STRONGHOLD: THE KEEP (Level 1)

This type of stronghold makes a statement as a military fortification.

Upon finishing a keep, you gain units equal in number to 2 plus the keep level. Newly raised units start at size 1d4. If you get the same result twice, increase the unit’s size to 1d6.

You can attract a unit by rolling on the class followers chart. You can also spend gold to buy units (mercenaries) and pay for upkeep.

A keep reduces the cost to buy units by 10% per level, and reduces upkeep by 10% per level.

*Note: Archery can refer to traditional weapons or firearms.

BENEFIT #1:

Units Who Belong to Your Stronghold
Training Units in Your Stronghold

As you train your soldiers, you get better with your own gear and gain bonuses too! Each player can only gain one benefit below, but may change it to something new during an extended rest:

Light Armor Training: Advantage on DEX checks wearing light armor.

Medium Armor Training: You gain 5 ft extra movement when wearing medium armor, and does not provoke opportunity attacks.

Heavy Armor Training: You learn to present your most heavily armored face to your foes. Ranged attacks have disadvantage against you.

Bludgeoning Training: When you score a critical hit, the target has disadvantage on attack rolls, saving throws, and ability 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.

Shield Training: If you succeed in a weapon attack while wearing a shield, you can push a target 5 feet from you. Does not provoke opportunity attacks.

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.

BENEFIT #2:

Demesne Effects

This fortress is a bastion against intruders, and it rewards those who practice their martial training, creating the following effects:

  1. Fortifications in the fighter’s demesne grant units defending them an extra +2 Morale bonus.
  2. Archers who train in the fighter’s demesne find their arrows go farther and strike more accurately.
  3. Edged weapons in the fighter’s demesne are keener and do not dull.

BENEFIT #3:

Stronghold Actions

On initiative count 20 (losing initiative ties), those working in the Keep can take a stronghold action to cause one of the following effects. They must be in the same hex or province as their stronghold, and can’t use the same effect until after a short or long rest. (If multiple players share this stronghold, these actions exist as a pool for the group, not per each individual):

  • Until initiative count 20 on the next round, any enemy who tries to cast a spell in your demesne experiences searing pain. The enemy can choose another action, but if it chooses to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 force damage per level of the spell, and the spell has no effect and is wasted.
  • Until the end of your next turn, you and all your allies’ weapon attacks hit automatically. Roll anyway, though—you might score a crit!
  • You and all your allies are restored to full hit points.
  • Small targets appear on the vulnerable spots of nearby enemies. Until initiative count 20 on the next round, all enemies within 60 feet have vulnerability to your attacks.


BENEFIT #4:

Class Feature Improvement

Fighting Surge
Whenever you attack by using your Action Surge, you automatically score a critical hit. You can do this for a number of surges equal to your stronghold level, after which you must take an extended rest to refresh this ability.

OR

Chieftain’s Rage
Whenever you reduce an enemy to 0 hit points, you can choose to make an additional weapon attack or move up to your speed. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.

OR

Chosen Enemy
Your favored enemy has vulnerability to your attacks. You can do this to a number of damage rolls equal to your stronghold level, after which you must take an extended rest to refresh this ability.

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