You are awarded a Bastion when you reach 5th level. During downtime, you can invest gold into your Bastion to upgrade it with new facilities and services. At the end of a downtime, you can choose a number of available services equal to your proficiency bonus and gain their effects until the end of your next adventure. You can gain multiple uses of the same service unless otherwise stated. See the original post here.
Acolyte Bastion: Church
The church is a place of worship, divine revelation, and spiritual protection where the faithful gather and miracles are performed. As an acolyte, you can use your Church to bless yourself and your allies with power from the Upper Planes.
Shrine (Tier 1). When you invest 500 gp in the church, it gains a secluded outdoor shrine with candles, incense burners, and a scribe. The shrine offers the following services:
- Divine Discernment. Choose one of the following: Insight, Medicine, Persuasion, or Religion. You gain advantage on all checks based on that particular skill until the end of your next downtime.
- Blessing of Divinity. You are blessed with one additional use of Channel Divinity which fades after it is used. If you do not have a Channel Divinity feature, you gain the Cleric class's Divine Spark and Turn Undead options while you have the use.
- Scribe Spell Scroll. You spend the money to craft and gain a spell scroll of 3rd level or lower. Alternatively, you can spend the money to craft two spell scrolls, and your scribe will complete them at the end of your next adventure. The spell level maximum increases to 5th level at Tier 2 and 7th level at Tier 3.
Chapel. When you invest 1,500 gp in the church, it gains a small stone building with pews, religious books, an altar, and a priest who knows basic spells. The chapel offers the following services:
- Ceremony. You can cast the Ceremony spell for free.
- Holy Water. You gain one free vial of Holy Water.
- Hospice. You recover from one lingering injury.
- Meditation. Once when you fail a Wisdom saving throw, you can choose to succeed instead. You can do this twice at Tier 2 and three times at Tier 3.
Font of Divinity. When you invest 7,500 gp in the church, it gains a large stone font filled with holy water, as well as a deacon authorized to perform religious rites. The font of divinity offers the following services:
- Rite of Purification. You can cast Lesser Restoration for free. At Tier 2, you can cast Greater Restoration instead.
- Sanctify Symbol. Your Holy Symbol grants you a +1 bonus to spell attack rolls and your spell save DC.
- Baptismal Rite. Until the end of your next downtime, you have advantage on death saving throws, and when you regain hit points by rolling Hit Dice, you regain the maximum amount instead of rolling.
Devout Priesthood (Tier 2). When you invest 15,000 gp in the church, you are ordained into a higher calling and station of your religion and are recognized as a religious pillar in your community. When you complete this investment, you gain the following permanent benefits:
- Holy Order. Your Wisdom or Charisma score increases by 1, to a maximum of 21.
- Divine Protection. You have a pool of divine protection consisting of 20 hit points. When you or a creature within 30 feet of you takes damage, you can use your reaction to reduce that damage by up to the amount left in the pool. The pool resets to 20 whenever you take a long rest.
- Clergy. Your lifestyle increases by one step at no additional cost.
Garden. When you invest 25,000 gp in the church, it gains spacious gardens surrounding it, which grow useful herbs, flowers, and plants. An apothecary and a crew of garden caretakers are also hired to manage it for you. The garden offers the following services:
- Healing Potion. You gain two Potions of Healing or one Greater Potion of Healing. This changes to two Greater potions or one Superior Potion of Healing at Tier 3.
- Sell Goods. Your workers grow and sell flowers and vegetables, and you gain 2d6 x 100 gp.
- Holy Oil. You are anointed with oil produced from the garden, which grants you resistance to Necrotic damage and puts you under the effect of the Protection from Evil and Good spell until the end of your next downtime.
Parsonage. When you invest 60,000 gp in the church, it gains a wing with housing for clergy, a mess hall, and vestments and religious supplies for 10 novices (acolytes) and 3 bishops (priests) under your command. These clergy members preach to your people and perform religious rites, and the bishops defend your church with magic, but if any die, new ones can be recruited for 200 gp each. The parsonage offers the following services:
- Call Novice. You gain the services of a novice during your next adventure. They act as a Healer Spellcaster sidekick of your level under your command and have a Friendly disposition to you as long as you treat them fairly. The novice is equipped with a holy symbol.
- Sermon (costs 2 services). Make a Religion check using your Wisdom, Intelligence, or Charisma score. You gain gp equal to the result x 100.
Holy Unction (Tier 3).
When you invest 100,000 gp in the church, you are anointed as archbishop and prime minister of your faith. Word of your piety and connection with the gods becomes known far and wide, especially to others who worship your god. When you complete this investment, you gain the following permanent benefits:
- Sainthood. Your Wisdom or Charisma score increases by 2, to a maximum of 23.
- Saintly Feat. You gain a feat of your choice. Your followers in the barracks gain this feat, and when you use the Call Novice service from your Parsonage, the sidekick gains this feat also.
- Aristocracy. Your lifestyle increases by one step at no additional cost.
Cathedral. When you invest 250,000 gp in the church, it gains a spacious cathedral decorated with golden relics and stained glass windows. It has seating for 5,000 petitioners, a nave, a sacristy, and an undercroft, as well as the services of a canon, an almoner, a sacristan, and an exorcist. The cathedral brings in tithes and offerings equal to 1d4 x 1,000 gp at the end of each adventure, and it offers the following benefits and services:
- Hallowed Temple. The entire bastion is now permanently under the effect of the hallow spell. In addition, you can cast word of recall once per long rest without using a spell slot, with the bastion as your designated sanctuary.
- Reliquary. You gain a relic worth 1,000 gp. The relic can be used for any material component with a gold cost on the Cleric spell list. If this relic is consumed, the income of this facility is reduced by 1,000 gp after the adventure. If you still have the relic after this point, you return it.
- Missionaries. During your next adventure, you gain advantage on Charisma checks, your lifestyle expenses are reduced by half, and those loyal to your deity give you a 50 percent discount on goods and services.
- Commune. You cast commune once during your downtime without expending a spell slot. When cast in this way, the answers are not limited to yes or no, but may have more detailed responses.
Effigy of Glory. When you invest 500,000 gp in the church, it gains an enormous magnificent statue of your deity that thins the barrier between the Material Plane and the Upper Planes. Six devas watch over and protect your bastion from harm. You also gain the services of a templar (war priest) and an oracle to help advise you in your priestly duties. The Veil of Glory offers the following services:
- Crusade. You can cast planar ally once during your next adventure to summon one of your devas, and it requires no payment for the first 24 hours it serves you.
- Sacred Aegis. During your next adventure, you have immunity to the Frightened and Charmed conditions, and you are under the effect of the Death Ward spell. In this particular case, instead of raising you to 1 hit point, the Death Ward raises you to half your hit point maximum.
- Divine Vision. You gain Truesight out to a range of 120 feet during your next adventure.
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