Your Bastion

Basic Facilities

Bedrooms

These are your generic bedrooms. Each player has a bedroom, and NPCs can stay in an empty bedroom. Hirelings sleep at a different facility unless you would like to make a separate area for them.

Dining Room

This is a basic dining room, where you can host meetings and eat.

Kitchen

The kitchen is stocked with rations and feeds you and your group. Whatever you would like stocked will be stocked by hirelings (within reason).

Courtyard

The courtyard is an outdoor area within your facility that has a large tree in the middle, as well as benches.

Captain’s Quarters

Upstairs is a captain’s quarters, with a desk and chests surrounding.

Map Room

Opposite the Captain’s Quarters is a large map room, with a table in the center with the World map on it.

Special Facilities

Garden

Level 5 Bastion Facility

Prerequisite: None Space: Roomy or Vast Hirelings: 1 (Roomy) or 2 (Vast) Order: Harvest

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.

Garden Types

Garden TypeDescriptionHarvest
DecorativeAesthetically pleasing garden full of flowers and topiaries.Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles
FoodGarden of delicious mushrooms or vegetables100 days worth of Rations
HerbGarden of rare herbs, some of which have medicinal usesHerbs that are used to create either ten Healer’s Kits or one Potion of Healing
PoisonGarden stocked with plants and fungi from which poisons and antitoxin can be extractedPlants 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 one additional hireling.

Library

Level 5 Bastion Facility

Prerequisite: None 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 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 (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.

Hirelings
Lyra
  • Appearance: Lyra is a lithe and graceful half-elf with long, flowing silver hair that she often wears in a braid. Her eyes are a striking shade of emerald green, and she moves with an almost feline grace.
  • Personality: Lyra is a free spirit, more comfortable scaling cliffs and tracking prey than navigating the social intricacies of court. She is fiercely loyal to those she considers friends, but her independent nature can sometimes clash with authority. Lyra possesses a dry wit and enjoys teasing her companions, though she always has their backs in a fight.
  • Mannerisms: Lyra often whistles a lively tune as she moves, a habit she picked up during her years spent living amongst the nomadic tribes of the plains. She has a habit of fidgeting when indoors, constantly adjusting her weapons or looking for an escape route.
Kaelen
  • Appearance: Kaelen is a tall and slender half-elf with a scholarly air. He wears glasses perched on his nose and carries a well-worn book under his arm at all times. His hair is a dark brown, streaked with silver, and his eyes are a deep, thoughtful blue.
  • Personality: Kaelen is a quiet and observant individual, more comfortable in the company of books than people. He possesses a vast knowledge of history, lore, and arcane theory, and he is eager to share his knowledge with others. Kaelen can be somewhat timid and easily overwhelmed by social situations, but he is fiercely loyal to his friends and will always offer his support in times of need.
  • Mannerisms: Kaelen often tucks a stray strand of hair behind his ear and adjusts his glasses when deep in thought. He has a habit of muttering to himself as he reads, often reciting passages from ancient texts.

Bastion Options

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 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

Prerequisite: None Space: Roomy Hirelings: 1 Order: Trade

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

Prerequisite: None Space: Roomy or Vast Hirelings: 1 Order: Recruit

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

Prerequisite: None Space: Roomy or Vast Hirelings: 1 (Roomy) or 2 (Vast) Order: Harvest

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.

Garden Types

Garden TypeDescriptionHarvest
DecorativeAesthetically pleasing garden full of flowers and topiaries.Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles
FoodGarden of delicious mushrooms or vegetables100 days worth of Rations
HerbGarden of rare herbs, some of which have medicinal usesHerbs that are used to create either ten Healer’s Kits or one Potion of Healing
PoisonGarden stocked with plants and fungi from which poisons and antitoxin can be extractedPlants 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 one additional hireling.

Library

Level 5 Bastion Facility

Prerequisite: None 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 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 (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.

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