Dark Souls Item Conversion Rings Uncommon - Artifact Rings are presented in order of Rarity. A Ring's description gives the item's name, its category, its rarity, and its magical properties. Deep Ring Ring, uncommon, requires attunement by a Bard, Sorcerer or Warlock A ring bestowed upon the Deacons of the Cathedral of the Deep. In the Cathedral slumber things most terrible, and as such, the deacons require a grand narrative, to ensure they do not falter in their duty. A philosophy, to ward away the madness beckoned by the grotesqueries at hand. When wearing this ring your number of known spells increases by 1. Life Ring Ring, rare, requires attunement An old ring set with a red jewel, Raises maximum HP. Each ring has a different power, and even very modest rings can be a great boon on a perilous journey. Increases maximum HP by 1 per level as long as this ring is attuned. Ring of Steel Protection Ring, rare, requires attunement Ring of the Knight King of ancient legend said to increase physical damage absorption. 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. Wearing this ring grants the wearer temporary resistance to Piercing, Bludgeoning and Slashing damage. This effect lasts for a single minute per short rest, over it’s lifetime the ring can only absorb 1000 points of damage before it breaks and must either be repaired by a masterwork craftsman or discarded. Mourne's Ring Ring, rare, requires attunement by a Cleric or Paladin A malformed ring given to knights of Carim, Morne served the goddess Caitha and later became an apostle of the Archbishop. They labored together to provide comfort to the suffering. When casting spells which deal Lightning or Radiant damage you deal additional damage equal to your spellcasting ability modifier. Young Dragon Ring Ring, rare, requires attunement by a Spellcaster Ring given in Vinheim, home of sorcery, when newly ordained as a sorcerer. Apropos to the Dragon School, the seal depicts an everlasting dragon. A young dragon presages the great length of the journey to mastery. When casting spells which deal Force, Thunder or psychic damage you deal additional damage equal to your spellcasting ability modifier. Great Swamp Ring Ring, rare, requires attunement by a Spellcaster Ring said to be chiseled from the bone of a flame salamander by blighted Pyromancers living in the Great Swamp. It is believed that salamanders are the descendants of demons, born of the Chaos Flame, from which Pyromancy is also said to have originated. When casting spells which deal Fire damage you deal additional damage equal to your spellcasting ability modifier. Silver Cat Ring Ring, rare, requires attunement Silver ring depicting a leaping feline. In the Age of Gods, or possibily following it, an old cat was said to speak a human tongue, with the voice of an old woman, and the form of a fanciful immortal. When you take damage from falling, that damage is halved. Chloranthy Ring Ring, rare, requires attunement This old ring is named for its decorative green blossom, but its luster is long since faded. The wearer of this ring gains the following benefits: Your Dexterity and Constitution scores are raised by +1 to a maxmimum of 20.

Once per short rest when making a melee or ranged attack on a creature, you may use this ring's effects to make an additional attack as a bonus action or reroll a missed attack roll. Poisonbite Ring Ring, rare, requires attunement One of the bite rings native to Carim. The crafting of these rings is forbidden, perhaps owing to a fear of malleable stone. Clerics, however, dabble freely in the art. When wearing this ring you are resistant to Poison damage. Chillbite Ring Ring, rare, requires attunement One of the bite rings native to Carim. The crafting of these rings is forbidden, perhaps owing to a fear of malleable stone. Clerics, however, dabble freely in the art. When wearing this ring you are resistant to cold damage. Bloodbite Ring Ring, rare, requires attunement One of the bite rings native to Carim. The crafting of these rings is forbidden, perhaps owing to a fear of malleable stone. Clerics, however, dabble freely in the art. When wearing this ring you are resistant to non-magical slashing or piercing damage. Darkmoon Ring Ring, rare, requires attunement by a Bard, Sorcerer or Warlock Ring of the moon deity Gwyndolin, youngest son of Gwyn, the First Lord. Gwyndolin, also known as the Dark Sun, commands the Darkmoon Knights, and bestows this ring upon the best of them. When wearing this ring you can see through any 3rd level or lower illusion spell cast against you or near you, and your number of known spells increases by 2.

Sun Princess Ring Ring, very rare, requires attunement by a Bard, Cleric, Druid or Sorcerer Ring associated with Gwynevere, princess of sunlight and eldest daughter of Gwyn, the First Lord. Gwynevere left her home with a great many other deities, and became a wife and mother, raising several heavenly children. The use of spells charges this ring of which it can hold four charges, upon taking a short rest the ring dissipates all charges allowing for additional hit die equivalent to the charges expended to be used by creatures of your choice. These hit die rolls do not deplete from the hit die pools of the creatures you select. Ring of The Evil Eye Ring, very rare, requires attunement This ring captured the foul spirit of an evil eye, a creature that ravaged Astora. The horrid spirit nearly destroyed Astora, but was eventually defeated by "the sword of one most noble." When you slay a creature they may immediately regain health equal to one hit die + your constitution modifier without expending die from your hit die pool. Ring of The Sun's First Born Ring, very rare, requires attunement by a Cleric or Paladin Ring of the Sun's first born, who inherited the light of Gwyn, the first lord. The Sun's first born was once a god of war, until he was stripped of his stature as punishment for his foolishness. No wonder his very name has slipped from the annals of history. When you cast a spell which deal Lightning or Radiant damage, add damage equal to your spellcasting modifier + proficiency bonus. Bellowing Dragoncrest Ring Ring, very rare, requires attunement by a Spellcaster A special ring given to those who are deemed fit to undertake the journey of discovery in Vinheim, home of sorcery. Apropos to the Dragon School, the seal depicts an everlasting dragon. A bellowing dragon symbolizes the true nature of the consumate sorcerer. When you cast a spell which deals Force, Thunder or Psychic damage, add damage equal to your spellcasting modifier + proficiency bonus. Lingering Dragoncrest Ring Ring, very rare, requires attunement by a Spellcaster A special ring given to those who are deemed fit to undertake the journey of discovery in Vinheim, home of sorcery. Apropos to the Dragon School, the seal depicts an everlasting dragon. A lingering dragon symbolizes the true nature of the consummate sorcerer. When worn you gain the following benefits: When you cast a spell which requires concentration while currently maintaining concentration on another spell effect, the concentration of the original spell is maintained by this ring for an additional two rounds.

Spell effects which do not require concentration and have spell durations of 1 round or more are extended in duration by twice their original duration. Slumbering Dragoncrest Ring Ring, very rare, requires attunement by a Spellcaster Ring of a clandestine guild of sorcerers based in Vinheim, home of sorcery. The Dragon School held effective sovereignty over Vinheim, with a great many adept assassins at its disposal. When wearing this ring you gain the following benefits: All your stealth roles gain +10

Spells with vocal components can be made without speech. Witch's Ring Ring, very rare, requires attunement by a Spellcaster The Witch of Izalith and her daughters, scorched by the flame of chaos, thaught humans the art of pyromancy and offered them this ring. Every pyromancer is familiar with the parable that tells of the witches espousing the need to fear the flame, and teaching the art of pyromancy to men in hopes that they might learn to control it. When you cast a spell which deals Fire damage add additional damage equal to your spellcasting modifier + proficiency bonus. Dark Stoneplate Ring Ring, very rare, requires attunement Stoneplates are symbols of true knights, and dark purple stoneplates are granted to Undead Knights. When wearing this ring you have advantage on Saving Throws against spells cast against you that deal Necrotic damage, and you are resistant to Necrotic damage. Flame Stoneplate Ring Ring, very rare, requires attunement Stoneplates are symbols of true knights, and red stoneplates are granted to those who valiantly face Chaos. When wearing this ring you have advantage on Saving Throws against Spells cast against you that deal Fire damage, and you are resistant to Fire damage. Thunder Stoneplate Ring Ring, very rare, requires attunement Stoneplates are symbols of true knights, and and yellow stoneplates are granted to those who would become dragons. When wearing this ring you have advantage on Saving Throws against spells cast against you that deal Lightning or Thunder damage, and you are resistant to Lightning and Thunder Damage. Magic Stoneplate Ring Ring, very rare, requires attunement Stoneplates are symbols of true knights, and blue stoneplates are granted to royal palace guards. When wearing this ring you have advantage against spells cast against you. Fleshbite Ring Ring, very rare, requires attunement One of the bite rings native to Carim. The crafting of these rings is forbidden, perhaps owing to a fear of malleable stone. Clerics, however, dabble freely in the art. When wearing this ring you have resistance to Cold, Necrotic and Poison damage.

Lloyd's Shield Ring Ring, very rare, requires attunement by a Martial class Ring given to knights of the Way of White. Depicts Allfather Lloyd's Shield of Caste. Much time has passed since the worship of Lloyd was common in the Way of White. The clerics of Carim had always strongly asserted that Lloyd was a derivative fraud, and that the Allfather title was self-proclaimed. When wearing this ring and at full health the next time damage is dealt to you, the damage is halved. Lloyd's Sword Ring Ring, very rare, requires attunement by a Martial class Ring given to knights of the Way of White. Depicts Allfather Lloyd's Sword of Law. Much time has passed since the worship of Lloyd was common in the Way of White. The clerics of Carim had always strongly asserted that Lloyd was a derivative fraud, and that the Allfather title was self-proclaimed. When wearing this ring and at full health any damage you do to another creature has your proficiency bonus added to it. Blue Tearstone Ring Ring, very rare, requires attunement by a Martial class A ring set with a large rare tearstone jewel. This stone is said to be a tear of sorrow of the goddess Caitha, and of course, tears are always more beautiful near death. When at or below half health you gain the following benefits: Your Armor Class is increased by 1

All Damage done to you is decreased by 1d10 + you constitution modifier Red Tearstone Ring Ring, very rare, requires attunement by a Martial class A ring set with a large rare tearstone jewel. This stone is said to be a tear of sorrow of the goddess Caitha, and of course, tears are always more beautiful near death. When at or below half health, you gain the following benefits: You have Advantage on Weapon and Spell attacks

When rolling damage with a weapon, add the corresponding ability modifier twice.

When rolling damage with a spell, add your spell casting ability modifier to the damage. Pontiff's Left Eye Ring, very rare, requires attunement Bewitched ring that Pontiff Sulyvahn bestowed upon his knights. Knights who peer into the black orb are lured into battles of death, transformed into frenzied beasts. No wonder the Pontiff only provides these rings to those dispatched to foreign lands. For each successive Melee attack after two attacks made against a creature, you regain health equal to your proficiency bonus. If the same creature is not attacked again for a full round or you should attack another creature, the healing effect ends. Curse. This ring craves souls, should it be worn in battle even once it can no longer be removed save for a spell of equal or greater power as remove curse. Refusing this ring what it desires for 24 hours after it has been worn in battle the ring will turn on the wearer. They must make a DC 16 Wisdom Saving Throw, if they fail the Wisdom Saving Throw is permanently raised by 1 to a maximum of 20 they lose 1d10 maximum hit points and are driven to attack the nearest creature for a single round, if there are multiple creatures within range the DM decides the target. If they succeed the DC is permanently decreased by 1 to a minimum of 10. Afterwards the ring will not attempt to devour the wearer for another 24 hours. If the wearer fails the saving throws three times they are permanently driven mad, their alignment becomes Neutral Evil, and the satiation of the ring is all that motivates them. Pontiff's Right Eye Ring, very rare, requires attunement Bewitched ring that Pontiff Sulyvahn bestowed upon his knights. Knights who peer into the black orb are lured into battles of death, transformed into frenzied beasts. No wonder the Pontiff only provides these rings to those dispatched to foreign lands. After making two attacks against a single creature, each successive attack made against the same creature deals an additional +1 damage which compounds to a maximum of +5. If the same creature is not attacked again for an entire round or the wearer should attack another creature the compounded damage is lost. Curse. This ring craves souls, should it be worn in battle even once it can no longer be removed save for a spell of equal or greater power as remove curse. Refusing this ring what it desires for 24 hours after it has been worn in battle the ring will turn on the wearer. They must make a DC 16 Wisdom Saving Throw, if they fail the Wisdom Saving Throw is permanently raised by 1 to a maximum of 20 they lose 1d10 maximum hit points and are driven to attack the nearest creature for a single round, if there are multiple creatures within range the DM decides the target. If they succeed the DC is permanently decreased by 1 to a minimum of 10. Afterwards the ring will not attempt to devour the wearer for another 24 hours. If the wearer fails the saving throws three times they are permanently driven mad, their alignment becomes Neutral Evil, and the satiation of the ring is all that motivates them. Ring of Favor Ring, legendary, requires attunement by a Cleric or Paladin A ring symbolizing the favor of the Goddess Fina, whose "fateful beauty" is mentioned in legend. True to the fickle nature of Fina's favor, the wearer of this ring is bestowed beauty and might from the goddess Fina. You gain the following benefits: Your Strength and Charisma scores increase by +2.

You gain an additional 20 Maximum Hitpoints

You gain the Fighter feature, Second Wind which you can use once per long rest.

Sage Ring Ring, legendary, requires attunement by a Spellcaster A ring given to Farron's Undead Legion by one of the preacher twins, known more commonly as the Crystal Sages." The sorcerers of Farron's Abyss Watchers were known to be lonesome warriors who would only rely upon more pragmatic spells. When worn you gain the following benefits: Your Intelligence score increases by +2.

You gain the feat Spell Driver Spell Driver. You are no longer limited to only one non-cantrip spell per turn. When you cast a spell or cantrip with a casting time of 1 action, you can cast another spell of 2nd level or lower. Dragonscale Ring Ring, legendary, requires attunement Ring of Oceiros, former king of Lothric. In his later years, Oceiros became fascinated with dragons. After going mad, he was more commonly known as the Consumed King. Many assassins were dispatched to his domain, but none returned. The Consumed King ascribed his resilience to the divine protection of the dragon scale. When wearing this ring, you take half damage from attacks from behind, and sneak attacks made against you are halved as well. Aldrich's Ruby Ring, artifact, requires attunement A malformed ring left by Aldrich, Saint of the Deep. Aldrich, infamous for his appetite for flesh apparently had the desire to share with others his joy of imbibing the final shudders of life while luxuriating in his victim's screams. When you roll a critical against a creature, roll two of your hit die and regain that amount of health. This does not expend hit die from your pool. Flynn's Ring Ring, artifact, requires attunement Ring of Flynn, the eulogized thief. Flynn fought with the wind on his side, and was a hero among the weak and poor, yet even his admirers knew that it was little more than an idyllic fable. When wearing this ring you gain a +1 attack and damage bonus when wearing medium armor, +2 attack and damage bonus when wearing light armor, or a +3 attack and damage bonus when wearing no armor. Hawk Ring Ring, artifact, requires attunement by a martial class Ring associated with Hawkeye Gough, one of the Four Knights of Gwyn, the First Lord. In his later years, the giant Gough was blinded, but this did not prevent him from striking down a calamitous dragon with his Greatbow. Wearing this ring grants you the following benefits: If you did not already, you gain the Sharpshooter feat

feat your attack range with bows double

Critical attacks made with bows deal and additional damage die. Hornet Ring Ring, artifact, requires attunement by a martial class Ring associated with the Lord's Blade Ciaran, one of the Four Knights of Gwyn, the First Lord. The masked Ciaran was the only woman to serve in Gwyn's Four Knights, and her curved sword granted a swift death to any and all enemies of the throne. Wearing this ring grants you the following benefits: If you did not already, you gain the Stealthy feat

feat Your attacks score a critical hit on one natural die roll lower than they normally would

Criticals with any not two-handed bladed weapon deal two additional damage die. Leo Ring Ring, artifact, requires attunement by a martial class Ring associated with Dragon Slayer Ornstein, one of the Four Knights of Gwyn, the First Lord. Ornstein was the first knight of the sun's eldest born, and his cross spear is said to have pierced scales made of stone. Wearing this ring grants you the following benefits: You gain the Spear Mastery feat

feat Damage with piercing weapons gain additional damage equal to your proficiency modifier

Criticals with Spears deal an additional damage die Wolf Ring Ring, artifact, requires attunement by a martial class Ring associated with Abysswalker Artorias, one of the Four Knights of Gwyn, the First Lord. Artorias had an unbendable will of steel, and was unmatched with a greatsword. Wearing this ring grants you the following benefits: You gain the Athlete Feat

Feat You have advantage on Strength, Dexterity and Consitution Saving Throws against being Grappled, Moved, Immobilized or Knocked Prone

Criticals made with Two-Handed weapons deal an additional Damage die Ring of Blades Ring, artifact, requires attunement The Ring of Blades is modeled after the mad knight of Alken's weapon of choice. Increases physical attack. The kingdoms of Alken and Venn long ago flourished on these very grounds. They were both founded by the same man, but were reduced to rivalry and spite. Wearing this ring grants you an additional damage die equal to the base damage die for each attack made with a weapon. Stone Ring Ring, artifact, requires attunement The beloved ring of the gallant Shieldless Lothian, formerly of Forossa. The effect may seem trivial, but for those who comprehend how critical it is to exploit a hole in enemy defenses, the significance of this ring will be clear. When you successfully land melee attacks against a large or smaller target you may invoke a DC 14 Strenth Saving Throw against them. A failed save staggers the target forcing them to expend have their movement and invoking disadvantage on it's next attack.

Speckled Stoneplate Ring Ring, artifact, requires attunement Stoneplates are symbols of true knights, and speckled stoneplates are granted to those who face an endless journey. While wearing this ring you gain the following benefits: You have Advantage on Saving Throws against spells cast against you

You hare resistant to Fire, Lightning, Necrotic and Thunder damage. Havel's Ring Ring, artifact, requires attunement ring for warriors keen on heavy acoutrements. This ring was named after Havel the Rock, the battlefield compatriot of Gwyn, the First Lord. The art of war has been a constant since ages past, and those who would follow in Havel's footsteps are no fewer now than in his own day. When wearing this ring you gain the following benefits: Your Strength Score is raised to 26

You are considered one size larger for the purpose of determining carrying capacity You gain the Monkey Grip feat Monkey Grip. You can wield heavy weapons which are not oversized as if they were normal, and normal weapons as if they were light.

Weapons and Weapon Arts Some weapons are more than the metal they're made, the magic which binds them or the skill which forged them. Some weapons require great skill and mastery from their wielder to uncover the true power of the blades. These powers are called: Weapon Arts. Weapons which feature Weapon Arts may require the wielder to adopt a stance, expend movement, actions or attacks in order to activate the weapon art. Weapons Name Damage Weight Properties Weapon Art Daggers Handmaid's Dagger 1d4 .5 lbs Finesse, light, thrown (range 20/60), special Blindspot Parrying Dagger 1d4 1 lbs Finesse, light, thrown (range 20/60) Parry Aquamarine Dagger 1d4 1.5 lbs Crystal, finesse, light, special Crystal Blade Bandit's Knife 1d4 1.5 lbs Finesse, light, thrown (range 20/60) Quickstep Brigand Twindaggers 2d4 2.5 lbs Finesse, paired, Special Quickstep Corvian Greatknife 1d6 2.5 lbs Finesse, poison (1d4), special Quickstep Mail Breaker 1d4 1.5 lbs Finesse, light, special Shield splitter Murky Hand Scythe 1d6 2 lbs Finesse, special Quickstep Rotten Ghru Dagger 1d4 2.5 lbs Finnese, light, poison (1d4), special Scholar's Candlestick 1d4 1.5 lbs Finesse, light, radiant (1d4), special Guiding Light Shortswords Cleric's Candlestick 1d6 2 lbs Finesse, light, radiant (1d6), special Guiding Light Tailbone Short Sword 1d6 2 lbs Finesse, light Unleash Dragon Valorheart 1d6 2 lbs Finesse, light, special Lion Stance Longswords Astora Straight Sword 1d8 2 lbs Light, Finesse, Stance Gothard Twinswords 2d8 6 lbs Finesse, paired, special Spin Slash Lothric Kight Longsword 1d8 4 lbs Versatile (1d10), Stance Lothric Holy Sword 1d8 4 lbs Versatile (1d10), special Sacred Light Anri's Straight Sword 1d8 3 lbs Versatile (1d10), blessed Stance Sunlight Straight Sword 1d8 3 lbs Versatile (1d10), Oath of Sunlight Irithyll Straight Sword 1d8 3 lbs Versatile (1d10), Cold (1d4), special Stance Barbed Straight Sword 1d8 3 lbs Versatile (1d10), special Stance Morion Sword 1d8 4 lbs Versatile (1d10), special Stance Ringed Knight Straight Sword 1d8 4 lbs Versatile (1d10), special Ember Dark Sword 1d10 5 lbs Heavy Stomp Rapiers Crystal Sage's Rapier 1d8 2 lbs Crystal, finesse Stance Crow Quills 1d8 4 lbs Finesse Quill Dart Estoc 1d8 3 lbs Finesse Shield Splitter Irithyll Rapier 1d8 3 lbs Finesse, Cold (1d4), special Shield Splitter Ricard's Rapier 1d8 2 lbs Finesse, special Lunge and Press Velka's Rapier 1d8 2 lbs Finesse, dark (1d8), special -

Weapons Continued Name Damage Weight Properties Weapon Art Scimitars Carthus Curved Sword 1d8 5 lbs Finesse, special Spin Slash Carthus Shotel 1d6 3 lbs Finesse, light, special Spin Slash Crescent Moon sword 1d6 2 lbs Finesse, light, special Crescent Blade Dancer's Enchanted Swords 2d6 8 lbs Finesse, special Dancer's Grace Demon's Scar - - Finesse, light, fire (1d6), special Spin Slash Falchion 1d8 4 lbs Finesse Spin Slash Follower Sabre 1d8 4 lbs Finesse Prying Wedge Painted Guardian's Curved Sword 1d6 2 lbs Finesse, light, special Chained Dance Pontiff Knight Curved Sword 1d8 4 lbs Finesse, light, special Frost Blade Rotten Ghru Curved Sword 1d6 2 lbs Finesse, light, poison (1d4), special Spin Slash Storm Curved Sword 1d8 5 lbs Finesse Tornado Katana Black Blade 1d8 6 lbs Finesse, katana, versatile (1d10) Hold Bloodlust 1d6 5 lbs Finesse, katana, versatile (1d8) Bloodlust Chaos Blade 1d6 6 lbs Finesse, katana, versatile (1d8), special Hold Darkdrift 1d8 3 lbs Finesse, katana, versatile (1d10) Darkdrift Frayed Blade 1d6 7 lbs Finesse, katana, dark (1d4), versatile (1d8) Hold Onikiri and Ubadachi 2d8 8 lbs Finesse, katana, paired Onislayer Uchigatana 1d8 5 lbs Finesse, katana, versatile (1d10) Hold Washing Pole 1d10 9 lbs Finesse, katana, reach, two-handed Hold Greatswords Black Knight Sword 2d6 10 lbs Heavy, two-handed Perseverence Drakeblood Greatsword 1d12 6 lbs two-handed, lightning (1d6), special Stance Executioner Greatsword 2d6 9 lbs Heavy, two-handed, special Stomp Firelink Greatsword 1d12 9 lbs Fire (1d6), heavy, two-handed Ember Flamberge 2d6 9 lbs Heavy, two-handed, special Stance Gael's Greatsword 2d6 9 lbs Heavy, two-handed Blade of Peril Greatsword of Judgement 1d12 9 lbs force (1d8), heavy, two-handed Stance of Judgement Hollowslayer Greatsword 2d6 9 lbs Heavy, two-handed Stance Lothric Knight Greatsword 2d6 9 lbs Heavy, two-handed Stomp Moonlight Greatsword 1d6 11 lbs Force (2d6), heavy, two-handed, special Moonlight Vortex Onyx Blade 1d8 9 lbs dark (1d10), heavy, two-handed, special Elfriede's Blackflame Twin Prince's Greatsword 1d12 10 lbs Fire (1d6), heavy, two-handed, special Sacred light and Flame Wolf Knight's Greatsword 2d6 12 lbs Heavy, two-handed, special Wolf Sword Wolnir's Holy Sword 2d6 12 lbs Heavy, holy, two-handed Wrath of the Gods Spears Arstor's Spear 1d6 7 lbs Versatile (1d8), special Shield Splitter Dragonslayer Spear 1d8 10 lbs Heavy, lightning (1d6), special Lightning Charge Dragonslayer Swordspear 1d10 15 lbs Heavy, lightning (1d4), two-handed, special Falling Bolt Drang Twinspears 2d8 8 lbs Paired Charge Gargoyle Flame Spear 1d8 10 lbs Fire (1d8), heavy, special Kindled Charge Golden Ritual Spear 1d6 3 lbs Force (1d6), lightning (1d6), versatile (1d8), special Steady Chant

Weapons Continued Name Damage Weight Properties Weapon Art Pikes Follower Javelin 1d10 4 lbs Reach Hurl Spear Lothric Long Spear 1d10 9 lbs Heavy, reach, two-handed Charge Lothric War Banner 1d8 5 lbs Versatile (1d10) Lothric War Banner Ringed Knight Spear 1d6 2 lbs Fire (1d4), heavy, reach, two-handed Ember Battleaxes Brigand Axe 1d8 4 lbs Versatile (1d10) Warcry Butcher Knife 1d6 7 lbs Versatile (1d8), special Sharpen Dragonslayer's Axe 1d6 4 lbs Lightning (1d6), Versatile (1d8) Warcry Eleonora 1d10 7 lbs Versatile (1d12) Feast Bell Man Serpent Hatchet 1d8 4 lbs Versatile (1d10), special Warcry Winged Knight Twin axes 2d8 9 lbs Paired Chain Spin Greataxes Black Knight Greataxe 2d8 20 lbs Ultraheavy, two-handed, special Warcry Demon's Greataxe 1d10 14 lbs Fire (1d8), heavy, two-handed Demonic Flare Dragonslayer Greataxe 2d6 20 lbs Lightning (1d6), Ultraheavy, two-handed Falling Bolt Earth Seeker 1d10 17 lbs Ultraheavy, Two-handed Earthen Wrath Yhorm's Great Machete 1d12 19 lbs Ultraheavy, two-handed, reach Warcry Warhammers Blacksmith's Hammer 1d6 5 lbs Versatile (1d8), special Perseverence Boom Hammer 1d8 7 lbs Versatile (1d10), special - Drang Hammers 2d8 9 lbs Paired, special Spin Bash Warpicks Heysel Pick 1d6 5 lbs Versatile (1d8), special Steady Chant Black Dragon Warpick 1d10 6 lbs Versatile (1d12), special - Mauls Dragon Tooth 2d6 21 lbs Ultraheavy, two-handed, special Perserverence Gargoyle Flame Hammer 1d12 11 lbs fire (1d8), heavy, two-handed Kindled Flurry Ledo's Great Hammer 2d6 9 lbs Heavy, two-handed Stomp - 1d6 11 lbs Force (2d6), heavy, two-handed, special Moonlight Vortex - 1d8 9 lbs dark (1d10), heavy, two-handed, special Elfriede's Blackflame - 1d12 10 lbs Fire (1d6), heavy, two-handed, special Sacred light and Flame - 2d6 12 lbs Heavy, two-handed, special Wolf Sword - 2d6 12 lbs Heavy, holy, two-handed Wrath of the Gods - 1d6 7 lbs Versatile (1d8), special Shield Splitter Quakestone Hammer 2d6 15 lbs Ultraheavy, two-handed Quake Whips - 1d10 15 lbs Heavy, lightning (1d4), two-handed, special Falling Bolt - 1d8 10 lbs Fire (1d8), heavy, special Kindled Charge - 1d6 3 lbs Force (1d6), lightning (1d6), versatile (1d8), special Steady Chant - 1d10 18 lbs Heavy, reach, two-handed Charge

Weapons - WIP Daggers Handmaid's Dagger Weapon (Dagger), uncommon (requires attunement) Dagger used by handmaids of the Profaned Capital. Each successful attack replenishes a slight amount of stamina. It is said that these women took pleasure in wounding others. [Make Weapon Arts] Lothric Weapons Black Knight Weapons Fume Knight Weapons Ringed Knight Weapons Aquamarine Dagger Wolf Knight Greatsword Firelink Greatsword Anri's Straight Sword butcher Knife Smough's Great Hammer Chaos Blade Handmaid's Ladle Work hook Blue Dagger Chime of Screams Handmaid's Dagger Crystal Sage's Rapier Arstor's Spear Demon's Scar Golden Ritual Spear Immolation Tinder Heysel Pick Cleric's Candlestick Rose of Ariandel Executioner's Greatsword Old Wolf Curved Sword Morion Blade Soldering Iron Dragon tooth

Spells Credit for all of these spells are credited to u/KiritoIsAlwaysRight who did the conversion about a year ago. Spells listed here are listed in alphabetical Order based on spell level, and separated by their magical categories: Pyromancies, Sorcereries and Miracles. Pyromancies Pyromancy stems from the ancient art of flame sorcery created by the Witch of Izalith. After she and her daughters made a failed attempt to recreate the First Flame, flame sorcery was lost, and all knowledge of it was passed down by the Witch’s daughter Quelana in the form of Pyromancy. Pyromancies are available to all spellcasting classes, provided they can afford a Pyromancy Flame and the costs of learning the spells. They require a Pyromancy flame as an arcane focus. Cantrips Combustion Evocation cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: S

S Duration: Instantaneous You send a burst of flames out from your hand. Make a melee spell attack against the target. On a hit, the target takes 2d6 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). Flash Sweat Transmutation cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a drop of water)

V, S, M (a drop of water) Duration: 8 hours You or a creature you touch become drenched in water until the spell ends, gaining resistance to fire damage. 1st-Level Spells Fire Surge 1st-level ecovation Casting Time: 1 action

1 action Range: Self (15-foot line)

Self (15-foot line) Components: V, S

V, S Duration: Concentration, up to 1 minute A stream of flames courses from your hand. Make a ranged spell attack against that all creatures in a 15-foot line from you. On a hit, the target takes 2d6 fire damage. On each of your turns for the duration, you can use your action to make another ranged spell attack against all creatures in a 15-foot line from you. On a hit, the target takes 1d6 fire damage less than on your previous turn. The spell ends if you use your action to do anything else. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st. Fire Orb 1st-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: S

S Duration: Instantaneous You create a ball of fire and hurl it at a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d8 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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the radius increases to 20 feet. Fire Whip 1st-level evocation Casting Time: 1 action

1 action Range: 20 feet

20 feet Components: V, S

V, S Duration: Instantaneous You create a whip made of flames that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and take 2d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above 1st. Iron Flesh 1st-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V,S,M (a chunk of iron ore)

V,S,M (a chunk of iron ore) Duration: Concentration, up to 1 minute Your skin turns to iron, granting you resistance to bludgeoning, piercing, slashing and fire damage. You also have disadvantage on Dexterity saving throws and your movement speed is halved.

2nd-Level Spells Black Flame 2nd-level evocation, dark Casting Time: 1 action

1 action Range: Touch

Touch Components: V,S

V,S Duration: Instantaneous Heavy black flames that seem to sap away the light around them lash out from your hand. Make a melee spell attack against the target. On a hit, the target takes 2d6 fire damage and 2d6 bludgeoning damage. Whether you hit or miss, if the target is carrying a shield, the target must make a Strength saving throw. On a failed save, the target gains no bonus to AC from its shield until after the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell deals an additional 1d6 bludgeoning damage for each slot level above 1st. Undead Rapport 2nd-level enchantment Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: Concentration, up to 1 round You offer comforting words and a warm flame to an undead creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed and under your control on its next turn. The DM determines to what extent the target obeys your command. The spell automatically ends if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd. On each of the target's additional turns, it may make another Wisdom saving throw to end the spell. 3rd-Level Spells Acid Surge 3rd-level conjuration Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S, M (poisoned water)

V, S, M (poisoned water) Duration: Concentration, up to 1 minute You create a 20-foot-radius sphere of green, corrosive gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against acid. On a failed save, the creature's AC is immediately reduced by 1 and it takes 3d4 acid damage. At the end of its next turn, it also takes 1d4 acid damage. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Poison Mist 3rd-level conjuration Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V,S,M (poisoned water)

V,S,M (poisoned water) Duration: Concentration, up to 1 minute You create a 20-foot-radius sphere of poisonous purple gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature is poisoned and it immediately takes 3d4 poison damage. At the end of its next turn, it also takes 1d4 poison damage. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Power Within 3rd-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V,S

V,S Duration: Concentration, up to 1 minute Summoning the fire in your heart, your body begins to burn with power. During this time, your Strength and Dexterity increase by 4, up to a maximum of 24, your speed increases by 10 feet, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You may ignore one level of exhaustion until the spell ends. At the end of your turn, you take fire damage equal to your level that ignores damage resistance and immunity. 4th-Level Spells Chaos Fire Whip 4th-level evocation, chaos Casting Time: 1 action

1 action Range: 20 feet

20 feet Components: V,S

V,S Duration: Instantaneous You create a whip made of churning lava and flames that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and take 2d8 fire damage. Whether the target succeeds or fails, the 5-foot floor area originally occupied by the target and all 5-foot areas passed through by the target as a result of this spell become covered in lava. The lava lasts until the start of your next turn and any creature that starts its turn in the lava takes 4d8 fire damage. The lava damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lava lasts for an additional round for each slot level above 4th.

5th-Level Spells Great Chaos Fire Orb 5th-level evocation, chaos Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous You create a ball of churning lava and fire and hurl it at a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d8 fire damage on a failed save. Whether the target succeeds or fails, the floor below the 20-foot-radius sphere becomes covered in lava. The lava lasts until the start of your next turn and any creature that starts its turn in the lava takes 4d8 fire damage. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. The lava damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lava lasts for an additional round for each slot level above 5th. Profaned Flame 5th-level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 1 round You cast a flame at a creature within range and imbue them with the energy of the flames. Make a ranged attack on a single creature, on a successful hit the creature becomes alight with the pyromancy. At the beginning of your next turn that creature explodes with a violent roar of flames, dealing 6d6 Fire damage to it. All creatures within a 10-foot-radius sphere must make a dexterity saving throw. On a failed save, the creatures take 3d6 fire damage and half damage on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell deals an additional 2d6 fire damage to the target and an additional 1d6 fire damage to surrounding creatures for each spell slot above 5th. 6th-Level Spells Carthus Flame Arc 6th-level transmutation, chaos Casting Time: : 1 bonus action

: 1 bonus action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour You impue a weapon you touch with the chaos flame. Until the spell ends, the weapon emits a bright light in a 40-foot radius and dim light for an additional 40 feet. In addition, weapon attacks made with it deal and extra 3d6 fire damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration. A creature hit with this weapon must make a constitution saving throw agaisnt your Save DC or be caught on fire. Creatures caught on fire with a weapon imbued with this spell takes 1d6 fire damage at the beginning of its turn every round until it spends an action to put out the fire. Firestorm 6th-level evocation Casting Time: 1 action

1 action Range: 20 feet

20 feet Components: V, S

V, S Duration: Instantaneous Five pillars of scorching flame erupt from the ground at locations you choose within range. The pillars each occupy a 5-foot square area and are 15 feet tall. Each creature standing in a pillar must make a Dexterity saving throw. A target takes 7d8 fire damage on a failed save and is knocked prone, or half damage on a successful one and the target isn't knocked prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create an additional pillar for each slot level above 6th. 7th-Level Spells Chaos Storm 7th-level evocation, chaos Casting Time: 1 action

1 action Range: 20 feet

20 feet Components: V, S

V, S Duration: Instantaneous Five pillars of churning lava and flames erupt from the ground at locations you choose within range. The pillars each occupy a 5-foot square area and are 15 feet tall. Each creature standing in a pillar must make a Dexterity saving throw. A target takes 7d8 fire damage on a failed save and is knocked prone. Whether the target succeeds or fails, each pillar covers the floor it erupted from in lava. The lava lasts until the start of your next turn and any creature that starts its turn in the lava takes 4d8 fire damage. The lava damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the lava lasts for an additional round for each slot level above 7th.

8th-Level Spells Warmth 8th-level evocation Casting Time: 1 action

1 action Range: Self (5-foot radius)

Self (5-foot radius) Components: S

S Duration: Concentration, up to 1 minute Pulling from the natural chaos of the flame you conjure a bead of soft orange warmth which levitates in your space. Any creature that enters the spells 5-foot-radius sphere for the first time in the round gains an instant 4d4 heal. Creatures that end their turn in the sphere also gain an additional 4d4 heal. When a creature leaves the sphere they cannot benefit from the healing until the start of their next turn.

Sorceries Sorceries appear to be tied with the power of souls, these spells are available to the Wizard, Sorcerer, Fighter and Rogue classes. They require an arcane focus. Cantrips Cast Light Conjuration cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 30 minutes You create a glowing orb of light that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action on your turn, you can move the light up to 15 feet to a new spot within range. Remedy Abjuration cantrip Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous You touch a creature and cure it of being poisoned. Repair Transmutation cantrip (ritual) Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V, S, M (a small titanite shard)

V, S, M (a small titanite shard) Duration: Instantaneous This spell repairs a damaged weapon or shield. If a weapon or shield has a penalty to damage rolls or AC, that penalty is removed. This spell can physically repair a magic weapon or shield, but the spell can’t restore magic to such an object. 1st-Level Spells Aural Decoy 1st-level illusion Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: 1 minute You create a sound of your choice within range that lasts for the duration. The sound also ends if you dismiss it as an action or cast this spell again. Creatures within 20 feet of the sound's source feel compelled to move towards it. The creatureThe creature can determine that the sound is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the sound for what it is, they are no longer compelled to move towards its source. Dark Bead 1st-level evocation, dark Casting Time: 1 action

1 action Range: Self (60-foot cone)

Self (60-foot cone) Components: V, S

V, S Duration: Instantaneous You create three small black beads that seem to sap away the light around them. Each bead targets a creature of your choice that you can see within a 60-foot cone. More than one bead can target the same creature. Make a ranged spell attack against each target. On a hit, the target takes 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more bead for each slot level above 1st. Fall Control 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls

1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet

60 feet Components: V, M (a small feather)

V, M (a small feather) Duration: 1 minute Choose a falling creature within range. If the falling creature lands before the spell ends, it takes no falling damage, can land on its feet, makes no sound when it lands, and the spell ends for that creature. Hidden Body 1st-level illusion Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (the tail of a crystal lizard)

V, S, M (the tail of a crystal lizard) Duration: Concentration, up to 1 minute You or a creature you touch become transparent until the spell ends. Anything the target is wearing or carrying is also transparent as long as it is on the target’s person. For the duration, any creature has disadvantage on attack rolls against you, you have advantage on attack rolls, and for the purposes of hiding, you are lightly obscured. You can still be detected by any noise you make or tracks you leave. The spell ends if you use the attack action or cast a spell. Hidden Weapon 1st-level illusion Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (the skull of a crystal lizard)

V, S, M (the skull of a crystal lizard) Duration: Concentration, up to 1 minute A weapon you touch becomes invisible until the spell ends. You have advantage on melee attacks made with the weapon. If you drop the weapon, the spell ends.

Homing Soulmass 1st-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You create a number of orbs of light equal to your spellcasting ability modifier. Each orb hits a creature of your choice that you can see within range. An orb deals 1d4 force damage to its target. The orbs all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more orb for each slot level above 1st. Soul Arrow 1st-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You create a soul arrow and hurl it at a target that is within range. Make a ranged spell attack against the target. The target takes 4d6 force damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 2nd-Level Spells Chameleon 2nd-level illusion Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M

V, S, M Duration: Concentration, up to 1 hour You make yourself – including your clothing, armor, weapons, and other belongings on your person – look like an inanimate object until the spell ends or until you attack or cast a spell. The object must be roughly the same size as you, and cannot be an object that would seem out of place. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to look like a tall vase, objects placed in the vase would hit your head, and anyone who reaches into the vase would feel your head and hair. To see through the illusion, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. Additionally, if a creature sees you moving, they do not need to make a check to see through the illusion. Dark Fog 2nd-level conjuration, dark Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 1 hour You summon a 20-foot-radius sphere of black fog centered on a point within range that seems to sap away the light around it. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature takes 2d6 poison damage. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Heavy Soul Arrow 2nd-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You create a heavy soul arrow and hurl it at a target that is within range. Make a ranged spell attack against the target. The target takes 4d6 force damage on a hit, and are knocked prone. Whether you hit or miss, if the target is carrying a shield, the target must make a Strength saving throw. On a failed save, the target gains no bonus to AC from its shield until after the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Hush 2nd-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 10 minutes A creature you touch becomes completely silent. For the duration, the targeted creature and any object it is touching make no sound of any kind, preventing them from casting spells with verbal components. Additionally, the target has advantage on Stealth checks, is deafened and is immune to thunder damage. Magic Shield 2nd-level transmutation Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour You touch a non-magical shield. Until the spell ends, that shield becomes a magic shield with a +1 bonus to AC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Magic Weapon 2nd-level transmutation Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour You touch a non-magical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. Pursuers 2nd-level conjuration, dark Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You summon two black sprites that seem to sap away the light around them. Each sprite hits a creature of your choice that you can see within range. A sprite deals 1d6 + 1 bludgeoning damage to its target. The sprites all strike simultaneously, and you can direct them to hit one creature or several. If a target is hit by two or more sprites, its movement speed is reduced by 10 feet until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell summons one more sprite for each slot level above 2nd. 3rd-Level Spells Crystal Magic Weapon 3rd-level transmutation, crystal Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour A non-magical weapon you touch becomes a magic weapon, and sprouts razor-sharp crystals. For the duration, the weapon has a +1 bonus to attack rolls and damage rolls. Additionally, the weapon deals an extra 1d8 force damage and 1d8 piercing damage when it hits. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases to +2 and the extra force and piercing damage each become 2d8. When you cast it using a spell slot of 7th level or higher, the bonus increases to +3 and the extra force and piercing damage each become becomes 3d8. Dark Orb 3rd-level evocation, dark Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (residue from a humanity sprite)

V, S, M (residue from a humanity sprite) Duration: Instantaneous You create a black orb that seems to sap away the light around it. Make a ranged spell attack against the target. The target takes 4d8 bludgeoning damage on a hit, or half as much damage on a miss. Whether you hit or miss, the target's movement speed is reduced by 10 feet until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Deep soul 3rd-level evocation, dark Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (residue from a humanity sprite)

V, S, M (residue from a humanity sprite) Duration: Instantaneous Homing Crystal Soulmass 3rd-level evocation, crystal Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You create a number of orbs of light equal to your spellcasting ability modifier, each covered in shards of crystal. Each orb hits a creature of your choice that you can see within range. An orb deals 1d8 force damage and 1d8 piercing damage to its target. The orbs all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one more orb for each slot level above 3rd. 4th-Level Spells Farron Flashsword 4th-level evocation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Instantaneous Quickly striking out in front of you with a spectral blue longsword, you may choose up to three creatures adjacent to you and one another. Each creature you pick must make a dexterity saving throw, taking 2d8 slashing damage and 2d8 force damage on a failed save and half on a successful save. As an action you make choose to make a second attack with this blade without expending a spell slot. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increased by 1d8 slashing and 1d8 force for each slot level above 4th.

Snap Freeze 4th-level evocation Casting Time: 1 action

1 action Range: Self (30-foot line)

Self (30-foot line) Components: V, S, M (a handful of chilled water)

V, S, M (a handful of chilled water) Duration: Instantaneous A blast of cold air erupts from your hands. Each creature in a 30-foot line must make a Dexterity saving throw, A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. Those who failed the saving throw must then make a constitution saving throw. on a failure the creature loses half its movement as frost solidifies along the creatures body. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Twisted Wall of Light 4th-level abjuration Casting Time: 1 reaction

1 reaction Range: Self

Self Components: V, S

V, S Duration: Instantaneous When targetted by a magical spell you may spend your reaction to produce a shining magical barrier force in front of you. Make an make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success you take no damage and may make a ranged attack roll to determine whether the spell is deflected back at the caster. On a failed check, you take half damage as the wall shatters in front of you. 5th-Level Spells Frozen Weapon 5th-level transmutation Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour You imbue a weapon you touch with frost. Until the spell ends, the weapon freezes any open pool of still water within a 30-foot radius. In addition, weapon attacks made with it deal an extra 2d8 cold damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. Soul Spear 5th-level evocation Casting Time: 1 action

1 action Range: Self (80-foot line)

Self (80-foot line) Components: V, S

V, S Duration: Instantaneous You create a massive pale spear above you and magically propel it at a target that you can see within range. All targets in an 80-foot line must make a Dexterity saving throw. On a failed save, a target takes 3d10 force damage and 3d10 piercing damage, or half as much damage on a successful one. 6th-Level Spells White Dragon Breath 6th-level evocation, crystal Casting Time: 1 action

1 action Range: Self (30-foot line)

Self (30-foot line) Components: V, M (a crystal from Seath’s laboratory)

V, M (a crystal from Seath’s laboratory) Duration: Instantaneous You emit the crystal breath of Seath the Scaleless. All targets in a 30-foot line must make a Dexterity saving throw. On a failed save, a target takes 2d10 force damage and 3d10 piercing damage and is petrified inside of a crystal, or half as much damage on a successful one and the target is not petrified. A petrified target may make a Constitution saving throw at the start of every turn to break free. Additionally, crystals grow along the ground on all unoccupied 5-foot-square areas affected by the spell. Each 5-foot-square crystal has AC 5 and 15 hit points. Reducing a crystal to 0 hit points destroys it. When a crystal is destroyed, it explodes, dealing 1d10 force damage and 2d10 piercing damage to all creatures in a 5-foot radius. Soul Stream Soul Greatsword 7th-Level Spells Old Moonlight Great Soul Dregs 9th-Level spells Crystal Soul Spear 9th-level evocation, crystal Casting Time: 1 action

1 action Range: Self (80-foot line)

Self (80-foot line) Components: V, S

V, S Duration: Instantaneous You create a massive pale spear with razor-sharp crystals protruding from it above you and magically propel it at a target that you can see within range. All targets in an 80-foot line must make a Dexterity saving throw. On a failed save, a target takes 10d10 force damage and 10d10 piercing damage on a failed save, or half as much damage on a successful one.

Miracles Miracles draw its power from reading tales of revelation. The gods grant those who read such tales a glimpse of its power as thanks. Knowing the ballads and the prayers of the ancient tales is the first step to understanding these powerful miracles. The last step is having the faith to call upon the power of the gods themselves. Miracles are available to the Cleric and Paladin classes, optionally the DM may choose that some spells that are not on the Cleric/Paladin spell list unless you are aligned with a particular God or Goddess. These include: Gwyn, Lord of Sunlight - Lightning Spear and Sunlight Spear

Gwynevere, Princess of Sunlight - Bountiful Sunlight

Dark Sun Gwyndolin - Darkmoon Blade

Velka, Goddess of Sin - Vow of Silence and Karmic Justice

Gravelord Nito - Gravelord Sword Dance Miracles require a Talisman as an arcane focus. Cantrips Seek Guidance Divination cantrip Casting Time: 1 minute

1 minute Range: 60 feet

60 feet Components: V

V Duration: 1 hour You pray to your deity for guidance. Your deity leaves behind a message consisting of a simple phrase, for example, "Try jumping," hidden within range of the spell. The contents of the message and how difficult it is to find are decided by the DM. The message disappears when the spell ends. 1st-Level Spells Force 1st-level evocation Casting Time: 1 action

1 action Range: Self (20 feet)

Self (20 feet) Components: V, S

V, S Duration: Instantaneous You release a shockwave of divine force from your body. Each creature within 20 feet must make a Strength saving throw. On a failed save, a target is pushed back until they are 20 feet away from you, and are knocked prone. On a successful save, a target is pushed back 10 feet, or until it is 20 feet away from you. Heal 1st-level evocation Casting Time: 1 bonus action

1 bonus action Range: 60 feet

60 feet Components: V

V Duration: Instantaneous You or a creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Sunlight Blade 1st-level transmutation Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour You touch a non-magical weapon. Until the spell ends, that weapon becomes a magic weapon that deals an extra 2d4 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each level above 1st. 2nd-Level Spells Emit Force 2nd-level evocation Casting Time: 1 action

1 action Range: Self (30-foot cone)

Self (30-foot cone) Components: V, S

V, S Duration: Instantaneous You release a burst of divine force from your body. Each creature in a 30-foot cone must make a Strength saving throw. On a failed save, a target is pushed back until they are 30 feet away from you, and are knocked prone. On a successful save, a target is pushed back 15 feet, or until it is 30 feet away from you. Homeward 2nd-level conjuration (ritual) Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Instantaneous You pray to your deity to save you from danger. You teleport back to the last place that you spent a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature that is within 5 feet. Magic barrier 2nd-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour You touch a willing creature, and a protective magical force surrounds it until the spell ends. The target’s AC cannot be less than 14 regardless of what kind of armor it is wearing, and the target gains resistance to force damage.

Tears of Denial 2nd-level evocation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 1 hour You touch a creature and grant it one chance to endure upon falling in battle. The first time the target would drop to 0 hit points as a result of taking damage, the target make a constitution saving throw with a DC of 5 + half the damage taken. Spells which would kill the creature outright invoke a constitution saving throw with a DC of 10 + the spell level of the cast spell. Tranquil Walk of Peace 2nd-level abjuration Casting Time: 1 action

1 action Range: Self (10-foot-radius sphere)

Self (10-foot-radius sphere) Components: V, S, M (a tiny bell)

V, S, M (a tiny bell) Duration: Concentration, up to 1 minute Choose up to six creatures you can see within 10 feet of you. Each target must succeed on a Wisdom saving throw or be affected by the spell for the duration. An affected target can’t take reactions, have its movement speed halved, and can’t make more than one melee or ranged attack during its turn. In addition, the target can take either an action or a bonus action on its turn, not both. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. 3rd-Level Spells Lightning Spear 3rd-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous You create a spear in your empty hand out of pure light, crackling with divine lightning. You hurl the spear at a target within range. The target must make a Dexterity saving throw, taking 3d6 radiant damage and 3d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 radiant damage for each slot level above 3rd. Bountiful Light 3rd-level evocation Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You release warm light from your body, healing every creature within range by 1d6 hit points per round. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you heal an additional 1 hit point per round. 4th-Level Spells Replinishment 4th-level evocation Casting Time: 1 action

1 action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute You regain hit points equal to 1d6 + your spellcasting ability modifier at the end of each of your turns until this spell ends. This spell has no effect on constructs. Vow of Silence 4th-level abjuration Casting Time: 1 action

1 action Range: Self (15-foot-radius sphere)

Self (15-foot-radius sphere) Components: V, S, M (an effigy of Velka, witch-goddess of sin)

V, S, M (an effigy of Velka, witch-goddess of sin) Duration: Concentration, up to 30 seconds A 15-foot-radius sphere of dim purple light surrounds you. Until the spell ends, the sphere moves with you, centered on you. The effects of all spells cast within the sphere are suppressed. A slot expended to cast a suppressed spell is consumed. While a spell is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. A spell cast within the sphere remains suppressed even after the caster leaves the sphere, and a spell cast outside of the sphere is not suppressed even if the caster enters the sphere. 5th-Level Spells Darkmoon Blade 5th-level transmutation Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour You touch a non-magical weapon. Until the spell ends, that weapon becomes a magic weapon with a bonus to attack rolls and damage rolls equal to your spellcasting ability modifier. Dead Again 5th-level necromancy, dark Casting Time: 1 action

1 action Range: Self (15-foot-radius sphere)

Self (15-foot-radius sphere) Components: V, S

V, S Duration: 1 round Casting a prayer towards the heavens you choose up to 3 corpses within range, embedding the darkness within the chosen corpses. Until the start of your next turn the necrotic energy festers in the corpses. When a hostile creature moves into or through an adjacent space as a chosen corpse they and all other creatures in a 5-foot-radius sphere must make a Dexterity saving throw against your spell save DC. On a failled Save they take 2d8 necrotic damage, or half on a successful save. The activated corpse is then destroyed, at the start of your next turn any corpses that haven't been activated are triggered.