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Jul 2, 2025

Bastion: Criminal Hideout

NOTE: Since these are a lot of work and I'm not sure if I'm super sold on this formula anyway, this will probably be my last class-specific Bastion. I figured since I had already done the classic Fighter, Mage, and Cleric bastions, I might as well round it out with the Rogue one. If you like this system, I hope these serve as useful templates!

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.

Criminal Bastion: Hideout

The hideout is a refuge from the law, a place of clandestine deals, and a repository of secrets and treasure. As a criminal, you can use your Hideout to gather information and augment your arsenal with less-than-legal implements.

Safehouse (Tier 1). When you invest 500 gp in the hideout, it gains a simple, unassuming house with reinforced doors with peepholes, and a cellar with a hidden trapdoor and an escape tunnel. The safehouse has the following services:

  • Thieving Practice. Once during your next adventure, you can choose to succeed on a failed ability check that uses any of the following skills: Deception, Intimidation, Sleight of Hand, or Stealth. This increases to 2 checks at Tier 2 and 3 checks at Tier 3.
  • Honed Weapon. Choose one of your weapons. When it scores a critical hit, add 1d6 to the roll. This increases to 1d8 at Tier 2 and 1d10 at Tier 3.
  • Stowed Poison. You gain one free vial of Basic Poison.

Fence's LoungeWhen you invest 1,500 gp in the hideout, it gains a room with plush chairs, hidden compartments, and a fence. The fence's lounge offers the following services:

  • Fence Weapons. You can sell weapons and armor for their full value instead of half. The maximum you can sell is 100 gp. This raises to 500 gp at Tier 2 and 1,000 gp at Tier 3.
  • Black Market Goods. You can buy up to 10 Ammunition +1. You can buy Ammunition +2 at Tier 2 and Ammunition +3 at Tier 3.
  • Bribery. Roll 2d4 and multiply it by 100. If you pay GP equal to the amount rolled, any criminal bounty you have on you is removed and your criminal record is expunged.

Poisoner's StillWhen you invest 7,500 gp in the hideout, it gains a lab outfitted with distillation tubes, planters of poisonous plants, cages with lab rats, a poisoner's kit, and a poisoner skilled in poisoncraft. The poisoner's still offers the following services:

  • Distill Poison. Choose a poison. The first time it affects a creature, it deals an additional 3d6 poison damage.
  • Brew Poison. You gain a free vial of Assassin's Blood, Serpent Venom, or Malice poison.
  • Mithridatism. During your next adventure, you have resistance to poison damage and advantage on saving throws against the Poisoned condition.

Kingpin (Tier 2)When you invest 15,000 gp in the hideout, you spread rumors (either real or fabricated) that establish you as a powerful and dangerous crime lord in the community. When you complete this investment, you gain the following permanent benefits:

  • Criminal Organization. Your Dexterity or Intelligence score increases by 1, to a maximum of 21.
  • Kingpin's Reputation. When a humanoid creature makes an attack roll against you or forces you to make a saving throw, you can use your reaction to cause the attack to miss or to succeed on the saving throw, and the creature is Frightened until the start of its next turn. You regain the ability to do this after you complete a long rest.
  • Luxury. Your lifestyle increases by one step at no additional cost.

Forgery Office. When you invest 25,000 gp in the hideout, it gains an underground vault with coin molds, stamps, wax seals, and papers, as well as a forger and a counterfeiter at your service. The forgery office offers the following services:

  • Forged DocumentYou gain a forged document with a Deception result of 16. This increases to 18 at Tier 2.
  • Counterfeit Money. You can turn up to 500 CP into GP. This increases to 1,000 at Tier 3.
  • Fabricate Replica. You spend 100 gp to make a decoy of a magic item in your possession. It looks the same, but is nonmagical.

Pub. When you invest 60,000 gp in the hideout, the house becomes a pub front. It includes a full staff and several rooms that are always occupied by your henchmen, 5 spies and 3 bandit captains. The spies gather information for you, and the bandits protect your Bastion from harm, but if any die or are imprisoned, new ones can be recruited (or the old ones can be bailed out) for 200 gp each. The pub offers the following services:

  • Hire Footpad. You gain the services of a footpad during your next adventure. They act as an Expert Spellcaster sidekick of your level under your command and have a Friendly disposition to you as long as you treat them fairly. The footpad is equipped with leather armor, a dagger, and a shortbow.
  • Gambling. Make a wager up to 1,000 GP and roll 2d6. On a roll of 1–4, you lose your wager. On a roll of 10–12, you gain more money equal to your wager. On any other number, you break even.
  • Heist (costs 2 services). You send 3 of your spies and 1 of your captains to perform a heist. At the start of your next downtime, they return to the hideout having gained 3d10 x 100 GP worth of coins, gems, or magic items (DM's choice). 1d4-2 of the spies are caught and imprisoned.

Thieves' Gang (Tier 3). When you invest 100,000 gp in the hideout, you become the undisputed head of an organized crime gang. Word of your ruthlessness and wealth become known among both the criminal underground and the corrupt aristocracy. When you complete this investment, you gain the following permanent benefits:

  • UnderlordYour Dexterity or Intelligence score increases by 2, to a maximum of 23.
  • Illicit Feat. You gain a feat of your choice. Your followers in the pub gain this feat, and when you use the Hire Footpad service from your pub, the sidekick gains this feat also.
  • Infamy. Your lifestyle increases by one step at no additional cost.

Vault. When you invest 250,000 gp in the hideout, it gains a large underground vault filled with treasure, incriminating documents, and other valuables. It is sealed with an Arcane Lock spell, as well as an Alarm spell that has no maximum range and a Glyph of Warding spell. The vault offers the following benefit and services:

  • Magic Pockets. You obtain a Bag of Holding that is attuned to the vault. Any money you withdraw or deposit into the Bag is magically transported to this vault, and only you can use the bag in this way. If you lose the Bag of Holding, you can gain a new one for 200 gp.
  • Blackmail
  • Vehicle Deed. You obtain the legal deed to a vehicle (along with all the horses needed to pull it) that you can use during the next adventure, choosing from one of the following: carriage, cart, wagon.

Syndicate. When you invest 500,000 gp in the hideout, your criminal organization becomes part of a vast web of gangs united in purpose. A master thief joins you as a partner, as do 2 assassins and a gang of 10 bandits. The syndicate offers the following services:

  • Hire Assassin. You hire an assassin to go ahead of you on your next adventure and slip some poison to a target. At the start of combat during your next adventure, you can choose one creature of your choice to take 15d6 poison damage and be poisoned for the first round of combat.
  • Hot Item. You borrow a magic item until the end of your next adventure. You can only borrow one hot item at a time, and you cannot borrow the same item two adventures in a row. Choose from the following: Cloak of Invisibility, Studded Leather +3, Vorpal Shortsword.
  • Sabotage. You send your bandits ahead on your adventure to sabotage one of the obstacles. During your next adventure, you can choose one obstacle, puzzle, or encounter to be easily bypassed (up to the DM's discretion as to how).

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