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.
Are the new PH or DMG referencing Artificers at all? It seems likely to me they won't since the new PH doesn't include the class.
For me it's was the fact that Crawford mentioned wanting this to be backwards compatible with current content as mentioned in the video.
This brings to mind one of the things you can do in the last The Legend of Zelda game 😁
Honestly, I think similar effects as Bastions is something you can do as DM with your players (i.e. a house in Baldur's Gate) but it's amazing to have them with rules and also as an inspiration for DMs.
Thanks team!
Same concern here.
Cantrips should be less powerful, not the opposite.
Or... some of them with a limitied number of uses per day, perhaps.
Shocking grasp is iconic is as, there's no reason to nerf it! And friends is fun as is, high risk but high reward.
If that's the purpose of Shocking grasp that's dumb. Why would you cast Shocking grasp just to escape? You might miss? For what? A little bit of damage? Just disengage, it's a guarantee escape from everyone surrounding you not just one person. They Butchered that spell.
TBH, I never saw much use for Shocking Grasp, which did less damage than Fire Bolt and had a range of touch. Sure, a Draconic Sorcerer with a Blue or Bronze Dragon Ancestor can get some decent damage off it, but, again, it's a touch-range spell. Advantage against enemies in metal armor and preventing reactions is just... not enough for me to justify sending a spellcaster into melee.
@BenedictNik
True, and disengage not only works on the foes surrounding you but also on any who threaten the path of your escape. Add one level of rogue, and you can even perform disengage as a bonus action. Disengage (bonus), move 30', then poison spray (action) for 1d12 damage. I'm sold: shocking grasp is officially useless.
If Spare the Dying is going to be a ranged ability, what's going to happen with Grave Domain clerics Circle of Mortality ability, which (in part) does exactly that?
So now that Spare the Dying is ranged for everyone - does the range increase to 120 ft. at level 17 for Grave Clerics too? Grave Clerics had the advantage that Spare the Dying for them is a Bonus Action with a 60 ft. range already. Hope it scales up for them as well and doesn't get nerfed to match the lower levels.
Grave Domain should multiply the distance by their proficiency bonus... this means it upscales better for them, which means everyone could use it at a distance (Range makes sense for everyone, Bonus Action speed and greater distance makes Grave Domain have better bang and value).
This would mean
Level 1: 15 ft for everyone, 30 ft for Grave Clerics
Level 5: 30 ft for everyone, 90 ft for Grave Clerics
Level 9: 30 ft for everyone, 120 ft for Grave Clerics
Level 11: 60 ft for everyone, 240 ft for Grave Clerics
Level 13: 60 ft for everyone, 300 ft for Grave Clerics
Level 17: 120 ft for everyone, 720 ft for Grave Clerics (yes, at level 17 this becomes a bit silly, but it is level 17)
This would keep the Grave Domain always better and worth playing, especially since it is not class level dependent, and this didn't even include the crazy idea of Cleric/Sorcerer combos for Distant Spell to give an even crazier, 1440 ft Spare the Dying that would out distance even the Eldritch Sniper Rifle of Spell Sniper Distant Spell Eldritch Lance Eldritch Blast...
Though, better would be to grant the Grave Domain Cleric this for ALL Healing and Necromancy Spells, their distances are multiplied by proficiency bonus, touch spells become 5' multiplied by Proficiency bonus.
I'm really confused by the shocking grasp nerf.... just, why? The effects of preventing a reaction and having advantage against metal makes perfect sense. I don't think I've ever heard nor experienced the use of that cantrip being unbalanced; and considering the positive changes to so many other cantrips, now shocking grasp feels weaker and less useful than the rest? Anyone have thoughts on the thought process behind this change? I'm honestly just baffled.
Having now read the document the bastion stuff its pretty great and balanced however I would change the hirelings to be made by the DM or in collaboration with the DM as its the DM who will have to act out those characters if a player interacts with them. The changes to spells seem unessersary and not thought out and unbalanced other people have left breakdowns as to why but to summerise the nerfs to cantrips like shocking grasp are too big and the buffs for spells like spare the dying are way to big it was already useful in death defying circumstances.
Blade ward change is amazing there needs to be more reaction and bonus action cantrips like it that can take up more of the action economy of a turn. I still think true strike giving advantage to your next attack is good it just needs to be a bonus action rather than a main action. I don’t see why you would remove the advantage on shocking grasp but a agree with balancing the counter reactions to be attack of opportunity.
Defensive Duelist exists and rogues' damage output would be busted with a barely conditional, infinite advantage outlet.
Shocking Grasp doesn't really need a nerf. Nerfs should really only be used sparingly and justifiably
1. I love the new spare the dying but its kinda OP ngl
2. The new chill touch is both bad and good the name makes sense now, but it was cool to be able to flavor it.
Using the Bastion system, the cost of making a Magic Weapon +1 is 800 gp.
A Magic Weapon +1 is an uncommon magic item.
In the DMG the value of an uncommon magic item is 101–500 gp.
Can anyone please explain to me why the cost of making it is more than the cost of buying/selling it?
Can trips look good.
The bastion system needs work. Why not just use gold as the system. Also the bastions should not be in DMG, they should be in a supplement that focuses on downtime and things to do outside of game.
I agree with you about the bastion system.
I think down time activities should use/cost spending hit dice.
In 5e, RAW there is no set market for magic items beyond the potion of healing (XGtE expands on this to include scribing spell scrolls), only suggested guidelines that may or may not make sense. Why pay a smith to silver a weapon when one could instead buy a common glowstick sword that mechanically gets to cleave most anything?
Note that the price to craft the weapon +1 via this bastions system is 800gp; if this becomes the standard for the magic item market, buying one would likely cost around 1600gp, initially priced much higher and needing to be haggled down. Magic items are powerful enough to invalidate options like casting magic weapon or defenses like resistance to nonmagical physical damages, and they really should be treated as such.
Another theory is factoring in the artificer class that can eventually cut magic item production costs in half. At this point, such a prodigious crafter can retire from adventuring, brewing a potion of healing a day and selling it for half its market price, turning a 100% profit each time. Those who don't can instead deck their teams up in the best gear whenever the funds are available.