Stronghold & Facility

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Description

  • Using the strong holds and followers as the base set of rules.
    • Minus the use of infranty or armies
  • Adding in the 2024 bastion additions for individual rooms and facilities giving the players more customisation options. (Page 332 of the Dungeons masters 2024 book)

Followers are NPC's that fall under the control of the players, there are many types of these followers pertaining to their skills and abilities.

Retainers

High Tier Followers, Able to go with a Player character on adventures. Retainers are available in three tiers. Level 3, Level 5 and Level 7. Each tier level is available to players who are at least 2 levels above the tier. Each player can have 1 Active retainer hired.

  • Retainers are able to act as workers if their skills permit
  • Retainers can be used as defensive soldiers to guard a stronghold, town or other point of intrest.
  • Retainers are paid a high weekly wage or a percentage of your adventuring spoils
    • Wages for retainers can be calculated based off their level, a standard rate of 1 Gold per day with 2 additional gold for each level of that retainer. (As Retainers all start at level 3 their starting wage is 7 Gold per day)
  • retainers require lodging in the stronghold, they can be given access to the players personal lodging.

Workers

Probably going to be the highest population of Followers, Workers or Hierlings will be used to operate the various facilities in the bastion while the party is away or occupied doing other tasks. Workers are not able to participate in combat. Players can have as many workers as they can afford and house in their stronghold.

  • Workers are assigned a facility or task which they will stay at indefinitely until changed. (Workers can change shifts once every 30 days).
  • Workers will need to make sure they are properly skilled and prepared for a task they are being assigned.
    • Each worker can have a maximum of 3 proficiency skills and minimum of 1. Skills can be any that a player can learn including tools.
  • Workers will need to be paid a standard weekly wage
    • A General skilled worker's wage between 1-2 Gold per day
    • an Unskilled worker is between 2-5 silver a day
  • Workers will need to be supplied lodging at the stronghold.

Followers can be hired in one of three ways.

  • Recruitment Recruiting random followers form job boards or interviews
  • Spotting: Hunting for a specific type of follower
  • Random: Followers randomly arriving to look for a job and offer thier services

Followers are the players own NPC's they can order around or take on adventures. these special NPC's are used mainly to do work around the Stronghold, things such as defence, farming, mining, maintenance, training, research, building etc.
These followers have several unique stats and levels based on their skill.

Strong Hold Construction
Stronghold Cost to Build Time to Build Bonus 2nd Upgrade 3rd 4th 5th Time
Keep 10,000g 150 Days Bonus 5,000g 10,000g 15,000g 20,000g 100 days + (10 Per Level)
Tower 8,000g 120 Days Bonus 3,000g 6,000g 12,000g 18,000g 100 days + (10 Per Level)
Temple 8,000g 120 Days Bonus 3,000g 6,000g 12,000g 18,000g 100 days + (10 Per Level)
Establishment 6,000g 90 Days Bonus 2,000g 4,000g 6,000g 8,000g 100 days + (10 Per Level)

These i believe are the main strong hold buildings that players expand on. They are seperated into 4 main classes, Keep, Tower, Establishment, Temple
These are then flavoured into the individual classes extra effects

Class Main Instalment Sub Instalment NOTE NOTE
Apothecary Tower SUB - -
Artificer Tower Artificer's Workshop - -
Barbarian Keep Barbarian's Camp - -
Bard Establishment Bard's Therter - -
Beast-Heart N/A N/A - -
Blood Hunter Establishment Blood-Hunter's Exclave - -
Cleric Temple/Grove Cleric's Church - -
Dragon N/A N/A - -
Druid Temple/Grove Druid's Grove - -
Fighter Keep Fighter's Fortress - -
Illrigger Temple/Grove SUB - -
Monk Temple/Grove Monk's Monastery - -
Mystic N/A N/A - -
Paladin Temple/Grove Paladin's Chapel - -
Ranger Establishment Ranger's Lodge - -
Rogue Establishment Rogue's Tavern - -
Sorcerer Tower Sorcerer's Sanctum - -
Talent N/A N/A - -
Warlock Temple/Grove Warlock's Fane - -
Wizard Tower Wizard's Library - -

*Note: The Main Instalment's are only recommendations based on the effectiveness of the class but you can have a barbarian with a tower if you wish.

Keep

Mainly for matial classes

  • Reduces the cost of purchasing new followers by 10%
  • Reduces the upkeep of followers by 10%
  • Comes with 2 Followers upon completion
  • Access to Equipment Training which happens over Extended Rest (Down time, 1 or 2 Weeks) Only 1 training can be applied at a time. Need proficiency with target training.
    • Light Armor: Advantage Dexterity checks when wearing Light armor
    • Medium Armor: Gain 5ft of movement. the first 5ft of your turn movement doesn't provoke opportunity attacks.
    • Heavy Armor: Ranged attacks have disadvantage against you.
    • Blugoning Weapon: a critical hit causes Disadvantage ont he targets attack rolls, saving throws, & ability checks until the start of your next turn
    • Slashing Weapon: You deal an extra 1d6 damage to creatures not wearing Medium or heavy armour. (No Armour, Light or Natual)
    • Pericing Weapon: You deal an extra 1d6 damage to creatures wearing heavy armor.
    • Finesse Weapon: damaged by a creature's melee weapon, you may, as a reaction, make a melee attack with your wielded finess weapon finesse weapon.
    • Reach Training: If you hit with a reach weapon, you can move the target 5 feet, but they must remain within your reach.
    • Shield Training: If you succeed in a weapon attack while wielding a shield, you can push your target 5 feet away from you. This movement does not provoke opportunity attacks.
    • Veritile Training: While wielding a versatile weapon in two hands, you gain +1 AC

Tower

Mainly for spellcasters

Tower School: When a tower is built the owner declares a school of magic the tower is dedicated too. this will affect theier reserched spells.

  • Spell Altering (Bard, Wizard, Warlock, Sorcerer, Artificer)
    • Can have altered spells equal to your tower level. Eac spell ca only be altered once (DM TO THINK ABOUT FURTHER ALTERATIONS)
    • Spell must be one your character can cast
    • Spell can't be a named spell (Eg: Lemond's Tiny Hut, Tasha's Caustic Brew)
    • Target Area for Research. (One Ally/yourself, One Enemy, AOE Support, AOE Enime, )
    • Time: 1 Month +1 week per Lv spell, -1 Week per level of Tower (6 days a week is spent in research for the month. the character can take small breaks to tend to housekeeping matters such as eating, bathing, giving commands to followers or chatting with other players. If interrupted research resets)
    • Once research is complete the player rolls a D8 o pne of the target tables, they get a choice of the result on the dice or =/- an option up or down the table. (DM Can intervene if the result is unsatisfactory)
    • If the spell dose damage add the resulting damage type bonus from the Dose Damage section on page 25
  • Spell Further Altering
    • Spells researched that match the school your tower is dedicated too are able to be cast an one spell level lower then needed WITHOUT lowering effects or damage. (No lower than 1st, Level 9 spells cannot be lowered)
  • Once a spell is accepted and named by the player it becomes able to be used by other spell casters
  • Named Spells can be cast by the creator a number of times for free up to half tier proficiency bonus. a day

Establishment

Mainly for charisma based classes

Revenue
Every in game month the establishment earns 330 Gold per establishment level.

Rumours
Before or on the lead up to an adventure the owner can spend 100 gold per establishment level to learn some key details about an area you plan to start you next adventure in or a dungeon you plan to raid etc. You learn things like one type or multiple types of foes you will encounter (Oozes, fiends, humanoids etc) and roughly how many you can expect to face (couple, dozen, hundreds etc)

  • During the adventure, those creatures will be vulnerable to damage from your attacks, for a number of attacks equal to your establishment level.
  • In addition, the GM can choose to reveal any of the following:
    • The location of a secret door or a hidden entrance or exit
    • The location and nature of a trap
    • A description of one riddle or puzzle
    • The location and description of one powerful magic item

Gatering Intel
Overtime you can learn little bits of general info about how other groups or organizations feel towards your group. such as if they know you recovered a powerful artifact and plan to steal it from you, of if they are on tough times and plan to come to you for support etc. When making the check, add your proficiency bonus, but instead of adding an ability modifier, you can add another bonus by spending gold pieces. +1 For each 100 gp you pay, you gain a +1 bonus to the check. It’s expensive to pay folks to spy on people, and larger establishments with larger bonuses have more people to pay! However, you cannot pay for a bonus greater than your establishment level. And no, you can’t pay nothing to add a +0 bonus—you have to pay your spies something.

Temple/Grove

Mainly for religious based characters, Think cult of the lamb vibes

Now i personally think the temple is no where near as cool as the other ones so far so i am making some changes i intend to run

  • Concordanace Bonus, Owning a temple/Grove adds thirty (30) to the result of your petitioning Roll
  • Grove/Temple Inbeded Spells the owner of the temple/grove can spend 1 month in meditation to have the higher powers imbed a spell permenantly into the temple/grove. there is a list of spells bellow, the owner can eventually get all the spells listed.
    • These spells can be casted for free by the owner once per there allotted time as mentioned owllow while the owner is inside the temple. (DM MAy change the times as i have already altered the times to be shorter than the book)
    • Reincarnate (Once a Month)
    • Foresight (Once a Month)
    • Greater Restoration (Once a Week)
    • Heal (Once a Week)
    • Resurrection (Once every 3 Months)

Concordance
Is a resource that measures how much a player is in the good graces of thier higher power, Like the prayer points, the more prayer the more the higher power likes the player.
BUT the player does not know this resources, it needs to be kept hidden and tallied by the DM

Petitioning (Mini Divin Intervention)

  • As an Action1). roll a D100 the results on the table bellow
    • Cursed
    • Nothing/ Blessed
    • Blessed/ Cast an imbedded spell
    • Servitor Summon
      • Tier 1
      • Tier 2
      • Tier 3
      • Tier 4
      • Tier 5
      • Tier 6

Barbarian's Camp

Demesne Effects

  • Ale within the barbarian’s demesne is particularly refreshing, bringing good cheer with no hangovers the next day no matter how much is consumed.
  • Wildlife within the barbarian’s demesne grows especially large and fierce, migrating as the camp moves.
  • Poisons brought into the barbarian’s demesne neutralize within the hour. No such cowardly “civilized” forms of death are permitted.

Stronghold Actions
On initiative count 20 (losing initiative ties), the barbarian can take a stronghold action with one of the following effects. They must be in the same hex or province as their stronghold and cannot use the same effect again until after a short or long rest.

  • You issue forth a mighty “Yawp!” that causes all enemies within 60 feet to become frightened until initiative count 20 on the next round.
  • You rage, and your allies gain the benefits of your rage as long as those allies aren’t wearing heavy armor.
  • You cast chain lightning2 with a DC equal to 8 plus your proficiency modifier, plus your Constitution modifier. You may do this even while raging, and this does not end your rage.

Class Feature Improvement: 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

Bard's Theatre

Demesne Effects

  • Whenever the wind blows through the trees in the bard’s demesne, music plays. Hooves on roads beat out a complex rhythm.
  • Folks who live for a week in the bard’s demesne find themselves ending conversations with rhyming couplets.
  • Thunder can be counted on to roll whenever someone in the bard’s demesne says something dramatic. Ravens obediently alight on nearby branches when it is dramatically expected of them

Stronghold Actions
On initiative count 20 (losing initiative ties), the bard can take a stronghold action with one of the following effects. The bard must be in the same hex or province as their stronghold and cannot use the same effect again until after a short or long rest.

  • Until initiative count 20 on the next round, all inspiration dice produce their maximum result when rolled, followed by the sounding of a two-note chord: one root note and another a fifth higher than the root.
  • A three-piece band arrives singing your praises. Until initiative count 20 on the next turn, enemies make saving throws against your magic by rolling three d20s and using the worst of the three. The band has exceptionally good rhythm and world-class lute fingering, and the singer has an unusually high voice.
  • You regain all inspiration dice.

Class Feature Improvement: 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

Cleric's Church

Demesne Effects

  • Folks who live in the cleric’s demesne are immune to disease.
  • The cleric can hear the prayers of those living in their demesne who are in concordance with the cleric’s deity.
  • While the cleric is hale, the weather in their demesne is fair. If the cleric is wounded or suffering, the weather turns foul. For this effect to happen, the cleric merely has to be on the same plane as their demesne

Stronghold Actions
On initiative count 20 (losing initiative ties), the cleric can take a stronghold action to cause one of the following effects. The cleric must be in the same hex or province as their stronghold, and can’t use the same effect until after a short or long rest:

  • All enemies within 30 feet of you must succeed on a Constitution saving throw or suffer the effects of the contagion spell.
  • Shafts of golden light stab down from the sky, penetrating walls and ceilings. The beams target all undead, demons, and devils within 60 feet of you, even those hidden or invisible. Targets must succeed on a Wisdom saving throw or be annihilated.
  • You and all allies in the stronghold recover all Hit Dice and gain 30 temporary hit points.

Class Feature Improvement: Manifest Divinity
When you use your Channel Divinity class feature, all allies within 30 feet regain 3d8 hit points. 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

Druid's Grove

Demesne Effects

  • Local birds and mammals in the druid’s demesne can speak Common and Elven. They enjoy talking to new people but will try to find and warn the druid if suspicious strangers enter the demesne.
  • Nuts, fruits, and vegetables grown naturally (i.e., not farmed or cultivated) in the druid’s demesne grant those who eat them the effect of goodberry. If taken outside the demesne, they lose this effect.
  • No roads or trails in the druid’s demesne last more than a day. However, allies and the units of allies can pass through the demesne as though there were roads

Stronghold Actions
On initiative count 20 (losing initiative ties), the druid can take a stronghold action to cause one of the following effects. The druid must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short or long rest.

  • Grasping vines rise from the ground for 1 minute. Every enemy within 60 feet must make a Dexterity saving throw or be restrained for the duration, taking 3d8 piercing damage at the start of each of their turns from stabbing thorns. At the end of its turn, an affected enemy can make another saving throw to escape.
  • You cast banishment on an enemy, sending them to Arcadia on a failed save.
  • You summon 1d4 + 1 shambling mounds who fight for you for 1 minute

Class Feature Improvement: Savage Shape
When you assume your Wild Shape, you may assume the form of any monstrosity, fey, or dragon, including those with a flying or swimming speed. You may use this ability to transform into a creature with a Challenge Rating up to half your level, rounded up. All other Wild Shape restrictions and benefits apply (including using all of the form’s actions and abilities except lair and legendary actions). 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

Fighter's Fortress

Demesne Effects

  • Fortifications in the fighter’s demesne grant units defending them an extra +2 Morale bonus.
  • Menhirs appear in the fighter’s demesne, following anyone hostile to those who call this province home, imposing themselves between intruders and the locals.
  • Archers who train in the fighter’s demesne find their arrows go farther and strike more accurately.
  • Edged weapons in the fighter’s demesne are keener and do not dull

Stronghold Actions
On initiative count 20 (losing initiative ties), the fighter can take a stronghold action to cause one of the following effects. The fighter must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short or long rest.

  • Until initiative count 20 on the next round, any enemy who tries to cast a spell in your demesne experiences searing pain. The enemy can choose another action, but if it chooses to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 force damage per level of the spell, and the spell has no effect and is wasted.
  • Until the end of your next turn the next round, you and all your allies’ weapon attacks hit automatically. Roll anyway, though—you might score a crit!
  • You and all your allies are restored to full hit points

Class Feature Improvement: 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

Monk's Monastery

Demesne Effects

  • Creatures age more slowly within the confines of the monk’s demesne.
  • The temperature in the monk’s demesne is always temperate, all year round, all day long.
  • Violence of any kind in the demesne has a 15% chance of summoning a Source of Earth, who immediately uses Back to Earth to end the violence. The monk can reverse these effects

Stronghold Actions
On initiative count 20 (losing initiative ties), the monk can take a stronghold action to cause one of the following effects. The monk must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short or long rest.

  • Until initiative count 20 on the next round, your skin becomes diamond. For the duration, you are immune to all but psychic damage.
  • You make eight unarmed attacks against an adjacent enemy.
  • You regain all ki, as though you had finished a short or long rest.

Class Feature Improvement: Focused Ki
Whenever you are attacked while you have unspent ki, you can ignore all of the attack’s effects except its damage. 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.

Paladin's Chapel

Demesne Effects

  • Clear blue skies and warm sun dominate year-round. Rain falls only at night, and thunderstorms avoid the area.
  • Evil creatures in daylight have disadvantage on attack rolls, saving throws, and ability checks.
  • The paladin is instantly aware of the presence and location in his demesne of any chaotic or evil creature with more than 7 Hit Dice. The range of this awareness is a number of hexes equal to the level of the paladin’s stronghold

Stronghold Actions
On initiative count 20 (losing initiative ties), the paladin can take a stronghold action to cause one of the following effects. The paladin must be in the same hex or province as their stronghold and can’t use the same effect again until after a short or long rest.

  • Each chaotic or evil creature (your choice) within 120 feet must succeed on a Constitution saving throw or be bound by gold (anti-evil) or silver (anti-chaos) chains, grappling it until it makes a Strength or Dexterity check as an action against your spell DC.
  • Flying creatures within 120 feet must succeed on a Constitution check against your spell save DC or immediately land. They cannot take off again for 10 minutes.
  • Choose an ally within sight to gain an AC bonus equal to your Charisma bonus, as their armor becomes gold, for 10 minutes. Each ally can be affected by this ability only once per day

Class Feature Improvement: Righteous Smite:
Your Divine Smite burns through enemy resistance. Enemies normally resistant to either radiant damage or your weapon damage lose it. Enemies immune to either type of damage are now resistant to it, and enemies without resistance to either radiant or your weapon damage become vulnerable. You can do this for a number of attacks equal to your stronghold level, after which you must take an extended rest to refresh this ability

Ranger's Lodge

Demesne Effects

  • Stags, harts, and other game are always plentiful in the ranger’s demesne, but they are larger and fiercer than normal.
  • Enemies of the ranger and the locals must make DC 15 Wisdom (Survival) checks to navigate the ranger’s demesne. On a failure, they are attacked by 2d6 winter wolves.
  • Allies treat the ranger’s demesne as favored terrain when moving their units. Enemy units treat it as difficult terrain.

Stronghold Actions
Stronghold Actions On initiative count 20 (losing initiative ties), the ranger can take a stronghold action to cause one of the following effects. The ranger must be in the same hex or province as their stronghold and can’t use the same effect again until after a short or long rest.

  • Small targets appear on the vulnerable spots of nearby enemies. Until initiative count 20 on the next round, all enemies within 60 feet have vulnerability to your attacks.
  • You summon a fog cloud in a 60-foot radius that lasts for 1 minute. You and your allies can see through this fog as though it were merely a hazy mist that did not obscure vision.
  • Until initiative count 20 on the next turn, all of your successful attacks also cause the target to bleed. A bleeding creature takes 3d8 slashing damage at the start of each of its following turns, and can make a DC 18 Constitution save at the end of each of its turns to end the bleeding.

Class Feature Improvement: Chosen Enemy
Your favored enemy has vulnerability to your attacks.4 You can do this to a number of damage rolls equal to your stronghold level, after which you must take an extended rest to refresh this ability.

Rouge's Tavern

Demesne Effects

  • 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.
  • Creatures trespassing in the rogue’s demesne have the overwhelming sensation they are being spied upon.
  • When a creature hostile to the rogue and aware of their existence finishes a long rest within the rogue’s demesne, roll a d20. On a roll of 10 or less, the creature triggers a hidden trap, taking 3d8 piercing damage

Stronghold Actions
On initiative count 20 (losing initiative ties), the rogue can take a stronghold action to cause one of the following effects. The rogue must be in the same hex or province as their stronghold and can’t use the same effect again until after a short or long rest.

  • All enemies within 60 feet are marked for death. For the next minute, if you hit a marked enemy, you can remove its mark to deal an extra 6d6 slashing damage.
  • Enemies within 60 feet are revealed, losing stealth and invisibility.
  • You gain a Coin of Fate. Each time you are hit in combat, you may flip the coin. Heads, the attack misses instead. Tails, the attack hits as normal and you lose the coin.

Class Feature Improvement: 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

Sorcerer's Sanctum

Demesne Effects

  • Curses, blessings, and oaths pronounced within the sorcerer’s demesne have a 15% chance of causing the speaker to roll on the Wild Magic table.
  • 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.
  • Raindrops in the sorcerer’s demesne cast dazzling prismatic reflections during the day

Stronghold Actions
Stronghold Actions On initiative count 20 (losing initiative ties), the sorcerer can take a stronghold action to cause one of the following effects. The sorcerer must be in the same hex or province as their stronghold and can’t use the same effect again until after a short or long rest.

  • You cast three spells from your list of known spells, using spell slots as normal.
  • For the next minute, all of your spells are heightened, as per heightened Metamagic effect. You cannot use sorcery points to heighten an already heightened spell.
  • You are wreathed by a fire shield (Spell). Enemies who strike the shield take 4d8 damage instead of 2d8

Class Feature Improvement: 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

Warlock's Fane

Demesne Effects

  • The sun appears as a baleful orb in the sky over the warlock’s demesne.
  • In the warlock’s demesne, constellations in the night sky are strange, and stars occasionally fall from the sky.
  • The warlock is immediately aware of enemies in their demesne.
  • Once per month, the warlock can summon an earthquake, as per the spell, targeting any enemies in their demesne

Stronghold Actions
Stronghold Actions On initiative count 20 (losing initiative ties), the warlock can take a stronghold action to cause one of the following effects. The warlock must be in the same hex or province as their stronghold, and can’t use the same effect until after a short or long rest

  • You recover all spell slots as though you completed a short rest.
  • You fire an eldritch blast at each enemy you can see within 60 feet.
  • You summon a type-VI servitor (page 31)

Class Feature Improvement: Master Invoker
You gain an extra spell slot. You may use this extra spell slot a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability

Wizard's Library

Demesne Effects

  • The library of the wizard’s stronghold has a copy of every nonmagical book anyone brings into the wizard’s demesne.
  • By concentrating for 10 minutes, the wizard can scry on any person or location in their demesne as per the scrying spell. The wizard can do this while anywhere, including another plane.
  • Once per day, the wizard can control the weather in their demesne. The wizard doesn’t have to be in their demesne to do this. The effect is otherwise the same as the control weather spell

Stronghold Actions
On initiative count 20 (losing initiative ties), the wizard can take a stronghold action to cause one of the following effects. The wizard must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short or long rest.

  • You cast a spell from your list of prepared spells. This does not use a spell slot.
  • You cast flesh to stone on all enemies within 60 feet. This does not use a spell slot.
  • You recover all spent spell slots as though you had finished a long rest

Class Feature Improvement: Spellmaster
You can maintain two spells with concentration at once. 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

Blood Hunter's Exclave

Demesne Effects

  • Fiends, Fey, Aberrations or Undead that attempt to enter the demesne must succeed on a DC 15 (Perception) check or find themselves snared in a special trap for 1d4 hours, The Owner knows when any of the mentioned creatures enter its demesne and is alerted when a trap is triggered..
  • The Blood Hunter's Exclave is considered desecrated ground. Clerics, Druids & Paladins find it difficult to feel or reach the presence of their higher power or nature. The owner of the stronghold knowns when such a person is in there demesne.
  • Checks to Study, dissect or harvest parts from monster corpses are made with advantage while within the Blood Hunter's Exclave
  • Strange corrupted growth can be found at the base of walls and doors, Fresh food left within the demesne end up rotting quicker than normal and wounds fester and heal far slower.

Stronghold Actions (Same as Ranger)
Stronghold Actions On initiative count 20 (losing initiative ties), the ranger can take a stronghold action to cause one of the following effects. The ranger must be in the same hex or province as their stronghold and can’t use the same effect again until after a short or long rest.

  • Small targets appear on the vulnerable spots of nearby enemies. Until initiative count 20 on the next round, all enemies within 60 feet have vulnerability to your attacks.
  • You summon a fog cloud in a 60-foot radius that lasts for 1 minute. You and your allies can see through this fog as though it were merely a hazy mist that did not obscure vision.
  • Until initiative count 20 on the next turn, all of your successful attacks also cause the target to bleed. A bleeding creature takes 3d8 slashing damage at the start of each of its following turns, and can make a DC 18 Constitution save at the end of each of its turns to end the bleeding.

Class Feature Improvement: Crimson Sacrament
When you invoke your crimson Rite you add one damage die of the additional damage it grants per level of your stronghold (If your stronghold is level 2 you triple the crimson rite damage dice) which lasts until you dismiss your crimson rite. You can do this a number of times equal to your stronghold level after which you must finish an extended rest to refresh this ability.

Artificer's Workshop

Demesne Effects

  • All manual labor in the artificer’s demesne is performed by magical automatons. These automatons are not made for combat, but in battle they may serve as a unit of levies with size 1d6 and the mindless trait.
  • Inconspicuous animated objects are found throughout the artificer’s demesne. There are typically at least one in any building. The artificer can order these objects to perform simple tasks like putting away tools or giving reports about the goings on within town. The objects make themselves scarce and can only seen as animated when in the artificer’s presence.
  • After living in the artificer’s demesne for at least a year, anyone who isn’t already proficient in any kind of artisan’s tools gains proficiency in one set of their choice.

Stronghold Actions
On initiative count 20 (losing initiative ties) the artificer can take a stronghold action to cause one of the following effects. The artificer must be in the same hex or province as their stronghold and can’t use the same effect again until after a short or long rest.

  • You cast animate objects without spending a spell slot and you do not need to concentrate on it. This spell lasts for 1 minute.
  • Choose acid, cold, fire, lightning, poison, or thunder. All weapons and ammunition carried by you or your allies deal an extra 1d6 damage of that type to any target hit with the weapon or ammunition. The enhancement lasts until the end of the 5th round after used.
  • Choose any damage type or choose nonmagical bludgeoning, piercing, and slashing. You and all allies wearing armor gain resistance to that damage. The resistance lasts until the end of the 5th round after used.

Class Feature Improvement: Quick Infusion
You can use your infuse item ability as an action. Infusing an item this way won’t end any of your other infusions and the infusion only lasts 8 hours before the magic fades. You can infuse an item this way a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.

These are the extras from 2024 DMG Bastions that can be added to the strong old, things lie extra buildings, defensive walls, special locations etc

How Does a Bastion work?
Every week you have the option to give a Job Order to a facility you are the owner of.

  • Your character has to be physically able to enter the facility to give the Job Order to the follower operating it. OR
  • Your character can come up with some form of Delegation to an important NPC that will be there in your character's place (Such as Merdan or Meluyami)

Job Orders can be set to Once or Continuous

  • Job Orders under Once means they will do the job once then go back to idel after the first week
  • Job Orders under Continuous means they will continuously do the job until they are told to stop or run out of resources.

Players can take the place of a Follower and use the Facility however they see fit (Up to the Role Play) OR use it under its normal mechanics.

  • Followers/ Hierlings
  • The main way your facilities operate is with the help of followers, Followers stationed at a facility must meet the profiecncy / tool requirements to be able to operate a facility.

The Basics

Total Special Facilities

  • Level 5: 2
  • Level 7: 3
  • Level 9: 4
  • Level 11: 5
  • Level 13: 6

Defensive walls Defensive wall is 20ft high and may include a walk-way along the top
Each 5ft of wall takes

  • 10 Days to Build
  • costs 250 Gold (This may be altered)

Cost

  • Cramped: 500 GP
  • Roomy: 1000 GP
  • Vast: 3000 GP

Size

  • Cramped: 4 Squares
  • Roomy: 16 Squares
  • Vast: 32 Squares

Special Facility Types

NAME
Level Requirement: 00
Prerequisite: TEXT
Order Action: TEXT
BP? : 00
Space: Roomy/Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 00

Operation
TEXT

NAME
Level Requirement: 00
Prerequisite: TEXT
Order Action: TEXT
BP? : 00
Space: Roomy/Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 00

Operation
TEXT

NAME
Level Requirement: 00
Prerequisite: TEXT
Order Action: TEXT
BP? : 00
Space: Roomy/Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 00

Operation
TEXT


Level 5 Facilities

Arcane Study
Level Requirement: 5
Prerequisite: User Requires an Arcane focus and be magically intuned
Proficiency Requirements: Arcane, Artisan's Tools
Order Action: Craft
BP? : 00
Space: Roomy
Expandable?: NO
Level Bonus?: YES (Level 9)
Followers Required?: 1

Operation
An Arcane Study is a place of quiet research that contains one or more desks and bookshelves. Arcane Study Charm:
After spending an Long Extended Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Job Order Options: When you issue the Job Order to this facility, choose one of the following options:

  • Craft: Arcane Focus: You commission the facility's hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.
  • Craft: Book: You commission the facility's hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.
  • Craft: Magic Item (Arcana): If you are level 9+, you can commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from a list the DM deems suitable.
    The heiring must meet the proficiency requirements of the facility, The Facility has the required tools included when built.
    Talk to your DM about time and cost for making the selected magic item. If the item allows its user to cast any spells from it, a Player must craft the item (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.
Armoury
Level Requirement: 5
Prerequisite: None
Proficiency Requirements: None
Order Action: Trade
BP? : 00
Space: Roomy
Expandable?: NO
Level Bonus?: NO
Followers Required?: 1

Operation
An Armory contains mannequins for displaying armor, hooks for holding Shields, racks for storing weapons, and chests for holding ammunition.

  • Job Order: Stock Armory: When you issue the Job Order to this facility, you commission the facility's hireling to stock the Armory with armor, Shields, weapons, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each Bastion Defender in your Bastion.
    If your Bastion has a Smithy, the total cost is halved.

While your Armory is stocked, your Bastion Defenders are harder to kill. When any event causes you to roll dice to determine if your Bastion loses one or more of its defenders (see “Bastion Events” at the end of this chapter), roll 1d8 in place of each d6 you would normally roll. When the event is over, the equipment in your Armory is expended regardless of how many Bastion Defenders you have or how many you lost, leaving your Armory depleted until you issue another Trade order to the facility and pay the cost to restock it.

Barracks / Lodging
Level Requirement: 5
Prerequisite: None
Proficiency Requirements: None
Order Action: Recruit
BP? : 00
Space: Roomy/Vast
Expandable?: YES
Level Bonus?: NO
Followers Required?: 0

Operation
A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to six (6) Followers.

  • Recruit: Bastion Defenders: Each time you issue the Recruit order to this facility, up too two (2) New followers with random skills are recruited to your Stronghold and assigned quarters in this Barrack. The recruitment costs no money but they will still need to be paid a wage. You can't issue the Recruit order to this facility if it's fully occupied.

Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and personalities to your Bastion Defenders as you see fit.

Enlarging the Facility. You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twelve (12) Followers.


Garden
Level Requirement: 5
Prerequisite: None
Proficiency Requirements: Nature
Job Order: Harvest
BP? : 00
Space: Roomy
Expandable?: YES
Level Bonus?: NO
Followers Required?: 1 (2 Vast)

Operation
A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its type from the options in the Garden Types table.
While in your Bastion, you can instruct the facility's hireling to change the Garden from one type to another. This work takes 21 days, during which time no other activity can occur in this facility.

  • Job Order: Harvest: Garden Growth: When you issue the Harvest order to this facility, you commission the facility's hireling to collect items from the Garden as noted in the Garden Types table. The work takes 7 days and costs no money.
Garden Types
Garden Type Description Harvest
Decorative Aesthetically pleasing garden full of flowers and topiaries. Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles
Food Garden of delicious mushrooms or vegetables 100 days worth of Rations
Herb Garden of rare herbs, some of which have medicinal uses Herbs that are used to create either ten Healer's Kits or one Potion of Healing
Poison Garden stocked with plants and fungi from which poisons and antitoxin can be extracted Plants that are used to create either two vials of Antitoxin or one vial of Basic Poison

Enlarging the Facility. You can enlarge your Garden to a Vast facility by spending 2,000 GP. A Vast Garden is equivalent to two Roomy Gardens and can include two of the same type of Garden or two different types. When you issue the Harvest order to a Vast Garden, each component garden produces its own harvest. A Vast Garden gains needs one additional hireling.

Library
Level Requirement: 5
Prerequisite: User needs to be able to read
Proficiency Requirements: History
Order Action: Research
BP? : 00
Space: Roomy
Expandable?: NO
Level Bonus?: NO
Followers Required?: 1

Operation
This Library contains a collection of books plus one or more desks and reading chairs.

  • Job Order: Topical Lore:
    When you issue the Research order to this facility, you commission the facility's hireling to research a topic. The topic can be a legend, a known event or location, a person of significance, a type of creature, or a famous object. The work takes 7 days. When the research concludes, the hireling obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information you learn.
Sanctuary
Level Requirement: 5
Prerequisite: User requires holy symbol or Druidic focus and be religion or nature Intune
Proficiency Requirements: Religion
Order Action: Craft
BP? : 00
Space: Roomy
Expandable?: NO
Level Bonus?: NO
Followers Required?: 1

Operation
Icons of your religion are displayed in this facility, which includes a quiet place for worship. Sanctuary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see “Supernatural Gifts” in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Healing Word once without expending a spell slot. You can't gain this Charm again while you still have it.

Craft: Sacred Focus. When you issue the Craft order to this facility, you commission the facility's hireling to craft a Druidic Focus (wooden staff) or a Holy Symbol. The work takes 7 days and costs no money. The item remains in your Bastion until you claim it.


Smithy
Level Requirement: 5
Prerequisite: Owner needs a Fighting Style or Unarmoured Defence feature.
Order Action: TEXT
BP? : 00
Space: Roomy
Expandable?: NO
Level Bonus?: YES (Level 9)
Followers Required?: 2

Operation
This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment. Craft Options. When you issue the Craft order to this facility, choose one of the following options:

  • Craft: Smith's Tools: The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook.
  • Craft: Magic Item (Armament): If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have need proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.
Store-House
Level Requirement: 5
Prerequisite: None
Order Action: TEXT
BP? : 00
Space: Roomy/Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 00

Operation
A Storehouse is a cool, dark space meant to contain trade goods objects from the Trade Goods table in chapter 7 and from chapter 6 of the Player's Handbook. Trade: Goods. When you issue the Trade order to this facility, its hireling spends the next 7 days procuring nonmagical items that have a total value of 500 GP or less and stores them in the Storehouse, or the hireling uses those 7 days to sell goods in the Storehouse. You bear the total cost of any purchases, and the maximum value of the items purchased increases to 2,000 GP when you reach level 9 and 5,000 GP when you reach level 13.

When you sell goods from your Storehouse, the buyer pays you 10 percent more than the standard price; this profit increases to 20 percent when you reach level 9, 50 percent when you reach level 13, and 100 percent when you reach level 17.

Workshop
Level Requirement: 5
Prerequisite: Owner needs expertise feature
Order Action: TEXT
BP? : 00
Space: Roomy/Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 00

Operation
This Workshop is a creative space where useful items can be crafted. Artisan's Tools. The Workshop comes equipped with six different kinds of Artisan's Tools, chosen from the following list:

Carpenter's Tools Cobbler's Tools Glassblower's Tools Jeweler's Tools Leatherworker's Tools Mason's Tools Painter's Tools Potter's Tools Tinker's Tools Weaver's Tools Woodcarver's Tools Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Adventuring Gear. The facility's hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player's Handbook.

Craft: Magic Item (Implement). If you are level 9+, you can commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Implements tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can't gain this benefit again until you finish a Long Rest.

Enlarging the Facility. You can enlarge your Workshop to a Vast facility by spending 2,000 GP. If you do so, the Workshop gains two additional hirelings and three additional Artisan's Tools (chosen from the list above).


Level 9 Facilities

Gaming Hall
Level Requirement: 9
Prerequisite: None
Order Action: Trade
BP? : 00
Space: Vast (36 Sq)
Expandable?: No
Level Bonus?: No
Followers Required?: 4

Operation
A Gaming Hall offers recreational activities like chess and games of darts, cards, or dice.
Trade: Gambling Hall. When you issue the Trade order to this facility, the facility's hirelings turn the Gaming Hall into a gambling den for 7 days. At the end of the seventh day, roll 1d100 and consult the following table to determine your portion of the house's winnings.

  • 01-50: 1d6 x 10 GP
  • 51-85: 2d5 x 10 GP
  • 86-95: 4d6 x 10 GP
  • 96-100: 10d6 x10 GP
Green-House
Level Requirement: 9
Prerequisite: None
Order Action: Harvest
BP? : 00
Space: Roomy (16 Sq)
Expandable?: No
Level Bonus?: No
Followers Required?: 1

Operation
A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.
Fruit of Restoration.
One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren't eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can't be transplanted without killing it.

Harvest Options. When you issue the Harvest order to this facility, choose one of the following options:

  • Harvest: Healing Herbs: You commission the facility's hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money.
  • Harvest: Poison: You commission the facility's hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin's Blood, Malice, Pale Tincture, or Truth Serum. See “Poison” in chapter 3 for each poison's effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.
Laboratory
Level Requirement: 9
Prerequisite: User Needs proficiency in Alchemist tools or Poisoner's kit
Order Action: Craft
BP? : 00
Space: Roomy
Expandable?: No
Level Bonus?: No
Followers Required?: 1

Operation
A Laboratory contains storage space for alchemical supplies and workspaces for crafting various concoctions. Craft Options. When you issue the Craft order to this facility, choose one of the following options:

  • Craft: Alchemist's Supplies: The facility's hireling crafts anything that can be made with Alchemist's Supplies using the rules in the Player's Handbook and chapter 7 of this book.
  • Craft: Poison: You commission the facility's hireling to craft a vial containing one application of a poison. The poison must be one of the following: Burnt Othur Fumes, Essence of Ether, or Torpor. This work takes 7 days, and you must pay half the poison's cost. See “Poison” in chapter 3 for descriptions and costs of poisons.

Sacristy
Level Requirement: 9
Prerequisite: User needs Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
Order Action: Craft
BP? : 00
Space: Roomy
Expandable?: No
Level Bonus?: No
Followers Required?: 1

Operation
A Sacristy serves as a preparation and storage room for the sacred items and religious vestments.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

  • Craft: Holy Water: You commission the facility's hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8.
  • Craft: Magic Item (Relic): You commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

Spell Refreshment. Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can't gain this benefit again until you finish a Long Rest.

Scriptorium
Level Requirement: 9
Prerequisite: User needs to be a spell caster, Owner needs to be able to cast level 3 spells.
Order Action: Craft
BP? : 00
Space: Roomy
Expandable?: No
Level Bonus?: No
Followers Required?: 1

Operation
A Scriptorium contains desks and writing supplies. Craft Options. When you issue the Craft order to this facility, choose one of the following options:

  • Craft: Book Replica. You commission the facility's hireling to make a copy of a nonmagical Book. Doing so requires a blank book. The work takes 7 days.
  • Craft: Spell Scroll: You commission the facility's hireling to scribe a Spell Scroll containing one Cleric or Wizard spell of level 3 or lower. The facility has the necessary Calligrapher's Supplies. The “Crafting Equipment” section in the Player's Handbook specifies the time needed to scribe the scroll and the cost of the scroll, which you must pay.
  • Craft: Paperwork: You commission the facility's hireling to create up to fifty copies of a broadsheet, a pamphlet, or another loose-leaf paper product. The work takes 7 days and costs you 1 GP per copy. At no additional cost in time or money, the facility's hireling can distribute the paperwork to one or more locations within 50 miles (2 Hexes?) of your Stronghold.
Stable
Level Requirement: 9
Prerequisite: No
Order Action: Trade
BP? : 00
Space: Roomy OR Vast2)
Expandable?: Yes (Cost 2000 GP)
Level Bonus?: Yes (Lv 13, Lv 17)
Followers Required?: 1

Operation
A Stronghold can have more than one Stable. The facility is big enough to house three Large animals. Two Medium creatures occupy the same amount of space as one Large creature there. The facility's hireling looks after these creatures.
After a Beast that can serve as a mount spends at least 14 days in this facility, all Wisdom (Animal Handling) checks made with respect to it have Advantage.

  • Trade: Animals: When you issue the Trade order to this facility, you commission the facility's hireling to buy or sell one or more mounts at normal cost, keeping the ones you buy in your Stable. The work takes 7 days, and the DM decides what types of animals are available for purchase—horses, ponies, and mules being the most common. The Mounts and Other Animals table in the Player's Handbook gives standard prices for various mounts. You bear the total cost of any purchases.
    • When you sell a mount from your Stable, the buyer pays you 20 percent more than the standard price; this profit increases to 50 percent when you reach level 13 and 100 percent when you reach level 17.

Enlarging the Facility. You can enlarge your Stable to a Vast facility by spending 2,000 GP. If you do so, the Stable is large enough to house six Large animals


Teleportation Circle
Level Requirement: 9
Prerequisite: Owner needs to be a spellcaster
Order Action: Recruit
BP? : 00
Space: Roomy
Expandable?: No
Level Bonus?: Yes (Lv 17)
Followers Required?: 1

Operation
Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell.

  • Recruit: Spellcaster: Each time you issue the Recruit order to this facility, its hireling extends an invitation to a Friendly NPC spellcaster. Roll any die. If the number rolled is odd, the invitee declines the invitation, and you gain no benefit from having issued the order. If the number rolled is even, the invitee accepts the invitation and arrives in your Stronghold via your Teleportation Circle.

While you are in your Stronghold, you can ask the spellcaster to cast one Wizard spell of level 4 or lower; if you are level 17+, the spell's maximum level increases to 8. The spellcaster is assumed to have the spell prepared. If the spell has one or more Material components that cost money, you must pay for them before the spell can be cast.
The spellcaster stays for 14 days or until they cast a spell for you. The spellcaster won't defend your Bastion and departs immediately if the Stronghold is attacked.

You can also use this teleportation circle as a normal teleportation circle so long as you have access to the teleport spell.

Theatre
Level Requirement: 9
Prerequisite: None
Order Action: Empower
BP? : 00
Space: Vast
Expandable?: No
Level Bonus?: Yes (Lv 13, Lv 17)
Followers Required?: 4

Operation
The Theater contains a stage, a backstage area where props and sets are kept, and a seating area for a small audience.

  • Empower: Theatrical Event. When you issue the Empower order to this facility, its hirelings begin work on a theatrical production or concert. Rehearsals and other preparations take 14 days, followed by at least 7 days of performances. The performances can continue indefinitely until a new production gets underway.
  • You or another character can contribute to a production in the following ways:
    • Composer/Writer. A character can compose music or write a script for a concert or production that hasn't started rehearsals yet. This effort takes 14 days.
    • Conductor/Director. A character who remains in the Bastion for the entirety of the production can serve as the concert's conductor or the production's director.
    • Performer. A character who remains in the Bastion for the entirety of the rehearsal period can be a star performer in one or more of the performances; one of the Theater's hirelings can serve as an understudy for additional performances.

At the end of a rehearsal period, each character who contributed to the concert or production can make a DC 15 Charisma (Performance) check. If more of these checks succeed than fail, you and any other character who contributed to the concert or production each gain a Theater die, a d6. This die changes to a d8 when you reach level 13 and a d10 when you reach level 17. At any point after the rehearsals end, a character can expend their Theatre die to roll it and add the number rolled to one D20 Test they make, immediately after rolling the d20. If a character hasn't expended their Theater die before gaining another, their first die is lost.

Training Area
Level Requirement: 9
Prerequisite: None
Order Action: Empower
BP? : 00
Space: Vast
Expandable?: YES/NO
Level Bonus?: YES/NO (Level)
Followers Required?: 4

Operation
A Bastion can have more than one Training Area. A Training Area might be an open courtyard, a gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility's hirelings is an expert trainer; the others serve as training partners.
When a Training Area becomes part of your Bastion, choose one trainer from the Expert Trainers table. On each Bastion turn, you can replace that trainer with another one from the table.

  • Battle Expert
    • When you take damage from an attack made with an Unarmed Strike or a weapon, you can take a Reaction to reduce this damage by 1d4.
  • Skills Expert
    • You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, Sleight of Hand, or Stealth.
  • Tools Expert
    • You gain proficiency with one tool of your choice.
  • Unarmed Combat Expert
    • When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage.
  • Weapon Expert
    • Choose a kind of Simple or Martial weapon, such as Spear or Longbow. If you aren't proficient with the weapon, you gain proficiency with it. If you already have proficiency with the weapon, you can use its mastery property.

Empower: Training. When you issue the Empower order to this facility, the facility's hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days



1)
Perhaps change this to a bonus action
2)
When Expanded
  • culture/stronghold-facility.txt
  • Last modified: 6 hours ago
  • by Cinder