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These are designed to work with existing homebrew for artificers or strongholds, if you have any more homebrew you'd like included here, please leave a message or DM me about it, and I'll see what I can do Class Feature Improvement: Arcane Remoulding Listed below are a couple of variant features for the stronghold. In return they may offer you protection, or trade deals with their people, afterall, a blacksmith is nothing without metals to work. Gnomes with their penchant for tinkering, dwarves looking for mining equipment, etc. More artisans flock to their strongholds than any others, as theirs are the most likely to be centers for trade and business, creatives from all walks of life sharing tips and tricks of the trade to help each other out.Īrtificers attract ambassadors from other creative nations or those who look to make use of what you have to offer. With the creativity on display in these locations, while artisans don't attract many units, those they do are always well equipped with the highest quality swords, bows, or sometimes even machines granting the capability of flight.Īrtificer retainers often tend to be those who make use of specialized tools and equipment to great effect or those who aid in the creation of said tools. Only accentuated by how frequent this style of building is in these communes. While the inside of a workshop may be busy and cluttered, the storefronts and exteriors are a marvel to behold, maybe still messy, but in an oddly appealing manner. You can change each of these infusions once on a short rest, but you must take an extended rest before changing them again in this way.Īrtificers, above all else, value beauty and ingenuity, and attract followers that value these things too. You gain a number of artificer infusions equal to your stronghold level, these infusions don't require attunement if they normally would. You and all your allies gain a +2 to attack and damage rolls made with melee weapon attacks until initiative count 20 next round.Ĭlass Feature Improvement: Arcane Imbuement.The spell lasts for its maximum duration (not requiring you to concentrate on it), or until you dispel it. If a spell is of a lower level than 5, it's upcast to 5th level. You cast a spell who's name contains the phrase 'wall of' and who's level is no higher than 5 without expending a spell slot.You summon PLACEHOLDER who fight for you for a minute, before disappearing.The artificer must be in the same hex or province as their stronghold, and can’t use the same effect until after a short or long rest: On initiative count 20 (losing initiative ties), the artificer can take a stronghold action to cause one of the following effects. They lose these properties if taken out of the demesne. An ink pen may take longer to run out, or a mug may always keep it's contents warm. Ordinary objects in the artificer's demesne often gain minor magical qualities.
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Rules for Strongholds appear in the “Stronghold” section of Strongholds & Followers (page 8).