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.
How does the Bastion system interact with the downtime/franchise system in the Acquistions Inc Sourcebook? I've wanted to use the AcqInc system in a non-AcqInc campaign but I haven't sat down to remove all the jokes/comedy from it.
Given the history of "Name Level" in OD&D and AD&D 1e/2e I thought it was interesting that the level for getting a Bastion was at 5th level and not 9th.
I do miss the tables from the 2e PHB about how many chumps my 9th level fighter has show up at their castle looking for work. Or if my ranger gets lucky and rolls a brass dragon for their companion.
A free reaction every turn to apply disadvantage on a melee attack seems a bit much for a cantrip. I would understand if it was a class feature to a specific class and applied at a higher level, but being able to just do it from level one with any class that gains said cantrip seems to sway the balance too far in the opposite direction. Granted Blade Ward was basically useless because it wasted your turn just to apply disadvantage but that was closer to balance than this. It might make more sense to upgrade it into a first level spell at least to keep it from having infinite uses. I would imagine that even if it was a class feature from a higher level it would have some caveat like "This feature can be used a number of times equal to your proficiency modifier and you regain all uses on a long rest" or linked to some ability modifier with the same refresh on long rest ruling. As a cantrip no such balance exists. Then looking at the True Strike changes it basically is like a slightly less powerful divine smite except it has unlimited casts because of it being a cantrip and it grows in power at higher levels? Eventually it will surpass any first level divine smite a Paladin can do and it has unlimited uses so again, seems like a balancing issue here.
Sad day, Truly . Nerfing Chill touch like that ... I know I know it is borderline OP but not many pple know it and thus it is not that common to see it. But fair enough. at least blade ward got buffed ETC...
The whole bastion system kinda seems like a spin-off/inspired by the Headquarters/Franchise system in the Acquisitions Inc. book, which I don't think is a bad thing! That was one of my play groups favorite part of things, and I think in quite a campaigns players like the idea of having a home base where things are actively "going on" even when they're not around.
And if your group doesn't? Just... don't have it? It's not required, after all, but it at least provides something for those who *do* want to have a base to build off of as a DM, rather than feeling like you have no supporting material to do what you want to do. Homebrewing something from scratch isn't easy for everyone, after all!
this is all cool except the debuff of shocking grasp, especially since the elements being removed had made sense for the spell, like the advantage against those in metal armor... only stopping opportunity attacks instead of all reactions is still solid though
No one is talking about Blade Ward.....a Reaction to impose disadvantage.....So a creature is going to attack at disadvantage EVERY time at lower levels of play, instead of players needing to take a full action to dodge they are just going to blade ward, this is broken, especially in early tiers of play.
Poison spray doing more damage then the standard Firebolt or eldritch blast? why bother grabbing those now, Why grab shocking grasp when Chill touch does more damage and has the added benefit of stopping regen?
why would any player ever waste a spell slot on Charm person ever again now that you can just make magic eyes like a Vampire diaries Vampire with friends.
@BenedictNik i mean... not EVERY time. With only one REACTION per round it's not like they can just spam it endlessly. As a DM all I would need to do is have more than one enemy attack the player per round, or a single enemy with multi attack. Doesn't seem difficult to overcome at all. But whats nice is it gives a squishier spell caster a little survivability. Also, unlike something like silvery barbs, they can only use this for themselves. I wouldn't call this broken at all.. I think throwing in a couple of reaction based cantrips is a really good idea that makes for some variety in play.
I agree poison spray feels a bit strong compared to other damage cantrips that are like it.
I can think of three reasons to use Charm person over the purposed change to Friends.
1. Charmed person can be upcast to effect multiple people, not just one.
2. Charmed Person lasts 1 hour, not 1 minute.
3. Charmed person isn't concentration while Friends is.
The are still very different spells that have situational uses they would be better for.
Spare the dying should stay a touch spell unless you take grave cleric
Removing the part where "When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you" from the Friends cantrip seems like a pretty huge buff.
That completely changes the cantrips usefullness.
Blade Ward: a reaction to impose disadvantage against a single melee attack, where it currently grants resistance against all attacks, both melee and ranged. For a paladin or eldritch knight, the change makes some sense. But for spellcasters hiding behind the frontline fighters, this is a huge nerf.
Fire bolt and eldritch blast both have 120' range -- 4 times the range of poison spray -- so I can see some logic in compensating with higher damage, especially when so many things are immune to poison. But, by that logic, touch spells like chill touch and shocking grasp should also have a decent benefit.
Shocking grasp has a sound purpose: escape. You cast the spell then run for it while they're denied AoO. But then, that's all the more reason to keep advantage against targets in metal armor. It's a limited benefit against a subset of targets that you would most want to distance yourself from. I see no logic in getting rid of this.
To everyone complaining that Chill Touch is no longer a ranged spell: Chill Touch has been around for almost as long as D&D, and it was always a touch spell in previous editions. Not sure why they changed that for 5e, but it looks like they are merely returning to the spell's roots. The fact that they've taken away any special effect against undead kind of bugs me, since that has also always been a large part of the spell. I feel like they are trying too hard to make a square peg fit both a pentagonal hole and a triangular hole.
So Shocking Grasp is nerfed, still zero Healing Cantrips, and Chill Touch gets reduced from "Effective Strategic Choice" to "We made it significantly worse but gave it more damage!1!" - the exact opposite of a thoughtful revision, and completely counter to variety.
Feels like Hasbro of the Coast is gearing toward making D&D a video game rather than a TTRPG.
Ok. I NEED to read better. Bonus action to cast, and action to fling fire, but I looked at the wording again, and attacking with it no longer expends the spell. That makes it much better.
So, the wording of the new produce flame makes it worthless to use. Bonus action cast to make a light source, and then a magic action to attack with it?!? So my cantrip now uses both my action and bonus action so I have no other things to do in my turn.
No thanks. Guess it's poison spray, thorn whip, or some other damage cantrip. Produce flame is now only good as a light source.
@imahunting13, It's not a free reaction, it uses the character's one reaction per turn for a very limited benefit. A wizard who uses Blade Ward cannot then use Shield that round, meaning that to impose disadvantage on one attack cost the wizard a possible +5 to AC until the next round. It's all about opportunity cost and also giving casters a way to use limited resources in other ways. If you're facing a single big foe that happens to get into melee with your caster, and you are running low on spell slots, or you are 2nd level and don't have many to begin with, this is a great option to give you a little more survivability, especially in tier 1 where it is desperately needed. I don't see this as unbalanced at all, because it also takes up a cantrip choice to take, so you have one fewer cantrips to prestidigitate, mage hand, mend, light, etc. with.
As far as True strike goes, I don't see the balance issue here either. Using this does give the caster the ability to use their dagger, Q-staff, or other simple weapon with their casting stat for 1 attack. Most casters don't get extra attack, or other class features like that so this isn't really unbalanced either. Certainly it is a bit more powerful damage wise from a ranged cantrip (you do get to add your attack stat bonus to damage just like any weapon attack) but you have to be within melee range to use it so that is the trade off. Compare it to Firebolt, for example. Firebolt's damage progression has it at 1d10 at 1st, 2d10 at 5th, 3d10 at 11th, and 4d10 at 17th, and all of these attacks are at range, so the risk of being hit with a damaging attack is a lot less for the notoriously low AC caster. So average damage is as follows: 1st: 6, 5th: 12, 11th 18, 17th: 24.
Now True Strike using your staff focus as a quarterstaff, two handed. At 1st level you can do 1d8+INT or about 8 damage and it can be either radiant or bludgeoning. 5th you do 1d8+INT + 1d6 radiant for about 12 damage, 11th you do about 16 damage, and at 17 you do about 20. All of these attacks require you to be in melee range with a casters relatively weaker AC. Paladin 1st level slot smite does an extra 2d8 radiant, but you can use it on all of your attacks in a round. They do use a spell slot, but you can also apply them to a crit after you see if you hit or not. True Strike has to be used then you see if you hit or miss.
It's all about tradeoffs, and True Strike lets a caster use a good cantrip in melee range without it being at disadvantage, but you are open to melee attacks. I don't see any balance issues here.
I like player bases, or at least the idea of player bases, so its invigorating to see simple rules for creating them, particularly as these are 'self-sustaining' bases. But in the past I've found 'bastions' to be at best temporary and as the story moves on the characters leave behind their old base of operations and need to get a new one. This, I think, may give the opportunity to take a flaw of the current system proposal - that each player's bastion is independent though they can be coordinated into one - and make it a feature: that the party can have multiple bastions (as many as members in the party, to place some limit on them). Sure they will probably start out small but as the players & locations grow over time the number and size of their bastions will also be growing.
So by level 5 they are the heroes of the hamlet and the Druid grows a grove that attracts a few acolytes to it and it's Garden sells some healing herbs to support itself and some orcs attack it and the town and the heroes drive them off and so forth.
At about level 9 the story has taken our heroes to the big city, and they route the local rogues den and take it over and the Swashbuckler opens a Gaming Hall and information exchange. Because the people love you for your parties (an Extraordinary Opportunity for business) a rival faction implicate they heroes in a plot get the duke to let in raiders into the city in order to pay off his gambling debts and they have to fight off the raiders to save the city and so forth.
Having come to the attention of the king, at level 13 they are charged with retaking an abandoned part of the kingdom from the enemies/monsters that now control it. In the course of their campaign they capture a ruined fortress and rebuild it because the Eldritch Knight (being smarter than the average Brawler) realized it would be the best tactical option to complete the king's commission. Doing so workers discover an ancient archive in the sealed catacombs. This attracts many mystic visitors who exchange magic services/trinkets with you and gives hints to other great discoveries awaiting if you can pacify the surrounding lands, and so forth.
Now at level 17 and masters of a small feudal holding and friends with important people across the kingdom you set up a Guildhall in the capital city from where your guild members do their thing and when they encounter a problem too big for them to handle you muster out, between entertaining Honored Guests and going on the quests that they tip you off to (like that time the King asked you to investigate a lack of communication from an ally and it turned out a mad arch-mage had turned the Duke's entire castle into a dungeon-like demiplane which a prince of hell was using as a staging post to invade the mortal realm). And so forth.
Lots of great adventures as your base of operation moves with the story (and you can always teleport circle back home when you get the call from your first bastion that home has been overrun by frost giants and buried under a glacier and could you please save them because the druid's garden herbs need sunlight). None of it relies upon Bastion Events. Drop that clunky mechanic (and the weekly Bastion Turns, and replace bastion points with gold, which the bastion generates and then uses; or you can bank it for a nice bonus when you return home to go shopping at which time you can bank your loot for the bastion to spend over time) and let the heroes' strongholds serve the stories organically. While staying out of the way the rest of the time.
Just something I've noticed but an Artificer can't have a Workshop.
This bastion stuff sounds so cool! I would really like to see a book made about it, featuring statblocks, types of bastions, bastion events and lots of maps too! And these cantrip buffs are things that i have been waiting for a while.
While I like Bastions as a concept, they seem very poorly made in execution. All the requirements being based purely on level or some class feature is very limiting, and obviously messes with the problems (such as most games not getting past 10th level, if they get there at all) others already brought up.
It's very obvious that Bastions are a big videogamey mechanic, and for optimal play would have to be cheesed like a videogamey mechanic. Free rez for 100 BP? Better not use BP on anything else for several months in order to build up that many points. Player decides to be a jerk and chooses to regularly abuse their Hirelings? Welp, unless said player doesn't go to back to their Bastion for an extended period, those Hirelings will keep plugging along until they just decide to up and leave after an arbitrary period of time, that is unless the DM does what the system doesn't and treats Hirelings like more than one-function NPCs.
Also, making it so that there's no system for multiple players sharing a Bastion outside of duct-taping multiple Bastions together feels like a huge oversight. No pooling resources, no sharing materials or Hirelings (outside very few specific instances), no actual reason or reward for cooperating in the base system! Wonderfully designed as usual
Yeah, they seem to have intentionally has kept the Artificer from qualifying for either a Workshop or a Smithy, when they should be the first to qualify for both.
A party casting Friend at every enemy and BBEG. Combat and roleplay is no longer necessary. I know why this was changed: "Oh no! We can't let NPCs be mad at you! That might hurt a pwayer's feewings!"
The 7 days turn for Bastion is a bit weird to track if Forgotten Realms is still the default setting since a week is 10 days.