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General Store

General Store

Small shops can be found in many towns and villages. Usually they are maintained by a single person, and might sell anything from adventuring gear to fine cheeses. This store generates 180 gold per year in profits.

General Store
Stronghold Type: Shop
Size: 900 square feet (Grade 1)
Quality: Average
Features: Income
Total Cost: 1,800 gold
Prestige Bonus: +1
Staff: 1

 

Forest Queen's Sanctuary

Forest Queen's Sanctuary

Only those within the care of the fey can disappear within this residence—anyone else is veiled from seeing it is there at all, unaware when they traipse right through it.

Forest Queen's Sanctuary
Stronghold Type: Sacred Grove
Size: 750 acres (Grade 8, rural)
Quality: Average
Features: Disguised
Total Cost: 750,000 gold
Prestige Bonus: +5
Staff: 375 and 3 followers (apothecary, healer, sage)

 

Floating Wonder Isles

Floating Wonder Isles

Travelers are eager to pay for entry onto these islands when they float down from the clouds onto the surface, earning 15,000 gold each year from people coming to see the many exotic animals that call them home.

Floating Wonder Isle
Stronghold Type: Menagerie
Size: 15 acres (Grade 3)
Quality: Average
Features: Floating in the air, income
Total Cost: 150,000 gold
Prestige Bonus: +4
Staff: 7

 

Elven Noble's Refuge

Elven Noble's Refuge

Known only to other elves and a select few adventurers that have earned their trust, this opulent estate is seamlessly integrated into the cliffs and forest around it.

Elven Noble's Refuge
Stronghold Type: House
Size: 9,000 square feet (Grade 3)
Quality: Luxurious
Features: Diguised
Total Cost: 36,000 gold
Prestige Bonus: +2
Staff: 90

 

City Bolthole

City Bolthole

A single room above a store or other business can make for an excellent place to lay low in the middle of a bustling city.

Bolthole
Stronghold Type: House
Size: 250 square feet (Grade 1)
Quality: Frugal
Features: Hidden
Total Cost: 250 gold
Prestige Bonus: +0
Staff: 0

 

Cave Goblin Lair

Cave Goblin Lair

Disinterested in caves fouled by goblins, the dwarven queen will happily cede ownership of the formerly infested tunnels to an adventurer able to clear them out.

Cave Goblin Lair
Stronghold Type: Encampment
Size: 4 acres (Grade 1)
Quality: Frugal
Features: Underground
Total Cost: 1,000 gold
Prestige Bonus: +1
Staff: 1

 

Broken Bottle Tavern

Broken Bottle Tavern

The Broken Bottle is a small tavern located on the outskirts of a bustling market town. It is busy during the market season, but sees little traffic other than locals and travelers the rest of the year. While it doesn’t make a lot of money it is sufficient to pay the wages of its staff, and is an important hub of the community.

Broken Bottle Tavern
Stronghold Type: Tavern
Size: 8,000 square feet (Grade 3)
Quality: Frugal
Features: -
Total Cost: 4,000 gold
Prestige Bonus: +1
Staff: 8

 

Archives of Elucidation

Archives of Elucidation

People undergo dimensional travel to peruse the tomes inside this enigmatic library, each paying a fee that nets 125,000 gold each year for its powerful owner (much of which goes to the acquisition of ever more rare books).

Archives of Elucidation
Stronghold Type: Library
Size: 5,000 square feet (Grade 2)
Quality: Legendary
Features: Income, pocket dimension
Total Cost: 1,250,000 gold
Prestige Bonus: +5
Staff: 50

 

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.   

CompoundingYou 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).