There are many different types of strongholds, from small townhouses to mighty castles and mysterious wizard’s towers.
### Free Followers
Each type of stronghold grants its owner a stronghold feat, as well as additional [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Followers|Followers]]. For every 100 staff you have, you gain 1 free follower. You may choose the type of free follower from the list associated with your stronghold type. *Followers granted by your stronghold start at inexperienced, increasing to seasoned when you reach 9th level, and expert at 17th level.*
### Stronghold Ability Score Increase
When you acquire a stronghold of [[Stronghold Size#Stronghold Size Table|Grade 3]] or higher or upgrade a stronghold to Grade 3, one of your ability scores increases by 1, determined by the type of stronghold (see Table: Stronghold Ability Score Increase).
When you acquire a stronghold of [[Stronghold Size#Stronghold Size Table|Grade 6]] or higher or upgrade a stronghold to Grade 6, your ability score increases by 2, and the maximum for that ability score increases by 2.
If you have a choice between ability scores, you choose which ability score to increase each time you gain this benefit.
### Other Stronghold Benefits
**Most benefits from a stronghold only affect its owner**— every member of an adventuring party might chip in for a castle, but there’s only one name on the deed. For example, anyone with permission can learn to use a new weapon faster by training in a Grade 2 training hall, but only the owner of a Grade 1 tavern gains advantage on ability checks and attack rolls made against creatures poisoned by alcohol, and adventurers can’t craft items faster in a workshop stronghold unless they own it.
>[!note] Combining Strongholds
>You can combine multiple strongholds; for example, you might choose to put a library or a temple in your castle, or place a sacred grove on your house’s grounds. You must pay the cost for both. A sub-stronghold must be half the size or smaller in square feet than the stronghold in which it is placed, and must be of the same quality.
### Summary of Stronghold Types Table
| Stronghold Type | Ability Score Increase<br>(only [[Stronghold Size#Stronghold Size Table\|Grade 3+]]) | Best Suited For | Minimum Building / Rural<br>Size (Grade) | Minimum Quality, <br>Cost Multiplier, and Staff | Followers Available | Stronghold Feat<br>(only a very rough summary of top benefits)<br> |
| ----------------- | ------------------------------------------------------------------------------------ | --------------------------------- | ------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [[Castle]] | Strength | Fighter, Marshal | 5,001 sq ft<br>([[Stronghold Size#Stronghold Size Table\|Grade 3]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Average]]<br> - x1<br> - Staff: 1 per 500 sq ft | [[Cook (Follower)\|Cook]], [[Interpreter]], [[Minstrel]], [[Porter]], [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Smith\|Smith]], [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Squire\|Squire]], [[Torchbearer]] | Coat of Arms <br>-- improves at Grade 5 |
| [[Encampment]] | Constitution | Berserker, fighter, ranger, rogue | **Rural**: 1 acre ([[Stronghold Size#Stronghold Size Table\|Grade 1]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Frugal]]<br> - x1/2<br> - Staff: 1 per 5 acres | [[Healer]], [[Teamster]], [[Torchbearer]] | Bonuses in natural surroundings -- improves at Grade 2, 4, and 5 |
| [[Farm]] | Constitution | Berserker, druid, ranger | **Rural**: 11 acres ([[Stronghold Size#Stronghold Size Table\|Grade 3]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Frugal]]<br> - x1/2<br> - Staff: 1 per 5 acres | [[Porter]], [[Teamster]], [[Torchbearer]] | Additional Hit Dice to spend (same max hit points)<br>-- Extra HP when rolling Hit Dice at Grade 4 and 5 |
| [[Guildhouse]] | Wisdom or Charisma | Rogue | 1,001 square feet ([[Stronghold Size#Stronghold Size Table\|Grade 2]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Average]]<br> - x1<br> - Staff: 1 per 500 sq ft | [[Porter]], [[Torchbearer]] (depending on the guild: [[Apothecary]], [[Bodyguard]], [[Footpad]], [[Healer]], [[Minstrel]], [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Smith\|Smith]]) | Discounts and bonuses dealing with criminal organizations<br>-- improves at Grade 4 and 5 |
| [[House]] | Charisma | Any | 250 square feet ([[Stronghold Size#Stronghold Size Table\|Grade 1]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Frugal]]<br> - x1/2<br> - Staff: 1 per 1,000 square feet | [[Cook (Follower)\|Cook]] , [[Footpad]], [[Minstrel]], [[Porter]], [[Torchbearer]] | Bonuses to: returning home; taking rests; social skills during events in your home <br>-- improves at Grade 2, Grade 4, Grade 5<br> |
| [[Laboratory]] | Intelligence | Sorcerer, Warlock, Wizard | 1,001 square feet ([[Stronghold Size#Stronghold Size Table\|Grade 2]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Luxurious]]<br> - x5<br> - Staff: 1 per 100 square feet | [[Apothecary]], [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Diviner\|Diviner]], [[Interpreter]], [[Porter]], [[Sage]], [[Torchbearer]] | Learn free spell, regain 1 spell slot per day, 1/2 time to relearn class feature or sub-class <br>-- improves at Grade 4, Grade 5<br> |
| [[Library]] | Intelligence | Wizard | 100 square feet ([[Stronghold Size#Stronghold Size Table\|Grade 1]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Luxurious]]<br>- x5<br>- Staff: 1 per 100 square feet | [[Apothecary]], [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Diviner\|Diviner]], [[Interpreter]], [[Sage]], [[Torchbearer]] | Expertise on Int checks, masterwork books on 1 subject per Grade, read books faster <br>-- improves at Grade 2, Grade 4, Grade 5<br> |
| [[Menagerie]] | Wisdom | Druid, Ranger | 1,001 square feet or <br>**Rural:** 6 acres ([[Stronghold Size#Stronghold Size Table\|Grade 2]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Frugal]]<br>- x1/2<br>- Staff: 1 per 1,000 square feet or 1 per 5 acres | [[Healer]], [[Minstrel]], [[Teamster]], [[Torchbearer]] | Heal animal companions & familiars, bonuses to checks for animals<br>-- improves at Grade 4, Grade 5<br> |
| [[Sacred Grove]] | Wisdom | Druid | **Rural**: 1 acre ([[Stronghold Size#Stronghold Size Table\|Grade 1]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Frugal]]<br> - x1/2<br> - Staff: 1 per 5 acres | [[Apothecary]], [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Diviner\|Diviner]], [[Healer]], [[Sage]], [[Teamster]], [[Torchbearer]] | Gain expertise on skills when in natural outdoor surroundings, gain commune with nature<br>-- improves at Grade 2, Grade 4, Grade 5<br> |
| [[Shop]] | Wisdom or Charisma | Fighter, Rogue | 100 square feet ([[Stronghold Size#Stronghold Size Table\|Grade 1]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Average]]<br>- x1<br>- Staff: 1 per 500 sq ft | [[Apothecary]], [[Bodyguard]], [[Footpad]], [[Porter]], [[Torchbearer]] | Bonuses to barter, trade, evaluate, and authenticate goods<br>-- improves at Grade 2, Grade 4, Grade 5<br> |
| [[Tavern]] | Charisma | Bard, Rogue | 100 square feet ([[Stronghold Size#Stronghold Size Table\|Grade 1]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Frugal]]<br>- x1/2<br>- Staff: 1 per 1,000 square feet | [[Cook (Follower)\|Cook]], [[Minstrel]], [[Porter]], [[Torchbearer]] | Bonuses related to alcohol and poisons<br>-- improves at Grade 2, Grade 4, Grade 5<br> |
| [[Temple]] | Wisdom | Cleric, Herald | 1,001 square feet ([[Stronghold Size#Stronghold Size Table\|Grade 2]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Frugal]]<br>- x1/2<br>- Staff: 1 per 1,000 square feet | [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Diviner\|Diviner]], [[Healer]], [[Interpreter]], [[Porter]], [[Sage]], [[Torchbearer]] | Bonuses on: healing; Wis & Cha checks on followers of your god; no cost for resurrection , reincarnation , etc.<br>-- improves at Grade 4, Grade 5<br> |
| [[Training Hall]] | Constitution | Adept, fighter, herald, rogue | 100 square feet ([[Stronghold Size#Stronghold Size Table\|Grade 1]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Average]]<br>- x1<br>- Staff: 1 per 500 sq ft | [[Bodyguard]], [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Diviner\|Diviner]], [[Healer]], [[Porter]], [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Squire\|Squire]], [[Torchbearer]] | Time reduced to learn new weapon, or relearn class feature from adept, berserker, fighter, herald, marshall, ranger, or rogue<br>-- improves at Grade 2, Grade 4, Grade 5<br> |
| [[Workshop]] | Strength | Any | 100 square feet ([[Stronghold Size#Stronghold Size Table\|Grade 1]]) | - [[Stronghold Furnishings and Staff#Stronghold Furnishings and Staff Table\|Luxurious]]<br>- x5<br>- Staff: 1 per 100 square feet | [[Porter]], [[00-Balance Of Powers/3-Mechanics/4-Equipment/Followers/Smith\|Smith]], [[Teamster]], [[Torchbearer]] | Bonuses to craft and quality for your workshop type<br>-- improves at Grade 2, Grade 4, Grade 5<br><br> |
Once you've chosen a Stronghold Type, **make a note of the entry in the "Minimum Building / Rural Size (Grade)" column**. Then proceed to...
### --> Step 2: Choose your [[Stronghold Size]]
>[!note] Multiple Strongholds
>You can have as many strongholds as you’re able to buy, but you only ever truly call one of them home. When you gain an additional stronghold, you may immediately choose to make it your permanent stronghold. Otherwise it takes a week of staying in a stronghold for it to become your permanent stronghold. You only gain the benefits granted by your permanent stronghold (including any sub-strongholds within it).
>
>**Stronghold Ability Score Increase.** The only increase to an ability score you gain is from the first stronghold that grants this benefit. Changing your permanent stronghold or purchasing sub-strongholds does not alter your ability scores.
>
>**Prestige Bonus.** Your Prestige bonus is determined by your most expensive stronghold, and you do not gain additional Prestige from having additional strongholds.
>
>**Prestige Center.** When you change your stronghold, you may also choose to make it your [Prestige Center](app://obsidian.md/Prestige#Prestige%20Center), though if you are purchasing an already constructed building it takes a week to take effect as stories of your arrival and deeds circulate about the region.