Bastion 5e
W
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
them to save ourselves, just like he did all that
time ago...
Bastion weapons
I
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
of 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 chamber fashioned from an unlucky beast
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 or
crits 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, you miss an attack, or you dont pierce your
target.
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 the
weapon unless you get incapacitated. If it is on the same
plane of existence, you can summon it 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 only 5ft. 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 each, the pistols must be
reloaded as an action. This grants you 12 total shots. 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 pistol. 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 Storm 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, very 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 forge, 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, very 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 15ft in that direction. Firing quickly and firing in long
range causes the mortars to go wild 30ft 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 3 other d8s as well for the additional
shells. Any targets caught in multiple blasts from this attack
must roll different DEX saves for the different blast effects.
Calamity Cannon
Weapon, legendary
(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
W
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.
Squirt Cider (Cider) For 1 hour, have advantage on Slight of Hand checks on
Potion, rare metal objects. Also, you can pick up simple unattended items
Fermented squirt extract with a nose of and weapons within 10ft as a free action.
stale bread and ocean water.
Very nutritious.
for 24 hours, increase your max HP by 2 Hit Dice + CON.
Treat these hit dice as if they rolled their maximum.
"Fetching Fizz is like a mouthful of nails, but the benefits
are worth it."
"Squirt Cider will toughen you right up. Too bad about the Hearty Punch (Punch)
musty aftertaste." Potion, very rare
Aromatic beverage served piping hot.
According to folk
Dreadrum (Rum) tales it can almost wake the dead.
Potion, rare For 1 hour, if health drops to 0, deal 2d6 force damage in a
Pungent concoction that calms senses and steadies nerves. 5ft radius and instead only drop to 1HP. After this effect
Favored by the Breakers and other fighting forces. occurs, lose the effect of this spirit.
While at full health, crit on 18s and 19s. This effect lasts
for 30 minutes.
"Hearty Punch is so zesty it'll let you carry on even through
"Dreadrum's brewed from Swampweeds, so its effect is as the worst of times."
bold as its flavor."
Bastion Bourbon (Bourbon) Falling Malt (Malt)
Potion, legendary 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. For 1 hour whenever you roll for falling damage, any
damage done when dropping on an enemy is doubled. All
damage done to yourself is halved as if you had resistance to
it.
"If you're feeling low, count on the buttery flavor of our own
Bastion Bourbon."
"Falling Malt is filled with crunchy minerals that'll keep you
Werewhiskey (Whiskey) safe out on them rocks."
Potion, rare
Scentless yet very brisk beverage of boiled Rattle-tail Lunkhead Liqueur (Liqueur)
whisker.
Used to revive patients in triage centers. Potion, rare
For 1 hour attacks automatically crit while below 20% of Bitter leathery flavor comes from bits of Lunkhead scales.
your max health. Believed to improve reflexes.
For 1 hour, any damage done with a reaction, is doubled.
Also, gain the abilitiy to, as a reaction, increase your AC by 2
against one attack that would hit you. to do so you must see
the attacker.
"Werewhisky has no scent but tastes like a peppered
bootheel. It's not for everyone."
"A sip of Lunkhead Liqueur will toughen you right up. Too
bad it's like drinking a saddlebag."
Mender Mead (Mead) Black Rye (Rye)
Potion, rare Potion, legendary
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 for Regain additional spell slots. The spell
slots can have a
half the damage done. Aditionally, any attack that misses you combined level that is equal to or less
than 5.
grants you 1d4 health.
"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) Whale Ale (Ale)
Potion, rare Potion, very 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 30 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 "Now Whale Ale ain't made from real whale. But it'll make
your gut like a rock." you strong like one."
Bull Brandy (Brandy) Lifewine (Wine)
Potion, rare Potion, very 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
For 1 hour, 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 make the failed saving throw.
"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, very rare
For 10 minutes, automatically deal 1d4 piercing damage Photosensitive beverage with a mild chalky flavor, brewed
whenever you take damage from an enemy up to 10ft away underground.
Potent effects come and go unpredictably.
from you. For 30 minutes, 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.
For 1 hour, gain 1d4+proficiency health for every attack roll For 1 hour, add your proficiency bonus to your damage, but
you hit against your enemies. This spirit also reduces any if your health drops to 0, instantly gain one failed death
healing done to you by anything but this effect. Potions, saving roll.
healing spells, etc, healing is reduced by 50%.
"Cham-Pain's made with Scumbag extract, hence the
"Leechade's so sour, it'll perk you right up when you're barley aroma...and the nausea"
feeling low."
Hop-Scotch (Scotch)
Doomshine (Moonshine) Potion, rare
Potion, rare For 1 hour, you gain the ability to Dodge as a bonus action.
Rancid drink believed to bring fortune in battle.
No When Dodging, you can jump to a point within 10 feet. This
permanent injury from imbibing but sure feels like it. movement does not provoke attacks of opportunity and
For 1 hour, reduces max HP by 20%, allows critical hits on doesn't cost any movement.
19.
"Doomshine's a bit of an acquired taste, like a mouth full of
horseradish"
The Pantheon
T
he Kid's Gods made their marks across their Oath:
lands. We may follow our own down here, but
that doesn't mean they don't have lessons we
could learn, or powers that we should fear...
Invoke or scorn these Gods at your own peril.
Invoking:
The process of Invoking the Gods is one that should not be
taken lightly. While not as powerful as a Cleric or Paladin
following a Diety, the Pantheon here still maintain their own Garmuth
strengths in our world. The Crippled Duke, God of Purpose and Folly.
The process of invoking a god means stating it's true name A crippled god without senses who still gives counsel to
and title and supplying it with a prayer, then you must prove those in need. Serves as a reminder of the consequences of
yourself to them. Succeed in a fight with thier detriments folly.
upon you and they will then bless you with rewards from then "Despite His lack of senses, the Crippled Duke gives
on as long as you can maintain the challenge they give you. council to the humble and the wise."
You may revoke your invocation to them during a long rest,
making your journey easier, but also losing out on any
benefits the God granted you. You make invoke as many or as
few as you'd like.
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."
"The Crippled Duke reminds us that good intentions are
nothing on their own."
Invoking:
The Crippled Duke, although without senses, forces failure
upon on your attacks through patient wisdom. Invoke him by
praying with what you believe your purpose to be, or a
penance for a foolish decision you've decently made.
Folly:
"Make a promise, and The Chastened Maid will hold you to When you roll a critical failure on any attack roll, you must
it." deal damage to yourself equal to the damage the target would
Invoking:
have taken. Any additional effects on the attack (Such as
Green Flame Blade, Booming Blade, and Smites) still apply.
The Chastised Maiden momentarily breaks the binds of
death for your enemies, allowing them to strike you for your Purpose:
insolence. Invoke her by praying a promise for her help, or an
acknowledgment of a promise you have abandoned.
Abandon:
When you drop an enemy to 0 hitpoints, it may attempt one
weapon attack against you as a reaction.
Hense Lemaign
The Veiled Widow, Goddess of Pain and Pleasure. The Mason King, God of Hope and Despair.
Beneath her robes, Hense's body is all scars and scratches, The Mason King, god of Hope and Despair. Before battle,
and yet the goddess always has a smile of pleasure on her soldiers would pray to him for high morale.
face. "Before each battle, soldiers prayed to the Mason King
"They say the Veiled Widow is always smiling beneath Her asking for guidence, his response was always felt."
robes, no matter what."
"The Mason King knows that success and failure are all in
the mind."
"Pain and Pleasure. You can't have one without the other,
the Veiled Widow makes sure of it." Invoking:
Invoking:
Prayed to by soldiers of all creeds before the calamity, The
Mason King strikes with sundering blows. The morale of
The thirsting smile of The Veiled Widow looks down on you your foes heightened, they too will strike with crippling force.
from behind the cloth. Her intentions unknowable, save that Invoke him with a prayer for hope for the coming challenges,
suffering is guaranteed. Invoke her by praying a request for or in dispair of what you are going through.
continued harm unending, or a behest or gratification
everlasting. Dispair:
Any time you take damage, your movement speed is reduced
Pain: by 5 until the end of your next turn. Each subsequent source
Attacks against you are considered criticals on 19s as well as of damage reduces you movement speed by an additional 5.
20s.
Hope:
Pleasure:
Micia Olak
The Lorn Mother, Goddess of Loss and Longing. The Carefree Son, God of Chance and Whim.
Described as the Mother who gives birth to all, and awaits Worshipped by gamblers, risk takers, and those seeking
to greet the dead. good luck.
A young god who is alive forever in a single
"She gave away her heart, and bears in its place the Star of moment, playing his carefree games outside the reach of
Caelondia." time.
"Alive forever in a single moment, the Carefree Son plays
beyond the reach of our realm."
"The Carefree Son lives forever in the moment. The rest of
us can only try."
"We all are born from the Lorn Mother, and in the end, we Invoking:
all return to her."
The Carefree Child dances and taunts you, playfully
Invoking: sauntering through space and time. You can on occasion
The Lonely Mother watches over your enemies from the stars almost hear Olak giggle at your misfortunes. Invoke him with
above, safeguarding them in her fiery heart. Invoke her by a prayer for a chance to change your fate, or simply pray to
praying for the loss of what you hold dear, or for the longing him on a whim.
of what lies at the end of your quest.
Whim:
Loss: When you miss an attack or a foe saves on a saving throw you
When a foe deals damage to you, it heals one hit dice. This caused, that foe may move 10 feet as a reaction. This
healing cannot exceed its maximum hit dice. movement does not provoke opportunity attacks.
Longing: Chance:
Jevel Pyth
The Tower Keeper - God of Health and Atrophy. The Wakeful Bull, God of Commotion and Order.
Was known to give his worshippers longer lifespans, He was known to grant greater strength to his followers,
though he sometimes struck them down with atrophy and his worshippers normally consisted of warriors, soldiers etc.
disease. A bull who is both patient and temperamental. His likeness
"A curious god whose face is half that of a youth, and half adorns Caelondia, a testament to their love of order.
that of an old man. In him is reflected a man's prime and "The Wakeful Bull, patient yet temperamental, adorns the
twilight." City's walls with His likeness."
"We each have the Tower Keeper's strength in us, until the
day that strength runs out."
Invoking:
The twin faces of the Tower Keeper, one of stubborn youth "When the Wakeful Bull is calm, let's all do our part to
and the other of aged wisdom, strengthens your foes resolve. keep him that way."
Invoke him with a prayer for good health to maintain your
life, or a prayer recognizing yourself wasting away. Invoking:
Atrophy: The rage of the Wakeful Bull, once provoked, can't be quelled.
At the end of a long rest, roll 2D12s. When an enemy is Invoke him with a prayer to bring organization to your life, or
within 30 feet of you, they gain resistance to the damage to rearrange it as he sees fit.
types based on your rolls: Commotion:
Roll Resistance Type If an enemy spends at least half of its movement speed to
move toward you in a straight line, it may attack at advantage.
1 Piercing
2 Bludgeoning Order:
3 Slashing
4 Fire
5 Cold
6 Lightning
7 Acid
8 Poison
9 Radient
10 Necrotic
11 Thunder
12 Psychc
Health:
Gain Advantage on Con saves, you also cannot be aged
magically.
Roathus Yudrig
The Gorging Host, God of Thirst and Plenty. The Morning Stallion, God of Impulse and Bravery
A god who grows ever larger as he eats, whose hunger is Each day, at daybreak, he touches the wishes and impulses
never satisfied. His eyes overflow with tears of pain. of all people.
"The Gorging Host grows ever insatiable, His eyes awash "The Morning Stallion affects the wishes of all people upon
in tears. learn from his pain." the break of each new day."
"The Gorging Host reminds us to always know when we've "Each time the Morning Stallion stamps his hoof,
had enough." somebody out there makes up his mind."
Invoking:
Invoking:
Having invoked the gorging host, the god of endless hunger The Morning Stallion invigorates your foes with the fervor of
grants you a taste of his gluttony. Invoke him with a prayer to a war horse, and retaliates in their favor. Invoke him with a
bring great plenty, or to teach you the meaning of want. prayer to fuel your instinctive drives, or to grant you steady
heroism.
Thirst: Impulse:
You require twice the amount of food and water to keep from When you deal damage, take 1 psychic damage for every
exhaustion, and you have disadvantage on any saves against damage dice you rolled.
exhaustion
Bravery:
Plenty:
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.