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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

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