The Barbarian’s Camp
The Barbarian’s Camp offers hearty food and drink, alongside contests of strength and bravery, creating one or more effects as determined by the GM.
Domain Effects
- Ale within the barbarian’s domain is particularly invigorating, spreading good cheer without any subsequent hangovers, regardless of consumption.
- Wildlife within the barbarian’s domain grows exceptionally large and fierce, migrating alongside the camp.
- Poisons introduced into the barbarian’s domain neutralize within the hour, rejecting any cowardly forms of death.
Stronghold Actions
At initiative count 20 (losing initiative ties), the barbarian takes a stronghold action with one of the following effects, provided they are in the same hex or province as their stronghold. They cannot repeat the same effect until after a short rest.
- Emit a resounding “Yawp!” causing enemies within 60 feet to become frightened until the next round’s initiative count 20.
- Enter a rage, granting allies the benefits of the barbarian’s rage as long as they aren’t wearing heavy armor.
- Cast chain lightning with a DC equal to 8 plus proficiency modifier plus Constitution modifier, even while raging, without ending the rage.
Class Feature Improvement: Chieftain’s Rage
Upon reducing an enemy to 0 hit points, the barbarian can choose to make a second attack or take a free movement. This ability can be used a number of times equal to the stronghold level, requiring an extended rest to refresh.
A Barbarian’s Followers
Barbarians prefer independent followers who are at ease in the wild, able to relocate swiftly and adapt to their surroundings. Their followers tend to be martial and savage, typically avoiding large retinues and grand keeps.
Barbarian retainers are often comfortable with nature, savagery, and chaos. While few artisans willingly join a barbarian camp, those who do are usually blacksmiths or miners attracted by the prospect of adventure.
Ambassadors attracted to barbarian camps often represent nearby humanoid tribes, viewing the barbarians as potential allies rather than enemies solely based on race. To local tribes like gnolls or hobgoblins, a barbarian camp is just another local tribe, offering the potential for a powerful alliance.
Barbarian Followers
D100 |
FOLLOWER |
01–06 |
Elite Light Infantry (Size 1d8), Unit |
07–12 |
Veteran Medium Cavalry (Size 1d4), Unit |
13–15 |
Regular Light Airborne (Size 1d4), Unit |
16–41 |
Choice (3rd Level), Retainer |
42-52 |
Choice (5th Level), Retainer |
53-55 |
Choice (7th Level), Retainer |
56–60 |
Blacksmith |
61–65 |
Miner |
66–70 |
Sage |
71–80 |
Racial Ambassador of choice |
81-100 |
Roll on the Special Allies table |
The Bard’s Theater
The Bard’s Theater offers drama, entertainment, poetry, and song, creating various effects as determined by the GM.
Domain Effects
- When the wind rustles through the trees within the bard’s domain, music fills the air, and the rhythm of hooves on roads forms a complex melody.
- Residents of the bard’s domain find themselves spontaneously ending conversations with rhyming couplets after spending a week there.
- Thunder rolls dramatically whenever someone in the bard’s domain speaks dramatically, and ravens obediently perch on nearby branches when it is expected.
Stronghold Actions
At initiative count 20 (losing ties), the bard takes a stronghold action with one of the following effects. The bard must be in the same hex or province as their stronghold and cannot repeat the same effect until after a short rest.
- All inspiration dice produce their maximum result when rolled until initiative count 20 on the next round, followed by the sounding of a two-note chord: one root note and another a fifth higher.
- A three-piece band arrives, singing the bard’s praises. Until initiative count 20 on the next turn, enemies make saving throws against the bard’s magic by rolling three d20s and using the worst result. The band boasts exceptional rhythm and musical talent.
- The bard regains all inspiration dice.
Class Feature Improvement: Encouraging Inspiration
While an ally has unspent inspiration, their proficiency bonus increases by +1. This applies to a number of inspiration dice equal to the stronghold level, requiring an extended rest to refresh this ability.
Bard Followers
D100 |
FOLLOWER |
01–03 |
Veteran Light Infantry (Size 1d6), Unit |
04–06 |
Regular Light Cavalry (Size 1d4), Unit |
07–09 |
Seasoned Light Archers (Size 1d4), Unit |
10 |
Regular Light Airborne (Size 1d4), Unit |
11-18 |
Choice (3rd Level), Retainer |
19-31 |
Choice (5th Level), Retainer |
32-40 |
Choice (7th Level), Retainer |
41–42 |
Farmer |
43–44 |
Mason |
45–46 |
Blacksmith |
47–48 |
Carpenter |
49–51 |
Scribe |
52–54 |
Sage |
55–57 |
Tailor |
58–60 |
Alchemist |
61–63 |
Spy |
64–65 |
Captain |
66–85 |
Racial Ambassador of choice |
86-100 |
Roll on the Special Allies table |
The Blackclad’s Sanctum
The Blackclad’s Sanctum symbolizes nature’s beauty and power, offering various effects determined by the GM.
Demesne Effects
- Local birds and mammals within the blackclad’s domain can speak Common. They will alert the blackclad if suspicious strangers enter the domain.
- Naturally grown nuts, fruits, and vegetables within the blackclad’s domain are poisonous to non-Apostates. This effect is lost if taken outside the domain.
- Roads and trails within the blackclad’s domain last no more than a day. However, allies and their units can traverse the domain as if roads existed.
Stronghold Actions
At initiative count 20 (losing ties), the druid takes a stronghold action to produce one of the following effects. The blackclad must be in the same hex or province as their stronghold and cannot repeat the same effect until after a short rest.
- Grasping vines emerge from the ground for 1 minute. Enemies within 60 feet must make a Dexterity saving throw or be restrained for the duration, taking damage from thorns at the start of each turn.
- The blackclad casts banishment on an enemy, sending them to Arcadia on a failed save.
- The blackclad summons 1d4+1 shambling mounds to fight for them for 1 minute.
Class Feature Improvement: Overpowering Presence
When using Dominating Presence the target need not be aware of you or your work for the ability to function.
A Blackclad’s Followers
Living between civilization and wilderness, the druid attracts followers devoted to nature’s health and protection. They specialize in battle magic and prefer to raise special units when needed. Artisans are scarce, but spellcasters and loremasters are drawn to exchange service for knowledge. Ambassadors are typically fey-aligned or swamp-dwelling creatures, aligning with the blackclad’s natural habitat.
Blackclad Followers
D100 |
FOLLOWER |
01–05 |
Regular Medium Infantry (Size 1d6), Unit |
06–10 |
Seasoned Medium Airborne (Size 1d4), Unit |
11-24 |
Choice (3rd Level), Retainer |
25-42 |
Choice (5th Level), Retainer |
43-50 |
Choice (7th Level), Retainer |
51–55 |
Farmer |
56–60 |
Alchemist |
61–65 |
Sage |
66–85 |
Racial Ambassador of choice |
86–100 |
Roll on the Special Allies table |
Cistern of Blood
A Blood Witch’s established Cistern of Blood, formed through magic warping the water that flows into it, is the source of the domain’s power.
Domain Effects:
- Followers in the Blood Witch’s domain are immune to the Slicing property of weapons.
- When a follower in the domain heals from any source, they gain a bonus amount equal to the Blood Witch’s Charisma Bonus.
- The moon always appears as blood-red when viewed from anywhere in the domain. Enemies within the domain reduce any Darkvision by half their distance.
- All creatures summoned in the domain are formed from blood and appear as such. These summons gain resistance to Slashing and Piercing damage.
Stronghold Actions:
- On initiative count 20 (losing initiative ties), the wizard takes a stronghold action to cause one of the following effects. The wizard must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short rest.
- Exsanguination: As the flow of blood drives the Blood Witch’s allies within the hex, all of their weapons gain the Slicing property, regardless of the weapon, and it deals the Blood Witch’s Proficiency bonus for Necrotic damage if Slicing is activated.
- Blood for the Blood Cistern: The jealous nature of the Blood Cistern is not to be trifled with. Reduce all enemy healing by half, regardless of the source, within the hex as the Cistern claims the blood for its own.
- Memories of Blood: The Blood Witch’s blood reaches out to all followers and allies. This transmission of “thought” allows all allies and followers within ½ Charisma bonus (rounding up) connected hexes to benefit from the Blood Witch’s chosen Fighting Style, even if they already benefit from the same one. This lasts for 1 turn. (If the Charisma bonus is 5, then a total of three hexes chosen benefit from this, that must be connected back to the current hex the Blood Witch is in.)
Class Feature Improvement: Every Drop is Precious
The Blood Witch knows the value of every single drop of blood in their body. When sacrificing HP to fuel a spell, each HP counts as 1.5 for the purpose of fueling spells.
Blood Witch Followers
D100 |
Follower |
01-05 |
Regular Light Infantry (Size 1d6), Unit |
06-10 |
Seasoned Medium Archers (Size 1d6), Unit |
11-15 |
Veteran Medium Infantry (Size 1d4), Unit |
16-25 |
Elite Heavy Cavalry (Size 1d4), Unit |
26-35 |
Sword Master (5th Level) Retainer |
36-45 |
Warlord (5th Level) Retainer |
46-60 |
Herald (5th Level) Retainer |
61-62 |
Reaver (7th Level) Retainer |
63-64 |
Spy |
65-66 |
Sage |
67-68 |
Captain |
69-70 |
Alchemist |
71-80 |
Racial Ambassador of Choice |
81-90 |
Roll on Special Allies |
91-100 |
Roll on Demon Allies |
The Cleric’s Church
The Cleric’s Church serves as a stronghold of faith and resistance against forces opposing the cleric’s deity, offering various effects determined by the GM.
Domain Effects
- Inhabitants of the cleric’s domain are immune to disease.
- The cleric can hear the prayers of those in concordance with their deity within the domain.
- Fair weather prevails in the domain while the cleric is hale, turning foul if the cleric is wounded or suffering.
Stronghold Actions
At initiative count 20 (losing ties), the cleric takes a stronghold action to produce one of the following effects. The cleric must be in the same hex or province as their stronghold and cannot repeat the same effect two rounds in a row:
- Enemies within 30 feet must succeed on a Constitution saving throw or suffer the effects of the contagion spell.
- Shafts of golden light descend from the sky, targeting undead, demons, and devils within 60 feet. Targets must succeed on a Wisdom saving throw or be annihilated.
- The cleric and allies within the stronghold recover all Hit Dice and gain 30 temporary hit points.
Class Feature Improvement: Manifest Divinity
When using the Channel Divinity feature, allies within 30 feet regain 3d8 hit points. This ability can be used a number of times equal to the stronghold level, after which an extended rest is required to refresh it.
Cleric Followers
D100 |
FOLLOWER |
01–04 |
Regular Light Infantry (Size 1d8), Unit |
05–07 |
Regular Medium Infantry (Size 1d6), Unit |
08–10 |
Seasoned Medium Infantry (Size 1d6), Unit |
11–13 |
Regular Heavy Infantry (Size 1d6), Unit |
14–15 |
Regular Light Cavalry (Size 1d6), Unit |
16–17 |
Regular Medium Cavalry (Size 1d4), Unit |
18–19 |
Seasoned Heavy Cavalry (Size 1d4), Unit |
20 |
Regular Medium Archers (Size 1d4), Unit |
21-28 |
Choice (3rd Level), Retainer |
29-44 |
Choice (5th Level), Retainer |
45-50 |
Choice (7th Level), Retainer |
51–52 |
Farmers |
53–55 |
Mason |
56–58 |
Blacksmith |
59–60 |
Carpenter |
61–62 |
Miner |
63–65 |
Scribe |
66–68 |
Sage |
69–70 |
Tailor |
71–75 |
Racial Ambassador of choice |
86–100 |
Roll on the Special Allies table |
The Druid’s Grove
The Druid’s Grove symbolizes nature’s beauty and power, offering various effects determined by the GM.
Domain Effects
- Local birds and mammals within the druid’s domain can speak Common. They enjoy conversing with newcomers but will alert the druid if suspicious strangers enter the domain.
- Naturally grown nuts, fruits, and vegetables within the druid’s domain grant the effects of goodberry to those who consume them. This effect is lost if taken outside the domain.
- Roads and trails within the druid’s domain last no more than a day. However, allies and their units can traverse the domain as if roads existed.
Stronghold Actions
At initiative count 20 (losing ties), the druid takes a stronghold action to produce one of the following effects. The druid must be in the same hex or province as their stronghold and cannot repeat the same effect until after a short rest.
- Grasping vines emerge from the ground for 1 minute. Enemies within 60 feet must make a Dexterity saving throw or be restrained for the duration, taking damage from thorns at the start of each turn.
- The druid casts banishment on an enemy, sending them to Arcadia on a failed save.
- The druid summons 1d4+1 shambling mounds to fight for them for 1 minute.
Class Feature Improvement: Savage Shape
When assuming Wild Shape, choose a damage type of fire, cold, or poison. While in Wild Shape form, gain a breath weapon of that type. As a bonus action, exhale gas of the chosen damage type in a 30-foot cone. Each creature in the area must make a Constitution saving throw or take damage of the chosen type.
A Druid’s Followers
Living between civilization and wilderness, the druid attracts followers devoted to nature’s health and protection. They specialize in battle magic and prefer to raise special units when needed. Artisans are scarce, but spellcasters and loremasters are drawn to exchange service for knowledge. Ambassadors are typically fey-aligned or swamp-dwelling creatures, aligning with the druid’s natural habitat.
Druid Followers
D100 |
FOLLOWER |
01–05 |
Regular Medium Infantry (Size 1d6), Unit |
06–10 |
Seasoned Medium Airborne (Size 1d4), Unit |
11 |
Loremaster (3rd Level), Retainer |
12 |
Warden (3rd Level), Retainer |
13–19 |
Elemental Acolyte (3rd Level), Retainer |
20–24 |
Chaos Mage (3rd Level), Retainer |
25–29 |
Conjurer (5th Level), Retainer |
30–36 |
Exarch (5th Level), Retainer |
37–42 |
Spirit Warden (5th Level), Retainer |
43–47 |
Knight of the Green Order (7th Level), Retainer |
48–50 |
Beast Lord (7th Level), Retainer |
51–55 |
Farmer |
56–60 |
Alchemist |
61–65 |
Sage |
66–80 |
Racial Ambassador of chioce |
81–85 |
Roll on the Fey Allies chart |
86–100 |
Roll on the Special Allies table |
The Emissary’s Estate
The Emissary’s Estate stands as a bastion of diplomacy and intrigue, where the mastery of subtle arts and the wielding of words as potent weapons are honed to perfection. Situated within Faerun’s intricate dynamics, this stronghold serves as a hub for navigating political intricacies, uncovering truths hidden beneath layers of deception, and fostering alliances through delicate negotiations.
Domain Effects
- Within the Emissary’s domain, whispers carry far and wide, and secrets seem to unravel with each passing breeze. Those residing within its boundaries find themselves attuned to the subtle nuances of language and gesture, enhancing their ability to discern truth from falsehood.
- Diplomatic immunity is granted to emissaries and ambassadors within the estate’s vicinity, providing them with protection from legal repercussions and ensuring safe passage through potentially hostile territories.
- The aura of the Emissary’s Estate exudes an air of charisma and persuasion, subtly influencing the attitudes and opinions of visitors, making them more receptive to diplomatic overtures and negotiations.
Stronghold Actions
At initiative count 20 (losing initiative ties), the Emissary may take a stronghold action to enact one of the following effects, provided they are within the same hex or province as their stronghold:
- Words of Persuasion: All allies within 60 feet gain advantage on Charisma-based skill checks and saving throws for the next minute, as the Emissary’s silver-tongued rhetoric inspires confidence and conviction.
- Rumormonger’s Gambit: The Emissary plants a carefully crafted rumor within the political landscape, sowing seeds of doubt and discord among enemies or manipulating public opinion to serve their agenda.
- Intrigue Unveiled: The Emissary uncovers hidden truths or exposes clandestine plots, unveiling secrets that were previously shrouded in mystery and leveraging this knowledge to gain leverage in diplomatic negotiations or to undermine adversaries.
Class Feature Improvement: Master of Diffusion
At 10th level you can select any number of targets within range to be affected by your Diffuse ability.
Emissary Followers
D100 |
FOLLOWER |
01–05 |
Seasoned Medium Diplomat (Size 1d4), Individual |
06–10 |
Master of Disguise (3rd Level), Retainer |
11 |
Courtier (3rd Level), Retainer |
12 |
Inquisitor (3rd Level), Retainer |
13–19 |
Spy Master (5th Level), Retainer |
20–24 |
Shadow Weaver (5th Level), Retainer |
25–29 |
Whisperer (5th Level), Retainer |
30–36 |
Enigmatic Sage (7th Level), Retainer |
37–42 |
Arcane Trickster (7th Level), Retainer |
43–47 |
Bard of Intrigue (7th Level), Retainer |
48–50 |
Mind Reader (7th Level), Retainer |
51–55 |
Informant |
56–60 |
Cryptographer |
61–65 |
Cartographer |
66–80 |
Racial Ambassador of choice |
81-85 |
Roll on the Fey Allies chart |
86–100 |
Roll on the Special Allies table |
The Fighter’s Fortress
The Fighter’s Fortress stands as an unyielding bulwark against intruders, embodying martial prowess and rewarding those who dedicate themselves to honing their combat skills. Within its walls, the essence of martial excellence permeates the very air, manifesting in various effects designed to bolster the defenses and combat prowess of its inhabitants.
Domain Effects
- Fortifications within the Fighter’s domain imbue defending units with an additional +2 Morale bonus, instilling unwavering resolve in those who stand guard against threats.
- Menhirs, ancient stone monoliths, materialize within the domain, positioning themselves strategically to intercept and deter any hostile forces approaching the domain, serving as imposing barriers against intrusion.
- Archers who undergo training within the Fighter’s domain experience enhanced accuracy and range, their arrows striking true with deadly precision.
- Weapons within the Fighter’s domain retain their keen edge indefinitely, remaining sharp and lethal without succumbing to dullness or wear.
Stronghold Actions
At initiative count 20 (losing initiative ties), the Fighter may invoke a stronghold action to unleash one of the following effects, provided they are within the same hex or province as their stronghold:
- Painful Reprieve: Enemies attempting to cast spells within the Fighter’s demesne are assailed by searing pain, forcing a Constitution saving throw. Failure results in the spell’s failure and damage proportional to its level, discouraging magical incantations within the domain.
- Blade’s Embrace: For the duration of the next round, the Fighter and their allies’ weapon attacks find their mark with unerring accuracy, striking true and bypassing defenses to ensure devastating hits.
- Renewed Vigor: The Fighter and their allies are instantly restored to full health, injuries fading away as vitality surges through their bodies, granting them renewed strength to continue the fight.
Class Feature Improvement: Fighting Surge
Through relentless training and unwavering determination, the Fighter masters the art of the combat surge. When utilizing their Action Surge, every attack made automatically scores a critical hit, unleashing devastating blows with unparalleled precision. This enhanced ability can be employed a number of times equal to the Fighter’s stronghold level before requiring a period of rest to replenish.
Fighter Followers
D100 |
FOLLOWER |
01–04 |
Regular Medium Infantry (Size 1d8), Unit |
05–07 |
Regular Heavy Infantry (Size 1d8), Unit |
08–10 |
Seasoned Medium Infantry (Size 1d8), Unit |
11–13 |
Regular Medium Cavalry (Size 1d6), Unit |
14–15 |
Seasoned Medium Cavalry (Size 1d6), Unit |
16–17 |
Veteran Medium Cavalry (Size 1d4), Unit |
18–19 |
Seasoned Medium Archers (Size 1d6), Unit |
20 |
Seasoned Heavy Archers (Size 1d4), Unit |
21 |
Theurgist (3rd Level), Retainer |
22 |
Spirit Warden (3rd Level), Retainer |
23 |
Diabolist (3rd Level), Retainer |
24–25 |
Justicar (3rd Level), Retainer |
26–27 |
Stormspeaker (3rd Level), Retainer |
28 |
Troubadour-warrior (3rd Level), Retainer |
29 |
Healer (5th Level), Retainer |
30–32 |
Shaper (5th Level), Retainer |
33–35 |
Reaver (5th Level), Retainer |
36–38 |
Alienist (5th Level), Retainer |
39–41 |
Beast Lord (5th Level), Retainer |
42–45 |
Battle Priest (7th Level), Retainer |
46–50 |
Tracker (7th Level), Retainer |
51–55 |
Cavalier (7th Level), Retainer |
56–58 |
Farmer |
59–60 |
Mason |
61–63 |
Blacksmith |
64–65 |
Carpenter |
66–68 |
Miner |
69–70 |
Captain |
71–90 |
Racial Ambassador of choice |
91–100 |
Roll on the Special Allies table |
Anvil Sanctum
At the heart of a Grimcast Aegis’ stronghold is the Anvil Sanctum. From here, the Grimcast can be reforged with more clarity and focus as fragments of many souls hover around the mystical anvil at the center
Domain Effects:
- If an allied Grimcast dies within the domain, reduce the reforging DC by the Stronghold’s level. If an enemy Grimcast dies in the domain, increase their DC by the Stronghold’s level.
- The Anvil ties the souls of the departed to the realm of the living in the faintest of ways that allows for a guidance of sorts. Allies and followers can, once per long rest while in the domain, get a bonus to any one check equal to the Stronghold’s Level.
- Being suffused with the souls of the departed, people in the domain have grown hearty against fearfulness. Any ally or follower needing to roll a check to avoid being Frightened does so with Advantage.
Stronghold Actions:
- On initiative count 20 (losing initiative ties), the grimcast aegis takes a stronghold action to cause one of the following effects. The wizard must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short rest.
- Concentrated Souls: For one turn, all damage dealt by the Grimcast and their allies within 60 feet is considered to be of the Radiant damage type, ignores resistance to Radiant damage, and reduces Immunity to Radiant damage to Resistance. (If an effect or ability is based off of the original damage type, it is still considered to also have that type for the purpose of that effect or ability.)
- The Spirit Made Whole: Using the souls that exist in the area, heal all allies within 60ft an amount equal to the Grimcast’s Sacrosanct Die.
- Reality Grip: The departed assist the Grimcast by attempting to hold down one creature within 120 feet that the Grimcast can see. The target must make a DC 15+Stronghold Level Wisdom throw or suffer from the Restrained condition.
Class Feature Improvement: Sanctified Soul
Having the Anvil under their command provides a tighter grip on their relationship with the Sacred Flame. Increase the Sacrosanct Die by 1 step. (D4->D8->D10->D12->D20)
Grimcast Aegis Followers
D100 |
Follower |
01-05 |
Seasoned Medium Infantry (Size 1d4), Unit |
06-10 |
Veteran Light Infantry (Size 1d6), Unit |
11-15 |
Veteran Medium Cavalry (Size 1d6), Unit |
16-25 |
Elite Super-Heavy Infantry (Size 1d4), Unit |
26-31 |
Sword Master (3rd Level) Retainer |
32-35 |
Cavalier (3rd Level) Retainer |
36-40 |
Battle Priest (5th Level) Retainer |
41-45 |
Warlord (5th Level) Retainer |
46-60 |
Animancer (5th Level) Retainer |
61-62 |
Soulweaver (7th Level) Retainer |
63-64 |
Knight-Sorcerer (7th Level) Retainer |
65-66 |
Blacksmith |
67-68 |
Captain |
69-70 |
Miner |
71-85 |
Racial Ambassador of Choice |
86-99 |
Roll on Special Allies |
100 |
Roll Twice, ignoring this result a second time. |
Gunfighter’s Armory
The Gunfighter’s Armory is a fortress of metal and earth, made to withstand attacks and prevent damage should catastrophe strike within. The battlements are strong, and the sound of weapons firing can be heard for miles.
Domain Effects:
- Being used to the sight and sound of guns and cannons constantly going off has seasoned the people who live within the domain. All creatures within the domain that are inhabitants or allies of the Gunfighter roll all tests to resist Deafened and Blinded with advantage. If an ability or effect does not allow for a chance to resist these conditions, it is instead allowed but without advantage.
- Predefined distances and constructed kill-boxes allow for a quicker aiming and target engagement. All firearm attacks from allied forces within the domain gain a bonus to the attack equal to the Stronghold Level.
- The smell of burnt gunpowder can be smelled throughout the domain which increases Perception DC’s based on smell by 2.
Stronghold Actions:
- On initiative count 20 (losing initiative ties), the gunfighter takes a stronghold action to cause one of the following effects. The wizard must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short rest.
- Artillery Barrage: In the distance, a cannon can be heard firing and soon the death it brings arrives. The Gunslinger targets any one creature it can see within 120 feet. An attack from a Cannon is made with an attack bonus equal to the Gunslingers Proficiency Bonus +Stronghold Level.
- Sure Shot: Being near the Armory is quite the boon for those who use firearms. All allies within 60 feet of the Gunslinger, including the Gunslinger, make Firearm attacks with Advantage until the end of their next turn.
- Powder Burns: The abundance of gunpowder in the Stronghold allows for creative uses of the substance. The Gunslinger can use their bonus action this turn to create a Breath Weapon attack that is a 15-foot cone that does 1d10 Fire damage per Stronghold Level that is resisted with a DC 15 Dexterity saving throw for half damage.
Class Feature Improvement: Exhibition Shooter
The Gunslinger gains extra uses of the Trick Shot feature equal to the Stronghold Level of their Armory.
(Considered this to actually allow a second trick shots benefits to apply to any use of it without the increase in amount of times TS can be used.)
Gunfighter Followers
D100 |
Follower |
01-05 |
Regular Medium Gunners (Size 1d6), Unit |
06-10 |
Regular Light Infantry (Size 1d4), Unit |
11-15 |
Seasoned Medium Cavalry (Size 1d4), Unit |
16-25 |
Green Super-Heavy Siege Engine (Size 1d4), Unit |
26-31 |
Seasoned Light Gunners (Size 1d4), Unit |
31-33 |
Veteran Medium Gunners (Size 1d4), Unit |
34-36 |
Elite Light Gunners (Size 1d4), Unit |
37-39 |
Seasoned Heavy Siege Engine (Size 1d4), Unit |
40-42 |
Cavalier (3rd Level) Retainer |
43-45 |
Battle Priest (3rd Level) Retainer |
46-48 |
Fortune’s Aide (5th Level) Retainer |
49-52 |
Seer (5th Level) Retainer |
53-55 |
Scout (7th Level) Retainer |
56-58 |
Siege Engineer (7th Level) Retainer |
59-62 |
Alchemist |
63-65 |
Blacksmith |
66-68 |
Mason |
69-71 |
Miner |
72-85 |
Racial Ambassador of Choice |
85-100 |
Roll on Special Allies |
The Incarnate’s Sanctuary
The Incarnate’s Sanctuary serves as a conduit for the manipulation of moral forces, channeling the power of Incarnum to shape soulmelds that embody the essence of alignment. Whether pursuing virtuous endeavors or succumbing to corrupt influences, the Incarnate’s stronghold resonates with the echoes of moral conviction, manifesting effects that reflect the wielder’s alignment and the ethereal energies they command.
Domain Effects
- Within the Incarnate’s domain, the very fabric of moral essence is palpable, influencing the behavior of those within its confines. Good-aligned individuals experience a sense of serenity and clarity, while those of evil disposition find their malevolent impulses amplified.
- The Incarnate’s stronghold radiates an aura that subtly aligns with the wielder’s moral compass, bolstering the abilities of allies who share their alignment while hindering those who oppose it.
- Soul-forged structures and manifestations of Incarnum essence adorn the domain, serving as conduits for the manipulation of alignment energies and providing sanctuaries for contemplation and communion with the soul’s essence.
- Ethereal guardians, imbued with the essence of Incarnum, patrol the demesne, responding to the Incarnate’s will and enforcing the sanctity of their stronghold against intruders and malevolent influences.
Stronghold Actions
At initiative count 20 (losing ties), the Incarnate may invoke a stronghold action to unleash one of the following effects, provided they are within the same hex or province as their stronghold:
- Radiant Conviction: The Incarnate channels the pure essence of righteousness, bathing allies within the demesne in a radiant aura that bolsters their resolve and strengthens their conviction. Allies gain temporary hit points and advantage on saving throws against effects that would compromise their moral integrity.
- Tainted Corruption: Embracing the corrupting influence of malevolence, the Incarnate unleashes a wave of dark energy that inflicts debuffs and weakening effects on enemies within the demesne, sowing discord and undermining their resolve.
- Harmonious Balance: Drawing upon the harmonizing essence of Incarnum, the Incarnate restores balance within the demesne, dispelling harmful effects, neutralizing extreme alignments, and restoring equilibrium to the moral fabric of the stronghold.
Class Feature Improvement: Incarnum Overload
The Incarnate has double their Incarnum Pool while in their domain.
Incarnate Followers
D100 |
FOLLOWER |
01–05 |
Incarnate of Righteousness (Size 1d4), Individual |
06–10 |
Righteous Soulshaper (3rd Level), Retainer |
11 |
Ethical Arbiter (3rd Level), Retainer |
12 |
Virtuous Sentinel (3rd Level), Retainer |
13–19 |
Divine Soul Sculptor (5th Level), Retainer |
20–24 |
Sacred Meldcrafter (5th Level), Retainer |
25–29 |
Righteous Spirit Whisperer (5th Level), Retainer |
30–36 |
Alignment Sage (7th Level), Retainer |
37–42 |
Morality Arcanist (7th Level), Retainer |
43–47 |
Paragon of Virtue (7th Level), Retainer |
48–50 |
Ethical Mindbender (7th Level), Retainer |
51–55 |
Moral Informant |
56–60 |
Ethical Cryptographer |
61–65 |
Virtuous Cartographer |
66–80 |
Racial Ambassador of choice |
81–85 |
Roll on the Celestial Allies chart |
86–100 |
Roll on the Special Allies table |
The Inquisitor’s Citadel
The Inquisitor’s Citadel stands as a bastion of vigilance and righteousness, embodying the relentless pursuit of truth and justice in Faerun. Empowered by unwavering conviction and honed investigative skills, the Inquisitor’s stronghold serves as a beacon of order amidst the chaos of the realm, wielding the authority of law and the fury of divine justice.
Domain Effects
- Within the Inquisitor’s domain, allies gain advantage on Insight and Perception checks, while enemies find themselves unnerved and disadvantaged in attempts to deceive or hide.
- The Citadel’s halls resonate with an aura of authority, granting advantage on Charisma-based checks made to persuade or intimidate within its confines.
- Celestial guardians and constructs patrol the demesne, providing advantage on initiative rolls to detect and confront intruders, and serving as loyal protectors against malevolent forces.
Stronghold Actions
At initiative count 20 (losing ties), the Inquisitor may invoke a stronghold action to enact one of the following effects, provided they are within the same hex or province as their stronghold:
- Divine Interrogation: The Inquisitor compels a target within the demesne to answer truthfully to their inquiries. The target must make a Charisma saving throw or be magically compelled to reveal information, granting advantage on subsequent interrogation attempts.
- Purge the Unrighteous: The Inquisitor unleashes a wave of divine energy that damages and potentially banishes enemies within the demesne who oppose the righteous cause. Enemies must make a Wisdom saving throw or suffer radiant damage and potentially be banished to another plane of existence.
- Sanctify the Ground: The Inquisitor consecrates the demesne, imbuing it with divine protection against unholy influences. Allies within the demesne gain advantage on saving throws against necrotic or fiendish effects, and enemies are disadvantaged in attempts to cast dark magic or summon evil entities.
Class Feature Improvement: Divine Judgement
You can pronounce two judgements at the same time in your domain.
Inquisitor Followers
D100 |
FOLLOWER |
01–05 |
Seasoned Medium Inquisitor (Size 1d4), Individual |
06–10 |
Master of Interrogation (3rd Level), Retainer |
11 |
Court Inquisitor (3rd Level), Retainer |
12 |
Shadow Inquisitor (3rd Level), Retainer |
13–19 |
Spy Inquisitor (5th Level), Retainer |
20–24 |
Dread Inquisitor (5th Level), Retainer |
25–29 |
Whispering Inquisitor (5th Level), Retainer |
30–36 |
Enigmatic Inquisitor (7th Level), Retainer |
37–42 |
Arcane Inquisitor (7th Level), Retainer |
43–47 |
Bardic Inquisitor (7th Level), Retainer |
48–50 |
Mind Prober (7th Level), Retainer |
51–55 |
Informant Inquisitor |
56–60 |
Cryptic Inquisitor |
61–65 |
Investigative Inquisitor |
66–71 |
Fey Inquisitor |
72–77 |
Underdark Inquisitor |
78–80 |
Celestial Inquisitor |
81–85 |
Roll on the Fey Allies chart |
86–100 |
Roll on the Special Allies table |
Hunting Lodge
The Hunting Lodge that marks the home of a Jaeger is adorned with trophies from kills through hunt and defense alike. Being near it, one can feel the thrill coursing through their bodies as their senses are honed.
Domain Effects:
- Going against great beasts of the world means that one needs to have a steely resolve. Those allies within the domain, when forced to save against being Frightened, do so with Advantage. If an ability or effect does not allow for a saving throw, those under this effect can make a saving throw as normal.
- The world has developed creatures that know how to hunt with superb ferocity and efficiency. Tracking them can be difficult, but not so within the Jaeger’s lands. All residents, allies, and followers within the Jaeger’s domain gain +5 to their Passive Perception as the sounds of nature are made clearer through the muffling of civilizations noises.
- Hunting Lodges pride themselves on nothing wasted in a hunt, once the chaos of the fight is over of course. When harvesting any material from a beast killed within the Lodge’s domain, double the amount gained.
Stronghold Actions:
- On initiative count 20 (losing initiative ties), the jaeger takes a stronghold action to cause one of the following effects. The wizard must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short rest.
- QRF: Something that makes the Jaeger’s Hunting Lodge such a boon to civilization, is their ability to mobilize quickly. This allows one character per Stronghold Level within 60 feet of the Jaeger to move their speed out of turn order. This does not count as their movement for the turn.
- Thin Skin: Getting through manufactured armor is one thing, getting through the scales and hides of beasts is another. But something a Jaeger and allies would train for. Pick one creature that has Natural Armor within 60 feet of the Jaeger per Stronghold Level. All attack rolls against them have advantage until the end of each attackers’ next turn.
- Defensive Adaptation: Killing a beast is straightforward most of the time, but surviving their attacks can be a bit trickier. Therefore, it can help to put the enemy in a position where their natural attacks are not as effective. Pick one creature that has Natural Armor within 60 feet of the Jaeger per Stronghold Level. All attack rolls from them have disadvantage until the end of each target’s next turn.
Class Feature Improvement: Can’t Stop, Won’t Stop
Momentum is one of the Jaeger’s greatest assets, something to not be wasted. The minimum that can be rolled on a Momentum Die is the Stronghold Level.
Jaeger Followers
D100 |
Follower |
01-05 |
Regular Light Infantry (Size 1d6), Unit |
06-10 |
Regular Light Cavalry (Size 1d4), Unit |
10-25 |
Regular Medium Archers (Size 1d6), Unit |
26-31 |
Seasoned Light Archers (Size 1d4), Unit |
32-35 |
Seasoned Medium Cavalry (Size 1d4), Unit |
36-39 |
Elite Heavy Archers (Size 1d4), Unit |
40-42 |
Strategist (3rd Level) Retainer |
43-45 |
Scout (3rd Level) Retainer |
46-48 |
Executioner (5th Level) Retainer |
49-52 |
Spirit Warden (5th Level) Retainer |
53-55 |
Tracker (7th Level) Retainer |
56-58 |
Warden (7th Level) Retainer |
59-62 |
Alchemist |
63-65 |
Carpenter |
66-68 |
Farmer |
69-71 |
Tailor |
72-85 |
Racial Ambassador of Choice |
85-100 |
Roll on Special Allies |
The Lucksoul’s Haven
The Lucksoul’s Haven exudes an aura of serendipity and fortune, where chance favors the bold and luck is always on their side. It serves as a sanctuary for those who thrive on unpredictability and opportunity, shaping fate to their advantage within Faerun’s intricate web of chance.
Domain Effects
- Allies of the Lucksoul, up to one per level of the stronghold, can find refuge within the haven, shielded from detection by both mundane and magical means. Their presence remains hidden, ensuring their safety and secrecy.
- Intruders in the Lucksoul’s demesne are overcome with a pervasive feeling of being watched, fostering unease and paranoia that heightens their susceptibility to deception and manipulation.
- Those who harbor ill intentions within the Lucksoul’s domain risk triggering concealed traps, leaving them vulnerable to unexpected misfortune. Each hostile creature completing a long rest may unwittingly activate a hidden trap, suffering piercing damage as luck turns against them.
Stronghold Actions
At initiative count 20 (losing ties), the Lucksoul can invoke a stronghold action to enact one of the following effects, provided they are within the same hex or province as their stronghold:
- Mark of Misfortune: Enemies within 60 feet are branded with the mark of death, making them vulnerable to the Lucksoul’s precise strikes. Attacking a marked enemy allows the Lucksoul to unleash devastating extra slashing damage by removing the mark.
- Reveal Fortune: Enemies within range lose the veil of stealth and invisibility as luck exposes their hidden presence, leaving them vulnerable to the Lucksoul’s keen senses and strategic prowess.
- Coin of Destiny: The Lucksoul gains a mystical Coin of Fate, offering a chance to evade incoming attacks through sheer luck. Each flip of the coin grants the Lucksoul a 50/50 chance to turn a hit into a miss, providing a fleeting moment of fortune amidst adversity.
Class Feature Improvement: Fortuitous Strike
Harnessing the power of luck, the Lucksoul’s strikes become not only deadly but also rejuvenating. Damage dealt from their Fortunate Stike dice now grants them equal healing, turning every successful attack into a source of vitality. The Lucksoul can utilize this fortuitous healing a number of times equal to their stronghold level before requiring an extended rest to replenish their luck reserves.
Lucksoul Followers
D100 |
FOLLOWER |
01–04 |
Seasoned Light Infantry (Size 1d6), Unit |
05–07 |
Seasoned Medium Infantry (Size 1d4), Unit |
08–10 |
Seasoned Medium Archers (Size 1d4), Unit |
11–12 |
Theurgist (3rd Level), Retainer |
13–14 |
Swordmaster (3rd Level), Retainer |
15–16 |
Justicar (3rd Level), Retainer |
17–19 |
Exarch (3rd Level), Retainer |
20–22 |
Alienist (3rd Level), Retainer |
23–24 |
Thamaturgist (3rd Level), Retainer |
25–28 |
Stormspeaker (5th Level), Retainer |
29–32 |
Illusionist (5th Level), Retainer |
33–36 |
Diabolist (5th Level), Retainer |
37–40 |
Acolyte of Darkness (7th Level), Retainer |
41–45 |
Shadow Priest (7th Level), Retainer |
46–50 |
Conjurer (7th Level), Retainer |
51–53 |
Alchemist |
54–56 |
Blacksmith |
57–59 |
Carpenter |
60–62 |
Scribe |
63–65 |
Sage |
66–68 |
Tailor |
69–72 |
Spy |
73–75 |
Captain |
76–87 |
Racial Ambassador of choice |
88–100 |
Roll on the Special Allies table |
The Cleric’s Church
The Cleric’s Church serves as a stronghold of faith and resistance against forces opposing the cleric’s deity, offering various effects determined by the GM.
Domain Effects
- Inhabitants of the cleric’s domain are immune to disease.
- The cleric can hear the prayers of those in concordance with their deity within the domain.
- Fair weather prevails in the domain while the cleric is hale, turning foul if the cleric is wounded or suffering.
Stronghold Actions
At initiative count 20 (losing ties), the cleric takes a stronghold action to produce one of the following effects. The cleric must be in the same hex or province as their stronghold and cannot repeat the same effect two rounds in a row:
- Enemies within 30 feet must succeed on a Constitution saving throw or suffer the effects of the contagion spell.
- Shafts of golden light descend from the sky, targeting undead, demons, and devils within 60 feet. Targets must succeed on a Wisdom saving throw or be annihilated.
- The cleric and allies within the stronghold recover all Hit Dice and gain 30 temporary hit points.
Class Feature Improvement: Manifest Divinity
When using the Channel Divinity feature, allies within 30 feet regain 3d8 hit points. This ability can be used a number of times equal to the stronghold level, after which an extended rest is required to refresh it.
Cleric Followers
D100 |
FOLLOWER |
01–04 |
Regular Light Infantry (Size 1d8), Unit |
05–07 |
Regular Medium Infantry (Size 1d6), Unit |
08–10 |
Seasoned Medium Infantry (Size 1d6), Unit |
11–13 |
Regular Heavy Infantry (Size 1d6), Unit |
14–15 |
Regular Light Cavalry (Size 1d6), Unit |
16–17 |
Regular Medium Cavalry (Size 1d4), Unit |
18–19 |
Seasoned Heavy Cavalry (Size 1d4), Unit |
20 |
Regular Medium Archers (Size 1d4), Unit |
21 |
Loremaster (3rd Level), Retainer |
22 |
Troubadour-warrior (3rd Level), Retainer |
23 |
Swordmaster (3rd Level), Retainer |
24–25 |
Tracker (3rd Level), Retainer |
26–28 |
Warlord (3rd Level), Retainer |
29–30 |
Knight-sorcerer (5th Level), Retainer |
31–33 |
Mystic (5th Level), Retainer |
34–37 |
Guild Adept (5th Level), Retainer |
38–41 |
Acolyte of the Way (5th Level), Retainer |
42–44 |
Justicar (5th Level), Retainer |
45–47 |
Enchanter (7th Level), Retainer |
48–50 |
Cavalier (7th Level), Retainer |
51–52 |
Farmers |
53–55 |
Mason |
56–58 |
Blacksmith |
59–60 |
Carpenter |
61–62 |
Miner |
63–65 |
Scribe |
66–68 |
Sage |
69–70 |
Tailor |
71–85 |
Racial Ambassador of choice |
86–100 |
Roll on the Special Allies table |
The Martyr’s Shrine
The Martyr’s Shrine stands as a solemn tribute to sacrifice and selfless devotion, a place where the spirit of altruism is honored and nurtured. Within its sacred bounds, the essence of self-sacrifice is imbued into every stone, fostering an environment of reverence and unwavering resolve.
Domain Effects
- Eternal Vigilance: The martyrs’ spirits maintain a perpetual watch over the shrine, ensuring that those within its domain are always protected. Any creature that rests within the domain gains the benefits of a long rest in half the usual time, as the vigilance of the martyrs accelerates their recovery and fortifies their resolve.
- Aura of Sacrifice: The shrine’s domain is suffused with an aura that encourages selflessness and camaraderie. Allies within the domain can transfer their own hit points to one another through a touch, fostering a profound sense of unity and shared purpose. This transfer of life energy is limited to a number of hit points equal to the donor’s level per long rest.
- Martyr’s Shield: The sanctity of the shrine invokes a protective barrier against malevolent forces. Whenever an ally within the demesne takes damage, they can call upon the shrine’s protective energies, reducing the damage by an amount equal to the shrine keeper’s level. This effect can occur a number of times per day equal to the shrine keeper’s stronghold level.
Stronghold Actions
At initiative count 20 (losing ties), the martyr can invoke a stronghold action to manifest one of the following effects, provided they are within the same hex or province as the shrine:
- Guardian’s Sacrifice: The martyr can choose to take the damage for an ally within sight. For the next round, any damage that would be dealt to the ally is instead transferred to the martyr, reflecting their unwavering commitment to protect others at all costs.
- Radiant Defiance: The martyr channels the collective resolve of those who have sacrificed before, creating an area of radiant light that repels enemies. For the next minute, all enemies within a 30-foot radius of the shrine must make a Wisdom saving throw or be pushed back 20 feet and take radiant damage equal to the martyr’s level.
- Unyielding Resolve: The martyr taps into the shrine’s deep well of courage, granting all allies within a 60-foot radius temporary hit points equal to twice the martyr’s level. These temporary hit points last until the end of the encounter, fortifying the allies’ will to persevere.
Class Feature Improvement: Sacrificial Resolve
Empowered by the teachings of the shrine, the martyr becomes a paragon of selflessness and resilience. Whenever the martyr would drop to 0 hit points, they can choose to expend a spell slot to instead drop to 1 hit point. This effect can be used a number of times equal to their stronghold level.
Additionally, whenever the martyr uses their Sacrificial Resolve, they gain temporary hit points equal to their level plus their Constitution modifier, reflecting the shrine’s power to rejuvenate those who embody its spirit.
Monk Followers
D100 |
FOLLOWER |
01–03 |
Regular Light Infantry (Size 1d6), Unit |
04–06 |
Regular Medium Infantry (Size 1d6), Unit |
07–09 |
Seasoned Light Infantry (Size 1d6), Unit |
10–11 |
Seasoned Medium Infantry (Size 1d4), Unit |
12–13 |
Veteran Light Infantry (Size 1d4), Unit |
14–15 |
Veteran Medium Infantry (Size 1d4), Unit |
16 |
Seer (3rd Level), Retainer |
17 |
Exorcist (3rd Level), Retainer |
18 |
Knight of the Green Order (3rd Level), Retainer |
19–20 |
Shaper (3rd Level), Retainer |
21–22 |
Evoker (3rd Level), Retainer |
23 |
Diabolist (3rd Level), Retainer |
24 |
Theurgist (5th Level), Retainer |
25–27 |
Warden (5th Level), Retainer |
28–30 |
Curate (5th Level), Retainer |
31–33 |
Alienist (5th Level), Retainer |
34–36 |
Conjurer (5th Level), Retainer |
37–40 |
Illusionist (5th Level), Retainer |
41–45 |
Mystic (7th Level), Retainer |
46–50 |
Stormspeaker (7th Level), Retainer |
51–52 |
Farmer |
53–55 |
Mason |
56–58 |
Blacksmith |
59–60 |
Carpenter |
61–62 |
Miner |
63–65 |
Scribe |
66–68 |
Sage |
69–70 |
Captain |
71–73 |
Alchemist |
74–85 |
Racial Ambassador of choice |
86–100 |
Roll on the Special Allies table |
The Scholar’s Archive
The Scholar’s Archive, bastion of The Masters of Tradition, stands as a beacon of enlightenment and wisdom, devoted to the preservation and dissemination of knowledge across the realms of Faerun. Within its hallowed halls, the ancient texts and timeless tomes of humanistic doctrines are safeguarded, serving as a haven for seekers of truth and scholars of all disciplines.
Domain Effects
- The Scholar’s Archive houses a vast repository of knowledge, containing manuscripts, scrolls, and codices spanning countless topics and disciplines. Within its domain, allies gain advantage on all Intelligence-based skill checks and saving throws, as the wealth of information at their fingertips empowers their scholarly pursuits.
- The very walls of the Archive resonate with the echoes of past events, granting those within its confines insight into the annals of history. Allies can call upon the Archive’s mystical resonance to gain advantage on checks related to historical research, deciphering ancient scripts, and unraveling the mysteries of bygone eras.
- Stepping foot into the Scholar’s Archive fills one with a sense of profound enlightenment, heightening their intellectual acuity and fostering a thirst for knowledge. Allies within the demesne gain temporary hit points equal to their proficiency bonus at the start of each turn, as the aura of enlightenment shields them from harm and imbues them with newfound resilience.
Stronghold Actions
At initiative count 20 (losing ties), The Masters of Tradition can invoke a stronghold action to manifest one of the following effects, provided they are within the same hex or province as the Scholar’s Archive:
- Illuminate the Mind: Allies within 60 feet are bathed in the radiant glow of scholarly illumination, their minds sharpened and their intellects heightened. They gain advantage on Intelligence-based ability checks and saving throws for the duration of the illumination.
- Invoke Ancient Wisdom: Drawing upon the collective knowledge of the Archive, The Masters of Tradition channels the wisdom of ages past to aid their allies. They can grant advantage on any one ability check or saving throw made by an ally within range, imparting them with the insights of ancient sages and learned scholars.
- Scribe’s Sanctuary: The Scholar’s Archive becomes a bastion of protection, its mystical wards shielding allies from harm. Allies within range gain resistance to all forms of damage for a limited duration, as the protective energies of the Archive shield them from the ravages of the world.
Class Feature Improvement: Scholar’s Insight
Embodying the spirit of scholarly pursuit, The Masters of Tradition’s abilities become infused with unparalleled insight and understanding. Each time they use a class feature or spell associated with their Scholar’s Archive abilities, they gain temporary hit points equal to their proficiency bonus. They can harness this scholarly resilience a number of times equal to their stronghold level before requiring an extended rest to replenish their connection to the Archive’s boundless knowledge.
Master of Tradition Followers
D100 |
FOLLOWER |
01–03 |
Regular Light Infantry (Size 1d6), Unit |
04–06 |
Regular Medium Infantry (Size 1d4), Unit |
07–09 |
Regular Light Archers (Size 1d6), Unit |
10–11 |
Regular Medium Archers (Size 1d4), Unit |
12–13 |
Regular Light Airborne (Size 1d4), Unit |
14–15 |
Regular Medium Airborne (Size 1d4), Unit |
16 |
Swordmaster (3rd Level), Retainer |
17 |
Spirit Warden (3rd Level), Retainer |
18 |
Mystic (3rd Level), Retainer |
19–20 |
Acolyte of the Way (3rd Level), Retainer |
21–22 |
Knight of the Green Order (3rd Level), Retainer |
23 |
Elemental Acolyte (5th Level), Retainer |
24–26 |
Guild Adept (5th Level), Retainer |
27–29 |
Skinwalker (5th Level), Retainer |
30–32 |
Battle Priest (5th Level), Retainer |
33–35 |
Cavalier (5th Level), Retainer |
36–40 |
Cutpurse (7th Level), Retainer |
41–45 |
Troubadour-warrior (7th Level), Retainer |
46–47 |
Mason |
48–50 |
Blacksmith |
51–53 |
Carpenter |
54–55 |
Miner |
56–57 |
Scribe |
58–60 |
Sage |
61–63 |
Tailor |
64–65 |
Alchemist |
66–85 |
Racial Ambassador of choice |
86–100 |
Roll on the Special Allies table |
The Medium’s Sanctuary
The Medium’s Sanctuary, shrouded in mystic veils and nestled within the ethereal realms between life and death, serves as a conduit for the enigmatic bond between the living and the departed. Here, Mediums commune with wandering souls, weaving the threads of fate and unraveling the mysteries of existence.
Domain Effects
- Within the Medium’s Sanctuary, the boundaries between the material world and the afterlife blur, granting allies a fleeting glimpse into the realm of spirits. Allies gain advantage on Charisma-based ability checks and saving throws as they draw upon the unseen energies that permeate the sanctuary.
- The echoes of departed souls resonate within the sanctuary, offering guidance and insight to those who tread its halls. Allies may seek counsel from these spectral echoes, gaining advantage on Wisdom-based skill checks and saving throws related to divination, intuition, and spiritual awareness.
- Enveloped in the shroud of the Medium’s Sanctuary, allies find themselves momentarily untethered from the mortal coil, their spirits buoyed by the ethereal energies that suffuse the sanctuary. At the start of each turn, allies gain temporary hit points equal to their proficiency bonus, as the shroud shields them from harm and grants them a brief respite from the trials of the material world.
Stronghold Actions
At initiative count 20 (losing ties), the Medium can invoke a stronghold action to manifest one of the following effects, provided they are within the same hex or province as the Medium’s Sanctuary:
- Whispers of the Departed: The voices of departed souls echo through the sanctuary, imparting their otherworldly wisdom to allies. Allies within 60 feet gain advantage on all skill checks and saving throws for the duration, as they draw upon the collective knowledge of the spirits that dwell within.
- Ethereal Conduit: Channeling the energies of the afterlife, the Medium becomes a conduit for the spirits that wander the ethereal realms. They can grant allies within range resistance to necrotic damage for a limited duration, as the spectral energies of the afterlife shield them from the ravages of death.
- Spectral Intervention: Calling upon the restless spirits that roam the Medium’s Sanctuary, the Medium can summon a spectral guardian to aid their allies in battle. A spectral entity materializes to fight alongside the allies for a limited duration, providing additional support and protection.
Class Feature Improvement: Soulbound Resilience
Embodying the symbiotic bond between the living and the dead, the Medium’s abilities become infused with the resilience of wandering souls. Each time they use a class feature or spell associated with their Medium’s Sanctuary abilities, they gain temporary hit points equal to their proficiency bonus. They can harness this spectral resilience a number of times equal to their stronghold level before requiring an extended rest to replenish their connection to the sanctuary’s boundless energies.
Medium Followers
D100 |
FOLLOWER |
01–03 |
Regular Light Infantry (Size 1d6), Unit |
04–06 |
Regular Medium Infantry (Size 1d4), Unit |
07–09 |
Regular Light Archers (Size 1d6), Unit |
10–11 |
Regular Medium Archers (Size 1d4), Unit |
12–13 |
Regular Light Airborne (Size 1d4), Unit |
14–15 |
Regular Medium Airborne (Size 1d4), Unit |
16 |
Swordmaster (3rd Level), Retainer |
17 |
Spirit Warden (3rd Level), Retainer |
18 |
Mystic (3rd Level), Retainer |
19–20 |
Acolyte of the Way (3rd Level), Retainer |
21–22 |
Knight of the Green Order (3rd Level), Retainer |
23 |
Elemental Acolyte (5th Level), Retainer |
24–26 |
Guild Adept (5th Level), Retainer |
27–29 |
Skinwalker (5th Level), Retainer |
30–32 |
Battle Priest (5th Level), Retainer |
33–35 |
Cavalier (5th Level), Retainer |
36–40 |
Cutpurse (7th Level), Retainer |
41–45 |
Troubadour-warrior (7th Level), Retainer |
46–47 |
Mason |
48–50 |
Blacksmith |
51–53 |
Carpenter |
54–55 |
Miner |
56–57 |
Scribe |
58–60 |
Sage |
61–63 |
Tailor |
64–65 |
Alchemist |
66–69 |
Revenant |
70–85 |
Racial Ambassador of choice |
86–100 |
Roll on the Special Allies table |
The Monk’s Monastery
The serene sanctity of the monk’s monastery stands as a testament to inner harmony and disciplined mastery, imbued with profound effects that resonate with the essence of tranquility and self-reliance.
Domain Effects
- Eternal Tranquility: Time flows differently within the monastery’s domain, where the passage of years seems but a gentle breeze against the walls of eternity. Creatures within the demesne age at a fraction of the normal rate, their physical forms tempered by the timeless serenity that permeates the monastery.
- Harmony of Elements: The monastery’s demesne remains a bastion of balance and equanimity, where the forces of nature converge in harmonious accord. Regardless of the seasons that sweep across the land beyond its walls, the temperature within the demesne remains temperate and serene, fostering an environment of perpetual comfort and balance.
- Peaceful Intervention: Within the hallowed halls of the monastery, violence is anathema to the very essence of tranquility. Any act of aggression within the demesne carries a 15% chance of summoning a Source of Earth, an ethereal entity bound to preserve the sanctity of the monastery. The Source of Earth employs its formidable powers to quell the violence and restore harmony to the demesne, invoking a profound sense of introspection and restraint upon those who would disturb its tranquil sanctuary.
Stronghold Actions
At initiative count 20 (losing ties), the monk can invoke a stronghold action to manifest one of the following effects, provided they are within the same hex or province as the monastery:
- Diamond Soul: Harnessing the indomitable resilience of their inner essence, the monk’s skin becomes as unyielding as diamond, rendering them impervious to all but the most ethereal of assaults. For a brief duration, they gain immunity to all damage except psychic, their incorruptible form reflecting the unbreakable spirit that resides within.
- Flurry of Blows: The monk becomes a tempest of swift and decisive strikes, launching a flurry of eight unarmed attacks against a nearby foe. Each strike carries the weight of disciplined precision, delivering a torrent of blows that leave adversaries reeling in the wake of their relentless assault.
- Ki Mastery: Drawing upon the boundless reservoir of ki energy that flows within, the monk achieves a state of profound attunement and inner balance. They regain all expended ki points, their inner reservoir replenished by the tranquil energies that suffuse the monastery’s sacred halls.
Class Feature Improvement: Ki Focus
Infused with the unwavering focus of their monastery’s teachings, the monk attunes their ki to repel the onslaught of adversity. Whenever they are targeted by an attack while possessing unspent ki points, they can channel their focused ki to mitigate the effects of the assault, allowing them to ignore all effects except for the damage incurred. They can employ this potent technique a number of times equal to their stronghold level, after which they must undertake an extended period of rest to restore their inner equilibrium and replenish their ki reserves.
Monk Followers
D100 |
FOLLOWER |
01–03 |
Regular Light Infantry (Size 1d6), Unit |
04–06 |
Regular Medium Infantry (Size 1d6), Unit |
07–09 |
Seasoned Light Infantry (Size 1d6), Unit |
10–11 |
Seasoned Medium Infantry (Size 1d4), Unit |
12–13 |
Veteran Light Infantry (Size 1d4), Unit |
14–15 |
Veteran Medium Infantry (Size 1d4), Unit |
16 |
Seer (3rd Level), Retainer |
17 |
Exorcist (3rd Level), Retainer |
18 |
Knight of the Green Order (3rd Level), Retainer |
19–20 |
Shaper (3rd Level), Retainer |
21–22 |
Evoker (3rd Level), Retainer |
23 |
Diabolist (3rd Level), Retainer |
24 |
Theurgist (5th Level), Retainer |
25–27 |
Warden (5th Level), Retainer |
28–30 |
Curate (5th Level), Retainer |
31–33 |
Alienist (5th Level), Retainer |
34–36 |
Conjurer (5th Level), Retainer |
37–40 |
Illusionist (5th Level), Retainer |
41–45 |
Mystic (7th Level), Retainer |
46–50 |
Stormspeaker (7th Level), Retainer |
51–52 |
Farmer |
53–55 |
Mason |
56–58 |
Blacksmith |
59–60 |
Carpenter |
61–62 |
Miner |
63–65 |
Scribe |
66–68 |
Sage |
69–70 |
Captain |
71–73 |
Alchemist |
74–85 |
Racial Ambassador of choice |
86–100 |
Roll on the Special Allies table |
Merchant’s Vault
The Merchant’s Vault is where they base themselves around. From within, the Merchant is able to influence much of the world around them, through coin and conversation. Everyone knows two things about a Merchant’s Vault, it holds riches, and it would be crazy to try and break into it.
Domain Effects:
- Constantly being on alert and having set up the vault to be tough to crack, all enemies attempting Stealth or using Thieves’ tools within the domain do so with Disadvantage (regardless of any abilities that would cancel out this Disadvantage).
- A Merchant’s domain also provides its inhabitants and allies within it a greater understanding of a good deal and discernment when someone is trying to scam them with a fake. All checks to spot a fake, misrepresented, forgery, or to sort through a lie related to an item, good or service, are rolled with Advantage.
- The Merchant’s negotiation ability is second-to-none. As such, the upkeep costs for mercenaries are the normal amount instead of double and upkeep suffers only half the penalty for Friendly and Neutral Units. Hostile Units can be hired but upkeep is double, and they disband after one season of not being paid.
- Money makes the world go round. This is reflected in the Followers chart giving the Merchant a lot of choice. Afterall, money attracts many and thus gives the banker their choice of employee.
Stronghold Actions:
- On initiative count 20 (losing initiative ties), the jaeger takes a stronghold action to cause one of the following effects. The wizard must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short rest.
- ax Man: No one escapes the Tax Man, no one! Pick a target within 120 feet and line of sight. They are assaulted by a force that attempts to steal an item off their person that the Merchant believes is owed for “taxes”. The target must make a DC 15+Stronghold Level Dexterity Save or lose the targeted item. The item is then placed within the Merchant’s Vault. Any worn or used item is a valid target.
- Crushing Inheritance: Money is nice, but too much money at once can be painful. The Merchant chooses one target within 60 feet. A giant bag full of coins hits them with tremendous force. They take 1d10+Stronghold Level points of Force damage per Stronghold Level. Enemies within 10 feet take half as much damage as the magic coins go flying on impact before they disappear. This cannot be dodged.
- Glittering Gold: Gold is shiny, really shiny. And the Merchant has a lot of gold. The Merchant picks one target within 60 feet and line of sight. The light from the gold in the Vault becomes searing and they must make a DC 15+Stronghold Level Con save or be blinding until the end of their next turn.
Class Feature Improvement: In for a Copper…
Going all in with financial endeavors means the Merchant will squeeze every last drop of profits out of it. To that end, the Bang for your Buck ability is modified to allow both the normal bonus, and the Charisma bonus to be applied when using an item. Furthermore, when expending a merchant spell slot to increase damage or healing, it is increased by 1d8 per spell level instead of 1d6.
Merchant Followers
D100 |
Follower |
01-05 |
Green Light Infantry (Size 1d8), Unit |
06-10 |
Regular Medium Infantry (Size 1d6), Unit |
11-15 |
Regular Heavy Archers (Size 1d6), Unit |
16-20 |
Seasoned Light Cavalry (Size 1d6), Unit |
21-25 |
Seasoned Medium Archers (Size 1d6), Unit |
26-30 |
Elite Heavy Infantry (Size 1d4), Unit |
31-35 |
Any One Above |
36-40 |
Improve one Unit’s Equipment, Experience, or Size for free. Reroll if no Unit’s owned. |
41-42 |
Any One Retainer (3rd Level) |
43-44 |
Any Two Retainers (3rd Level) |
45-46 |
Any One Retainer (5th Level) |
47-48 |
Any Two Retainers (5th Level) |
49-50 |
Any One Retainer (7th Level) |
51-60 |
Any one Artisan of Choice |
61-70 |
Any two Artisans of Choice |
71-80 |
Two Racial Ambassadors of Choice |
81-100 |
Roll on Special Allies |
The Noble’s Estate
The noble’s estate stands as a bastion of lineage and prestige, embodying the opulence and influence of aristocracy while wielding significant effects that resonate with the power and authority of noble blood.
Domain Effects
- Within the noble’s domain, the aura of aristocratic heritage permeates every corner, enhancing the prestige and renown of those who dwell within its confines. Allies of the noble gain advantage on all Charisma-based ability checks while within the demesne, their stature and influence bolstered by the regal ambiance that surrounds them.
- The noble’s estate is guarded by a retinue of loyal servants and vigilant sentinels, ensuring the security and sanctity of the demesne. Any attempt at intrusion or subterfuge within the demesne triggers an immediate response from the estate’s guardians, who swiftly apprehend or repel the intruders with unwavering resolve.
- The noble’s demesne serves as a reservoir of boundless wealth and opulence, enriching those who reside within its walls. Each day spent within the demesne grants temporary wealth and resources equivalent to 500 gold pieces, providing ample funds for lavish expenditures and extravagant pursuits.
Stronghold Actions
At initiative count 20 (losing ties), the noble can invoke a stronghold action to manifest one of the following effects, provided they are within the same hex or province as the estate:
- Call to Arms: The noble rallies their loyal retainers and sworn allies to their side, summoning a contingent of well-trained soldiers or armed guards to bolster their forces. The summoned units remain under the noble’s command for a duration of 1 hour, obeying their orders without question and defending the demesne with unwavering loyalty.
- Diplomatic Influence: Drawing upon their extensive network of contacts and alliances, the noble exerts their diplomatic prowess to sway the opinions and loyalties of others. For a brief duration, the noble gains advantage on all Charisma-based skill checks and persuasion attempts, their words carrying the weight of authority and persuasion as they navigate the intricate web of politics and intrigue.
- Wealth of Nations: The noble taps into the vast resources of their estate, channeling its boundless wealth and opulence to fund extravagant expenditures or secure valuable assets. They gain a significant influx of gold equal to 1,000 gold pieces per stronghold level, which can be used to finance grand projects, purchase valuable artifacts, or influence economic markets to their advantage.
Class Feature Improvement: Aristocratic Authority
Empowered by their noble lineage and regal heritage, the noble commands respect and obedience from those who acknowledge their authority. Whenever the noble issues commands or directives to their followers or subordinates, they gain advantage on all Charisma-based checks and charisma saving throws, their aristocratic presence instilling reverence and deference in those who serve under their banner. This effect lasts for a duration of 1 hour per stronghold level, after which the noble must take a short rest to regain their composure and maintain their authoritative demeanor.
Noble Followers
D100 |
FOLLOWER |
01–05 |
Seasoned Medium Diplomat (Size 1d4), Individual |
06–10 |
Master of Disguise (3rd Level), Retainer |
11 |
Courtier (3rd Level), Retainer |
12 |
Inquisitor (3rd Level), Retainer |
13–19 |
Spy Master (5th Level), Retainer |
20–24 |
Shadow Weaver (5th Level), Retainer |
25–29 |
Whisperer (5th Level), Retainer |
30–36 |
Enigmatic Sage (7th Level), Retainer |
37–42 |
Arcane Trickster (7th Level), Retainer |
43–47 |
Bard of Intrigue (7th Level), Retainer |
48–50 |
Mind Reader (7th Level), Retainer |
51–55 |
Informant |
56–60 |
Cryptographer |
61–65 |
Cartographer |
66–80 |
Racial Ambassador of choice |
81-85 |
Roll on the Fey Allies chart |
86–100 |
Roll on the Special Allies table |
The Paladin’s Chapel
The noble sanctum of the paladin’s chapel radiates the unwavering power of righteousness and order, imbuing the surrounding lands with divine blessings and protection against the forces of darkness and chaos.
Domain Effects
- Eternal Radiance: Under the divine gaze of the paladin’s chapel, the skies remain clear and serene, bathed in the warm glow of the sun throughout the year. Rainfall is a rarity, confined to the veiled hours of night, while thunderstorms instinctively steer clear of the sacred precincts, preserving an atmosphere of tranquility and purity.
- Divine Protection: The sanctified aura of the chapel imbues the land with an inherent aversion to evil and chaos, manifesting as a palpable deterrent to malevolent forces. Creatures of darkness and wicked intent find their malevolence hindered in the radiant daylight, suffering disadvantage on all manner of actions within the chapel’s demesne.
- Holy Vigilance: The vigilant eyes of the paladin pierce through the veil of darkness, granting them an innate awareness of any chaotic or evil presence within the demesne. With unwavering clarity, the paladin discerns the presence and location of such malevolent entities, their divine intuition extending to a radius commensurate with the strength of their sacred stronghold.
Stronghold Actions
At initiative count 20 (losing ties), the paladin can invoke a stronghold action to manifest one of the following effects, provided they are within the same hex or province as the chapel:
- Chains of Justice: The paladin summons ethereal chains forged from pure gold or silver, binding any chaotic or evil creature within range in an unyielding grasp. The ensnared creature must succeed on a Constitution saving throw or become grappled by the divine shackles, their struggles restrained until they can break free with a display of strength or agility against the paladin’s indomitable will.
- Heaven’s Command: With a righteous decree, the paladin commands the skies to ground all aerial adversaries within range, compelling flying creatures to descend to the earth below. The affected creatures must succeed on a Constitution check or be compelled to land immediately, their ability to take flight restricted for the duration of the conflict.
- Golden Aegis: The paladin bestows a divine blessing upon an ally within sight, enveloping them in a shimmering aura of golden light that fortifies their defenses against adversity. The blessed ally gains an armor class bonus equal to the paladin’s Charisma modifier, their mundane armor transmuted into a protective barrier of radiant gold that shields them from harm for the duration of combat.
Class Feature Improvement: Righteous Smite
Empowered by the fervent zeal of their divine calling, the paladin’s smite transcends the barriers of resistance, burning through enemy defenses with holy retribution. Enemies resistant to either radiant damage or the paladin’s weapon attacks lose their resistance, while those previously immune become vulnerable to the purifying light of righteousness. This enhanced smite can be unleashed a number of times equal to the paladin’s stronghold level, after which they must undergo an extended period of rest to rekindle the divine flame within their righteous soul.
Paladin Followers
D100 |
FOLLOWER |
01–04 |
Seasoned Light Infantry (Size 1d8), Unit |
05–07 |
Seasoned Medium Infantry (Size 1d8), Unit |
08–10 |
Veteran Light Infantry (Size 1d8), Unit |
11–13 |
Veteran Heavy Infantry (Size 1d6), Unit |
14–15 |
Regular Medium Cavalry (Size 1d6), Unit |
16–17 |
Seasoned Medium Cavalry (Size 1d6), Unit |
18–19 |
Veteran Medium Cavalry (Size 1d6), Unit |
20 |
Elite Light Cavalry (Size 1d4), Unit |
21 |
Mystic (3rd Level), Retainer |
22 |
Acolyte of the Way (3rd Level), Retainer |
23 |
Loremaster (3rd Level), Retainer |
24–25 |
Evoker (3rd Level), Retainer |
26–28 |
Seer (3rd Level), Retainer |
29–30 |
Battle Priest (3rd Level), Retainer |
31–33 |
Troubadour-warrior (5th Level), Retainer |
34–37 |
Thaumaturgist (5th Level), Retainer |
38–41 |
Swordmaster (5th Level), Retainer |
42–44 |
Curate (7th Level), Retainer |
45–47 |
Exorcist (7th Level), Retainer |
48–50 |
Warlord (7th Level), Retainer |
51–52 |
Farmer |
53–55 |
Mason |
56–58 |
Blacksmith |
59–61 |
Carpenter |
62–63 |
Miner |
64–65 |
Scribe |
66–68 |
Sage |
69–70 |
Captain |
71–74 |
Tailor |
75–79 |
Racial Ambassador of choice |
91–93 |
Roll on the Special Paladin Mount chart |
94–100 |
Roll on the Special Allies table |
Paladin Special Mount
D12 |
MOUNT |
01–04 |
Hippogriff |
05–07 |
Griffon |
08–09 |
Pegasus |
10–11 |
Unicorn |
12 |
Alicorn |
The Ranger’s Lodge
The tranquil refuge of the ranger’s lodge embodies the essence of bountiful hunting grounds and impenetrable security, offering a sanctuary where nature thrives and allies find solace amidst the wilderness.
Domain Effects
- Abundant Wildlife: Within the confines of the ranger’s domain, the forests teem with an abundance of game, where majestic stags and fierce beasts roam freely. However, the creatures that inhabit these lands are not merely ordinary; they are imbued with a primal vitality, growing larger and more formidable under the vigilant watch of the ranger.
- Natural Peril: The wilderness surrounding the ranger’s lodge serves as a formidable deterrent to would-be intruders and adversaries. Enemies who dare to trespass upon the ranger’s demesne find themselves ensnared in the treacherous terrain, forced to navigate the dense undergrowth and perilous paths with utmost caution to avoid the wrath of the wild. Those who falter risk attracting the attention of the fearsome winter wolves that prowl the borders of the ranger’s domain, their ferocious presence serving as a testament to the untamed power of the wilderness.
- Favorable Terrain: Allies of the ranger find themselves at home within the domain, where the familiar landscape serves as a bastion of safety and security. As they traverse the rugged terrain, they move with unparalleled ease and confidence, their familiarity with the land granting them a distinct advantage over their adversaries who struggle to navigate the treacherous wilderness.
Stronghold Actions
At initiative count 20 (losing ties), the ranger can invoke a stronghold action to manifest one of the following effects, provided they are within the same hex or province as the lodge:
- Targeted Weakness: The ranger’s keen eye discerns the vulnerable spots of nearby enemies, marking them with ethereal targets that betray their weaknesses. Until the next round, all foes within range become susceptible to the ranger’s attacks, suffering vulnerability and amplified damage from the ranger’s strikes.
- Veil of Mist: With a whispered incantation, the ranger summons a dense fog cloud that blankets the battlefield, obscuring vision and confounding enemies. Despite the thick mist, the ranger and their allies can see through the fog with unrivaled clarity, gaining a tactical advantage over their disoriented adversaries.
- Bleeding Strikes: The ranger’s strikes become infused with primal ferocity, causing grievous wounds that refuse to heal. Each successful attack against a foe induces profuse bleeding, dealing additional damage over time as the target struggles to staunch the flow of blood and endure the relentless assault.
Class Feature Improvement: Chosen Enemy
The ranger’s mastery over their favored enemy reaches new heights as they exploit their adversary’s vulnerabilities with surgical precision. Their attacks strike with devastating force, exploiting the weaknesses of their chosen foe to inflict maximum damage. This enhanced ability can be employed a number of times equal to the ranger’s stronghold level, after which they must undergo an extended period of rest to recalibrate their focus and reestablish their connection with the primal forces of nature.
Ranger Followers
D100 |
FOLLOWER |
01–04 |
Regular Light Archers (Size 1d6), Unit |
05–07 |
Seasoned Light Archers (Size 1d6), Unit |
08–10 |
Seasoned Light Airborne (Size 1d6), Unit |
11–12 |
Thaumaturgist (3rd Level), Retainer |
13–14 |
Stormspeaker (3rd Level), Retainer |
15–16 |
Warden (3rd Level), Retainer |
17–19 |
Acolyte of Darkness (3rd Level), Retainer |
20–22 |
Healer (3rd Level), Retainer |
23–24 |
Knight of the Green Order (5th Level), Retainer |
25–28 |
Executioner (5th Level), Retainer |
29–32 |
Chaos Mage (5th Level), Retainer |
33–36 |
Exorcist (5th Level), Retainer |
37–40 |
Skinwalker (7th Level), Retainer |
41–45 |
Cutpurse (7th Level), Retainer |
46–50 |
Enchanter (7th Level), Retainer |
51–53 |
Mason |
54–56 |
Blacksmith |
57–60 |
Carpenter |
61–64 |
Miner |
65–67 |
Sage |
68–70 |
Spy |
71–80 |
Racial Ambassador of choice |
81–100 |
Roll on the Special Allies table |
The Rogue’s Tavern
The clandestine sanctuary of the rogue’s tavern serves as a nexus of intrigue and intelligence, exerting its influence with covert prowess and subtle manipulation, manifesting the following effects within its domain:
Domain Effects:
- Veiled Concealment: For each level of the rogue’s stronghold, one ally gains the elusive ability to remain hidden within the tavern’s demesne, shielded from prying eyes by arcane and mundane means alike. This cloak of invisibility extends only to trusted companions, ensuring their safety within the sanctuary. However, this protection does not extend to the owner of the stronghold, who remains susceptible to detection.
- Eerie Surveillance: Intruders who dare to breach the boundaries of the rogue’s demesne are met with an unsettling sensation of being under constant observation, their every move scrutinized by unseen eyes. This pervasive aura of surveillance serves as a deterrent to would-be trespassers, instilling a sense of paranoia and apprehension in those who seek to infiltrate the rogue’s sanctuary.
- Trickster’s Gambit: Creatures harboring ill intent towards the rogue are met with a hidden peril upon concluding a long rest within the tavern’s demesne. With a roll of the dice, fate determines whether the unwitting intruder triggers a concealed trap, suffering piercing damage from the rogue’s cunningly devised snare.
Stronghold Actions:
At initiative count 20 (losing initiative ties), the rogue can unleash a decisive stronghold action, invoking one of the following effects within the vicinity of their tavern:
- Marked for Death: All adversaries within a 60-foot radius are designated as targets for imminent demise. For the subsequent minute, the rogue’s strikes against marked foes are infused with deadly precision, allowing them to remove the mark and inflict devastating additional slashing damage upon a successful hit.
- Unveiling Shadows: The rogue pierces the veil of concealment shrouding their enemies, revealing hidden adversaries and stripping away their cloak of stealth and invisibility. With a keen eye for deception, the rogue exposes the lurking threats within their midst, leaving foes vulnerable to the vigilant gaze of their allies.
- Fortune’s Favor: The rogue acquires a mystical Coin of Fate, endowed with the capricious whims of fortune. In the heat of battle, the rogue can flip the coin to defy incoming attacks, with a chance of evading harm entirely or suffering the full brunt of the assault.
Class Feature Improvement: Satisfying Strike
The rogue’s mastery of combat reaches new heights with the enhancement of their Sneak Attack ability. Each successful Sneak Attack not only inflicts damage upon their adversaries but also channels vitality back to the rogue, healing them in proportion to the harm inflicted. This potent restorative effect can be employed a number of times equal to the rogue’s stronghold level before requiring an extended period of rest to replenish their recuperative prowess.
Rogue Followers
D100 |
FOLLOWER |
01–04 |
Seasoned Light Infantry (Size 1d6), Unit |
05–07 |
Seasoned Medium Infantry (Size 1d4), Unit |
08–10 |
Seasoned Medium Archers (Size 1d4), Unit |
11–12 |
Theurgist (3rd Level), Retainer |
13–14 |
Swordmaster (3rd Level), Retainer |
15–16 |
Justicar (3rd Level), Retainer |
17–19 |
Exarch (3rd Level), Retainer |
20–22 |
Alienist (3rd Level), Retainer |
23–24 |
Thamaturgist (3rd Level), Retainer |
25–28 |
Stormspeaker (5th Level), Retainer |
29–32 |
Illusionist (5th Level), Retainer |
33–36 |
Diabolist (5th Level), Retainer |
37–40 |
Acolyte of Darkness (7th Level), Retainer |
41–45 |
Shadow Priest (7th Level), Retainer |
46–50 |
Conjurer (7th Level), Retainer |
51–53 |
Alchemist |
54–56 |
Blacksmith |
57–59 |
Carpenter |
60–62 |
Scribe |
63–65 |
Sage |
66–68 |
Tailor |
69–72 |
Spy |
73–75 |
Captain |
76–90 |
Racial Ambassador of choice |
91–100 |
Roll on the Special Allies table |
The Shaman’s Domain
The sacred grove of the shaman serves as a conduit between the mortal realm and the ethereal planes, manifesting mystical effects imbued with the wisdom of the spirits. Within this mystical sanctuary, one or more of the following phenomena may occur:
Domain Effects:
- Spiritual Sanctuary: The shaman’s domain exudes an aura of spiritual protection, offering solace and sanctuary to those within its boundaries. Allies find themselves imbued with a sense of inner peace and resilience, granting them advantage on saving throws against fear and charm effects while within the grove’s embrace.
- Ancestral Guidance: The spirits of the shaman’s ancestors linger within the grove, whispering ancient wisdom and guidance to those who seek their counsel. Within the demesne, allies gain advantage on Wisdom-based skill checks and ability checks, as the spectral echoes of generations past lend their insights to aid their endeavors.
- Natural Resurgence: The verdant vitality of the grove bestows renewed vigor upon its denizens, accelerating the natural healing processes of wounds and ailments. While within the demesne, allies regain additional hit points equal to the shaman’s Wisdom modifier at the start of each of their turns, as the rejuvenating energies of the grove hasten their recovery.
Stronghold Actions:
At initiative count 20 (losing initiative ties), the shaman may invoke the mystical powers of their grove to enact one of the following effects within its vicinity:
- Spectral Communion: The shaman establishes a spiritual connection with the ethereal realm, summoning forth the incorporeal essence of ancestral spirits to aid in battle. Spectral warriors manifest within a 30-foot radius, engaging enemies in combat and providing support to allies for a duration of one minute.
- Elemental Manifestation: Channeling the elemental energies of nature, the shaman conjures forth the primal forces of earth, air, fire, or water to assail their foes. A chosen elemental effect manifests within a 60-foot radius, dealing damage and imposing elemental conditions upon targets caught within its grasp.
- Spiritual Renewal: The shaman invokes the rejuvenating powers of the grove, restoring vitality and vigor to themselves and their allies. All creatures within a 30-foot radius regain hit points equal to 2d8 + the shaman’s Wisdom modifier, as the healing energies of the grove surge through their bodies, revitalizing their spirits.
Class Feature Improvement: Spiritual Resilience
The shaman’s connection with the spirits fortifies their resilience in the face of adversity. Whenever the shaman or their allies are subjected to harmful conditions or status effects, they may expend a use of their class feature to invoke the protective blessings of the spirits. This grants them advantage on saving throws against the inflicted condition, allowing them to resist its effects and endure with steadfast resolve. The shaman can employ this ability a number of times equal to their stronghold level before requiring a period of rest to commune with the spirits and replenish their spiritual resilience.
Shaman Followers
D100 |
FOLLOWER |
01–05 |
Regular Medium Infantry (Size 1d6), Unit |
06–10 |
Seasoned Medium Airborne (Size 1d4), Unit |
11 |
Loremaster (3rd Level), Retainer |
12 |
Warden (3rd Level), Retainer |
13–19 |
Elemental Acolyte (3rd Level), Retainer |
20–24 |
Chaos Mage (3rd Level), Retainer |
25–29 |
Conjurer (5th Level), Retainer |
30–36 |
Exarch (5th Level), Retainer |
37–42 |
Spirit Warden (5th Level), Retainer |
43–47 |
Knight of the Green Order (7th Level), Retainer |
48–50 |
Beast Lord (7th Level), Retainer |
51–55 |
Farmer |
56–60 |
Alchemist |
61–65 |
Sage |
66–80 |
Racial Ambassador of choice |
81–85 |
Roll on the Fey Allies chart |
86–100 |
Roll on the Special Allies table |
The Sorcerer’s Sanctum
The enigmatic confines of the sorcerer’s sanctum serve as a repository of arcane wonders and esoteric knowledge, where the boundaries between reality and magic blur with each flickering candle flame. Within this mystical haven, one or more of the following mystical phenomena may manifest:
Domain Effects:
- Whispers of the Arcane: Within the sorcerer’s domain, the very air hums with latent magical energy, causing spells and incantations to resonate with unpredictable power. Curses, blessings, and solemn oaths uttered within its boundaries hold the potential to trigger wild surges of wild magic, manifesting as unpredictable and often fantastical effects drawn from the chaotic depths of the arcane.
- Gift of the Arcanist: Those who dwell within the sorcerer’s domain find themselves touched by the arcane currents that permeate the sanctum’s atmosphere. After residing within its confines for a season, denizens gain the knowledge of a random sorcerer cantrip, their minds imbued with the fundamental essence of sorcerous magic. However, should they depart from the demesne, they lose the ability to cast the cantrip, the magic fading like a fleeting dream.
- Prismatic Rainfall: As raindrops descend upon the sorcerer’s demesne, they refract the ambient light with dazzling prismatic hues, casting shimmering rainbows that dance across the landscape. During daylight hours, the rain assumes a spectral brilliance, infusing the demesne with an otherworldly radiance that evokes wonder and awe.
Stronghold Actions:
At initiative count 20 (losing initiative ties), the sorcerer may wield the arcane forces at their command to enact one of the following effects within the vicinity of their stronghold:
- Arcane Barrage: The sorcerer unleashes a flurry of arcane spells, casting three spells from their repertoire with unmatched swiftness and precision. These spells manifest with full potency, their arcane energies unleashed in rapid succession to overwhelm adversaries and bend reality to the sorcerer’s will.
- Heightened Enchantment: The sorcerer invokes the innate power of their sorcerous lineage, imbuing their spells with heightened potency and efficacy. For a duration of one minute, all spells cast by the sorcerer are augmented as if affected by the Heighten Spell metamagic, their magical effects intensified to surpass normal limits.
- Infernal Shield: The sorcerer conjures a blazing shield of mystical flames to envelop their form, warding off attackers with searing intensity. Any enemy that strikes the shield is engulfed in infernal fire, suffering significant damage from the scorching flames that seethe and writhe with arcane energy.
Class Feature Improvement: Source of Magic
Empowered by the wellspring of sorcerous energy that flows within them, the sorcerer gains the ability to manipulate the very fabric of magic itself. While possessing unspent sorcery points, the sorcerer can harness the latent potential of their spells, enabling them to reroll any maximum result on a spell’s damage die. This augmentation allows the sorcerer to amplify the potency of their spells, unleashing devastating arcane onslaughts upon their foes. The sorcerer can utilize this ability a number of times equal to their stronghold level, after which they must undergo an extended period of rest to replenish their mystical reserves and attune themselves once more to the boundless font of magic.
Sorcerer Followers
D100 |
FOLLOWER |
01–05 |
Veteran Light Infantry (Size 1d4), Unit |
06–10 |
Regular Light Airborne (Size 1d4), Unit |
11–12 |
Battle Priest (3rd Level), Retainer |
13–14 |
Shadow Priest (3rd Level), Retainer |
15–18 |
Beast Lord (3rd Level), Retainer |
19–23 |
Guild Adept (3rd Level), Retainer |
24–29 |
Elemental Acolyte (5th Level), Retainer |
30–35 |
Alienist (5th Level), Retainer |
36–42 |
Skinwalker (5th Level), Retainer |
43–50 |
Reaver (7th Level), Retainer |
51–54 |
Blacksmith |
55–58 |
Scribe |
59–62 |
Sage |
63–66 |
Tailor |
67–70 |
Alchemist |
71–80 |
Racial Ambassador of choice |
81–100 |
Roll on the Special Allies table |
The Summoner’s Sanctum
Within the ethereal confines of the summoner’s sanctum, the veil between worlds grows thin, allowing for the summoning and binding of otherworldly entities to their will. It manifests one or more of the following effects, a testament to the summoner’s mastery over the arcane art of conjuration:
Domain Effects:
- Interplanar Nexus: The sanctum serves as a focal point for the convergence of arcane energies from distant realms, facilitating the summoning and binding of extraplanar entities. Creatures called forth within the sanctum find their connection to the material plane strengthened, their presence imbued with heightened resilience and potency.
- Boundless Arsenal: Within the sanctum’s confines, the summoner’s arsenal of summoned creatures is bolstered by the boundless reservoirs of magical energy that suffuse the demesne. Creatures summoned by the summoner manifest with enhanced attributes, their forms suffused with an otherworldly vitality that grants them increased strength, speed, and resilience.
- Ephemeral Guardians: The sanctum is guarded by spectral sentinels, ethereal entities bound to the summoner’s will and sworn to defend their domain against all who would trespass upon its hallowed grounds. These spectral guardians patrol the demesne ceaselessly, their incorporeal forms serving as silent sentinels against intrusion from malevolent forces.
Stronghold Actions:
At initiative count 20 (losing initiative ties), the summoner can invoke the arcane forces at their command to enact one of the following effects within the vicinity of their stronghold:
- Call of the Arcane Choir: The summoner channels their arcane power to summon a host of spectral allies to aid them in battle. A choir of otherworldly spirits materializes within the demesne, rallying to the summoner’s side and bolstering their forces with their spectral presence. These spectral allies fight alongside the summoner for a duration determined by the summoner’s level, their ethereal forms imbued with the summoner’s will to serve as formidable allies on the battlefield.
- Eldritch Convergence: The summoner channels the raw energies of the multiverse, creating a nexus of arcane power within the demesne. At the center of this convergence, a swirling vortex of energy forms, drawing forth creatures from distant realms to heed the summoner’s call. These summoned entities materialize within the demesne, ready to obey the summoner’s commands and lend their formidable powers to their cause.
- Aegis of the Arcane: The summoner invokes ancient incantations to create a barrier of mystical energy around themselves and their allies. A shimmering dome of arcane force manifests within the demesne, shielding those within its confines from harm and deflecting incoming attacks with its impenetrable barrier. Allies within the dome gain temporary hit points and advantage on saving throws against spells and magical effects for the duration of the barrier’s existence.
Class Feature Improvement: Master of Summoning
Empowered by their deep connection to the arcane forces that govern the cosmos, the summoner gains mastery over the art of summoning and binding otherworldly entities to their will. Creatures summoned by the summoner gain additional hit points, increased attack bonuses, and enhanced abilities, reflecting the summoner’s unparalleled skill in commanding the forces of the multiverse. This augmentation allows the summoner to summon creatures of greater power and potency, reinforcing their position as masters of the arcane arts. The summoner can utilize this ability a number of times equal to their stronghold level, after which they must undergo an extended period of rest to replenish their mystical reserves and attune themselves once more to the boundless font of summoning magic.
Summoner Followers
D100 |
FOLLOWER |
01–05 |
Veteran Light Infantry (Size 1d4), Unit |
06–10 |
Regular Light Airborne (Size 1d4), Unit |
11–12 |
Battle Priest (3rd Level), Retainer |
13–14 |
Shadow Priest (3rd Level), Retainer |
15–18 |
Beast Lord (3rd Level), Retainer |
19–23 |
Guild Adept (3rd Level), Retainer |
24–29 |
Elemental Acolyte (5th Level), Retainer |
30–35 |
Alienist (5th Level), Retainer |
36–42 |
Skinwalker (5th Level), Retainer |
43–50 |
Reaver (7th Level), Retainer |
51–54 |
Blacksmith |
55–58 |
Scribe |
59–62 |
Sage |
63–66 |
Tailor |
67–70 |
Alchemist |
71–80 |
Racial Ambassador of choice |
81–100 |
Roll on the Special Allies table |
The War Council
Within the tactician’s strategy hall, the art of war transcends mere battle tactics, becoming a symphony of orchestrated movements and strategic brilliance. It manifests one or more of the following effects, a testament to the tactician’s mastery over the battlefield:
Domain Effects:
- Strategic Insight: The strategy hall is imbued with an aura of tactical brilliance, enhancing the strategic acumen of all who dwell within its confines. Allies within the demesne gain advantage on Intelligence (Tactics) checks and proficiency in tactical maneuvers, enabling them to outmaneuver their foes and exploit weaknesses in enemy formations with unparalleled precision.
- Battlefield Prowess: The strategy hall serves as a training ground for warriors and tacticians alike, honing their combat skills and strategic prowess to perfection. Allies trained within the demesne gain additional proficiency in combat maneuvers and tactical formations, allowing them to execute complex battle plans with flawless efficiency.
- Zone of Control: The strategy hall exerts a subtle influence over the battlefield, shaping the flow of combat to the tactician’s advantage. Enemies within the demesne find their movements restricted by invisible barriers of strategic importance, hindering their ability to maneuver and forcing them into disadvantageous positions.
Stronghold Actions:
At initiative count 20 (losing initiative ties), the tactician can invoke their mastery of battlefield tactics to enact one of the following effects within the vicinity of their stronghold:
- Flanking Maneuver: The tactician coordinates a flanking maneuver, directing allied forces to strike at the enemy’s vulnerable flanks with coordinated precision. Enemies within range of the tactician’s command find themselves surrounded on all sides, their defenses compromised as allied forces exploit weaknesses in their formation to devastating effect. Allies gain advantage on attack rolls against flanked enemies for the duration of the maneuver.
- Pincer Assault: The tactician orchestrates a pincer assault, splitting allied forces into two separate contingents to encircle and overwhelm the enemy. Enemies caught between the two prongs of the assault find themselves trapped in a deadly crossfire, their escape routes cut off as allied forces close in from all sides. Allies gain increased movement speed and attack bonuses while executing the pincer assault, allowing them to outmaneuver and outflank their foes with ease.
- Decisive Strike: The tactician identifies a critical weakness in the enemy’s defenses and directs allied forces to exploit it with a decisive strike. Allied forces focus their attacks on the vulnerable point in the enemy’s formation, overwhelming their defenses and dealing devastating blows that cripple their ability to resist further assaults. Enemies targeted by the decisive strike suffer additional damage and penalties to their defenses for the duration of the maneuver.
Class Feature Improvement: Tactical Mastery
Empowered by their unparalleled mastery of battlefield tactics, the tactician gains insight into the ebb and flow of combat, allowing them to anticipate and counter enemy movements with flawless precision. Allies under the tactician’s command gain increased tactical awareness and proficiency in combat maneuvers, enabling them to execute complex battle plans with unparalleled efficiency. This augmentation allows the tactician to coordinate larger-scale assaults and outmaneuver enemy forces with strategic brilliance, reinforcing their position as masters of the art of war. The tactician can utilize this ability a number of times equal to their stronghold level, after which they must undergo an extended period of rest to reassess their tactical strategies and prepare for future engagements.
Tactician Followers
D100 |
FOLLOWER |
01–04 |
Regular Medium Infantry (Size 1d8), Unit |
05–07 |
Regular Heavy Infantry (Size 1d8), Unit |
08–10 |
Seasoned Medium Infantry (Size 1d8), Unit |
11–13 |
Regular Medium Cavalry (Size 1d6), Unit |
14–15 |
Seasoned Medium Cavalry (Size 1d6), Unit |
16–17 |
Veteran Medium Cavalry (Size 1d4), Unit |
18–19 |
Seasoned Medium Archers (Size 1d6), Unit |
20 |
Seasoned Heavy Archers (Size 1d4), Unit |
21 |
Theurgist (3rd Level), Retainer |
22 |
Spirit Warden (3rd Level), Retainer |
23 |
Diabolist (3rd Level), Retainer |
24–25 |
Justicar (3rd Level), Retainer |
26–27 |
Stormspeaker (3rd Level), Retainer |
28 |
Troubadour-warrior (3rd Level), Retainer |
29 |
Healer (5th Level), Retainer |
30–32 |
Shaper (5th Level), Retainer |
33–35 |
Reaver (5th Level), Retainer |
36–38 |
Alienist (5th Level), Retainer |
39–41 |
Beast Lord (5th Level), Retainer |
42–45 |
Battle Priest (7th Level), Retainer |
46–50 |
Tracker (7th Level), Retainer |
51–55 |
Cavalier (7th Level), Retainer |
56–58 |
Farmer |
59–60 |
Mason |
61–63 |
Blacksmith |
64–65 |
Carpenter |
66–68 |
Miner |
69–70 |
Captain |
71–90 |
Racial Ambassador of choice |
91–100 |
Roll on the Special Allies table |
The Warlock’s Fane
The warlock’s fane stands as a dark bastion of otherworldly might, dedicated to an entity of unfathomable intelligence. Within its shadowy confines, arcane energies swirl and secrets of eldritch power await discovery, manifesting one or more of the following effects:
Domain Effects:
- Baleful Sky: The sun hangs low in the sky above the warlock’s domain, casting an eerie, baleful glow upon the land below. Its malignant radiance instills a sense of unease and foreboding in all who gaze upon it, serving as a constant reminder of the warlock’s dark pact with powers beyond mortal comprehension.
- Celestial Anomalies: Within the warlock’s domain, the night sky is a tapestry of strange and unsettling constellations, their shifting patterns and erratic movements hinting at cosmic forces beyond mortal understanding. Occasionally, stars streak across the heavens, trailing ominous wisps of eldritch energy in their wake, portending dire omens for those who dare to interpret their meaning.
- Unholy Awareness: The warlock’s connection to their patron grants them supernatural insight into the presence of enemies within their demesne. With a mere thought, the warlock can sense the malevolent presence of intruders and interlopers, allowing them to remain ever vigilant against potential threats to their dark domain.
- Seismic Fury: Once per month, the warlock can unleash the wrath of their patron upon their enemies by summoning a devastating earthquake to ravage the land. With a whispered incantation, the earth trembles and quakes beneath the feet of the warlock’s foes, tearing asunder the very ground they stand upon and laying waste to all who oppose the warlock’s will.
Stronghold Actions:
At initiative count 20 (losing initiative ties), the warlock can channel the dark energies of their fane to unleash potent sorceries upon their foes:
- Arcane Resurgence: The warlock taps into the boundless well of eldritch power within their fane, replenishing their spent spell slots with a surge of dark energy. In an instant, the warlock’s arcane reserves are restored, allowing them to unleash a torrent of potent spells upon their enemies with renewed vigor.
- Eldritch Barrage: The warlock unleashes a barrage of eldritch energy upon their foes, hurling bolts of crackling darkness at each enemy within their line of sight. With a sinister incantation, the warlock’s eldritch blasts streak through the air, striking their targets with deadly precision and leaving devastation in their wake.
- Servitor Summoning: The warlock conjures forth a Type VI servitor from the depths of their fane, calling upon the dark powers of their patron to summon a terrifying minion to do their bidding. With a guttural chant, the warlock’s servitor materializes in a swirl of shadowy energy, ready to serve its master and wreak havoc upon the warlock’s enemies.
Class Feature Improvement: Master Invoker
Empowered by their dark patron, the warlock becomes a master of eldritch invocation, unlocking the secrets of forbidden sorceries with unparalleled mastery. With their patron’s blessing, the warlock gains access to eldritch invocations as though their arcane prowess were augmented by five additional levels of experience. This enhancement allows the warlock to harness the full extent of their eldritch abilities, unleashing devastating sorceries upon their enemies with unmatched potency. The warlock can utilize this enhanced mastery a number of times equal to their stronghold level, after which they must retreat to their fane and commune with their patron to replenish their eldritch powers once more.
Warlock Followers
D100 |
FOLLOWER |
01–04 |
Regular Light Infantry (Size 1d6), Unit |
05–08 |
Seasoned Light Infantry (Size 1d6), Unit |
09–12 |
Veteran Light Infantry (Size 1d4), Unit |
13–15 |
Seasoned Medium Archers (Size Unit) |
16–17 |
Spirit Warden (3rd Level), Retainer |
18–19 |
Necromancer (3rd Level), Retainer |
20–21 |
Elemental Acolyte (3rd Level), Retainer |
22–24 |
Seer (3rd Level), Retainer |
25–27 |
Shadow Priest (3rd Level), Retainer |
28–29 |
Knight-sorcerer (3rd Level), Retainer |
30–33 |
Reaver (5th Level), Retainer |
34–37 |
Acolyte of Darkness (5th Level), Retainer |
38–41 |
Guild Adept (5th Level), Retainer |
42–45 |
Cutpurse (5th Level), Retainer |
46–50 |
Evoker (7th Level), Retainer |
51–55 |
Executioner (7th Level), Retainer |
56–58 |
Miner |
59–61 |
Scribe |
62–64 |
Sage |
65–67 |
Tailor |
68–70 |
Alchemist |
71–80 |
Racial Ambassador of choice |
81–100 |
Roll on the Special Allies table |
The Weaponweaver’s Forge
The Weaponweaver’s Forge is a sinister bastion of dark craftsmanship, dedicated to the art of melding mortal souls with deadly weapons of unparalleled power. Within its shadowy halls, the echoes of tortured spirits resonate alongside the clang of hammer on anvil, serving as a grim reminder of the sinister practices that fuel its unholy creations. The forge manifests one or more of the following effects:
Domain Effects:
- Soulbound Arsenal: Within the confines of the Weaponweaver’s Forge, weapons resonate with the echoes of captured souls, imbuing them with unearthly power and granting them abilities far beyond those of mundane arms. Each weapon forged within the forge bears the essence of a tormented soul, bound to serve its wielder with unwavering loyalty and devastating potency.
- Sinister Aura: The air within the Weaponweaver’s Forge is thick with the palpable sense of malevolence, suffused with the lingering anguish of countless souls sacrificed in the pursuit of dark power. The forge’s sinister aura instills a sense of unease and foreboding in all who dare to enter its accursed halls, serving as a grim testament to the unholy practices that fuel its infernal creations.
- Spectral Guardians: The Weaponweaver’s Forge is guarded by spectral sentinels, the restless souls of those who fell victim to its dark machinations. These spectral guardians patrol the forge’s halls with spectral vigilance, ensuring that its secrets remain shrouded in darkness and that none who seek to uncover its mysteries escape unscathed.
Stronghold Actions:
At initiative count 20 (losing initiative ties), the Weaponweaver can unleash the dark powers of their forge to wreak havoc upon their enemies:
- Soulrend: The Weaponweaver channels the tortured souls bound within their forge to unleash a devastating wave of soul-rending energy upon their enemies. With a sinister incantation, the Weaponweaver unleashes a torrent of spectral energy that tears through the very fabric of reality, leaving their foes writhing in agony as their souls are torn asunder.
- Blades of Torment: The Weaponweaver summons forth a horde of spectral blades from the depths of their forge, each imbued with the tortured essence of a captive soul. With a wicked gesture, the Weaponweaver unleashes the spectral blades upon their enemies, their razor-sharp edges cutting through flesh and bone with unholy precision as they carve a swath of devastation through the battlefield.
- Soulfire Infusion: The Weaponweaver imbues their weapon with the searing flames of tortured souls, enveloping it in an aura of spectral fire that consumes all who dare to oppose them. With a sinister incantation, the Weaponweaver ignites their weapon with unholy flames, transforming it into a deadly instrument of destruction that leaves their enemies consumed by the infernal fires of the underworld.
Class Feature Improvement: Soulbound Mastery
Empowered by their unholy pact with the forces of darkness, the Weaponweaver becomes a master of soulbound weaponry, unlocking the true potential of their infernal creations. With their mastery over soulbound weapons enhanced by their sinister practices, the Weaponweaver gains the ability to wield their spectral arsenal with unparalleled proficiency and devastating potency. This enhancement allows the Weaponweaver to unleash the full extent of their dark powers upon their enemies, leaving devastation in their wake as they harness the tortured souls bound within their infernal creations. The Weaponweaver can utilize this enhanced mastery a number of times equal to their stronghold level, after which they must retreat to the depths of their forge to replenish their spectral arsenal and commune with the dark forces that fuel their power once more.
Weaponweaver Followers
D100 |
FOLLOWER |
01–05 |
Veteran Light Infantry (Size 1d4), Unit |
06–10 |
Regular Light Airborne (Size 1d4), Unit |
11–12 |
Battle Priest (3rd Level), Retainer |
13–14 |
Shadow Priest (3rd Level), Retainer |
15–18 |
Beast Lord (3rd Level), Retainer |
19–23 |
Guild Adept (3rd Level), Retainer |
24–29 |
Elemental Acolyte (5th Level), Retainer |
30–35 |
Alienist (5th Level), Retainer |
36–42 |
Skinwalker (5th Level), Retainer |
43–50 |
Reaver (7th Level), Retainer |
51–54 |
Blacksmith |
55–58 |
Scribe |
59–62 |
Sage |
63–66 |
Tailor |
67–70 |
Alchemist |
71–80 |
Racial Ambassador of choice |
81–100 |
Roll on the Special Allies table |
The Wizard’s Library
The wizard’s library is a bastion of knowledge and research best hidden from the mundane world. It creates one or more of the following effects at the GM’s discretion.
Domain Effects:
- The library of the wizard’s stronghold has a copy of every nonmagical book anyone brings into the wizard’s domain.
- By concentrating for 10 minutes, the wizard can scry on any person or location in their demesne as per the scrying spell. The wizard can do this while anywhere, including another world.
- Once per day, the wizard can control the weather in their demesne. The wizard doesn’t have to be in their demesne to do this. The effect is otherwise the same as the control weather spell.
Stronghold Actions:
- On initiative count 20 (losing initiative ties), the wizard takes a stronghold action to cause one of the following effects. The wizard must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short rest.
- You cast a spell from your list of prepared spells. This does not use a spell slot.
- You cast flesh to stone on all enemies within 60 feet. This does not use a spell slot.
- You recover all spent spell slots as though you had finished a long rest.
Class Feature Improvement: Spellmaster
You can maintain two spells with concentration at once. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
Wizard Followers
D100 |
FOLLOWER |
01–03 |
Regular Light Infantry (Size 1d6), Unit |
04–06 |
Regular Medium Infantry (Size 1d4), Unit |
07–09 |
Regular Light Archers (Size 1d6), Unit |
10–11 |
Regular Medium Archers (Size 1d4), Unit |
12–13 |
Regular Light Airborne (Size 1d4), Unit |
14–15 |
Regular Medium Airborne (Size 1d4), Unit |
16 |
Swordmaster (3rd Level), Retainer |
17 |
Spirit Warden (3rd Level), Retainer |
18 |
Mystic (3rd Level), Retainer |
19–20 |
Acolyte of the Way (3rd Level), Retainer |
21–22 |
Knight of the Green Order (3rd Level), |
|
Retainer |
23 |
Elemental Acolyte (5th Level), Retainer |
24–26 |
Guild Adept (5th Level), Retainer |
27–29 |
Skinwalker (5th Level), Retainer |
30–32 |
Battle Priest (5th Level), Retainer |
33–35 |
Cavalier (5th Level), Retainer |
36–40 |
Cutpurse (7th Level), Retainer |
41–45 |
Troubadour-warrior (7th Level), Retainer |
46–47 |
Mason |
48–50 |
Blacksmith |
51–53 |
Carpenter |
54–55 |
Miner |
56–57 |
Scribe |
58–60 |
Sage |
61–63 |
Tailor |
64–65 |
Alchemist |
66–85 |
Racial Ambassador of choice |
86–100 |
Roll on the Special Allies table |