Official Bastion Rules Summary

A Bastion is a player character’s home base, stronghold, sanctuary, or seat of influence. It is both a downtime engine and a storytelling anchor.

When Bastions Work Best

Bastions work best in campaigns with downtime, recurring regions, travel intervals, political relationships, faction play, or reasons to return home between adventures.

Gaining a Bastion

  • The DM decides whether Bastions are available.
  • Characters normally gain a Bastion at level 5.
  • The Bastion can be inherited, built, conquered, granted as a mark of prestige, refurbished, or introduced retroactively as something developed during earlier adventures.
  • Shape and style are narrative: tower, temple, guildhall, fortified keep, inn, ship, demiplane, monastery, grove, laboratory, or similar.

Basic Facilities

A new Bastion starts with two free basic facilities: one Cramped and one Roomy. Basic facilities do not usually provide direct mechanical benefits, but they make the location believable and useful for roleplay.

SpaceMaximum AreaAdd CostAdd Time
Cramped4 five-foot squares500 GP20 days
Roomy16 five-foot squares1,000 GP45 days
Vast36 five-foot squares3,000 GP125 days

Special Facilities

Special facilities grant game-facing benefits. They are gained through character level advancement rather than purchased directly.

Character LevelTotal Special Facilities
52
94
135
176

Each time a character gains a level, they can replace one Bastion special facility with another facility for which they qualify.

Bastion Turns

  • Default cadence: one Bastion turn every seven in-game days.
  • The DM can slow the cadence if the campaign has long stretches of downtime.
  • On a Bastion turn, the owner issues orders to special facilities or issues Maintain to the whole Bastion.
  • If the owner is away and cannot communicate with the Bastion, Maintain is assumed.

Orders

OrderSummary
CraftHirelings craft items appropriate to the facility.
EmpowerThe facility grants a temporary benefit.
HarvestHirelings gather a resource produced by the facility.
MaintainHirelings maintain the whole Bastion; this prevents other orders and triggers event checks.
RecruitHirelings recruit defenders, creatures, or specialists.
ResearchHirelings gather information.
TradeHirelings buy and sell goods or services.

Events

Bastion events happen when the Bastion is operating under Maintain. Events include peaceful downtime, attacks, criminal hirelings, opportunities, friendly visitors, guests, lost hirelings, magical discoveries, refugees, requests for aid, and treasure.

Losing a Bastion

A Bastion can be lost through voluntary abandonment, long-term neglect, or catastrophic ruin. The player can establish a new Bastion later, using their current level to determine how many special facilities it has.