Weapons (Suikoden Supplement)
Weapon in Suikoden
Each character gets a single weapon that they upgrade as they continue through the game. If you are feeling particularly generous, you may choose to allow your players two weapons for melee and ranged combat. In this setting, characters do not gain proficiency with weapons but instead choose the weapon they will use the rest of the game at level 1. This allows any class of character to use any weapon they want, as long as the DM allows it.
In the games, weapons have 16 levels across the game. In this setting, they have 10 levels across three aspects: Accuracy, Damage, and Critical. Accuracy and Damage have a max level of 5 levels each, while the Critical only has a max of 2. This allows you to max out accuracy and damage, or trade off to increase the Critical Aspect of the weapon.
(Optional) In addition, at third level the weapon attains a new name and emulates up to an uncommon magical weapon. At 6th level the weapon attains a different name and emulates up to a very rare magical weapon. At 10th level, the weapon attains its true name and emulates either a Legendary or Artifact level magic weapon. In this variant option, tempering a 10th level weapon should be a quest in and of itself to attain.
Each level of Accuracy increases your attack rolls with the item by +1 to a maximum of +5. Each level of Damage increases your damage roll by +1 for one-handed or light weapons and +1.5 for two-handed (rounded-down) to a maximum of +5 for light or one-handed weapons and +7 for two-handed weapons.
Each level of Critical boosts the weapon critical threat range by one (20 -> 19 to 20 -> 18 to 20). For Axes or Piercing weapons, you can trade one increase to Threat Range for an increase to Critical Multiplier (x2 -> x3). Two-Handed Piercing weapons can trade both Threat Range increases for Critical Multiplier increases (Max x4). However, the first level of Critical increase can not be tempered until the weapon reaches level 6 and the second until level 9.
Each level of a weapon can only be accessed by a Blacksmith of the necessary level or a Blacksmith with the necessary equipment. If you wish to use a Blacksmith's level, I would suggest 1 level for every 2 levels the blacksmith possesses. If you use the equipment (Hammer), there are four types of hammer (Iron, Copper, Silver, Gold). The iron hammer would allow the first two levels of upgrade, the copper would allow up to 5th, silver would allow up to 8th, and gold would allow the final two.
In addition, each level requires a number of base materials to temper the weapon further, and thus increases the cost in gold that is required to temper the weapon. Use the Cost if you are not using the magic item rule, otherwise use the variant Cost.
| Weapon Level | Cost (GP) | Cost (GP), var. | Hammer Required | Blacksmith (PC) Level Required |
|---|---|---|---|---|
| 1 | 500 | 1,000 | Iron | 2 |
| 2 | 1,000 | 4,000 | Iron | 4 |
| 3 | 2,000 | 9,000 | Copper | 6 |
| 4 | 4,000 | 16,000 | Copper | 8 |
| 5 | 6,000 | 25,000 | Copper | 10 |
| 6 | 8,000 | 36,000 | Silver | 12 |
| 7 | 10,000 | 49,000 | Silver | 14 |
| 8 | 12,000 | 64,000 | Silver | 16 |
| 9 | 14,000 | 81,000 | Gold | 18 |
| 10 | 16,000 | 150,000 | Gold | 20 |
Rune Shards
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
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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