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Bastion Overview [Build: 2025-02-13]
Bastion Overview [Build: 2025-02-13]
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#### **Reliquary** Level 13 Bastion Facility **Prerequisite**: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus **Space**: Cramped [4 sq] **Hirelings**: 1 **Order: Harvest** This vault holds sacred objects. **Reliquary Charm.** After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Greater Restoration once without expending a spell slot or using Material components. You can't gain this Charm again while you still have it. **Harvest: Talisman.** When you issue the Harvest order to this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be any Tiny, nonmagical object that has religious significance. The work takes 7 days and costs no money. You can use this talisman in place of one spell's Material components, provided the components have a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn't consumed. After the talisman has been used in this way, it can't be used again until you return it to your Reliquary and use another Harvest order to prepare it. #### **Meditation Chamber** Level 13 Bastion Facility **Prerequisite**: None **Space**: Cramped [4 sq] **Hirelings**: 1 **Order: Empower** A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit. **Empower: Inner Peace.** When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result. **Fortify Self.** You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result. **1d6 Saving Throw** 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma #### **Sacristy** Level 9 Bastion Facility **Prerequisite**: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus **Space**: Roomy [16 sq] **Hirelings**: 1 **Order: Craft** A Sacristy serves as a preparation and storage room for the sacred items and religious vestments. **Craft Options.** When you issue the Craft order to this facility, choose one of the following options: **Craft: Holy Water.** You commission the facility's hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8. **Craft: Magic Item (Relic).** You commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item. **Spell Refreshment.** Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can't gain this benefit again until you finish a Long Rest. #### **Greenhouse** Level 9 Bastion Facility **Prerequisite**: None **Space**: Roomy [16 sq] **Hirelings**: 1 **Order: Harvest** A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate. **Fruit of Restoration.** One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren't eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can't be transplanted without killing it. **Harvest Options.** When you issue the Harvest order to this facility, choose one of the following options: **Harvest: Healing Herbs.** You commission the facility's hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money. **Harvest: Poison.** You commission the facility's hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin's Blood, Malice, Pale Tincture, or Truth Serum. See "Poison" in chapter 3 for each poison's effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money. #### **Smithy** Level 5 Bastion Facility **Prerequisite**: None **Space**: Roomy [16 sq] **Hirelings**: 2 **Order: Craft** This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment. Craft Options. When you issue the Craft order to this facility, choose one of the following options: **Craft: Smith's Tools.** The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook. **Craft: Magic Item (Armament).** If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.
#### **Reliquary** Level 13 Bastion Facility **Prerequisite**: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus **Space**: Cramped [4 sq] **Hirelings**: 1 **Order: Harvest** This vault holds sacred objects. **Reliquary Charm.** After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Greater Restoration once without expending a spell slot or using Material components. You can't gain this Charm again while you still have it. **Harvest: Talisman.** When you issue the Harvest order to this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be any Tiny, nonmagical object that has religious significance. The work takes 7 days and costs no money. You can use this talisman in place of one spell's Material components, provided the components have a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn't consumed. After the talisman has been used in this way, it can't be used again until you return it to your Reliquary and use another Harvest order to prepare it. #### **Meditation Chamber** Level 13 Bastion Facility **Prerequisite**: None **Space**: Cramped [4 sq] **Hirelings**: 1 **Order: Empower** A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit. **Empower: Inner Peace.** When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result. **Fortify Self.** You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result. **1d6 Saving Throw** 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma #### **Sacristy** Level 9 Bastion Facility **Prerequisite**: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus **Space**: Roomy [16 sq] **Hirelings**: 1 **Order: Craft** A Sacristy serves as a preparation and storage room for the sacred items and religious vestments. **Craft Options.** When you issue the Craft order to this facility, choose one of the following options: **Craft: Holy Water.** You commission the facility's hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8. **Craft: Magic Item (Relic).** You commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item. **Spell Refreshment.** Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can't gain this benefit again until you finish a Long Rest. #### **Greenhouse** Level 9 Bastion Facility **Prerequisite**: None **Space**: Roomy [16 sq] **Hirelings**: 1 **Order: Harvest** A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate. **Fruit of Restoration.** One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren't eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can't be transplanted without killing it. **Harvest Options.** When you issue the Harvest order to this facility, choose one of the following options: **Harvest: Healing Herbs.** You commission the facility's hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money. **Harvest: Poison.** You commission the facility's hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin's Blood, Malice, Pale Tincture, or Truth Serum. See "Poison" in chapter 3 for each poison's effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money. #### **Smithy** Level 5 Bastion Facility **Prerequisite**: None **Space**: Roomy [16 sq] **Hirelings**: 2 **Order: Craft** This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment. Craft Options. When you issue the Craft order to this facility, choose one of the following options: **Craft: Smith's Tools.** The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook. **Craft: Magic Item (Armament).** If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.