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)
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
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
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