Alternate Stronghold Features
What's this?
Strongholds & Followers offers an array of stronghold features—player-facing versions of the regional effects and lair actions that legendary monsters have access to—for all of the Player's Handbook classes. This document offers some alternate features, whether in order to keep players on their toes, or to offer a different vision of what a given class's stronghold might be like.
By and large, the alternate stronghold features described herein are designed to work on their own, although there's nothing keeping you from mixing and matching these with the features outlined in Strongholds & Followers. The regional effects attempt to encompass a mix between "rock" and "ribbon" features, while the stronghold actions are balanced ("balanced") around being once-per-encounter only.
Contents
Wizards of the Coast Classes
| Class | Stronghold |
|---|---|
| Artificer | Atelier |
| Barbarian | Bivouac |
| Bard | Debate Chamber |
| Cleric | Abbey |
| Druid | Sanctuary |
| Fighter | Citadel |
| Monk | Priory |
| Paladin | Chateau |
| Ranger | Redoubt |
| Rogue | Hideaway |
| Sorcerer | Reliquary |
| Warlock | Sanctorium |
| Wizard | Archive |
Third-Party Classes
| Class | Stronghold |
|---|---|
| KibblesTasty: Inventor | Workshop |
| LaserLlama: Alt. Fighter | Fortress |
| LaserLlama: Alt. Sorcerer | Sanctum |
Chris Dien – Castle Never
Wizards of the Coast Classes
The Artificer's Atelier
Demesne Effects
- Arcane knowledge spreads far and wide in the artificer's demesne. People who live in the demesne for at least a year gain access to the Magical Tinkering artificer feature, and can use it while in the demesne.
- A cadre of tiny servants assists operations in the artificer's stronghold, ensuring maximal efficiency.
- Once per week, the artificer can cast instant summons while in the demesne, without expending material components. The designated item can only be recalled while in the demesne.
Stronghold Actions
On initiative count 20 (losing initiative ties), the artificer can take a stronghold action to cause one of the following effects. The artificer must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You infuse a mundane item, granting it a glimmer of great power. One rare magic item of your choice that does not require attunement from the Dungeon Master's Guide appears in your possession. The item lasts for 1 minute.
- You unveil a blasting staff—one-time-use only!—and activate it. The staff unleashes a lance of arcane power, and creatures in a 60-foot-long, 15-foot-wide line take 6d6 force damage.
- You infuse your allies' weapons with power. For the next minute, when you or an ally deals damage as part of a weapon attack, the attack deals an extra 1d4 damage, and you can change the attack's damage type to force.
Class Feature Improvement:
Instant Infusion
You can use an action to infuse an item. If you try to exceed your maximum number of infusions, one of your previous infusions of your choice immediately ends. You can do this a number of times equal to twice your stronghold level, after which you must take an extended rest to refresh this ability.
The Barbarian's Bivouac
Alternate Demesne Effects
- The barbarian treats their demesne as favored terrain, as per the ranger's Natural Explorer feature.
- The elements batter any trespassers in the demesne, causing enemy units passing through to suffer −1 to Morale and Command as a result.
- The barbarian can call upon their followers while in their demesne. They can spend a short or long rest summoning aid, at the end of which 2d4 + 2 berserkers join the barbarian to assist in battle. The berserkers will aid the barbarian in reasonable tasks, but will not leave the demesne.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the barbarian can take a stronghold action to cause one of the following effects. The barbarian must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You inspire your allies to attack with great abandon. Until initiative count 20 on the following round, you and your allies' weapon attack rolls have advantage, and deal the maximum possible damage on a critical hit.
- You slam the ground, causing the earth itself to erupt and savage your foes. Earth and stone shatter in a 60-foot cone; creatures in the area must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier), taking 4d12 magical bludgeoning damage on a failed save, or half as much on a success. Creatures that fail their save are also knocked prone.
- You howl in fury, and until initiative count 20 on the next round, you are immune to all damage.
Alternate Class Feature Improvement:
Inexorable Rage
When you reduce a creature to 0 hit points with a weapon attack while raging, you can move up to your speed without provoking opportunity attacks and make one additional weapon attack with advantage. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
The Bard's Debate Chamber
Alternate Demesne Effects
- The bard's demesne is one of lively oration, debate, performance, or intrigue. After someone lives there for a year, they gain a +1 bonus to their Charisma score so long as they reside in the demesne.
- Friendly units within the bard's demesne are inspired, gaining a +1 bonus to Command.
- Anyone who resides in the bard's demesne can pick up new languages in half the normal amount of time.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the bard can take a stronghold action to cause one of the following effects. The bard must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- For the next minute, your Bardic Inspiration dice grant the maximum possible bonus, rather than being rolled.
- You cast compulsion, affecting any enemies of your choice that you can see within 60 feet. You can concentrate on it in addition to a normal spell, though you lose concentration on both if you fail your Constitution saving throw to maintain concentration.
- Until initiative count 20 on the next round, you and your allies all gain the benefits of the mirror image spell.
Alternate Class Feature Improvement:
Impelling Inspiration
When you grant an ally a Bardic Inspiration die, you can choose to permit them to spend the die on their turn to gain an additional action or bonus action, instead of a bonus to a roll. This can apply to a number of Bardic Inspiration dice equal to your stronghold level, after which you must take an extended rest to refresh this ability.
The Cleric's Abbey
Alternate Demesne Effects
- The cleric is at home and attuned in their demesne. They can use their Channel Divinity one additional time between rests when in their demesne.
- Devout folk in the cleric's domain find themselves able to produce minor thaumaturgical effects after residing there for a year.
- The cleric has a +10 bonus to their concordance for petitioning checks made while in their demesne.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the cleric can take a stronghold action to cause one of the following effects. The cleric must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- Divine wrath rains down on your foes. Up to six creatures of your choice within 60 feet of you take 6d6 damage, which cannot be reduced or prevented in any way.
- You immediately cast geas on a creature you can see in your demesne.
- You call for divine intervention, and your deity intervenes. You must take an extended rest before you can use this stronghold action again.
Alternate Class Feature Improvement:
Invigorating Divinity
When you use your Channel Divinity, you can also grant 15 temporary hit points to creatures of your choice within 30 feet, up to a number equal to your proficiency bonus. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
The Druid's Sanctuary
Alternate Demesne Effects
- Beasts in the druid's demesne with an Intelligence of at least 3 can communicate in Druidic and Sylvan. They will inform the druid of any trespassers.
- Druids can use their Wild Shape one additional time between rests while in the demesne.
- The druid's stronghold is protected by spirits of nature, as if by the druid grove spell.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the druid can take a stronghold action to cause one of the following effects. The druid must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You assume the form of a guardian of nature for the next minute. You do not need to concentrate on the effects.
- You summon a treant to aid you. It appears in an unoccupied space that you can see within your stronghold, obeys all commands you give to it, acts immediately after you, and disappears after 1 minute. Any trees animated by the treant remain animate for the same duration.
- You cast wrath of nature, without expending a spell slot or needing to concentrate on the effects.
Alternate Class Feature Improvement:
Tempered Shape
The maximum challenge rating of beasts you can transform into with your Wild Shape increases by a number equal to your stronghold level. If there are no beasts of the maximum challenge rating you would be able to transform into, you can instead transform into a fey with a challenge rating as high as your druid level divided by 3, rounded down.
The Fighter's Citadel
Alternate Demesne Effects
- All fortifications in the fighter's demesne grant the units using them an extra +1 Defense.
- A fighter's Indomitable feature can be used again after taking a short rest in the demesne.
- Vagabonds are naturally drawn to the fighter's demesne. If the fighter has no retainers in their employ, one will always join them at the end of their next extended rest.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the fighter can take a stronghold action to cause one of the following effects. The fighter must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- Your stronghold is surrounded by a massive antimagic field for the next minute. If you are not in your stronghold, you are surrounded by a 60-foot-radius antimagic field instead, for the same duration. You do not need to concentrate on the effect, and can end it at any time (no action required).
- You invoke the supremacy of steel. Until initiative count 20 on the next round, you have advantage on weapon attack rolls and your weapon damage ignores all damage resistances and immunities. When you take this stronghold action, you can also make one weapon attack.
- You move up to your speed and make a weapon attack. If the attack hits and damages a creature with fewer Hit Dice than your fighter level, you can immediately slay the target, then move up to your speed again and make another weapon attack, repeating the process. When you take this stronghold action, you can move and attack up to a number of times equal to your proficiency bonus.
Alternate Class Feature Improvement:
Legendary Surge
On your turn, you can decide to take a second turn during a round of combat. You take the second turn at your initiative count minus 10. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
Alternate Class Feature Improvement:
Unstoppable Surge
When you use your Action Surge feature, you can also use this feature to gain temporary hit points equal to your fighter level + your stronghold level and become unstoppable until the start of your next turn.
While you are unstoppable, you can't have disadvantage on attack rolls, ability checks, or saving throws, you are immune to all negative conditions, you can choose to end any number of ongoing effects or conditions on yourself, your speed can't be reduced, and you can't be moved, knocked prone, or teleported against your will.
You can use this feature when you Action Surge a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
The Monk's Priory
Alternate Demesne Effects
- Beguiling charms and wanton intimidation are less effective under the monk's watchful eyes. Creatures in the monk's demesne have advantage on saving throws against being charmed or frightened.
- The winds ward any creatures that fall in the demesne, so long as the fall was not caused by the monk or their allies. Such creatures take half as much damage from falling as they would otherwise.
- The denizens of the monk's demesne find themselves of exceptionally sound body and mind. People who live in the demesne for at least a year gain a +1 bonus to either their Constitution or Wisdom score so long as they reside in the demesne.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the monk can take a stronghold action to cause one of the following effects. The monk must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You strike with impossible power. Choose a creature, object, or creation of magical force within your reach. If you target a creature, make an unarmed strike against it. On a hit, the creature takes extra force damage: a number of d6s equal to your monk level. A Large or smaller nonmagical object, or a creation of magical force, is automatically destroyed by this strike.
- You move like lightning on a roiling storm. Until initiative count 20 on the next round, you gain a flying speed equal to your walking speed and your movement doesn't provoke opportunity attacks. When you take this stronghold action, you can also move up to your speed and take an action and bonus action.
- You manifest a moment of perfect focus. Until initiative count 20 on the next round, all of your ability scores are 24, if they are not already higher than 24, and your proficiency bonus is +7.
Alternate Class Feature Improvement:
Perfect Guard
When you're hit by a melee or ranged weapon or spell attack while you still have unspent ki, you can cause the attack to miss. You can also choose to reflect the attack back at the attacker, using the attacker's attack bonus for the attack roll.
You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
Dakota Curry – Mountain Arch
The Paladin's Chateau
Alternate Demesne Effects
- The paladin knows of any acts that take place within their demesne that contravene their oath.
- Allied units gain +1 to Morale while in the paladin's demesne, as the paladin's authority bolsters spirits.
- The paladin is immediately aware of the presence and location in their demesne of any aberrations, celestials, elementals, fey, fiends, or undead with a challenge rating of 4 or higher.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the paladin can take a stronghold action to cause one of the following effects. The paladin must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You cast blade barrier, and can optionally center the spell on yourself, causing it to move with you. You can concentrate on it in addition to a normal spell, though you lose concentration on both if you fail your Constitution saving throw to maintain concentration.
- Your oath lets you see and strike true. Until initiative count 20 on the next round, you gain 120 feet of truesight and have advantage on all attack rolls.
- You hone your focus and bolster your defenses. For the next minute, any damage you take is reduced by 5, to a minimum of 0, and you gain a bonus equal to your Charisma modifier to Constitution saving throws made to maintain concentration.
Alternate Class Feature Improvement:
Emboldening Smite
When you use your Divine Smite, you can regain hit points equal to the radiant damage your target takes. Healing in excess of your maximum hit points is instead converted into temporary hit points. You can do this for a number of attacks equal to your stronghold level, after which you must take an extended rest to refresh this ability.
The Ranger's Redoubt
Alternate Demesne Effects
- Enemies that travel through the ranger's demesne are confounded by the topography, which seems to diverge from what their charts and maps indicate. The ranger's demesne is difficult terrain for them while traveling, and enemy units suffer −1 to Command.
- The ranger automatically succeeds at ability checks made to track creatures passing through their demesne.
- The ranger can designate a number of creatures up to their proficiency bonus plus their stronghold level. Those creatures treat the ranger's demesne as favored terrain.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the ranger can take a stronghold action to cause one of the following effects. The ranger must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You imbue your weapons with gale force. Until initiative count 20 on the next round, enemies you hit with a weapon attack take an extra 2d10 thunder damage, have their speed halved until the end of their next turn, and are knocked prone.
- For the next minute, you can fire piercing winds with your weapons, instead of normal projectiles. In place of a ranged weapon attack, you can blast force in a 5-foot-wide line, forcing creatures in that line out to the normal range of your weapon to make a Dexterity saving throw against your spell save DC. Creatures take thunder damage equal to your weapon's normal damage on a failure, and half as much damage on a success.
- Your senses reach unparalleled clarity. Until initiative count 20 on the next round, you have foresight.
Alternate Class Feature Improvement:
Forlorn Foe
You gain a bonus to attack and damage rolls against your favored enemy equal to your stronghold level.
The Rogue's Hideaway
Alternate Demesne Effects
- Allies within the rogue's demesne will be protected by the rogue's associates and underlings if they come under attack, even if alone in the wilderness.
- The rogue's impeccable network of informants ensures any untoward activity within their demesne is quickly reported to them, preventing effective spying and, at the rogue's discretion, imposing disadvantage on any Espionage tests made against anything within the demesne.
- An enemy unit that attempts to travel through the rogue's demesne will be harried by partisans and guerrilla fighters. They must succeed on a DC 15 Morale test or decrease their casualty die by one step.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the rogue can take a stronghold action to cause one of the following effects. The rogue must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- Until initiative count 20 on the next round, whenever you make an attack roll, ability check, or saving throw, you can treat a d20 roll of 9 or lower as a 10.
- You throw out a smoke bomb, duplicating the effects of the fog cloud spell (no concentration needed). Hostile creatures within the cloud's radius must succeed on a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier) or become surprised.
- Your deftness in evading attacks seems impossible. You immediately Dodge, and for the next minute, you can take the Dodge action as a bonus action on each of your turns.
Alternate Class Feature Improvement:
Sneak's Ambuscade
When you use your Sneak Attack against a creature, you can cause the target, and creatures of your choice within 15 feet of the target, to become poisoned for one minute (DC 18 Constitution save ends at end of turn). You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
The Sorcerer's Reliquary
Alternate Demesne Effects
- People who live in the sorcerer's demesne for at least a year can produce minor magical effects while they are in the demesne, mimicking the effects of the prestidigitation or thaumaturgy cantrips.
- Magical projects are more likely to succeed within the demesne, as the sorcerer's latent power elevates nearby arcane effects.
- Sorcerers and others with access to metamagic are at home within the demesne, regaining sorcery points equal to their proficiency bonus whenever they take a short rest therein.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the sorcerer can take a stronghold action to cause one of the following effects. The sorcerer must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You hurl three empowered 2nd-level chaos bolts at targets you can see within 120 feet of you, without expending spell slots or sorcery points.
- For the next minute, you are surrounded by a field of silvery light, as per the platinum shield spell. You do not need to concentrate on the effect.
- You gain a burst of speed and imbue your steps with prismatic power. Choose acid, cold, fire, lightning, poison, psychic, or thunder. You move up to twice your speed without provoking opportunity attacks, and when you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 4d6 damage of the chosen type. A creature or object can take this damage only once.
Alternate Class Feature Improvement:
Boundless Font
You gain additional sorcery points equal in number to your stronghold level. These sorcery points are tracked separately from your normal sorcery points, and are regained whenever you complete a short or long rest.
Alternate Class Feature Improvement:
Spontaneous Spellcasting
You can use a bonus action to choose a number of sorcerer spells you know up to your stronghold level and replace them with other spells from the sorcerer spell list. Once you use this feature, you can't do so again until you finish a long rest.
Alternate Class Feature Improvement:
Spell Sculptor
You can choose to enter a state of heightened focus on your turn. For the next minute, you can use one Metamagic option that you know on each of your turns without spending sorcery points. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
William O'Connor – Sorcerer
The Warlock's Sanctorium
Alternate Demesne Effects
- The influence of the warlock's patron manifests itself throughout the demesne in strange ways, warping the lands according to their nature. Enemy units suffer −1 to Morale while within the demesne as a result.
- The warlock can contact their patron directly while in their demesne. Once per extended rest, the warlock can cast contact other plane, automatically succeeding on the saving throw.
- While in their demesne, the warlock has access to all of their patron-specific expanded spells.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the warlock can take a stronghold action to cause one of the following effects. The warlock must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You invoke your patron's power, granting you the benefits of shadow of moil and temporary hit points equal to your warlock level plus your stronghold level for the next minute.
- All enemies you can see within 60 feet are hexed, and you fire one eldritch blast beam at each target of your choice.
- You summon a creature whose CR is no higher than your warlock level to aid you. It appears in an unoccupied space that you can see within your stronghold, obeys all commands you give to it, acts immediately after you, and disappears after 1 minute. The creature's type depends on your otherworldly patron, as indicated on the warlock summoned creatures table.
Alternate Class Feature Improvement:
Pact of Power
When you cast a spell using a warlock spell slot, you can treat that spell slot as if it were four levels higher. If the spell you cast has no additional effects when cast at a higher level, you can instead apply any one applicable sorcerer Metamagic option to the casting. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
Alternate Class Feature Improvement:
Invocation Master
You gain additional eldritch invocations equal in number to your stronghold level. The invocations you choose must have no level prerequisites. You can exchange one of these invocations for another when you complete an extended rest.
Eldritch Demesnes?
Some classes—the warlock especially—have their flavor heavily dictated by subclass. In such cases, the demesne effects and stronghold actions outlined here might not fit the bill. If so, consider the themed demesne effects document instead!
Warlock Summoned Creatures
| Otherworldly Patron |
Creature Type |
|---|---|
| Archfey | Fey |
| Celestial | Celestial |
| Fathomless | Elemental, beast, humanoid, or monstrosity, with swimming speed |
| Fiend | Fiend |
| Genie | Elemental |
| Great Old One | Aberration |
| Hexblade | Undead (incorporeal) |
| Undead/Undying | Undead (corporeal) |
The Wizard's Archive
Alternate Demesne Effects
- The wizard can cast mirage arcane once per day, affecting an area in their demesne. The wizard does not have to be in their demesne to do so (for example, they might project an image of themselves to view the area to be affected).
- Faithful hounds patrol the premises of the wizard's stronghold, securing the perimeter.
- By spending 10 minutes, the wizard can project an image of themselves anywhere in the demesne, per the project image spell.
Alternate Stronghold Actions
On initiative count 20 (losing initiative ties), the wizard can take a stronghold action to cause one of the following effects. The wizard must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You cast a spell from the wizard spell list with a casting time of 1 action, of a level for which you have spell slots. You do not expend a spell slot, and you do not need to concentrate on the spell.
- You call forth two galvan magen and two demos magen in unoccupied spaces within 30 feet to aid you, without suffering any reduction to your hit point maximum as a result. They obey all commands you give to them, act immediately after you, and disappear after 1 minute.
- You cast dispel magic on any number of targets of your choice within 120 feet, without expending any spell slots. When you do, dispel magic is cast at a level equal to the highest level of spell you can cast (minimum of 3rd level).
Alternate Class Feature Improvement:
Studymaster
You can spend 1 minute to reprepare your spells. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
Third-Party Classes
KibblesTasty: Inventor
Stronghold Actions
On initiative count 20 (losing initiative ties), the inventor can take a stronghold action to cause one of the following effects. The inventor must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You field-test an experimental project. Choose two upgrades from your specialization, which can include upgrades one level requirement higher than what you currently meet. If you have met all level requirements, choose three upgrades instead. You gain the benefits of the chosen upgrades for the next minute.
- You and your allies' weapons are enhanced. For the next minute, you and your allies' weapons gain a +1 bonus to attack and damage rolls and count as magical for overcoming resistances and immunities to damage, and spellcasters' attack bonus and save DC are both increased by 1.
- You immediately cast animate objects, hold monster, or wall of stone without expending a spell slot and without concentrating.
Class Feature Improvement:
Industrialised Upgrades
You gain additional upgrades equal in number to your stronghold level. These upgrades must be unrestricted. You can exchange one of these upgrades for another when you complete an extended rest.
LaserLlama: Alternate Fighter
Stronghold Actions
On initiative count 20 (losing initiative ties), the fighter can take a stronghold action to cause one of the following effects. The fighter must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You produce an effect identical to steel wind strike or conjure volley, using your Strength or Dexterity modifier (your choice) for the attack bonus or save DC. The effects are considered nonmagical, and cannot be counterspelled nor dispelled.
- Until initiative count 20 on the next round, you and all your allies' weapon attacks inflict half damage on a miss, and critically hit if you exceed a target's AC by 5 or more.
- You and your allies regain any expended Hit Dice, and can spend any number of Hit Dice and regain hit points as if you had completed a short rest. Healing in excess of your maximum hit points is instead converted into temporary hit points.
Class Feature Improvement:
Masterful Exploit
When you use an Exploit Die, you can choose to roll twice as many Exploit Dice, adding them together. You do not expend any additional Exploit Dice by doing so. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
LaserLlama: Alternate Sorcerer
Stronghold Actions
On initiative count 20 (losing initiative ties), the sorcerer can take a stronghold action to cause one of the following effects. The sorcerer must be in the same hex or province as their stronghold, and can't use the same effect again until after a short or long rest:
- You let out an arcane eruption. All creatures within 30 feet of you must succeed on a Constitution saving throw, taking force damage equal to 6d6 + your sorcerer level on a failed save, or half as much on a success. You then regain Sorcery Points equal to the damage dealt.
- For the next minute, you can use one Metamagic ability that you know on each of your turns without spending the associated Sorcery Point cost.
- The elements surge around you. For the next minute, you gain the benefits of an investiture spell of your choice. You do not need to concentrate on the effect, and on subsequent initiative counts of 20 for the duration, you can change which investiture spell you benefit from.
Class Feature Improvement:
Lightning Regeneration
You can use a bonus action to focus inwards, gaining the benefits of your Arcane Regeneration feature without resting. After you do so, you must finish a long rest before you can use Arcane Regeneration again, as normal. You can do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.
Class Feature Improvement:
Metamagic Guru
You learn additional Metamagic abilities equal in number to your stronghold level. You can exchange one of these abilities for another when you complete an extended rest.