##### Melee Weapon Types
| Name | Damage | Weight | Type | Properties|
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Daggers | 1d4 Piercing | 1lbs | Simple Melee Weapon | Finesse, light, thrown (range 20/60) Crit (19-20) |
| Straight Swords | 1d8 Slashing | 3lbs | Martial Melee Weapon | Versatile (1d10) |
| Greatswords | 2d6 Slashing | 6lbs | Martial Melee Weapon | Heavy, two-handed |
| Ultra-Greatswords | 2d8 Slashing | 15lbs | Martial Melee Weapon | Heavy, two-handed, STR (16) |
| Curved Swords | 1d6 Slashing | 3lbs | Martial Melee Weapon | Finesse, light |
| Katanas | 1d8 Slashing | 3lbs | Martial Melee Weapon | Finesse |
| Curved Greatswords | 2d6 Slashing | 6lbs | Martial Melee Weapon | Finesse, two-handed |
| Piercing Swords | 1d8 Piercing | 1lbs | Martial Melee Weapon | Finesse |
| Axes | 1d8 Slashing | 4lbs | Martial Melee Weapon | Versatile (1d10) |
| Great Axes | 1d12 Slashing | 7lbs | Martial Melee Weapon | Heavy, two-handed |
| Hammers | 1d6 Bludgeoning | 4lbs | Simple Melee Weapon | Versatile (1d8) |
| Great Hammers | 2d6 Bludgeoning | 10lbs | Martial Melee Weapon | Heavy, two-handed |
| Fist Weapons | 1d4 Bludgeoning | 1lbs | Simple Melee Weapon | -- |
| Claw Weapons | 1d4 Slashing | 2lbs | Martial Melee Weapon | Finesse |
| Spears | 1d6 Piercing | 3lbs | Simple Melee Weapon | Finesse, versatile (1d8), reach |
| Halberds | 1d12 Slashing | 6lbs | Martial Melee Weapon | Heavy, two-handed |
| Lances | 1d10 Piercing | 6lbs | Martial Melee Weapon | Reach, heavy, two-handed |
| Scythes | 1d10 Slashing | 5lbs | Simple Melee Weapon | Finesse, two-handed |
| Twin-Blades | 2d4 Slashing | 4lbs | Martial Melee Weapon | Finesse, two-handed |
| Whips | 1d4 Slashing | 3lbs | Martial Melee Weapon | Finesse, reach |
##### Ranged Weapon Types
| Name | Damage | Weight | Type | Properties|
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Shortbows | 1d6 Piercing | 2lbs | Simple Ranged Weapon | Ammunition (range 80/320), two-handed |
| Longbows | 1d8 Piercing | 2lbs | Martial Ranged Weapon | Ammunition (range 100/400), heavy, two-handed |
| Greatbows | 2d6 Piercing | 18lbs | Martial Ranged Weapon | Ammunition (range 80/320), heavy, two-handed, STR (16) |
| Light Crossbows | 1d8 Piercing | 5lbs | Simple Ranged Weapon | Ammunition (range 80/320), loading, two-handed |
| Heavy Crossbows | 1d8 Piercing | 18lbs | Martial Ranged Weapon | Ammunition (range 100/400), heavy, loading, two-handed |
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## Weapons
A collection, examples of the specific and magical weapons of Dark Souls.
#### Daggers
Small, but deadly. Simple small bladed weapons for those lacking strength enough for a true sword. But that does not mean their are lacking in their own right. Known for the ability to stab in just the right place for extra lethality.
"Dagger of the unwanted, those guided by heretical storytellers. A rather large dagger with a powerful attack, but this transparent attempt to intimidate foes reveals much about its owner's fears." Large Make. This dagger does 1d6 damage, instead of 1d4. Although, it's increased size has made it heavy, lacking the Thrown property.
"A dark silver dagger used by the Lord's Blade Ciaran, of Gwyn's Four Knights. The victim is first distracted by dazzling streaks of the Gold Tracer, then stung by the vicious poison of this dagger." Viscious Poison. This weapon deals an additional 2d10 poison damage. The poison damage from this weapon ignores resistance. When you attack a creature using this weapon, That creature must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. Silver & Gold. While you are attuned to this weapon, with it in your off-hand, as well as attuned to the Gold Tracer You can make one additional weapon attack with the pair of weapons.(This does not stack with Extra Attack features or similar effects.)
"Dagger used by those who lurk in the shadows. Formed by bending a sword into the shape of a dagger. In Mirrah, the land of knights, there exists an order of shadow knights who carry out assassinations in the cover of darkness. Those who fled even the order of shadow knights had rejected all forms of honor, and resorted to unseemly mercenary work." Enhanced Critical. When attacking with this dagger, you score a critical hit on a roll of 18 or 20. Additionally, you roll one extra damage die for this weapon when landing a critial hit.
"A dagger fitted with aquamarine crystal. Engraved with a prayer in the old tongue to ward off incident. Perhaps it was a parting gift given to one sent off on great travels." Aquamarine Magic. This dagger does an additional 2d4 of force damage, as blue magic extends the blade with each attack. Additionally, you can use your INT modifier instead of STR or DEX when calculating the attack roll and weapon damage. \pagebreakNum #### Straightswords The iconic weapon of a hero, adventurer, or knight. Longer than a dagger but not big enough to be considered a greatsword. The ideal weapon for the 'Sword' & Board' kind of person.
"Straight sword imbued with the strength of lightning. This featureless long sword contains the very power of the sun. Perhaps is a relic of one-sided adoration." Grossly Incandescent. This sword does an additional 1d6 radiant damage. Oath of Sunlight. This sword has 3 charges. You may expend one charge to cast the spell *Bless*. All expended charges return at dawn.
"A well-crafted straight sword designed for thrusting attacks, wielded by the venerable Knights of Lothric. The Knights of Lothric, with their drakes, once crushed anything that threatened their shores. Of course, that was a long, long time ago." Critical Strike. When attacking with this sword, you score a critical hit on a roll of 19 or 20.
"Sword precious to Anri, another Unkindled. The dullest type of blade found in the ruined land of Astora. Only, it was once the sword of an earnest noble figure, and its attacks are boosted by that elusive, essential property unique to humans: luck." Healing Bless. While attuned to this weapon, every round you regain 1d4 hit points. Lucky Blade. This sword has 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend that luck point to roll an additional d20. You can choose to spend this luck point after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You regain your expended luck point when you finish a long rest.
"Straight sword bestowed upon the Outrider Knights of the Boreal Valley. This weapon is enshrouded in frost, and causes frostbite. Every Outrider Knight one day devolves into a beast, constantly hounded by Pontiff Sulyvahn's black eyes." Frostbite. This weapon does an additional 1d6 cold damage. When you attack a creature using this weapon, That creature must succeed on a DC 16 Constitution saving throw or have their speed reduced by 10 feet until thier next turn. \pagebreakNum #### Greatswords \pagebreakNum # Chapter 2: Armor #### -- \pagebreakNum # Chapter 3: Rings ## Rings *Baubles and Trinkets foun from location, to person. Each one magical in nature, granting a small boon to it's wearer. Their rarity set by how one of a kind each one is in the Dark Souls series, one person not needing more than two at the most.*
| Class | Magic Type |
|:---:|:---:|:---|:---:|
| Bard | Sorcery, Miracles |
| Cleric | Miracles |
| Druid | Pyromancy |
| Paladin | Miracles |
| Ranger | Pyromancy |
| Sorcerer | Sorcery, Pyromancy |
| Wizard | Sorcery, Pyromancy |
## Sorcerery
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## Miracles
\pagebreakNum
## Pyromancy