Alkerite
2018-09-13, 02:02 PM
Given the fact that there have been a handful of attempts to try and bring the worlds of Lordran, Lothric and Drangleic to the tops of tables everywhere, I’ve decided to take it upon myself to make a conversion for Fifth Edition D&D, so that it plays more like our most beloved depression and Determination simulator.
First and foremost the (Undead) Template. (Undead) is not a race, but merely an additive to anything unlucky enough to obtain the worst form of immortality. All (Or at least the vast majority) of Lordran’s inhabitants are undead, if they possess a fragment of the Dark Soul.
An additional stat is added to (Undead): Humanity. Humanity resets to 0 upon player death and revival. It can be reclaimed, and has a cap of 99. Humanity can be spent to add more power to bonfires, deepen a bond with Covenants, make yourself appear alive again, and are consumed for the most vile of dark magic.
Humanity can be gained from the breast of your brethren, harvested from the dead, or sold by traders.
Humanity Items:
Humanity: +1 to Humanity stat
Twin Humanity: +2 to Humanity stat
Firekeeper soul: +20 to Humanity stat
Player Races: (Dark Souls)
Humans:
What? Did you seriously expect every race ported over? This is Dark Souls. The title is in reference to the Dark Soul of humanity. Functionally identical to the Variant Human found in the PHB.
Snakemen(Lesser):
Natural Armor: 13 + dex modifier
Bite Attack: 1d20 + your choice of strength or dexterity. 5 foot range.
The Snakemen of Sen's fortress. Somehow, someway, you were unfortunate enough to be afflicted with the Darksign. Now permanent death is forever alien to you.
Languages:
Common Tongue: Ah, the trading language. Works well for barter, less so for having a decent conversation.
Astoran: The language of Astora, and the lingua franca for the vast majority of humanity. Nobles Knights of the faith, and the ancient pages to the Silver Knights oft use this.
Catarinan: The language of Catarina, it has a far stronger accent, and is spoken rather loudly. The Onion knights of Catarina speak this tongue, but few others even know the basic alphabet.
Demonic: This guttural, primitive language born of the Chaos Flame, and the Witch of Izalith’s mistake, is the mother tongue of demons. It has no written form. It speaks of primal urges, needs and survival. Oft times, Pyromancies share this tongue, as it too sprang from the brow of the Witch of Izalith.
Ascended: The language of the divine. Since the disappearance of the gods, it has fallen out of use, and human scholars endlessly debate the proper pronunciation of particular words and sounds, but any scribe worth their salt should be able to deceiver any writings. It is said that proper Ascended is to sound like a battle hymn, sung in harmony with your brethren, and is the truest language of Miracles. Founded the concept of "Braille" for the blind have special place among the priesthood.
Arcane: Yes, the language of Magic. Power infused into every word. While the ordinary might mutter these words over a blackened tome, no ordinary human can call the might of Arcana without purpose. This tongue is spoken with clenched teeth, and peeled back lips, as the original speaker had none, and the writing, if you would call it that, is textured.
Deep Speech: The language of the darkest of miracles, hexes, and pyromancies. This tongue is vulgar and ugly, speaking of hedonistic desires, unbridled ambition, and the gluttony to consume gods.
Leveling up:
Enemies give a Soul Value to their killer. These Souls obtained can be used to level up in a class, improve a stat, or buy items. (PRICES, LEVEL UP COSTS AND STAT ENHANCEMENT TABLES COMING SOON.)
Weaponry:
Given the absolute abundance of bizarre weaponry found in Lordran I’m introducing new weapon tags.
Inhumanly Heavy: When wielded by a humanoid with less than 20 strength, the wielder must expend their entire turn to make an attack with this weapon, with disadvantage upon the attack roll, or pass a difficulty 24 strength check to make an attack in an action. Every successful attack with this weapon has a chance to throw the enemy off their feet, or just throw them, and if the wielder is unable to wield the weapon effectively every attack has a chance to throw the wielder the same distance, disarming them in the process.
Example:
Fume Knight Ultra Greatsword.
Legendary(Unique)
Damage 5d6 Bludgeoning.
Two-Handed, Supernaturally Heavy, Ranged(10 feet), heavy
When wielded by a humanoid that can handle its weight without penalty, the FkUGs acts as a shield, granting +2 AC, and half cover.
“This slab of cursed black iron is steeped in the power of the Dark, the chosen weapon of an accursed Knight, who threw away king and country, for naught but a Mother’s Love.”
Supernatural Weighting: When wielded by a humanoid with less than 20 dexterity, these weapon turn from finely honed weapons into iron rods. Any weapon with this tag can invoke another attack if the previous attack connected, and expended an Action, a Bonus Action, or an Extra Attack.
Example:
Greatsword of Artorias
Legendary(Unique)
Two-handed, Heavy, Range(5 feet), Supernatural Weighting, Finesse
2d6 slashing
Every attack made with this weapon allows the user to move 5 feet to an adjacent empty space. This can be used in conjunction with the Supernatural Weighting affect. Wielder can opt not to use their armor class, and instead use the weight of their weapon, and it’s supernatural speed to turn the enemy’s attack against them, if you make an acrobatics check to surpass their attack roll, you can make an attack roll with disadvantage against the attacker.
“A weapon of legendary power, a symbol of the Wolf Knight, Artorias. Master of the greatsword, to grasp his weapon is to invoke the indomitable will of Knight Artorias.”
Difficult to Grasp: These weapons are just… weird. They require either absurd intelligence to use effectively, or just require a bit of lateral thinking to be used effectively. Any humanoid with less than 20 intelligence making an attack with this weapon suffers a d10 chance of inflicting the attack on themselves.
Example:
Puzzling Straight Sword.
Rare
2d4 Slashing
Versatile(2d6), Difficult to Grasp, Ranged(25 feet);
When swung by a humanoid, this broken hilt of a straight sword’s strange enchantment shines through, and the broken blade springs to life, dancing like a whip.
“A truly strange weapon… upon first glance, the deep blue color is most apparent feature of this enchanted sword, the next is that it has clearly seen better days, as most of it’s blade has been misplaced.”
Divine: These weapons are consecrated, relics of faith, and invoke the names and rites of gods forgotten, deeds eternal, and titles everlasting. An indomitable faith is needed to use these weapons to their greatest extent. Creatures of wisdom below 20 cannot summon the immensely powerful “Divine” affects of the weapons bestowed with this tag, even if they are able to wield the weapon normally.
Example:
Morne’s Great Hammer
Legendary
2d8 bludgeoning (DIVINE: +d8 radiant);
Inhumanly Heavy, Two Handed, Divine, Heavy
Divine effect. You can expend an action or an Extra attack, to perform a short prayer to Morne. Upon completion of the prayer, holy light explodes from the Hammer, creating three damaging spheres(5, 10, 15 feet respectively) with the Hammer as the center. Enemies caught in the first sphere, will be launched away from the wielder, and knocked prone, taking 2d10 radiant damage. Enemies within the second sphere must make a strength check to avoid being knocked prone, and suffer d10 damage. Enemies in the third sphere are Blinded until the completion of their next turn.
“Less of a Hammer, and more a pillar taken from a ruined church, this weapon carries immense divine power, as well as the weight needed to crush those that dared defile the Church of Morne.”
Cursed: Quite simple, no stat requirement. These weapons are cursed by the Abyss, and suffer strange effects. The sole benefit of this curse, is that any and every weapon with this tag can damage Ghosts.
Example:
Greatsword of Artorias
Legendary(Unique)
Two-handed, Heavy, Range(5 feet), Supernatural Weighting, Cursed
2d6 Necrotic
Every attack made with this weapon allows the user to move 5 feet to an adjacent empty space. This can be used in conjunction with the Supernatural Weighting affect. Wielder can opt not to use their armor class, and instead use the weight of their weapon, and it’s supernatural speed to turn the enemy’s attack against them, if you make an acrobatics check to surpass their attack roll, you can make an attack roll with disadvantage against the attacker.
“This weapon, steeped in the despair of brave Knight Artorias has become a brutal weapon of the Abyss’ taint.”
And of course, no true Soulsborne game is in it’s right mind without one of these.
Moonlight Greatsword
Legendary(Unique)
2d6 Arcane
Heavy, Two handed, difficult to grasp.
This weapon, which seems to be a shard of the purest moonlight, can call the power of the light. Every attack made with this weapon can summon forth a beam of mighty moonlight, dealing additional damage to the target of the original attack, and continuing to travel 30 feet after. (Deals 1d12 damage to first target, then 1d8, then 1d4, then fades).
“This greatsword, steeped in magic rather than might alone, is supposedly a fragment of an unnamed madman, and father of modern magic. Truly, this blade is as deadly as it is dazzling.”
Magic and more coming soon.
First and foremost the (Undead) Template. (Undead) is not a race, but merely an additive to anything unlucky enough to obtain the worst form of immortality. All (Or at least the vast majority) of Lordran’s inhabitants are undead, if they possess a fragment of the Dark Soul.
An additional stat is added to (Undead): Humanity. Humanity resets to 0 upon player death and revival. It can be reclaimed, and has a cap of 99. Humanity can be spent to add more power to bonfires, deepen a bond with Covenants, make yourself appear alive again, and are consumed for the most vile of dark magic.
Humanity can be gained from the breast of your brethren, harvested from the dead, or sold by traders.
Humanity Items:
Humanity: +1 to Humanity stat
Twin Humanity: +2 to Humanity stat
Firekeeper soul: +20 to Humanity stat
Player Races: (Dark Souls)
Humans:
What? Did you seriously expect every race ported over? This is Dark Souls. The title is in reference to the Dark Soul of humanity. Functionally identical to the Variant Human found in the PHB.
Snakemen(Lesser):
Natural Armor: 13 + dex modifier
Bite Attack: 1d20 + your choice of strength or dexterity. 5 foot range.
The Snakemen of Sen's fortress. Somehow, someway, you were unfortunate enough to be afflicted with the Darksign. Now permanent death is forever alien to you.
Languages:
Common Tongue: Ah, the trading language. Works well for barter, less so for having a decent conversation.
Astoran: The language of Astora, and the lingua franca for the vast majority of humanity. Nobles Knights of the faith, and the ancient pages to the Silver Knights oft use this.
Catarinan: The language of Catarina, it has a far stronger accent, and is spoken rather loudly. The Onion knights of Catarina speak this tongue, but few others even know the basic alphabet.
Demonic: This guttural, primitive language born of the Chaos Flame, and the Witch of Izalith’s mistake, is the mother tongue of demons. It has no written form. It speaks of primal urges, needs and survival. Oft times, Pyromancies share this tongue, as it too sprang from the brow of the Witch of Izalith.
Ascended: The language of the divine. Since the disappearance of the gods, it has fallen out of use, and human scholars endlessly debate the proper pronunciation of particular words and sounds, but any scribe worth their salt should be able to deceiver any writings. It is said that proper Ascended is to sound like a battle hymn, sung in harmony with your brethren, and is the truest language of Miracles. Founded the concept of "Braille" for the blind have special place among the priesthood.
Arcane: Yes, the language of Magic. Power infused into every word. While the ordinary might mutter these words over a blackened tome, no ordinary human can call the might of Arcana without purpose. This tongue is spoken with clenched teeth, and peeled back lips, as the original speaker had none, and the writing, if you would call it that, is textured.
Deep Speech: The language of the darkest of miracles, hexes, and pyromancies. This tongue is vulgar and ugly, speaking of hedonistic desires, unbridled ambition, and the gluttony to consume gods.
Leveling up:
Enemies give a Soul Value to their killer. These Souls obtained can be used to level up in a class, improve a stat, or buy items. (PRICES, LEVEL UP COSTS AND STAT ENHANCEMENT TABLES COMING SOON.)
Weaponry:
Given the absolute abundance of bizarre weaponry found in Lordran I’m introducing new weapon tags.
Inhumanly Heavy: When wielded by a humanoid with less than 20 strength, the wielder must expend their entire turn to make an attack with this weapon, with disadvantage upon the attack roll, or pass a difficulty 24 strength check to make an attack in an action. Every successful attack with this weapon has a chance to throw the enemy off their feet, or just throw them, and if the wielder is unable to wield the weapon effectively every attack has a chance to throw the wielder the same distance, disarming them in the process.
Example:
Fume Knight Ultra Greatsword.
Legendary(Unique)
Damage 5d6 Bludgeoning.
Two-Handed, Supernaturally Heavy, Ranged(10 feet), heavy
When wielded by a humanoid that can handle its weight without penalty, the FkUGs acts as a shield, granting +2 AC, and half cover.
“This slab of cursed black iron is steeped in the power of the Dark, the chosen weapon of an accursed Knight, who threw away king and country, for naught but a Mother’s Love.”
Supernatural Weighting: When wielded by a humanoid with less than 20 dexterity, these weapon turn from finely honed weapons into iron rods. Any weapon with this tag can invoke another attack if the previous attack connected, and expended an Action, a Bonus Action, or an Extra Attack.
Example:
Greatsword of Artorias
Legendary(Unique)
Two-handed, Heavy, Range(5 feet), Supernatural Weighting, Finesse
2d6 slashing
Every attack made with this weapon allows the user to move 5 feet to an adjacent empty space. This can be used in conjunction with the Supernatural Weighting affect. Wielder can opt not to use their armor class, and instead use the weight of their weapon, and it’s supernatural speed to turn the enemy’s attack against them, if you make an acrobatics check to surpass their attack roll, you can make an attack roll with disadvantage against the attacker.
“A weapon of legendary power, a symbol of the Wolf Knight, Artorias. Master of the greatsword, to grasp his weapon is to invoke the indomitable will of Knight Artorias.”
Difficult to Grasp: These weapons are just… weird. They require either absurd intelligence to use effectively, or just require a bit of lateral thinking to be used effectively. Any humanoid with less than 20 intelligence making an attack with this weapon suffers a d10 chance of inflicting the attack on themselves.
Example:
Puzzling Straight Sword.
Rare
2d4 Slashing
Versatile(2d6), Difficult to Grasp, Ranged(25 feet);
When swung by a humanoid, this broken hilt of a straight sword’s strange enchantment shines through, and the broken blade springs to life, dancing like a whip.
“A truly strange weapon… upon first glance, the deep blue color is most apparent feature of this enchanted sword, the next is that it has clearly seen better days, as most of it’s blade has been misplaced.”
Divine: These weapons are consecrated, relics of faith, and invoke the names and rites of gods forgotten, deeds eternal, and titles everlasting. An indomitable faith is needed to use these weapons to their greatest extent. Creatures of wisdom below 20 cannot summon the immensely powerful “Divine” affects of the weapons bestowed with this tag, even if they are able to wield the weapon normally.
Example:
Morne’s Great Hammer
Legendary
2d8 bludgeoning (DIVINE: +d8 radiant);
Inhumanly Heavy, Two Handed, Divine, Heavy
Divine effect. You can expend an action or an Extra attack, to perform a short prayer to Morne. Upon completion of the prayer, holy light explodes from the Hammer, creating three damaging spheres(5, 10, 15 feet respectively) with the Hammer as the center. Enemies caught in the first sphere, will be launched away from the wielder, and knocked prone, taking 2d10 radiant damage. Enemies within the second sphere must make a strength check to avoid being knocked prone, and suffer d10 damage. Enemies in the third sphere are Blinded until the completion of their next turn.
“Less of a Hammer, and more a pillar taken from a ruined church, this weapon carries immense divine power, as well as the weight needed to crush those that dared defile the Church of Morne.”
Cursed: Quite simple, no stat requirement. These weapons are cursed by the Abyss, and suffer strange effects. The sole benefit of this curse, is that any and every weapon with this tag can damage Ghosts.
Example:
Greatsword of Artorias
Legendary(Unique)
Two-handed, Heavy, Range(5 feet), Supernatural Weighting, Cursed
2d6 Necrotic
Every attack made with this weapon allows the user to move 5 feet to an adjacent empty space. This can be used in conjunction with the Supernatural Weighting affect. Wielder can opt not to use their armor class, and instead use the weight of their weapon, and it’s supernatural speed to turn the enemy’s attack against them, if you make an acrobatics check to surpass their attack roll, you can make an attack roll with disadvantage against the attacker.
“This weapon, steeped in the despair of brave Knight Artorias has become a brutal weapon of the Abyss’ taint.”
And of course, no true Soulsborne game is in it’s right mind without one of these.
Moonlight Greatsword
Legendary(Unique)
2d6 Arcane
Heavy, Two handed, difficult to grasp.
This weapon, which seems to be a shard of the purest moonlight, can call the power of the light. Every attack made with this weapon can summon forth a beam of mighty moonlight, dealing additional damage to the target of the original attack, and continuing to travel 30 feet after. (Deals 1d12 damage to first target, then 1d8, then 1d4, then fades).
“This greatsword, steeped in magic rather than might alone, is supposedly a fragment of an unnamed madman, and father of modern magic. Truly, this blade is as deadly as it is dazzling.”
Magic and more coming soon.