D&D Adventurers League

Bastions in AL

Last updated: 2025-11-25

Changelog

2025-11-25: Updated per the new rules in ALPG 2026.2

2025-08-25: Updated per the new rules in ALPG 15.3

2025-07-06: Updated per the new rules in ALPG 15.2

2024-12-30: Added a link to the Bastion rules in the DMG.

2024-12-26: Added crafting of mundane items and the missing Workshop.

2024-12-19: Updated based on new guidance in AL Players Guide 15.1.

2024-12-07: Updated based on new guidance in AL Players Guide 15.0.

2024-11-24: Added the Maintain Order section.

2024-11-20: Added Special Facilities section. Add some FAQ.

2024-11-14: Initial revision.

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Biggest Change in ALPG 2026.2

The AL admins have changed the cost for Bastion Turns to a flat 7 Downtime Days plus Downtime Days for time your character spends in the Bastion. So any and all Bastion Turn costs 7 Downtime Days, regardless of the activity/order being executed. If your character spends any time in the Bastion, then additional Downtime Days must be paid.

Introduction

Bastions were introduced in the 2024 version of the D&D 5e Dungeon Master’s Guide. Adventurers League (AL) has allowed the use of Bastions for your AL characters once they reach level 5.

Please see page 2 of ALPG v2026.2 for AL rules for Bastions.

There’s been some questions in #adventurers-league on how exactly Bastions work, so I’m summarizing it here. Note that I won’t go into too much detail as not to eliminate the need to still read the DMG.

Logs

Just like your characters, Bastions (Bastion Turns, orders, benefits, etc. ) must be fully logged.

Instructions

Read About Bastions in the Dungeon Masters Guide

The Dungeon Masters Guide includes the rules for Bastions.

If you don’t read the rules, you cannot possibly understand how Bastions work. Only after reading about Bastions will you understand what all the information below means.

Creating Your Bastion

You can create a Bastion for your AL character once they reach level 5 (or if you create a new character at level 5). If your AL character is already past level 5, you can still create your Bastion. When you first create your Bastion, you get 20 “Build Days” for each level of your character (20 x level).

Here’s some examples:

Character Level Build Days
5 100
10 200
16 320
20 400
  1. You get 1 Cramped and 1 Roomy Basic Facility (like a kitchen or courtyard) for free.
  2. You can spend any of your “Build Days” to add more Basic Facilities. You must also spend any gold costs (depending on the size).
  3. You can spend any of your “Build Days” to enlarge your Basic Facilities. You must also pay the gold costs required to enlarge the facility. This really would only apply to your free Cramped and Roomy facilities you were granted.
  4. Add your Special Facilities for free based on your character’s level.
  5. You can spend gold to upgrade your Special Facilities. The gold cost is specified in the description of each Special Facility that is upgradable. Days are not required.

Once you have completed building your Bastion, any remaining “Build Days” are lost.

Mapping Your Bastion

Now that your Bastion is built. Take this opportunity to document its location and create a map. Having a map of your Bastion is not a requirement. There are some useful tools and software you can use to create your map.

Bastion Turns

Before each D&D AL sessions, you are allowed to take one (and only one) Bastion Turn.

ALPG v2026.2 (page 2):

Bastion Turn. You may make one Bastion turn (taking 7 days), spending 7 DT for each turn.

Later:

Each player character benefiting from an order describing their participation must spend the listed DT cost.

For AL, it is assumed that 7 days pass during your Bastion Turn. This can be used when determining how long you need to wait when adding/expanding basic facilities and crafting.

Any time you take a Bastion Turn, you must spend 7 Downtime Days for that Bastion Turn. If your player spends any time in the Bastion (meditating, short rests, long rests, etc.) you must spend the appropriate Downtime Days.

Your DM may include one turn at the beginning or end of your game session.

Some Special Facilities require you to roll dice to determine some outcomes. These rolls must be in the presence of your DM.

However, many of the orders and benefits of Special Facilities don’t require rolls. I think it is reasonable that you could self-adjudicate these. Just be sure to properly log these Bastion Turns.

During your Bastion Turn, you can do the following:

Add a Basic Facility

You can add another Basic Facility to your Bastion.

  1. Declare the type of Basic Facility that is being added.
  2. Pay the gold cost per the DMG.
  3. Wait the required number of Bastion Turns for the new facility to be complete. For example, adding a Roomy facility requires 45 days. This means you need to wait for 7 more Bastion Turns (7 turns x 7 days per turn).
  4. Add it to your map.

Enlarge a Basic Facility

You can make one of your existing Basic Facilities larger.

  1. Declare the Basic Facility you want to enlarge.
  2. Pay the gold cost per the DMG.
  3. Wait the required number of Bastion Turns for the facility to be enlarged. For example, enlarging a Cramped facility to Roomy requires 25 days. This means you need to wait for 4 more Bastion Turns (4 turns x 7 days per turn).
  4. Update your map.

Add a Special Facility

When you reach certain levels (9, 13, 17), you’re given more Special Facilities. These new facilities are given to you immediately at no cost.

  1. Ensure you meet any requirements for the Special Facility you want to add. Your character must continue to meet these requirements in order for this Special Facility to exist.
  2. Choose your Special Facility type and add it to your Bastion.
  3. Add it to your map.

Enlarge a Special Facility

You can enlarge an existing Special Facility by paying the cost. Only certain facility types can be enlarged. The cost is described in the facility description.

  1. Declare the Special Facility you want to enlarge.
  2. Pay the gold cost per the DMG.
  3. Update your map.

Swap Special Facilities

Once per Bastion Turn, you may change one Special Facility into a different type of Special Facility. The facility being replaced cannot be in the process of completing any orders, however.

Issue Orders to Your Special Facilities

You can issue orders to your Special Facilities.

Special Facility orders cannot produce the same product twice in a row. This is on a per-facility basis, not across your entire Bastion. This definitely pertains to crafting magic items, but it may also pertain to other effects (clarity on this is pending).

If you issue the Maintain order, then no roll is done and the order always results in All is Well.

Bastion Turns, Days, and Timelines, Oh My!

Don’t try to make Bastion time make sense. You will hurt yourself.

Each time your take a Bastion Turn, 7 days pass in “Bastion Time”.

Any time you take a Bastion Turn, you must spend 7 Downtime Days for that Bastion Turn. If your player spends any time in the Bastion (meditating, short rests, long rests, etc.) you must spend the appropriate Downtime Days.

Attacks Against Your Bastion and Defenders

AL has ruled that the Maintain order will always result in an All is Well result. This means your Bastion will never be attacked. For this reason, recruiting Bastion Defenders or building walls are not necessary.

Crafting in Your Bastion

Crafting Mundane Items

Some Special Facilities in your Bastion allow crafting of mundane items, such as swords or armor. Your hirelings perform the crafting.

To craft mundane items, the following requirements must met:

Calculate the number of Bastion Turns required to complete the crafting of your item:

For example, a 100 gp item takes 10 days to craft. This requires 2 Bastion Turns. 10 / 7 = 2 (rounded up).

To craft your item:

  1. Ensure all prerequisites are met.
  2. Declare the item being crafted in your Special Facility.
  3. Pay the cost of raw materials.
  4. Wait the required number of Bastion Turns for the item to be crafted.

Crafting Magical Items

Some Special Facilities in your Bastion allow crafting of magical items and consumables. Your hirelings perform the crafting and have the required skills to do so.

Only common and uncommon magical items from the specific tables in the DMG can be crafted. If you were hoping to craft rare, very rare, or legendary items, then you’re out of luck.

The items you craft must follow these restrictions:

If the magical item you want to craft casts spells, then you must craft the item in your Bastion instead of your hirelings. Your hirelings can assist you, however. This means:

Note: Magical Items that cast spells, but the spells can be chosen (such as Enspelled items), are not permitted to be crafted due to other AL rules.

To craft an item:

  1. Ensure all prerequisites are met.
  2. Declare the item being crafted in your Special Facility.
  3. Wait the required number of Bastion Turns for the item to be crafted.
Rarity Item Casts Spells Bastion Turns Downtime Days
Common No 1 turn 0
Common Yes 1 turn 3
Uncommon No 2 turns 0
Uncommon Yes 1 turn 5

Important Notes

And please don’t cheese the system by rebuilding your character simply to meet requirements, then rebuild back. Don’t be an asshole.

Combining Bastions

AL allows for combining of Bastions during a game session. So you could theoretically allow other players to benefit from your Special Facilities. However, since the combining of Bastions lasts only for the session, long-term orders are out.

Special Facilities

I will describe here how the various Special Facilities work under AL, their benefits, and their timings. I’m not going to duplicate or eliminate the need to read the Dungeon Master’s Guide. So this is the bare minimum information.

Some assumptions I’m making here:

  1. Much of what’s below assumes you’re playing mostly one-shot Adventurers League adventures. If you are playing a multi-session adventure or hardcover, these timings may need to be adjusted. Talk to your DM.
Arcane Study

Arcane Study Charm: Cost: 1 Downtime Day. You can RP the Long Rest you took before your adventure to gain the charm. It lasts 7 in-game days, which should cover most adventures. It expires at your next Bastion Turn.

Craft Order: See Crafting in Your Bastion above. Remember your crafted items are not tradable.

Archive

This facility almost requires access to the facility mid-adventure. It may have limited usefulness in AL unless you’re playing a hardcover campaign or related series of AL adventures.

Research Order: IMO, useless in AL due to timing.

Reference Book: Maybe some usefulness. Talk to your DM.

Armory

Issuing the Trade order has no timing concerns.

Unanswered Question: What happens if you add Bastion Defenders after stocking your Armory?

Barracks

Recruit Order: In AL, since your Bastion will never be attacked, recruiting defenders has limited value. Issuing this order has no timing concerns. You gain your defenders immediately.

Demiplane

Empower Order: Cost: 1 Downtime Day. You can RP the Long Rest you took before your adventure to gain the temporary hit points. They last 7 in-game days, which should cover most adventures. It expires at your next Bastion Turn.

Fabrication: Sure, OK.

Gaming Hall

Trade Order: Issue your Trade order. Roll 1d100 in the presence of your DM and collect your rewards.

Garden

When you build your garden, you must declare it’s type.

Switching Garden Type: Issue the order and declare the switch. For the next two Bastion Turns, the garden cannot do anything. On the third Bastion Turn after the order was given, you get a usable garden back.

Harvest Order: Issue your Harvest order. Collect your rewards at the start of your next session.

Greenhouse

Fruit of Restoration: Pick three fruit immediately before your adventure. They must be used within the first 24 hours in-game of your adventure.

Harvest Order: Issue the order. Collect the item at the start of your next session.

Guildhall

When you build your guild, choose its type.

Recruit Order: Issue your order. Collect the results at the start of your next session.

Laboratory

Craft Order: See Crafting in Your Bastion above. Remember your crafted items are not tradable.

Library

This facility almost requires access to the facility mid-adventure. May have limited usefulness in AL unless you’re playing a hardcover campaign or related series of AL adventures.

Meditation Chamber

Empower Order: In AL, since the Maintain order always results in All is Well, this order has no benefit.

Fortify Self : Cost: 7 Downtime Days. You can RP the 7 days you spent in your Bastion meditating. The benefit lasts for 7 more days, so should be available until your next Bastion Turn.

Menagerie

Recruit Order: Issue the command. Your creatures should be in your facility at your next Bastion Turn.

Observatory

Observatory Charm: You can RP the Long Rest you took before your session in your Observatory. The charm lasts for 7 days, so it should be available for the majority of your adventure.

Empower Order: Issue the command. In your next Bastion Turn, roll your die in the presence of your DM and collect your reward.

Pub

Research Order: This order almost requires access to the facility mid-adventure. May have limited usefulness in AL unless you’re playing a hardcover campaign or related series of AL adventures.

Pub Special: Enjoy. Your Pub can provide you with 1 type of drink (or 2 if you enlarge your facility). You can bring your 1 type (or 2) of benefit with you to your session. But it must be used within 24 hours in-game time.

Reliquary

Reliquary Charm: Cost: 1 Downtime Day. You can RP the Long Rest you took in your Bastion. The charm should be available to you in your game session. The charm expires at your next Bastion Turn.

Harvest Order: Issue the order. Your item should be available to you at your next Bastion Turn.

Sacristy

Craft Order: See Crafting in Your Bastion above. Remember your crafted items are not tradable.

Spell Refreshment: Unless you can convince your DM that your Bastion is in the same location as your adventure, this is most likely useless.

Sanctuary

Sanctuary Charm: Cost: 1 Downtime Day. You can RP the Long Rest you took in your Bastion. The charm should be available to you in your game and expires at your next Bastion Turn.

Craft Order: See Crafting in Your Bastion above. Remember your crafted items are not tradable.

Sanctum

Sanctum Charm Cost: 1 Downtime Day. You can RP the Long Rest you took in your Bastion. The charm should be available to you in your game and expires at your next Bastion Turn.

Empower Order: Issue the order. Until your next Bastion Turn, you have Temporary Hit Points equal to your level after every Long Rest. Your DM may allow you to designate someone else at your game table as the beneficiary if your Bastion Turn is at the start of your game session.

Sanctum Recall: Enjoy. You’ll need to figure out how to get back to your adventure.

Scriptorium

Craft Order: See Crafting in Your Bastion above. Remember your crafted items are not tradable.

Smithy

Having this facility in your Bastion benefits your Armory (if you have one).

Craft Order: See Crafting in Your Bastion above. Remember your crafted items are not tradable.

Stable

Trade Order: Bastion Turn timing for buying and selling your animals works like this:

  • Turn 1: Trade (buy). Pay your gold. Your animals are added to your Stable.
  • Turn 2: Trade (sell). Your animals are removed from your Stable. You gain your gold and profit.
Storehouse

Trade Order: Bastion Turn timing for buying and selling your goods works like this:

  • Turn 1: Trade (buy). Pay your gold. Your goods have been bought and are now present in your Storehouse.
  • Turn 2: Trade (sell). Your goods are removed from your Storehouse. You gain your gold and profit.
Teleportation Circle

This facility has a Teleportation Circle. If your character knows the Teleportation Circle spell, you can teleport here. But, how do you get back to your adventure?

Recruit Order: Issue the order. Roll the die in the presence of your DM. If the NPC comes, they are available immediately.

Theater

More study required how this will work in AL.

Training Area

Empower Order: Issue your order. The benefit will be available during your next game.

Trophy Room

Research Order (Lore): This order almost requires access to the facility mid-adventure. May have limited usefulness in AL unless you’re playing a hardcover campaign or related series of AL adventures.

Research Order (Trinket): Issue this order. Roll your die in the presence of your DM. If an item is found, it should be available to you at the start of your next session.

War Room

This facility provides no benefits during your AL adventures. So there’s no timing issues.

Have fun RP’ing your army. Remember to pay your upkeep costs.

Workshop

Craft Order: See Crafting in Your Bastion above. Remember your crafted items are not tradable.

Source of Inspiration: Cost: 1 Downtime Day. You can RP the Short Rest you took in your Bastion. The Heroic Inspiration should be available during your adventure. Discuss with your DM.

The Maintain Order

The Maintain order is a special order for your Bastion. If you don’t issue any orders to any of your Special Facilities, you may issue the Maintain order to the entire Bastion. If you issue a single order to a single Special Facility, you cannot issue the Maintain order during that same Bastion Turn.

Under AL rules, your Maintain orders will always result in All is Well.

Auto-Maintain

The DMG says that if you are away from your Bastion and cannot issue any orders, then your Bastion “acts as though it were issued the Maintain order”.

This is only if you are away and cannot communicate with your Bastion.

If you can say you’re at your Bastion during your Bastion Turn (which should be typical if you’re playing AL one-shots), there’s no need to Maintain if you don’t want to. Hardcovers and some longer-running AL series is probably where this may come up.

FAQ

As a player, must I build a Bastion for my character?

No. Bastions are an optional feature. You can completely ignore Bastions if you want.

Do Bastion Turns cost Downtime Days?

15.1: Yes. Each time you take a Bastion Turn, you must spend 7 Downtime Days.

15.2: There is no fixed Downtime Days cost per Bastion Turn. Instead, each Bastion Order has it’s own cost depending on the description of the Order in the Facility.

15.3: Yes. You pay Downtime Days for any activity that requires time.

v2026.2: Yes. each time you take a Bastion Turn, you must spend 7 Downtime Days. If you benefit from any activity that requires you to spend time in your Bastion, you must spend that in Downtime Days too.

As a DM, must I host Bastion Turns for my players?

I will always advocate that the DM must not be forced to do anything they don’t want. So I say you can opt to not host a Bastion Turn for your players. However, I recommend this is mentioned up-front to manage expectations and avoid disappointment.

Additional Bastion Options

Bastions were introduced in the 2024 version of the Dungeon Masters Guide. The following sourcebooks add additional Bastion options:

References

  1. Chapter 8: Bastions in the 2024 version of the D&D 5e Dungeon Master’s Guide
  2. Under Bastions in the AL Players Guide v2026.2 📄Documents