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House (Stronghold)

House (Stronghold)

A house provides you and your party a safe place to live. Houses range from small dwellings to opulent palaces filled with ballrooms and banquet halls. When out adventuring, you are able to bring with you some of the comforts of home.

Stronghold Feat: The urge to return to your home can help embolden the hearts of everyone who travels with you. You and your allies gain advantage on saving throws made against forced marches when on a journey to return to your house.

At Grade 2, once per week you and your party may gain the benefit of a long rest by taking a short rest . A creature cannot benefit from this more than once a week.

At Grade 4, once per month you are able to throw a lavish and impressive event in your house that draws the attention of people from all around. You gain a 1d6 expertise die on Intelligence, Wisdom, and Charisma checks made while hosting such an event.

At Grade 5, this expertise die increases to 1d8.

Best Suited For: Any

Minimum Size: 250 square feet (Grade 1)

Minimum Quality: Frugal

Followers Available: Cook, footpad, minstrel, porter, torchbearer

Encampment

Encampment

Whether home to a band of outlaws or the permanent base of an army, an encampment is found in the wilderness, often consisting of multiple small buildings, tents, and shelters.

Rural: An encampment is a rural stronghold.

Stronghold Feat: You gain an expertise die on ability checks made to hide in natural surroundings.

At Grade 2, you’ve learned to live off the land. When you gain Supply as the result of a journey activity, you gain 1 extra Supply.

At Grade 4, you are so familiar with living in the wilderness that you no longer require a haven in order to remove levels of fatigue and strife during a long rest .

At Grade 5, your familiarity with temporary structures is such that you can spend 1 hour to create a haven able to shelter a number of creatures equal to your proficiency bonus. You can’t use this feature again until after you finish a long rest.

Best Suited For: Berserker , fighter , ranger , rogue

Minimum Size: 1 acre feet (Grade 1)

Minimum Quality: Frugal

Followers Available: Healer, teamster, torchbearer

Farm (stronghold)

Farm (stronghold)

A farm is any organized cultivation and harvesting from the land, from a family steading to a sprawling ranch. This typically includes groves of fruit trees, fields of vegetables, large pastures for the raising of livestock, or a combination of the three.

Rural: A farm is a rural stronghold.

Stronghold Feat: You gain a number of additional Hit Dice equal to your proficiency bonus (if you have multiple types of Hit Dice, use the largest). This does not increase your hit point maximum. In addition, you have no daily expenses while in the same region as your stronghold.

At Grade 4, your time working the farm has made it easy for you to recover quickly. When you expend Hit Dice to heal during a short rest , you can treat a Hit Die roll of 4 or lower as a 4.

At Grade 5, you regain 1 additional hit point for every Hit Die expended during a short rest.

Best Suited For: Berserker , druid , ranger

Minimum Size: 11 acres (Grade 3)

Minimum Quality: Frugal

Followers Available: Porter, teamster, torchbearer

Guildhouse (stronghold)

Guildhouse (stronghold)

A guildhouse is the headquarters of a group of individuals or businesses known as a guild. Guilds can range from criminal enterprises such as thieves guilds, to legitimate concerns such as merchants guilds. There are guilds for most crafts or trades.

Stronghold Feat: You receive a discount for mundane goods and services equal to 5% × your guildhouse’s Grade.

At Grade 4 or higher, you gain an expertise die on ability checks made to deal with representatives of commercial or criminal organizations.

At Grade 5 this expertise die increases to 1d6.

Best Suited For: Rogue

Minimum Size: 1,001 square feet (Grade 2)

Minimum Quality: Average

Followers Available: Porter, torchbearer (depending on the guild: apothecary, bodyguard, footpad, healer, minstrel, smith)

Laboratory (Stronghold)

Laboratory (Stronghold)

A laboratory contains magical and alchemical equipment suited to research and experimentation as well as various containers—crates, barrels, bottles—holding materials and reagents used in the experiments.

Stronghold Feat: You immediately learn one new cantrip or spell at the highest spell level which you have access to, chosen from one of your class spell lists. In addition, once between long rests you can use a bonus action to regain a spell slot of a spell level equal to half your proficiency bonus.

At Grade 4, while using your laboratory the time required to relearn a class feature from the sorcerer , warlock , or wizard class is reduced by half.

At Grade 5, while using your laboratory the time required to retrain an archetype from the sorcerer, warlock, or wizard class is reduced to 1 month.

Best Suited For: Sorcerer, warlock, wizard

Minimum Size: 1,001 square feet (Grade 2)

Minimum Quality: Luxurious

Followers Available: Apothecary, diviner, interpreter, porter, sage, torchbearer

Library

Library

A library is a repository of knowledge contained within the reams and pages of books, scrolls, and tomes stacked atop one another or alongside on rows of shelves, as well as a comfortable area to read them in.

Stronghold Feat: You gain an expertise die whenever you make an Intelligence check using a skill you are proficient with.

At Grade 2 and each Grade afterward, choose one subject. Your library staff have traded other books in exchange for a masterwork book on the chosen subject.

At Grade 4, while you are in your library you are able to read an entire masterwork book over the course of a long rest .

At Grade 5, your excellent staff have made efficient summaries tailored specifically for you for every masterwork book in your library.

You are able to read and internalize one book summary at a time and can do so over the course of a short rest.

Best Suited For: Wizard

Minimum Size: 100 square feet (Grade 1)

Minimum Quality: Luxurious

Followers Available: Apothecary, diviner, interpreter, sage, torchbearer

Menagerie

Menagerie

A menagerie contains animals, monsters, and exotic wildlife from around the world. Usually these animals are kept for display, but many druids and rangers operate animal sanctuaries or veterinary services.

Rural: A menagerie can be either a building or a rural stronghold.

Stronghold Feat: Once per long rest , you can use an action to heal a familiar or animal companion you touch, which regains 3d8 hit points. In addition, you gain an expertise die whenever you make an ability check related to animals.

At Grade 4, you can heal a familiar or animal companion using your stronghold feat once per short or long rest. In addition, once per long rest you can spend 1 minute tending to a familiar or animal companion to restore it to its hit point maximum.

At Grade 5, you gain advantage on checks made to identify the lore and legends of a creature you can see.

Best Suited For: Druid , ranger

Minimum Size: 1,001 square feet or 6 acres (Grade 2)

Minimum Quality: Frugal

Followers Available: Healer, minstrel, teamster, torchbearer

Sacred Grove (Stronghold)

Sacred Grove (Stronghold)

A sacred grove which you tend to during downtime helps to attune you to nature. A sacred grove can be as small as a carefully cultivated herb garden or as large as an entire forest. Many castles have a small sacred grove on their lands, often with a symbolic tree or other feature.

Rural: A sacred grove is a rural stronghold.

Stronghold Feat: Choose one skill you are proficient with. If you are in natural, outdoor surroundings you gain an expertise die whenever you make an ability check using the chosen skill.

At Grade 2 and each Grade afterward, choose an additional skill you are proficient with to benefit from this stronghold feat.

At Grade 4, you learn the commune with nature spell if you do not already know it, and you may cast it once between long rests without expending a spell slot.

At Grade 5, you gain an expertise die whenever you make an ability check if you are in natural, outdoor surroundings.

Best Suited For: Druid

Minimum Size: 1 acre (Grade 1)

Minimum Quality: Frugal

Followers Available: Apothecary, diviner, healer, sage, teamster, torchbearer

Castle (Stronghold)

Castle (Stronghold)

A castle is a fortified building and a symbol of power; castles range from small wooden keeps to imposing citadels. Usually featuring reinforced walls and often surrounded by a moat or other defensive feature, a castle is designed to protect the occupants from invading forces.

Stronghold Feat: You gain a coat of arms, which can be displayed on your shield or on the flag of a squire bearing your standard (if you have one). Allies who can see your coat of arms gain advantage on saving throws against fear .

At Grade 5, your coat of arms can inspire your allies. When an ally able to see your coat of arms makes a successful saving throw against fear, they gain inspiration.

Best Suited For: Fighter , marshal

Minimum Size: 5,001 square feet (Grade 3)

Minimum Quality: Average

Followers Available: Cook, interpreter, minstrel, porter, smith, squire, torchbearer

Pagination