Ch. 3: Classes

The Undead are strange sorts, driven by a false sense of hope and promises that they will do something big, do they not know that it’s no use? They are fools, compelled to explore the dark places of the world and take on the challenges that others can’t stand against, but unaware that they also cannot stand against them..

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A warrior, for example, might view the world in pragmatic terms of strategy and maneuvering, and see themself as just a pawn in a much larger game. A cleric, by contrast, might see themself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the warrior has contacts in a mercenary company or army, the cleric might know a number of priests, knights, and devotees who share their faith.

Your class gives you a variety of special features, such as a knight’s capacity of heavy lifting, and a sorcerer’s proficiency in sorceries. At low levels, your subclass defines how you will play, but as you advance in level you gain more soul scores and may change playstyle. Each subclass entry in this chapter includes a table summarizing the benefits you gain, and a detailed explanation of each one.

## Class: Knight

Of noble heart in a dying world, Knights are a most common occurrence in Lordran, but those who desire greatness, even when the fire fades, are solely met with failure.

They are used to carrying heavy armor and weaponry, and thus their equip load is increased by 15%

### Subclass: Wandering Knight

Armored Undead that belong to no land, they have trained to use heavy armor and weaponry, however, they are not real knights as they do not have the title of Knight, when still alive they often did mercenary jobs as guards or protecting carriages. They are more versatile than other knights.

Starts at level 3

Hit Dice: 1d10

Typically of the Wandering Hollow background, but can be any

#### Proficiencies

Choose two skills from: Athletics, Survival, Perception and Intimidation

Proficient with on-magical straight swords, heavy and medium armor, medium and small shields, and four extra spears, hammers, great hammers, thrusting swords, heavy thrusting swords, axes, greataxes, halberds, great spears, curved swords or curved greatswords of your choice

#### Soul Scores

Strength: +2

Dexterity: +2

Constitution: +2

Intelligence: -2

Wisdom: -1

Charisma: -1

#### Equipment

Choose between long sword, shortsword, spear, halberd, falchion, bastard sword, dismounter, rapier, great épée, battle axe or greataxe

Kite Shield (Medium Shield)

Knight Set (Knight Helmet, Knight Armor, Knight Gauntlets, Knight Leggings; All Heavy Armor)

### Subclass: Knight of Astora

A Knight from the renowned land of Astora, filled with noble knights, brave warriors, and advanced culture. Their weaponry and armor is of good quality. Warriors from Astora typically rely on miracles as their source of magic, so their knowledge in sorceries is limited. A certain sunlight-loving knight of great renown is a Knight of Astora.

Starts at level 5

Typically of the Astora homeland, may be from other place but traveled to Astora to be trained in the way of their knights

Hit Dice: 1d10

Typically good aligned.

#### Proficiencies

Choose two skills from: Athletics, Insight, Persuasion, Medicine and Religion

Proficiency with Sunlight Straight Sword, Astora’s Straight Sword, Sacred Sunlight Sword, heavy and medium armor, small and medium shields, and either two extra spears, hammers, longswords, halberds, axes or greatswords of your choice, or one extra spear, hammer, longsword, halberd, axe or greatsword of your choice and proficiency with Sunlight Talisman or Talisman of Healing.

#### Soul Scores

Strength: +2

Dexterity: -1

Constitution: +2

Intelligence: -3

Wisdom: 0

Charisma: +2

#### Equipment

Sunlight Straight Sword or Broken Sunlight Straight Sword (Straight Sword)

Knight Shield (Medium Shield)

Knight Set (Knight Helmet, Knight Armor, Knight Gauntlets, Knight Leggings; All Heavy Armor)

### Subclass: Knight of Catarina

Catarina is a festive land, known for its happiness and alcoholic drinks. The Catarina knights wear heavy armor with a round shape, it’s typically mocked for looking like an onion, which infuriates the knights, but its round shape is perfect for deflecting hits. The heavy armor they wear and weaponry they use made their bodies strong, and thus the knight bonus equip load is raised to 20%.

Starts at level 4

Hit Dice: 1d12

#### Proficiencies

Choose two skills from: Athletics, Intimidation, Persuasion, Performance

Proficiency with medium armor, heavy armor, Bastard Sword, small and medium shields, and three extra hammers, greatswords, great hammers, halberds, greataxes or ultra greatswords of your choice (only one ultra greatsword may be chosen)

Typically of the Catarina homeland, but may be from other place, just traveled to Catarina and trained in the way of their knights

#### Soul Scores

Strength: +3

Dexterity: -2

Constitution: +3

Intelligence: -2

Wisdom: -1

Charisma: 0

#### Equipment

Bastard Sword or Broken Bastard Sword (Greatsword)

Pierce Shield (Small Shield)

Catarina Set (Catarina Helm, Catarina Armor, Catarina Gauntlets, Catarina Leggings; All Heavy Armor)

Brewer’s supplies

### Subclass: Morne Knight

Knights with extremely heavy armor, despite not looking like it. The knights of Carim disregarded everything else to focus on their strength and capacity to carry heavy weaponry. However, not every knight of Carim has yet to wield the Morne’s Great Hammer and Morne’s Armor set, and have to earn it first. Their equip load is raised by 25% instead.

Starts at level 5

Hit Dice: 1d12

#### Proficiencies

You have the Intimidation and Athletics skills

Proficiency with: Hammers, Morne’s Lesser Hammer, Morne’s Great Hammer, Heavy Armor, and two extra greatswords, great hammers, greataxes or ultra greatswords of your choice

#### Soul Scores

Strength: +5

Dexterity: -3

Constitution: +4

Intelligence: -3

Wisdom: -3

Charisma: -1

#### Equipment

Morne’s Lesser Hammer

Carim Armor set: (Carim Helm, Carim Armor, Carim Gauntlets, Carim Leggings; All Heavy Armor

You have the Athletics and Intimidation skill

### Subclass: Samurai

Knights from a faraway eastern land, instead of focusing in Strength and heavy weapons like most knights, they wield light weapons and bows, focusing on Dexterity. They wear a particularly distinct kind of armor, with plating on the chest, arms and legs, but with the joints protected by small scales made of iron, and with more scales or small platings put over it, either as additional protection or decoration. Since their weapons and armor are lighter, their bonus equip load is only 10%.

Starts at level 4

Hit Dice: 1d10

Typically of the Outlander homeland

#### Proficiencies

Choose two skills from: Athletics, History, Perception, Intimidation

Proficiency with: Medium and light armor, uchigatana, longbow, and three extra katanas or spears of your choice

#### Soul Scores

Strength: -2

Dexterity: +3

Constitution: +2

Intelligence: -1

Wisdom: 0

Charisma: -1

#### Equipment

Uchigatana

Longbow

Samurai set (Samurai helm, Samurai plate, Samurai gauntlets, Samurai leggings; all Medium armor)

## Cleric

Undeads that foolishly put their whole trust in beings of unimaginable power, and draw the magic of their miracles from them, however, these beings are not always gods or lawful deities. What would they do, though, if the deity they so blindly worship betrayed them? Fools

### Subclass: Cleric of Light

A cleric who follows a god, and uses that deity as a source of their power, typically using healing magic and other support for themselves and others

Hit Dice: 1d6

Typically lawful aligned.

### Subclass: Lightning Mage

This is a battle oriented cleric, using powerful lightning miracles as their main source of attack.

Typically from the Astora homeland

Hit Dice: 1d8

They start with the level 1 miracle, Heavenly Thunder.

Equipment:

Sunlight Talisman

### Subclass: Cleric of the Abyss

Clerics who, instead of a god, have chosen to serve darkness

Hit Dice: 1d8

Typically chaotic aligned

## Pyromancer

Pyromancers are wizards that focus on fire magic, which is drawn from of their own bodies instead of through intensive study or by the will of supernatural beings. The Flame is precious to any pyromancer, perhaps too precious, if it were to be extinguished or outshined by a more powerful flame, many would not be able to handle it. Most pyromancers follow the teachings of Quelana of Izalith, the mother of pyromancy, but a few other branches have been studied

### Subclass: Great Swamp Pyromancer

The Great Swamp in Blighttown is the homeland of pyromancy, many great pyromancers came from the swamp, and closely follow the teachings Quelana of Izalith, the mother of pyromancy. However, they do not excel in many fields other than casting pyromancies

Hit Dice: 1d6.

Typically of the Great Swamp homeland, but not always.

Starts at level 2

Starts with the Fireball level 1 pyromancy, and the Catch Flame pyromancy cantrip

Starts with at least 3 level 1 Spell Slots, and 2 spell Attunement slots

Ability Scores:

Strength: -1

Dexterity: -1

Constitution: -2

Intelligence: +1

Wisdom: +2

Charisma: -1

Equipment:

Great Swamp Flame (Pyromancy Flame)

Pyromancer set (Tattered Cloth Hood, Tattered Cloth Robe, Tattered Cloth Manchette, Heavy Boots)

Cracked Round Shield

### Subclass: Great Swamp Heretic

These pyromancers have studied the magic of the Great Swamp, but have since studied the Poison pyromancies, considered heretical even by the swamp pyromancers, who are already considered heretics

Hit Dice: 1d6

Typically chaotic aligned

Starts at level 3

Flame of Sickness (Pyromancy Flame)

### Subclass: Dark Pyromancer

Using the power of black flames instead of the standard

Hit Dice: 1d6

Starts at level 3

Dark Flame (Pyromancy Flame)

### Subclass: Chaos Pyromancer

The pyromancer’s magic comes from their own bodies, but these take it a step further, and sacrifice their humanity to power their sorceries, this cost, although harsh, makes them more powerful. These pyromancers follow the teachings Quelana’s Mother, using maddening pyromancies to obliterate those who stand in their way.

Hit Dice: 1d8

Starts at level 3

Typically chaotic evil aligned, or either evil or chaotic.

Flame of Chaos (Pyromancy Flame)

## Blank Slate

Mysterious Undead that seem to have forgotten who they are, and have almost no possessions, if any at all. This lack of identity and purpose will become the source of their despair.

### Subclass: Deprived

Naked and of unknown origin. Either an unimaginable fool in life, or was stripped of possessions upon burial. They are balanced and can lean into any play style, but usually can’t specialize in any

Hit Dice: 1d8

Is always of the Wandering Hollow background unless the DM allows otherwise.

Choose two of any skill

Proficiency in Club, and two other weapons

Starts at level 4

Starts with at least 1 spell Attunement slot and 1 level 1 spell slot

This class does not change any Ability Scores

Equipment:

Loincloth (No Armor)

Club or Broken Club (Mace)

Plank Shield (Small Shield)

### Subclass: Waste of Skin

You are weak, talentless, unfit to this menacing world, a disgrace for all your bloodline, you shouldn't have been born.

Hit Dice: 1d6

Is always of the Imprisoned background unless the DM allows otherwise.

Starts at level 1

Choose proficiency with a single non-magical weapon

Starts with no extra Spell Slots or spell Attunement slots

Every Ability Score is reduced in 3 points

Naked, Defenseless, Fragile, Useless