| Location | Option | Cost | Time | Benefit | |
| Greyhawk | Keep (Level 2) | 10,000gp | 5 weeks | More unit management (+2 Unit limit) | |
| Temple (Level 1) | 8,000gp | 12 weeks | Petitioning Deity (+4 Unit limit) | |
| Tower (Level 1) | 8,000gp | 12 weeks | Spell making (+4 Unit limit) | |
| Gunsmith Establishment (Level 1) | 3,000gp | 4 weeks | Gun unit production (+1,000gp/season) | |
| Other Establishment (Level 1) | 6,000gp | 9 weeks | Player choice of business (+1,000gp/season) | |
| Pinga's | Keep (Level 1) | 5,000gp | 7 weeks | Unit training (+6 Unit limit) |
| Temple (Level 1) | 4,000gp | 6 weeks | Petitioning Deity (+4 Unit limit) | |
| Tower (Level 1) | 4,000gp | 6 weeks | Spell making (+4 Unit limit) | |
| Establishment (Level 1) | 3,000gp | 4 weeks | Player choice of business (+1,000gp/season) | |
| All buildings grant owner class features/benefits to region | |
| Class | Ability | Area Effect |
| Barbarian | Chieftain’s Rage Whenever you reduce an enemy to 0 hit points, you can choose to make an additional weapon attack or move up to your speed. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability. | Ale within the barbarian’s demesne is particularly refreshing, bringing good cheer with no hangovers the next day no matter how much is consumed. OR Wildlife within the barbarian’s demesne grows especially large and fierce, migrating as the camp moves. |
| Bard | Encouraging Inspiration While an ally has unspent bardic inspiration dice, their proficiency bonus increases by +1. This applies to a number of inspiration dice equal to your stronghold level, after which you must take an extended rest to refresh this ability. | Whenever the wind blows through the trees in the bard’s demesne, music plays. Hooves on roads beat out a complex rhythm. |
| Fighter | Fighting Surge Whenever you attack by using your Action Surge, you automatically score a critical hit on successful attack rolls. You can do this for a number of surges equal to your stronghold level, after which you must take an extended rest to refresh this ability. | Archers who train in the fighter’s demesne find their arrows go farther and strike more accurately. OR Edged weapons in the fighter’s demesne are keener and do not dull. |
| Rogue | Vanishing Strike After you hit with a Sneak Attack, you may become invisible. Anything you are wearing or carrying is invisible as long as it is on your person. This effect lasts until the end of your next turn or until you attack or cast a spell. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability. | One ally per level of the rogue’s stronghold can hide in the rogue’s demesne, and no mundane or magical means will reveal their location. This ability does not work on the owner of the stronghold. |
| Sorcerer | Source of Magic You gain bonus sorcery points equal in number to your stronghold level. These bonus points only refresh when you take an extended rest. | Folks who live in the sorcerer’s demesne for a season learn one random sorcerer cantrip. They lose the ability to cast it if they ever leave. (Dancing Lights, Light, Mage Hand, Mending, Message, Minor Illusion, or Prestidigitation) |
| All classes are within Stronghold & Followers, shortened here to classes present within current party | |