Solarian Weapons
Solarian Weapons
Advanced Solarians utilize specialized technological and magical devices that look like hilts of standard weapons. These weapon hilts are powered by Solarian Crystals and typically are versatile enough that they can conform to a weapon of the Solarian's choice that they are used to. An Awakened Crystal is all that is needed to power the hilt, and a crystal can be placed or removed as an Action. When active, the weapon glows in the innate color of the crystal or the color of the Solarian's Celestial Manifestation if Empowered. Solarian Weapon Hilts are considered Martial Melee Weapons. Drawing the hilt is a free action like drawing other weapons and can be activated and deactivated with a Bonus Action. If you are a Solarian, you can activate the weapon at the same time as drawing it. Weapon Hilts can form the appearance of a weapon of your choice, even unusual configurations like a rune projection or ethereal force, but follow the statistics of the hilt. When an awakened crystal is placed into the hilt, you select one of Slashing, Piercing, and Bludgeoning damage, and the weapon does that damage until the crystal is removed and replaced. The damage is considered magical for the purposes for resistances. Solarian Weapons are considered powered though do not consume charges.Weapon Hilts
Hilt Type | Rarity | Value | Damage | Weapon Properties |
---|---|---|---|---|
Standard | Uncommon | 150EC | 1d6 | Finesse, Light, Powered |
Heavy Hilt | Rare | 250EC | 1d10 | Heavy, Two-Handed, Powered |
Warrior's Hilt | Rare | 450EC | 1d8 | Finesse, Versatile (1d10), Powered |
Overcharged Hilt | Very Rare | 500EC | 2d6 | Heavy, Two-Handed, Powered |
Solarian Staff | Very Rare | 800EC | 1d8 | Agile, Finesse, Versatile (2d8), Powered |
Solarian Crystal Effects
Some Empowered Crystals may add damage to a weapon's base amount, typically in the same type it already deals (usually slashing, piercing, or bludgeoning). If this is not the case, the table below will indicate this change. Some hilts add effects on a critical hit. All of these effects are only applied if the crystal used is in its Empowered state unless otherwise noted.Classification | Bonus | Notes |
---|---|---|
Level 3 | ||
Draining, minor | +1d4 Necrotic | - |
Flaring, minor | +1d4 Fire | - |
Flurry, minor | +1d4 Cold | - |
Focusing, minor | +1 damage | - |
Pulsar, minor | +1d4 Plasma | - |
Shimmering, minor | +1d4 Radiant | - |
Level 5 | ||
Blazing | +1 to hit | On Hit: Burn (1 round On Crit: Burn (1d10; 2 rounds) |
Brilliant | +1 to hit and damage | On Crit: Blinded (2) + 1d6 Radiant |
Chilling | +1 to hit and damage | On Crit: 2d6 Cold and Stunned until end of it's next turn |
Eviscerating, minor | + 2 damage | On Crit: Bleed (1d6; 2 rounds) |
Focusing | +2 to hit and damage | - |
Graviton, minor | +1 to hit and damage | On Hit: You may push the creature up to 5ft from you in a straight line no matter their size. |
Level 8 | ||
Draining | +1 to hit; +2d4 Necrotic | - |
Eviscerating | + 2 to hit and damage | On Crit: Bleed (1d10; 1d4 rounds) |
Flaring | +1 to hit; +2d4 Fire | - |
Flurry | +1 to hit; +2d4 Cold | - |
Pulsar | +1 to hit; +2d4 Plasma | - |
Shimmering | +1 to hit; +2d4 Radiant | - |
Level 15 | ||
Draining, major | +2 to hit; +2d6 Necrotic | On Crit: You regain HP = 1/2 necrotic damage dealt |
Graviton | +2 to hit and damage | On Hit: You may push the creature up to 10ft from you in a straight line no matter their size. |
Flaring, major | +2 to hit; +2d6 Fire | On Crit: Burn (2d6) for 1d6 rounds |
Flurry, Major | +2 to hit; +2d6 Cold | On Crit: 4d4 Cold Damage and Stunned until the end of your next turn |
Focusing, Major | +3 to hit and +2 damage | - |
Pulsar, Major | +2 to hit; +2d6 Plasma | On Crit: Burn (2d10 Plasma) for 1d4 rounds |
Shimmering | +2 to hit; +2d6 Radiant | On Crit: Blinded for 1d6 rounds |
Level 20 | ||
Eviscerating, Major | + 2 to hit and damage | On Hit: Bleed (2d4) for 2 rounds On Crit: Bleed (2d10) for 1d4+1 rounds |
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