Armory
Source: Dungeon Masterās Guide (2024), page 339. Creator: Wizards of the Coast / D&D Studio.
Quick Reference
| Field | Value |
|---|---|
| Facility type | special |
| Required level | 5 |
| Space | roomy |
| Hirelings | 1 |
| Bastion order | trade |
| Prerequisite | None. |
Rules Text
An Armory contains mannequins for displaying armor, hooks for holding Shields, racks for storing weapons, and chests for holding ammunition.
Trade: Stock Armory
When you issue the Trade order to this facility, you commission the facilityās hireling to stock the Armory with armor, Shield, weapons, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved.
While your Armory is stocked, your Bastion Defenders are harder to kill. When any event causes you to roll dice to determine if your Bastion loses one or more of its defenders (see āBastion Eventsā at the end of this chapter), roll 1d8 in place of each d6 you would normally roll. When the event is over, the equipment in your Armory is expended regardless of how many Bastion Defenders you have or how many you lost, leaving your Armory depleted until you issue another Trade order to the facility and pay the cost to restock it.
Balance Notes
- Compare this facility against other 5-level facilities before allowing homebrew upgrades.
- Keep the listed Bastion order as the primary action loop; additional benefits should usually be narrative, temporary, or gated by downtime.
- If this facility grants creatures, information, resources, crafted items, or empowerment, keep those outputs tied to Bastion turns rather than free adventuring actions.
Links
- Parent index: Bastions Index
- Source index: 00 - Dungeon Masters Guide 2024 Index