Greenhouse
Source: Dungeon Masterās Guide (2024), page 341. Creator: Wizards of the Coast / D&D Studio.
Quick Reference
| Field | Value |
|---|---|
| Facility type | special |
| Required level | 9 |
| Space | roomy |
| Hirelings | 1 |
| Bastion order | harvest |
| Prerequisite | None. |
Rules Text
A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.
Fruit of Restoration
One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that arenāt eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it canāt be transplanted without killing it.
Harvest Options
When you issue the Harvest order to this facility, choose one of the following options:
-
Harvest:: Healing Herbs. You commission the facilityās hireling to create a Potion of Greater Healing made from healing herbs. The work takes 7 days and costs no money.
-
Harvest:: Poison. You commission the facilityās hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassinās Blood, Malice, Pale Tincture, or Truth Serum. See āPoisonā in chapter 3 for each poisonās effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money.
Balance Notes
- Compare this facility against other 9-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