Strongholds & Followers Summary

## General Rules

Whoever pays for the stronghold owns it and decides who gains the associated benefits. Players can switch off who gains the benefits of the Stronghold, but it requires an extended rest (spending a week in your Stronghold). If multiple players chip in to build additions to the stronghold (like a Keep and a Temple), you can create a Castle, though you can not create multiples of the same kind of Stronghold.

Repairing a Ruin: If you find a ruin that you would like to turn into a Stronghold rather than build one from the ground up, it will save you half the time and GP of the final Stronghold.

You can level up your Stronghold by spending more time and money on it.

You roll to gain Followers at meaningful times, such as: when you begin Stronghold construction, when construction ends, when you level up the stronghold, or when you level up. Each player class has a different Follower table and benefits that they gain (in addition to the benefits listed below). You also gain Demesne (de-MAYNE) Effects, Stronghold actions and a Class Feature. If you’re a multiclasser, you can roll on any class table you have a level in. I am not including them here because I am not crazy. Ask me if you’re interested.

## Strongholds

### **Keeps: Raise Armies**

#### Followers: The Unit

* A Unit can be attracted (by rolling on your class’s followers chart) or bought. Upon finishing a Keep you gain Units equal to 2 + Keep level
* Regardless of how you get the Unit, you will have to pay Upkeep to maintain them

#### Benefits

* Choose one. You must be proficient with the appropriate armor/weapons
	+ Light Armor Training: You have advantage on Dexterity checks while wearing light armor.
	+ Medium Armor Training: You gain 5 feet of extra movement while wearing medium armor. This movement does not provoke attacks of opportunity.
	+ Heavy Armor Training: You learn to present your most heavily armored facing to your foes. Ranged attacks have disadvantage against you as crossbow bolts bounce and acid arrows splash harmlessly (sometimes) off your armor.
	+ Bludgeoning Training: When you score a critical hit, the target has disadvantage on attack rolls, saving throws, and skill checks until the start of your next turn.
	+ Finesse Training: When an adjacent enemy damages you with a melee weapon, you may, as a reaction, make a melee attack against them with your wielded finesse weapon.
	+ Piercing Training: You deal an extra 1d6 damage to creatures wearing heavy armor.
	+ Reach Training: If you hit with a reach weapon, you can move the target 5 feet, but they must remain within your reach. This movement does not provoke attacks of opportunity.
	+ Shield Training: If you succeed in a weapon attack while wielding a shield, you can push your target 5 feet away from you. This movement does not provoke attacks of opportunity.
	+ Slashing Training: You deal an extra 1d6 damage to creatures wearing light, natural, or no armor.
	+ Versatile Training: While wielding a versatile weapon in two hands, you gain +1 AC.

### **Towers: Unlock Magical Secrets**

#### Benefits

* Creating new spells, modifying existing spells, discovering existing spells
	+ A mage researching a new or existing spell must do so for 8 hours a day, 6 days a week. It will take 1 month + 1 week for each spell level - 1 week for each Tower level
	+ Once you have created/modified a spell, the level of the final spell is one higher than that of the original spell. The magic user can only cast the spell a number of times equal to their spellcasting modifier, after which they must take an extended rest to cast again
	+ Your character is automatically resistant to the effects of any spell you research (advantage on saving throws)

### **Temples: Call Upon the Gods**

#### Benefits

* Concordance with your deity
	+ If your deity is pleased with your deeds, you are considered to be “in concordance” with them. Having a high Concordance means your god will be more likely to aid you. As an action, you can petition your deity for aid. The GM rolls percentile dice to determine how they will intervene. Even if the result is beneficial, every time you request aid your Concordance decreases.
	+ If your Concordance roll grants you a Servitor, they will remain with you for 4 rounds + 1 round per Stronghold level

### **Establishments: Gather Information**

#### Benefits

* Revenue
	+ Every four months (1 season) your Establishment generates 1,000GP per Establishment level

* Rumors
	+ Spend 100GP per Establishment level to collect rumors about events or organizations (though for the latter they can only be within 24 miles x Establishment level away). You can do this a number of times per season equal to your Establishment level. On a successful Gather Intel check (1d20 + your Establishment level + proficiency modifier) you can learn information. If you are about to go on a quest, you can learn one kind of creature you’ll fight and roughly how many there will be. During the adventure, those creatures will be vulnerable to damage from your attacks (for a number of attacks equal to your Establishment level). Additionally, the GM can choose to reveal: the location of a secret door/exit, location and nature of a trap, description of one riddle or puzzle, location & description of one powerful magical item.

* Favors
	+ Once per season, you may spend 1,000GP to choose one “favor” and gain the benefits of another stronghold
		- The Keep: You can buy mercenary units equal in number to your Establishment level. But because your Establishment is not a Keep, upkeep on these units costs 50% more.
		- The Tower: Choose a modified spell researched by an NPC ally or other party member. You can cast that modified spell a number of times equal to your establishment level before you forget it.
		- The Temple: Choose an allied NPC or party member with a temple. You can petition their deity and use their concordance once. If you summon a servitor, it remains for a number of rounds equal to your establishment level.

### **Castles: Bigger is Better**

#### Construction

* 10% more time for each stronghold type. 10% more GP for each stronghold type. (Ex: a Keep would take 195 days to build and 11,000GP if you were building it in a Castle)

#### Benefits

* The Castle combines two or more of the above Strongholds into a larger complex owned and run by multiple characters, each of whom can gain the mechanical benefits thereof.