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Fortifications

Rank 4

  Wherever the town meets the wilds, there's a place for defenses and warriors to protect those within. Whatever's out there, it'll be easier to fight from on top a wall.   In its current state, the main defences are a flooded moat, laced with sharpened stakes, in front of a packed earth wall, reinforced with timber. A gatehouse of two towers and a bridge that can be slid into place sits as the easiest path to cross.   When you build or upgrade the fortifications, you and the town can choose the nature of those defences. Early fortifications may just involve a palisade and a watch tower, but as more time and money are put into the defences this may lead to stone walls, siege weapons, and traps - be as creative and tactical as you like! The fortifications are also the martial centre of the town. Once they're built, you may spend downtime here for martial training, drilling with the town's militia, other PCs and practicing your own skills.          
Rank Gold Cost Benefit
1st 750 gp Martial Training available, basic defences and traps
2nd 2,000 gp More training options, simple weapons, fully enclosed walls
3rd 4,000 gp More training, towers, and siege weapons
4th 8,000 gp All training, with impressive and creative defences

Martial Training

  As well as their defensive value, the fortifications are the martial centre of the town. Once they're built, you may spend downtime here for martial training, drilling with a particular fighting style to gain a temporary passive benefit.   When you spend a downtime action here, choose one of the following training styles, limited by the rank of the fortifications. The effect of that training lasts until you return here and choose another training to replace it:
Rank Allowed Training Benefit
1st Rend Gain +1 to your damage rolls with melee weapons
Parry Gain +1 AC while weilding a versatile or finesse weapon with no shield
Aim Gain +1 to ranged weapon attack rolls
2nd Phalanx When you hit a creature with a reach weapon, you may slide them 5ft to another point within your reach
Vigil You gain advantage on initiative rolls
Barrier Increase the AC bonus of any shield you wield by 1
3rd Agility You gain advantage on Dexterity saving throws while wearing light armour
Caution When you move in medium armour, you may prevent one opportunity attack each round as if you Disengaged
Bulwark Ranged weapon attack rolls have disadvantage to hit you while you wear heavy armour
4th Ferocity Your critical hits with weapon attacks deal one extra dice of weapon damage
Wounding Your weapon attacks deal +1d6 damage to creatures who have all their hit points
Tenacity When you finish a short or long rest, gain temporary hit points equal to your level
Type
Military base / complex
Parent Location

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