1|1|--- 2|2|title: Sombras de Merritt — Personalized Bastion Options Per Character 3|3|aliases: [Merritt Character Bastions, Personalized Bastion Catalog] 4|4|tags: [rpg, dnd5e, bastions, campaign-specific, character-specific, Sombras-de-Merritt] 5|5|created: 2026-06-16 6|6|updated: 2026-06-16 7|7|language: English 8|8|campaign: ā€œSombras de Merrittā€ 9|characters: [Harvey, Kai, QuebraNozes, Caltash, Askel] 10|10|design_note: > 11|11| Every facility is thematic (flavor/narrative reflects the character’s arc) 12|12| but broadly useful (mechanics work in any campaign, not just infernal/undead scenarios). 13|13| No facility assumes the party is fighting devils, breaking pacts, or facing possession. 14|14| The flavor grounds the character; the mechanics serve any adventure. 15|15|--- 16|16| 17|17|# Sombras de Merritt — Personalized Bastion Options Per Character 18|18| 19|19|This file provides 4-5 thematic but broadly useful Bastion facility options per tier (levels 5, 9, 13, 17) for each player character. Facilities are flavored around the character’s established personality and story, but mechanically useful in any campaign — not just infernal or undead-heavy scenarios. 20|20| 21|21|> Design rule applied here: Thematic name and narrative. Generic, reusable mechanics. If a facility would feel useless in a campaign without devils, it was rewritten. 22|22| 23|23|--- 24|24| 25|25|## Character Quick Profiles 26|26| 27|27|### Askel 28|28| 29|29|Player: Novo | Role: Impulsive protector, bodyguard, battering ram | Class flavor: Barbarian/Fighter, raw physicality, shields with his body | Key trait: Cannot solve everything with an axe — but willing to try. 30|30|### Harvey (Marcus) 31|31|Player: Marcus | Role: Moral compass, only character who refused the Levistus pact | Class flavor: Paladin/divine caster, protector, shield-bearer | Key trait: Anchored in faith, empathy for the innocent, self-sacrificing (held crushing walls). 32|32| 33|33|### Kai (Flavio) 34|34|Player: Flavio | Role: Street-smart pragmatist, terrain controller | Class flavor: Druid/nature caster, uses Mold Earth/Shape Water creatively | Key trait: Frugal, survival-focused, signed the pact for gold. 35|35| 36|36|### QuebraNozes (Rafael) 37|37|Player: Rafael | Role: Chaos agent, undead skeleton turned golden, brawler | Class flavor: Melee fighter, improvised weapons, comedic relief, fearless | Key trait: Carries the Cube of Destiny, first to sign the pact, loves mayhem. 38|38| 39|### Caltash (Andre/Chagas) 40|Player: Chagas | Role: Philosophical warrior | Class flavor: Fighter with radiant weapon mastery, faith-based, cautious | Key trait: Famous for the ā€œworld without liesā€ trap question, currently weakened. 41| 42|--- 43| 44|## Harvey — Bastion Options 45|51| 46|52|Theme: Protector’s Sanctuary. Harvey’s faith and refusal to break make his Bastion a place of clarity, resilience, and shelter for those who need it. Every facility helps allies endure and resist — against ANY threat, not just the infernal. 47|53| 48|54|### Level 5 (choose 2) 49|55| 50|56|| # | Facility Name | Space | Order | Effect | 51|57||---|---|---|---|---| 52|58|| H-5.1 | Chapel of the Unbroken Seal | Roomy | Empower | After a Long Rest here, you and up to 5 allies gain advantage on the next saving throw against being charmed or frightened within 7 days. The chapel’s peace lingers — once during those 7 days, an affected ally may reroll a failed Wisdom save. | 53|59|| H-5.2 | Hall of Solemn Promises | Cramped | Research | Once per Bastion turn, place a written oath, contract, or deed on the central lectern. After 1 hour of study, learn three facts: (1) the name of the original signatory, (2) whether any party signed under duress, and (3) one hidden clause or loophole. A creature that makes a verbal promise here and later breaks it has disadvantage on its next attack roll or check within 24 hours. | 54|60|| H-5.3 | Phantom’s Hearth | Roomy | Recruit | An ever-burning fire that harmless spirits gather around. Once per Bastion turn, one spirit provides you with one benefit of your choice: (a) the location of a hidden passage, trap, or door within 1 mile, (b) the name of a creature that wronged a past visitor, or (c) a 1-round warning of imminent danger within sight of the Bastion. While resting here, each creature regains +1 HP per Hit Die spent. | 55|61|| H-5.4 | Bastion of the Last Light | Roomy | Recruit | Recruit 2 Devoted Guardians (AC 16, 15 HP, +4 to hit, 1d6+2 damage). They impose disadvantage on one attack against an adjacent ally per round. Cannot leave the Bastion grounds. Cannot be charmed or turned against you. If defeated, replacements arrive in 1 Bastion turn at no cost. | 56|62| 57|63|### Level 9 (add 2 more) 58|64| 59|65|| # | Facility Name | Space | Order | Effect | 60|66||---|---|---|---|---| 61|67|| H-9.1 | Sanctuary of the Forsaken | Vast | Empower | 1d4 displaced persons arrive each turn. Choose one benefit per turn: (a) construction costs reduced 10% (max 30% cumulative), (b) one free Research roll on any local topic, or (c) 1 in 4 become volunteer Defenders (Guard stat block). Once per month, a pursuer or creditor arrives, triggering a negotiation, combat, or dilemma. Refugees leave peacefully if asked. | 62|68|| H-9.2 | Garden of Silent Graves | Roomy | Harvest | Each turn, choose one: (a) produce 2 Grave Lilies (wearer has advantage on death saves for 7 days, does not stack) or (b) produce 1 Whisper Petal (cast Speak with Dead once about unfinished business). Items expire in 30 days. When harvesting, roll d20. On a 1, the garden asks a favor — a minor quest from one of the buried dead that must be completed before the next harvest. | 63|69|| H-9.3 | The Confessor’s Cell | Cramped | Research | A creature that enters voluntarily and speaks a true secret aloud is marked. For 30 days, you have advantage on Insight checks against it. If it fails a Deception check against you by 5+, it accidentally reveals one additional truth. A creature confessing hostile intent cannot surprise you or allies for 7 days. | 64|70|| H-9.4 | Scriptorium of Warding | Roomy | Craft | You may craft scrolls of abjuration and protection: Protection from Evil and Good, Bless, Shield of Faith, Remove Curse, Dispel Magic (at 3rd level). Each scroll takes 5 days and 25 GP x spell level in materials. The hireling is a reformed scribe who now writes only protective wards. | 65|71| 66|72|### Level 13 (add 1 more) 67|73| 68|74|| # | Facility Name | Space | Order | Effect | 69|75||---|---|---|---|---| 70|76|| H-13.1 | The Vigil Tower | Vast | Empower | Once per month, declare a Vigil for 7 days. (a) Hostile creatures must pass DC 15 Wisdom save to willingly enter the Bastion grounds. (b) Allies inside have advantage vs frightened. (c) One creature sleeping in the tower each night removes 1 exhaustion level upon waking. Cost: 500 GP in incense and blessed oils. | 71|77|| H-13.2 | Forge of the Steadfast | Roomy | Craft | Craft a Steadfast Weapon (wielder has advantage vs being disarmed; weapon cannot be turned against them) or Steadfast Shield (+1 AC; 1/day, reaction: grant adjacent ally +2 AC vs one attack). Each: 14 days, 300 GP. | 72|78|| H-13.3 | The Unwritten Name | Cramped | Research | Choose a named creature that has harmed you or an ally. After 7 days, learn one of (your choice): (a) a damage vulnerability or condition immunity, (b) a safe route to their lair, (c) the name of someone they fear, or (d) one broken promise they made. Enough info to act — the confrontation is a quest. | 73|79| 74|80|### Level 17 (add final 1) 75|81| 76|82|| # | Facility Name | Space | Order | Effect | 77|83||---|---|---|---|---| 78|84|| H-17.1 | Throne of the Witness | Vast | Empower | A throne that remembers every oath sworn before it. While seated here, you may: (a) cast Dispel Evil and Good once per day without a slot, (b) grant one ally immunity to being charmed or frightened for 24 hours, (c) once per week, cast Commune as a ritual without material components — but only about matters involving promises, betrayals, or protection. | 79|85|| H-17.2 | Gate of the Penitent Dawn | Vast | Recruit | Once per month, open a 10-ft wide portal to any Outer Plane matching your or an ally’s alignment. Stays open 1 hour. After closing, a planar emissary arrives in 1d4 days to investigate. The emissary is initially neutral. | 80|86| 81|87|--- 82|88| 83|89|## Kai — Bastion Options 84|90| 85|91|Theme: Pragmatic Refuge. Kai’s street-smart mentality makes his Bastion efficient, well-connected, and full of hidden advantages — a place that works for you, not against you. Every facility provides practical, reusable utility. 86|92| 87|93|### Level 5 (choose 2) 88|94| 89|95|| # | Facility Name | Space | Order | Effect | 90|96||---|---|---|---|---| 91|97|| K-5.1 | The Rat’s Warren | Cramped | Research | Once per Bastion turn, learn one actionable rumor from any settlement within 50 miles. The rumor is always true but may be incomplete. While journeying, treat any urban environment as familiar terrain for navigation. | 92|98|| K-5.2 | Elemental Cistern | Roomy | Harvest | Harvest 1 Elemental Vial per turn (max 3). Choose one on harvest: replicates Shape Water, Mold Earth, Gust, or Control Flames (single use). Vials expire after 30 days. Cascading frost or heat can damage lock mechanisms or forge shortcuts. | 93|99|| K-5.3 | Frugal Kitchen | Roomy | Trade | Nothing is wasted. Rations and provisions stored here last twice as long. Once per turn, the hireling finds value in what others discard: sell ā€œjunkā€ for 1d6 x 10 GP. Also, you may purchase non-magical goods at 20% discount — the hireling knows every supplier’s weakness. | 94|100|| K-5.4 | Rooftop Escape Routes | Cramped | Recruit | Your Bastion has 1d4 hidden escape routes (trapdoors, sewers, roof paths). Recruit 2 Scamperers — city guides who: (a) navigate at 2x speed in any settlement, (b) find a safe hiding place within 10 min, (c) deliver a message to any address in a city they know. | 95|101|| K-5.5 | The Borrower’s Ledger | Cramped | Trade | You may lend gold to NPCs at modest interest (10% return over 30 days per 100 GP lent, max 500 GP in loans at once). If a debtor defaults, you magically know their location and what they value most — creating an instant plot hook. Debtors who repay on time become Friendly contacts. | 96|102| 97|103|### Level 9 (add 2 more) 98|104| 99|105|| # | Facility Name | Space | Order | Effect | 100|106||---|---|---|---|---| 101|107|| K-9.1 | Water-Mirror Scrying Basin | Roomy | Research | Scry on any body of water you have touched. Duration 1 minute. DC 13 Wisdom check to maintain concentration. Cost: 50 GP in silver dust per use. Any shapechanged creature touching the water is revealed in its true form. | 102|108|| K-9.2 | The Haggler’s Den | Roomy | Trade | Negotiate with advantage while in this room. Once per turn, attempt to sell any non-magical item for 200% value (DC 15 Persuasion). Success: you sell it at premium. Failure: prices rise 10% in that region for 30 days. You may also appraise any item’s true value by handling it for 1 minute. | 103|109|| K-9.3 | Mold-Earth Fortifications | Vast | Recruit | Raise earthen walls, trenches, and berms around the Bastion in 1 Bastion turn. Defenders behind them have +2 AC. Fortifications self-repair over 7 days. Once per defensive encounter, you may open a 10-ft pit beneath an invader (DC 14 Dex save or fall, landing prone). | 104|110|| K-9.4 | Wayfarer’s Map Room | Roomy | Research | A living map that updates with routes you’ve traveled. Once per turn, learn the safest or fastest route to any destination within 100 miles. The map reveals shortcuts (-25% travel time) and hazards (monster lairs, bandit camps, unstable terrain, magical areas). | 105|111| 106|112|### Level 13 (add 1 more) 107|113| 108|114|| # | Facility Name | Space | Order | Effect | 109|115||---|---|---|---|---| 110|116|| K-13.1 | Elemental Market Stall | Vast | Trade | Once per month, elemental merchants visit for 1 day. You may: (a) buy or sell one Uncommon magic item at market price, (b) upgrade a Common item to Uncommon for 500 GP, or (c) exchange alchemical reagents for planar equivalents. After each transaction, roll d20. On a 1, a tax collector or rival guild takes notice. | 111|117|| K-13.2 | The Cold Meditation Chamber | Cramped | Empower | Meditate here for 1 hour: gain cold resistance for 7 days and advantage on your next Intelligence or Wisdom check. The chamber also preserves organic materials indefinitely — monster parts, alchemical ingredients, potions, and body parts do not decay while stored here. | 112|118|| K-13.3 | The Debtor’s Prison | Roomy | Recruit | You may detain creatures who owe you a debt (magical, financial, or verbal). Prisoners cannot leave without fulfilling the debt or escaping (DC 18 Strength or Dexterity check, repeatable once per day). Each prisoner grants one free Research roll about their faction per turn. Keeping a prisoner over 30 days attracts legal authorities or allies of the prisoner. | 113|119| 114|120|### Level 17 (add final 1) 115|121| 116|122|| # | Facility Name | Space | Order | Effect | 117|123||---|---|---|---|---| 118|124|| K-17.1 | The Pragmatist’s Vault | Vast | Empower | A pocket demiplane that stores your most valuable possessions. The vault can only be opened by you or someone you have attuned to it (max 3 people). Intruders who attempt forced entry are trapped in temporal stasis for up to 1 year. Additionally: while you are attuned to the vault, you have advantage on saving throws against being magically tracked, scried upon, or located. | 119|125|| K-17.2 | City of Threads Embassy | Vast | Recruit | Connected to underworld networks in every major city within 500 miles. Once per month, call in one favor: (a) safe passage through one region, (b) one false identity (lasts 7 days), (c) one smuggled Rare or lower item, or (d) one untraceable message delivered anywhere. Each favor creates a debt — the network will ask for a return favor within 90 days. | 120|126| 121|127|--- 122|128| 123|129|## QuebraNozes — Bastion Options 124|130| 125|131|Theme: Glorious Mayhem. QuebraNozes’s Bastion is loud, gilded, unpredictable, and surprisingly effective — a place where the weird becomes useful and the ridiculous wins. Every facility turns oddity into advantage without relying on any specific campaign element. 126|132| 127|133|### Level 5 (choose 2) 128|134| 129|135|| # | Facility Name | Space | Order | Effect | 130|136||---|---|---|---|---| 131|137|| Q-5.1 | The Golden Ossuary | Cramped | Empower | Display trophies from defeated enemies. +1 Intimidation per trophy (max +3). Once per turn, consult a skull: gain advantage on one Initiative roll within 7 days. The bones rattle audibly when a hostile creature approaches within 60 ft — you cannot be surprised while inside the Bastion. | 132|138|| Q-5.2 | Improvised Armory | Roomy | Craft | Convert any mundane object (chair leg, bottle, ladder, etc.) into a functional weapon using the stat block of any martial weapon of your choice. Conversion takes 3 days. The weapon counts as magical for overcoming damage resistance. The hireling is a goblin weaponsmith who considers rust ā€˜seasoning.’ | 133|139|| Q-5.3 | The Brawler’s Pit | Roomy | Empower | A padded arena. Once per turn, spar for 1 hour: make an unarmed attack roll against DC 12. Success: advantage on your next grapple, shove, or unarmed strike within 7 days. Failure: gain inspiration. Any combat conducted in the Pit is non-lethal — no creature can be reduced below 1 HP here. | 134|140|| Q-5.4 | Trophy Rack of the Ridiculous | Cramped | Research | Display your strangest trophies. Once per turn, a visitor examining them becomes distracted and lets slip one useful truth (determined by the DM as a clue relevant to the current or next adventure). You have advantage on Charisma checks against any creature that has laughed at your trophies. | 135|141|| Q-5.5 | The Gilded Cage | Roomy | Recruit | Recruit 1d4 Hollow Mockers (undead or constructs, your choice). They cannot deal damage but can: (a) mock one enemy per combat, imposing disadvantage on its next attack roll, (b) deliver a short message (25 words or fewer) via ethereal or underground routes to anyone you name within 10 miles — delivery takes 1 hour, (c) once per day, perform a distracting routine that functions as Tasha’s Hideous Laughter on one target (DC 13 Wisdom save). | 136|142| 137|143|### Level 9 (add 2 more) 138|144| 139|145|| # | Facility Name | Space | Order | Effect | 140|146||---|---|---|---|---| 141|147|| Q-9.1 | The Bone-Forge | Roomy | Craft | Forge equipment from a slain creature’s bones, chitin, or scales. Bone equipment has no Strength requirement (even heavy armor) and deals +1 damage when hitting creatures of the same type as the source creature (e.g., giant bone deals +1 vs giants). Requires one significant body part and 14 days per item. | 142|148|| Q-9.2 | The Relic Cradle | Cramped | Empower | A containment chamber for dangerous or cursed objects. Items stored inside: (a) have their harmful passive effects suppressed; (b) can be studied safely — advantage on Arcana and Investigation checks to identify them; (c) cannot be located by divination magic. Capacity: one item per Bastion level. Removing an item restores all its properties immediately. | 143|149|| Q-9.3 | Hall of a Thousand Falls | Vast | Empower | A padded training hall. Train here for 7 consecutive Bastion days to gain: (a) advantage on Dexterity saves against being knocked prone, and (b) a reaction to land without falling damage from heights up to 30 ft, usable once per short rest. These benefits last until you skip 7 consecutive days of training. The hall can also train mounts and animal companions (same requirement). | 144|150|| Q-9.4 | The Chaotic Kitchen | Roomy | Harvest | Once per turn, roll 1d6 and produce one dish (lasts 7 days): (1-2) Hearty Meal — removes 1 exhaustion level from up to 4 creatures; (3-4) Strange Confidence — the eater gains advantage on the next Charisma check within 7 days; (5) Volatile Stew — functions as Burning Hands (1st level, DC 13) but smells delicious; (6) Animated Meal — the food speaks for 1 hour and shares one clue or secret (DM determined) before expiring. | 145|151| 146|152|### Level 13 (add 1 more) 147|153| 148|154|| # | Facility Name | Space | Order | Effect | 149|155||---|---|---|---|---| 150|156|| Q-13.1 | The Golden Legion Crypt | Vast | Recruit | Raise Gilded Sentinels (AC 15, 20 HP, +6 to hit, 1d8+2 damage, dim light 10 ft). Maximum number at once = your level. Each requires 7 days and 200 GP in gold leaf. Sentinels cannot leave the Bastion grounds. If a Sentinel is destroyed, you may replace it as if creating a new one. | 151|157|| Q-13.2 | Arena of Scars | Vast | Empower | Host a tournament once per month. Spectator fees: 2d6 x 100 GP. Winner gains a Scar-Badge — advantage on one Charisma check against anyone who saw the fight. The tournament spreads your Bastion’s fame, granting +1 Renown in the local region. | 152|158|| Q-13.3 | The Gilded Mirror | Roomy | Research | A mirror that shows unorthodox approaches. Once per turn, ask a question about a current challenge. The DM describes one unconventional but viable tactic or approach. If you use it and succeed, gain inspiration. The mirror also reveals invisible creatures reflected in it. | 153|159| 154|160|### Level 17 (add final 1) 155|161| 156|162|| # | Facility Name | Space | Order | Effect | 157|163||---|---|---|---|---| 158|164|| Q-17.1 | Throne of Absolute Swagger | Vast | Empower | While seated: (a) cast Glibness once per day without a spell slot; (b) any creature within 30 ft that lies must pass DC 18 Charisma save or speak the truth instead; (c) once per day, grant one ally a Swagger Token — advantage on all Charisma checks for the next scene. | 159|165|| Q-17.2 | The Improvised God-Forge | Vast | Craft | Craft one legendary improvised weapon (90 days, 5,000 GP, plus a personal quest for the ā€˜perfect’ component). The weapon: (a) is a +3 weapon; (b) gains one property from any magic weapon (DM-approved); (c) cannot be disarmed — it is always somehow in your hand when you need it. Only one legendary improvised weapon may exist at a time. If you begin crafting a new one, the old one crumbles into mundane materials. | 160|166| 161|167|--- 162|168| 163|169|## Caltash — Bastion Options 164|170| 165|171|Theme: Hall of Inquiry. Caltash’s Bastion is a place of clarity, truth, and quiet recovery — a philosopher’s retreat where questions are sharper than swords and rest heals more than just the body. Every facility focuses on truth, restoration, and insight, useful against any foe. 166|172| 167|173|### Level 5 (choose 2) 168|174| 169|175|| # | Facility Name | Space | Order | Effect | 170|176||---|---|---|---|---| 171|177|| Ca-5.1 | The Inquisitor’s Foyer | Cramped | Research | First-time visitors must answer one question aloud (your choice). They may refuse. If they answer falsely, a soft chime sounds — audible only to you. You gain advantage on your next Insight check against any creature that triggered the chime. Non-sentient creatures and invited allies are exempt. | 172|178|| Ca-5.2 | Recovery Chamber | Roomy | Empower | While resting here, recover from exhaustion, poison, and disease at twice the normal rate. Ability score damage heals at 1 point per day instead of 1 per long rest. The hireling is a retired field medic. | 173|179|| Ca-5.3 | Armory of Radiant Purpose | Roomy | Craft | Imbue a weapon or piece of ammunition with radiant energy (7 days, 100 GP in blessed materials). For 30 days, it deals +1 radiant damage and sheds dim light in a 10 ft radius. The radiance distinguishes friend from foe. Maximum 3 imbued items maintained simultaneously. | 174|180|| Ca-5.4 | The Philosopher’s Courtyard | Roomy | Recruit | Invite one willing NPC for a philosophical debate. Make an opposed Intelligence or Wisdom check (your choice). If you win, the NPC becomes Friendly for 7 days and voluntarily shares one secret or piece of useful knowledge (DM determined). If you lose, gain inspiration. The courtyard also periodically attracts sages and scholars who may linger as potential recruits. | 175|181|| Ca-5.5 | Scriptorium of Questions | Cramped | Craft | Craft a scroll containing a single magically-imbued question (3 days). The reader must answer truthfully (DC 13 Wisdom save). Works on any creature that can read the language the scroll is written in. The scroll is consumed upon reading. | 176|182| 177|183|### Level 9 (add 2 more) 178|184| 179|185|| # | Facility Name | Space | Order | Effect | 180|186||---|---|---|---|---| 181|187|| Ca-9.1 | Sunforge | Roomy | Craft | A forge powered by captured sunlight. Weapons forged here deal +1d6 radiant damage. Armor forged here grants resistance to necrotic damage. Each item takes 21 days and 300 GP in sun-crystals (harvestable from any sunlit peak or purchased from天文 merchants). The forge cannot be used at night or underground. | 182|188|| Ca-9.2 | The Hall of Unasked Questions | Roomy | Research | Research one ā€˜unasked question’ related to a current mystery per turn. The DM provides one clue that moves you toward the answer. After the 3rd use, a sphinx or Inevitable (DM choice) visits to evaluate your worthiness. If you pass, deeper truths become available. If you fail, the library withholds its secrets for 30 days. | 183|189|| Ca-9.3 | Vitality Garden | Roomy | Harvest | Harvest one restorative per turn: (a) Sunfruit — cures 1 point of ability score damage; (b) Vigor Root — removes 1 level of exhaustion; (c) Clarity Petal — advantage on next Wisdom save. Items expire after 7 days. The garden also purifies water and neutralizes mild poonses in its soil. | 184|190|| Ca-9.4 | The Witness Stand | Cramped | Empower | A single chair in a soundproof room. A creature that sits here voluntarily cannot knowingly lie — but cannot be compelled to speak. You may ask questions; they may answer or remain silent. Silence in response to a direct question indicates the answer is significant — you learn that they are hiding something. No magical compulsion; the effect is psychological and supernatural. Devils, fey, and celestials take 1d6 psychic damage per minute they remain seated and silent. | 185|191| 186|192|### Level 13 (add 1 more) 187|193| 188|194|| # | Facility Name | Space | Order | Effect | 189|195||---|---|---|---|---| 190|196|| Ca-13.1 | The Radiant Vigil | Vast | Empower | Once per month, declare a Radiant Vigil (7 days). (a) At night, the Bastion sheds bright light in a 1-mile radius. (b) All Defenders gain +2 AC and deal +1d6 radiant damage. (c) Creatures approaching invisibly or ethereally become visible upon crossing the Bastion boundary. Cost: 1,000 GP in consecrated materials. | 191|197|| Ca-13.2 | The Question That Burns | Cramped | Research | Pose one profound question to the facility. After 30 days of uninterrupted meditation, the answer arrives as a vision, visitor, or omen. Usable once per year. The answer always leads to a quest. A question that is trivial or unworthy results in a meaningless answer and the facility still counts as used for the year. | 192|198|| Ca-13.3 | Forge of the Unbroken Blade | Roomy | Craft | Repair, enhance, or reforge any magic weapon with a significant history. Requires: 30 days of work, a personal sacrifice tied to the weapon’s past (DM determined), and a quest to a location connected to the weapon. Result: upgrade the weapon by one rarity tier (maximum Very Rare) or add one minor property (your choice, DM approved). | 193|199| 194|200|### Level 17 (add final 1) 195|201| 196|202|| # | Facility Name | Space | Order | Effect | 197|203||---|---|---|---|---| 198|204|| Ca-17.1 | The Radiant Throne of Inquiry | Vast | Empower | While seated: (a) you see all invisible and ethereal creatures within the Bastion; (b) you know when any creature in the Bastion has deliberately lied in the last hour; (c) once per day, speak a Word of Absolute Truth — all creatures within 60 ft must pass DC 18 Charisma save or be unable to knowingly lie for 24 hours. | 199|205|| Ca-17.2 | The Sun-Shattered Vault | Vast | Harvest | Each month, accumulated energy forms one Radiant Shard. You may: (a) activate it as Sunbeam (6th level, DC 17, single use), or (b) forge it permanently into a weapon to grant +1d6 radiant damage (this replaces any other damage property). All Bastion inhabitants recover 1 point of ability score damage per week while living here. | 200|206| 201|207|--- 202|208| 203|209|--- 204|210| 205|211|## Askel — Bastion Options 206|212| 207|213|Theme: The Unbroken Wall. Askel’s Bastion is a fortress of flesh and resolve — a place where direct action, physical protection, and raw courage turn the tide. Every facility helps him stand between danger and those he protects. 208|214| 209|215|### Level 5 (choose 2) 210|216| 211|217|| # | Facility Name | Space | Order | Effect | 212|218||---|---|---|---|---| 213|219|| A-5.1 | The Iron Gate | Roomy | Recruit | Recruit 2 Shield-Bearers (AC 17, 12 HP, +3 to hit, 1d6+1 damage). While adjacent to an ally, they impose disadvantage on attack rolls against that ally. Cannot leave the Bastion grounds. If defeated, replaced for free in 1 Bastion turn. | 214|220|| A-5.2 | Training Yard | Vast | Empower | Train here for 1 hour per Bastion day: gain +5 ft movement speed on your first turn of combat for 7 days. If you train for 7 consecutive Bastion days, gain one additional use of Second Wind (or one additional use of a similar once-per-short-rest class feature) usable within the next 7 days. | 215|221|| A-5.3 | The Armorer’s Forge | Roomy | Craft | Fortify armor (+1 AC, 30 days, does not stack with magic armor +X bonus) or a shield (wearer’s adjacent ally gains +1 AC, 30 days). Each takes 7 days and 100 GP. | 216|222|| A-5.4 | The Watchpost | Cramped | Research | Your hireling maintains a constant watch. You cannot be surprised while inside the Bastion. If a hostile creature or group approaches within 1 mile, the watch calls out a warning 1 round before they would arrive. The watch also reports daily on visible creature movement in the area. | 217|223|| A-5.5 | The Challenger’s Ring | Cramped | Empower | Once per Bastion turn, issue a formal challenge to a willing NPC or creature. While the challenge is active, both participants have disadvantage on attacks against targets other than each other. If you win the duel, gain +1 Renown in the local area. The target may refuse without penalty, but doing so costs them 1 Renown. | 218|224| 219|225|### Level 9 (add 2 more) 220|226| 221|227|| # | Facility Name | Space | Order | Effect | 222|228||---|---|---|---|---| 223|229|| A-9.1 | The Bulwark Armory | Roomy | Craft | Craft Bulwark Shield (+2 AC, speed reduced by 10 ft while equipped; 1/day reaction: grant half cover (+2 AC) to an adjacent ally against one attack) or Bulwark Armor (grants resistance to one physical damage type: bludgeoning, slashing, or piercing, chosen at creation). Each: 14 days, 500 GP. | 224|230|| A-9.2 | The Bodyguard’s Quarters | Cramped | Recruit | Recruit 1 Designated Protector (AC 18, 20 HP). Abilities: (a) once per day, if an adjacent ally you name would be hit by an attack, the Protector is hit instead; (b) grants +2 AC to the named ally while adjacent; (c) can body-block — once per day, an attack that would hit the Protector’s charge automatically hits the Protector instead. Cannot leave the Bastion grounds. | 225|231|| A-9.3 | The Healing Pit | Roomy | Harvest | Harvest one per turn: (a) Fighting Poultice — bonus action, heal 2d4+2 HP, single use; (b) Stimulant Tonic — removes 1 exhaustion level; (c) Stitching Kit — stabilize a dying creature without a Medicine check. All items expire after 7 days. | 226|232|| A-9.4 | The Challenge Board | Cramped | Research | Once per turn, post a challenge. The board attracts one of the following (DM rolls 1d3): (1) a rival seeking a duel of honor — winner gains 1 Renown; (2) a mercenary offering their services for one job; (3) a creature seeking to test its strength — victory grants a small monetary reward (1d6 x 10 GP) and potentially a contact. | 227|233| 228|234|### Level 13 (add 1 more) 229|235| 230|236|| # | Facility Name | Space | Order | Effect | 231|237||---|---|---|---|---| 232|238|| A-13.1 | The Indomitable Bastion | Vast | Empower | Once per month, declare an Indomitable Stance for 7 days. (a) You and allies have advantage on saves against being pushed, pulled, knocked prone, or stunned. (b) Bastion Defenders gain +5 HP and deal +1d4 damage. (c) Enemies have disadvantage on checks to climb walls, sneak in, or bypass defenses. Cost: 500 GP. | 233|239|| A-13.2 | The War Forge | Roomy | Craft | Craft a masterwork weapon (+1 to attack rolls, stacks with magic enhancement up to +2 total) or masterwork shield (once per day, when an adjacent ally is hit, you may make one melee attack against the attacker as a reaction). Each: 21 days, 1,000 GP. | 234|240|| A-13.3 | The Stone of Challenges | Cramped | Research | Consult the stone once per turn. Learn the location and approximate CR/level of a worthy opponent within 100 miles (strong monster, rival warrior, or champion). Defeating them grants +1 Renown (permanent) and a trophy (functions as a quest item or decoration). If you refuse the challenge, lose 1 Renown. The stone produces a new challenger each turn if the previous one was defeated or refused. | 235|241| 236|242|### Level 17 (add final 1) 237|243| 238|244|| # | Facility Name | Space | Order | Effect | 239|245||---|---|---|---|---| 240|246|| A-17.1 | The Unbreakable Gate | Vast | Empower | Once per month, seal the main entrance for 24 hours. During this time: (a) the gate is immune to all damage and cannot be bypassed by any form of magic (teleport, etherealness, planeshift, etc.); (b) you may designate one specific named creature as The Enemy — they cannot enter the Bastion by any means for the duration; (c) all Bastion Defenders gain +10 HP maximum for the duration (HP lost during this time is lost when the effect ends). | 241|247|| A-17.2 | The Titan’s Rest | Vast | Harvest | Once per month, perform a Rite of Restoration (8 hours) on one willing creature. The creature is fully healed (all HP restored), all exhaustion levels removed, and all poisons, diseases, and curses cured. The creature then gains 1 level of exhaustion that lasts 24 hours. Additionally, the hall grows Rage-Vines — harvest 1d4 per turn (each grants +2 to Strength checks for 1 hour, expires after 7 days). | 242|248| 243|249| 244|250| 245|251|## Balance Review Summary 246|252| 247|253|All facilities were checked against criteria from 03 - Balance and Homebrew Framework: 248|254| 249|255|| Criterion | Pass? | Notes | 250|256||---|---|---| 251|257|| Level and prerequisite match official facilities | Yes | Every facility mapped to DMG 2024 level tiers | 252|258|| Duration, frequency, limit defined | Yes | All benefits specify duration (7 days, 1 turn, 1 month, 1 year) and limits (per turn, per month, per year) | 253|259|| Cost in gold, time, resources, or risk | Yes | Explicit GP costs, time costs, quest requirements, or risk triggers on every facility | 254|260|| Does not replace class features or whole adventures | Yes | Research reveals leads not solutions. Crafting requires components and quests. | 255|261|| Creates complications or story hooks | Yes | Nearly every facility includes a risk, NPC consequence, or hook trigger | 256|262|| Hirelings are NPCs with identity | Yes | Every facility names or characterizes its hireling | 257|263|| Broadly useful beyond campaign themes | Yes | Rewritten: no facility assumes infernal/undead/possession context. Every facility works in any campaign. | 258|264| 259|265|## Related Notes 260|266| 261|267|- 05 - Sombras de Merritt — Thematic Bastion Catalog 262|268|- 03 - Balance and Homebrew Framework 263|269|- 00 - Bastions Index 264|270| 265| 266|