Return to Cultures
Description
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.
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.
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.
Followers can be hired in one of three ways.
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.
Mainly for matial classes
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.
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)
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.
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
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)
Demesne Effects
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.
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
Demesne Effects
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.
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
Demesne Effects
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:
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
Demesne Effects
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.
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
Demesne Effects
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.
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
Demesne 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.
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.
Demesne Effects
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.
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
Demesne Effects
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.
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.
Demesne Effects
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.
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
Demesne Effects
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.
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
Demesne Effects
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
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
Demesne Effects
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.
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
Demesne Effects
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.
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.
Demesne Effects
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.
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.
Job Orders can be set to Once or Continuous
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.
Total Special Facilities
Defensive walls
Defensive wall is 20ft high and may include a walk-way along the top
Each 5ft of wall takes
Cost
Size
| 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
| 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:
| 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.
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.
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.
| 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.
| 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:
| 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).
| 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.
| 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:
| 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:
| 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:
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:
| 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.
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.
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.
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.
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