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.
I can't believe it... They're finally going to make True Strike more usable...
Friends is also a nice change as well. Sure, people would know that you cast a spell on them, but there's really no point using any of the charm spells (Friends included) when, after using it, they're hostile to you.
The Chill touch change makes sense, since it's literally called chilled touch, but an unfortunate nerf. The nerf to shocking grasp is a bit sad too. It was a fun interaction.
I *LOVE* the idea of the bastions! I'm looking forward to integrating them into campaigns as I run them.
Some above have referenced the new idea being rule heavy. I'd argue that's always the case for a new idea, and it'll get easier as time goes on.
revised earth Genesi : um doesn't the make my racial trait useless I just got reworked man
Grave domain cleric : so you made my class feature irrelevant and gave it to ALL druids
Fire Genesi wildfire druid: cool I got buffed twice
I had the same boggle. I chalked it up to 'magic is rare and you can't just buy what you want, but now you can craft it'. Of course this only makes sense in a certain type of game (now assumed to be the standard magic level type of game I believe). I then figured I'd just hand-wave it away as 'you make a magic item for about as much as it could be sold for'. (Sort of like your Laboratory crafts alchemists fire.) So better than buying and you don't upset the local economy too much. Though why you wouldn't equip your bastion defenders with all these magic items is also best hand-waved away. (+1 heavy crossbows and halberds for all my guards upon the parapet.)
I'm sure someone can work out the economics of equipping my lieutenants and their recruits (level 17 War Room) with +1 long-swords (& +1 shields shouldn't be any harder to make). If no other warlord can easily buy them then their value is higher to me (800gp vs 500gp) as since it is the only way anyone can get them in bulk it gives me an advantage over my enemies. Time to take over the kingdom. (Especially as your lab is churning out healing potions to keep your soldiers in the fight. Which might be where the real tactical advantage per GP is.)
Better be some errata to make up for Grave Cleric and Revised Earth Genasi...
In fact, the 2024 reboot would likely be better as free optional errata, instead of full books.
Because a lot of this is just errata as written by Zynga devs with more authority than Crawford's team trying to dumb down and idiot-proof the game for the payola VTT.
The abbreviated description is misleading; it uses the bonus action to create the flame, but it still takes an action to throw it; action-economy-wise, clunkier.
This means you can't do stuff like cast healing word or misty step on the same turn you use this cantrip.
I think Blade Ward might be too strong now. Obligatory choice for almost any caster who can get their hands on it.
At least it's still a Bonus Action for Grave Clerics.
Chill Touch as ranged was disadvantageous for melee characters using it, but now puts less defensive casters at high risk with the proposed touch range.
Why not make it like Thorn Whip?
Chill Touch as a melee attack roll but with a long reach like Thorn Whip, then both melee characters and casters can use it effectively.
The reach can be similar to Thorn Whip.
Visual flavor wise, it still fits the name as a long appendage like spell effect extends from the caster to touch the target.
Um, excuse me? A giveaway of something you used to role play to earn, e.g. a base of operations, that gives points you can use to not only get free magic items automatically outside the DM's control, but bring your character back to life?! At 5th level?! When resurrection is a 7th level spell that your character wouldn't normally get until they're like, 12th?
Can anyone say, "Monty Haul"?
Or is that slang term still remembered?
Just another sad step in the dumbing down ... or at the least, watering down ... of this game under the WOTC regime Come on people, this is D&D not Nintendo! You don't get free extra lives and save-games. Gary Gygax must be rolling over in his grave.
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edit: To be fair though, I do like what I've read so far of the cantrips, and I agree with the feedback that they give even more needed versatility to a basic tool in every spellcaster's kit
There should be a "modified" hireling cost, if and only if, you are specifically hiring someone who has a specific class, for the sole purpose of having them run a special zone in your bastion.
For example, if your party is small, and thus has no arcane caster. The modified cost is because you are specifically not adventuring with them, ever. All they do is run the special facility in your Bastion, which frankly, is quite safe compared to adventuring. This works out for a few reasons:
1. Small parties missing a main feature and solo games. - Now they don't have to level dip just to get the bastion type.
2. Normal sized parties who play in a generational "world" where every campaign is connected. - Perhaps each player has their own bastion in a different part of the world as they adventure. Maybe that bastion eventually evolves into a town or city like Baldur's Gate did. Now, a powerful enough party might change the shape of the world they're playing in. Just as Baldur created the bastion that eventually because the major city of Baldur's Gate, players can create a Bastion that one day grows into a major city. Their campaign two or three generations down might tell legends of the founder of the city and their now legendary bow, or armor. They might go questing and actually find one of the favorite items they originally obtained three campaigns ago, and be reunited with it, bringing the weapon new purpose once more. Perhaps they even get to interact with their old character if they're still alive, only now many years later and being a person who has been dealing with dirty politics for years instead of slaying monsters... only to find that their character has changed, and they aren't who they used to be. Or perhaps the character is still the same, and now they get to see their success. Maybe the burgoning city is failing, because of the interests of other nearby cities who want to stifle the competition. The old character can't do anything about it because they have to stay here to protect the bastion, so they hire the new campainers to go out and investigate who is behind the sudden influx of undead attacks and why or something like that.
Point is, if the party splits up at the end, that doesn't mean that they can't have other facilities just because they don't have a class feature of their own. That's frankly, ridiculous. They'd simply do what every major location does, and hire someone who does have the feature. A town is in need of a cleric for their temple? They send a letter to the main temple letting them know that this minor temple to their God is going uncared for, because there is no priest. Soon enough one will come to "tend the flock" because they temple isn't going to just not prosthelytize to folks. So why should I need the ability to use a Holy Symbol as a focus to have one? I can hire some old retired adventurer cleric to run it. Why should I need my fellow teammates to decide to join their bastion to mine, instead of us each having our own allied Bastions? In this way we could set up Bastions in order to slowly take over an entire region of the world, founding not just a city, but the beginnings of a new nation in the game.
Untamed lands? Great! We have a party of five or six players and they set up a bastion in several key points, blocking mountain passes and rivers, then we start adventuring in the area, pacifying the area. With our Bastions guarding the passes and the rivers, new things can't get in without facing us (Well, except flying monsters like Dragons, harpies and such but that's just true everywhere and so shouldn't really matter too much or else nowhere would have cities.) and we can tame an entire wild section of the map!
And this kind of thing is why you need more than just "Bastion building" you need a full on progression for how to start with a Bastion and build that up into a hamlet, then small town, then middling town, and so on, all the way up to a full major city, and even multiple major cities acting as a nation. Maybe we want to topple Thay once and for all, so we set up bastions in Thay, and start a full on campaign against the nation. Well, we need goals for building different types of cities. Fortified ones like Baldur's Gate to large farming towns, and so on. Is the city a trade hub where many cities bring wares? A producer that exports to the trade city? A pleasure city like Los Angeles, full of gambling dens and pleasure houses? What are the requirements for various subtypes?
In short, Bastions are a good place to start... but we need more.
The thing is that you're looking at it too directly instead of interpreting sensibly. It makes perfect sense.
We know the component required for raising the dead, or making clones. You need some piece of the dead creature (for raise dead) to touch, or a bit of flesh to grow the clone(s).
The question: What kind of person who owns a Bastion wouldn't have contingencies set up where they left enough flesh for their (loyal) servants to use to pay for a resurrection spell?
The answer: Only a moron.
They're not saying BP just raises people from the dead, they're giving you the cost and letting you determine the flavor that takes. Maybe they paid for a resurrection spell. Maybe you had a clone made. That's the detail that's left to the DM.
Uh, stopping opportunity attacks is exactly what allows them to get away. I don't like the no advantage against metal armor either, but... your argument isn't for that. Your argument is for the thing they made it do.
The Bastion's 'special abilities' need some more organizing. I think it might be possible to make it more generic whereby you advance ranks in 'trade' or 'research' or whatever for better outcomes (using the outcomes in the current iteration as examples, e.g., advance craft from basic items to common magic items to uncommon magic items). As it stands now the over-specificity can lead to some 'useless' abilities.
L17 Adventurers' Guildhall (capstone Facility, useless abilities) - capture CR2 creature for your Menagerie or Trophy Room
L13 Menagerie - capture up to CR3 creature (rendering the Adventurer's Guildhall L17 action unnecessary, unless maybe it saves some money?)
L9 Trophy Room - (no benefit for putting your own trophies within, rendering the Adventurer's Guildhall L17 action unnecessary)
But if you advanced from L5 Barracks' (CR 1/2 captures & information & defense bonus) to L9 Trophy Room (CR1 captures & information & defense bonus) to L13 Menagerie (CR2 captures & information & defense bonus) to L17 Adventurers' Guildhall (CR3 captures & information & defense bonus) then the whole thing works. - The range your guards / mercenaries / guild range would also increase step-wise, reflecting your growing influence & control over the surrounding countryside.
This. All of this. Also? To be frank, there shouldn't be any building that has "only flavor" use, because you limited the number of buildings a person can get! If something is "purely flavor" then unless the party is putting all their bastions together as a bigger one, and has space to spare, they'll just never get used, or if they do, you're actively punishing players for role-playing instead of munchkining. This is absurd.
Frankly, you should make it where any amount of specialties can be gained, but you either trade the extra feat(s) you get after level 20 for them, or you pay exorbitant amounts for them after you use up your "free" ones that you get from levelling. Also, every specialty building should have "progression" of some sort. There should be more to upgrading most things from roomy to "vast" than just "bigger space in your design". It should have some actual benefit.
You widen your barracks? Maybe your people patrol the surrounding area of your Bastion, lessening random encounters, or something. Maybe lowering the danger levels of them. Maybe your guilds can range farther, etc. This is not fully thought out. Not even close. Frankly, I don't think this is even ready for UA with how badly balanced it is.
Personally, i think it's a shame they changed that part of shocking grasp as well. While I do think keeping it to opportunity attacks makes a bit more sense, I hate that they removed the advantage against enemies with metal armor. On one hand, it's easier for DMs to manage, but on the other it's a fun interaction that's being removed.
Functional flavor that makes sense, and they mess around because unimaginative DMs feel somehow stressed by one ability...
The more I play around with this bastion system (on paper) the more I feel like thereâs useful material in here but it needs to be reworked.
Start with 3 cramped basic facilities: bedroom, kitchen, washroom. This is enough space to support two people: the PC and a hireling (who looks after the bastion, including when the PC is away). If you want more people in your bastion you have to increase the size of these facilities. How much bigger? To accommodate the number of Hirelings you accumulate through your Special Facilities. So as the Bastion grows, it really has to grow. This means that the Cramped/Roomy/Vast mechanic needs to be reworked to include how many people they support. (And make more mathematical/economic sense to build a Vast facility instead of two Roomy ones.)
Cramped = 4 squares = 500gp = 20 days = 2 people
Roomy = 10 squares = 1250gp = 35 days = 6 people
Vast = 28 squares = 3500gp = 95 days = 20 people
Cavernous = 60 squares = 6000gp = 180 days = 50 people (the size of a guild at Level 17)
Then we say that special facilities tier up within themes. But that each theme starts with a basic facility, and the size of the Facility has to grow in tiers as well. This gives (a) a âroom taxâ where you do have to invest in your Bastion and (b) a reason to have certain Basic Facilities. At each tier you expand the size of your Basic Facility (GP) and the Special Facility gets re-skinned onto this area of your Bastion. â This actually ties in with the mechanic in the rules as written that âEach time a character gains a level, that character can replace one of their Bastionâs special facilities with another special facilityâ.
Themes could be Commerce, Knowledge, Martial, Arcane, Holy, Primal, Influence. (Or whatever. Tying these to D&D archetypical themes in some way, but as others have commented not making it be a requirement. So my wizard might have an Arcane focused Bastion because it helps them be a better wizard, or they might have a couple of Primal and Holy Facilities because thatâs what they or their team lack in terms of resources.)
For example
Knowledge Domain: Parlour (Basic, Cramped) becomes a Library (Level 5, Cramped) becomes a Trophy Room (L9, Roomy) becomes an Archive (L13, Vast) becomes an Explorerâs League (L17 Guildhall (Adventurerâs Guild), âcavernousâ enough to support the 50 members of the Guild in meetings, etc.).
Each Facility generates Bastion Points that get spent on âtiered themed Bastion Benefitsâ â replacing the Orders system where you Order your Library to Research and it produces âup to three accurate pieces of information about the topic that were previously unknown to youâ. Now you can spend your BP to learn three new pieces of information. As the facilities tier up you get more BP. But benefits cost more. So your Library generates 1d4 BP while your Archive generates 1d8BP and you can spend 4BP twice to learn 3 new pieces of information (tier 1) or 8BP to âgains knowledge as if they had cast the Legend Lore spellâ, however this tier of benefit is only available if your character is at least Level 13, so you can get it with just a Library you only get less of it.
Bastion Points can also get spent on other things, like the magic items & respawning & local heroic reputation. But the Bastion Points mechanic still needs more reworking as its almost too easy to acquire BP over time so you either have to make things cost a lot or put âuse once, reset at next levelâ restrictions on them. Which is clunky. (The UA addresses this by suggesting varying how often PCs get BP via " Aim for about six to eight Bastion turns per level." So this a sa guide to how many event/actions/BP/etc. should occur per level.) I still think Bastions are best used as story modules where thereâs some story drive to what and when the Bastions do things. So an enhanced version of the Bastion Events rather than my Level 5 Bastionâs Herb Garden churning out a free healing potion each week (or 7 over the course of my character's fifth level). Probably something like when a Bastion Event happens you get the Bastion Benefits that would be available âthat weekâ. A little deus ex machina but when hasnât the hero not found the hidden grimoire (or cache of healing potions) at just the right moment to fend off the sudden outbreak of zombies in their town? But thatâs going to be game specific for each DM & player so lets stick to just modifying what we can of what we have so far so we can see how this might all work.
Obviously the âBastion Benefitsâ needs to be reworked, a lot, to make them work with a themed tiering system, but the basis is already there.
Tier 1 = L5 = Library = 1d4 BP = Information
Tier 2 = L9 = Trophy Room = 1d6 BP = Information â or â single use magic item, I mean trinket.
Tier 3 = L13 = Archives = 1d8 BP = Legend Lore â and - Reference Books (conferring Advantage on a skill check) or Trinket .
Tier 4 = L17 = Guildhall (Adventurerâs Guild) = 1d10 BP = slay (or capture creature) â and â add it to your Trophy Room (or Menagerie). While neither of these do anything now, lets say that slaying it gives you Advantage on Charisma, Wisdom or Intelligence check â and â Information â and â Trinket.
This tiering system â where higher level facilities are additive to the benefits of lower level ones - encourages you to build up because higher tiers give more dense rewards per BP spent as well as accumulating BP faster. But as your number and tier of Special Facilities will obviously be limited some might find more low level Facilities preferable to a couple of top level Facilities.
Actually, currently, you can have 4 Level 17 Special Facilities, by the time you reach Level 20. Hypothetically.
This may be a bit over the top.
So, back to tiering. And, letâs call them âFacilities Pointsâ this time.
This feels about right. You can either specialise your Bastion or be a generalist.
Combing this with the party either combining their Bastions or spreading them out you get a number of different possible Bastion strategies that could be played depending on your party and your game.
Live Long & Concur (with your allies, as you conquer your enemies)
My question is can a bastion contain traps? what would be the various costs of changes similarly to this? would it be concidered ''furnishing apropriate to a corridor or basic facility''? One of my players are a political spy, with roguelike elements, wich poison themed fascilities, and is plannign on having theirs be an underground secretive trapped bastion, is this possible? if so how complicated do i make it? how powerfull? costs?
in a way i guess its more like theyve learnt to magically harness and contact the godesses of the dead, or cast a resurect spell linked in your memories rather than a physicality, idk, magic world,if the BP is influence points? hence gettign magic items for them or influencing the world around and how known they are? then maybe they find a great cleric or sorceror?