🏰BASTIONS🏰
A 🏰BASTION🏰 is a location that belongs to a player character:
- a 🏠home🏠
- a 🏰stronghold🏰
- a place of ⚡️power⚡️
that the character develops over the course of a campaign.
A 🏰BASTION🏰 offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to
- craft ⚔️magic items⚔️
- conduct 📜research📜
- harvest 🧪poisons🧪
- build ⛵️ships⛵️
- carry out a range of other activities
As DM, you decide whether 🏰BASTIONS🏰 are available in a campaign. Bastions are best suited to campaigns that allow characters to return to their Bastions during intervals when they’re not actively adventuring. Not every character needs to have a Bastion. It’s fine for some players in your campaign to opt in to Bastion ownership and others to opt out.
There’s no need to choose between going on adventures and commanding a 🏰BASTION🏰;
a character can do both at once. A Bastion has special facilities that generate benefits, and these facilities can also undertake projects while the character is otherwise occupied.
Most importantly, a 🏰BASTION🏰 is a creative playground for a player and a shared storytelling space in the campaign. Be as permissive as you can with the stories players tell in their 🏰BASTIONS🏰, but players should know their control might be limited by the campaign’s larger story, which you strive to make fun for everyone.
GAINING A BASTION
If you allow 🏰BASTIONS🏰 in your campaign, characters acquire their 🏰BASTIONS🏰 when they reach level 5. You and the players can decide together how these 🏰BASTIONS🏰 come into being. A character might inherit or receive a parcel of land on which to build their 🏰BASTION🏰 , or they might take a preexisting structure and refurbish it. It’s fair to assume that work has been going on behind the scenes of the campaign during a character’s early Adventuring Career, so the 🏰BASTION🏰 is ready when the character reaches LEVEL 5.
The shape, style, and function of a character’s 🏰BASTION🏰 are up to the Player to determine. For example,
a 🧙♂️Wizard🧙♂️ might build a 🗼tower🗼,
a 🧘Cleric🧘 might establish a 🛕shrine🛕,
a 🤺Fighter🤺 might build a 🏟fortified keep🏟 or similar Stronghold,
a 🥷Rogue🥷 might establish a 🏤guildhall🏤 or lodge.
Characters of other classes might choose one of these forms or combine them — a Paladin’s Bastion might be similar to a Cleric’s shrine but as fortified as a Fighter’s stronghold. And multiple characters can combine their Bastions to form a single large structure.
Every Bastion has facilities that serve basic needs as well as special ones, such as Libraries, Menageries, and Workshops.
Bastion Turns
As time passes in the campaign, players take 🏰BASTION🏰 Turns to reflect the activity occurring in their 🏰BASTIONS🏰, whether or not the characters are present. On a Bastion turn, a character can issue orders to the special facilities in their Bastion or issue the 👷🏽Maintain Order👷🏽 to the entire 🏰BASTION🏰.
Frequency of Bastion Turns
By default, a 🏰BASTION Turn🏰 occurs every 📅7 Days📅 of in-game time. Here are common examples of Players taking one or more 🏰Bastion Turns🏰:
- The Characters are on a long journey away from their 🏰Bastions🏰. After the Characters have been away for 📅7 Days📅, you might say,
“Time for a 🏰BASTION🏰 turn. Since you’re not there, we’ll assume you issue the 👷🏽Maintain Order👷🏽 for your 🏰BASTIONS🏰”.
Then roll for events as described in the “Bastion Events” section in this chapter.
- The characters spend 📅7 Days📅 or More in their 🏰BASTIONS🏰 between Adventures. You might say,
“You have six weeks to spend in your 🏰BASTIONS🏰. Go ahead and resolve 6 🏰BASTION🏰 turns".
- The characters return to their Bastions in the midst of an adventure. You might say,
“You have just enough time to take a 🏰Bastion Turn🏰 before you leave again in the morning.”
- The characters are adventuring near their 🏰Bastions🏰 and resting in their 🏰Bastions🏰 at night. You might say,
“It’s been a week since your last 🏰Bastion Turn🏰, so you can take 1 now.”
You can slow the frequency of 🏰Bastion🏰 turns to better serve the needs of your players and your campaign. For example, if the characters have months between adventures, you can call for a 🏰Bastion Turn🏰 every month instead of every 📅7 Days📅, so the characters aren’t issuing so many orders or reaping too many benefits at once.
Bastion Map
Encourage Players to create Floor Plans of their characters’ 🏰Bastions🏰, configuring its Facilities as they see fit and using the same techniques you use to create Dungeon Maps.
In addition to basic facilities and special facilities, a 🏰Bastion🏰 can have the following features:
👗Closets. A basic or special facility can have one or more closets, washrooms, or similar enclosures. The closets must be inside the facility and can’t increase the facility’s area in squares. These features are free.
🪜Corridors, Ramps, and Staircases. A facility can contain one or more corridors, ramps, or staircases leading to other facilities in the 🏰Bastion🏰. These features are free.
🧱Defensive Walls. A character can add defensive walls around their 🏰Bastion🏰. A defensive wall is 20 feet high and may include a walkway along its top, with a means to access it (such as a ladder or lift). Each 5-foot square of defensive wall takes 📆10 Days📆 to build and costs 💰250 GP💰. If a character’s 🏰Bastion🏰 is completely enclosed by defensive walls and it comes under attack, reduce by 2 the number of 🎲dice🎲 rolled to determine how many 💂♂️Bastion Defenders💂♀️ are lost in the attack.
🚪Doors & Windows.🪟 Each facility comes with one or more doors and shuttered windows, placed wherever the player sees fit. There are many kinds of doors to choose from, including locked doors, secret doors, and portcullises. These features are free.
Combining Bastions
2 or more Players can combine their 🏰Characters’ Bastions🏰 into a single structure. Doing so doesn’t change the number of special facilities each 🏰Bastion🏰 can have, how those special facilities work, or who issues orders to each 🏰Bastion🏰.
Each 🏰Bastion🏰 retains its own 👨🏭Hirelings👩🏭, which can’t be sent to or shared with another 🏰Bastion🏰.
💂♂️Bastion Defenders💂♀️ are handled differently:
if some event deprives 1 🏰Character’s Bastion🏰 of 💂♂️Defenders💂♀️, another character can apply all or some of those losses to their Bastion instead, provided the 2 🏰Bastions🏰 are combined.
Facility Space
The amount of space in a basic or special facility determines its Maximum Area in 5-foot squares, as shown in the 📑Facility Space Table📑. A Player can configure the squares of a Facility as they please on their Bastion’s Map. The squares can be stacked so that a Facility’s Area is distributed over multiple levels or stories.
Facility Space
Space | Maximum Area
Cramped | 4 squares
Roomy | 16 squares
Vast | 36 squares
Basic Facilities
A 🏰Character’s Bastion🏰 starts with 2 free basic facilities, which the Character’s Player chooses from the Basic Facilities list below. 1 of the chosen facilities is Cramped, and the other is Roomy . A 🏰Bastion🏰 can have more than 1 of each basic facility.
Basic Facilities
Bedroom
Dining Room
Parlor
Courtyard
Kitchen
Storage
A Basic Facility comes with nonmagical furnishings and decor appropriate for that facility.
Basic Facilities don’t have any game effects, but they can inspire roleplaying opportunities and enhance a Bastion’s verisimilitude. A 🏰Bastion🏰 with a kitchen is functionally the same as one without, but the former gives you and your players a fun setting to start game sessions, have in-character discussions, or introduce new NPCs.
A character can add new basic facilities or enlarge existing 1s by spending money and time, as discussed in the sections that follow. Any number of basic facilities can be added or enlarged at the same time. A character doesn’t need to be in their 🏰Bastion🏰 while basic facilities are being added or enlarged.
Adding Basic Facilities
A character can add a basic facility to their Bastion by spending money and time. The cost of adding a basic facility and the time required depend on the facility’s space, as shown on the table below.
Facility Space | Cost | Time Required
Cramped | 500 GP | 20 Days
Roomy | 1,000 GP | 45 Days
Vast | 3,000 GP | 125 Days
Enlarging Basic Facilities
There is no in-game benefit to enlarging a Basic Facility, but a character might enlarge a Facility for cosmetic reasons or to increase the Bastion’s size.
A character can spend money and time to increase the space of a Basic Facility in their 🏰Bastion🏰 by one category, as shown on the table below.
Space Increase | Cost | Time Required
Cramped -> Roomy | 500 GP | 25 Days
Roomy -> Vast | 2,000 GP | 80 Days
Special Facilities
Special Facilities are 🏰Bastion Locations🏰 where certain activities yield game benefits. A character’s 🏰Bastion🏰 initially has 2 Special Facilities of the character’s choice for which they qualify. Each Special Facility can be chosen only once unless its description says otherwise.
Unlike Basic Facilities, Special Facilities can’t be bought; a character gains them through Level Advancement.
At Level 9, a character gains 2 additional special facilities of their choice for which they qualify;
they gain one additional facility at Level 13 and another at level 17.
The Special Facility Acquisition table shows the total number of Special Facilities in a character’s 🏰Bastion🏰. Each new Special Facility immediately becomes part of the character’s 🏰Bastion🏰 when the character reaches the Level.
Each time a character gains a level, that character can replace 1 of their Bastion’s Special Facilities with another for which the character qualifies.
Special Facility Acquisition
Level | Special Facilities
5 | 2
9 | 4
13| 5
17| 6
Requirements
Each Special Facility has a level. A character must be that Level or Higher to gain that Facility. A Special Facility might also have a prerequisite the character must meet to gain that Facility. For example, only a character who can use an Arcane Focus or a tool as a Spellcasting Focus can have an Arcane Study.
Space
A Special Facility occupies a certain amount of space. A player can configure the squares of a Special Facility as desired on the Bastion’s map. A Special Facility can be enlarged to grant additional benefits if its description says so.
Hirelings
A Special Facility comes with one or more 👷🏽Hirelings👷🏽 who work in the Facility, maintain it, and execute 🏰Bastion Orders🏰 there, as described in the next section. A Player can assign names and personalities to 👷🏽Hirelings👷🏽 in their character’s 🏰Bastion🏰 using the same tools DMs use to create NPCs.
Each Special Facility in a 🏰Bastion🏰 generates enough income to pay the 💸Salary💸 of its 👷🏽Hirelings👷🏽. 👷🏽Hirelings👷🏽 follow the orders they’re given and are loyal to the 🏰Bastion’s Owner🏰.
Orders
On a 🏰Bastion Turn🏰, a character in their 🏰Bastion🏰 can issue Special Orders—called 🏰Bastion Orders🏰—to 1 or more of their 🏰Bastion’s Special Facilities🏰. A character needn’t issue orders to all the Special Facilities in their 🏰Bastion🏰 on a given 🏰Bastion Turn🏰.
The Maintain Order is unusual;
it is issued to the whole 🏰Bastion🏰 rather than to 1 or more Special Facilities. If a character isn’t in their 🏰Bastion🏰 on a given 🏰Bastion Turn🏰, the 🏰Bastion🏰 acts as though it were issued the Maintain Order on that turn unless the owner can communicate with the 🏰Bastion🏰 👷🏽Hirelings👷🏽 using the Sending Spell or similar magic.
The orders are as follows:
🛠️Craft🛠️
👷🏽Hirelings👷🏽 in the Special Facility craft an item that can be made in that Facility. During the time required to craft an item, the Facility can’t be used to craft anything else, even if a Special Ability allows the Facility to carry out 2 orders at once. The 👷🏽Hirelings👷🏽 have proficiencies with Artisan’s Tools as specified in the facility’s description.
🏋🏽Empower🏋🏽
The Special Facility confers a Temporary Empowerment to you or someone else.
📦Harvest📦
👷🏽Hirelings👷🏽 gather a resource produced in the Special Facility. During the time required to harvest a resource, the Facility can’t be used to harvest anything else, even if a Special Ability allows the Facility to carry out 2 orders at once.
✋Maintain🤚
All the 🏰Bastion’s Hirelings👷🏽 focus on maintaining the 🏰Bastion🏰 rather than executing orders in Special Facilities. Issuing this order prohibits other orders from being issued to the 🏰Bastion🏰 on the current 🏰Bastion Turn🏰. Each time the Maintain Order is issued, the DM rolls once on the Bastion Events table at the end of this chapter. 🏰Bastion🏰 events are resolved before the next 🏰Bastion Turn🏰.
👥Recruit👥
👷🏽Hirelings👷🏽 recruit creatures to the 🏰Bastion🏰. These creatures might include 1 or more 💂Bastion Defenders💂, whose main purpose is to defend the 🏰Bastion🏰 if it is attacked. The 🏰Bastion🏰 generates enough income to provide for the needs of its 💂Bastion Defenders💂.
📰Research📰
👷🏽Hirelings👷🏽 in the Special Facility gather information.
🤝Trade🤝
👷🏽Hirelings👷🏽 buy & sell goods or services stored or produced in this Special Facility.
Special Facility Descriptions
Special Facilities are presented in alphabetical order. The Special Facilities table lists all the Special Facilities presented in this section, along with their prerequisites and orders. Some Facilities confer additional benefits, specified in their descriptions.
Special Facilities
Level | Special Facility | Prerequisite | Order
5 | Arcane Study | Ability to use an Arcane Focus or a tool as a Spellcasting Focus | Craft
5 | Armory | None | Trade
5 | Barrack | None | Recruit
5 | Garden | None | Harvest
5 | Library | None | Research
5 | Sanctuary | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Craft
5 | Smithy | None | Craft
5 | Storehouse | None | Trade
5 | Workshop | None | Craft
9 | Gaming Hall | None | Trade
9 | Greenhouse | None | Harvest
9 | Laboratory | None* | Craft
9 | Sacristy | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Craft
9 | Scriptorium | None* | Craft
9 | Stable | None | Trade
9 | Teleportation Circle | None | Recruit
9 | Theater | None | Empower
9 | Training Area | None | Empower
9 | Trophy Room | None | Research
13 | Archive | None | Research
13 | Meditation Chamber | None | Empower
13 | Menagerie | None | Recruit
13 | Observatory | Ability to use a Spellcasting Focus | Empower
13 | Pub | None | Research
13 | Reliquary | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Harvest
17 | Demiplane | Ability to use an Arcane Focus or a tool as a Spellcasting Focus | Empower
17 | Guildhall | Expertise in a skill | Recruit
17 | Sanctum | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Empower
17 | War Room | Fighting Style feature or Unarmored Defense feature | Recruit
*Certain orders that can be issued to these facilities have additional prerequisites.
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📔Arcane Study📔
Level 5 Bastion Facility
Prerequisite: Ability to use an Arcane Focus or tool as a Spellcasting Focus
Space: Roomy
Hirelings: 1
Order: Craft
An Arcane Study is a place of quiet research that contains 1 or more desks and bookshelves.
Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a Magical Charm 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.
Craft Options. When you issue the Craft 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 the Arcana tables. 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” 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.
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🗃️Archive🗃️
Level 13 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Research
An Archive is a repository of valuable books, maps, & scrolls. It is usually attached to a Library behind a locked or secret door.
Research:
Helpful Lore. When you issue the Research Order to this Facility, you commission the 👷🏽Facility’s Hireling👷🏽 to search the Archive for helpful lore. The work takes 7 days. The hireling gains knowledge as if they had cast the Legend Lore spell, then shares this knowledge with you the next time you speak with them.
Reference Book. Your Archive contains one copy of a rare and valuable reference book, which gives you a benefit while you and the book are in your 🏰Bastion🏰.
You can choose one of the following options (your DM might make more options available):
Bigby’s Handy Arcana Codex. You have Advantage on any Intelligence (Arcana) check you make when you take the Study action to recall lore about spells, magic items, eldritch symbols, magical traditions, & planes of existence.
The Chronepsis Chronicles. You have Advantage on any Intelligence (History) check you make when you take the Study action to recall lore about historical events, legendary people, ancient kingdoms, past disputes, wars, & lost civilizations.
Investigations of the Inquisitive. You have Advantage on any Intelligence (Investigation) check you make when you take the Study action to make deductions based on clues or evidence or to recall lore about traps, ciphers, riddles, and gadgetry.
Material Musings on the Nature of the World. You have Advantage on any Intelligence (Nature) check you make when you take the Study action to recall lore about terrain, plants, animals, and the weather. The Old Faith and Other Religions. You have Advantage on any Intelligence (Religion) check you make when you take the Study action to recall lore about deities, rites & prayers, hierarchies, holy symbols, and the practices of secret cults.
Enlarging the Facility. You can enlarge your Archive to a Vast Facility by spending 2,000 GP. If you do so, you gain 2 additional reference books chosen from the list above.
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⚔️Armory⚔️
Level 5 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Trade
An Armory contains
Mannequins for displaying Armor.
Hooks for holding Shields.
Racks for storing Weapons.
Chests for holding Ammunition.
Trade:
Stock Armory. When you issue the Trade order to this facility, you commission the 👷🏽Facility’s Hireling👷🏽 to stock the Armory with
Armor
Shields
Weapons
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 💂Bastion Defenders💂 , 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.
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🌀Demiplane🌀
Level 17 Bastion Facility
Prerequisite: Ability to use an Arcane Focus or a tool as a Spellcasting Focus
Space: Vast
Hirelings: 1
Order: Empower
A door up to 5 feet wide and 10 feet tall appears on a flat, solid surface in one of the other Facilities in your 🏰Bastion🏰. You choose the location. If you are in your 🏰Bastion🏰 during a 🏰Bastion Turn🏰, you can relocate this door to another Facility in your 🏰Bastion🏰.
Only you and your 👷🏽Bastion’s Hirelings👷🏽 can open the door, which leads to a Demiplane that takes the form of a stone room. The Demiplane exists in an Extradimensional Space and therefore isn’t attached physically to other locations in your 🏰Bastion🏰. Neither the Demiplane nor its door can be dispelled.
Empower: Arcane Resilience. When you issue the Empower order to this Facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to 5 times your level after spending an entire Long Rest in the Demiplane.
Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane. The object can be no bigger than 5 feet in any dimension; can’t have a value over 5 GP; and must be made of wood, stone, clay, porcelain, glass, paper, nonprecious crystal, or nonprecious metal. You must finish a Long Rest before you can take this action again.
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🎮Gaming Hall🎮
Level 9 Bastion Facility
Prerequisite: None
Space: Vast
Hirelings: 4
Order: Trade
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 7th Day, roll 1d100 and consult the following table to determine your portion of the house’s winnings.
1d100 | Winnings
01–50 | 1d6 × 10 GP
51–85 | 2d6 × 10 GP
86–95 | 4d6 × 10 GP
96–100 | 10d6 × 10 GP
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🪴Garden🪴
Level 5 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Harvest
A 🏰Bastion🏰 can have more than 1 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.
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.
Enlarging the Facility. You can enlarge your Garden to a Vast Facility by spending 2,000 GP. A Vast Garden is equivalent to 2 Roomy Gardens and can include 2 of the same type of Garden or 2 different types. When you issue the Harvest Order to a Vast Garden, each component Garden produces its own Harvest. A Vast Garden gains 1 additional 👷🏽Hireling👷🏽.
Garden Types
Garden Type | Description | Harvest
Decorative | Aesthetically pleasing garden full of flowers and topiaries. | 10 exquisite floral bouquets (worth 5 GP each), 10 vials of Perfume, or 10 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 10 Healer’s Kits or 1 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 2 vials of Antitoxin or 1 vial of Basic Poison
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🪴Greenhouse🪴
Level 9 Bastion Facility
Prerequisite: None Space: Roomy Hirelings: 1 Order: Harvest
A Greenhouse is an enclosure where rare plants & fungi are nurtured in a controlled climate.
Fruit of Restoration. One plant in your Greenhouse has 3 Magical Fruits growing on it. Any creature that eats 1 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 & costs no money.
Harvest:
Poison. You commission the 👷🏽Facility’s Hireling👷🏽 to extract 1 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” for each poison’s effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.
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🏦Guildhall🏦
Level 17 Bastion Facility
Prerequisite: Expertise in a skill
Space: Vast
Hirelings: 1
Order: Recruit
A Guildhall comes with a guild, for which you are the Guild Master. Choose the type of Guild from the options in the Sample Guilds table, or work with your DM to create a new Guild. The Facility is a Meeting Room where members of your Guild can discuss important matters in your presence.
Your Guild has roughly 50 members made up of skilled folk who live and work outside your 🏰Bastion🏰, usually in nearby settlements.
Recruit: Guild Assignment. Each time you issue the Recruit Order to this Facility, you commission the 👷🏽Facility’s Hireling👷🏽 to recruit Guild Members to perform a special assignment. Each Guild in the Sample Guilds table specifies the nature of that assignment. With your DM’s permission and help, you can create new assignments for Guild Members to complete.
Sample Guilds
Guild | Symbol | Assignment
Adventurers’ Guild | Lit Torch | You send adventurers to track down a Beast that has a Challenge Rating of 2 or lower and is known to lair within 50 miles of your 🏰Bastion🏰. The adventurers slay or capture the creature (your choice) in 1d6 + 1 days. If the creature is slain and your 🏰Bastion🏰 has a Trophy Room, you can add a trophy taken from the creature to that facility. If the creature is captured and your Bastion has a Menagerie, you can add the creature to that facility, provided the facility has space to house it.
Bakers’ Guild | Pastry | You assign bakers to create baked goods for a prestigious event that occurs within the next 7 days. You can receive payment in coin (500 GP) or in the form of a favor owed to you by the event’s host, the details of which are left to you and the DM.
Brewers’ Guild | Foaming Mug | You assign brewers to deliver 50 40-Gallon Barrels of Ale (worth 10 GP each) to your 🏰Bastion🏰 in 7 Days.
Masons’ Guild | Stone Mask | You assign masons to add a defensive wall to your 🏰Bastion🏰 at no cost. Alternatively, you can have the masons perform this work for another character’s 🏰Bastion🏰, provided their 🏰Bastion🏰 is within 1 mile of yours. Each 5-foot square of defensive wall takes 1 Day to build instead of 10.
Shipbuilders’ Guild | Crossed Oars | You assign shipbuilders to build one of the vehicles in the Airborne and Waterborne Vehicles table. You pay the full cost of the vehicle, and the work takes 1 day per 1,000 GP of the vehicle’s cost (a Rowboat can be made in 1 day).
Thieves’ Guild | White Key | You assign thieves to infiltrate a location within 50 miles of your Bastion and steal a nonmagical object from it. The object can be no bigger than 5 feet in any dimension and is delivered to your Bastion in 1d6 + 1 Days. The DM may decide this activity leaves you at risk of retaliation from law enforcement or the victim.
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⚗️Laboratory⚗️
Level 9 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Craft
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.
Craft:
Poison. You commission the 👷🏽Facility’s Hireling👷🏽 to craft a vial containing 1 application of a poison.
The poison must be one of the following:
Burnt Othur Fumes
Essence of Ether
Torpor
This work takes 7 days, and you must pay 1/2 the poison’s cost. See “Poison” for descriptions and costs of poisons.
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📚Library📚
Level 5 Bastion Facility
Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Research
This Library contains a collection of books + 1 or more desks & reading chairs.
Research:
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
a known location
a person of significance
a type of creature
a famous object
The work takes 7 Days. When the research concludes, the 👷🏽hireling👷🏽 obtains up to 3 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.
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🧘Meditation Chamber🧘
Level 13 Bastion Facility
Prerequisite: None Space: Cramped Hirelings: 1 Order: Empower A Meditation Chamber is a relaxing space that helps align one’s mind body spirit Empower: Inner Peace. When you issue the Empower order to this facility, your 👷🏽Bastion’s hirelings👷🏽 can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a 🏰Bastion Event🏰, you can roll twice and choose either result. Fortify Self. You can meditate in this Facility over a period of 7 Days. If you leave the 🏰Bastion🏰 during this time, you gain no benefit. Otherwise, at the end of the 7th Day, you gain Advantage on 2 kinds of saving throws for the next 7 Days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.
1d6 | Saving Throw
1 | Strength
2 | Dexterity
3 | Constitution
4 | Intelligence
5 | Wisdom
6 | Charisma
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🦧Menagerie🦍
Level 13 Bastion Facility
Prerequisite: None
Space: Vast
Hirelings: 2
Order: Recruit
A Menagerie has enclosures big enough to contain up to
4 Large Creatures.
4 Small or Medium Creatures can occupy the same space as 1 Large Creature there.
Recruit:
Creature. When you issue the Recruit order to this Facility, you commission the 👷♂️Facility’s Hirelings👷♂️ to add a creature from the Menagerie Creatures table to your Menagerie. The recruitment takes 7 Days and costs you the amount listed in the table. The 👷♂️hirelings👷♂️ look after the creature.
Creatures in your Menagerie count as 💂♂️Bastion Defenders💂♂️. Deduct any you lose from your 💂♂️Bastion Defenders💂♂️ roster. You can choose not to count 1 or more of these creatures as 💂♂️Bastion Defenders💂♂️, in which case they can’t be called on to Defend the 🏰Bastion🏰. Instead, they act in accordance with their nature and use their stat blocks in the Monster Manual.
Menagerie Creatures
Creature | Size | Cost Ape | Medium | 500 GP Black Bear | Medium | 500 GP Brown Bear | Large | 1,000 GP Constrictor Snake | Large | 250 GP Crocodile | Large | 500 GP Dire Wolf | Large | 1,000 GP Giant Vulture | Large | 1,000 GP Hyena | Medium | 50 GP Jackal | Small | 50 GP Lion | Large | 1,000 GP Owlbear | Large | 3,500 GP Panther | Medium | 250 GP Tiger | Large | 1,000 GP
With the DM’s consent, you can add different creatures than those shown in the Menagerie Creatures table to your Menagerie. The cost of a creature depends on its Challenge Rating, as shown on the Creature Costs by Challenge Rating table. Typically only Beasts and some Monstrosities can be kept in a Menagerie, though the DM might allow other creatures.
Creature Costs by Challenge Rating
Challenge Rating | Cost 0 or 1/8 | 50 GP 1/4 | 250 GP 1/2 | 500 GP 1 | 1,000 GP 2 | 2,000 GP 3 | 3,500 GP
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🔭Observatory🔭
Level 13 Bastion Facility
Prerequisite: Ability to use a Spellcasting Focus Space: Roomy Hirelings: 1 Order: Empower Situated atop your 🏰Bastion🏰, your Observatory contains a telescope aimed at the night sky. Observatory Charm. You can use your Observatory to peer into the far corners of Wildspace and the Astral Plane. After spending a Long Rest in your Observatory, you gain a Magical Charm that lasts for 7 Days or until you use it. The Charm allows you to cast Contact Other Plane without expending a spell slot. You can’t gain this Charm again while you still have it. Empower: Eldritch Discovery. When you issue the Empower Order to this Facility, you enable yourself or the 👷🏽Facility’s Hireling👷🏽 to explore the Eldritch Mysteries of the Stars for 7 consecutive nights. At the end of that time, roll a die. If the number rolled is even, nothing is gained. If the number rolled is odd, an unknown power bestows 1 of the following Charms on you or another creature of your choice that is on the same plane of existence as you: Charm of Darkvision Charm of Heroism Charm of Vitality
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🍺Pub🍺
Level 13 Bastion Facility
Prerequisite: None Space: Roomy Hirelings: 1 Order: Research Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colorful name, such as the Rusty Flagon or the Dragon’s Loft. The 👷🏽Facility’s Hireling👷🏽, who serves as the bartender, maintains a network of spies scattered throughout nearby communities. These spies are useful sources of information and frequent the Pub, often incognito. Research: Information Gathering. When you issue the Research Order to this Facility, you commission the Pub’s Bartender to gather information from spies who are aware of all important events happening within 10 miles of your 🏰Bastion🏰 over the next 7 Days. During that time, these spies can divulge the location of any creature that is familiar to you, provided the creature is within 50 miles of your 🏰Bastion🏰 and not hidden by magic or confined to a location that the DM deems is beyond the spy network’s ability to locate. If the spies learn the target’s location, they also learn where that creature has been for the previous 7 Days. Pub Special. The Pub has one magical beverage on tap, chosen from the options below: Bigby’s Burden. Drinking a pint of this beverage grants you the “enlarge” effect of an Enlarge/Reduce spell that has a duration of 24 hours (no saving throw allowed). Kiss of the Spider Queen. Drinking a pint of this beverage grants you the effect of a Spider Climb spell that has a duration of 24 hours. Moonlight Serenade. Drinking a pint of this beverage gives you Darkvision out to 60 feet for 24 hours. If you already have Darkvision, its range is extended by 60 feet for the same duration. Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to Necrotic Damage for 24 hours. Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition. At the start of a 🏰Bastion Turn🏰, you can switch to 1 of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it’s poured. Enlarging the Facility. You can enlarge your Pub to a Vast Facility by spending 2,000 GP. If you do so, the Pub can have 2 magical beverages from the Pub Special list on tap at a time. A Vast Pub gains 3 additional 👷🏽hirelings👷🏽, for a total of 4. These new 👷🏽hirelings👷🏽 are servers. Assign names and personalities to them as you see fit.
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🔒Reliquary🔒
Level 13 Bastion Facility
Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Space: Cramped Hirelings: 1 Order: Harvest This vault holds sacred objects. Reliquary Charm. After spending a Long Rest in your 🏰Bastion🏰, you gain a Magical Charm that lasts for 7 Days or until you use it. The Charm allows you to cast Greater Restoration once without expending a spell slot or using Material Components. You can’t gain this Charm again while you still have it. Harvest: Talisman. When you issue the Harvest Order to this Facility, you commission its 👷🏽Hireling👷🏽 to produce a specially prepared Talisman for your use. The Talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be any Tiny, nonmagical object that has religious significance. The work takes 7 Days and costs no money. You can use this talisman in place of 1 spell’s Material Components, provided the components have a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn’t consumed. After the talisman has been used in this way, it can’t be used again until you return it to your Reliquary and use another Harvest Order to prepare it.
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🔒Sacristy🔒
Level 9 Bastion Facility
Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Space: Roomy Hirelings: 1 Order: Craft 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. 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” 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 1 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.
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⛪Sanctuary⛪
Level 5 Bastion Facility
Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Space: Roomy Hirelings: 1 Order: Craft 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 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.
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⛪Sanctum⛪
Level 17 Bastion Facility
Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Space: Roomy Hirelings: 4 Order: Empower A ⛪Sanctum⛪ is a place of solace and healing. Sanctum Charm. After spending a Long Rest in your 🏰Bastion🏰, you gain a Magical Charm that lasts for 7 Days or until you use it. The Charm allows you to cast Heal once without expending a spell slot. You can’t gain this Charm again while you still have it. Empower: Fortifying Rites. When you issue the Empower Order to this Facility, you inspire its 👷🏽hirelings👷🏽 to perform daily rites that benefit you or another character you name. The beneficiary doesn’t need to be in the 🏰Bastion🏰 when the rites are performed to gain their benefit. Each time the beneficiary finishes a Long Rest, they gain Temporary Hit Points equal to your level. This effect lasts for 7 Days. Sanctum Recall. While the Sanctum exists, you always have the Word of Recall spell prepared. When you cast Word of Recall, you can make your Sanctum the destination of the spell instead of another place you have previously designated. In addition, 1 creature of your choice that arrives in the Sanctum via this spell gains the benefit of a Heal spell.
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✍️Scriptorium✍️
Level 9 Bastion Facility
Prerequisite: None Space: Roomy Hirelings: 1 Order: Craft 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, and the 👷🏽Hireling👷🏽 meets all the prerequisites needed to scribe the scroll. 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 50 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 1 or more locations within 50 miles of your 🏰Bastion🏰.
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⚒️Smithy⚒️
Level 5 Bastion Facility
Prerequisite: None Space: Roomy Hirelings: 2 Order: Craft 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. 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 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.
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🐎Stable🐎
Level 9 Bastion Facility
Prerequisite: None Space: Roomy Hirelings: 1 Order: Trade A Bastion can have more than one 🐎Stable🐎. Each 🐎Stable🐎 you add to your 🏰Bastion🏰 comes with 1 🏇Riding Horse🏇 or 🐪Camel🐪 and 2 🐎Ponies🐎 or 🐎Mules🐎. The Facility is big enough to house 3 Large Animals 2 Medium Creatures occupy the same amount of space as 1 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 1 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 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 % more than the standard price; this profit increases to 50 % when you reach Level 13 and 100 % 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 6 Large Animals.
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🏭Storehouse🏭
Level 5 Bastion Facility
Prerequisite: None Space: Roomy Hirelings: 1 Order: Trade A 🏭Storehouse🏭 is a cool, dark space meant to contain trade goods objects from the Trade Goods table in 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 % more than the standard price; this profit increases to 20 % when you reach Level 9, 50 % when you reach Level 13, and 100 % when you reach Level 17.
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🌀Teleportation Circle🌀
Level 9 Bastion Facility
Prerequisite: None Space: Roomy Hirelings: 1 Order: Recruit 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 🏰Bastion🏰 via your Teleportation Circle. While you are in your 🏰Bastion🏰, you can ask the spellcaster to cast 1 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 1 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 🏰Bastion🏰 is attacked.
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🎭Theater🎭
Level 9 Bastion Facility
Prerequisite: None Space: Vast Hirelings: 4 Order: Empower 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 1 or more of the performances; 1 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 Theater die to roll it and add the number rolled to 1 D20 Test they make, immediately after rolling the d20. If a character hasn’t expended their Theater Die before gaining another, their 1st die is lost.
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🏟️Training Area🏟️
Level 9 Bastion Facility
Prerequisite: None
Space: Vast
Hirelings: 4
Order: Empower
A 🏰Bastion🏰 can have more than 1 🏟️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. 1 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 1 trainer from the Expert Trainers table. On each 🏰Bastion Turn🏰, you can replace that 👷🏽Trainer👷🏽 with another 1 from the table.
Expert Trainers
Trainer Type | Empower Effect 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.
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🏆Trophy Room🏆
Level 9 Bastion Facility
Prerequisite: None Space: Roomy Hirelings: 1 Order: Research This room houses a Collection of Mementos, such as Weapons from Old Battles Mounted Heads of Slain Creatures Trinkets plucked from Dungeons / Ruins Trophies passed down from Ancestors. Research Options. When you issue the Research Order to this facility, choose one of the following options: Research: Lore. You commission the 👷🏽Facility’s Hireling👷🏽 to research a topic of your choice. The topic can be a legend any kind of creature a famous object The topic need not be directly related to items on display in the room, as the trophies provide clues to research a wide variety of other subjects. The work takes 7 Days. When the research concludes, the hireling obtains up to 3 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 is learned. Research: Trinket Trophy. You commission the 👷🏽Facility’s Hireling👷🏽to search for a trinket that might be of use to you. The work takes 7 Days. When the research concludes, roll any die. If the number rolled is odd, the hireling finds nothing useful. If the number rolled is even, the hireling finds a magic item. Roll on the Implements—Common table to determine what it is.
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🎖️War Room🎖️
Level 17 Bastion Facility
Prerequisite: Fighting Style feature or Unarmored Defense feature Space: Vast Hirelings: 2+ (see below) Order: Recruit The 🎖️War Room🎖️ is where you plan military actions in consultation with an Inner Circle of Loyal Lieutenants, each 1 a battle-hardened Warrior Veteran whose alignment matches yours. You start with 2 Lieutenants but can add more, as described below. If your 🏰Bastion🏰 lacks Facilities to house your Lieutenants, they secure accommodations in the Inn or Settlement closest to your 🏰Bastion🏰. Lieutenants are 👷🏽hirelings👷🏽, not 💂Bastion Defenders💂; If your 🏰Bastion🏰 is attacked, each Lieutenant housed in your 🏰Bastion🏰 reduces by 1 the number of dice you roll to determine how many 💂Bastion Defenders💂 are lost in the attack. The 🎖️War Room🎖️ contains war memorabilia plus a large table surrounded by enough chairs for you and your Lieutenants. Recruit Options. When you issue the Recruit Order to this Facility, choose 1 of the following options:Recruit: Lieutenant. You gain 1 new Lieutenant. You can have up to 10 Lieutenants at any time. Assign names and personalities to them as you see fit. Recruit: Soldiers. You commission 1 or more of your Lieutenants to assemble a small army. Each Lieutenant can muster 100 Guards in 7 Days to fight for your cause. Reduce that number to 20 if you want them to be mounted on Riding Horses . It costs you 1 GP per day to feed each guard and each horse in your army. Wherever the army goes, it must be led by you or at least 1 of your Lieutenants, or else it disbands immediately. The army also disbands if it goes 1 Day without being fed. Otherwise, the army remains until it is destroyed or you command it to disband. You can’t issue this Recruit Order again until your current army disbands or is destroyed.
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🏪Workshop🏪
Level 5 Bastion Facility
Prerequisite: None Space: Roomy Hirelings: 3 Order: Craft This 🏪Workshop🏪 is a creative space where useful items can be crafted. Artisan’s Tools. The Workshop comes equipped with 6 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. 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 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 2 additional 👷🏽hirelings👷🏽 and 3 additional Artisan’s Tools (chosen from the list above).
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🏰Bastion Events🏰
Immediately after a character issues the Maintain Order to their 🏰Bastion🏰, the DM rolls once on the 🏰Bastion Events🏰 table to determine what event, if any, befalls the 🏰Bastion🏰 before the next 🏰Bastion Turn🏰. If an event occurs, the DM reads the event aloud to the player whose character controls that 🏰Bastion🏰. (All the events are described in the sections following the table.) The event is resolved immediately, with the player and DM working together to expand story details as needed. If multiple characters issue the Maintain Order on the same 🏰Bastion Turn🏰, roll once on the table for each of them, resolving each event separately even if the 🏰Bastions🏰 are combined. 🏰Bastion Events🏰 occur only when a 🏰Bastion🏰 is operating under the Maintain Order, which often means that the 🏰Bastion’s Owner🏰 isn’t present in the 🏰Bastion🏰 at the time. That means these events can be opportunities for the player to take on the role of the 🏰Bastion’s Hirelings🏰 and roleplay their reactions to these events. The DM can even turn a 🏰Bastion Event🏰 into a cutscene where each player takes on the role of one of the 🏰Bastion’s Hirelings🏰 (under the guidance of the player whose character owns the Bastion).
Bastion Events
1d100 | Event 01–50 | All Is Well 51–55 | Attack 56–58 | Criminal Hireling 59–63 | Extraordinary Opportunity 64–72 | Friendly Visitors 73–76 | Guest 77–79 | Lost Hirelings 80–83 | Magical Discovery 84–91 | Refugees 92–98 | Request for Aid 99–00 | Treasure
Event Descriptions
The events from the Bastion Events table are detailed here in alphabetical order.
All Is Well
Nothing significant happens. Roll on the following table, fleshing out the details as you see fit.
1d8 | Details 1 | Accident reports are way down. 2 | The leak in the roof has been fixed. 3 | No vermin infestations to report. 4 | You-Know-Who lost their spectacles again. 5 | One of your hirelings adopted a stray dog. 6 | You received a lovely letter from a friend. 7 | Some practical joker has been putting rotten eggs in people’s boots. 8 | Someone thought they saw a ghost.
🏰Bastion Tracker🏰 Players can use the Bastion Tracker sheet as a record of the facilities and other characteristics of their Bastions. Encourage your players to list their hirelings on this sheet and develop them more fully as NPCs on separate sheets ( perhaps using the NPC Tracker ). Similarly, the Bastion Tracker provides space to indicate the space of each special facility, but encourage players to draw maps of their Bastions (see “Bastion Map” earlier in this chapter).
Attack
A hostile force attacks your 🏰Bastion🏰 but is defeated. Roll 6d6; for each die that rolls a 1 , 1 Bastion Defender dies. Remove these Bastion Defenders from your Bastion’s Roster. If the Bastion has 0 Bastion Defenders, 1 of the Bastion’s Special Facilities (determined randomly) is damaged and forced to shut down. A Special Facility that shuts down can’t be used on your next 🏰Bastion Turn🏰, after which it is repaired and made operational again at no cost to you.
Criminal Hireling
One of your Bastion’s Hirelings has a criminal past that comes to light when officials or bounty hunters visit your Bastion with a warrant for the hireling’s arrest. You can retain the Hireling by paying a bribe of 1d6 × 100 GP. Otherwise, the Hireling is arrested and taken away. If this loss leaves 1 of your Facilities without any Hirelings, that Facility can’t be used on your next Bastion Turn. The Hireling is then replaced at no cost to you.
Extraordinary Opportunity
Your Bastion is given the opportunity to host an important festival or celebration, fund the research of a powerful spellcaster, or appease a domineering noble. Work with the DM to determine the details. If you seize the opportunity, you must pay 500 GP to cover costs. In return, your Bastion gains a sudden influx of recognition or attention, prompting the DM to roll again on the Bastion Events table (rerolling this result if it comes up again). If you decline the opportunity, you don’t pay the money and nothing else happens.
Friendly Visitors
Friendly visitors come to your Bastion, seeking to use one of your Special Facilities. They offer 1d6 × 100 GP for the brief use of that facility. For example, a knight might want your Smithy to replace a horseshoe or repair a damaged weapon or suit of armor, or sages might need your Arcane Study to help them settle a dispute. Their use of the Facility doesn’t interrupt any orders you’ve issued to it.
Guest
A Friendly guest comes to stay at your Bastion. Determine the guest by rolling on the following table, and work with your DM to flesh out the details.
1d4 | Guest 1 | The guest is an individual of great renown who stays for 7 Days. At the end of their stay, the guest gives you a letter of recommendation (see “Marks of Prestige”). 2 | The guest requests sanctuary while avoiding persecution for their beliefs or crimes. They depart 7 Days later, but not before offering you a gift of 1d6 × 100 GP. 3 | The guest is a Mercenary, giving you one additional Bastion Defender. The guest doesn’t require a Facility to house them, and they stay until you send them away or they’re killed. 4 | The guest is a Friendly Monster, such as a Brass Dragon or a Treant. If your Bastion is attacked while this monster is your guest, it defends your Bastion, and you lose no Bastion Defenders. The monster leaves after it defends your Bastion once or when you send it away.
Lost Hirelings
One of your Bastion’s Special Facilities (determined randomly) loses its hirelings. The cause of their departure is up to you. The Facility can’t be used on your next Bastion Turn, but the Hirelings are replaced at no cost to you at that point.
Magical Discovery
Your Hirelings discover or accidentally create an Uncommon magic item of your choice at no cost to you. The magic item must be a Potion or Scroll.
Refugees
A group of 2d4 refugees fleeing from a monster attack, a natural disaster, or some other calamity seeks refuge in your Bastion. If your Bastion lacks a Basic Facility large enough to house them, the refugees camp right outside the Bastion. The refugees offer you 1d6 × 100 GP as payment for your hospitality and protection. They stay until you find them a new home or a hostile force attacks your Bastion.
Request for Aid
Your Bastion is called on to help a local leader. Perhaps there’s a search on for a missing person, or brigands are plaguing the area. If you help, you must dispatch one or more Bastion Defenders. Roll 1d6 for each Bastion Defender you send. If the total is 10 or higher, the problem is solved and you earn a reward of 1d6 × 100 GP. If the total is less than 10, the problem is still solved, but the reward is halved and 1 of your Bastion Defenders is killed. Remove that Bastion Defender from your Bastion’s roster.
Treasure
Your Bastion acquires an art object or a magic item determined by rolling on the table below and then rolling on the specified table . How the Bastion acquires this treasure is up to you. It might represent an inheritance, a gift from a guest or an admirer, a theft, or a fortunate discovery. If you’re in the Bastion, you can claim the treasure immediately; otherwise, it is placed in storage until you can claim it.
1d100 | Treasure 01–40 | Roll on the 25 GP Art Objects table. 41–63 | Roll on the 250 GP Art Objects table. 64–73 | Roll on the 750 GP Art Objects table. 74–75 | Roll on the 2,500 GP Art Objects table. 76–90 | Roll on a Common Magic Items table of your choice (Arcana, Armaments, Implements, or Relics). 91–98 | Roll on an Uncommon Magic Items table of your choice (Arcana, Armaments, Implements, or Relics). 99–00Roll on a Rare Magic Items table of your choice (Arcana, Armaments, Implements, or Relics).
Fall of a Bastion
A player character can lose their Bastion in the following ways: Divestiture. A character can give up their Bastion anytime, releasing the Bastion’s Hirelings and abandoning the location. The divested Bastion is quickly vacated, is eventually looted, and might even be burned to the ground. Neglect. If a character issues no orders to their Bastion for a number of consecutive Bastion turns equal to the character’s level (typically because the character is dead or otherwise out of commission), the hirelings abandon the Bastion and the site is eventually looted. If the character returns later, they can start a new Bastion, perhaps building it amid the ruins of the old one. Ruination. Drawing the Ruin Card from the Deck of Many Things instantly deprives a character of their Bastion. When such an event occurs, the player can decide what terrible fate befalls the Bastion. The Bastion might be sacked by enemies or destroyed by an earthquake, for example. Regardless of how the Bastion falls, the player can work with the DM to establish a new Bastion and determine how it comes into being. Use the Special Facility Acquisition table to determine how many special facilities come with it. The new Bastion also starts with two basic facilities (1 Cramped & 1 Roomy) of the player’s choice.











