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Courtier (Follower)

Courtier (Follower)

Courtiers are experts in body language and humanoid behavior. These educated advisors are well-versed in courtly etiquette and political intrigue, whispering in their master’s ear whether or not someone can be trusted or if they can be won over (whether with words or by gold).

Unlike other followers, you may only acquire a courtier by way of nobility. This may be from your background, the results of a campaign’s story, or because you have gained the favor of royalty.

Inexperienced. Once per day your courtier can evaluate someone you are conversing with to determine if they are lying or not, subtly messaging you cues. You gain a 1d8 expertise die on your next Insight check.

Seasoned. As inexperienced. In addition, once per day your courtier can tell whether someone can be bribed, reasoned with, or if they just want their ego stroked, granting you advantage on either a Deception check or Persuasion check.

Expert. As seasoned. In addition, once per week while in a city you can spend 1 hour with your courtier to automatically succeed on a Culture or History check.

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.

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

Pagination