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# Strongholds Strongholds are structures that characters can create and use between their adventures, serving as a place to store supplies and loot, rest and recuperate, and draft plans and conduct other downtime activities. A stronghold has its own character sheet, and as it levels up it offers a multitude of upgrades and benefits to the characters. ### The Stronghold A stronghold's most important statistic is its size. The size of a stronghold determines the number of upgrades it can hold at one time. A stronghold's upgrades then define how a given stronghold is used- a stronghold with several armor and defense upgrades might be an impenetrable fortress, while a stronghold with a variety of upgrades might be less defensive but offer more uses. ___ Creating a stronghold and upgrading it uses the following chart, which determines the time and gold required to build that stronghold via a [Project Clock](https://www.gmbinder.com/share/-O5p6c1iso7A1X_7QF3l), as well as how many Upgrades that stronghold can hold. Each stronghold level must be completed in order- a level 1 stronghold must be upgraded to level 2 before it can reach level 3 or higher, for instance. ##### Table - Stronghold Leveling | Stronghold Level |Rough Size | Time Required |Gold Required| Max Upgrades |:-|:-|:-|:-|:-| | 1 |Hut|50 days|2,500gp|2 | 2 |Small house|80 days|4,000gp|3 | 3 |Townhouse|80 days|6,000gp|5 | 4 |Chateau|160 days|8,000gp|6 | 5 |Mansion| 160 days|10,000gp|8 | 6 |Keep|200 days|12,000gp|9 | 7 |Small Fortress|200 days |18,000gp|10 | 8 |Standard Fortress|300 days |30,000gp|12 | 9 |Grand Castle|300 days |50,000gp|13 | 10 |City Block|400 days |125,000gp|14 ___ Characters might collaborate during their Downtime to create a stronghold faster than if one character were constructing one alone, but it should be nearly impossible for the characters to create even a single proper stronghold on their own. They must find aid to craft such a structure, whether by hiring craftspeople or using high level spells. Doing so halves the time required to increase a Stronghold's level, *but not its cost*. This effect cannot stack. \columnbreak ### Base Statistics A base stronghold is made of wood and possibly stone. Its AC is 12, and its walls have 20 hit points per every 5 foot square panel. ### Upgrades Upgrades define how a stronghold is used. They might make a stronghold an impenetrable fortress, or an expansive farm. Each upgrade grants a stronghold special traits in addition to its basic statistics, which provide the characters and any NPCs they allow within their stronghold certain benefits. Adding an Upgrade to a stronghold has a cost associated with it, described in the upgrade's description, which must be paid to add the upgrade. If the upgrade has a prerequisite, the prerequisite must be met before the upgrade can be added. Each upgrade can fill multiple upgrade slots in a stronghold, with its effects being cumulative, as described in the upgrade's description. #### Apothecary (Cost: 300gp; Prerequisite: Stronghold level 2 or higher) ___ You have an apothecary within your stronghold, which reduces the cost of crafting poisons and potions by 20gp when used. ___ **Multiple Slots.** When this upgrade is taken multiple times, the gp cost to craft poisons and potions decreases by 20gp for each Upgrade slot it occupies. #### Arcane Alarm (Cost: 300gp; Prerequisite: Artificer or Wizard of 7th level or higher) ___ You create a magical alarm over your stronghold, up to a 300 feet cube of space. When a creature enters or attacks the stronghold, anyone you designate within the stronghold is alerted by a bell sound in their minds. You can designate creatures that this enchantment ignores, or you can designate a symbol a creature must carry that the enchantment ignores. ___ **Multiple Slots.** When this upgrade is taken multiple times, the alarm covers an additional 300 feet of space for each Upgrade slot it occupies. #### Arcane Shielding (Cost: 3,000gp; Prerequisite: Artificer or Wizard of 7th level or higher) ___ Your stronghold is protected by magical wards, causing it to be resistant to nonmagical damage. ___ **Multiple Slots.** This upgrade grants resistance to all damage when it occupies 3 Upgrade slots or more, immunity to nonmagical damage when it occupies 6 Upgrade slots or more, and immunity to all damage when it occupies 9 Upgrade slots or more. \pagebreakNum #### Arcane Turret (Cost: 1,000gp; Prerequisite: Artificer or Wizard of 7th level or higher) ___ You create an Arcane Cannon to help protect your stronghold. It has an AC of 16, 50 hit points, and resistance to all damage. It has a range of 300 feet, and can be commaned to fire by a creature within 30 feet as an action. If it hits a creature, it deals 3d8 Force damage, or another damage type the DM approves. ___ **Multiple Slots.** When this upgrade is taken multiple times, add one additional turret for each Upgrade slot it occupies. #### Comfy Quarters (Cost: 500gp; Prerequisite: Stronghold level 2 or higher) ___ Your stronghold has very comfortable sleeping quarters, which can fit up to 6 medium creature, 2 large creatures, or 1 huge creature. When a creature completes a long rest in this room, it gains an additional 10 temporary hit points. ___ **Multiple Slots.** When this upgrade is taken multiple times, you can either create additional rooms, allowing more creatures to gain the benefit of this upgrade (cumulative), or you can upgrade its comfortability, with the latter granting an additional 10 temporary hit points per upgrade slot it occupies. #### Forge (Cost: 400gp; Prerequisite: Stronghold level 3 or higher) ___ Your stronghold has its own forge, which reduces the cost of crafting metal items by 20gp when used. ___ **Multiple Slots.** When this upgrade is taken multiple times, the gp cost to craft metal items decreases by 20gp for each Upgrade slot it occupies. #### Greenhouse (Cost: 300gp; Prerequisite: Stronghold Level 3 or higher) ___ Your stronghold has its own greenhouse, likely enhanced with magic, which produces 30 days worth of rations each month. ___ **Multiple Slots.** When this upgrade is taken multiple times, its benefits are cumulative (60 days worth of rations for 2 Upgrade slots, 90 days worth of rations for 3 Upgrade slots, and so on). #### Hardness (Cost: 100gp; Prerequisite: Stronghold Level 2 or higher) ___ Your stronghold is made of a tougher material, increasing its AC by 2 and its hp per 5 foot section by 10. ___ **Multiple Slots.** When this upgrade is taken multiple times, its benefits are cumulative (+4 AC and +20 hp for 2 Upgrade slots, +6 AC and +30 hp for 3 Upgrade slots, and so on). \columnbreak #### Library (Cost: 300gp; Prerequisite: Stronghold Level 3 or higher) ___ Your stronghold has its own library. Up to three creatures can perform basic research in the library at half the normal time (rounded up), and when you find a spell scroll of 1st level or higher, a spellbook, or another piece of specific knowledge, you can add it to the library. Spells scrolls added to the library aren't consumed when transcribed to a spellbook or similar. ___ **Multiple Slots.** When this upgrade is taken multiple times, the amount of creatures that can use it are cumulative (6 creatures at 2 Upgrade slots, 9 creatures at 3 Upgrade slots, and so on). #### Prison (Cost: 500gp) ___ You have a small jail capable of holding up to 4 medium or smaller creatures or 1 large creature. ___ **Multiple Slots.** When this upgrade is taken multiple times, the amount of creatures that can use it are cumulative (8 medium or smaller creatures or 2 large creatures for 2 Upgrade slots, 12 large creatures or 3 large creatures for 3 Upgrade slots, and so on). #### Security Force (Cost: 50gp per week) ___ Your stronghold is guarded by 6 guards, 3 of which are active at once on 8 hours shifts. ___ **Multiple Slots.** When this upgrade is taken multiple times, its benefits are cumulative, adding 6 guards per upgrade slot (3 additional awake at once). #### Vault (Cost: 300gp; Prerequisite: Stronghold Level 3 or higher) ___ Your stronghold has its own vault, which can safely store up to 500lbs of items. Items within the vault are locked behind a door that can only be opened with a DC 16 Sleight of Hand check, or by using a key or combination you know. ___ **Multiple Slots.** When this upgrade is taken multiple times, its benefits are cumulative (1,000lbs of items for 2 Upgrade slots, 1,500lbs of items for 3 Upgrade slots, and so on). #### Stable (Cost: 500gp; Prerequisite: Stronghold level 2 or higher) ___ Your stronghold has its own stables, which can hold up to 12 medium or smaller creatures, 3 large creatures, or 1 huge creature. ___ **Multiple Slots.** When this upgrade is taken multiple times, the amount of creatures that can use it are cumulative (6 large creatures and others for 2 Upgrade slots, 9 large creatures and others for 3 Upgrade slots, and so on). \pagebreakNum #### Teleportation Circle (Cost: 9,000gp; Prerequisite: Stronghold Level 3 or higher) ___ You transcribe a circle of arcane sigils somewhere in your stronghold, which functions as a permanent Teleportation Circle. ___ **Multiple Slots.** When this upgrade is taken multiple times, add one additional Teleportation Circle within your stronghold. #### Temple (Cost: 300gp; Prerequisite: Stronghold Level 3 or higher) ___ Your stronghold has its own temple, which allows up to 3 creatures to perform the Perform Sacred Rites Downtime action at half the normal time. ___ **Multiple Slots.** When this upgrade is taken multiple times, the amount of creatures that can use it are cumulative (6 creatures for 2 Upgrade slots, 9 creatures for 3 Upgrade slots, and so on). #### Training Equipment (Cost: 300gp; Prerequisite: Stronghold Level 3 or higher) ___ Your stronghold has its own set of training equipment. Up to 3 creatures can spend 5 days of its downtime using the training equipment to gain a Training Boon, which when used grants that creature a +1 bonus to its attack rolls for 1 hour. ___ **Multiple Slots.** When this upgrade is taken multiple times, its effects are cumulative (6 creatures for 2 Upgrade slots, 9 creatures for 3 Upgrade slots, and so on). #### Traps (Cost: 400gp; Stronghold Level 3 or higher) ___ You create up to 8 traps somewhere within your stronghold, choosing from the following options: - 6 pit traps (5 foot wide, 10 foot deep) - 6 spiked pit traps (5 foot wide, 10 foot deep) - 2 grease traps (10 foot wide) - 1 falling rocks trap - 1 fire trap (10 foot wide) ___ **Multiple Slots.** When this upgrade is taken multiple times, its benefits are cumulative (16 traps at 2 upgrade slots, 24 traps at 3 upgrade slots, and so on). \columnbreak #### Trebuchet (Cost: 4,000gp; Stronghold Level 6 or higher) ___ You create an trebuchet to help protect your stronghold. It has an AC of 16, 80 hit points, and resistance to nonmagical damage. It has a range of 900 feet, and can be fired at a point within range by a creature within 5 feet as an action. Once fired, it must be reloaded over the course of a minute. Creatures within 10ft of the point the trebuchet fires at must make a DC 18 dexterity saving throw, taking 12d6 Bludgeoning damage on a failed save, or half as much on a success. ___ **Multiple Slots.** When this upgrade is taken multiple times, add one additional trebuchet for each Upgrade slot it occupies.