From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

The knight artorias (abysswalke)[edit]

Knight Artorias, also known as the 'Abysswalker', was one of the four knights of Gwyn.

There is a possibility that he was present during the fall of New Londo as he traveled there when the Four Kings fell to the dark and hunted the Darkwraiths. To do this, he made a covenant with the beasts of the Abyss (possibly Kaathe or Frampt) that allowed him to traverse it.

When Oolacile fell to the dark, he was awarded the Silver Pendant for facing the Abyss, an ancient treasure of Anor Londo that "deflects the Dark of the Abyss, especially in its magic forms". He traveled to Oolacile but was defeated by Manus. Artorias sacrificed himself to protect his wolf companion, Sif, using his greatshield to raise a barrier around the pup. He fled from Manus, but his exposure to the abyss overcame him and he fell to its corruption. By the time the the Chosen Undead arrives, it is too late; Artorias is by then completely overtaken by the corruption of the Abyss and attacks the player.

His grave, marked with his greatsword, is placed at the Oolacile Sanctuary area (later known as the Darkroot Garden) and is guarded by Sif, Alvina's clan of Forest Hunters, and possibly also Lord's Blade Ciaran.

Creating Artorias (Class + Race)[edit]

Note Before Build

artorias race Bonuses (and drawbacks)

Natural armer (AC = 10 + strength Modifier + Wisdom Modifier) (Minimum AC of 24)

strength: +2

Wisdom: +1

Intelligence: - 1

Note: artorias can not change gear

Quick Build

You can make a artorias quickly by following these suggestions. First, strength should be your highest ability score, followed by Wisdom as the second highest. Second, Intelligence should be your lowest ability score, followed by Strength as the second lowest. Third, choose the Hermit background.

Size and Speed

he are extremely quick and agile, so even at small size their base speed 35 ft.


Vessels have no mind to think, no will to break, and no voice to cry suffering. They will start at True Neutral and can change based on the party's alignments, instilling it with an idea and strengthening its bond with the party. An alignment choice of Good (+1y), Evil(-1y), Lawful(-1x), or Chaotic(+1x) can influence a Vessel. You can sum the results every time you level and change your alignment based on the numbers, 0 is neutral. This is just a suggestion do what you feel is fitting.

Common, Abyssal

Class Features

As a Artorias you gain the following class features.

Hit Points

Hit Dice: 1d12 per Artorias level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Artorias level after 1st


Armor: Natural Armor
Weapons: artorias Greatsword 1d12 +8 and Greatshield and talisment saves=strength, Wisdom
Tools: {{{tools}}}
Saving Throws: {{{saves}}}
Skills: Pick two from acrobatics, insight, perception, sleight of hand, stealth, and survival


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) artorias greatsword and greatshield and talisment or (b) wolf ring or covenant of the abyss
  • (a) explorer's pack or (b) burglar's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Artorias

Level Proficiency
Features Black Fire Orb Black Flame Black Serpent
1st +2 Great heal,wrath of the gods, change size
2nd +2 great sunlight spear,leap attack, Multiattack
3rd +2 darkmoon blade,Transform,Lethal Strikes 2d10 1d10 1d10
4th +2 Ability Score Improvement, lightning stake,Ability Score Improvement,Multiattack 2d10 1d10 1d10
5th +3 Extra Attack, Fast Movement⁠ 3d10 1d10 1d10
6th +3 3d10 1d10 1d10
7th +3 dash 3d10 1d10 1d10
8th +3 Ability Score Improvement, Ability Score Improvement 3d10 1d10 1d10
9th +4 Multiattack 4d10 1d10 1d10
10th +4 4d10 1d10 1d10
11th +4 5d10 2d6 1d10
12th +4 Ability Score Improvement, Ability Score Improvement 5d10 2d6 1d10
13th +5 6d10 2d6 1d10
14th +5 Multiattack 6d10 2d6 1d10
15th +5 6d10 2d6 1d10
16th +5 Ability Score Improvement, Ability Score Improvement,transform 6d10 2d6 1d10
17th +6 Multiattack 7d10 2d8 1d10
18th +6 7d10 2d8 1d10
19th +6 Ability Score Improvement, Ability Score Improvement 7d10 2d8 1d10
20th +6 The true knight 8d10 2d8 1d10

Great heal[edit]

Heals for 1d12 amount of the casters HP, depending on wisdom. You can use it 3 times per long rest

wrath of the gods[edit]

A fast casting force spell that deals 1d10 damage in a bubble around you. Push enemy 20 feet back.You can use it 3 times per long rest

change size[edit]

you can grow to your normal size in battle and to shrink to 5’10

great sunlight spear[edit]

A larger, more powerful spear of light that inflicts lightning damage doing 1d10 3d8. Scales with wisdom. Can be thrown into water to cause AoE. (Puddles, lakes,etc.) You can use it 10 times per long rest

leap attack[edit]

you can leap 40 feet than walk or attack


Artorias makes three attacks with his greatsword. At level 9 you can do one spell than 4 attacks. At level 14 you can make 2 spells than 4 attacks. At level 17 you can do 3 spells and 5 attacks.

darkmoon blade[edit]

Boosts weapon with rays of Darkmoon. Doing magic damage for 4 turns.You can use it 3 times per long rest


The abyss takes over artorias mind. You drop anything that is not your sword. You target one enemy. Then that enemy dies you will attack anyone that the dm tells you even team mates. You stay like that till you are knocked out or if you have the covenant of the abyss when you are in that state for 6 turns. You get a +8 in attack and 40 speed and You have Resistance to bludgeoning and slashing damage.

Lethal Strikes[edit]

his pair of old, dark suede work gloves once belonged to the royal executioner of the dwarven kingdom of Doran, under King Heron Shieldarm II. When the childless king was discovered plotting the murder of his rightful next-of-kin, he was overthrown, and it was his own, faithful executioner who carried out his death sentence.

On a successful critical hit, the wearer of these gloves adds an additional weapon die to the damage, and rolls an additional d20 as if making the same weapon attack as the critical hit. If the result is another natural 20, the critical hit results in the maximum possible rolled damage.

Ability Score Improvement[edit]

lightning stake[edit]

Strikes with a stake of lightning. Doing 1d12 4d6.You can use it 5 times per long res

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement⁠[edit]

The character can move at extraordinary speeds. Prerequisite: Dex 13+, Power (speed) 6 ranks, Evolved Benefit: The character gains a +30 bonus on all movement speeds. In addition the character can make a Power (speed) check DC 10 to improve your movement speeds by +10. For every 5 points above the DC you gain an additional +10 to your movement speeds.


you can move 15 feet

Black Fire Orb[edit]

Well in range. Hurls a black fireball

Black Flame[edit]

Well in range. Creates a giant, black flame in hand

Black Serpent[edit]

Well in range. Releases undulating black flames that trace the ground=

The true knight⁠[edit]

Home of user-generated,
homebrew pages!