Level: Special Facility (Prerequisite, Order)
- 5: Arcane Study (Ability to use an Arcane Focus or a tool as a Spellcasting Focus, Craft)
- 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: Storehouse (None, Trade)
- 5: Workshop (None, Craft)
Arcane Study
Level 5 Bastion Facility
- Prerequisite: Ability to use an Arcane Focus or tool as a Spellcasting Focus
An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.
Arcane Study 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 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 in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the “Crafting Magic Items” section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility’s hireling can assist), and you must have all those spells prepared every day you spend crafting the item.
Armory
Level 5 Bastion Facility
An Armory contains mannequins for displaying armor, hooks for holding Shields, racks for storing weapons, and 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, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved.
While your Armory is stocked, your Bastion Defenders are harder to kill. When any event causes you to roll dice to determine if your Bastion loses one or more of its defenders (see “Bastion Events” at the end of this chapter), roll 1d8 in place of each d6 you would normally roll. When the event is over, the equipment in your Armory is expended regardless of how many Bastion Defenders you have or how many you lost, leaving your Armory depleted until you issue another Trade order to the facility and pay the cost to restock it.
Barrack
Level 5 Bastion Facility
A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve Bastion Defenders.
Recruit: Bastion Defenders. Each time you issue the Recruit order to this facility, up to four Bastion Defenders are recruited to your Bastion and assigned quarters in this Barrack. The recruitment costs no money. You can’t issue the Recruit order to this facility if it’s fully occupied.
Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and personalities to your Bastion Defenders as you see fit.
Enlarging the Facility. You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twenty-five Bastion Defenders.
Garden
Level 5 Bastion Facility
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.
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 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 one additional hireling.
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)
Library
Level 5 Bastion Facility
Space: Roomy
Hirelings: 1
Order: Research
This Library contains a collection of books plus one or more desks and 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 or location, a person of significance, a type of creature, or a famous object. The work takes 7 days. When the research concludes, the hireling obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information you learn.
Sanctuary
Level 5 Bastion Facility
- Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
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 5 Bastion Facility
This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
Craft: Smith’s Tools. The facility’s hirelings craft anything that can be made with Smith’s Tools, using the rules in the Player’s Handbook.
Craft: Magic Item (Armament). If you are level 9+, can you commission the facility’s hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have 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.
Storehouse
Level 5 Bastion Facility
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 5 Bastion Facility
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:
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).
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