned to this weapon, with it in your off-hand, as well as attuned to the Gold Tracer You can make one additional weapon attack with the pair of weapons.(This does not stack with Extra Attack features or similar effects.)

Shadow Dagger

Weapon (Dagger), Rare
"Dagger used by those who lurk in the shadows. Formed by bending a sword into the shape of a dagger. In Mirrah, the land of knights, there exists an order of shadow knights who carry out assassinations in the cover of darkness.

Those who fled even the order of shadow knights had rejected all forms of honor, and resorted to unseemly mercenary work."

Enhanced Critical. When attacking with this dagger, you score a critical hit on a roll of 18 or 20. Additionally, you roll one extra damage die for this weapon when landing a critial hit.

Aquamarine Dagger

Weapon (Dagger), Rare (Requires Attunement)
"A dagger fitted with aquamarine crystal. Engraved with a prayer in the old tongue to ward off incident. Perhaps it was a parting gift given to one sent off on great travels."

Aquamarine Magic. This dagger does an additional 2d4 of force damage, as blue magic extends the blade with each attack. Additionally, you can use your INT modifier instead of STR or DEX when calculating the attack roll and weapon damage.

Straightswords

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

Sunlight Straight Sword

Weapon (Straightsword), Rare
"Straight sword imbued with the strength of lightning. This featureless long sword contains the very power of the sun. Perhaps is a relic of one-sided adoration."

Grossly Incandescent. This sword does an additional 1d6 radiant damage.

Oath of Sunlight. This sword has 3 charges. You may expend one charge to cast the spell Bless. All expended charges return at dawn.

Lothric Straight Sword

Weapon (Straightsword), Uncommon
"A well-crafted straight sword designed for thrusting attacks, wielded by the venerable Knights of Lothric. The Knights of Lothric, with their drakes, once crushed anything that threatened their shores. Of course, that was a long, long time ago."

Critical Strike. When attacking with this sword, you score a critical hit on a roll of 19 or 20.

Anri's Straight Sword

Weapon (Straightsword), Very Rare (Requires Attunement)
"Sword precious to Anri, another Unkindled. The dullest type of blade found in the ruined land of Astora. Only, it was once the sword of an earnest noble figure, and its attacks are boosted by that elusive, essential property unique to humans: luck."

Healing Bless. While attuned to this weapon, every round you regain 1d4 hit points.

Lucky Blade. This sword has 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend that luck point to roll an additional d20. You can choose to spend this luck point after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You regain your expended luck point when you finish a long rest.

Irithyll Straight Sword

Weapon (Straightsword), Uncommon
"Straight sword bestowed upon the Outrider Knights of the Boreal Valley. This weapon is enshrouded in frost, and causes frostbite. Every Outrider Knight one day devolves into a beast, constantly hounded by Pontiff Sulyvahn's black eyes."

Frostbite. This weapon does an additional 1d6 cold damage. When you attack a creature using this weapon, That creature must succeed on a DC 16 Constitution saving throw or have their speed reduced by 10 feet until thier next turn.

Greatswords

Chapter 2: Armor

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Chapter 3: Rings

Rings

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

Blue Tearstone Ring

Item (Ring), Rare (Requires Attunement)

A ring set with a large rare tearstone jewel. When your hit points drop below half you gain resistance to bludgeoning, piercing, and slashing damage. These resistances fade when returning above half your hitpoints.

This stone is said to be a tear of sorrow of the goddess Caitha, and of course, tears are always more beautiful near death.

Red Tearstone Ring

Item (Ring), Rare (Requires Attunement)

A ring set with a large rare tearstone jewel. When your hit points drop below half you gain a +2 to all attack rolls, and damage roll of your weapons and spells. These bonuses fade when returning above half your hit points.

This stone is said to be a tear of sorrow of the goddess Caitha, and of course, tears are always more beautiful near death.

Ring of Steel Protection

Item (Ring), Rare (Requires Attunement)

Ring of the Knight King of ancient legend. Your AC becomes increased by +2 while attuned to this ring.

The Knight King was said to be lined with steel on the inside, such that even the talons of mighty dragons did him little harm.

Sage Ring

Item (Ring), Rare (Requires Attunement)

A ring given to Farron's Undead Legion by one of the preacher twins, known more commonly as the Crystal Sages.

While attuned to this ring, you may change the casting time of a spell into a bonus action, as long as it's casting time is no longer than 1 minute.

Once you use this ability you cannot do so again until you finish a long rest.

The sorcerers of Farron's Abyss Watchers were known to be lonesome warriors who would only rely upon more pragmatic spells.

Ring of Favor

Item (Ring), Rare (Requires Attunement)

True to the fickle nature of Fina's favor, her ring increases your Constitution score by 2 to a maximum of 22. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

A ring symbolizing the favor of the Goddess Fina, whose "fateful beauty" is mentioned in legend.

Lingering Dragoncrest Ring

Item (Ring), Rare (Requires Attunement)

A special ring given to those who are deemed fit to undertake the journey of discovery in Vinheim, home of sorcery.

When casting a spell with concentration lasting for 1 minute, you can increase the duration upto 10 minutes. Once you use this ability you cannot do so again until finishing a short or long rest.

Apropos to the Dragon School, the seal depicts an everlasting dragon. A lingering dragon symbolizes the true nature of the consummate sorcerer.

Life Ring

Item (Ring), Rare (Requires Attunement)

Ring set with a small red jewel. Your Constitution score is 19 while you wear this ring. It has no effect on you if your Constitution score is already 19 or higher without it.

Chapter 4: Items

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Chapter 5: Sorcery, Miracles, & Pyromancy

Magic & Classes

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

Class Magic Type
Bard Sorcery, Miracles
Cleric Miracles
Druid Pyromancy
Paladin Miracles
Ranger Pyromancy
Sorcerer Sorcery, Pyromancy
Wizard Sorcery, Pyromancy

Sorcerery

Miracles

Pyromancy

Fireball

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A flame appears in your hand, you can hurl the flame at a creature within range of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Fire Orb

3rd level evocation


  • Casting Time: Casting Time
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Instantaneous

You create a grand orb of flame in your hand, before hurling it in a direction within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

 

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