My Bastion Tweaks

Buffed Facilities

  • Armory Buffed → Now can be used to buy semi-permanent equipment. -> Trade: Stock Armory (Magical). If you are level 9+, you can restock the Armory with magical equipment for 300 GP + 300 GP per Bastion Defender (following the same rules as Stock Armory). This enchanted stock does not deplete when your Bastion loses Defenders unless an event reduces your Bastion to 0 Defenders, in which case the attackers loot the Armory, depleting it and requiring restocking.
  • Barrack Buffed → Now can be used for getting money at the expense of Bastion Defender deaths. -> Recruit. You can send any number of Bastion Defenders from the Barracks on a mercenary job for the week. Roll 6d6 (or 6d10 if you expend an Armory stock; magical armor stock equipment is only lost if all Mercenaries die). For each roll of 1, a Mercenary dies. After this, the Mercenaries that are alive, return being Bastion Defenders. If at least one Mercenary survives, you earn 25 GP for every Mercenarie that came back alive. After that, Mercenaries cannot be used as Bastion Defenders for the next week, as they recover mentally and physically from the stress, becaming Bastion Defenders as usually after this.
  • Training Area BuffedBattle Expert now grants 2d4 damage reduction. I just didn’t see this being worth it at all, so I gave it a little nudge.

Facilities with Removed Prerequisites

  • Sanctuary → Got rid of the prerequisite. So my Wizard can make an Ioun Sanctuary, to be fair. Also, you should be able to get a hireling priest who knows more about your faith than you do and lets you lend the place so they can spread it.
  • Sacristy → Got rid of the prerequisite. Same reason as Sanctuary.
  • Observatory → Got rid of the prerequisite.
  • Reliquary → Got rid of the prerequisite. Have I already said that I don’t like these?

Nerfed Facilities

  • StorehouseMax 4,000 GP at level 13.

Unchanged Facilities

  • Garden
  • Library
  • Workshop
  • Gaming Hall
  • Greenhouse
  • Laboratory
  • Scriptorium
  • Teleportation Circle
  • Theater
  • Trophy Room
  • Archive
  • Meditation Chamber
  • Pub
  • Demiplane → This one sounds kinda specific, so I didn’t remove the prerequisite.
  • Guildhall → Also kinda specific? I don’t know. If Demiplane keeps its prerequisite, this should as well. (I'll probably add a guild that can build Spelljammers on my future space pirate campaign)
  • Sanctum → This one is specific and really cool, by the way.

Facilities I’m Unsure About

  • Menagerie → Unchanged, but I kinda want to change it. I’m not sure how to make it more interesting. It’s like, cool but not useful?
  • War Room → Unchanged. I don’t know how I feel about this. It gives you a private army, and that’s cool, but I don’t see many immediate benefits. The other 17th-level facilities have brain-dead good options. This one... I don’t feel like it does. It doesn’t give money, doesn’t give buffs, just gives minions... I feel like it should have some way to "Recruit & Lend Private Army" to make money or something, but I’m not sure, so I did nothing.

Facilities I might add

  • Crypt/Cemetery → Being able to house bodies for necromancers, house bodies of fallen people who you valued, fallen heroes, and being able to consult the dead. Not sure tho...
  • Seer's Chamber → A place that let's you cast divination spells related to seeing creatures and locations. Might be unecessary because of Observatory and other information gathering facilities, but i'm still thinking about it.

I wanted to know your feedback on these... i'm currently play testing it with my players.