The Castellan

A castellan is the true master of a castle. While a high and mighty lord or lady may think themselves ruler, a castellan knows they are but a figurehead when it comes to the day-to-day operation of the stronghold and all that it requires. The specialized knowledge and practical experience necessary to maintain the many things that go into the castle’s upkeep is beyond what most noble dilettantes know or care to know, so the castellan sees to every detail, learning the necessary skills of mundane management as well as applying a bit of magic to make it all come together. The castle is your sanctuary, and those who intrude upon it without your permission must prepare to face your wrath. In truth, you study every detail of your stronghold so closely that you may be nervous and uneasy outside it where events are outside your control and leave you vulnerable and ready to return to familiar surroundings at your earliest opportunity.

Class Features

The following are class features of the castellan.


Beginning at 2nd level, you can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. A creature may not have an Inspiration die and a Bardic Inspiration die at the same time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Stronghold Mastery

At 2nd level, a castellan’s familiarity with their stronghold is so complete that they know its entire layout from memory. While inside their stronghold, a castellan can move at normal speed even when unable to see, when in crowds, or in areas of difficult terrain that are relatively stable and persistent (such as an area of rubble from a fallen wall, but not including newly created obstacles or barriers). A castellan can open or close a door (including secret doors) as a free action and can bypass traps without triggering them, and as a bonus action when passing a trap can trigger it to go off 1 round after they move past it. If a castellan passes within 10 feet of anything that has been changed or disturbed, even a chair or book out of place or an area of dust that has been disturbed, they gain an automatic Wisdom (Perception) check to notice it. They gain advantage on such Perception checks and on Survival checks to track creatures within their stronghold.

Devoted Defender

At 6th level, your will to protect the stronghold you steward is unconquerable. When in your stronghold you gain advantage on all opposed skill checks. You can expend one use of your inspiration as a reaction to perform a counterspell.

Constant Monitoring

At 10th level, a castellan can expend one use of inspiration to use alarm, arcane eye, castellan’s call*, clairvoyance, early warning*, invader’s bane*, sky warning*, or spellguard watchtower*. These spells function only within your stronghold when cast this way.

Spells marked with an asterisk (*) are described in Spells and Strongholds above.

Stronghold Shift

At 14th level, twice per day a castellan can teleport to any location within their stronghold. There is no chance of error with this ability. The castellan can bring a familiar along when teleporting with this ability but cannot take other creatures or more than 50 pounds of objects with them.

Section 15: Copyright Notice

Ultimate Kingdoms (5E) © 2020, Legendary Games; Lead Designer: Jason Nelson. Authors: Ben Walklate, Mark Seifter, Linda Zayas-Palmer, Will McCardell