50 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. ee amount of the extra damage increases as you gain levels in this class, as shown in the Deadly Aim column of the eief table. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. eis action can be used only to take the Dash, Disengage, or Hide action. Expertise At 2nd level, choose two of your skill proCciencies. Your proCciency bonus is doubled for any ability check you make that uses either of these chosen proCciencies. 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. 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 Cnd 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 Cre upon the enemy. Whenever you move your full movement allocation in a straight line, in a single turn, the Crst 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 edects, such as a dragon’s breath or a darkeater’s deadly rame. When you are subjected to an edect 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.
51 Draw a Bead At 14th level, your aim is unwavering. You may spend 2 Position to reroll any missed ranged attack. ee rerolled attack is made with advantage. After you've used this ability, you must Long rest to regain it. 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. ee time after, its cost increases by 3 Position. It’s cost continues to increase in this fashion until it resets after you complete a Short or Long rest. Impossible Shot At 19th level, you’ve become a master of guiding your arrows to their target, no matter how complex the shot. You can never be forced to make a ranged attack with disadvantage. In addition, when making a ranged attack, you score a Critical hit on a roll of 18, 19, or 20. Extra Attack Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 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. 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. 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 Crst round of any combat. You take your Crst turn at your normal initiative and your second turn at your initiative -10. You can’t use this feature when you are surprised. 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.
52 You were journeying. You know that much. eat 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 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 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 of Cinder. Perhaps it is only yourself, and those around you. Perhaps it is the rame itself. But you’ll be their herald. Herald Level 1 9 5 13 20 2 10 6 14 15 3 11 7 16 17 4 12 8 18 19 Class Features Dark Sense, Fighting Style Shield Wall Holy Smite Extra Attack Improved Holy Smite Magic Catalyst, Spellcasting - Weapon of the Old Gods - Ability Score Increase Shield Bash Against the Hollow - Warrior’s Heart - Ability Score Increase Ability Score Increase Ability Score Increase Ability Score Increase Herald of the Flame Prorciency Bonus Attunement Slots +2 - +3 2 +5 4 +2 - +3 2 +5 5 +2 1 +4 3 +5 5 +2 1 +4 3 +6 5 +3 1 +4 3 +6 6 +3 2 +4 4 +6 6 +5 4 +6 6
53 Proficiencies Equipment Forwards! Those who side with you are assured of a valiant warrior, and a courageous protector. You stand always at their side, shield raised, impervious to assault. You are bowed by nothing. In your past lives, you were driven by duty, by honour. It courses in you still, the need to serve, to fulCl your calling. eere is a task that needs to be fulClled. ee world is smothered in darkness, and the rame needs to be rekindled. It’s what you, and those around you, are for. It’s what you were chosen to do, you’re certain of it. You are the herald of a new age. Blessed and Cursed You are skilled in combat, resolute in defence, and capable of healing yourself and those around you. You’re cowed by nothing. In your old life, your rode into death, and danger, every day. You bore the symbol of your liege ahead of you, and the artefacts of your faith on your person. You’re a soldier, and able to draw upon the ancient faith, sheltering and surrounding you. eat is the lot of a herald; you must be conciliatory, and capable of violence. You must be able to both bring peace and wreak dreadful retribution. It is not an easy balance to strike, but you are an expert. eis 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. Armour: Weapons: Saving Crows: Skills: All armour and shields as long as prerequisites met. All weapons, as long as prerequisites met Wisdom, Charisma Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion You start with the following equipment: An Estus Flask (page 154) Spear (page 215) Kite Shield (page 179) Talisman (page 228) Herald Armour (page 166)
54 Dark Sense ee 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 modiCer +1. When you Cnish a Long rest, you regain all expended uses. Fighting Style You adopt a particular style of Cghting 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. ee weapon must have the two-handed or versatile property for you to gain this beneCt. 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. Spellcasting At 3rd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Chapter 3: Magic for the general rules of spellcasting and the Spells Listing for the Miracle spell list. Heralds may use either their wisdom or charisma scores as their spellcasting ability. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Holy Smite Starting at 5th level, when you hit a creature with a melee weapon attack, you can spend 3 Position to deal damage to the target, in addition to the weapon’s damage. ee extra damage is 4d8 radiant damage. eis damage increases to 9d8, at 17th level, though you must spend 4 Position Magic Catalyst At 3rd level, you gain a catalyst enabling you to use magic. You may choose either a Talisman (see page 228), or a Priest’s Chime (see page 226). Shield Bash At 2nd level, you learn to use you shield not only to defend yourself, but to direct the row 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.
55 Herald of the Flame At 20th level, you can glow like the undying rame 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 edects caused by demons, undead, and constructs, as well as all bosses. Once you use this feature, you can’t use it again until you Cnish a 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. 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. Against the Hollow At 10th level, you are a beacon of strength against the gathering darkness. All none-boss undead creatures make any attack against you at disadvantage. 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 modiCer to attack rolls made with that weapon (with a minimum bonus of +1). ee 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 Cnish a Short or Long rest.
56 The gods speak to you. Or at least, something speaks to you. Some vast, inedable power listens when you pray, grants you the ability to call upon resources you don’t 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 of faith into the ever-encroaching shadows. You are the memory of the sun, in the face of eternal night. ee cleric is the conduit of the gods—whatever gods still gaze down 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. Cleric Level 1 9 5 13 20 2 10 6 14 15 3 11 7 16 17 4 12 8 18 19 Class Features Magic Catalyst, Spellcasting Death Cheated - Fervour of the Unkindled Extra Attack Connection of Darkness - Cinder Lord’s Touch - Ability Score Increase Life Giver Demon Bane Blessed Healer Divine Endurance Supreme Healer Ability Score Increase Ability Score Increase Ability Score Increase Ability Score Increase Holy Protection Prorciency Bonus Attunement Slots +2 3 +3 6 +5 9 +2 3 +3 6 +5 10 +2 4 +4 7 +5 10 +2 4 +4 7 +6 11 +3 5 +4 8 +6 11 +3 5 +4 8 +6 12 +5 9 +6 12
57 Proficiencies Equipment Miraculous Your power manifests itself in miracles. Impossible changes in the fabric of the world. Even as your comrades are injured, your power sews their forms together again. As the powers of evil threaten to overwhelm you, you turn them back. eere is nothing against which the power of your gods cannot triumph. You believe this, believe with it every Cbre of your being. It’s what keeps your mind functional. Otherwise, how could you explain being Unkindled? It is not that you were not allowed into the beyond. No. You were chosen to wield the power of the gods against demon and undead, to remake the world. Your piety made you ideal for the task. You’ll be worthy. Unbowed Faith pushes you forward. It makes you a reliable companion; you’ll never ree from evil, never back down from a Cght with a demon, especially. eose abominations spit in the face of the gods merely by existing. You’ll consign them all to the black pit, along with their mother. You fear nothing, no earthly evil, no supernatural curse. You are the chosen of the gods, and those alongside you are your fellow believers—even if they do not know it yet. After all, you are all Unkindled, bound together by the common fate you share. eey are part of the gods’ plan. eey just do not see as clearly as you. Armour: Weapons: Saving Crows: Skills: All armour and shields as long as prerequisites met. All weapons, as long as prerequisites met Wisdom, Charisma Choose two from History, Insight, Medicine, Persuasion, and Religion You start with the following equipment: An Estus Flask (page 154) Mace (page 208) Cleric’s Sacred Chime (page 226) Cleric Robes (page 162)
58 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. Spellcasting You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Chapter 3: Magic for the general rules of spellcasting and the Miracles spell list. Clerics use wisdom as their spellcasting ability. Life Giver At 2nd level, your healing spells are more edective. 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 od. You gain advantage on a Constitution saving throw. Once you’ve used this ability, you must Cnish either a Short or Long rest before you may use it again. 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. 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. 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. Magic Catalyst You possess a catalyst enabling you to use magic—the Cleric’s Sacred Chime. You also know two Miracles: Heal and Force (see pages 143 and 144). Demon Bane At 10th level, your holiness grants you the ability to take the Cght to the demonic spawn. You make all attack rolls against demonic creatures with advantage. 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 rame 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. eis edect lasts for 3 minutes. Once you've used this ability, you must Cnish a Short or Long rest before you can use it again.
59 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. 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 aticted with the poison condition. 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 Cnish a Long rest before you may use it again.
60 What good wisdom if it brings no proCt to the wise? eis you were always taught, and so, when you began to study, you sought a subject capable of granting 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 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 stad of power crackling with energy capable of stripping resh from bone, or pulverising rock to dust. You’re a sorcerer. Feared, and respected, in equal measure. Sorcerer Level 1 9 5 13 20 2 10 6 14 15 3 11 7 16 17 4 12 8 18 19 Class Features Magic Catalyst, Spellcasting - Fast Cast Improved Fast Cast - - Restoration Potent Strike Grim Cognisance Ability Score Increase Scholar of the Cinders Knowledge of the Beyond - - Power Surge Ability Score Increase Ability Score Increase Ability Score Increase Ability Score Increase Improved Restoration Prorciency Bonus Attunement Slots +2 3 +3 6 +5 9 +2 3 +3 6 +5 10 +2 4 +4 7 +5 10 +2 4 +4 7 +6 11 +3 5 +4 8 +6 11 +3 5 +4 8 +6 12 +5 9 +6 12
61 Proficiencies Equipment Magic There are many theories of magic, of where it came from, of how it emerged into the world. You know them all. You know… so much. It’s been the pursuit of your life. Even when you awoke, Unkindled and dragged back from death, the knowledge of magic remained untouched and perfect in your mind. ee rest of your life… names, relatives, friends… much of that was entirely gone. But not the magic. ee spells, the rituals, the secret names of the Cinder Lords, and the hidden symbols of the old gods, those remain Cxed and unchanging. You know far more of the forsaken lords who ruled these barren tracts of land than you do your own self. It is a bargain you did not know you were making, but one you would make again. Protection You seek protection from the attacks of the hollows, the demons, the beasts stalking you through these dismal places—if they draw too close, then your magic is of no use. eat is why you need companions. And they need you, for your magic can inrict the most grievous harm, blasting through resh, through armour, through any impediment. You’re a force of the unnatural, precisely what is required to deal with the hideous creatures crawling forth in this sunless world. And you’ll Cnd answers to what causes this darkness, and to why you were brought back, why you were made Unkindled. Searching for answers, for the truth, has been your life’s work. It won’t stop simply because you’re no longer alive, exactly. Armour: Weapons: Saving Crows: Skills: All armour and shields as long as prerequisites met. All weapons, as long as prerequisites met Intelligence, Wisdom Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion You start with the following equipment: An Estus Flask (page 154) Mail breaker (page 189) Leather Shield (page 176) Sorcerer’s Stad (page 225) Sorcerer’s Robes (page 172)
62 Magic Catalyst You possess a catalyst enabling you to use magic. You own a sorcerer’s stad, allowing you to cast spells (see page 225 for more on your catalyst). You also know the spells Soul Arrow and Homing Soulmass (see page 138 and 139 for more). Spellcasting You have learned to draw on magic through endless study, and the mastery of ancient ritual. See Chapter 3: Magic for the general rules of spellcasting and the Spells Listing for the Sorcerer 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 proCciency in one of the following skills: History, Insight, Investigation, or Perception. You must not already have proCciency in that skill. Power Surge At 18th level, you’ve learned to make your spells even deadlier. When you cast a spell of between 1st and 6th level, instead of rolling damage you may pay 3 points of Position to deal maximum damage with that spell. 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. 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. Grim Cognisance At 15th level, you’ve gained a deep insight into the workings of magic. You may choose to automatically succeed on any Intelligence check relating to magic, or spell casting. Fast Cast At 5th level, you gain the ability to increase the speed with which you ring 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. 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. eis Position cost must be paid per individual creature hit, for example, by a spell attack with an area of edect. 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.
63
64 Fire 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 rame in your hand and ring them at those who seek to deprive you of the you of the Cre of life. re of life. ee rame trickles over your ame trickles over your Cngers, 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 stories of your distant homeland tell. You remember only fragments of them, but fragments are enough. Pyromancer Level 1 9 5 13 20 2 10 6 14 15 3 11 7 16 17 4 12 8 18 19 Class Features Magic Catalyst, Spellcasting - Protection of the Fire - - - Bloody Strike Fast Cast Extra Attack Ability Score Increase Flame Guard Fire’s Spread - Improved Fast Cast Restoration Ability Score Increase Ability Score Increase Ability Score Increase Ability Score Increase ee Flame’s Own Prorciency Bonus Attunement Slots +2 3 +3 6 +5 9 +2 3 +3 6 +5 10 +2 4 +4 7 +5 10 +2 4 +4 7 +6 11 +3 5 +4 8 +6 11 +3 5 +4 8 +6 12 +5 9 +6 12
65 Proficiencies Equipment Power Some seek to become a pyromancer simply for the ability to cause pain, using the rame to wound and sear. You know that this is anathema to the Cre. ee First Flame birthed man; drew him forth from the shadows that shrouded everything. You respect this power, according to it the deference it is due. You can summon raging conragrations, but you employ these judiciously. Only to defend and protect and nurture those who the Cre created, long ago, in the deep past. ee rame can tempt you though; when you stare at the rickering sparks skittering in your palm, 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? Life Nothing 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 with pyromancy. You may have been born with the natural gift, but that is not enough. Like a blade in a forge, it must be tempered and honed. You had a teacher, but their face is gone from your mind. Now, you must make your own way through the world, learning the true ways of the rame, to wield it and make it your own. It is seldom easy. Fortunately, when Cre does not protect you, your skill with an axe is a worthy substitute. Armour: Weapons: Saving Crows: Skills: All armour and shields as long as prerequisites met. All weapons, as long as prerequisites met Constitution, Charisma Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion You start with the following equipment: An Estus Flask (page 154) Hand Axe (page 205) Caduceus Round Shield (page 175) Pyromancer Robes (page 170) Pyromancer’s Flame (page 227)
66 Magic Catalyst You possess a catalyst enabling you to use magic. You own a Pyromancer's Flame, allowing you to cast spells (see page 227 for more on your catalyst). You also know the Fireball spell (page 134). Spellcasting You have learned to draw on the surging, elemental power of rame. See Chapter 3: Magic for the general rules of spellcasting and the Spells Listing for the Pyromancer spell list. Pyromancers use charisma as their spellcasting ability. 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. Restoration At 18th level, you gain the ability to draw magical energy from the beyond. You may refresh the Casts of 1 spell of 10th level of below, by spending 8 Position. After you’ve used this ability, you must Cnish a Long rest before you can use it again. The Flame's Own At 20th level, the rame has marked you for itself. You are immune to all Cre damage, from any source. In addition, all friendly creatures gain Cre resistance while they are standing within 15 feet of you. Flame Guard At 2nd level, you’re intimately acquainted with Cre. You are resistant to all Cre damage. Extra Attack Beginning at 15th level, you can attack three times instead of once, whenever you take the Attack action on your turn. Fire's Spread At 10th level, you can extend the area covered by your rame. When casting a spell with an area of edect, you may spend Position to increase the radius of its edect by 5 feet per point spent, to a maximum of 15 feet Bloody Strike At 11th level, you have become lethally edective with a hand weapon. You may spend 1 point of Position to deliver an additional d8 Cre damage on a successful melee attack. 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 ring spells at your foes. 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.
67
68 There 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 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 knowledge of a life entirely lost to you. You’ll need to make yourself anew, forging a new self in this shadowed world. It is fortunate then, you cannot die, that the Unkindled return again and again to the bonCres… you are going to die a lot before you discover what, and who, you are meant to be. The Deprived Level 1 9 5 13 20 2 10 6 14 15 3 11 7 16 17 4 12 8 18 19 Class Features Ability Score Increase - Magic Catalyst, Spellcasting - - - Extra Attack Ability Score Increase Choose one 2nd level ability from any non-magical class Choose one 3rd level ability from any non-magical class Choose one 7th level ability from any class Choose one 10th level ability from any class Choose one 14th level ability from any class Choose one 18th level ability from any class Choose one 20th level ability from any class - Ability Score Increase Ability Score Increase Ability Score Increase Ability Score Increase Prorciency Bonus Attunement Slots +2 - +3 3 +5 6 +2 - +3 3 +5 7 +2 - +4 4 +5 7 +2 - +4 4 +6 8 +3 2 +4 5 +6 8 +3 2 +4 5 +6 9 +5 6 +6 10
69 Proficiencies Equipment Freedom Still, at least it is to be your choice. Few are adorded that choice, in this world. Few gain the chance to escape from the limits of their past. You should embrace the gift. You could become great, you could become…so much. ee key is surviving long enough to do so. eat’s going to be a true struggle. You’re without weapons. 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. Choice Your 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 become something more, someone capable of aiding them in the pursuit of their quest. Or alternatively, you might simply die, over and over again. Armour: Weapons: Saving Crows: Skills: All armour and shields as long as prerequisites met. All weapons, as long as prerequisites met Choose two from Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma Choose two skills from Acrobatics, Animal Handling, Athletics, Arcana, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Religion, Sleight of Hand, Stealth and Survival You start with the following equipment: An Estus Flask (page 154) Club (page 208) Plank Shield (page 177) Ability Score Increase At 1st level, and again at 4th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Magic Catalyst At 5th level, you gain a catalyst enabling you to use magic. You own either a Sorcerer’s Stad, a Pyromancer’s Flame, or a Talisman, allowing you to cast spells (see page 129 for more). Spellcasting You have learned to draw on a magical tradition, depending on your choice of catalyst. See Chapter 3: Magic for the general rules of spellcasting and the Spells Listing for the appropriate spell list.
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71 Core Rules
72 Core Rules — Using Ability Scores Strength Measuring physical power Intelligence Measuring reasoning and memory Dexterity Measuring agility Wisdom Measuring perception and insight Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores deCne these qualities—a creature's assets as well as weaknesses. re three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. re basic rule behind these rolls is simple: you roll a d20, add an ability modiCer derived from one of the six ability scores, and compare the total to a target number, determined by the GM. Six abilities provide a quick description of every creature's physical and mental characteristics: Constitution Measuring endurance Charisma Measuring force of personality STR INT DEX WIS CON CHA
73 Core Rules — Ability Scores and Modifiers Each of a creature's abilities has a score, a number that deCnes the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters can have scores as high as 30. Each ability also has a modiCer, derived from the score and ranging from e5 (for an ability score of 1) to +10 (for a score of 30). re Ability Scores and ModiCers table notes the ability modiCers for the range of possible ability scores, from 1 to 30. To determine an ability modiCer without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). Because ability modiCers adect almost every attack roll, ability check, and saving throw, ability modiCers come up in play more often than their associated scores. Score ModiCer Score ModiCer 1 16-17 14-15 -5 +3 +2 2-3 -4 18-19 +4 4-5 -3 20-21 +5 6-7 -2 22-23 +6 8-9 24-25 10-11 26-27 -1 +7 +0 +8 12-13 28-29 30 +1 +9 +10 Ability Scores and Modifiers
74 Core Rules — Advantage & Disadvantage Sometimes 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 adect 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. ris 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. re GM can also decide that circumstances iniuence a roll in one direction or the other and grant advantage or impose disadvantage as a result. Proficiency Bonus Characters have a proCciency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. re bonus is used in the rules on ability checks, saving throws, and attack rolls. Your proCciency bonus can't be added to a single die roll or other number more than once. For example, if two diderent rules say you can add your proCciency bonus to a Wisdom saving throw, you may nevertheless add the bonus only once when you make the save. Occasionally, your proCciency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the thief's Expertise feature doubles the proCciency bonus for certain ability checks. If a circumstance suggests that your proCciency 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 edect allows you to multiply your proCciency bonus when making an ability check that wouldn't normally beneCt from your proCciency bonus, you still don't add the bonus to the check. For that check your proCciency bonus is zero; multiplying zero by any number is still zero. For instance, if you lack proCciency in the History skill, you gain no beneCt from a feature that lets you double your proCciency bonus when you make Intelligence (History) checks. In general, you don't multiply your proCciency bonus for attack rolls or saving throws. If a feature or edect allows you to do so, these same rules apply.
75 To make an ability check, roll a d20 and add the relevant ability modiCer. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM. Very Easy Easy Medium Hard Very Hard Nearly Impossible 5 10 15 20 25 30 An ability check tests a character's or monster's innate talent and training in order to overcome a challenge. re 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 ditculty of the task, represented by a Ditculty Class. re more ditcult a task, the higher its DC. re Task Ditculty Classes table shows the most common DCs. Task Difficulty Classes Core Rules — Ability Checks
76 Sometimes one character's or monster's edorts are directly opposed to another's. ris 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 ioor. ris 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 edorts. rey apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. re participant with the higher check total wins the contest. rat 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. rus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring od the ioor, 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. Core Rules — Contests
77 Core Rules — Skills Each ability covers a broad range of capabilities, including skills that a character or a monster can be proCcient in. A skill represents a speciCc aspect of an ability score, and an individual's proCciency in a skill demonstrates a focus on that aspect. (A character's starting skill proCciencies are determined at character creation, and a monster's skill proCciencies appear in the monster's stat block.) For example, a Dexterity check might reiect a character's attempt to pull od an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill— Acrobatics, Sleight of Hand, and Stealth, respectively—so a character who has proCciency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding. re skills related to each ability score are shown in the following list (no skills are related to Constitution). See an ability's description in the later sections of this section for examples of how to use a skill associated with an ability. Sometimes, the GM might ask for an ability check using a speciCc skill—for example, "Make a Wisdom (Perception) check." At other times, a player might ask the GM if proCciency in a particular skill applies to a check. In either case, proCciency in a skill means an individual can add his or her proCciency bonus to ability checks that involve that skill. Without proCciency in the skill, the individual makes a normal ability check. For example, if a character attempts to climb up a dangerous clid, the GM might ask for a Strength (Athletics) check. If the character is proCcient in Athletics, the character's proCciency bonus is added to the Strength check. If the character lacks that proCciency, they just makes a Strength check. Strength Athletics Dexterity Acrobatics Sleight of Hand Stealth Intelligence Arcana History Investigation Nature Religion Wisdom Animal Handling Insight Medicine Perception Survival Charisma Deception Intimidation Performance Persuasion STR DEX INT WIS CHA
78 10 + all modiCers 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. — re game refers to a passive check total as a score. For example, if a 1st-level character has a Wisdom of 15 and proCciency in Perception, they have a passive Wisdom (Perception) score of 14. re rules on hiding in the Dexterity section rely on passive checks Core Rules — Variants: Skills with Different Abilities Normally, your proCciency in a skill applies only to a speciCc kind of ability check. ProCciency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proCciency might reasonably apply to a diderent kind of check. In such cases the GM might ask for a check using an unusual combination of ability and skill, or you might ask your GM if you can apply a proCciency to a diderent check. For example, if you have to dive beneath the foetid murk of a swamp, and swim into the depths, your GM might call for a Constitution check to see if you have the stamina to make it. In this case, your GM might allow you to apply your proCciency in Athletics and ask for a Constitution (Athletics) check. So, if you're proCcient in Athletics, you would apply your proCciency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your northern warrior uses a display of raw strength to intimidate an enemy, your GM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma. Passive Checks A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as repeatedly searching for secret doors, or which can be used when the GM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster Here's how to determine a character's total for a passive check:
79 Core Rules — Position I n DARK SOULS: Ce Roleplaying Game, careful management of health and stamina is critical to success. Unlike traditional roleplaying games, DARK SOULS: Ce Roleplaying Game doesn’t use hit points to represent a character’s vitality, and instead uses Position. Position not only represents an abstraction of health and stamina, but also enables players to adect dice rolls and to use key abilities, adding a strategic layer to any combat action. Each character’s Base Position is equal to their current level, plus their Constitution modiCer, and the maximum value of the dice in their position pool. If a character’s Position is reduced to zero, the character is killed. At 1st level a character’s Base Position is equal to: Constitution modiCer + Maximum value of their Origin’s Position dice + Current Level At every level after 1st, when they level up characters increase their Base Position as shown below: Current Base Position + Constitution ModiCer During combat, characters will increase their Position by rolling a number of Position dice (determined by their Origin and level) to generate additional temporary position. For example, a Knight with Constitution 15 (+2) and a Brute Origin (1d10 Position) at 1st level has a base Position pool of 13 (2+10+1). When the Knight reaches 2nd level, the character’s player adds their +3 Constitution modiCer to their existing base position. As a result, Base Position is increased to 17. Uninjured and fully rested, the knight’s current Position would be 17 (equal to their Base Position). When the knight enters combat with a hollow, the knight’s player rolls 2d10 (level x Position Dice) resulting in 11, and adds this to their current Position giving them a total of 28 Position for the coming coniict.
80 Using Position Position can be expended to represent that little extra edort. Do you want to burn your enemies with a Great Chaos Fireball? Or did you miss the vital blow that might have turned the Cght in your favour? Perhaps the enemy only just manage to survive when a little more damage might have killed them? ris is where strategic use of Position is critical to your character’s survival. Some abilities, or spells, can only be triggered using Position by spending the speciCed amount from a character’s Position total. rese costs are noted in the description of the spell or ability, where appropriate. Alternatively, Position can be spent to modify dice rolls, to increase damage, or to attempt ditcult and impressive actions. But beware, Position may only be used once per activation so careful timing is key. Position Pool In and Out of Combat Position is vital for a character in combat but also plays a key role in other dangerous situations such as stumbling into a trap, being poisoned, or falling for a height, amongst many other dangerous events in the world of DARK SOULS. Out of combat, all damaging edects are deducted from the character’s current Position. In combat, however, things are a little diderent. Once the GM has announced that a combat is about to begin, and initiative has been determined, characters gain additional temporary position. Be this a surge of adrenaline, or an experienced Cghter understanding the battleCeld, this temporary boost is vital for survival. ris additional temporary position is calculated when a character Crst acts in combat, and is added to the character’s current Position. Being surprised in combat, is therefore really rather dangerous. Temporary Position = Origin Position dice x Level Once the combat has ended, a character’s Position reverts to either their Base Position value, or stays at the current Position value, whichever is lowest. re healing powers of the Estus Flask, and some magic items or spells can restore position, as can taking a Long rest at a bonCre. If the Knight suders 3 points of damage in the Cght with the hollow, after the Cght ends, their Position (currently 27) reverts back to 19 (equal to their Base Position). Alternatively, if the knight had fared worse and sudered 13 damage from the hollow’s bombs, after the Cght ends, their Position would remain at 17 until healed or rested. Some restrictions: You can only ever spend Position on yourself. You may only spend Position once per turn. You cannot trigger critical edects by spending Position. Spending Position
81 Common Uses • Increase the result of a dice roll by +1 per Position. rere is no limit on how much Position you can spend on an attack roll, so, you could roll a 1 and, if you had sutcient 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, but you must always spend a minimum 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. ris is not an exhaustive list. 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: Ce 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…
82 Sometimes two or more characters team up to attempt a task. re character leading the edort—or the one with the highest ability modiCer—can make an ability check with advantage, reiecting 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 proCciency 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. When 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. Core Rules — Helping A Companion Group Checks
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84 Every task that a character or monster might attempt in the game is covered by one of the six abilities. ris section explains in more detail what those abilities mean and the ways they are used in the game. Using Each Ability
85 Abilities — Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Strength Checks A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. re Athletics skill reiects aptitude in certain kinds of Strength checks. Athletics. Your Strength (Athletics) check covers ditcult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: • You attempt to climb a sheer or slippery clid, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you od. • You try to jump an unusually long distance or pull od a stunt midjump. • You struggle to swim or stay aioat in treacherous currents, stormtossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks. re GM might also call for a Strength check when you try to accomplish tasks like the following: • Forcing open a stuck, locked, or barred door • Breaking free of the shackles attached to your legs by asylum guards • Pushing through a too-small tunnel • Hanging on to a dragon's tail, as it seeks to throw you loose • Tipping over a statue • Keeping a boulder from crashing into your comrades Attack Rolls and Damage You add your Strength modiCer to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battle axe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. Lifting and Carrying Your Strength score determines the amount of weight you can bear. re following terms deCne what you can lift or carry. Carrying Capacity: your carrying capacity is your Strength score multiplied by 15. ris is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. Note, this refers to what you can actively pick up and carry - as you might lift a huge tottering pile of books. re amount of equipment you can carry is dealt with in the Equipment section, starting on page 149. Weapon and Armour Selection: most weapons and armour you’ll encounter as you journey through Lothric possess a minimum strength value. ris is the lowest your strength can be to edectively wield or wear them. Push, Drag, or Lift: you can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Size and Strength: Larger creatures can bear more weight, whereas smaller creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.
86 Abilities — Dexterity Dexterity measures agility, reiexes, and balance. Dexterity Checks A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. re Acrobatics, Sleight of Hand, and Stealth skills reiect 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 you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. re GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and iips. Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. re GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse od another person or slip something out of another person's pocket. Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. Other Dexterity Checks. re GM might call for a Dexterity check when you try to accomplish tasks like the following: • Control a heavily laden cart on a steep descent • Steer a chariot around a tight turn • Pick a lock • Disable a trap • Securely tie up a prisoner • Wriggle free of bonds • Play a stringed instrument • Craft a small or detailed object Attack Rolls and Damage You add your Dexterity modiCer 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 modiCer to your attack roll and your damage roll when attacking with a melee weapon that has the Cnesse property, such as a dagger or a rapier. Armour Class Depending on the armour you wear, you might add some or all of your Dexterity modiCer to your Armour Class. Hiding re GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered, or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it still must stay quiet or be detected, if not “seen”. In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach Passive Perception. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modiCer, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proCciency bonus of +2) has a Wisdom of 15 (a +2 modiCer) and proCciency in Perception, they have a passive Wisdom (Perception) of 14. What Can You See? One of the main factors in determining whether you can Cnd a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured (see "Adventuring", page 92).
87 Abilities — Constitution Constitution measures health, stamina, and vital force. Intelligence measures mental acuity, accuracy of recall, and the ability to reason. Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a speciCc edort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however. re GM might call for a Constitution check when you try to accomplish tasks like the following • Holding your breath • Marching or labouring for hours without rest • Going without sleep • Plunging your arm into a raging Cre • Withstanding the noxious fug of a swamp Position Your Constitution modiCer contributes to your total Position pool, calculated prior to a combat encounter, and to your base Position. If your Constitution modiCer changes, your base Position maximum changes as well, as though you’d had the new modiCer from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modiCer increases from +1 to +2, you adjust your base Position maximum as though the modiCer had always been +2—so you add 3 Position for your Crst three levels, and for 4th level using your new modiCer. Equally, if you're 7th level and some edect lowers your Constitution score enough to reduce your Constitution modiCer by -1, your base Position maximum is reduced by seven. Intelligence Intelligence Checks An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. re Arcana, History, Investigation, Nature, and Religion skills reiect aptitude in certain kinds of Intelligence checks. Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about spells, and magical traditions. History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (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 search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and the inhabitants of graveyards, swamps, and catacombs. Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks.re GM might call for an Intelligence check when you try to accomplish tasks like the following: • Communicate with a creature without using words • Estimate the value of a precious item • Pull together a disguise to pass as a Hollow, in a city Clled with 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.
88 Abilities — Spellcasting Ability Pyromancers use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. Spellcasting Ability Clerics and Heralds use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. Wisdom Wisdom reiects how attuned you are to the world around you and represents perceptiveness and intuition. Wisdom Checks A Wisdom check might reiect an edort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. re Animal Handling, Insight, Medicine, Perception, and Survival skills reiect aptitude in certain kinds of Wisdom checks. Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky manoeuvre. Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, for instance whether a demon is about to leap down from nowhere to prevent you escaping an asylum. Survival. re GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. Other Wisdom Checks. re GM might call for a Wisdom check when you try to accomplish tasks like the following: • Getting a gut feeling about what course of action to follow • Discerning whether a seemingly dead or living creature is undead Charisma Charisma measures your ability to interact edectively with others. It includes such factors as conCdence and eloquence, and it can represent a charming or commanding personality. Charisma Checks A Charisma check might arise when you try to iniuence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. re Deception, Intimidation, Performance, and Persuasion skills reiect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. ris deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself od in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie. Intimidation. When you attempt to iniuence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, 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 what it knows of your past at the edge of an axe. Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. Persuasion. When you attempt to iniuence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a crowd of Corvians to let their prisoner go, uneaten. Other Charisma Checks. re GM might call for a Charisma check when you try to accomplish tasks like the following: • Finding the best person to talk to for news, rumours, and gossip • Blending into a crowd to get the sense of key topics of conversation
89 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 modiCer. For example, you use your Dexterity modiCer for a Dexterity saving throw. A saving throw can be modiCed by a situational bonus or penalty and can be adected by advantage and disadvantage, as determined by the GM. Each origin gives proCciency in at least two saving throws. re sorcerer, for example, is proCcient in Intelligence saves. As with skill proCciencies, proCciency in a saving throw lets a character add his or her proCciency bonus to saving throws made using a particular ability score. Some monsters have saving throw proCciencies as well. re Ditculty Class for a saving throw is determined by the edect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proCciency bonus. re result of a successful or failed saving throw is also detailed in the edect that allows the save. Usually, a successful save means that a creature suders no harm, or reduced harm, from an edect.
90 Levelling up your player characters is a key part of the DARK SOULS: Ce Roleplaying Game.re more of the world of Lothric the Unkindled experience, the more powerful and skilful they become. Survival isn’t easy, of course, but for those who manage to Cght their way through the ranks of demons and undead, there must be some reward. ris reward comes in the form of souls, which can be used for buying equipment and items, and levelling up. A player can only spend souls on levelling up their own character; souls cannot be spent on another character. Collecting Souls Souls are automatically collected by killing enemies. When the enemy is killed, each character gains this many souls. You can also Cnd souls by exploring your environment, left behind by those who once crossed the land in the aeons before you. re value of these souls is listed in Chapter Four: Equipment (see page 235). If you die, however, you lose all your collected souls. You do not lose any souls you’ve already spent, or anything you’ve bought with those souls. Spending Souls When spending souls, a player removes the corresponding number of souls from their collected souls total, and adds them to their spent souls total. Souls can be spent to purchase items, and spells, when visiting merchants, and some non-player characters. Characters also use souls to level up, by spending them at a bonCre. Characters can only level up at a bonCre, and can’t spend souls to increase their level anywhere else. re number of levels a character increases corresponds to the number of souls spent, shown on the table opposite. A character can spend souls at a bonCre without levelling up by simply removing any number of souls from their collected souls total, and adding them to their banked souls total. Characters can’t move souls from their banked souls total to their collected souls total, and souls spent on anything except levelling up do not count towards banked souls. A character can bank souls without levelling up. rat is, a character may decide to spend a 1000 souls, to move them from collected souls to banked souls, even if this isn’t enough to allow them to level up. As noted above, when a player character has banked souls in this way, they cannot be lost. Core Rules — Souls, Experience, and Levelling Up
91 Levelling Up When a character gains a level, their class often grants additional features, as detailed in the class description. Sometimes a character’s proCciency bonus increases, or they can increase their ability scores. An ability score can’t increase above 20. A character must already have spent souls equivalent to the cumulative total of the previous levels before being able to access the next level. rat is, a character cannot simply pay 900 souls and skip to level 3. rey must pay 1200 souls, covering the cost of levelling up to level 2, and to level 3. re 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 gain at each level. Souls Level Souls level 0 85,000 23,000 225,000 1 11 7 17 300 100,000 34,000 265,000 2 12 8 18 900 120,000 48,000 305,000 3 13 9 19 2,700 140,000 64,000 355,000 4 14 10 20 6,500 5 165,000 15 14,000 6 195,000 16
92 Time I n situations where it’s important to keep track of the passage of time, the GM determines how long a task requires. re GM might use a diderent timescale depending on the context of the situation at hand. In a dungeon environment, the adventurers' movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. 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 hurry across those 15 miles in just under four hours' time. For long journeys, a scale of days works best. Following the road from one nation to another, the adventurers spend four uneventful days before a brutal attack by wraiths interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a six-second span of time. Movement Swimming 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. re GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through darkness, through the land smeared in darkness until you Cnally reach the Cathedral of the Deep, at long last.” Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. re rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over. Core Rules — Adventuring
93 Travel Pace While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. re table states how far the party can move in a period of time, and whether the pace has any edect. 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 The Travel Pace table assumes that characters travel for eight hours in day. rey can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond eight hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. re DC is 10 + 1 for each hour past eight hours. On a failed saving throw, a character suders one level of exhaustion (see "Conditions", page 100). Dircult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-Clled ruins, steep mountains, and ice-covered ground—all considered ditcult terrain. You move at half speed in ditcult terrain—moving 1 feet in ditcult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day. Mounts and Vehicles For short spans of time (up to an hour), many animals move much 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 populated areas. Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suder penalties for a fast pace or gain beneCts from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts may allow you to travel at a faster pace still. Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. ris number assumes short bursts of energetic movement amidst a life-threatening situation. In DARK SOULS: Ce Roleplaying Game, every character has a 30 feet speed. re following rules determine how far a character or monster can move in a minute, an hour, or a day. Minute Hour Day Travel Pace - Distance Travelled Fast Pace Normal Pace Slow Pace 400 feet 200 feet 4 miles 2 miles 30 miles 18 miles -5 penalty to passive Wisdom (Perception) scores - Able to use stealth 300 feet 3 miles 24 miles
94 Core Rules — Special Types of Movement Movement 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 While climbing or swimming, each foot of movement costs +1 feet (+2 feet in ditcult terrain), unless a creature has a climbing or swimming speed. 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 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. ris 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 ditcult 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 modiCer 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. rus, you can reach above you a distance equal to the height of the jump + 1/2 times your height.
95 By 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. re rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. Core Rules — Environment Falling A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. re creature lands prone, unless it avoids taking damage from the fall. Blindsight A creature with blindsight can perceive its surroundings without relying on vision within a speciCc range. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such dragons, have this sense. Darkvision Many creatures, especially those that dwell underground, possess darkvision. Within a speciCed range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. Truesight Within a speciCed range, a creature with truesight can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them and perceives the original form of a Mimic or a creature transformed by magic. Suffocating A creature can hold its breath for a number of minutes equal to 1 + its Constitution modiCer (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modiCer (minimum of 1 round). At the start of its next turn, it drops to 0 Position, it is dead. For example, a creature with a Constitution of 14 can hold its breath for three minutes. If it starts sudocating, it has two rounds to reach air before it drops to 0 Position and dies. Vision and Light Noticing danger, Cnding hidden objects, hitting an enemy in combat and targeting a spell all rely heavily on a character's ability to see. Darkness and other edects that obscure vision can prove a signiCcant hindrance. A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature edectively suders from the blinded condition (see "Conditions", page 100) when trying to see something in that area. re presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, Cres, and other sources of illumination within a speciCc radius. 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. re soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the conCnes of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
96 Small (chest, lute) A character's interaction with objects in an environment is often simple to resolve in the game. re player tells the GM that their character is doing something, such as moving a lever, and the GM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to iood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the GM might call for a Strength check to see whether the character can wrench the lever into place. re GM sets the DC for any such check based on the ditculty of the task. Core Rules — Objects Breaking Objects Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be adected by physical and magical attacks much like creatures can. re GM determines an object's Armour Class and hit points and might decide that certain objects have resistance or immunity 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 edects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. re GM sets the DC for any such check. When characters need to saw through ropes, shatter a window, or construct a trap to Cnish od the lumbering giant pursuing them, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a knight cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. 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 or a vehicle that is composed of many other objects. Statistics for Objects When 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 speciCc types of damage. AC Fragile Resilient Substance Substance Object Armour Class Object Hit Points Cloth, paper, rope Tiny (bottle, lock) Crystal, glass, ice Wood, bone Medium (barrel, chandelier) Stone Large (cart, 10-feet-by-10-feet window) Iron, steel 11 2 (1d4) 5 (2d4) 13 3 (1d6) 10 (3d6) 15 4 (1d8) 18 (4d8) 17 5 (1d10) 27 (5d10) 19
97 Armour Class An object's Armour Class is a measure of how ditcult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). re Object Armour Class table provides suggested AC values for various substances. Huge and Gargantuan Objects Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. rat said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand 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 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. Objects and Damge Types Objects are immune to poison and psychic damage. You might decide that some damage types are more edective 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. Paper or cloth objects might be vulnerable to Cre and lightning. A pick can chip away stone but can't edectively cut down a tree. As always, use your best judgment. Hit Points An 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 edective as breaking the whole thing. re Object Hit Points table provides suggested hit points for both fragile and resilient objects that are Large or smaller. Damage Threshold Big 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 damage from a single attack or edect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superCcial and doesn't reduce the object's hit points.
98 Core Rules — Resting, Death and Respawning Resting, 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. re 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. rey also refresh any features requiring a Short rest in order for them to be used again. Character Deaths and Bonfires When 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 bonCre they visited. When a player character dies, they lose all their collected souls, but, when they awaken, are restored to full Position, and all their abilities are once again ready to use. Determining the nearest bonCre is based on the area the player characters are currently exploring. If player characters have not visited or rested at a bonCre, it can still be used as the closest bonCre for purposes of awakening after being killed. If more than half of a party of player characters are killed, they have failed. re whole party must respawn at the nearest bonCre, and all the party lose their souls. Long Rest and Bonfires A Long rest is a period of 8 hours or more, spent at a bonCre. Player characters can only ever Long rest at a bonCre. BonCres are spread throughout the world (for more information on when and where to include bonCres in your game, see page 261). A bonCre is a remnant of the iame, and a place where the unkindled are reborn, again and again, if they are killed. Whenever player characters wish to Long rest they must Cnd a bonCre. re Unkindled can only restore Long rest abilities and gain the other beneCts of a Long rest, at a bonCre. If they are unable to locate a bonCre, they may only Short rest. At the end of a Long rest, an Unkindled is restored to full Base Position. While at a bonCre, a player character cannot be attacked, and, while resting, they do not need to roll for random encounters. re iame keeps all the many threats of the world at bay.
99 1 8 2 9 3 10 15 4 11 16 5 12 17 6 13 18 20 7 14 19 Empty. rere is nothing left of you to be consumed. You, whatever that means, is gone now. You are a mindless thing. You must create a new character. Flesh Withers. Your skin tightens on your bones, mummifying even as you watch. Lose 2 from your Charisma Score permanently. Darkness Falls. What is left of you? Almost nothing now. Reduce one Attribute by 2. Dismal. Any joy or laughter you used to retain is entirely gone. Reduce your starting Charisma Score by -1. Atrophy. Your muscles are starting to fail you, weakening. Reduce your starting Strength Score by -1. It’s Getting Dark. re world is darker than it was. Reduce your passive Perception total by -1. Indieerence. Death does not care about you; why should it? You are merely one more thing cursed to resist your natural end. No changes occur. Murmur. You have returned but something has lodged in your mind from beyond. A voice is in your head now, whispering strange thoughts. Fortune. You have the eerie sense that you have already lived this life in some way. You gain one point of inspiration, which you may use at any point, on any single test. Morbidity. Your focus is increasingly on your failing mind, the loss of your senses, the gradual erosion of self. Reduce any skill of your choice by -1. Humanity’s Absence. You have become cold, callous, unmoved by human sudering. Reduce your Wisdom Score by -1. Dulled Senses. You are slower to react to threats as they present themselves. Reduce your Initiative by -1. Miracle of the Grave. Perhaps you are less than you once were, but this time, upon returning to life, you feel alive. Gain +2 to any single attribute. Death’s Blessing. You have returned tougher, hardier. Add an extra +1d6 to your starting Base Position. Toughening Bone. Your bones have hardened, and they protrude through the skin strangely, granting you +1 AC. Immune. Death has cleansed you of some of the frailties of human life. You are immune to Poison and to the Poisoned edect. At Last. You thought this death would be your Cnal demise. You braced yourself for this conclusion to your being, but instead you found yourself returned. You make your next skill check or combat roll at disadvantage. Death’s Kin. You are a member of the dead, you carry the burden of the grave with you and it scares those who look upon you. Gain +1 whenever making any Charisma (Intimidation) checks. Absent Minded. Your mind wanders, no longer able to focus on the things that you took joy in. Reduce your starting Intelligence Score by -1. Forgotten. Some memory, some fragile recollection of your past or current life has gone. Between you and the GM, decide what this memory is and what edect its loss has on you. As noted above, when a character dies, they respawn at the nearest bonCre. rey lose all collected souls, but are otherwise returned to full Position, and all their abilities are ready to use once again. When a player character respawns is up to them, though they cannot rejoin the battle that killed them if it continues. If a player character wishes to rejoin a battle after dying and respawning, the creature they are engaged with regains all Position, though the character and their allies do not. rey may, however, explore separately from their main party until the Cght is completed, or alternatively, simply wait at the bonCre. Whenever a player character is killed and respawn, a part of them dies or is lost. Memories of their past selves fade, to be replaced only be emptiness. re unkindled do not die, but they do diminish. When a player character respawns, they must succeed on a DC 18 Wisdom save or should they fail, they must roll on the Hollowing Edect table. Hollowing Eeect Hollowing Eeect D20 Results D20 Results Respawning