Weapons (Suikoden Supplement)
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In this setting, as part of a Character's backstory at level 1 a player must select a type of weapon to gain proficiency in and if they choose to, the weapon's name. This allows any class of character to use any weapon they want, as long as it makes sense for the character and the DM allows it. Each character may upgrade (sharpen) that weapon as they continue through the game. If a DM is feeling particularly generous, they may choose to allow players two weapons: One for melee and one for ranged combat.
Sharpening Your Weapon[edit]
In this setting, Weapons have a maximum of 16 levels divided into four tiers: Common, Fine, Rare, and Legendary. Each time a weapon changes tier, they gain additional bonuses and a new name.
Tier | Levels |
---|---|
Common | 1-7 |
Fine | 8-12 |
Rare | 13-15 |
Legendary | 16 |
But sharpening your weapon is no easy task, it requires the right tools and some Bits. While it may be expensive, a sharper weapon provides bonuses that are worth every Bit.
Level | Bonuses | Cost to next level |
---|---|---|
1 | None | 10 gold |
2 | Example | 25 gold |
3 | Example | 50 gold |
4 | Example | 100 gold |
5 | Example | 250 gold |
6 | Example | 500 gold |
7 | Example | 1000 gold |
8 | Name Change, Higher damage Die, +1 Proficiency | 500 gold |
9 | Example | 800 gold |
10 | Example | 1000 gold |
11 | Example | 5000 gold |
12 | Example | 10000 gold |
13 | Name Change, Higher damage Die, +1 Proficiency | 25000 gold |
14 | Example | 50000 gold |
15 | Example | DM choice |
16 | Name Change, Homebrewed Magical Weapon | Max Level |
Weapon Proficiency[edit]
Rune Shards[edit]
There are five types of Rune Shards: Earth, Fire, Lightning, Water, & Wind. Each one, when tempered into a weapon, increases its enhancement bonus to damage by +1 (Max +4, not including Damage Levels) and treats the damage added from enhancement as the corresponding damage type. [Earth (Acid), Fire (Fire), Lightning (Electric), Water (Cold), Wind (Thunder)] If the weapon has not had its damage level enhanced yet, treat it as if it had a +0 enhancement bonus to damage.
Magical Focus Weapons[edit]
Spellcasters may take a special option for their weapon. If you are using the two weapon option for this setting, taking this option only allows you to have one weapon.
The player chooses the aesthetic of the focus, be it Orb, Rod or Amulet. The important part of this weapon is the Rune Crystal attached to it, created from a mixture of Rune Dust and molten glass. The element of the Focus depends on the type of Rune the dust originally came from and hardens the glass to more of a gem quality.
Magic Focus weapons deal 1d4 damage and have a range of 50/150. They can be tempered and enhanced as any other weapon. Optionally (if you are using the magic item variant option) at every third level the player gets to choose a cantrip that the Focus gains access to. Only one of the (eventual) three cantrips may be an attack, the other two must be a utility spell that fits with the element of the Rune used. (Fire may give Firebolt, Light, Dancing Lights, Produce Flame, etc.)
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