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Bastion 5e hen The Kid flew off in the bastion, he may have saved himself, but not his world. Those lands came crashing down on us, didn't it? All those little bits and pieces, they didn't just disappear. They landed in our hands, touched by The Kid himself. Now it's our turn to use Wthem to save ourselves, just like he did all that time ago... Bastion weapons t can be hard to know which storys of The Kid are true or not. He taught himself all these weapons though; made them sing, made them dance. He knew which to pair with what just for the right situation. Hopefully we can polish them up and get a glimmer Iof his own ability with them. Bullhead Shield Armor (shield), very rare Shield: AC+2 A shield shaped into the likeness of a bull. Use rose with The Menders: Experts at repairing both flesh and stone, whichever was needed. Bulwark The shield allows advantage on Strength saving throws against being moved or knocked prone. Bulletproof The shield allows the wielder to use their reaction to attempt to deflect a missile when you are hit by a ranged weapon attack. When you do, the damage you take is reduced by 1d10 + your DEX + your level. If you reduce the damage to 0, you can knock the missle back at the enemy. You make this ranged attack with proficiency, regardless of your weapon proficiencies, and it has the same damage dice it would’ve before.

-Mirror Shield Once per day, the shield can be activated as an action to automatically reflect every ranged attack towards the wielder. This effect lasts until the beginning of the wielder’s next turn. This ability recharges at dawn. (At GMs discretion, this ability can be used to reflect some spells that don’t require attack rolls. Fireball for example, is still shot out from a caster before it explodes, which could potentially be shot back at the caster. Sacred flame though, descends from the heavens, so reflecting it would not hit the caster) Cael Hammer Weapon (maul), rare +1 maul. 2d6 Bludgeoning damage. Heavy, two-handed

Plant your feet : If you don’t move on your turn, the hammer hits harder, adding 1d6 to its damage. This applies to all attacks on your turn.

Well balanced and good for just about any situation, the hammer was The Kid's "lifelong friend". He picked it up during his tours with The Masons: the builders and defenders of the Rippling Walls.

Has 3 charges "Heavy-duty hammers such as these constructed Caelondia's famous Rippling Walls, and protected from elements and foes alike."

-Whirlwind Spend 1 charge to use your action to make a melee attack against any number of creatures within 5ft of you, with seperate attack rolls for each target.

-Stunning Wallop Spend 2 charge to use your action to make an attack. Deal damage as normal. The target of this attack must then make a CON saving throw (DC is 10+your proficiency bonus+your STR modifier). On a failed save, target is stunned until the end of your next turn. Fang Repeater Weapon (light crossbow), rare A +1 light crossbow. 1d8 Piercing damage. Ammunition (range 80/320), two-handed. No loading property.

Repeater Repeater The repeater not only doesn't have the loading property, but it also grants an extra attack when making an attack action. This extra attack must be used with the repeater. Stacks with other extra attacks granted by class.

A rapid-fire ranged weapon with limited number of cartridges. Used primarily by The Trappers: Hunters who kept Caelondia safe by eliminating dangerous beasts from the Wild Unknown.

Contains 3 charges. "A munition fashioned from an unlucky gives a distinct silhouette to these silent repeating rifles, once favored by Ura hunters."

-Bolt Burst Spend 1 charge to unleash a maelstrom of bolts. Each creature within 10 ft of the you must make Dexterity saving throws, taking 2d8 Piercing damage on a failed save, or half as much on a successful one. The DC for the saving throw is 8+attacker’s DEX+attacker’s proficiency.

-Snooze Dart Spend 1 charge to fire a bolt coated in a potent sleep toxin. Make an attack against an enemy in range, on a hit, the target takes damage as normal and must succeed on a DC 15 CON save or be be knocked unconscious for 1 minute. Targets knocked unconscious in this way wake up upon taking damage. Breaker's Bow Weapon (longbow), rare A +1 Longbow. 1d8 Piercing damage. Ammunition (range 150/600) Two-handed. No Heavy property.

Power Shot On a critical hit, or surpassing the enemies AC by 5, the arrow can continue through the target and hit another target. Make another ranged attack roll in a straight line with a -1 attack penalty. If it surpasses the AC by 5 again, it pierces again. This penalty is cumulative if the attack goes through the next target too. Repeat until no more enemies in a row, or you miss an attack.

A versatile ranged weapon. Used primarily by The Breakers: Elite archers and couriers who brought messages back from the war or untamed regions.

Has 4 charges. "With these durable lightweight bows, Caelondian Breaker divisions reconnoitered the farthest reaches of the land in the name of their City."

-Dancing Shot Spend 1 charge to use your action to make a ranged attack against one target. On a hit, the arrow can bounce off the target and hit another target. Make another ranged attack with a -1 penalty. If it hits, it can bounce again to another target within 30ft. This penalty is cumulative every time the arrow bounces. The same target cannot be hit twice in the same string of bounces.

-Breaker Volley Spend 2 charges to use your action to make a ranged attack against any number of creatures within 10ft of a point you can see within the bow’s range. You must have ammunition for each target, as normal, and you must make a seperate attack roll for each target. War Machete Weapon (scimitar), rare A +1 scimitar. 1d6 Slashing, range 20/60. Finesse and light properties.

Graver's Bond If you make an attack with the war machete you can make a second attack as a Bonus Action. This weapon bonds to its wielder. You can’t be disarmed of that weapon unless you get incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

A fast attack melee weapon. Its throwing attack compensates for its short melee range. Used by The Gravers: Spies/secret agents, both internally and externally.

Contains 4 charges. "The Ura once nearly sacked the City with these savage blades, which gave the City's missionaries a healthy respect for them."

-Graver Slash Use 1 charge to use your action to make up to 4 attacks. You can throw the machete for these attacks, but you still only get one bonus action for the turn if you want to summon the blade back, you can use the bonus action in- between these attacks.

-Ghost Blade Use 2 charges to use your action to summon a phantom. It travels in a straight line away from you for 30ft, 5ft wide. Every target in the line must make a DEX save against 10+your proficiency+ either STR or DEX, taking 6d6 magical slashing damage on a failed save, and half damage on a success Scrap Musket Weapon, rare A shotgun-like weapon that has lots of spread. Signature weapon of Caelondian Marshals from the Old World. The Marshals were the peacekeepers within the city.

A gun, firing out in a 15ft cone. Has the Loading and two handed properties. Targets must succeed on a dexterity saving throw based off 9+prof bonus +DEX. On a failed save, tagrets take 3d8 piercing damage and are pushed 10ft away. On a successful save, targets take half damage and are pushed away. This gun emits a thunderous boom audible out to 300 feet.

Contains 2 charges. "A mass-produced version of the very first Caelondian firearm, said to be a true terror. It belches searing clouds of jagged metal."

-Scrap Salvo Use 1 charge to override the musket’s loading property for a turn, granting you three shots to use in a row. You cannot move between shots, but you can change directions. The damage will resolve after each shot, but the knockback effects will take place after the full salvo is finished.

-Final Warning Use 1 charge to fire the musket into the air, raining down a hail of pellets. Range of 20ft. The pellets come down in a 10ft radius. Can be used to potentially go over cover. Targets caught in the area must make a DEX saving throw against (9+prof bonus+DEX) targets take 2d10+DEX on a failed save, and half as much on a success. Dueling Pistols Weapon (pistols), rare Two +1 Pistols [DMG268] 1d10 Piercing damage, Ammunition (range 30/90), light

Hand Cannons Every 6 shots, the pistols/crossbows must be reloaded as an action. If you load one as an action, you may load the other as a bonus action.

Dual handguns that can fire as fast as the user can pull the trigger. Widely used by The Slingers: Dual-pistol wielding rangers in the wilds.

Contain 3 charges total, shared between both. "Small enough to be used in pairs, these pistols grew in popularity beyond the Walls as Ura ambushes mounted."

-Duel Decider Use 1 charge as an action to fire a singular shot launched from the crossbow. If dual wielding them, make two shots at once for 2 charges, both shots have to be for the same target. This ability can only be used once a turn. Treat this attack as an automatic critical hit, and automatically get max damage. This damage ignores physical resistance.

-Slinger Use at least 1 charge to unleash a hail of fire. As an action, you may fire 4 shots from the pistols. For each extra charge expended in this way, you may make another 4 shots. These shots must not exceed the total amount of ammo loaded into the pistols. Brusher's Pike Weapon (pike), rare A +1 Pike 1d10 Piercing damage, reach 10ft, range 20/60. heavy, two-handed properties.

Brusher's Bff This weapon bonds to its’ wielder. You can’t be disarmed of that weapon unless you get incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Melee spear weapon good for mantaining a measure of range during combat. It can also be thrown, like a javelin. Mainly used by The Brushers: Frontiersmen who performed recon in unfriendly territory.

Contains 4 charges. "Fearless Caelondian huntsmen used the business ends of these beauties to probe the capabilities of the flora and fauna lurking beyond the City Walls."

-Brusher Sweep Spend 1 charge to use your action to force chosen creatures within 10ft of you to make STR saves. DC= 10+your proficiency +your STR. enemies take 1d10 damage and are knocked back 15ft on a failed save. On a successful save, damage is halved and enemies are knocked back 5ft.

-Pike Vault Spend 2 charges to use your action to launch yourself into the air 30ft for an attack. You may move up to half your speed while in the air. When you come down on an enemy, make an attack roll with advantage. If this attack hits, add 3d6 for the falling damage. And every creature in a 5ft radius makes a DEX saving throw. DC=8+your proficiency + your STR. Taking half the total damage of the initial attack on a failed save, and no damage on a successful save. Army Carbine Weapon (musket), rare A +1 musket [DMG268] 1d12 Piercing damage, Amunnition (range 40/120), loading, two-handed)

Take Aim , if you sacrifice half your movement, gain advantage on your next carbine shot.

A high-damage ranged weapon with heavy recoil. Given to many Caelondian fighters, but was perfected by The Triggers: The Caelondian Army's Cavalry/Sharpshooters.

Contains 4 charges. "The standard-issue bolt-action rifle of the Caelondian armed forces, also known as the weapon that conquered the continent."

-Breaching Bullet Spend 2 charges to make an attack. This attack ignores physical resistances. On a hit, deal damage as normal and the bullet is lodged inside the enemy. At the end of your next turn the bullet explodes, dealing 5d6 force damage to the enemy.

-Trigger Blitz Spend 1 charge to make an attack that ignores the Loading principle of the carbine, allowing for a second attack on a turn. Multiple charges can be used in a turn to allow for more shots, up to the number of extra shots equal to the number of extra attacks your character gets. Flame Bellows Weapon, rare Two-Handed. Shoots out flames in a 15ft cone. Targets caught in this area must make a DEX saving throw. The DC is 8+attacker’s proficiency+attacker’s DEX or INT. On a failed save, targets take 2d6 fire damage, or half as much on a successful save. An odd weapon coming from an unlikely source, The Cinders: Militarized sanitation engineers. Contains 3 charges. "A simple miscommunication led to the fiery destruction of Caelondia's oldest , but at least it gave birth to this weapon."

-Burning Carousel Spend 2 charges to make a whirlwind attack against everyone in 15ft. Targets caught in this area must make a DEX saving throw. The DC is 8+attacker’s proficiency+attacker’s DEX or INT. On a failed save, targets take 4d6 fire damage, or half as much on a successful save.

-Ring of Fire Spend 1 charge to create a ring of flame that expands out to a 30ft radius. These flames do not go around corners. Targets caught in this area must make a DEX saving throw. The DC is 8+attacker’s proficiency+attacker’s DEX or INT. On a failed save, targets take 2d6 fire damage, or half as much on a successful save. Galleon Mortar Weapon, rare Loading property, range 100/300.

Declare your attack on any square in range. The target and each space within 5 feet of it must make a Dexterity saving throw (DC is 10+attacker’s DEX+attacker’s proficiency) . A creature takes 3d10 bludgeoning damage and 2d10 fire damage on a failed save, or half as much damage on a successful one. The mortar takes one full action to load, one to aim, and one to fire. Setting up or taking down the mortar will reset the aim action. The mortar can be transferred while it is loaded. Sacrificing the aim action to fire faster causes the shots to go wild. Also firing the mortar with disadvantage causes the shots to go wild too. Roll a d8, each number corresponds to a direction the mortar can shift, 1 is north, 2 is north-east, 3 is east and so on clockwise. The mortar shell moves 20ft in that direction. Firing quickly and firing in long range causes the mortars to go wild 40ft off.

A scaled down mortar for personal use. Shots require vertical distance equal to half the horizontal distance traveled to work. Do not try to use this indoors. Perfected by The Skippers: Expert bombardiers and leaders of Caelondia's navy. Contains 2 charges. "After the Caels decomissioned their largest fleet, their ships' massive broadside mortars found new purpose in defending of the Walls."

-Turret Surprise Spend 1 charge and declare an attack on an area in range, upon landing, the shell splits open and reveals a turret. This attack does not “unload” the mortar. The turret lasts for 90 seconds. The turret is essentially a ballista. It loades and aims on one turn, and fires on the next. Turret’s Stats: AC 15. HP 50, damage immunities poison, psychic. Bolt Ranged Weapon Attack: +6 to hit, range 60/240ft., one target. Hit 16(3d10) piercing damage.

-Bomb Barrage Spend 1 charge to take an action, shooting multiple shells at once. Declare your attack on a space in range as normal, but roll 3d8 as well for the additional shells. These shells only have a deviation of 15ft as opposed to the normal 20. Any targets caught in multiple blasts from this attack must roll different DEX saves for the different blast effects. Calamity Cannon Weapon, very rare (range 80/240), heavy, loading, special, two-handed.

Cannot move and fire in the same turn. Fires in a straight line. Each creature within 10 feet of the impact point must make a Dexterity saving throw, taking 6d6 force damage on a failed save, or half as much on a successful one. The DC for the saving throw is 10+attacker’s DEX+attacker’s proficiency. If firing at long range the targets have advantage on their saving throws.

A powerful weapon found by The Kid at end of his journey, it's powered by the same effects that caused his world to render itself in The Calamity. Invented by The Mancers: The leaders of Caelondia, also the scientists/researchers. Contains 2 charges. "The Mancers not only theorized about the raw forces of the world, they developed blueprints for how to unleash them."

-Mancer Missile Spend 1 charge to release a MIRV cluster of rockets at once. The missile will explode, sending smaller bombs out to explode, which then send even smaller explosions. This attack can then potentially go over cover and rain down on targets. You cannot move and activate this ability on the same turn. Designate a location you’re firing at. Each creature within 30 ft of the area must make Dexterity saving throws, taking 10d6 force damage on a failed save, or half as much on a successful one. If the attack is being used in such a way that only the second and third waves of explosions hit, the damage is instead reduced to 8d6.The DC for the saving throw is 10+attacker’s DEX+attacker’s proficiency. If firing at long range the targets have advantage on their saving throws.

-Calamity Rockets Spend 1 charge to release a salvo of rockets. You cannot move and activate this ability on the same turn. Designate 6 locations you’re firing at. Each creature within 5 ft of the areas must make Dexterity saving throws, taking 3d6 force damage on a failed save, or half as much on a successful one. The DC for the saving throw is 10+attacker’s DEX+attacker’s proficiency. If firing at long range the targets have advantage on their saving throws. Spirits eapons weren't the only thing to come raining Fetching Fizz (Fizz) dorn from the bastion. These spirits also came Potion, rare with 'em. Started as a bar room prank but evolved to become popular with miners and scrap workers. Metallic aftertaste. For 1 hour, have advantage on Slight of Hand checks. Also, you can pick up simple unattended items and weapons within W 10ft as a free action. Squirt Cider (Cider) Potion, rare Fermented squirt extract with a nose of stale bread and ocean water. Very nutritious. +10 temp HP for 1 hour.

"Fetching Fizz is like a mouthful of nails, but the benefits are worth it."

Hearty Punch (Punch) Potion, rare "Squirt Cider will toughen you right up. Too bad about the Aromatic beverage served piping hot. According to folk musty aftertaste." tales it can almost wake the dead for an hour, if health drops to 0, deal aoe damage and res to Dreadrum (Rum) 1HP Potion, rare Pungent concoction that calms senses and steadies nerves. Favored by the Breakers and other fighting forces. While at full health, crit on 19s. This effect lasts for 10 minutes.

"Hearty Punch is so zesty it'll let you carry on even through the worst of times."

"Dreadrum's brewed from Swampweeds, so its effect is as bold as its flavor." Bastion Bourbon (Bourbon) Falling Malt (Malt) Potion, rare Potion, rare Soothing hot herbal brew with restorative properties. Hints Very dry with flavors of pepper and gravel. First crafted by of citrus and berry flavors. mountaineers claiming it helped them keep a surer foot. fully restores health reduce falling damage, any damage done when dropping on an enemy is doubled

"If you're feeling low, count on the buttery flavor of our own "Falling Malt is filled with crunchy minerals that'll keep you Bastion Bourbon." safe out on them rocks."

Werewhiskey (Whiskey) Lunkhead Liqueur (Liqueur) Potion, rare Potion, rare Scentless yet very brisk beverage of boiled Rattle-tail Bitter leathery flavor comes from bits of Lunkhead scales. whisker. Used to revive patients in triage centers. Believed to improve reflexes. auto crits when below 10% health For 1 hour, any damage done with a reaction, is doubled.

"A sip of Lunkhead Liqueur will toughen you right up. Too "Werewhisky has no scent but tastes like a peppered bad it's like drinking a saddlebag." bootheel. It's not for everyone." Mender Mead (Mead) Black Rye (Rye) Potion, rare Potion, rare Filled with herbs and vitamins that promote wellness. Has the fullness and texture of hearty stew. Said to Fragrant herbal bouquet. improve short-term memory. for 1 hour, any damage done with a reaction heals you. regain one spell slot

"Folks say Mender Mead's good for you. It's like an herb "Black Rye's like hot vineapple chowder on a cold day. garden in full bloom." Brings back memories." Cinderbrick Stout (Stout) Potion, rare Whale Ale (Ale) Potion, rare Spicy, nutty flavors and a dry aftertaste. Very heavy and Mariners concocted this mixture to see them through filling. rough waters. Musky, smoky aroma. For 10 minutes, while taking the Dodge action, gain an for 1 minute after drinking, add an extra damage die to any extra 10ft of movement spells or spell-like effects, such as those granted by magical items

"Cinderbrick Stout sure goes down smooth. Then stays in your gut like a rock." "Now Whale Ale ain't made from real whale. But it'll make you strong like one." Bull Brandy (Brandy) Lifewine (Wine) Potion, rare Potion, rare Vicscous beverage brewed as an offering to Pyth. Known Creamy, nutty flavors said to bring about courage and for promoting longevity and resistance to pain. confidence. Favorite drink of Slingers and other risk-taking gain resistance to physical damage sorts. The first failure rolled for on a death saving throw doesn’t count. This effect lasts from the first time you drink the drink until you get knocked to 0

"Bull Brandy's thicker than paint. Makes your skin feel as tough as knifebark."

Stabsinthe (Absinthe) "Lifewine's so rich, they say it's brought men back from the Potion, rare brink for one last taste." Waxy, thirst-quenching drink refined from ground Stabweed needles. Spitting up the needles is considered Graver Gimlet (Gimlet) rude, but effective. Potion, rare automatically retaliate damage Photosensitive beverage with a mild chalky flavor, brewed underground. Potent effects come and go unpredictably. for 1 hour, upon killing an enemy, your next attack gains double its proficiency

"Stabsinthe's like drinkin' a cool breeze. Just don't go spittin' needles everywhere."

"Graver Gimlet tastes different the longer you swish it around. Miraculous stuff." Leechade (Lemonade/Limeade) Cham-Pain (Champagne) Potion, rare Potion, rare Intense sour flavor known for its invigorating effects. Bitter Sickness-inducing mixture brewed from aged Scumbag taste lingers for hours. secretion. Imbibed as a rite of passage. gain health per hit, potion/magical healing efficiency for 1 hour, adds your proficiency bonus to your damage, but reduced if your health drops to 0, instantly gain one failed death saving roll

"Leechade's so sour, it'll perk you right up when you're feeling low." "Cham-Pain's made with Scumbag extract, hence the barley aroma...and the nausea" Doomshine (Moonshine) Potion, rare Hop-Scotch (Scotch) Rancid drink believed to bring fortune in battle. No Potion, rare permanent injury from imbibing but sure feels like it. allows you to make a long jump up to 10ft and a high jump reduces max HP by 10%, allows critical hits on 19 up to 3 ft when at a standstill. If you move at least 10 ft before the jumps, these numbers increase to 15ft long and 5 ft high.

"Doomshine's a bit of an acquired taste, like a mouth full of horseradish" The Pantheon he Kid's Gods made their marks across their Hense lands. We may follow our own down here, but The Veiled Widow, The Goddess of Pain and Pleasure. that doesn't mean they don't have lessons we Beneath her robes, Hense's body is all scars and scratches, could learn, or powers that we should fear... and yet the goddess always has a smile of pleasure on her Invoke or scorn these Gods at your own peril. face. "They say the Veiled Widow is smiling beneath Her robes, T Her body all scratches and scars." Acobi The Chastened Maid , goddess of Oath and Abandon. A maiden bound by shackles of her own design. Her chains represent oaths and promises. "No one bound the Chastened Maid save for Herself. Her shackles are Her own Design."

"Pain and Pleasure. You can't have one without the other, the Veiled Widow makes sure of it."

"Make a promise, and The Chastened Maid will hold you to it." Lemaign Garmuth The Mason King, God of Hope and Despair. The Crippled Duke, The God of Purpose and Folly. The Mason King, god of Hope and Despair. Before battle, A crippled god without senses, who still gives counsel to soldiers would pray to him for high morale. those in need, and serves as a reminder of the consequences "Before each battle, soldiers prayed that the Mason King of folly. grant them high morale." "Despite His lack of senses, the Crippled Duke gives council to the humble and the wise."

"The Mason King knows that success and failure are all in the mind." "The Crippled Duke reminds us that good intentions are nothing on their own." Micia Jevel The Lorn Mother, The Goddess of Loss and Longing. The Tower Keeper - The God of Health and Atrophy. Was She's described as the Mother who apparently gives birth known to give his worshippers longer lifespans, though he to all, and awaits to greet the dead. sometimes struck them down with atrophy and disease. "She gave away her heart, and bears in its place the Star of "A curious god whose face is half that of a youth, and half Caelondia." that of an old man. In him is reflected a man's prime and twilight."

"We each have the Tower Keeper's strength in us, until the day that strength runs out."

"We all are born from the Lorn Mother, and in the end, we all return to her." Pyth The Wakeful Bull, The God of Commotion and Order. He was known to grant greater strength to his followers, his Olak worshippers normally consisted of warriors, soldiers etc. The Carefree Son, The God of Chance and Whim. A bull who is both patient and temperamental. His likeness He was worshipped by gamblers, risk takers, and those adorns the walls of Caelondia, a testament to their love of seeking good luck. A young god who is alive forever in a order. single moment, and plays his carefree games outside the "The Wakeful Bull, patient yet temperamental, adorns the reach of time. City's walls with His likeness." "Alive forever in a single moment, the Carefree Son plays beyond the reach of time."

"The Carefree Son lives forever in the moment. The rest of us can only try." "When the Wakeful Bull is calm, let's all do our part to keep him that way." Roathus The Gorging Host, The God of Thirst and Plenty. A god who grows ever larger as he eats, but whose hunger is never satisfied. His eyes overflow with tears of pain. "The Gorging Host grows ever larger yet remains insatiable, His eyes awash in tears."

"The Gorging Host reminds us to always know when we've had enough."

Yudrig The Morning Stallion, The God of Impulse and Bravery Each day, at daybreak, he affects the wishes and impulses of all people. "The Morning Stallion affects the wishes of all people upon the break of each new day."

"Each time the Morning Stallion stamps his hoof, somebody out there makes up his mind." Special thanks to: Mike Colonnese for his modeling of the weapons.

The Homebrewery for helping make this all so much easier to put down and organize this whole mess.

The fine people over at The Bastion Wiki for amassing their knowledge in a way thats easy to understand and parse through.

TV Tropes for helping make some things a little more concise.

And of course many thanks to Supergiant Games for creating Bastion and this whole wonderful world that i have used.