This October, we’re bringing you a special treat. While we’re continuing to develop and revise public playtesting material for the 2024 Player’s Handbook, we’d thought you’d enjoy an early look at what we’re cooking up for the 2024 Dungeon Master’s Guide.
The coming Dungeon Master’s Guide will be the biggest of its kind in decades and contain an assortment of new tools for DMs and their tables. In Bastions and Cantrips, we’re showcasing one of these tools, the Bastions subsystem. Dungeon Masters and their parties can use this subsystem to build a home, base of operations, or other significant structure for their characters.
And if you’re raring to test out more character options, we’re also including revisions for 10 cantrips in this playtest packet.
Click below for a peek at what’s in Bastions and Cantrips, with insights from Jeremy Crawford, Game Architect of Dungeons & Dragons.
- What Is a Bastion?
- What’s In a Bastion?
- Managing Your Bastion
- Start Building Your Bastion
- Revised Cantrips
What Is a Bastion?
A Bastion can be a home, a base of operations, a place of worship, or something else. It offers respite for when you’re in between adventures, offers benefits such as an income stream or magic item crafting, and grows with you as you level up.
Upon hitting 5th level, you can create your own Bastion, and shape and style it to your liking. Perhaps you’ve always wanted to open your own gambling den to swindle nobles or you need a smithy because rust monsters have a nasty habit of finding you. Or maybe you’re just a druid who wants a private garden for communing with bugs and poppy seeds. (I don’t know, I’m an arcane magic kind of guy.)
If you’re keen on having roommates, you can combine Bastions with your party members to form one large property. You’ll each manage your own individual segments of it. But even if you don’t want your own Bastion, you can still benefit from your friends’. Just be prepared to sleep on the couch.
What’s In a Bastion?
Each bastion contains basic and special facilities, as well as hirelings and Bastion Defenders to maintain and protect it. A basic facility is your typical bedroom, kitchen, or courtyard. They present a roleplaying opportunity and help bring your Bastion to life. Special facilities include such things as an Arcane Study, Demiplane, Gaming Hall, or Guildhall, and there are mechanics and benefits built around them.
You’ll pick and choose which facilities are in your Bastion and even determine the size of your rooms and their layout. “One of the wonderful things about the Bastion system is the high level of customizability,” said Crawford, noting that the Unearthed Arcana materials include guidance to mapping out your Bastion.
As to your hirelings and Bastion Defenders, you are free to customize them as much or as little as you’d like. Their pay is also already accounted for, so there’s no need for bookkeeping between sessions.
Expanding Your Bastion
When you first receive your Bastion at 5th level, it will have two special facilities, and you unlock an additional special facility at levels 9, 13, and 17. Certain special facilities have level or class feature requirements, but they never cost gold or time to construct.
Basic facilities function differently. They can be enlarged or added onto your Bastion with time and money; there are no restrictions on how many basic facilities you can have, barring any angry neighbors.
Managing Your Bastion
Bastion Turns and Bastion Points
Every seven days in the game, you get to take a Bastion turn. This when you issue orders to your hirelings to perform one or more tasks. You can issue multiple orders at once, but the orders you can give are largely dependent on which special facilities you have.
For example, if you have the Gaming Hall, you gain access to the Trade order. When you issue this order, your hirelings turn your Gaming Hall into a gambling den that generates revenue for seven days. At the end of those seven days, you can reissue the Trade order to keep the money rolling in.
There’s more to special facilities, though. “The other thing that happens whenever these Bastion turns occur and you issue an order, is you generate currency called Bastion Points,” explained Crawford.
Each type of special facility generates a random amount of Bastion Points, or BP for short. A Gaming Hall generates 1d6 BP each time you issue the Trade order, for example.
BP can be spent in several ways:
- Purchase a magic item after leveling up
- Improve your influence in the region around your Bastion
- Bring your character back to life
The Maintain Order and Bastion Events
What happens if you’re out of town and can’t tell your hirelings what to do? In such cases, your Bastion operates under the Maintain order, which basically means your hirelings take care of things in your absence. You can also choose to issue the Maintain order if you’re in town and not in the mood for managing your Bastion.
When you take the Maintain order, two things happen:
- Each of your special facilities generate 1d4 BP
- The DM rolls on the Bastion Events table (found on page 20 of the UA)
“One of the entertaining parts of Bastions is that things can happen within and to the Bastion while you’re away on your adventures,” said Crawford. “So when you come back, you can find out what the heck happened.”
Depending on how the DM rolls, during a Bastion event your hirelings may meet with unexpected guests, strike upon a random magic item, or something else. You may even be betrayed or your Bastion may be attacked.
Bastion Defenders
What’s the fun in adventuring if you don’t make a few enemies along the way? Your Bastion may be attacked on occasion. That’s where your Bastion Defenders come into play.
When your Bastion is attacked, you’ll roll die to determine how well your Bastion Defenders protect it and how many are killed in their honorable duty. You have various ways of upgrading your Bastion Defenders to make them more resilient or just cooler, including outfitting them in armor and recruiting creatures.
Start Building Your Bastion
The Bastion subsystem is setting agnostic, and there’s over 20 pages of material here for you to play with today. “This system is designed to stand on its own two feet, meaning you can drop it into a campaign, and it has in itself, everything you need to use it,” said Crawford, encouraging playtesters to try out Bastions in their current games.
The system functions with the 2014 ruleset, and that’s intended. “There are certainly a few things here where a prerequisite might point toward something that’s in the 2024 versions of some of the classes, but you will find that this is ready to go with your 2014 rulebooks,” he added.
So whether you’re running Phandelver and Below: The Shattered Obelisk or just getting your feet wet in Sigil with Planescape: Adventures in the Multiverse, there’s ample opportunity to start building a home—or just a badass base.
“We’re really eager to find out what people think,” said Crawford.
Revised Cantrips
Quite frankly, we didn’t want to wait until the next round of Player’s Handbook playtests to get these revised cantrips in your hands. Cantrips are an important part of D&D, whether you’re a player whose character is dabbling in the magical arts or you’re a DM preparing encounters with monsters that use them. We want to get them right, and that means making them healthy, fun, and diverse.
In this Unearthed Arcana, you’ll see revisions for 10 cantrips. Some of the biggest changes you’ll see are to true strike. The table below summarizes these changes.
Updated Cantrips
Cantrip | Summary of Major Changes |
Acid Splash | Affects a 5-foot radius sphere and is now an evocation spell |
Blade Ward | Now a reaction that imposes disadvantage on a melee attack roll |
Chill Touch | Touch spell instead of ranged and with increased damage |
Friends | Requires the target to make a Wisdom saving throw and targets are no longer hostile to you after the spell ends |
Poison Spray | Increased range, requires an attack roll instead of a saving throw, and is now a necromancy spell |
Produce Flame | Changed from action to bonus action casting, attack range increased, and can now target objects |
Shillelagh | Improves at high levels and offers the option to deal force damage |
Shocking Grasp | Stops opportunity attacks instead of all reactions and no longer grants advantage against enemies wearing metal armor |
Spare the Dying | Now ranged instead of touch, the range increases as you level, and it appears on the druid spell list |
True Strike | Allows you to make an attack with a weapon using your spellcasting ability, offers the option of dealing radiant damage, and deals bonus radiant damage at higher levels |
Submit Your Feedback
Whether you’re casually reading through Unearthed Arcana, planning to implement Bastions in your home campaign, or theorycrafting new characters based on these cantrips, your feedback is paramount to the 2024 core rulebooks.
The best way to get us your feedback are the UA surveys we regularly release. Keep an eye out in the future for a survey on this particular playtest packet. When the survey opens, let us know what you dislike, and if you love something, tell us why!
Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.
Bastions is a whole new game! Loving this, and over the moon excited to implement. Great new direction!
Lightning
The bastion system could be interesting. I look forward to how this would be applied to the group dynamic, and not just the individual.
Strongholds and Followers?
Bastions seems like a fun idea if the players and DM are into giving it a try.
For some cantrip changes, I can agree, but I seem to be finding more issues than improvements.
Acid splash is one of two cantrips that can hit multiple targets at range, the other being a create bonfire. This change doubles its expected potential hits, which I feel goes a tad too far. The change to evocation is great; now do the same for CB, the fire spell that also happens to be conjuration.
Blade ward currently acts as an alternative to the Dodge action; the proposed revised version is a weak shield knock-off. The threats of a caster's reactions are potentially powerful; can't say I like this.
Chill touch becoming a touch spell is a nerf, even if the damage die goes up. One of the biggest reasons healing word sees more use than cure wounds is that it's ranged.
Friends becomes a free charm person with few drawbacks; don't like this.
Poison spray's biggest issues are its range and that poison is the most commonly resisted/immune damage type. Increasing the range is nice, but making it into an attack feels off to me.
Produce flame is somewhat nerfed by bogging down your bonus action to create the flame; change feels unwarranted.
Shillelagh got a cute buff. This mostly benefits monks who swing a quarterstaff twice per turn, but an off-type fighter could also do well here.
Shocking grasp got nerfed, but I can understand why. Denying a creature of all its reactions is undoubtedly powerful for a cantrip; doubly so when something has the Reactive feature.
Spare the dying was fine as is, but druid access is nice.
True strike has always been a setup spell; back in 3E it gave the caster +10 to hit on their next attack, which was (and still is) very powerful. Turning it into a blade spell robs it of its identity. If I were to change it, I'd make it a bonus action that can be used to give your next attack +2 to hit, lasts until either the end of your next turn or you make said attack, scale up by 1 per level tier and not require concentration.
I'm not keen on any of this honestly.
A capable DM doesn't need an official guide to decide that the party has a homebase, let alone what's in it. It's an unnecessary amount of handholding that adds complexity in a way that feels like an expectation to conform, instead of a suggestion of how to improvise. It also feels like trend chasing, trying to replicate video game elements in a TTRPG.
On the subject of cantrips, I loathe every single one of these changes.
Produce Flame is already weak, clogging up your action economy doesn't justify a damage and/or range increase. If anything the sole change I'd like to see is just a range increase to 60 ft., leave everything else be.
Chill Touch's name has always bothered me, because it is neither cold damage nor a touch spell, so I get that you'd want to make it a touch spell. But just change the name instead, the mechanics are fine.
Blade Ward has always been my go-to cantrip for situations where I don't have a chance to get into a good position or there's nothing to target. The defensive buff of halving weapon damage is so useful for casters, as it is the equivalent of Dodge where you don't have anything better to do. But Dodge doesn't really help casters, their AC is generally bad to begin with. I always believe in the philosophy that it is better to survive damage than to avoid it.
Shocking Grasp has always been my favourite cantrip, because it's a spell that can harshly remind enemies that just because you're a caster, it is still a bad idea to get too close. In a way, it acts as a tool of deterrence, a DM that knows a player has Shocking Grasp might be more careful about bum-rushing them. Especially when combined with War Caster, making the threat of opportunity attacks just as valid from a spellcaster as any martial class.
I'm not gonna comment on any of the other cantrips, because I've barely ever used them.
Unlocking a bastion at a level seems really odd, these things are campaign specific, for roleplays sake this kind of thing occurs when players decide to make a hombase, be it a cheap hovel or upgradable Fort, keeps, houses, guilds etc. Maintaining such a building requires gold what you should do is give examples of expenses & wages. However I like the BP and rewards system etc. I'm gonna go read the document now.
This Bastion business is not my cup of tea. Remember when they added garrisons to WoW in Warlords in 2014? It was terrible, and by most considered the worst WoW expansion. Are we really still doing this mobile-game thing now in a DnD version aimed for 2024?
What I like about DnD 5th is that it strikes a good balance between complexity and action/story. This will be yet another thing to explain and track and think about, when the focus should be on the action! But, I'm sure it will be optional, so I can keep it out of the beginner campaigns and add it if the players really want.
Please leave shocking grasp alone, it was underpowered before don't make it worse. True Strike and Shillelagh are welcome changes, they did really need buffs and scaling, respectively.
Very true
I do like most of the Cantrip changes, though I'm not sure I agree with the changes to shocking grasp. It's been nerfed a little too much. I can understand the change from stopping all reactions, to just stopping AoO, but the eliminating the advantage against metal armour seems to me to take some of the flavour and utility out of the spell. If the damage is supposed to be lightning, it makes more sense to have the spell behave in a similar way to real electricity. Technically yes, some continuous metal can ground an electrical charge saving the person inside such armour, but if that's the hook up that thay're trying to eliminate, shouldn't a floating or flying target would also be immune it we decided to play by that rule. I don't see the purpose for removing that. If there is concern the spell was too powerful, lower the damage, it's still a niche and interesting spell.
Chill touch being ranged was one of my favorite brain bafflers haha
I don't know how I feel about blade ward being a reaction. Why would you use that over say just the shield spell? With this change as well earth genasi will need another rework as their new racial allows for a bonus action blade ward. Unless you can just use a reaction as a bonus at that point?
Just my thoughts. If I'm dumb let me know lol.
JC said they wanted to release it now as it could be used with the current rules, and I for one was happy for this decision and I intend to use it in my current campaigns.
I've been in love with the idea of players having a home base and influencing the lands around it ever since the Birthright setting came about for 2e AD&D. I think this is a great first step as I've always had some form of rules for this - be it Birthright cobbled into the current edition, or takes from MCDM's Strongholds & Followers, and Kingdoms & Warfare books. Though they weren't A+ material, they added interesting options to consider.
Having a set of rules that are optional, but designed for the 5e and D&D One ecosystem? Wonderful! I'm going to give it a serious read and test it in my active campaign. Then I'll do feedback.
why not just change chill touch's name (IE..hand of doom , necrotic hand) and leave it ranged
My players have come into possession of a ship and I can bend these bastion rules to fit in how the ship runs with a finite amount of space for expansion.
Like Agile_DM I am a lover of the Birthright setting and domain rules. The (at least to me) surprising inclusion of a nice level of detail for bastions in the DMG is absolutely welcome. I love the depth and think this will be a great optional inclusion to the game for players!
I agree with Allurian219 and Agile_DM, and I also like the choice that if the DM included Bastions, it is still an optional choice for the player. I have already seen many comments in other discussion boards about the level gates. Although I feel some of them need to be reviewed, it doesn't mean your PC cannot build their own hovel at second level (which is effectively their home base) or own a tavern (Pub) before level 13. It just means that you pay all of the costs, including the hirelings and you do not receive the Bastion perks or BP's. To me this is analogous to a Wizard gaining two "free" spells to add to their spellbook when they gain a level. They can still add additional spells to their spellbook, it just comes at a time and gold cost. For myself, the Smithy not being available to Artificers (Just add "proficient with smith tools to the prereq list") was an obvious miss. But, that is why it is in playtest mode.
Love having mechanical rules for Home bases now, and progression that mitigates complexity with it.
To those that don't like it that are players, feel free to ignore it... But to the DMs that hate it: You're fools, this gives you simple downtime actions that the players manage, a place to start adventures from, NPCs that players do some of the work for, etc...
Bastions are going to benefit DMs in the long run, and are easily going to give lots of hooks and reasons for adventuring while also giving easy downtime actions to do. Sure, some adventures, like Dungeon of the Mad Mage, aren't suited for this, but the majority absolutely are.
I swear that Bastions will become the new "You start this adventure in the local tavern" hook.
And Yes, I'm pissed about the Shocking Grasp change.