Mobile (Stronghold Feature)
Mobile (Stronghold Feature)
Choosing the mobile feature means that a stronghold can also double as a vehicle. The cost for this feature should be handled on a case-bycase basis by the narrator. For strongholds that start as vehicles, such as the ship, there is no cost modifier. Adventurers who want a walking castle, however, will likely be spending far more to cover the cost of engineers, spellcasters, and components.
Sailor (Follower)
Sailor (Follower)
Sailors form the crew on seafaring vessels, with duties including raising sails, keeping watch, and cleaning decks.
Inexperienced. Once per day, you gain advantage on a Perception check made at sea.
Seasoned. Once per day, you gain a 1d6 expertise die on Intimidation checks made at sea
Expert. If you have a ship, it can travel one-quarter faster than it could normally.
Ship (Stronghold)
Ship (Stronghold)
A ship is a floating bastion, able to carry crew, passengers, and supplies on long voyages. Some ships are bare or outfitted for war; others are luxuriously appointed, making every journey a pleasure.
Ships are unable to use the disguised/hidden, island, mountaintop, underground, or pocket dimension features. As a stronghold, you may treat your ship as a haven .
Special. The cost of a ship is determined not by its square footage, but by its entry in the water vehicles table (see Table: Water Vehicles in Chapter Four: Equipment of Adventurer’s Guide).
Ability Score Increase: Charisma or Constitution
Mobile: A ship is a stronghold that doubles as a vehicle.
Stronghold Feat: You gain proficiency with water vehicles. If you are already proficient, you instead gain an expertise die .
At Grade 3, you gain an expertise die on all Athletics checks to climb or swim.
At Grade 4, you gain the ability to speak with all sea creatures. This does not grant them intelligence they would not normally have.
At Grade 5, your ship becomes so well-known that you and a number of allies equal to your proficiency bonus gain an expertise die when making Intimidation or Persuasion checks. These allies are chosen when you reach this grade and can be changed once per week.
Best Suited For: Fighter , marshal , rogue
Minimum Size: 400 square feet (Grade 2)
Minimum Quality: Frugal
Followers Available: Apothecary, cook, diviner, healer, sailor
Airship (Stronghold)
Airship (Stronghold)
An airship is a flying bastion, able to carry crew, passengers, and supplies on long voyages. Many airships are well-appointed or even opulent, as such a vessel requires a massive investment.
Airships are unable to use the disguised, island, mountaintop, underground, or pocket dimension features. They must have the mobile (as detailed in “Heirs of Command: Marshal Archetypes” in Gate Pass Gazette Issue #9) and floating in the air features. As a stronghold, you may treat your airship as a haven .
Special. As airships are often modified water-based ships, the size cost, and staff of an airship is determined not by its square footage, but by a corresponding vehicle (see Tables: Land, Water, or Air Vehicles in Chapter Four: Equipment of Adventurer’s Guide). Depending on the nature of the base vehicle, the Narrator may or may not choose to apply the cost multiplier of the floating in the air feature—a cloud galleon is already equipped to fly, but enchanting a mundane warship will likely be quite expensive
Ability Score Increase: Charisma or Dexterity
Stronghold Feat: You gain proficiency in air vehicles if you do not already have it
At Grade 3 you gain an expertise die on all Athletics or Acrobatics checks to climb or keep your feet.
At Grade 4 you gain the ability to speak with any creature capable of flight, though this does not provide them with greater intelligence to reply.
At Grade 5 your ship becomes so well-known that you and a number of allies equal to your proficiency bonus gain an expertise die when making Intimidation or Persuasion checks, chosen once.
Best Suited For: Bard , marshal , rogue
Minimum Size: 400 square feet (Grade 2)
Minimum Quality: Average
Followers Available: Aeronaut, cook, diviner, healer, interpreter
Skysailor (Follower)
Skysailor (Follower)
Skysailors, also known as aeronauts, perform the same basic duties on airships as sailors do on mundane ones, such as raising sails, keeping watch, and cleaning decks, as well as airship-specific duties such as maintaining the flight-enabling mechanics or magics of the craft.
Inexperienced. Once per day, you gain advantage on a Perception check made at while aboard an air vehicle.
Seasoned. Once per day, you gain a 1d6 expertise die on Intimidation checks made while aboard an air vehicle.
Expert. If you have an airship, it can travel one-quarter faster than it could normally.
The Zephyr
The Zephyr
With a deck just over 80 feet in length and 20 feet wide, the Zephyr is a beautiful rosewood ship hanging by ropes and chains from a massive canvas balloon framed with wooden ribs. Within the balloon a massive air elemental enjoys their time raising, or lowering, or racing the airship to and fro at the whims of Captain Talune.
The upper deck is divided into the forecastle, 15 feet deep from the prow of the ship, the Aftcastle, 20 feet deep from the stern of the ship, and the main deck occupying the 85 feet between. Within the forecastle is the ship’s galley, where the cook Alphonse prepares delightfully inventive meals for the crew and guests. Within the aftcastle are both the Captain’s quarters and also their modest library. Atop the forecastle is a lookout’s station at the prow, and upon the aftcastle the ship’s wheel.
The amidships are largely given over to the crew’s comforts, as well as two state rooms just beneath the Captain’s quarters. While the lowermost section of the boat, the hold, contains the cargo. While the cargo can be brought to the upper deck for disembarking when the Zephyr sets to port on water, a watertight cargo bay door on the starboard side allows for a quicker loading so long as the airship hovers, or rests in a drydock cradle.
Stronghold Type: | Airship |
Size: | Gargantuan (Grade 3) |
Quality: | Luxurious |
Features: | Floating in the air, mobile |
Total Cost: | 40,000 gold |
Prestige Bonus: | +2 |
Staff: | 15 |
Weapon Properties
Weapon Properties
All weapons may deal the same basic types of damage, but they also have special properties that make each unique. You can only benefit from properties marked with † if you are proficient with the weapon.
Breaker. This weapon deals double damage to unattended objects, such as doors and walls. If this property only applies to a specific type of material, such as wood, it is stated in parenthesis after this property.
Compounding†. You use only your Strength modifier for attack and damage rolls made with this weapon.
Defensive†. This weapon is designed to be used with a shield of the stated degree or lighter (light, medium, or heavy). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.
Dual-Wielding†. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting).
Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon.
Hand-Mounted†. This weapon is affixed to your hand. You can do simple activities such as climbing a ladder while wielding this weapon, and you have advantage on saving throws made to resist being disarmed. You cannot use a hand that is wielding a hand-mounted weapon to do complex tasks like picking a pocket, using thieves’ tools to bypass a lock, or casting spells with seen components.
Heavy. This weapon is too large for Small creatures to use effectively. Small creatures have disadvantage on attack rolls with heavy weapons.
Loading. This weapon must be loaded before it can be used. You may only make one attack with a loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Mounted†. This weapon deals the damage listed in parenthesis when you are wielding it while mounted.
Parrying†. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned .
Parrying Immunity. Attacks with this weapon ignore the parrying property and Armor Class bonuses from shields.
Range. This weapon fires ammunition. The range lists two numbers after it, both measured in feet—the first is the weapon’s normal range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range.
Reach. This weapon can be used to make attacks against targets within 10 feet. If a weapon has a longer reach, it is stated in parentheses after this property.
Simple. This weapon can be used with very little skill or training, and all creatures gain proficiency with it.
Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll.
Trip†. When used with a combat maneuver that trips a creature or the Knockdown attack, this weapon increases your Maneuver DC by 1. If the target is mounted, your Maneuver DC is instead increased by 2.
Two-Handed. You must use two hands to wield this weapon.
Versatile. This weapon may be wielded with one or both hands. If wielded with both hands, it deals the damage listed in parentheses.
Vicious. A vicious weapon scores a critical hit on a roll of 19 or 20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).