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Enkili Level 15
Forum: Level-Up Information
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Blaylocke Anvilarm Level ...
Forum: Level-Up Information
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Yesterday, 10:35 AM
» Replies: 0
» Views: 13
Game Session Recaps
Forum: Erath 5e Background
Last Post: frenzied67
07-29-2026, 07:53 PM
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To Do, Game Hooks, and Lo...
Forum: Erath 5e Background
Last Post: Long John
06-11-2026, 01:20 PM
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Enkili Level 13 and Basti...
Forum: Level-Up Information
Last Post: frenzied67
03-22-2026, 04:32 PM
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Party Bastions
Forum: Erath 5e Background
Last Post: Ravenblade
02-15-2026, 08:53 PM
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Bastion Facilities
Forum: Erath Miscellany
Last Post: Xura
02-07-2026, 04:56 PM
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Leiya Level 13 & Bastion ...
Forum: Level-Up Information
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02-07-2026, 04:53 PM
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Character Introductions
Forum: Character Concepts & Creation
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Blaylocke Anvilarm Level ...
Forum: Level-Up Information
Last Post: Long John
02-02-2026, 02:59 PM
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  Blaylocke Anvilarm Level Up 15
Posted by: Long John - Yesterday, 10:35 AM - Forum: Level-Up Information - No Replies

Level up as Bard lvl 15
Will take the average +5 HP
Proficiency Bonus is still +5
Bardic Inspiration is now 1d12

Gains 1 lvl 8 Spell
Power Word: Stun

-----------------------------------

Bastion Orders (if needed)
Simple:
Bedroom-Roomy
Dining Room-Roomy

Special:
Library-Roomy - Research Mierca Inagwy
Smithy-Roomy (The Anvil's Arms) - Craft weapons & armour with Smith's Tools to fill Storehouse for sales.
Storehouse-Roomy - Trade Goods.
Theatre-Vast (Dragonspine Theatre) - Empower: Theatrical Event - Begin run of new show
Archive-Roomy (attached to the Library) - Reference book - Bigby’s Handy Arcana Codex

-----------------------------------

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  Enkili Level 15
Posted by: frenzied67 - 08-02-2026, 09:19 PM - Forum: Level-Up Information - Replies (1)

Character/ Class Archetype: Enkili / Battle Master
***15th Level- Hit Dice/ Hit Die Type- / 15 / Average 6+5
Proficiency Bonus= +5
Features: Archetype Bonus.


At 15th level, you gain a feature granted by your Martial Archetype.
Additional ManeuversPHB p73
At 15th level, you learn two additional maneuvers of your choice.
Additional Superiority DiePHB p73
You gain another superiority die at 15th level.
RelentlessPHB p73
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. (I believe this has to be limited or I'll abuse the heck out of the game Wink)

8d10's of Superiority Dice.

Maneuvers: Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

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  Party Bastions
Posted by: Ravenblade - 02-15-2026, 08:53 PM - Forum: Erath 5e Background - No Replies

Here is the information on the party bastions, provided as file attachments, as of 2/15/2026:



Attached Files
.docx   Blaylocke Bastion.docx (Size: 20.48 KB / Downloads: 3)
.docx   Leiya Bastion.docx (Size: 19.1 KB / Downloads: 1)
.docx   Jolrael Bastion.docx (Size: 19.15 KB / Downloads: 3)
.docx   Enkili Bastion.docx (Size: 19.59 KB / Downloads: 1)
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Brick Leiya Level 13 & Bastion Orders
Posted by: Xura - 02-07-2026, 04:53 PM - Forum: Level-Up Information - No Replies

Class: Cleric
Proficiency Bonus: +5
Spells: Now has access to Level 7 spells

Downtime activities

  • Obtain any special/rare spell components, such as diamonds for Resurrection and similar spells.
  • Assist with repatriating the freed ex-slaves. Do any of them need work? Perhaps they could be hired on to help Hubert's business, if he has need of them and if their skills are a match.
  • Consult with Lord Bercel about our mission and its outcome (I assume this will be roleplayed out as a party during our session, though, so this might not be considered downtime).

Bastion orders

Level 5 Garden
Orders:
  • Decorative (2) - Exquisite flowers. These are for Blaylocke's use for his opening night play performances, to decorate the theater and/or to be given out to guests or notables as he likes.
  • Food (2) - Rations.
  • Herb (2) - Healer's Kits.

Level 5 Sanctuary
Order: Create Holy Symbol (6)
These are for free distribution to local Melwenite temple and/or to any local Melwenite clerics or lay faithful who might want them.

Level 9 Greenhouse
Order: Harvest (6)
Potions of Healing.

Level 9 Sacristy
Order: Create Relics
  • 4 Potion of Healing, Greater
  • 1 Sending Stones
  • 1 Wand of Magic Detection

It was unclear to me if we are now able to add/install another Bastion (for 13th level). If so, Leiya would like to add a Reliquary.

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  Bastion Facilities
Posted by: Long John - 02-04-2026, 02:39 PM - Forum: Erath Miscellany - Replies (4)

Bastion Map

Encourage players to create floor plans of their characters’ Bastions, configuring its facilities as they see fit and using the same techniques you use to create dungeon maps.

In addition to basic and special facilities, a Bastion can have the following features:

Closets. A basic or special facility can have one or more closets, washrooms, or similar enclosures. The closets must be inside the facility and can’t increase the facility’s area in squares. These features are free.

Corridors, Ramps, and Staircases. A facility can contain one or more corridors, ramps, or staircases leading to other facilities in the Bastion. These features are free.

Defensive Walls. A character can add defensive walls around their Bastion. A defensive wall is 20 feet high and may include a walkway along its top, with a means to access it (such as a ladder or lift). Each 5-foot square of defensive wall takes 10 days to build and costs 250 GP. If a character’s Bastion is completely enclosed by defensive walls and it comes under attack (see “Bastion Events” at the end of this chapter), reduce by 2 the number of dice rolled to determine how many Bastion Defenders are lost in the attack.

Doors and Windows. Each facility comes with one or more doors and shuttered windows, placed wherever the player sees fit. See “Doors” in chapter 3 for kinds of doors to choose from, including locked doors, secret doors, and portcullises. These features are free.


Combining Bastions

Two or more players can combine their characters’ Bastions into a single structure. Doing so doesn’t change the number of special facilities each Bastion can have, how those special facilities work, or who issues orders to each Bastion. Each Bastion retains its own hirelings, which can’t be sent to or shared with another Bastion. Bastion Defenders are handled differently: if some event deprives one character’s Bastion of defenders, another character can apply all or some of those losses to their Bastion instead, provided the two Bastions are combined.

Facility Space
The amount of space in a basic or special facility determines its maximum area in 5-foot squares, as shown in the Facility Space table. A player can configure the squares of a facility as they please on their Bastion’s map. The squares can be stacked so that a facility’s area is distributed over multiple levels or stories.

Space Maximum Area
Cramped 4 Squares
Roomy 16 Squares
Vast 36 Squares
Basic Facilities
A character’s Bastion starts with two free basic facilities, which the character’s player chooses from the Basic Facilities list below. One of the chosen facilities is Cramped, and the other is Roomy (see the Facility Space table). A Bastion can have more than one of each basic facility.

Basic Facilities

Bedroom
Dining Room
Parlor
Courtyard
Kitchen
Storage

A basic facility comes with nonmagical furnishings and decor appropriate for that facility.

Basic facilities don’t have any game effects, but they can inspire roleplaying opportunities and enhance a Bastion’s verisimilitude. A Bastion with a kitchen is functionally the same as one without, but the former gives you and your players a fun setting to start game sessions, have in-character discussions, or introduce new NPCs.

A character can add new basic facilities or enlarge existing ones by spending money and time, as discussed in the sections that follow. Any number of basic facilities can be added or enlarged at the same time. A character doesn’t need to be in their Bastion while basic facilities are being added or enlarged.

Adding Basic Facilities
A character can add a basic facility to their Bastion by spending money and time. The cost of adding a basic facility and the time required depend on the facility’s space, as shown on the table below.

Facility Space Cost Time Required
Cramped 500 GP 20 days
Roomy 1,000 GP 45 days
Vast 3,000 GP 125 days

Enlarging Basic Facilities
There is no in-game benefit to enlarging a basic facility, but a character might enlarge a facility for cosmetic reasons or to increase the Bastion’s size.

A character can spend money and time to increase the space of a basic facility in their Bastion by one category, as shown on the table below.

Space Increase Cost Time Required
Cramped to Roomy 500 GP 25 days
Roomy to Vast 2,000 GP 80 days

Special Facilities

Special facilities are Bastion locations where certain activities yield game benefits. A character’s Bastion initially has two special facilities of the character’s choice for which they qualify. Each special facility can be chosen only once unless its description says otherwise.

Unlike basic facilities, special facilities can’t be bought; a character gains them through level advancement. At level 9, a character gains two additional special facilities of their choice for which they qualify; they gain one additional facility at level 13 and another at level 17. The Special Facility Acquisition table shows the total number of special facilities in a character’s Bastion. Each new special facility immediately becomes part of the character’s Bastion when the character reaches the level.

Each time a character gains a level, that character can replace one of their Bastion’s special facilities with another for which the character qualifies.

Level Special Facilities
5 2
9 4
13 5
17 6
Requirements
Each special facility has a level. A character must be that level or higher to gain that facility. A special facility might also have a prerequisite the character must meet to gain that facility. For example, only a character who can use an Arcane Focus or a tool as a Spellcasting Focus can have an Arcane Study.

Space
A special facility occupies a certain amount of space (see “Facility Space”). A player can configure the squares of a special facility as desired on the Bastion’s map. A special facility can be enlarged to grant additional benefits if its description says so.

Hirelings
A special facility comes with one or more hirelings who work in the facility, maintain it, and execute Bastion orders there, as described in the next section. A player can assign names and personalities to hirelings in their character’s Bastion using the same tools DMs use to create NPCs.

Each special facility in a Bastion generates enough income to pay the salary of its hirelings. Hirelings follow the orders they’re given and are loyal to the Bastion’s owner.

Orders
On a Bastion turn, a character in their Bastion can issue special orders - called Bastion orders - to one or more of their Bastion’s special facilities. A character needn’t issue orders to all the special facilities in their Bastion on a given Bastion turn.

The Maintain order is unusual; it is issued to the whole Bastion rather than to one or more special facilities. If a character isn’t in their Bastion on a given Bastion turn, the Bastion acts as though it were issued the Maintain order on that turn unless the owner can communicate with the Bastion hirelings using the Sending spell or similar magic.

The orders are as follows:

Craft
Hirelings in the special facility craft an item that can be made in that facility. During the time required to craft an item, the facility can’t be used to craft anything else, even if a special ability allows the facility to carry out two orders at once. The hirelings have proficiencies with Artisan’s Tools as specified in the facility’s description.

Empower
The special facility confers a temporary empowerment to you or someone else.

Harvest
Hirelings gather a resource produced in the special facility. During the time required to harvest a resource, the facility can’t be used to harvest anything else, even if a special ability allows the facility to carry out two orders at once.

Maintain
All the Bastion’s hirelings focus on maintaining the Bastion rather than executing orders in special facilities. Issuing this order prohibits other orders from being issued to the Bastion on the current Bastion turn. Each time the Maintain order is issued, the DM rolls once on the Bastion Events table. Bastion events are resolved before the next Bastion turn.

Recruit
Hirelings recruit creatures to the Bastion. These creatures might include one or more Bastion Defenders, whose main purpose is to defend the Bastion if it is attacked (see “Bastion Events”). The Bastion generates enough income to provide for the needs of its Bastion Defenders.

Research
Hirelings in the special facility gather information.

Trade
Hirelings buy and sell goods or services stored or produced in this special facility.

Special Facility Descriptions
Special facilities are presented in alphabetical order. The Special Facilities table lists all the special facilities presented in this section, along with their prerequisites and orders. Some facilities confer additional benefits, specified in their descriptions.

Level Special Facility Prerequisite Order
5 Arcane Study Ability to use an Arcane Focus or a tool as a Spellcasting Focus Craft
5 Armory None Trade
5 Barrack None Recruit
5 Garden None Harvest
5 Library None Research
5 Sanctuary Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Craft
5 Smithy None Craft
5 Storehouse None Trade
5 Workshop None Craft
9 Gaming Hall None Trade
9 Greenhouse None Harvest
9 Laboratory None* Craft
9 Sacristy Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Craft
9 Scriptorium None* Craft
9 Stable None Trade
9 Teleportation Circle None Recruit
9 Theatre None Empower
9 Training Area None Empower
9 Trophy Room None Research
13 Archive None Research
13 Meditation Chamber None Empower
13 Menagerie None Recruit
13 Observatory Ability to use a Spellcasting Focus Empower
13 Pub None Research
13 Reliquary Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Harvest
17 Demiplane Ability to use an Arcane Focus or a tool as a Spellcasting Focus Empower
17 Guildhall Expertise in a skill Recruit
17 Sanctum Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Empower
17 War Room Fighting Style feature or Unarmored Defense feature Recruit

*Certain orders that can be issued to these facilities have additional prerequisites.

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  Blaylocke Anvilarm Level Up 13
Posted by: Long John - 02-02-2026, 02:59 PM - Forum: Level-Up Information - No Replies

Level up as Bard lvl 13
Will take the average +5 HP
Proficiency Bonus is now +5
Song of Rest is now 1d10

Gains 1 lvl 7 Spell
Mordenkainen's Magnificent Mansion

-----------------------------------

Bastion Orders
Simple:
Bedroom-Cramped - I'd like to upgrade this room to "Roomy" for 500gp + 25 days.
Dining Room-Roomy

Special:
Library-Roomy - Research Merketh
Smithy-Roomy (The Anvil's Arms) - Craft weapons & armour with Smith's Tools to fill Storehouse for sales.
Storehouse-Roomy - Trade Goods.
Theatre-Vast (Dragonspine Theatre) - Empower: Theatrical Event - Begin run of new show "The Folly of Frödendahl"

Add Special Room:
Archive-Roomy (to be attached to the Library) - Reference book - Bigby’s Handy Arcana Codex

-----------------------------------

Blaylocke would like to spend some down time to train to use his thieves' tools if there is time.

Since I didn't consider it last level, would it be possible to swap a cantrip out for another?
I'd like to drop 'Friends' and add 'Vicious Mockery' if I can. Blaylocke is pretty useless in combat when he runs out of leveled spells, this would give him at least 1 offensive spell he could use in those situations. Lol, Really offensive spell that is.

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  Enkili Level 13 and Bastion Orders
Posted by: frenzied67 - 02-01-2026, 10:00 PM - Forum: Level-Up Information - Replies (3)

Character/ Class Archetype: Enkili / Battle Master
***13th Level- Hit Dice/ Hit Die Type- / 13 / Average 6+3
Proficiency Bonus= +5
Features: Indomitable (two uses).

Bastion orders:
Barracks- Week 1) Enkili's Security head will hire 4 more defenders and have them trained and integrated with the first four defenders. This should bring defender total up to 8.
Week 2) The last four recruits are to begin training and integration into the defender unit. That tops off the 12 defenders allowed per barrack.
Week 3-6) After everyone is trained, everyone will have a shift patrolling the Bastions, training, then time off the clock every day. (Please ignore the conditioning that are making these fighting men and women fanatically devoted to Enkili. We have no designs for total domination, trulyWink)

Training Area- Week 1-5, the recruits are to take shifts with a Weapon Expert, this is to represent their advanced weapon training. Week 6, the recruits will start training hand to hand skills with an Unarmed Combat Expert to help round out their defender skills.

Stables- Week 1-2) The trained warhorses need 14 days so that animal handling checks have advantage. After trained they are to be stabled elswhere
Week 3-4) Riding Horses are to be purchased and trained.
Week 5) The riding horses are to be sold.
Week 6) Warhorses are to be bought and then trained, this order will take in week 7 as well.

According to the Bastion rules a new facility comes to the characters. Enkili wants a Roomy Pub built.

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  Spells...Who Needs Spells
Posted by: frenzied67 - 01-11-2026, 11:28 PM - Forum: Erath Miscellany - Replies (1)

Dare we risk a long rest in our current position?  Enkili would vote against that action, but a long rest is very necessary at the juncture of this predicament.

When leaving will there still be a garrison to contend with, who will try to prevent our exodus? Should we seek an alternat exit to avoid the garrison if they remain?

I heard a suggestion that we should head for the Angierthan border posited.  Does anyone else think this is a viable plan?

How are we supposed to keep these people together, most of the adult males and hale females may think their odds are better on their own.  Should we let such individuals leave if that is their wish, in the face of our need to protect the weak and befuddled?

Enkili believes that we will be arrested if we head back to Nemsh.  Does everyone else agree, or disagree?  Explain your reasoning, please. 

Post your own questions as well, this is not the full extent of the troubles facing our party at this moment.

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  Enkili Level 12
Posted by: frenzied67 - 05-11-2025, 10:55 PM - Forum: Level-Up Information - No Replies

Character/ Class Archetype: Enkili / Battle Master
***12th Level- Hit Dice/ Hit Die Type- / 12 / Average 6+3
Proficiency Bonus= +4
Features: Ability Increase -Feat! Martial Adept
PHBp168

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
* You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuvers effect, the saving throw DC equals 8 + our proficiency bonus + your Strength or Dexterity modifier (your choice).
* If you already have superiority dice you gain one more; otherwise you have a superiority dice, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your superiority dice when you complete a short or long rest.
Source: PHB, page 168
9) Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.


10) Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

I need a determination on using Rally before I make my final choice for Combat Maneuver #10.
Okay, an answer was returned, and Enkili will not be able to misuse Rally as others have. So Disarming Attack will be the maneuver chosen.

In the meantime Enkili would like to help someone with their downtime project.

Too bad rumor has reached Enkili that his grandfather, the High Harbhamit, wishes to use the Sainted Sword for nefarious purposes. The man has always been ruthless, but plotting to have Enkili "Eliminated" as a contender for the family weapon is troubling, if true. All Enkili wanted to do was rescue the little girl then go home.

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  Enkili Level 11
Posted by: frenzied67 - 05-11-2025, 10:02 PM - Forum: Level-Up Information - No Replies

Character/ Class Archetype: Enkili / Battle Master
11th Level- Hit Dice/ Hit Die Type- 11 / 6+3 take average
Proficiency Bonus= +4 (unchanged)
Features: Extra Attack, 3 attacks per round.

Enkili is going to petition the party for Riah's ring, the ring of Djinni Summoning.
If granted the ring, he will attune himself if required, that would take his second attunement slot.
Questioning Riah will be the first step to learn the bounds of their future relationship. "Will Riah be able to teleport them to Onastia?", for example. Will Riah prefer to be a combat junkie, scout, or lore drop vehicle, or help in another capacity?
Enkili feels he owes the Djinni for his life after a bound Djinni snuck int the City of Bronze to rescue him in his childhood.

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