Aka "Build Room-by-Room" or "Room Expansions"
Building Expansions
Any time after a structure is built, its owner can choose to furnish already available rooms or space within the structure or its grounds, selecting from the following list of expansions to add on to the structure. The owner then expends the related gold cost of the expansion to provide for materials and labor, and, after the construction time indicated elapses, the expansion is furnished.
Note that each expansion also carries a size cost in room points, and that your structure can never for any reason have more points used up by built expansions than are available under its listed total room points on the Buildable Structures table. Unless otherwise noted, any single expansion can only be built once within a structure.
As with the structures themselves, characters need not be present while expansions are being furnished, but if they are present and labor for the entire duration of an expansion's construction time, they can reduce the expansion's total cost by a percentage equal to half the character's level, rounded up. More than one character can secure this benefit for one expansion at the same time. Work can be done to furnish multiple expansions at the same time, but laboring characters can only gain a discount on one of them.
Daily Maintenance Cost
Some expansions, typically those that require hirelings, also have an associated maintenance cost, which is an amount of currency added to the structure's Total Cost per Day and paid in place of those Hirelings, Soldiers, and Spellcasters wages. This cost must be paid daily along with the structure's Total Cost per Day, or the expansion does not operate. The Daily Maintenance Cost may be listed as optional, in which case choosing to pay it grants the expansion additional benefits.
Requirements
Some rooms have requirements based on a structure's location, or available technology within a structure's setting. Your DM may rule, for example, that a setting without air travel would be impossible or impractical to construct an air docks in. Likewise, a setting without clockwork could find it difficult to justify the inclusion of a clock tower.
Players might be able to discover these technologies on their own, should the DM allow it, through adventuring to far-off lands and uncovering ancient secrets, or by way of diligent research.
Can Also Be: Some expansions can be built in alternative forms, which are thematically similar. Choosing to build an expansion as one of its listed alternative forms does not change what the expansion functionally does, merely alters its general appearance.
Income
Many expansions provide income, which can help offset the daily costs of running a stronghold. If available, income is detailed in an expansion's income section, which includes any mitigating factors that must be first addressed in order to receive that income.
All income is received together on a single day every 30 days, with the first such day starting 30 days after construction is completed on the structure the expansion is in. Income is usually listed as an average amount, and the dice roll formula that provides that amount, similar to how creature damage is listed. For example: 225 gp (or 30 gp × 3d4). This is intended to provide a streamlined result for quicker math, while still giving the DM the ability to vary a structure's income, for a more simulationist approach.
Room Expansions
Component |
Size Cost (Room point) |
Approx. Sq. Ft. |
Base Cost |
Prerequisites |
Skilled Hirelings |
Unskilled Hirelings |
Construction Time |
Alchemical Laboratory, Basic |
1 |
400 sq. ft. |
750 gp |
15 days |
|
|
|
Alchemical Laboratory, Fancy |
1 |
400 sq. ft. |
3,000 gp |
Alchemist (1) |
1 |
15 days |
|
Alchemist's lab |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Animal pen |
1/2s |
900 sq. ft. |
2,500/5,000 gp |
— |
— |
15/30 days |
|
Arcanist's study |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Armory |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Armory, Basic |
1 |
400 sq. ft. |
500 gp |
15 days |
|
|
|
Armory, Fancy |
1 |
400 sq. ft. |
2,000 gp |
15 days |
|
|
|
Auditorium, Fancy |
2 |
900 sq. ft. |
3,000 gp |
30 days |
|
|
|
Auditorium, Luxury |
2 |
900 sq. ft. |
10,000 gp |
30 days |
|
|
|
Bank |
2 |
900 sq. ft. |
5,000 gp |
5* |
— |
30 days |
|
Barbican |
1 |
400 sq. ft. |
1,500 gp |
Guards (2) |
2 |
15 days |
|
Barracks |
2 |
900 sq. ft. |
800 gp |
30 days |
|
|
|
Bath, Basic |
.5/1 |
225 sq. ft. |
400 gp |
5 days |
|
|
|
Bath, Fancy |
1/2s |
625 sq. ft. |
2,000 gp |
15/30 days |
|
|
|
Bath, Luxury |
3 |
1600 sq. ft. |
10,000 gp |
Servant (1), Valet (1) |
2 |
60 days |
|
Baths |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Battle ring |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Bedroom Suite, Basic |
2 |
900 sq. ft. |
800 gp |
30 days |
|
|
|
Bedroom Suite, Fancy |
2 |
900 sq. ft. |
5,000 gp |
30 days |
|
|
|
Bedroom Suite, Luxury |
3 |
1600 sq. ft. |
25,000 gp |
Valet (1) |
1 |
60 days |
|
Bedroom, Basic |
1 |
400 sq. ft. |
700 gp |
15 days |
|
|
|
Bedroom, Fancy |
2 |
900 sq. ft. |
4,000 gp |
30 days |
|
|
|
Bedroom, Luxury |
3 |
1600 sq. ft. |
20,000 gp |
Valet (1) |
1 |
60 days |
|
Boutique |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Caravansary |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Catacombs |
1 |
400 sq. ft. |
2,500 gp |
— |
Special |
15 days |
|
Chapel |
1 |
400 sq. ft. |
2,500 gp |
1 |
— |
15 days |
|
Chapel, Basic |
1/2s |
625 sq. ft. |
2,000 gp |
15/30 days |
|
|
|
Chapel, Fancy |
3 |
1600 sq. ft. |
8,000 gp |
Acolyte (1) |
1 |
60 days |
|
Chapel, Luxury |
5 |
2500 sq. ft. |
30,000 gp |
Acolyte (2) |
2 |
90 days |
|
Clock tower |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Common Area, Basic |
1 |
400 sq. ft. |
500 gp |
15 days |
|
|
|
Common Area, Fancy |
1 |
400 sq. ft. |
3,000 gp |
15 days |
|
|
|
Courtyard, Basic |
1 |
400 sq. ft. |
1,000 gp |
15 days |
|
|
|
Courtyard, Fancy |
1 |
400 sq. ft. |
6,000 gp |
15 days |
|
|
|
Courtyard, Luxury |
1 |
400 sq. ft. |
30,000 gp |
Servant (1) |
1 |
15 days |
|
Dining hall |
2 |
900 sq. ft. |
5,000 gp |
3 |
5 |
30 days |
|
Dining Hall, Basic |
3 |
1600 sq. ft. |
2,500 gp |
Kitchen |
60 days |
|
|
Dining Hall, Fancy |
3 |
1600 sq. ft. |
12,500 gp |
Kitchen, Servant (1) |
1 |
60 days |
|
Dining Hall, Luxury |
3 |
1600 sq. ft. |
50,000 gp |
Luxury Kitchen, Servants (2) |
2 |
60 days |
|
Dock, Basic |
1 |
400 sq. ft. |
500 gp |
Laborers (2) |
2 |
15 days |
|
Dock, Extended |
3 |
1600 sq. ft. |
3,000 gp |
Laborers (4) |
4 |
60 days |
|
Dock, Extended Dry |
3 |
1600 sq. ft. |
15,000 gp |
Laborers (6) |
6 |
60 days |
|
Docks, air |
2 |
900 sq. ft. |
10,000 gp |
— |
— |
30 days |
|
Docks, planar |
2 |
900 sq. ft. |
15,000 gp |
— |
— |
30 days |
|
Docks, water |
2 |
900 sq. ft. |
10,000 gp |
— |
— |
30 days |
|
Escape tunnel |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Farm Plot, Small |
1 |
400 sq. ft. |
200 gp |
15 days |
|
|
|
Garden |
1 |
400 sq. ft. |
2,500 gp |
2* |
— |
15 days |
|
Gatehouse |
.5/1 |
225 sq. ft. |
1,000 gp |
5 days |
|
|
|
Graveyard |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Guard Post |
1 |
400 sq. ft. |
300 gp |
Guard (1) |
1 |
15 days |
|
Hospital |
1 |
400 sq. ft. |
2,500 gp |
1* |
— |
15 days |
|
Invocation chamber |
2 |
900 sq. ft. |
5,000 gp |
— |
— |
30 days |
|
Jails |
1 |
400 sq. ft. |
2,500 gp |
1* |
— |
15 days |
|
Kitchen, Basic |
1 |
400 sq. ft. |
2,000 gp |
Cook (1) |
1 |
15 days |
|
Kitchen, Fancy |
1/2s |
625 sq. ft. |
12,000 gp |
Cooks (2) |
2 |
15/30 days |
|
Kitchen, Luxury |
3 |
1600 sq. ft. |
50,000 gp |
Cooks (6) |
6 |
60 days |
|
Labyrinth |
1 |
400 sq. ft. |
500 gp |
15 days |
|
|
|
Lecture hall |
1 |
400 sq. ft. |
2,500 gp |
1/2/2003 |
— |
15 days |
|
Library |
1 |
400 sq. ft. |
2,500 gp |
1* |
— |
15 days |
|
Library, Basic |
1 |
400 sq. ft. |
500 gp |
15 days |
|
|
|
Library, Fancy |
2 |
900 sq. ft. |
3,000 gp |
30 days |
|
|
|
Library, Luxury |
3 |
1600 sq. ft. |
15,000 gp |
Librarian (1) |
1 |
60 days |
|
Lighthouse |
1 |
400 sq. ft. |
2,500 gp |
1* |
— |
15 days |
|
Lodgings |
1 |
400 sq. ft. |
2,500 gp |
1* |
— |
15 days |
|
Magic Laboratory, Basic |
1 |
400 sq. ft. |
500 gp |
15 days |
|
|
|
Magic Laboratory, Fancy |
2 |
900 sq. ft. |
3,000 gp |
Apprentice Spellcaster (1) |
1 |
30 days |
|
Magical enchanter |
2 |
900 sq. ft. |
5,000 gp |
— |
— |
30 days |
|
Market stalls |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Maze |
2 |
900 sq. ft. |
5,000 gp |
— |
— |
30 days |
|
Mill |
1 |
400 sq. ft. |
2,500 gp |
2 |
5 |
15 days |
|
Portal conflux |
2 |
900 sq. ft. |
15,000 gp |
— |
— |
30 days |
|
Prison Cells |
1 |
400 sq. ft. |
500 gp |
Guard (1) |
1 |
15 days |
|
Rookery |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Safe room |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Servants' Quarters |
1 |
400 sq. ft. |
400 gp |
15 days |
|
|
|
Sewers |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Shadow vault |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Shop, Basic |
1/2s |
625 sq. ft. |
400 gp |
Clerk (1) |
1 |
15/30 days |
|
Shop, Fancy |
2 |
900 sq. ft. |
4,000 gp |
Clerks (2) |
2 |
30 days |
|
Shop, Luxury |
3 |
1600 sq. ft. |
16,000 gp |
Clerks (2), Guards (2) |
4 |
60 days |
|
Shrine |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Siege workshop |
2 |
900 sq. ft. |
5,000 gp |
2 |
10 |
30 days |
|
Smithy |
1 |
400 sq. ft. |
2,500 gp |
1* |
— |
15 days |
|
Smithy, Basic |
1/2s |
625 sq. ft. |
500 gp |
Smith (1) |
1 |
15/30 days |
|
Smithy, Fancy |
1/2s |
625 sq. ft. |
2,000 gp |
Smith (1) |
1 |
15/30 days |
|
Stable, Basic |
2 |
900 sq. ft. |
1,000 gp |
Groom (1) |
1 |
30 days |
|
Stable, Fancy |
2 |
900 sq. ft. |
3,000 gp |
Groom (1) |
1 |
30 days |
|
Stable, Luxury |
2 |
900 sq. ft. |
9,000 gp |
Grooms (2) |
2 |
30 days |
|
Stables |
1 |
400 sq. ft. |
2,500 gp |
1* |
5* |
15 days |
|
Storage, Basic |
1 |
400 sq. ft. |
250 gp |
15 days |
|
|
|
Storage, Fancy |
1 |
400 sq. ft. |
1,000 gp |
15 days |
|
|
|
Storage, Luxury |
1 |
400 sq. ft. |
3,000 gp |
15 days |
|
|
|
Study/Office, Basic |
1 |
400 sq. ft. |
200 gp |
15 days |
|
|
|
Study/Office, Fancy |
1/2s |
625 sq. ft. |
2,500 gp |
15/30 days |
|
|
|
Study/Office, Luxury |
2 |
900 sq. ft. |
15,000 gp |
Clerk (1) |
1 |
30 days |
|
Tavern |
1 |
400 sq. ft. |
2,500 gp |
2-Jan |
— |
15 days |
|
Tavern, Basic |
1 |
400 sq. ft. |
900 gp |
Servants (2) |
2 |
15 days |
|
Tavern, Fancy |
1 |
400 sq. ft. |
4,000 gp |
Servants (3) |
3 |
15 days |
|
Tavern, Luxury |
1 |
400 sq. ft. |
20,000 gp |
Servants (4) |
4 |
15 days |
|
Theater |
1 |
400 sq. ft. |
2,500 gp |
4* |
10* |
15 days |
|
Throne Room, Basic |
1 |
400 sq. ft. |
2,000 gp |
Servants (2) |
2 |
15 days |
|
Throne Room, Fancy |
1 |
400 sq. ft. |
12,000 gp |
Servants (4) |
4 |
15 days |
|
Throne Room, Luxury |
3 |
1600 sq. ft. |
80,000 gp |
Servants (6) |
6 |
60 days |
|
Topiary garden |
1 |
400 sq. ft. |
2,500 gp |
— |
Special |
15 days |
|
Torture Chamber |
1 |
400 sq. ft. |
3,000 gp |
Torturer (1), Guard (1) |
2 |
15 days |
|
Training Area, Combat |
1 |
400 sq. ft. |
1,000 gp |
15 days |
|
|
|
Training Area, Rogue |
1 |
400 sq. ft. |
2,000 gp |
15 days |
|
|
|
Trophy Hall, Basic |
1 |
400 sq. ft. |
1,000 gp |
15 days |
|
|
|
Trophy Hall, Fancy (Museum) |
1 |
400 sq. ft. |
6,000 gp |
Guard (1) |
1 |
15 days |
|
Trophy room |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
War room |
1 |
400 sq. ft. |
2,500 gp |
— |
— |
15 days |
|
Workshop, Basic |
1 |
400 sq. ft. |
500 gp |
15 days |
|
|
|
Workshop, Fancy |
1 |
400 sq. ft. |
2,000 gp |
15 days |
|
|
|
Show spoiler
Room Expansion |
Size Cost |
Construction Cost |
Construction Time |
Built Multiple Times |
Income / 30 days |
Skilled Hirelings |
Unskilled Hirelings |
Daily Maint. |
Alchemist's lab |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
Animal pen |
1/2 room points |
2,500/5,000 gp |
15/30 days |
Yes |
— |
— |
— |
— |
Arcanist's study |
1 room point |
2,500 gp |
15 days |
Yes |
— |
— |
— |
— |
Armory |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
Bank |
2 room points |
5,000 gp |
30 days |
No |
Special* |
5* |
— |
10 gp* |
Baths |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
Battle ring |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
Boutique |
1 room point |
2,500 gp |
15 days |
Yes |
225 gp |
— |
— |
— |
Caravansary |
1 room point |
2,500 gp |
15 days |
Yes |
220 gp |
— |
— |
— |
Catacombs |
1 room point |
2,500 gp |
15 days |
No |
Special |
— |
Special |
— |
Chapel |
1 room point |
2,500 gp |
15 days |
No |
140 gp* |
1 |
— |
2 gp |
Clock tower |
1 room point |
2,500 gp |
15 days |
No |
Special |
— |
— |
— |
Dining hall |
2 room points |
5,000 gp |
30 days |
No |
— |
3 |
5 |
7 gp |
Docks, air |
2 room points |
10,000 gp |
30 days |
No |
165 gp |
— |
— |
— |
Docks, planar |
2 room points |
15,000 gp |
30 days |
No |
180 gp |
— |
— |
— |
Docks, water |
2 room points |
10,000 gp |
30 days |
No |
275 gp |
— |
— |
— |
Escape tunnel |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
Garden |
1 room point |
2,500 gp |
15 days |
Yes |
225/450* gp |
2* |
— |
4 gp* |
Graveyard |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
Hospital |
1 room point |
2,500 gp |
15 days |
No |
— |
1* |
— |
2 gp* |
Invocation chamber |
2 room points |
5,000 gp |
30 days |
No |
— |
— |
— |
— |
Jails |
1 room point |
2,500 gp |
15 days |
Yes |
— |
1* |
— |
2 gp* |
Lecture hall |
1 room point |
2,500 gp |
15 days |
Yes |
110/220/330 gp |
1/2/03 |
— |
2/4/6 gp |
Library |
1 room point |
2,500 gp |
15 days |
No |
— |
1* |
— |
2 gp* |
Lighthouse |
1 room point |
2,500 gp |
15 days |
No |
— |
1* |
— |
2 gp* |
Lodgings |
1 room point |
2,500 gp |
15 days |
Yes |
220 gp* |
1* |
— |
2 gp* |
Magical enchanter |
2 room points |
5,000 gp |
30 days |
No |
— |
— |
— |
— |
Market stalls |
1 room point |
2,500 gp |
15 days |
Yes |
210 gp |
— |
— |
— |
Maze |
2 room points |
5,000 gp |
30 days |
No |
— |
— |
— |
— |
Mill |
1 room point |
2,500 gp |
15 days |
Yes |
550 gp |
2 |
5 |
5 gp |
Portal conflux |
2 room points |
15,000 gp |
30 days |
Yes |
— |
— |
— |
— |
Rookery |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
2 gp* |
Safe room |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
Sewers |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
Shadow vault |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
Shrine |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
Smithy |
1 room point |
2,500 gp |
15 days |
Yes |
198 gp* |
1* |
— |
2 gp* |
Siege workshop |
2 room points |
5,000 gp |
30 days |
No |
— |
2 |
10 |
8 gp |
Stables |
1 room point |
2,500 gp |
15 days |
No |
225 gp* |
1* |
5* |
3 gp* |
Tavern |
1 room point |
2,500 gp |
15 days |
No |
210/315 gp |
2-Jan |
— |
2/4 gp |
Theater |
1 room point |
2,500 gp |
15 days |
No |
176/605* gp |
4* |
10* |
10 gp* |
Topiary garden |
1 room point |
2,500 gp |
15 days |
No |
Special |
— |
Special |
— |
Trophy room |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
War room |
1 room point |
2,500 gp |
15 days |
No |
— |
— |
— |
— |
* these values are optional
NTO: OLD CONSOLIDATED
Component |
Size (ss) (apx. 20' x 20' x 10') |
Base Cost |
Days |
Approx. Sq. Ft. |
Room Expansion |
Skilled Hirelings |
Unskilled Hirelings |
maintenance cost (daily) |
Size (ss) (apx. 20' x 20' x 10') |
Sq. Room |
Farm Plot, Small |
1 |
200 gp |
30 |
400 sq. ft. |
|
1 |
2 |
5 sp |
1 |
20' x 20' |
Garden |
1 |
2,500 gp |
15 |
400 sq. ft. |
Garden |
2 |
— |
4 gp* |
1 |
20' x 20' |
Garden, Topiary |
1 |
2,500 gp |
15 |
400 sq. ft. |
Topiary garden |
— |
Special |
— |
1 |
20' x 20' |
Greenhouse |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Courtyard, Basic |
1 |
500 gp |
10 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Courtyard, Fancy |
1 |
3,000 gp |
15 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Courtyard, Luxury |
1 |
15,000 gp |
25 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Common Area, Basic |
1 |
500 gp |
10 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Common Area, Fancy |
1 |
3,000 gp |
15 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Graveyard |
1 |
2,500 gp |
15 |
400 sq. ft. |
Graveyard |
— |
— |
— |
1 |
20' x 20' |
Graveyard, Catacombs |
1 |
2,500 gp |
15 |
400 sq. ft. |
Catacombs |
— |
Special |
— |
1 |
20' x 20' |
Gaming Hall |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Bath, Basic |
0.5 |
400 gp |
10 |
225 sq. ft. |
Baths |
— |
— |
— |
0.5 |
15' x 15' |
Bath, Fancy |
1 |
2,500 gp |
15 |
625 sq. ft. |
Baths |
— |
— |
— |
1 |
25' x 25' |
Bath, Hospital |
1 |
2,500 gp |
15 |
400 sq. ft. |
Hospital |
1 |
— |
2 gp* |
1 |
20' x 20' |
Bath, Luxury |
2 |
10,000 gp |
30 |
1600 sq. ft. |
Baths |
— |
— |
— |
2 |
40' x 40' |
Dining Hall, Basic |
2 |
2,500 gp |
10 |
1600 sq. ft. |
Dining hall |
3 |
5 |
7 gp |
2 |
40' x 40' |
Dining Hall, Fancy |
2 |
12,000 gp |
15 |
1600 sq. ft. |
Dining hall |
3 |
5 |
7 gp |
2 |
40' x 40' |
Dining Hall, Luxury |
2 |
50,000 gp |
30 |
1600 sq. ft. |
Dining hall |
3 |
5 |
7 gp |
2 |
40' x 40' |
Kitchen, Basic |
1 |
2,000 gp |
5 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Kitchen, Fancy |
1 |
12,000 gp |
15 |
625 sq. ft. |
|
|
|
|
1 |
25' x 25' |
Kitchen, Luxury |
2 |
50,000 gp |
30 |
1600 sq. ft. |
|
|
|
|
2 |
40' x 40' |
Portal Conflux |
2 |
15,000 gp |
15 |
1600 sq. ft. |
Portal conflux |
— |
— |
— |
2 |
40' x 40' |
Teleportation Circle |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Demiplane |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Escape Tunnel |
1 |
2,500 gp |
15 |
400 sq. ft. |
Escape tunnel |
— |
— |
— |
1 |
20' x 20' |
Sewers (Underground) |
1 |
2,500 gp |
15 |
400 sq. ft. |
Sewers |
— |
— |
— |
1 |
20' x 20' |
Torture Chamber |
1 |
3,000 gp |
15 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Labyrinth or Maze |
1 |
500 gp |
5 |
400 sq. ft. |
Maze |
— |
— |
— |
1 |
20' x 20' |
Prison Cells |
0.5 |
2,500 gp |
15 |
400 sq. ft. |
Jails |
1 |
— |
2 gp* |
0.5 |
20' x 20' |
Scriptorium |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Throne Room, Basic |
1 |
2,000 gp |
15 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Throne Room, Fancy |
1 |
12,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Throne Room, Luxury |
2 |
80,000 gp |
30 |
1600 sq. ft. |
|
|
|
|
2 |
40' x 40' |
Storage (Chapel) Reliquary |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Storage (Chapel) Sacristy |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Storage, Basic |
1 |
250 gp |
10 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Storage, Fancy |
1 |
1,000 gp |
15 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Storage, Luxury |
1 |
3,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Trophy Hall, Basic |
1 |
1,000 gp |
15 |
400 sq. ft. |
Trophy room |
— |
— |
— |
1 |
20' x 20' |
Trophy Hall, Fancy (Museum) |
1 |
6,000 gp |
15 |
400 sq. ft. |
Trophy room |
— |
— |
|
1 |
20' x 20' |
Bank |
2 |
5,500 gp |
30 |
1600 sq. ft. |
Bank |
5 |
— |
10 gp* |
2 |
40' x 40' |
Bank, Safe Room |
1 |
2,500 gp |
15 |
400 sq. ft. |
Safe room |
— |
— |
— |
1 |
20' x 20' |
Bank, Shadow Vault |
1 |
2,500 gp |
15 |
400 sq. ft. |
Shadow vault |
— |
— |
— |
1 |
20' x 20' |
War Room |
1 |
2,500 gp |
15 |
400 sq. ft. |
War room |
— |
— |
— |
1 |
20' x 20' |
Training Area, Combat |
1 |
2,500 gp |
15 |
400 sq. ft. |
Battle ring |
— |
— |
— |
1 |
20' x 20' |
Training Area, Rogue |
1 |
2,500 gp |
15 |
400 sq. ft. |
|
— |
— |
— |
1 |
20' x 20' |
Study/Office, Basic |
0.5 |
200 gp |
15 |
400 sq. ft. |
|
|
|
|
0.5 |
20' x 20' |
Study/Office, Fancy |
1 |
500 gp |
30 |
625 sq. ft. |
|
|
|
|
1 |
25' x 25' |
Study/Office, Luxury |
1.5 |
15,000 gp |
30 |
900 sq. ft. |
|
|
|
|
1.5 |
30' x 30' |
Arcanist's Study |
1 |
2,500 gp |
15 |
400 sq. ft. |
Arcanist's study |
— |
— |
— |
1 |
20' x 20' |
Laboratory, Alchemical (Basic) |
1 |
700 gp |
10 |
400 sq. ft. |
Alchemist's lab |
— |
— |
— |
1 |
20' x 20' |
Laboratory, Alchemical (Fancy) |
1 |
3,000 gp |
15 |
400 sq. ft. |
Alchemist's lab |
— |
— |
— |
1 |
20' x 20' |
Laboratory, Magic (Basic) |
1 |
500 gp |
10 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Laboratory, Magic (Fancy) |
1 |
3,000 gp |
15 |
900 sq. ft. |
|
|
|
|
1 |
30' x 30' |
Arcanist, Invocation Chamber |
2 |
5,000 gp |
30 |
1600 sq. ft. |
Invocation chamber |
— |
— |
— |
2 |
40' x 40' |
Magical Enchanter |
1 |
2,500 gp |
15 |
400 sq. ft. |
Magical enchanter |
— |
— |
— |
1 |
20' x 20' |
Meditation Chamber |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Observatory |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Archive (Library) |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Library, Basic |
1 |
500 gp |
10 |
400 sq. ft. |
Library |
1 |
— |
2 gp* |
1 |
20' x 20' |
Library, Fancy |
1 |
3,000 gp |
15 |
900 sq. ft. |
Library |
1 |
— |
2 gp* |
1 |
30' x 30' |
Library, Luxury |
2 |
15,000 gp |
30 |
1600 sq. ft. |
Library |
1 |
— |
2 gp* |
2 |
40' x 40' |
Auditorium, Lecture Hall |
1 |
2,500 gp |
15 |
400 sq. ft. |
Lecture hall |
1/2/3 |
— |
2/4/6 gp |
1 |
20' x 20' |
Auditorium, Theater, Fancy |
1 |
2,000 gp |
30 |
900 sq. ft. |
Theater |
4 |
10 |
10 gp* |
1 |
30' x 30' |
Auditorium, Theater, Luxury |
1 |
10,000 gp |
15 |
900 sq. ft. |
Theater |
4 |
10 |
10 gp* |
1 |
30' x 30' |
Workplace, Basic |
1 |
200 gp |
3 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Workplace, Fancy |
1 |
400 gp |
8 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Workshop, Basic |
1 |
500 gp |
10 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Workshop, Fancy |
1 |
2,500 gp |
15 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Workshop, Siege |
2 |
5,000 gp |
30 |
1600 sq. ft. |
Siege workshop |
2 |
10 |
8 gp |
2 |
40' x 40' |
Mill |
1 |
2,500 gp |
15 |
400 sq. ft. |
Mill |
2 |
5 |
5 gp |
1 |
20' x 20' |
Smithy, Basic |
1 |
500 gp |
15 |
625 sq. ft. |
Smithy |
1 |
— |
2 gp* |
1 |
25' x 25' |
Smithy, Fancy |
1 |
2,000 gp |
15 |
625 sq. ft. |
Smithy |
1 |
— |
2 gp* |
1 |
25' x 25' |
Shop, Boutique |
0.5 |
2,500 gp |
15 |
400 sq. ft. |
Boutique |
— |
— |
— |
0.5 |
20' x 20' |
Shop, Caravansary |
1 |
2,500 gp |
30 |
400 sq. ft. |
Caravansary |
— |
— |
— |
1 |
20' x 20' |
Shop, Fancy |
1 |
4,000 gp |
30 |
900 sq. ft. |
|
|
|
|
1 |
30' x 30' |
Shop, Luxury |
1 |
16,000 gp |
30 |
1600 sq. ft. |
|
|
|
|
1 |
40' x 40' |
Shop, Market Stalls |
1 |
2,500 gp |
15 |
400 sq. ft. |
Market stalls |
— |
— |
— |
1 |
20' x 20' |
Chapel, Fancy |
2 |
6,000 gp |
15 |
1600 sq. ft. |
Chapel |
1 |
— |
2 gp |
2 |
40' x 40' |
Chapel, Luxury |
2 |
25,000 gp |
30 |
2500 sq. ft. |
Chapel |
1 |
— |
2 gp |
2 |
50' x 50' |
Chapel, Shrine |
1 |
2,500 gp |
15 |
400 sq. ft. |
Shrine |
— |
— |
— |
1 |
20' x 20' |
Chapel, Sanctuary |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Chapel, Sanctum |
1 |
20,000 gp |
30 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Bedroom Suite, Basic |
1 |
800 gp |
10 |
900 sq. ft. |
|
|
|
|
1 |
30' x 30' |
Bedroom Suite, Fancy |
1 |
5,000 gp |
15 |
900 sq. ft. |
|
|
|
|
1 |
30' x 30' |
Bedroom Suite, Luxury |
2 |
25,000 gp |
30 |
1600 sq. ft. |
|
|
|
|
2 |
40' x 40' |
Bedroom, Basic |
1 |
700 gp |
10 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Bedroom, Fancy |
1 |
4,000 gp |
15 |
900 sq. ft. |
|
|
|
|
1 |
30' x 30' |
Bedroom, Luxury |
2 |
20,000 gp |
30 |
1600 sq. ft. |
|
|
|
|
2 |
40' x 40' |
Servants’ Quarters |
1 |
400 gp |
10 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Barracks |
1 |
500 gp |
10 |
900 sq. ft. |
|
|
|
|
1 |
30' x 30' |
Lodging |
1 |
2,500 gp |
15 |
400 sq. ft. |
Lodgings |
1 |
— |
2 gp* |
1 |
20' x 20' |
Clock Tower |
1 |
2,500 gp |
15 |
400 sq. ft. |
Clock tower |
— |
— |
— |
1 |
20' x 20' |
Tower, Watch or Lighthouse |
1 |
2,500 gp |
30 days |
400 sq. ft. |
|
— |
2 |
|
1 |
20' x 20' |
Barbican |
1 |
1,000 gp |
15 |
400 sq. ft. |
|
|
|
|
1 |
20' x 20' |
Gatehouse |
0.5 |
1,000 gp |
0.5 |
225 sq. ft. |
|
|
|
|
0.5 |
15' x 15' |
Guard Post |
0.5 |
300 gp |
0.5 |
400 sq. ft. |
|
|
|
|
0.5 |
20' x 20' |
Defensive Wall |
|
|
1 |
|
|
|
|
|
|
|
Dock, Basic |
1 |
500 gp |
10 |
400 sq. ft. |
Docks, water |
— |
— |
— |
1 |
20' x 20' |
Dock, Extended |
2 |
3,000 gp |
15 |
1600 sq. ft. |
Docks, water |
— |
— |
— |
2 |
40' x 40' |
Dock, Extended Dry |
2 |
15,000 gp |
30 |
1600 sq. ft. |
Docks, water |
— |
— |
— |
2 |
40' x 40' |
Docks, Air |
2 |
10,000 gp |
30 |
1600 sq. ft. |
Docks, air |
— |
— |
— |
2 |
40' x 40' |
Docks, Planar |
2 |
15,000 gp |
30 |
1600 sq. ft. |
Docks, planar |
— |
— |
— |
2 |
40' x 40' |
Armory, Basic |
1 |
500 gp |
10 |
400 sq. ft. |
Armory |
— |
— |
— |
1 |
20' x 20' |
Armory, Fancy |
1 |
2,000 gp |
15 |
400 sq. ft. |
Armory |
— |
— |
— |
1 |
20' x 20' |
Animal Pen |
1 or 2 |
2,500 gp ea |
15 each |
900 sq. ft. |
Animal pen |
— |
— |
— |
1 or 2 |
30' x 30' |
Animal Pen, Rookery |
1 |
2,500 gp |
15 |
400 sq. ft. |
Rookery |
— |
— |
2 gp* |
1 |
20' x 20' |
Animal Pen, Stable, Basic |
1 |
1,000 gp |
10 |
900 sq. ft. |
Stables |
1 |
5 |
3 gp* |
1 |
30' x 30' |
Animal Pen, Stable, Fancy |
1 |
3,000 gp |
15 |
900 sq. ft. |
Stables |
1 |
5 |
3 gp* |
1 |
30' x 30' |
Animal Pen, Stable, Luxury |
1 |
9,000 gp |
30 |
900 sq. ft. |
Stables |
1 |
5 |
3 gp* |
1 |
30' x 30' |

Components
Most components are available as either a room in a structure, or as free-standing structures, often with different associated mechanics. A component that can appear as both a room or a structure will list both a Room Cost and a Structure Cost. Components not available in both types will list only one of these costs.
Ancillary buildings, like a stable or coach house, can be built on a personal parcel, but most are suitable only for a landholder parcel. Some properties, particularly city-based land parcels, have no room for expansion, preventing the party from adding structure-only components.
The costs given here are for “simple” or “frontier” versions of components, those built with processed lumber, some stone and mortar, and various construction techniques that are somewhere between “crude” and “semi-refined.” For a higher quality building, add 50 gp to improve foundations, renovate existing edifices, allow precise stonework, and build with the smooth lines of expert construction.
Animal Pen
A large pen made to securely hold willing or unwilling
beasts. A small nearby larder ensures food will not be in
short supply, should the creature find itself hungry.
Size Cost: 1 or 2 room points
Construction Cost: 2,500 or 5,000 gp
Construction Time: 15 or 30 days
Can Also Be: Aviary, barn, dragon trap, griffin roost,
monster cage, petting zoo
This room allows creatures to be held securely and
safely, whether or not they desire to be, until you choose
to release them. The creatures held here can be beasts,
dragons, monstrosities, or other bestial creatures such
as owlbears or displacer beasts.
This room can hold five creatures sized Small, three
sized Medium, or one sized Large. If built using two
room points, this capacity is doubled, and the pens can
also instead house one Huge creature.
This room does not automatically include creatures,
which must be acquired through other means. You can
buy and construct this room multiple times.
FT&S p5
Arcanist’s Study
Nothing in the multiverse is stranger or more dangerous
than the study of a dyed-in-the-wool magic user. Oddities
adorn every murky wooden shelf, from a relatively-usual
human skull to a planar vortex in a jar or a preening
pseudodragon atop a bookcase. The air reeks of spell
components, and books of specific lore cover seemingly
every surface.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Binding circle, ritual circle, mirror maze
Spells of any school with the ritual tag can be cast as
rituals in half the usual time here without expending any
components that do not have an associated cost in gold.
If a ritual has components with a gold cost, this cost is
halved when the ritual is performed in this room. While
here, the owners of this structure and their allies have
advantage on all rolls required by rituals.
Additionally, choose two schools of magic. While present within this room, spells in a chosen school cast by
the owners of this structure and their allies have twice
their normal duration, and half their normal materials cost (for materials with a gold cost). Arcana checks
made here that deal with a chosen school of magic
have advantage.
This room can be built multiple times, and each time
different schools must be chosen.
FT&S p5
Armory
A stockpile of common weapons and armor, an armory
provides defenses to the defenseless, as well as granting common people the ability to strike back and
defend their home.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
When the structure is under attack, any hireling that
is not a spellcaster or soldier and that the structure
requires for maintenance can visit the armory and
afterwards count as a guard (MM, p. 347), up to a maximum number of hirelings equal to 5 × your structure’s
room points.
Hirelings equipped in this way can also be used offensively rather than simply in defense of the structure.
Doing so deprives a structure of its hireling staff, however, and removing more than a quarter of your structure’s
hirelings from its grounds will cause any other benefits
the structure provides to cease, as the hirelings left
behind struggle to cover for those absent.
FT&S p5
Bank
An enormous room filled with shining marble, brass,
and heavily locked vaults, a bank does an excellent
job of containing coinage and valuables, using money
to make money.
Size Cost: 2 room points
Construction Cost: 5,000 gp
Construction Time: 30 days
Daily Maintenance Cost: 10 gp per day (optional)
Can Also Be: Treasure hoard
This room contains four 30-foot by 40-foot vaults, each
with a 20-foot tall ceiling. The owners of this structure
and their allies can stash any amount of gold or reasonably-sized treasure in one of the vaults, which requires a
key to access (one key comes standard with each vault).
Unguarded vaults can be broken into by making five
successful DC 15 Dexterity (Thieves’ Tools) checks,
each of which takes 10 minutes. The vault doors are a
three-foot thick, 5-foot radius circle of steel by default,
with an AC of 19 and 25 hit points.
When you first build this room, or as a room modification at a later time, you can expend an additional 2,500
gp and 15 days of effort to build mithral doors (AC of 21,
50 hit points) for the vaults, or you can expend an additional 5,000 gp and 30 days of effort to build the vaults
with adamantine doors (AC of 23, 100 hit points).
Income. If the maintenance cost for this room is
paid in order to staff this room with 5 skilled hirelings
trained in either Insight or Investigation, they can be
instructed to manage the currency stored within, investing it or using it to make favorable trades. If this is the
case, roll 1d4 every 30 days. On a roll of 2-4, the room
generates an income equal to 5% of the total currency
stored there. On a roll of 1, however, the investments
don’t pay off, and 5% of the currency stored within the
room is lost.
FT&S p5
Baths
Steam rises and settles over a series of intricate, beautifully tiled pools. The trickling of water echoes throughout, and soft lights refract off lightly perfumed waves,
creating a most relaxing atmosphere for those within.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Festhall, sauna, sweat lodge
Creatures that take a short rest within this room gain
a number of temporary hit points equal to twice the
structure’s total room points (maximum 30). These
temporary hit points last until they are lost, or until the
creature finishes a long rest.
While a creature has these temporary hit points, it has
advantage on saving throws against spells and effects
that would cause it to be frightened or charmed.
FT&S p5
Armory
A stockpile of common weapons and armor, an armory
provides defenses to the defenseless, as well as granting common people the ability to strike back and
defend their home.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
When the structure is under attack, any hireling that
is not a spellcaster or soldier and that the structure
requires for maintenance can visit the armory and
afterwards count as a guard (MM, p. 347), up to a maximum number of hirelings equal to 5 × your structure’s
room points.
Hirelings equipped in this way can also be used offensively rather than simply in defense of the structure.
Doing so deprives a structure of its hireling staff, however, and removing more than a quarter of your structure’s
hirelings from its grounds will cause any other benefits
the structure provides to cease, as the hirelings left
behind struggle to cover for those absent.
FT&S p5
Armory
This room holds a wealth of extra simple weapons and light armor. It allows non-garrison hirelings, up to the number of contained armament sets, to deploy as semi-competent soldiers when necessary. For these non-martial hirelings, use the cultist statistics from the Monster Manual (minus the Dark Devotion feature).
Room Cost. 50 gp + 10 gp per set
Structure Cost. A freestanding armory is situated to arm a number of non-martial residents living in various portions of the parcel. Such a building costs 100 gp + 10 additional gp per set of armaments.
Expanded Wealth Manual, v.5
Armory
An armory is a location where the whispers of past
battles resonate through the air. Racks of weaponry and
armor fill the walls, and shields adorned with crests
proudly hang on the weathered stone walls,
contributing to the majesty of the chamber. The scent
of oiled steel and polished leather permeates the air,
while flickering torches casts dancing shadows upon
the arsenal. The atmosphere is steeped in martial
prowess, a testament to the legacy of warriors and past
battles. Here, amidst the clink of metal, the valor and
defense are embodied, standing as a symbol of
resilience and protection.
Level 1
Racks of armor and weapons fill the room, ready for
being used when its time to defend against an attack.
Size: 1 Building Space
Cost: 500 gp
Prerequisites: None
Benefit: This room has enough space to hold
equipment for 25 soldiers, though the price doesn’t
include such gear.
Level 2
Similar to the level 1 armory, this room provides armor
and weapons to the defenders of the place, but it also
have various murals and other artwork depicting the
glories of war cover the walls of this armory.
Size: 1 Building Space
Cost: 1,900 gp
Prerequisites: None
Benefits:. As with the level 1 version, this area has
sufficient armor and weapon racks to equip 25 soldiers.
This room includes 25 chain shirts, and 25 sets between
the following two options.
A shield and a spear.
A light crossbows with 20 crossbow bolts.
When buying this room, you must decide how many
options of each set you will acquire. They can be all of
one, or a mix of both.
Barracks
This small, simple room
contains ten bunks, cots, or
hammocks, and space for ten
personal trunks or chests.
Armor stands and weapon
racks are typical features as
well. A barracks is typically
used to house additional
soldiers, but player
characters used to “living
rough” might enjoy making
use of barracks too.
A barracks adds 10 to the
number of soldiers that can
comfortably reside in the
building. These additional
soldiers are not included in the
maintenance cost for the
property, nor does this room
increase a structure’s garrison rating.
Room Cost. 25 gp
Structure Cost. A “barracks hall” is designed to
house a larger number of soldiers. The cost is 50 gp for
the first ten soldiers, and 25 gp per additional ten
soldiers it can house. A typical barracks hall will house
about a hundred.
Coach House
A simple structure for vehicles, suitable for keeping
wagons and coaches out of the elements when not in
use. A similar construction adjacent to a waterway can
create a shelter to cover small watercraft.
Structure Cost. 15 gp
Entertainment
This building typically takes the form of a feast hall or
drinking establishment. More “refined” versions may
include a performance theater, a gallery to display
crafts, or a museum of art.
Structure Cost. 80 gp
Good Byways
This represents good roads, small bridges, docks, or
other improvements that allow access throughout the
parcel, as well as to and from it. Each instance of good
byways supports an area that has up to 50 residents.
Structure Cost. 25 gp
Housing
Happy residents need reliable housing. These
expenditures represent a set of common buildings
suitable for multiple families, or a collection of
cottages. Families need more living space than soldiers
and cannot be happy for long if crammed in ear-to-ear
somewhere like a simple barracks.
Structure Cost. 25 gp per family of five
Industrial Complex
This developed area and its attending buildings are
suited to the advancement of a single industry, like
mining and smelting ore, logging and processing
lumber, or fishing and packing fish. A setup of this type
is usually needed to extract natural resources from a
parcel. Each such construction supports the efforts of
up to 50 workers.
Structure Cost. 1,250 gp
Library
This room is dedicated to the safe and efficient storage
of books. A mere collection of books does not make a
library in this sense; a library is a coordinated
collection designed to cover a range of topics
important to adventurers.
A character that researches in the library has
advantage on any Intelligence check to discover lore
within the range of the arcana, history, nature, or
religion skills. If the question of lore does not relate to
any specific skill, or it relates to a skill the researcher
is not proficient with, the library allows the user to
benefit from half her proficiency modifier, rounded
down. Advantage does not apply if the DC for the
check is higher than 15; higher DCs indicate
information that is too rare or esoteric to be found in
most reference books.
A library can be stocked or expanded to encompass
additional, more-specific topics. Examples of such
topics include specific trades or skills, a particular
deity or religion, plants of a curative variety, the
history of a single kingdom, or necromantic lore. The
covered topic is typically a small slice of what would51
otherwise be covered by the arcana, history, nature, or
religion skill. While researching a question of lore
within an expansion topic, advantage applies to the
Intelligence check for a DC as high as 20. A book or set
of books that constitutes an expansion might be found
while adventuring or purchased during a trip to a
large city. The Dungeon Master should make sure to
track any expansion topics added to the library.
A short research attempt, about 10 minutes, tends to
answer only simple questions, like whether the plant
your cattle ate is poisonous or whose noble house that
red-and-gold pennant belongs to. More complex
questions require about eight hours (or one day of
downtime), as the researcher references multiple
sources and draws conclusions by cross-referencing.
Using a personal library to research in downtime is
simpler than doing so in a city, but the questions of
lore that might be answered tend to be more limited.
Up to two characters can use a library to research at
the same time, so long as they are not researching the
same question of lore.
Room Cost. 250 gp + 50 gp per additional topic
Structure Cost. A “library building” costs an
additional 100 gp, above what a room version would
require. This is about twice what a normal
freestanding building would cost; preservation of
books requires excellent insulation and environmental
control. Up to six characters can use a library building
to research at the same time, so long as none of them
are researching the same question of lore.
Market
This construction includes multiple shop buildings or
an array of stalls in the case of an open-air market.
This much infrastructure supports a populace of up to
200 residents, contributing to their convenience and
happiness. A market rarely brings in the type of goods
or services that player characters are interested in
purchasing.
Structure Cost. 60 gp
Alchemist’s Lab
In the mystical sanctum of the alchemist’s laboratory,
ancient tomes and intricate apparatuses create an aweinspiring atmosphere. The room is bathed in the soft
glow of flickering candles, and the air is loaded with a
mystical aura. Cauldrons bubble with mysterious
concoctions while filling the air with mist that dances
in the air. Enigmatic symbols adorn surfaces, offering
subtle glimpses of alchemical formulas and
instructions for brewing a concoction. Shelves are lined
with a vast array of rare materials, exotic herbs, vials,
and tools used by the alchemist, a figure of wisdom
who conducts delicate and precise experiments and
mixtures to craft elixirs and other alchemical
concoctions while seeking to unlock the mysteries of
the elements.
Level 1
The room is filled with vials, flasks, burners, and other
alchemical equipment. A small fireplace stands in one
wall to heat the room and for providing the necessary
fire for alchemical recipes created here. The floor is
rough wood or stone, stained with chemicals, and there
are shelves lined in the walls stocked with various
alchemical reagents.
Size: 1 Building Space
Cost: 600 gp
Prerequisites: None
Benefit: An alchemist’s supplies is always considered
to be present in this room. Additionally, if a character
is proficient with this tool, it can double its proficiency
bonus when making a check with it.
Level 2
An alchemist has every tool he or she might need. This
includes everything from the level 1 alchemist’s lab,
plus more ingredients and a larger number of tools.
The walls are covered with blackboards where all sorts
of notes can be scrawled, and the floor is made of rough
tile.
Size: 1 Building Space
Cost: 1,300 gp
Prerequisites: One alchemist
Benefit: A total of four alchemist’s supplies are
always considered to be present in this room. A single
character using this laboratory and having its resources
all to himself can roll with advantage when making a
check using the alchemist’s supplies. Alternatively, up
to four characters can share this space at the same
time, and each one of them can double its proficiency
bonus when making a check with an alchemist’s
supplies.
Auditorium
A performance hall, adorned with vibrant tapestries
and ornate frescoes, emanates a rich cultural ambiance.
Torchlit alcoves illuminate a grand stage framed by
velvet curtains, inviting troubadours, jesters, and
minstrels to entertain the gathered audience. Wooden
benches and cushioned seats line the hall, while the
aroma of mead and incense mingles with the
anticipation of revelry. The air thrums with melodies,
jests, and theatrical tales, echoing off stone walls
adorned with sculptures and intricate carvings. Here,
amidst an atmosphere steeped in creativity, patrons
embrace the wonder of artistry, celebrating the
richness of life through music, theater, and arts.
Level 1
While any great hall can be used for performances, the
auditorium is a space designed with acoustics and
artistic appreciation in mind.
Size: 2 Building Spaces
Cost: 700 gp
Prerequisites: None
Benefit: Up to 30 individuals can fit in here for a
service. A character that is proficient with the
Charisma (Performance) skill adds twice its proficiency
bonus when making a check with that skill in this
room.
Level 2
A level 2 auditorium offers plush and cushioned seating
for the audience, and a stage that can be moved or
adjusted as necessary for performance of theater,
orchestra, or choir.
Size: 2 Building Spaces
Cost: 1,400 gp
Prerequisites: None
Benefit: Up to 30 individuals can fit in here for a
service. A character that is proficient with the
Charisma (Performance) skill gains advantage when
making a check with that skill in this room.
Alternatively, up to four characters can share this space
at the same time, and each one of them can double its
proficiency bonus when making a Charisma
(Performance) check.
Barbican
A barbican, a fortified gateway, stands sentinel with
formidable stone walls and battlements. Topped with
crenellations, it guards the entrance, flanked by
imposing towers and a sturdy portcullis. Drawbridges
span over moats, evoking an aura of defense and
security. Within its stout walls, narrow passageways
wind around arrow slits and guard chambers, while
echoes of clanking armor and whispered sentry calls
permeate the air. A sense of vigilance prevails as this
bastion serves as the initial defense, preserving the
inner sanctum of the stronghold, a testament to
engineering and the unwavering protection of its
inhabitants.
Size: 1 Building Space
Cost: 500 gp
Prerequisites: Two guards per shift
Benefits: This room sits atop a gate or gatehouse,
usually in an exterior wall. It features murder holes and
arrow slits in the floor. The barbican requires two
guards on duty at all times. Guards can attack through
the murder holes and arrow slits to the area below to
defend the door or portcullis to enter the structure.
Barracks
A hive of military activity, comprises austere yet
functional chambers within a sturdy stone structure.
Rows of wooden bunks line the walls beneath rugged
timber ceilings, adorned with weaponry and armor.
Torchlit corridors lead to training yards and armories,
resonating with the sounds of sparring and weapon
drills. The air carries scents of leather, sweat, and
hearth smoke, fostering camaraderie among soldiers.
Commanders strategize amidst maps and battle plans,
while a disciplined atmosphere pervades, instilling
valor and unity among the troops who call this fortified
bastion their home in preparation for martial
endeavors.
Size: 1 Building Space
Cost: 500 gp
Prerequisites: None
Benefit: This room contains up to ten simple wooden
beds with straw mattresses, and a footlocker sits at the
end of each bed for personal belongings. The room can
hold ten people (usually guards or soldiers).
If you are looking for a higher class of quarters for
officers and such, check the bedroom instead.
Bath
A haven of relaxation, exudes rustic simplicity within
stone walls adorned with tapestries. A wooden tub,
filled by heated water carried from cauldrons, emit
soothing steam. Fragrant herbs and oils infuse the air,
mingling with the sound of trickling water from ladles.
Soft candlelight flickers, casting gentle shadows on
mosaic tiles adorning the floor. Visitors lounge on
wooden benches, immersed in warmth and tranquility,
embracing the luxury of respite. Amidst the crackling
of the hearth, this humble yet rejuvenating sanctuary
offers solace from the rigors of life, allowing moments
of indulgence and rejuvenation.
Level 1
This standard, sparsely furnished room contains a
simple wooden or metal tub and a chamber pot or two,
along with some rough wooden benches for seating.
Size: 0,5 Building Spaces
Cost: 300 gp
Prerequisites: None
Benefit: This room has space for one character. When
the character takes a short rest, the amount of hit
points are doubled when it spends a hit dice to regain
hit points.
Level 2
This bathroom comes complete with a large tub, a
chamber pot under a chair, and a means of disposing of
the contents of the chamber pot easily. This can take
the form of a chute to an underground disposal area, an
open window over a gutter, or whatever you like. A
fireplace allows you to heat water for baths, a cabinet
holds plenty of towels, and a dressing screen separates
part of the room.
Size: 1 Building Space
Cost: 1,100 gp
Prerequisites: None
Benefit: This room has space for one character. When
the character takes a short rest, the amount of hit
points are doubled when it spends a hit dice to regain
hit points. Additionally, that character gains 1d4
temporary hit points, which last until they are lost or
when the character finishes a long rest.
Level 3
This room features a tub large enough for three people
to bathe in, plus a large fireplace for heating both the
room and the water necessary for a warm bath. Two
chamber pots with padded and upholstered leather
chairs are here. Servants empty these on a regular basis.
A carved cabinet holds a variety of thick towels, and a
wardrobe full of fine dressing gowns stands nearby.
Fine stuffed chairs are scattered about the place.
The dressing table features three gilt-framed mirrors
and the finest in grooming products, including
aromatic perfumes, gilt-handled brushes, and so on.
The walls are adorned with fine art.
Size: 2 Building Spaces
Cost: 2,700 gp
Prerequisites: One servant to keep the bath clean and
one valet to assist the bathers
Benefit: This room has space for three characters.
When the characters take a short rest, the amount of
hit points are doubled when it spends a hit dice to
regain hit points. Additionally, each character gains
1d6 temporary hit points, which last until they are lost
or when the character finishes a long rest.
Dining Hall
A dining hall, a majestic expanse, resonates with
opulence and camaraderie. Long wooden tables stretch
beneath a vaulted ceiling adorned with banners.
Candlelight flickers on silverware and goblets, casting
a warm glow on feasts of roasted meats, fruits, and
steaming bread. Minstrels strum melodies as tapestries
depict grand tales. Noble lords and ladies converse
amidst echoes of clinking goblets and hearty laughter.
Servants scurry amid the aromas of spices and hearth
fires, while the hall, a hub of revelry, embodies the
unity and bounty of a shared feast, a cornerstone of
communal celebration and indulgence.
Level 1
A level 1 dining hall comes with long, rough,
rectangular tables and benches distributed across the
room. A fireplace sits at one end of the place, providing
warmth for all. The walls of such a place are often
decorated with hanging weapons, animal heads, and
the like. The floor is usually either made of worn wood
or rough stone.
Size: 2 Building Spaces
Cost: 600 gp
Prerequisites: Level 1 kitchen
Benefit: This room have space for sitting 30 people
that can eat and drink anything made in the kitchen.
Level 2
This upscale version of the standard dining hall
includes finely made tables surrounded with chairs
instead of benches. The fireplace usually dominates the
center of the room, the smoke drawn into a stony hood
that goes into the ceiling. This provides a more even
distribution of heat (and more equitable comfort level)
in the room. The mural-covered walls depict local
legends or the pantheon of deities respected by the
owner. The floor is made of fine flagstones or polished
wood.
Size: 2 Building Spaces
Cost: 1,200 gp
Prerequisites: Level 2 kitchen, one servant to bring
food and removing plates.
Benefit: This room have space for sitting 40 people
that can eat and drink anything made in the kitchen.
Level 3
This well-appointed room is dedicated specifically for
hosting large meals. In some cases, it features a long,
polished wooden or marble-topped table stretching
from one end of the place to another. An exquisitely
carved chair at the head of the table traditionally faces
the main entrance to the room, allowing the head of the
household full view of the room.
Size: 2 Building Spaces
Cost: 2,500 gp
Prerequisites: Level 3 kitchen, two servants to bring
food and remove empty dishes.
Benefit: This room have space for sitting 50 people
that can eat and drink anything made in the kitchen
Dock, Air
The airship dock stands tall, a timber-framed structure
adorned with mystical runes. Crow’s nests perch atop
wooden spires, overseeing bustling activity below.
Mooring masts with intricate pulley systems sway
gently, welcoming majestic airships with billowing
sails and brass fittings. Engineers clad in leather
harnesses adjust steam engines amidst the scent of
burning coal and echoing clangs of metal. Cargo cranes
hoist enchanted crates onto the docks, while merchants
barter goods. A sense of adventure permeates the air as
crewmates, clad in leather and goggles, ready their
vessels for skyward journeys. In this bustling haven,
dreams and technology unite, heralding an era of
airborne exploration.
An air dock
Size: 2 Building Spaces
Cost: 4,300 gp
Prerequisites: Six Laborers
Benefit: This component can support up to three
airships, and there are several elevators and cranes to
rise or lower the cargo and a stairway connected to the
central tower to allow passengers to move to the airship
or to the building. Additionally, you repair 2 hit points
of damage on each day and it cost 10 gp for materials
and labor.
Dock
A ship dock, a bustling hub, hosts wooden piers
extending over serene waters. Tethered boats bob
gently, adorned with weathered sails and patched hulls.
Seagulls swoop above fishermen hauling their day’s
catch, while merchants unload exotic goods from
creaking crates. Aromas of saltwater and fish mingle
with the tang of tar and aged wood. Dockworkers, clad
in worn attire, mend nets and hoist barrels amidst
jovial banter. Taverns echo with tales of voyages and
seafaring lore. In this maritime sanctuary, the ebb and
flow of life intertwine, weaving tales of trade,
exploration, and the enduring spirit of coastal
communities.
Level 1
A dock allows ships to load or unload people or cargo
from or to the building. It’s common for storage spaces,
shops, and taverns to be placed near the docks for the
convenience of travelers and sailors. This structure is
only appropriate for buildings that overlook a river, sea,
or other body of water.
Size: 1 Building Space
Cost: 500 gp
Prerequisites: Two Laborers
Benefit: This component can support up to two
keelboats, longships, rowboats, or sailing ships, but not
warships or galleys.
Level 2
Similar to the level 1 dock, this larger and more
complete structure can accommodate up to two of the
largest of vessels.
Size: 2 Building Spaces
Cost: 1,100 gp
Prerequisites: Four Laborers
Benefit: This component can support up to two
galleys and warships, or four smaller craft.
Level 3
An extended dock fitted with a series of pulleys, lifts,
and rigging, this extended dock not only allows for
hasty unloading of cargo, but also for the lifting of
vessels into the air to effect complete repairs,
overhauls, or even construct new hulls.
Size: 2 Building Spaces
Cost: 2,900 gp
Prerequisites: Six Laborers
Benefit: This component can support up to two
galleys and warships, or four smaller craft. You can also
repair a ship that is docked in this area by spending 10
gp for materials and labor, repairing 2 hit points of
damage on each day.
Gatehouse
A gatehouse, a formidable guardian, stands sentinel
between towering stone walls, its portcullis raised to
allow passage. Battlements crown the structure,
overlooking a sturdy wooden gateway flanked by
towers. Watchmen survey the horizon from arrow slits,
vigilant beneath weathered banners. Heavy doors
adorned with iron studs lead to a winding passage lined
with murder holes. Above, a guardroom bustles with
armored sentinels and crackling hearths. The air
resonates with the clank of armor and the whispered
anticipation of arrivals. This fortified gateway
embodies protection and authority, marking the
threshold to a realm safeguarded by unwavering
vigilance.
Size: 0,5 Building Spaces
Cost: 300 gp
Prerequisites: None
Benefit: This space usually serves as a primary
entrance into the stronghold (or one of many
entrances). As its name suggests, the gatehouse
includes a gate (and a drawbridge, if stationed adjacent
to a moat). Most gatehouses are fortified with a
barbican, a guard post, or both, which are rooms that
can be purchased separatedly.
Guard Post
Perched on a stone outcrop, a medieval guard post
overlooks rolling hills, its wooden parapets weathered
by time. Flags flap in the breeze above a stout door
reinforced with iron. From this vantage, archers scan
the horizon through narrow slits, ever watchful.
Torches flicker, casting shadows on the worn cobbles
where vigilant guards patrol. A single bell tolls to
signal approaching danger, echoing across the land.
Within this bastion of vigilance, the air hums with
whispered warnings and the shared commitment to
safeguarding the realm, a solitary yet steadfast sentinel
in the medieval landscape.
Size: 0,5 Building Spaces
Cost: 300 gp
Prerequisites: At least one guard per shift (suggested:
two per shift)
Benefit: Commonly built on top of towers to keep
watch upon the surrounding environs and near
gatehouses to guard the structure entrance. If part of
the exterior wall, it includes arrow slits instead of
windows. This room allows guards to keep watch upon
the surrounding environs. It may include an alarm bell
or horn to inform of an invasion or attack by enemy
forces.
Interrogation Chamber
In an interrogation chamber, torchlight flickers on
damp stone walls adorned with haunting shadows. A
solitary table stands in the center, bearing ominous
implements and quills atop parchment. Chains dangle
ominously, while iron rings on walls hint at captivity. A
single, worn chair sits opposite a stern inquisitor,
whose presence looms over a lone figure. Muted
whispers and the echo of probing questions pierce the
heavy air. Suspense thrives in the atmosphere, where
dread and uncertainty swirl amid the weight of
inquiries, this chamber serving as an ominous theater
for the pursuit of truths shrouded in the dimness of
secrecy.
Size: 1 Building Space
Cost: 800 gp
Prerequisites: One interrogator, one guard per shift
Benefit: Wall-mounted shackles allow the
interrogator to dangle victims from chains, and a
lockable cage in the center can hold a single Mediumsize prisoner between sessions. A character is
considered to be proficient with the Charisma
(Intimidation) skill while questioning someone within
this room. If the character is already proficient with the
Charisma (Intimidation) skill, it adds twice its
proficiency bonus instead. In addition, the use of an
interrogation chamber allows retries on intimidation
checks every hour against restrained and helpless
opponents.
Kitchen
A kitchen, alive with warmth, emanates savory scents
and industrious clamor. Cauldrons simmer over
crackling fires, infusing the air with the aroma of
roasted meats and bubbling stews. Iron pots hang from
beams, while wooden tables overflow with root
vegetables and freshly baked bread. Chefs in aprons
tend to spits and hearths, their banter mingling with
the clatter of utensils. Herbs hang in fragrant bunches,
casting a verdant hue over rough-hewn stone walls.
Amidst flickering torchlight, this bustling heart of the
structure sustains its inhabitants with hearty fare,
embodying the vitality and communal spirit of
medieval life.
Level 1
This rudimentary stone- or wood-floored kitchen
centers around a fireplace or stove. It includes a pantry,
in which basic foodstuffs are stacked on shelves or
hung from the ceiling. The kitchen includes pots and
pans made of tin. A scullery provides storage for
brooms and rags, along with a basin for washing dishes
and laundry.
Size: 1 Building Space
Cost: 600 gp
Prerequisites: One cook
Benefit: You can prepare meals for up to 30 people in
this space per day.
A cook’s utensils is always considered to be present
in this room. Additionally, if a character is proficient
with this tool, it can double its proficiency bonus when
making a check with it.
Level 2
This well-appointed kitchen features an iron stove,
complete with cooking griddle on top and oven
beneath, and cast-iron cookware. The scullery keeps
cleaning solutions in addition to other supplies. The
flooring is often of polished wood or rough tile. Good
food fills the well-stocked pantry.
Size: 1 Building Space
Cost: 1,300 gp
Prerequisites: Two cooks
Benefit: You can prepare meals for up to 60 people in
this space per day.
A total of two cook’s utensils are always considered
to be present in this room. A single character using this
kitchen and having its resources all to himself can roll
with advantage when making a check using the cook’s
utensils. Alternatively, up to four characters can share
this space at the same time, and each one of them can
double its proficiency bonus when making a check with
a cook’s utensils.
Level 3
This massive kitchen includes two full-sized stoves,
each with a griddle, stovetop, and large oven. An open
fireplace allows the roasting of foods of any kind, up to
and including a full pig. The scullery has two marble
basins. The flooring is of polished marble or tile. The
pots and pans are made of hammered copper.
Size: 2 Building Spaces
Cost: 2,900 gp
Prerequisites: Six cooks
Benefit: You can prepare meals for up to 100 people
in this space per day.
A total of six cook’s utensils are always considered to
be present in this room. Two characters using this
kitchen and having its resources all to themselves can
roll with advantage when making a check using the
cook’s utensils. Alternatively, up to six characters can
share this space at the same time, and each one of them
can double its proficiency bonus when making a check
with a cook’s utensils.
Labyrinth
A labyrinth, a maze of mystery, winds through verdant
hedgerows or weathered stone walls. Winding paths
twist and turn, revealing alcoves and intricate patterns.
Traps might lie concealed amidst the labyrinthine
paths, while ominous whispers reverberate through
winding tunnels. Faded symbols etched into stone
guide or deceive, while hidden chambers hold cryptic
riddles guarding secret passages. The labyrinth
beckons adventurers to wander its cryptic passages,
offering a quest of exploration within its intricate,
puzzling design, challenging the courage and wits of
those who dare to navigate its paths in search of elusive
freedom.
Size: 1 Building Space
Cost: 500 gp
Prerequisites: None
Benefit: Generally found in dungeon strongholds, a
labyrinth room serve to confuse and bewilder foes, and
perhaps trap them forever. Alternatively, it can be
purchased as a hedge maze for an outdoor garden
labyrinth. You must decide the type and shape of the
labyrinth when you build it. It can include some
connecting areas, and you can add traps to this room to
make it deadlier (or even some creatures), which can be
purchased for an extra depending on the trap.
Library
A library, a sanctuary of knowledge, boasts towering
shelves laden with leather-bound tomes and weathered
scrolls. Oak tables rest beneath stained glass windows,
casting kaleidoscopic hues on polished wooden floors.
Dust dances in sunbeams illuminating ancient
manuscripts. Scholars, bathed in candlelight, pore over
arcane texts amidst the fragrance of aged parchment.
Busts of revered thinkers overlook the hallowed space
adorned with celestial charts and maps. The air hums
with the rustle of turning pages and whispered
inquiries. Within these hallowed walls, wisdom and
discovery intertwine, offering seekers a haven for
scholarly pursuits and the timeless pursuit of
enlightenment.
Level 1
Plain wooden shelves of books fill this room, arranged
in any manner you desire. One or two small tables allow
people to read the books, and a single lectern allows
you to read a book while standing.
Size: 1 Building Space
Cost: 600 gp
Prerequisites: None
Benefit: This library can hold up to two different lots
of books on specific subjects. For example, it could
contain books on religion and arcana.
Level 2
Fine polished shelves extend from this chamber’s tile or
wooden floor to the ceiling above. Several ladders allow
access to upper shelves. Several small tables scattered
throughout the place allow researchers space to work.
Size: 1 Building Space
Cost: 1,700 gp
Prerequisites: None
Benefit: This library can hold up to three different
lots of books on specific subjects. For example, it could
contain books on religion, general knowledge, and
nature.
Additionally, when doing the research downtime
activity, the gold spent is reduced to half.
Level 3
Floor-to-ceiling glass-fronted cabinets with top-hinged
doors keep the books here in pristine condition. The
ladders slide along on wheels and rails for both safety
and convenience. The marble floor has symbols inlaid
that denote the section of the library in which you
stand.
The library includes two private study carrels and a
number of smaller tables. A single large table allows a
researcher more space to spread out texts or large
maps. A full-time librarian working near the entrance
maintains a card catalog that indexes the entire library.
Size: 2 Building Spaces
Cost: 4,500 gp
Prerequisites: One librarian
Benefit: This library can hold up to six different lots
of books on specific subjects. For example, it could
contain books on religion, general knowledge, nature,
arcana, survival, and history.
Additionally, when doing the research downtime
activity, the gold and time spent is reduced to half.
Book Lots
A library isn’t very useful unless books line the shelves.
In general, a book lot gives information on specific
subjects, such as arcana, religion or medicine.
Each book lot cost 1,000 gp and gives advantage on
checks related to the lot subject. Alternatively, a
character can purchase a general book lot which costs
3,000 gp and provides a +2 bonus on checks related to
investigation and research.
Bonuses from multiple book lots do not stack.
Shop
A shop, a haven of commerce, flaunts wooden beams
and a thatched roof, its sign swinging in the breeze.
Within, shelves adorned with trinkets and wares entice
patrons with vibrant fabrics, gleaming jewelry, and
ornate pottery. Aromas of spices and cured meats
mingle, drawing passersby. Tradesmen negotiate
amidst the chatter, showcasing goods from exotic
lands. Quills scratch ledgers while coins clink in
bustling exchanges. Tapestries drape the walls,
depicting distant realms. The air buzzes with
transactions and tales, a tapestry of barter and
camaraderie, where the exchange of goods fuels the
pulse of daily life within the marketplace.
Level 1
This small, cheap storefront comes complete with
wooden sign hanging from a pole out front. The main
area includes rough shelves and a sales counter, and a
back room offers a small amount of storage space. This
area allows the structure owners to sell or buy
nonmagical items without need to spend time looking
for a buyer or seller. This is specially helpful for buying
materials or items that are hard to find in the region or
when characters goes to an adventure for several days.
Size: 1 Building Space
Cost: 500 gp
Prerequisites: One clerk
Benefit: The clerk can buy and sell a total of 6 items
at the same time. It takes 1 workweek to sell the items
at half of its original price or to buy items at its full
price. Alternatively, the clerk can take 2 workweeks to
sell the items at its original price or buy items at it half
of its original price.
Level 2
This shop has a large picture window in the front to
draw the eyes of potential customers. The interior
features polished wood floors, handsome shelves, and
glass cases. The back room offers a small amount of
storage. The shop requires two clean and well-dressed
clerks. This room allows the structure owners to sell or
buy nonmagical and magical items without need to
spend time looking for a buyer or seller. This is
specially helpful for buying materials or items that are
hard to find in the region or when characters goes to an
adventure for a long time.
Size: 1 Building Space
Cost: 1,100 gp
Prerequisites: Two clerks
Benefit: The clerks can buy and sell a total of 12 items
at the same time. It takes 1 workweek to sell the items
at half of its original price or to buy items at its full
price. Alternatively, the clerks can take 2 workweeks to
sell the items at its original price or buy items at it half
of its original price.
The clerks of this room have a +2 bonus to any
checks they must make to buy or sell an item.
Level 3
This marble-floored shop speaks of wealth, both from
your side of the counter and that of your customers. A
large display window shows off special items, and
inside, custom-built locked cases display your wares.
Customers can sip from fine wines you offer them
while shopping, or rest in stuffed leather chairs when
they tire. You sell only the finest merchandise here, and
your prices are as high as your stellar quality.
The shop requires a staff of four to operate, including
two clerks and two full-time guards. The clerks wait on
customers hand and foot—customer satisfaction
remains their only reason for getting up in the
morning.
Size: 1 Building Space
Cost: 2,200 gp
Prerequisites: Two clerks, two guards per shift
Benefit: The clerks can buy and sell a total of 18 items
at the same time. It takes 1 workweek to sell the items
at half of its original price or to buy items at its full
price. Alternatively, the clerks can take 2 workweeks to
sell the items at its original price or buy items at it half
of its original price.
The clerks of this room have a +5 bonus to any
checks they must make to buy or sell an item.
Secret Door or Passage
A room can be concealed behind a secret door with
some additional expense. Detecting and opening secret
doors is something discussed on pages 103-104 of the
Dungeon Master’s Guide. The DC for this door is 15.
Alternately, the DC can be raised to 20 for double the
construction price, or 25 for four times the
construction price. Secret doors are often used to hide
questionable areas like a necromantic laboratory or a
hidden holding cell.
A secret passage requires a door at both ends,
though only one of them needs to be secret. If both are
secret, simply pay the cost for two secret doors.
(Passages themselves are too incidental to cost
anything under this system.) If the doors at both ends
are secret, they need not be of the same quality. Secret
passages are sometimes used to create a clandestine
entrance to the building, to link rooms, or to provide a
hidden escape tunnel that exits a stone’s throw away
from the building.
Room Cost. 110 gp
Security Features
This expensive upgrade adds a surrounding wall,
watchtowers, warning bells, strategic moats, and other
security features. This expense is suitable for a parcel
containing no more than 25 residents. For every
additional 50 residents, or part thereof, you must pay
this upgrade cost again or find that there are
significant holes in the security.
To increase the level of security, perhaps replacing
the wooden palisades with stone walls and building
the watchtowers with extra height, double the cost of
each upgrade.
Structure Cost. 200 gp
Servants’ Quarters
In the servants’ quarters, simplicity reigns. Lowceilinged chambers feature modest wooden beds
draped in coarse linens. Stone walls bear the patina of
time, and flickering candles cast warm light on
functional wooden furniture. A central hearth crackles,
providing both warmth and a communal gathering
point. Well-worn tools and work attire hang from pegs,
telling tales of daily toil. Despite its humble ambiance,
a sense of camaraderie thrives amidst the shared
burdens and whispered conversations. Here, in the
quiet quarters, the unsung heroes of the structure find
respite, weaving the threads of duty and
companionship.
Size: 1 Building Space
Cost: 400 gp
Prerequisites: None
Benefit: These are basic, no-nonsense living quarters.
Six slots exist in each such component, separated by
thin walls that give the occupants some small
semblance of privacy. Each slot has enough room for a
bed, a chest of drawers with a small mirror atop it, a
small table, and a chair. The furnishing and flooring are
all rough but serviceable. Personal decorations hang
from the walls. This component includes a privy,
though it need not be attached or adjacent to the
servants’ quarters. This area have space for up to six
servants in four separated rooms or in one big room.
For specially important servants such as a butler, it’s
appropriate to put them in a basic bedroom or even a
basic bedroom suite.
Shrine
A shrine is a small room with ritual trappings and
iconography dedicated to a specific deity, alliance of
deities, or pantheon. It has room for a character to
worship privately. At double the cost, a shrine can be
large enough for religious services to be held involving
a dozen participants.
Room Cost. 35 gp
Structure Cost. A “temple” costs 150 gp to construct
properly; the interior and exterior must be sufficiently
decorated to honor the deity to whom it is dedicated.
The true cost of a temple can be far more extravagant.
Depending on the wealth and piety of the builder, a
temple might be built and decorated using many
thousands of gold pieces.
A temple includes room for about 100 worshipers,
plus several offices for clergy to operate out of and
several utility rooms.
Shrine
In this room, opulence meets reverence. Marble
columns rise to a celestial dome, bedecked with
celestial murals and constellations that gleam with a
divine radiance. Altars of gilded intricacy hold sacred
relics under ethereal light cascading from stained glass
windows depicting epic myths. Fragrant braziers
release incense, suffusing the air with divine essence.
Intricately carved pews encircle a central dais where an
effervescent pool reflects visions of distant realms.
Harmonic chants echo in this divine haven, where
devoted pilgrims seek solace and communion with
benevolent deities, enveloped in an ambiance of
transcendent sanctity and otherworldly grace.
Level 1
This space is dedicated to the worship of the higher
power of your choice. It includes a simple altar, some
rough pews for the worshipers, and an icon of the
power in question. There’s also a closet for keeping
religious supplies and garb in. While you don’t
necessarily need a cleric around so that you can visit
the place and pray in it, official services can only be run
here by a person ordained by the higher power your
character has chosen.
Size: 1 Building Space
Cost: 500 gp
Prerequisites: None
Benefit: This room is dedicated to one deity (your
choice when building this room). If a character takes a
short rest praying within this room, it can cast the
divination spell for free, even if the character can’t cast
that spell, provided that the character is under the
deity’s favor. The spell can be used once per day. Up to
40 people can fit in here for a service.
Level 2
This larger shrine features a polished stone altar,
handsomely finished pews, and stained glass in the
windows. There’s also a small dressing room for the
cleric to prepare for services in, and in here there’s a
wardrobe for keeping religious garb and supplies in.
Size: 2 Building Spaces
Cost: 1,400 gp
Prerequisites: One acolyte
Benefit: This room is dedicated up to two deities
(your choice when building this room). This room is
under the permanent effects of the hallow spell (the
extra effect is chosen at the moment of building this
room). If a character takes a short rest praying within
this room, it can cast the divination spell for free, even
if the character can’t cast that spell, provided that the
character is under one of the deities’ favor. The spell
can be used once per day. Up to 60 people can fit in
here for a service.
Level 3
This enormous shrine features an altar set with gems
and chased with precious metals, gilt-edged pews, and
large stained-glass windows. Fine candelabra rest in
separate prayer alcoves, and an elegant room with a
wardrobe and large desk allows the presiding cleric to
prepare for services in comfort. A supply closet holds
extra prayer texts, altar cloths, candles, and other
religious paraphernalia.
Size: 3 Building Spaces
Cost: 3,400 gp
Prerequisites: Two acolytes
Benefit: This room is dedicated up to three deities
(your choice when building this room). This room is
under the permanent effects of the hallow spell (the
extra effect is chosen at the moment of building this
room). If a character takes a short rest praying within
this room, it can cast the divination or the commune
spell for free, even if the character can’t cast that spell,
provided that the character is under one of the deities’
favor. Each spell can be used once per day. Up to 60
people can fit in here for a service.
Smithy
Within a smithy’s stone walls, roaring bellows breathe
life into blazing forges. Sparks dance as anvils echo
under the rhythmic strikes of skilled blacksmiths.
Sturdy workbenches display a symphony of tools—
hammers, tongs, and quenching troughs. The air
resonates with the clang of metal meeting heat, the
scent of burning coal, and the hiss of water meeting
molten iron. Walls adorned with glowing swords and
armor depict the craft’s mastery. Amidst billowing
smoke and the warmth of smoldering embers, this
sanctum of craftsmanship hammers raw ore into
exquisite works, embodying the forge’s primal essence
in the heart of industry.
Level 1
This basic smithy features a forge, an anvil, and a full
set of metalworking tools. It has a barrel of water in
which hot metal can be cooled. The stone walls and dirt
or stone floors guard against accidental fires. This area
requires the services of a smith.
Size: 1 Building Space
Cost: 600 gp
Prerequisites: One smith
Benefit: A smith’s tools are always considered to be
present in this room. Additionally, if a character is
proficient with this tool, it can double its proficiency
bonus when making a check with it.
Level 2
Similar to the level 1 smithy, this area features a
polished stone floor and marble-encased forge of the
highest quality. This area requires the services of a
smith.
Size: 1 Building Space
Cost: 1,300 gp
Prerequisites: One smith
Benefit: A total of four smith’s tools are always
considered to be present in this room. A single
character using this smithy and having its resources all
to himself can roll with advantage when making a
check using the smith’s tools. Alternatively, up to four
characters can share this space at the same time, and
each one of them can double its proficiency bonus
when making a check with an smith’s tools.
Stables
This structure is large enough to house a dozen horses,
mules, or similar creatures. Alternately, this building
may be constructed for different types of animals, like
a rookery or a goat run.
Structure Cost. 30 gp
Stable
A stable, a rustic haven, exudes the aroma of hay and
musk. Timber beams frame sturdy stalls housing
contented steeds, their coats brushed to a sheen.
Mangers brim with oats while water troughs glisten in
soft sunlight. The rhythmic sound of hooves on straw
mingles with whinnies and nickers. Tack hangs neatly
on wooden pegs, bridles and saddles ready for the next
ride. Grooms, clad in weathered leather, tend to their
charges with gentle hands and hushed murmurs.
Amidst the comforting scent of hay and equine
warmth, this sanctuary nurtures the bond between
rider and steed within the heart of the estate.
Level 1
This rough, wooden structure features stalls for up to
six Large mounts, a wooden water trough, and hay
covering the unfinished floor. Tack and saddles hang
over the dividing walls between stalls. Because of the
smell, you’ll want to place the stable far from the main
part of the stronghold. A stable requires the
employment of a groom.
Size: 1 Building Space
Cost: 500 gp
Prerequisites: One groom
Benefit: This area have space for up to six Large
common mounts, such as horses, camels, or any other
creature with the beast type.
Level 2
This stable has hay on the floor, but the ground is
either wood or stone. The stables are lined with fresh
hay, and each horse has access to its own water supply.
The troughs are all made of stone, and there’s even a
small fireplace in here to keep things warm in the
winter. A stable requires the employment of a groom.
Size: 1 Building Space
Cost: 900 gp
Prerequisites: One groom
Benefit: This place can hold up to six Large steeds at
a time, each in their own stall. This stable is equipped
to house uncommon mounts, such as griffons, pegasi,
or any other creature with the monstrosity type.
Level 3
This stable has polished floors, intricately carved and
inlaid woodwork, and walls of finished wood or the
finest plaster. Fresh hay fills the six stalls, which the
grooms clean on an hourly basis. Each tack and saddle
has its own custom-carved pedestal upon which to rest.
The entire place is as clean as most people’s kitchens.
Running this stable requires two grooms to keep it
pristine.
Size: 1 Building Space
Cost: 3,100 gp
Prerequisites: Two grooms
Benefit: This place can hold up to six Large steeds at
a time, each in their own stall. This stable is equipped
to house rare and exotic mounts, such as dragons,
nightmares, or any other creature that can be mounted.
Storage Room
The storage room, a labyrinth of provisions, boasts
rows of stacked crates and barrels amidst cool stone
walls. Wooden shelves house sacks of grain, cured
meats, and dried herbs, while earthenware jugs store
oils and wines. Dust dances in sunbeams filtering
through high windows. Lanterns cast warm glows on
labeled containers, organizing treasures of the harvest.
Hushed whispers of preserved goods fill the air,
mingling with the scent of aged wood and earth.
Within this repository of sustenance, the bounty of
seasons past awaits, safeguarding the essence of
abundance to sustain the castle’s inhabitants through
leaner times.
Level 1
This empty room has rough walls and an unfinished
(possibly dirt) floor, and is used to keep crates, barrels
and other items protected against the weather.
Size: 1 Building Space
Cost: 400 gp
Prerequisites: None
Benefit: A typical storage component offers about
2,000 cubic feet of usable storage space.
Level 2
This room includes shelves of every variety and a
finished floor. The superior organization allows more
efficient use of space than a level 1 storage room.
Size: 1 Building Space
Cost: 700 gp
Prerequisites: None
Benefit: This space has about 3,000 cubic feet of
usable storage space.
You can turn a storage space into a vault with the
addition of safeguards such as locks and traps.
Level 3
This marble-floored room includes well-built shelves
and fine-quality cabinets. An overstuffed chair in the
center allows you to sit in comfort while the clerk or
other servants retrieve desired goods. The clerk here
serves as a quartermaster and inventory manager.
Size: 1 Building Space
Cost: 1,100 gp
Prerequisites: One clerk
Benefit: The area has about 4,000 cubic feet of usable
storage space.
Study or Office
A study, a scholarly refuge, features oak shelves
cradling weathered tomes and scrolls. A grand desk,
ink-stained and adorned with quills, sits beneath
leaded windows that filter amber light. Maps sprawl
across taut parchment, surrounded by celestial charts
and scientific instruments. Tapestry-draped walls host
portraits of learned figures, their eyes seeming to
follow movements. The air bears the scent of aged
paper and wood polish. Soft chairs beckon for
contemplation, surrounded by book-lined alcoves. In
this chamber of intellect, intellects delve into the
wisdom of the ages, pursuing enlightenment and
penning narratives that weave history’s tapestry.
Level 1
This space, also sometimes called a solar, comes
complete with a desk, some shelves for books, a chair,
and a closet for storage of things that should be close at
hand, like paper, ink, and so on. The floor and
furnishings are rough, but sturdy.
Size: 0,5 Building Space
Cost: 400 gp
Prerequisites: None
Benefit: This study have one of the following tools: a
calligrapher’s supplies, a cartographer’s tools, or a
forgery kit. The chosen tool is always considered to be
present in this room. Additionally, if a character is
proficient with this tool, it can double its proficiency
bonus when making a check with it.
Level 2
Much like the level 1 version, this room comes with
furnishings of a higher quality. The floor is usually
polished wood or smooth stone. The polished wood or
stone-floored room includes a few upholstered chairs
for visitors.
Size: 1 Building Space
Cost: 1,300 gp
Prerequisites: None
Benefit: This study have two of the following tools: a
calligrapher’s supplies, a cartographer’s tools, or a
forgery kit. The chosen tools are always considered to
be present in this room. Additionally, if a character is
proficient with one of the tools, it can double its
proficiency bonus when making a check with it.
A single character using this room and having its
resources all to himself can roll with advantage when
making a check using one of the artisan tools.
Alternatively, up to two characters can share this space
at the same time, and each one of them can double its
proficiency bonus when making a check with each
artisan tool.
Level 3
This room represents the ultimate in office luxury. A
well-appointed waiting room features an exquisite
couch and a polished wooden desk, behind which sits a
full-time clerk versed in making life as easy for the
owner as possible.
The main office features another stuffed couch and a
set of comfortable chairs arrayed around a marble
topped desk. The walls are covered with fine art,
including a portrait of the owner of the building and
any family he might have.
Size: 1,5 Building Spaces
Cost: 3,450 gp
Prerequisites: One clerk
Benefit: This study have a calligrapher’s supplies, a
cartographer’s tools, and a forgery kit. These tools are
always considered to be present in this room.
Additionally, if a character is proficient with one of the
tools, it can double its proficiency bonus when making
a check with it.
A single character using this room and having its
resources all to himself can roll with advantage when
making a check using one of the artisan tools.
Alternatively, up to three characters can share this
space at the same time, and each one of them can
double its proficiency bonus when making a check with
each artisan tool.
Tavern
A tavern, a lively sanctuary, resonates with the clink of
tankards and jovial laughter. Wooden beams support a
thatched roof above long tables strewn with trenchers
of hearty fare. Flickering hearths cast warmth on
flagstone floors where bards strum lutes, their melodies
blending with raucous tales. Barkeeps fill tankards with
frothy ale while patrons exchange coin for mugs.
Tapestries and mounted antlers adorn ale-scented
walls, while the aroma of roasted meats drifts from the
kitchen. In this convivial haven, camaraderie thrives,
uniting revelers in merry spirits and tales of valor,
embracing the essence of medieval kinship and revelry.
Level 1
This a rough place serves rough drinks to rough people.
A fireplace sits in one wall, and a bar stands opposite it.
Benches and tables fill the remainder of the place. Two
servants run the bar and serve meals. The cost of this
component does not include any food or drink.
Size: 1 Building Space
Cost: 1,200 gp
Prerequisites: Two servants
Benefit: This tavern can seat up to 20 people. Every
week, the tavern generates an income of 1d10 gp and
1d4 gallons of ale. The tavern owners can drink and eat
a modest meal for free.
A brewer’s supplies is always considered to be
present in this room. Additionally, if a character is
proficient with this tool, it can double its proficiency
bonus when making a check with it.
Level 2
This place serves wine as well as liquor and beer from
its polished, marble-topped bar. It can call on the
building’s kitchen for food; alternatively, you can attach
an extra kitchen assigned purely to this component.
The tables are round, with solid chairs, and there are a
few booths lining the walls. Three servants run the bar
and serve meals. The cost of this component does not
include any food or drink.
Size: 1 Building Space
Cost: 2,700 gp
Prerequisites: Three servants
Benefit: This tavern can seat up to 20 people. Every
week, the tavern generates an income of 1d10 gp and
2d4 gallons of ale. The tavern owners can drink and eat
a comfortable meal for free.
A total of two brewer’s supplies and two gaming sets
are always considered to be present in this room. A
single character using any of these tools and having its
resources all to himself can roll with advantage when
making a check using the tools. Alternatively, up to
four characters can share this space at the same time,
and each one of them can double its proficiency bonus
when making a check with any of the tools.
Level 3
This breathtaking library of libations features the
finest drinks of all sorts, and it even offers gourmet
meals by way of the building’s kitchen—or one of its
own if you care to attach it. It has a marble-topped bar,
upholstered chairs, and tables covered with the finest
linens and the best place settings. Gorgeous
decorations festoon the walls, including art from the
best known painters in the land. Three servants run the
bar and serve meals. The cost of this component does
not include any food or drink.
Size: 1 Building Space
Cost: 3,200 gp
Prerequisites: Four servants
Benefit: This tavern can seat up to 20 people, and
every week, the tavern generates an income of 1d10 gp,
2d4 gallons of ale and 1 bottle of wine. The tavern
owners can drink and eat a wealthy meal for free.
A total of three brewer’s supplies and three gaming
sets are always considered to be present in this room. A
single character using any of these tools and having its
resources all to himself can roll with advantage when
making a check using the tools. Alternatively, up to
four characters can share this space at the same time,
and each one of them can double its proficiency bonus
when making a check with any of the tools.
Throne Room
The throne room, a regal sanctum, boasts towering
pillars and velvet-draped alcoves beneath a vaulted
ceiling adorned with gilded motifs. Marble floors lead
to a dais where a majestic throne of ornate design
commands attention. Sunbeams filter through stained
glass, casting a kaleidoscope of hues. Courtiers and
nobles, resplendent in attire of silk and brocade, gather
in deference. Banners bear noble crests, fluttering in a
regal breeze. Guards clad in polished armor stand
sentinel as council meets. The air hums with murmurs
and ceremonious echoes, embodying the regal grace
and authority that resonates within the heart of the
realm’s power.
Level 1
This plain but respectable chamber serves as the throne
room or receiving room for a local lord, merchant
prince, baron, or a even monarch on hard times.
Colorful tapestries cover the walls, brightening the
chamber. The padded throne itself sits on a raised
wooden platform. Beside and below the throne, several
chairs offer a place for advisers or noble-blooded
relatives to sit in places of honor. A long carpet or
collection of animal skins shows the path for
petitioners seeking to beseech the throne’s good grace.
Size: 1 Building Space
Cost: 800 gp
Prerequisites: Two servants
Benefit: This room holds up to twenty guests in
addition to the throne’s occupant. When a character
that owns the structure makes a Charisma (Persuasion)
check, that character is considered proficient in the
Persuasion skill and add double its proficiency bonus
to the check, instead of its normal proficiency bonus.
Level 2
This ornate hall serves as the seat of authority for a
powerful duke, crime lord, or respectable king or
queen. Lovely and ornate murals cover the walls and
ceiling, embracing artistic styles both modern and
classical. Stone steps lead the way the polished throne
of stone or iron, and a discreet distance provides the
royal seat with greater authority. A long carpet dyed in
rich red or purple leads to the throne’s magnificent
seat.
Size: 1 Building Space
Cost: 1,400 gp
Prerequisites: Two servants, two guards per shift
Benefit: This room holds up to twenty guests in
addition to the throne’s occupant. When a character
that owns the structure makes a Charisma (Persuasion)
check, that character is considered proficient in the
Persuasion skill and gains advantage when making the
check.
Level 3
Affordable only to the most puissant of emperors,
queens, and absolute monarchs, this, the finest of
assembly rooms, displays the ruler’s wealth, power, and
dispensation for the sweet comforts in life. This
chamber spares no expense in impressing the visitor,
whether visiting ambassador, merchant with goods for
sale, or the simplest commoner. The walls display a
splash of colors that depict complementary themes of
blue skies, splashing white-tipped and wave-filled
oceans, white birds awing, and fish jumping into the
air. Sparkling gems and precious metals adorn the
enormous throne. Raised up on a dozen pink marble
steps, the throne and its occupant gaze out on the
chamber like an omnipotent ruler.
Size: 2 Building Spaces
Cost: 5,200 gp
Prerequisites: Two servants, two guards per shift
Benefit: This room holds up to fifty guests in addition
to the throne’s occupant. When a character that owns
the structure makes a Charisma (Persuasion) check,
that character is considered proficient in the
Persuasion skill, it gains advantage when making the
check, and it adds double its proficiency bonus to the
check, instead of its normal proficiency bonus.
Training Area, Combat
A combat yard, bustling with energy, features a dirtpacked arena bordered by wooden barriers. Knights
clad in chainmail hone swordsmanship amidst the
clatter of sparring. Archers release arrows into distant
targets, while squires practice lance charges. Shields
clash in disciplined drills, echoing against stone walls.
Instructors bark commands over the clamor, guiding
footwork and technique. Adjacent, a wooden dummy
stands, enduring relentless strikes. Dust clouds rise
with every clash, carrying the scent of sweat and
determination. Amidst the organized chaos, warriors
sculpt their prowess, cultivating the art of combat in
this rugged yet vital training crucible.
Size: 2 Building Spaces
Cost: 1,800 gp
Prerequisites: One trainer
Benefit: This open area allows individuals (generally
guards and soldiers) to train in the art of war. It has a
rack of wooden weapons and padded armor, archery
targets, practice dummies, and an obstacle course.
Up to eight individuals can train in such a place at
once. A character that spend at least one hour training
in this area gains advantage on initiative checks it
makes until it finishes a short or long rest.
In addition, a character can train for gaining
proficiency with an armor, a shield, a weapon, or any
skill that uses Dexterity or Strength. Receiving training
takes at least ten workweeks, but this time is reduced
by a number of workweeks equal to the character’s
Ability modifier depending on what the character is
training for (an Ability penalty doesn’t increase the
time needed). When training with an item, the
character must have the specific item and use it every
day of training. Training costs 12 gp per workweek.
Combat Training
Training |
Ability Used |
Light armor |
Dexterity |
Medium armor |
Dexterity or Strength |
Heavy armor |
Strength |
Shields |
Strength |
Melee weapon |
Strength |
Melee weapon with nesse property |
Dexterity or Strength |
Ranged weapon |
Dexterity |
Training Area, Intellectual
A training hall for language or craft is lined with
lecterns and workbenches, parchment and tools neatly
arranged. Scholars pore over scrolls, practicing
calligraphy, while artisans meticulously craft wood and
metal. Tutors impart wisdom amidst the scent of ink
and sawdust, guiding novices through grammar or
techniques. The room resonates with the rhythmic
clinks of chisels or quills on parchment, intermingled
with fervent discussions and patient explanations.
Illuminated by flickering torches, this dedicated space
fosters the pursuit of linguistic mastery or artisanal
skill, offering an enclave where knowledge and
craftsmanship flourish in the quest for proficiency and
excellence.
Size: 1 Building Space
Cost: 1,200 gp
Prerequisites: One trainer
Benefit: This room allows characters and others to
learn a particular language, gain proficiency with a
specific tool, or with a skill that uses Intelligence or
Wisdom. It includes various shelves and tables for
placing all the tools and implements needed. Receiving
training takes at least ten workweeks, but this time is
reduced by a number of workweeks equal to the
character’s Intelligence modifier when learning a
language, gaining proficiency with a tool or with an
Intelligence-based skill, while the character’s Wisdom
modifier will reduce the training time for any Wisdom-based
skills (an Ability penalty doesn’t increase the
time needed).
The tools a character can train to gain proficiency
are the following: carpenter’s tools, cobbler’s tools,
glassblower’s tools, jeweler’s tools, leatherworker’s tools,
mason’s tools, painter’s supplies, potter’s tools, tinker’s
tools, weaver’s tools, or woodcarver’s tools.
Training Area, Social
In this hall, velvet-draped alcoves harbor wooden tables
set for discourse. Courtiers, adorned in finery, engage
in eloquent banter amidst tapestries depicting courtly
scenes. Instructors guide graceful gestures and court
etiquette, honing conversational artistry. Elegant
dances punctuate lessons on poise and grace,
harmonizing with the strains of lutes and harps. The
air carries the scent of perfumes and wax-sealed
parchment. Here, amidst a symphony of refined
manners and polished dialogue, nobles refine their
comportment, cultivating the art of genteel interaction
within a refined tapestry of medieval refinement and
social finesse.
Size: 1 Building Space
Cost: 800 gp
Prerequisites: One trainer
Benefit: This room allows characters and others to
learn how to use a disguise kit, any musical instrument,
or gain proficiency with a skill that uses Charisma. It
includes a small stage, wardrobes, and instrument racks
for placing all the tools and implements needed.
Receiving training takes at least ten workweeks, but
this time is reduced by a number of workweeks equal to
the character’s Intelligence modifier when gaining
proficiency with a disguise kit or a musical instrument.
On the other hand, the character’s Charisma modifier
will reduce the training time for any Charisma-based
skills (an Ability penalty doesn’t increase the time
needed).
Traps
Players may wish to construct traps in their residence.
This is a bad idea on several levels; intelligent
creatures rarely put traps anywhere they regularly
frequent. The chance of accidents is just too high. But
the particularly paranoid may throw in a false door
with a trap or put extra security around a vault.
Example traps are discussed on pages 120-123 of
the Dungeon Master’s Guide and on pages 113-123 of
Xanathar’s Guide to Everything.
Room Cost. Because traps are so varied in size and
functionality, the Dungeon Master must determine the
cost for each individually. As a very loose guide, traps
that can be reset (reused without repairs) cost about
30 gp per die of damage they inflict. Traps that must
be rebuilt or repaired each time have a per-damage
die cost of 20 gp to install and 10 gp to repair. Traps
that do no damage count as having 1 damage die for
cost purposes. Traps that use poison require doses of
the substance to be purchased separately. (For
expanded poison rules, see the Comprehensive
Equipment Manual, particularly the rules for longlasting Viscids.)
Magical traps do not follow these guidelines.
Trophy Hall
A trophy hall, adorned with banners and heraldic
symbols, showcases conquests in regal splendor.
Adorned shields and weaponry line stone walls,
depicting battles won and heroic feats. Taxidermied
creatures loom above, commemorating hunts and
valorous encounters. Armor-clad mannequins stand
guard, honoring chivalric exploits. Banners flutter,
embroidered with emblems of triumph. Relics from
distant lands embellish shelves, recounting tales of
exotic conquests. The air hums with whispered legacies
and the weight of history, a majestic space
immortalizing the valor and grandeur of knights and
adventurers, a testament to their triumphs in a realm
steeped in honor and prestige.
Level 1
This glorified storage space allows you to display
trophies won in your expeditions and adventures. Most
trophies hang from the walls, while others line tables
scattered throughout the room.
Size: 1 Building Space
Cost: 700 gp
Prerequisites: None
Benefit: This room have 10 slots for displaying
trophies.
Level 2
More like a museum than a storage area, this polished
wood or stonefloored chamber holds its trophies in
glass cases. Engravings detail each piece and its history.
A guard stands watch over the valuables here at all
times.
Size: 1 Building Space
Cost: 1,300 gp
Prerequisites: One guard per shift
Benefit: This room have 20 slots for displaying
trophies.
Trophy Sizes
The following table shows the suggested slots per
trophy size. Still, the Dungeon Master is who
determines how many slots a trophy will use.
Trophy Size |
Slots Used |
Tiny or Small |
1/2 |
Medium |
1 |
Large |
4 |
Huge |
9 |
Gargantuan |
16 or more |
Vault
A vault is an armored room about the size of a 10-foot
cube. It is surrounded by hardened metal, like steel.
Steel walls of this thickness have a 19 Armor Class, 54
hit points in each 10-foot surface area, and 12
hardness. Vaults are often hidden behind secret doors
and locked with multiple locks.
Room Cost. 550 gp
Structure Cost. A “bank” or “freestanding vault”
costs 850 gp to construct. The storage area is four
times the size of a vault room.
Growing Parcels
A parcel can grow in size and population, depending
on the investments of time and wealth provided by the
owners. A personal parcel can eventually become a
landholder’s parcel. A landholder’s parcel can grow to
swallow neighboring territory.
Most growth occurs organically over time. Residents
have families, outsiders are drawn to the industry and
available work, and the potential residents feel that
their interests are safe in the care of the land’s owners.
Unless the players are actively trying to grow their
land, taking substantial steps in that direction, the
Dungeon Master should simply have growth occur at
whatever pace serves the game’s story.
Some forms of growth require additional
adjudication, particularly if the land parcel abuts
another claimed parcel. This is common in cities,
where buildings are built closely to one another.
Sometimes neighboring land must be purchased. In a
feudal system, two barons might have a land war (or
feud) to resettle a boundary line or petition the
sovereign to make such a change official.
Players can also own
Vehicles, like a Ship for water or air and use that for profit and or residence.
City & WILD:
Modular Structures
THE FOLLOWING SECTION INCLUDES NEW RULES
and details for building a structure which
can be customized with several rooms and
areas. These rules were created primarily
for players who wants to build and
customize a home base as they want, but
they can be used by the Dungeon Master to
create any kind of building, such as the local guildhall,
a blacksmith, or a mansion where a vampire lord lives.
Building a Structure
BUILDING A HOME BASE IS NOT MERELY ABOUT ERECTING
walls and roofs; it’s about creating a focal point, a
sanctuary that breathes life into your adventures. It’s
where bonds strengthen, where strategies brew, and
where legends are forged.
~Therios Greenwind, The Warrior Chronicles
A character can spend time between adventures
building a structure. Before work can begin, the
character must acquire a plot of land. If the estate lies
within a kingdom or similar domain, the character
must own a royal charter (a legal document granting
permission to oversee the estate in the name of the
kingdom), a land grant (a legal document granting
custody of the land to the character for as long as he or
she remains loyal to the crown), or a deed (a legal
document that serves as proof of ownership). Land can
also be acquired by inheritance or other means.
Although they can be bought, royal charters and land
grants are usually given by the crown as a reward for
faithful service, while deeds can be bought or inherited.
Building Spaces(BS)
Whether the adventurers are granted with or buy a plot
of land, it’s important to make sure it is large enough to
fit all the rooms they want to build. A building space
(BS) is the way to estimate every structure size and how
much the plot of land will cost. Each building space
cost 100 gp, and it is equivalent to a 20-foot-by20-foot
room with a 10-foot-high ceiling. For building a
structure, you must follow the next points.
- Any structure built using this guide is limited to no more than two stories high and a single underground level. If the players want to add additional floors (above or underground), they must pay an extra 50 gp for each building space outsidethese limits.
- Any building space built in any level higher than the ground level must have a building space built below. For building spaces built in the underground, they must have a building space above, unless it’s directly below the ground level.
- The Dungeon Master is who decides how many building spaces are available at ground level, the maximum height and depth the adventurers can build, and if the adventurers are allowed to buy or get additional building spaces at a ground level later.
Example: Buying a Plot
A group of adventurers are going to buy a plot for
building their two-stories-home with 10 building
spaces within the town they are, so they must pay
1,000 gp for the plot of land that can fit that many
building spaces.
If the same group wants to build their base with a
four-story high tower, they must pay 1,100 gp instead,
since two building spaces are outside the normal
limits.
Rooms and Building Time
After determining the size of the building, you can use
some or all building spaces to buy rooms and other
locations you can add to your structure. Each
component uses a number of building spaces, and any
room that uses multiple building spaces must have the
building spaces next to each other (horizontally or
vertically).
In most of the cases, building a structure takes one
workweek per 2,500 gp of the total cost of the building
spaces plus any room you buy (500 gp worth of
advancement per day of building). This also applies
when adding more building spaces or components to
an already built a base. The Dungeon Master can
decrease or increase the gold pieces per day to make
the building time shorter or longer.
Room Prerequisites
Some rooms will require to have hirelings and/or other
rooms to function. All prerequisites must be met to be
an active room or area or for being able to use the
benefits it gives. If it requires another room, the level is
the minimum you need to have to fulfill the
prerequisite.
Hirelings
If a room requires one or more hirelings to maintain
the room up and running, each of these hirelings must
be paid to retain their service and keeping the room
active. Alternatively, a character can take the position
used by a hireling, making the room active only when
that character is in the base. To do so, the character
must be proficient with the related skill, tool, or
anything else that the Dungeon Master determines.
See:
Homebrew: Staff & Hirelings for full rules.
Room List
Room |
Building Spaces (BS) |
Cost |
Prerequisites |
Alchemist’s lab |
|
|
|
Level 1 |
1 |
600 gp |
─ |
Level 2 |
1 |
1,300 gp |
1 alchemist |
Armory |
|
|
|
Level 1 |
1 |
500 gp |
─ |
Level 2 |
1 |
1,900 gp |
─ |
Auditorium |
|
|
|
Level 1 |
2 |
700 gp |
─ |
Level 2 |
2 |
1,400 gp |
─ |
Barbican |
1 |
500 gp |
2 guards per shift |
Barracks |
1 |
500 gp |
─ |
Bath |
|
|
|
Level 1 |
1/2 |
300 gp |
─ |
Level 2 |
1 |
1,100 gp |
─ |
Level 3 |
2 |
2,700 gp |
1 servant, 1 valet |
Bedroom suite |
|
|
|
Level 1 |
1 |
700 gp |
─ |
Level 2 |
1 |
1,100 gp |
─ |
Level 3 |
2 |
2,700 gp |
1 valet |
Bedrooms |
|
|
|
Level 1 |
1 |
500 gp |
─ |
Level 2 |
1 |
700 gp |
─ |
Level 3 |
2 |
1,600 gp |
1 valet |
Common area |
|
|
|
Level 1 |
1 |
400 gp |
─ |
Level 2 |
1 |
600 gp |
─ |
Courtyard |
|
|
|
Level 1 |
1 |
400 gp |
─ |
Level 2 |
1 |
600 gp |
─ |
Level 3 |
1 |
1,500 gp |
1 servant |
Dining hall |
|
|
|
Level 1 |
2 |
600 gp |
Level 1 kitchen |
Level 2 |
2 |
1,200 gp |
Level 2 kitchen, 1 servant |
Level 3 |
2 |
2,500 gp |
Level 3 kitchen, 2 servants |
Dock (air) |
2 |
4,300 gp |
6 laborers |
Dock (water) |
|
|
|
Level 1 |
1 |
500 gp |
2 laborers |
Level 2 |
1 |
1,100 gp |
4 laborers |
Level 3 |
1 |
2,900 gp |
6 laborers |
Gatehouse |
1/2 |
300 gp |
─ |
Guard post |
1/2 |
300 gp |
At least 1 guard per shift |
Interrogation chamber |
1 |
800 gp |
1 interrogator, 1 guard per shift |
Kitchen |
|
|
|
Level 1 |
1 |
600 gp |
1 cook |
Level 2 |
1 |
1,300 gp |
2 cooks |
Level 3 |
2 |
2,900 gp |
6 cooks |
Labyrinth |
1 |
500 gp |
─ |
Library |
|
|
|
Level 1 |
1 |
600 gp |
─ |
Level 2 |
1 |
1,700 gp |
─ |
Level 3 |
1 |
4,500 gp |
1 librarian |
Magic laboratory |
|
|
|
Level 1 |
1 |
800 gp |
─ |
Level 2 |
1 |
2,000 gp |
1 apprentice |
Prison cell |
1/2 |
300 gp |
1 guard per shift |
Servant’s quarters |
1 |
400 gp |
─ |
Shrine |
|
|
|
Level 1 |
1 |
500 gp |
─ |
Level 2 |
2 |
1,400 gp |
1 acolyte |
Level 3 |
3 |
3,400 gp |
2 acolytes |
Shop |
|
|
|
Level 1 |
1 |
500 gp |
1 clerk |
Level 2 |
1 |
1,100 gp |
2 clerks |
Level 3 |
2 |
2,200 gp |
2 clerks, 2 guards per shift |
Smithy |
|
|
|
Level 1 |
1 |
600 gp |
1 smith |
Level 2 |
1 |
1,300 gp |
1 smith |
Stable |
|
|
|
Level 1 |
1 |
500 gp |
1 groom |
Level 2 |
1 |
900 gp |
1 groom |
Level 3 |
1 |
3,100 gp |
2 grooms |
Storage Room |
|
|
|
Level 1 |
1 |
400 gp |
─ |
Level 2 |
1 |
700 gp |
─ |
Level 3 |
1 |
1,100 gp |
1 clerk |
Study/Office |
|
|
|
Level 1 |
1/2 |
400 gp |
─ |
Level 2 |
1 |
1,300 gp |
─ |
Level 3 |
1½ |
3,450 gp |
1 clerk |
Tavern |
|
|
|
Level 1 |
1 |
1,200 gp |
2 servants |
Level 2 |
1 |
1,700 gp |
3 servants |
Level 3 |
1 |
3,200 gp |
4 servants |
Throne room |
|
|
|
Level 1 |
1 |
800 gp |
2 servants |
Level 2 |
2 |
1,400 gp |
2 servants, 2 guards per shift |
Level 3 |
3 |
5,200 gp |
2 servants, 4 guards per shift |
Training area (combat) |
2 |
1,800 gp |
1 trainer |
Training area (language or tool) |
1 |
1,200 gp |
1 trainer |
Training area (social) |
1 |
800 gp |
1 trainer |
Trophy hall |
|
|
|
Level 1 |
1 |
700 gp |
─ |
Level 2 |
2 |
1,300 gp |
1 guard per shift |
Workplace |
|
|
|
Level 1 |
1 |
600 gp |
─ |
Level 2 |
1 |
1,300 gp |
─ |
Room List
The following section have an alphabetical list of all
the rooms and other areas you can add to a structure.
Each one is divided between one to three different
levels, which determines the size, cost, characteristics,
and benefits, if any. It can also help to determine the
quality of construction materials, furniture, and other
distinctive elements that makes a room special.
Structure Extras
In addition to any room a structure can have, there are
some other components that can be useful to consider
when building a bastion or base.
Walls
Sometimes, builders construct walls after the structure
is already in place, whether to guard against unwanted
visitors or simply to add privacy. The wall sections are
assumed to be 10 feet tall and 20 feet wide each. For
towers, you can place a guard post above the walls and
add a siege equipment, such as a ballista or a trebuchet.
See
Homebrew: Property, Walls for more info.
Siege Equipment
You can build some of the siege weapons you can find
in the Chapter 8 of the Dungeon Master’s Guide in a
structure walls and towers. Here are the estimated
prices and building time for each.
See
Homebrew: Equipment, Siege Weapons for more info.
Item |
Cost |
Building Time |
Ballista |
1,000 gp |
2 workweeks |
Ballista bolt |
10 gp |
1 day |
Cannon |
2,000 gp |
3 workweeks |
Cannon ball |
20 gp |
1 day |
Cauldron, suspended |
1,000 gp |
2 workweeks |
Cauldron oil |
10 gp |
1 day |
Mangonel |
1,500 gp |
2 workweeks |
Mangonel stone |
15 gp |
1 day |
Ram |
1,000 gp |
2 workweeks |
Siege Tower |
3,000 gp |
4 workweeks |
Trebuchet |
3,000 gp |
4 workweeks |
Trebuchet stone |
30 gp |
1 day |
Building Your Own Rooms
If you want to create a different room, this note can
help to roughly determine the cost depending on what
you are creating. Keep in mind these guidelines will
get you a suggested room cost, not the exact price for
it. The Dungeon Master should make any adjustments
when required, increasing, or decreasing the total
cost.
First off, the base cost is determined by the level of
the room you are creating. These values are for rooms
that use one Building Space. For each additional
Building Space the room have, add half the base cost
to the final price (or a quarter of the base cost if you
are adding half a Building Space).
Room Level |
Base Cost |
Level 1 |
400 gp |
Level 2 |
600 gp |
Level 3 |
1,000 gp |
Then, the number of benefits a room provides is
also considered on the final cost for the room. A
benefit can be anything the room gives that can be
useful for anyone using it, such as getting you
advantage on a skill check, having a specific tool ready
to be used, a downtime activity bonus, regaining hit
points, and so on.
Number of Benefits |
Cost |
1 benefit |
+ 100 gp |
2 benefits |
+ 200 gp |
3 benefits |
+ 400 gp |
4 benefits |
+ 800 gp |
5 benefits |
+ 1,200 gp |
It’s up to the Dungeon Master to determine how
many benefits the room provides, but in general, a
level 1 room should have between 1 and 2 benefits, a
level 2 room should have up to 3 benefits, and a level
3 room should have up to 5 benefits. For more than 5
benefits, add 400 gp for each additional one.
Finally, you can adjust the total cost by deciding the
level of quality of the room and their components.
This is more of a subjective matter, like considering a
throne room should have fancy furniture and
decoration, while a casino will probably have a lot of
luxury furniture and decorations.
Room Quality |
Cost |
Fancy |
add gp equal to half the room base cost |
Luxury |
add gp equal to the room base cost |
Exotic |
+ 2,000 gp |
An exotic quality room is the rarest type due the
type of benefits it provides and/or the materials used
for construction. Because of this, an exotic room is
always considered to be a level 3 room when
determining the total cost. For example, a level 1
room with 2 benefits and the fancy quality will cost a
total of 800 gp, while the same room but with the
fancy and exotic qualities will cost a total of 3.700 gp.
Sample Structure: Home Base
This is an example of a structure built with the system,
and all the details.
The “home base” is a structure built for a group of 4
adventurers, with several rooms that will help them in
different aspects, such as crafting items, training, and
keeping their treasure guarded in a safe location. Still,
is a simple building, so upgradeability options are
possible in the future.
The following table shows all the rooms the home
base will include and other details that will be useful to
calculate the cost of the structure.
Room List: Home Base
Room |
BS |
Room Level |
N° |
Floor |
Armory |
1 |
Level 1 |
1 |
1st flloor |
Barracks |
1 |
─ |
1 |
1st flloor |
Bath |
1/2 |
Level 1 |
2 |
1st and 2nd flloor |
Bedroom suite |
1 |
Level 1 |
4 |
2nd flloor |
Bedrooms |
1 |
Level 1 |
1 |
1st flloor |
Dining hall |
2 |
Level 1 |
1 |
1st flloor |
Kitchen |
1 |
Level 1 |
1 |
1st flloor |
Library |
1 |
Level 1 |
1 |
1st flloor |
Magic laboratory |
1 |
Level 1 |
1 |
2nd flloor |
Servant’s quarters |
1 |
Level 1 |
1 |
1st flloor |
Smithy |
1 |
Level 1 |
1 |
1st flloor |
Storage room |
1 |
Level 1 |
1 |
1st flloor |
Training area (combat) |
2 |
Level 1 |
1 |
1st flloor |
Workplace |
1 |
Level 1 |
1 |
1st flloor |
First Floor Rooms
The armory and barracks are useful for having a few
guards to look over their base while they are outside.
Near the barracks, a bath, the servant’s quarters, and
bedrooms are close to each other, allowing servants and
visitors alike to have easy access to the dining hall and
other useful rooms.
The dining hall is used for eating and drinking, as
well as a meeting room for the group, where they can
organize their future plans. The kitchen is capable to
sustain the dining hall and have food ready for
everyone living in the home base. In addition, this
room have a cook’s utensils the party can use for
prepare any special meal.
As additional rooms, a library with two book lots (1
general book lot and 1 book lot about Arcane topics) is
in this floor, where the adventurers can read to learn
useful information or knowledge. The workplace with a
woodcarver’s tools, the smithy, and the training area
(combat) are in the back of the base, next to the storage
room to keep their goods and materials nearby.
The combination of these rooms allows the
adventurers to have up to 10 equipped guards, and
three additional servants for any upgrade they make in
the future.
Second Floor Rooms
The bedroom suites are used as the adventurer’s private
rooms, while the bedrooms are for any visitor that
comes to the base (alternatively, they can use this room
for important NPCs living within their base). There is
also a simple bath that adventurers can use in this floor
for more privacy. Finally, the magic laboratory within
this floor will help and provide tools and space to the
group spellcasters for enchanting or crafting additional
magic items.
Home Base Costs
Since the structure have 19 building spaces, the base
cost is 1,900 gp. The total room cost for this home base
equals to 11,300 gp. In addition, because they have a
library, the adventurers purchased two book lots (1
specific and 1 general) for 4,000 gp.
The total cost of the home base equals to 17,200 gp
(4,300 gp per adventurer), and it can be built in
approximately 34 days.
Then, they will require to hire at least 1 cook for the
kitchen, 1 smith for the smithy, and 1 trainer for the
training area (unless the adventurers take these roles).
For guards, they can hire up to 10 guards to live in the
barracks, and since the armory they built doesn’t have
any equipment, the adventurers will need to buy or
provide the armor and weapons for the guards. Every
hireling can be paid weekly, monthly, or yearly.
note:
Building a Stronghold.
Additionally, we are using the resources at
Thieves Guild Strongholds to build and hire staff. If changes are made, I will put the notifications and what not here. If any contradiction occurs notify the DM. To make changes easy for this wiki, I will copy the current charts below and make any changes I want there...
Premade Structures
Interested in purchasing an existing stronghold, or building one from scratch?
This section provides a guideline that DMs can use to help a party with their stronghold needs. The DM can choose to build a new structure, using
rooms and stronghold parts, or they can choose a preexisting template, structure or cluster of rooms (see the table below). In addition, you can find
staff for your stronghold, their monthly wages and their appropriate equipment.
This page provides example stronghold structures, using a collection of
sub-structures and rooms (or stronghold "parts"), grouped together and given a single price for your convenience. You can use these examples to quickly create a stronghold for use in your game.
Maintenance & Wages: For simplification (since D&D is more about adventuring, than management), it is best to keep expenses simple. Most DMs choose only use staff wages in monthly maintenance. And, if the player(s) decide to rent, adding in rental costs. However, some DMs may wish to add taxes for owned properties (recommended: 0.2% of the building cost per month; more in large cities and evil kingdoms). For businesses, a DM may wish to roll for
business profits/loses every time the players return.
Building Materials: Most aboveground structures are built using wood, and underground rooms are built using hewn stone. You can choose to change the material using the dropdowns below (for a list of wall materials and their pricing, see our
stronghold walls.
Adventure Hooks: Strongholds are great a source for adventuring ideas. Mansions can be raided, robbed or siezed by the ruling class. They can be overrun by monsters or vermin, or be inhabited by cultists or bandits while the adventurers are away. Businessness may need the adventurer's help to avoid calamity and ruin.

Structure |
Cost to Buy |
Monthly Rent |
Approx Sq.Ft. |
Parts |
Staff † |
Apartment, Basic (1 Bedroom) |
800 gp |
4 gp |
800 sq. ft. |
Basic Bedroom (1) Basic Common Area (1) |
|
Apartment, Basic (2 Bedroom) |
1,100 gp |
6 gp |
1,300 sq. ft. |
Basic Bedroom Suite (1) Basic Common Area (1) |
|
Apartment, Basic (Studio) |
500 gp |
3 gp |
400 sq. ft. |
Basic Bedroom (1) |
|
Apartment, Fancy (1 Bedroom) |
7,000 gp |
39 gp |
1,300 sq. ft. |
Fancy Bedroom (1) Fancy Common Area (1) |
|
Apartment, Fancy (2 Bedroom) |
8,000 gp |
44 gp |
1,300 sq. ft. |
Fancy Bedroom Suite (1) Fancy Common Area (1) |
|
Apartment, Fancy (Studio) |
4,000 gp |
22 gp |
900 sq. ft. |
Fancy Bedroom (1) |
|
Army Base |
27,800 gp |
150 gp |
19,400 sq. ft. |
Barracks (10) Combat Training Areas (5) Guard Posts (3) Basic Armorys (4) Basic Dining Halls (2) Basic Kitchens (3) Servants' Quarters (1) Basic Storages (2) |
Minimum Staff: 3 Guards 3 Cooks Minimum Wages: 14 gp/month |
Artist Studio |
21,300 gp |
110 gp |
8,075 sq. ft. |
Basic Dining Hall (1) Basic Kitchen (1) Basic Shops (2) Fancy Storages (3) Basic Workshops (2) Fancy Bedroom (1) Fancy Bath (1) Fancy Library (1) Luxury Storage (1) |
Minimum Staff: 1 Cook 2 Clerks Minimum Wages: 18 gp/month |
Banquet Hall, Basic |
14,500 gp |
81 gp |
7,200 sq. ft. |
Basic Dining Halls (3) Basic Kitchens (3) Servants' Quarters (2) Basic Storage (1) |
Minimum Staff: 3 Cooks Minimum Wages: 6 gp/month |
Banquet Hall, Fancy |
126,300 gp |
700 gp |
13,125 sq. ft. |
Fancy Dining Halls (5) Fancy Kitchens (5) Servants' Quarters (2) Fancy Storages (3) |
Minimum Staff: 5 Servants 10 Cooks Minimum Wages: 18 gp/month |
Cavalry Base |
43,800 gp |
240 gp |
33,800 sq. ft. |
Barracks (10) Combat Training Areas (5) Guard Posts (3) Basic Armorys (4) Basic Dining Halls (2) Basic Kitchens (3) Servants' Quarters (1) Basic Stables (16) Basic Storages (2) |
Minimum Staff: 3 Guards 3 Cooks 16 Animal tender/grooms Minimum Wages: 20 gp/month |
Guard Tower |
800 gp |
4 gp |
800 sq. ft. |
Guard Post (1) Basic Storage (1) |
Minimum Staff: 1 Guard Minimum Wages: 8 gp/month |
Inn |
23,400 gp |
130 gp |
8,025 sq. ft. |
Basic Taverns (2) Basic Stables (2) Basic Bedrooms (10) Fancy Kitchen (1) Servants' Quarters (1) Basic Storage (1) |
Minimum Staff: 4 Servants 2 Animal tender/grooms 2 Cooks Minimum Wages: 30 gp/month |
Inn, Dockside |
22,900 gp |
120 gp |
7,525 sq. ft. |
Basic Taverns (2) Basic Stable (1) Basic Dock (1) Basic Bedrooms (10) Fancy Kitchen (1) Servants' Quarters (1) Basic Storage (1) |
Minimum Staff: 4 Servants 1 Animal tender/groom 2 Laborers 2 Cooks Minimum Wages: 42 gp/month |
Prison Complex |
14,400 gp |
80 gp |
8,200 sq. ft. |
Prison Cells (10) Basic Kitchens (2) Barracks (2) Guard Posts (2) Basic Study/Office (1) Torture Chamber (1) |
Minimum Staff: 10 Guards 2 Cooks 2 Guards 1 Torturer/Inquisitor 1 Guard Minimum Wages: 42 gp/month |
Residential Building, Basic |
12,500 gp |
69 gp |
5,825 sq. ft. |
Basic Bedrooms (8) Basic Kitchens (2) Basic Dining Hall (1) Basic Bath (1) |
Minimum Staff: 2 Cooks Minimum Wages: 6 gp/month |
Residential Building, Fancy |
66,900 gp |
370 gp |
12,250 sq. ft. |
Fancy Bedrooms (10) Fancy Kitchen (1) Fancy Dining Hall (1) Fancy Bath (1) Servants' Quarters (1) |
Minimum Staff: 2 Cooks 1 Servant Minimum Wages: 18 gp/month |
Residential Building, Luxury |
411,600 gp |
2,200 gp |
30,400 sq. ft. |
Luxury Bedrooms (15) Luxury Dining Hall (1) Luxury Kitchen (1) Luxury Bath (1) Servants' Quarters (4) |
Minimum Staff: 15 Valet/Lackeys 2 Servants 6 Cooks 1 Servant 1 Valet/Lackey Minimum Wages: 66 gp/month |
Tavern (Luxurious) |
186,200 gp |
1,000 gp |
8,700 sq. ft. |
Luxury Taverns (6) Fancy Stables (3) Luxury Kitchen (1) Servants' Quarters (3) Luxury Storages (2) |
Minimum Staff: 24 Servants 3 Animal tender/grooms 6 Cooks Minimum Wages: 66 gp/month |
Tavern (Respected Establishment) |
31,800 gp |
170 gp |
5,225 sq. ft. |
Fancy Taverns (4) Basic Stables (2) Fancy Kitchen (1) Servants' Quarters (2) Fancy Storage (1) |
Minimum Staff: 12 Servants 2 Animal tender/grooms 2 Cooks Minimum Wages: 36 gp/month |
Tavern (Seedy and Poor) |
7,300 gp |
41 gp |
4,200 sq. ft. |
Basic Taverns (3) Basic Stables (2) Basic Kitchen (1) Servants' Quarters (1) Basic Storage (1) |
Minimum Staff: 6 Servants 2 Animal tender/grooms 1 Cook Minimum Wages: 24 gp/month |
Temple, Small |
14,500 gp |
81 gp |
3,525 sq. ft. |
Fancy Chapel (1) Fancy Library (1) Fancy Study/Office (1) Fancy Storage (1) |
|
Wizard Tower |
31,800 gp |
170 gp |
5,950 sq. ft. |
Fancy Alchemical Laboratory (1) Fancy Library (1) Fancy Magic Laboratory (1) Fancy Study/Office (1) Fancy Kitchen (1) Fancy Storages (2) Basic Bedroom (1) Fancy Bedroom (1) Servants' Quarters (1) |
Minimum Staff: 1 Alchemist 1 Apprentice spellcaster 2 Cooks Minimum Wages: 132 gp/month |
† Monthly wages do not include staff gear (which must be purchased separately). Monthly wages do not include any business expenses or inventory as it is assumed that most businesses are self-sufficient. However, a DM may wish to roll for profits/losses for a business every so often.
Note: Building over 2 stories have additional costs, as described in the stronghold parts section. Some structures, such as the wizard tower and guard tower have additional fees for being 3 stories tall.
Room-by-Room
This page is useful for building a stronghold room-by-room, or for adding rooms to an existing structure.
Below are the various rooms and components. The choice of components dictates the purpose of the stronghold, whether it's a palatial home, military fortress, or arcane nexus. Many of these components are individual rooms, but some may be combined to build larger structures (for example, the Basic Tavern is about 400 square feet and can seat around 15 people ... but two units can be combined to produce an 800 square foot tavern seating 30 people; and the tavern can be made more serviceable by adding a kitchen and additional storage area).
Walls: Structures above ground are constructed with wooden walls by default, at no extra cost. Below ground walls are made of hewn stone at no extra cost. If other materials are used, additional fees can be incurred. You can select alternative materials from the cost modifiers below. More wall details can be found on our
walls page.
Build Time: Building a stronghold takes one week per 10,000 gp of total price (if materials and laborers are readily available). Optional Rule: For every 10% extra that is spent, it takes 10% less time to build, up to a maximum of a 70% "rush charge" to get the castle built in 30% of the usual time. The DM may rule that some strongholds shouldn't use this optional rule. For instance, if your stronghold price includes a large percentage of wondrous architecture, you might choose to construct such items separately.
Component |
Approx. Sq. Ft. |
Sq. Room |
Base Cost |
Modified Cost |
Prerequisites |
Alchemical Laboratory, Basic |
400 sq. ft. |
20' x 20' |
750 gp |
750 gp |
|
Alchemical Laboratory, Fancy |
400 sq. ft. |
20' x 20' |
3,000 gp |
3,000 gp |
Alchemist (1) |
Armory, Basic |
400 sq. ft. |
20' x 20' |
500 gp |
500 gp |
|
Armory, Fancy |
400 sq. ft. |
20' x 20' |
2,000 gp |
2,000 gp |
|
Auditorium, Fancy |
900 sq. ft. |
30' x 30' |
3,000 gp |
3,000 gp |
|
Auditorium, Luxury |
900 sq. ft. |
30' x 30' |
10,000 gp |
10,000 gp |
|
Barbican |
400 sq. ft. |
20' x 20' |
1,500 gp |
1,500 gp |
Guards (2) |
Barracks |
900 sq. ft. |
30' x 30' |
800 gp |
800 gp |
|
Bath, Basic |
225 sq. ft. |
15' x 15' |
400 gp |
400 gp |
|
Bath, Fancy |
625 sq. ft. |
25' x 25' |
2,000 gp |
2,000 gp |
|
Bath, Luxury |
1600 sq. ft. |
40' x 40' |
10,000 gp |
10,000 gp |
Servant (1), Valet (1) |
Bedroom Suite, Basic |
900 sq. ft. |
30' x 30' |
800 gp |
800 gp |
|
Bedroom Suite, Fancy |
900 sq. ft. |
30' x 30' |
5,000 gp |
5,000 gp |
|
Bedroom Suite, Luxury |
1600 sq. ft. |
40' x 40' |
25,000 gp |
25,000 gp |
Valet (1) |
Bedroom, Basic |
400 sq. ft. |
20' x 20' |
700 gp |
700 gp |
|
Bedroom, Fancy |
900 sq. ft. |
30' x 30' |
4,000 gp |
4,000 gp |
|
Bedroom, Luxury |
1600 sq. ft. |
40' x 40' |
20,000 gp |
20,000 gp |
Valet (1) |
Chapel, Basic |
625 sq. ft. |
25' x 25' |
2,000 gp |
2,000 gp |
|
Chapel, Fancy |
1600 sq. ft. |
40' x 40' |
8,000 gp |
8,000 gp |
Acolyte (1) |
Chapel, Luxury |
2500 sq. ft. |
50' x 50' |
30,000 gp |
30,000 gp |
Acolyte (2) |
Common Area, Basic |
400 sq. ft. |
20' x 20' |
500 gp |
500 gp |
|
Common Area, Fancy |
400 sq. ft. |
20' x 20' |
3,000 gp |
3,000 gp |
|
Courtyard, Basic |
400 sq. ft. |
20' x 20' |
1,000 gp |
1,000 gp |
|
Courtyard, Fancy |
400 sq. ft. |
20' x 20' |
6,000 gp |
6,000 gp |
|
Courtyard, Luxury |
400 sq. ft. |
20' x 20' |
30,000 gp |
30,000 gp |
Servant (1) |
Dining Hall, Basic |
1600 sq. ft. |
40' x 40' |
2,500 gp |
2,500 gp |
Kitchen |
Dining Hall, Fancy |
1600 sq. ft. |
40' x 40' |
12,500 gp |
12,500 gp |
Kitchen, Servant (1) |
Dining Hall, Luxury |
1600 sq. ft. |
40' x 40' |
50,000 gp |
50,000 gp |
Luxury Kitchen, Servants (2) |
Dock, Basic |
400 sq. ft. |
20' x 20' |
500 gp |
500 gp |
Laborers (2) |
Dock, Extended |
1600 sq. ft. |
40' x 40' |
3,000 gp |
3,000 gp |
Laborers (4) |
Dock, Extended Dry |
1600 sq. ft. |
40' x 40' |
15,000 gp |
15,000 gp |
Laborers (6) |
Farm Plot, Small |
400 sq. ft. |
20' x 20' |
200 gp |
200 gp |
|
Gatehouse |
225 sq. ft. |
15' x 15' |
1,000 gp |
1,000 gp |
|
Guard Post |
400 sq. ft. |
20' x 20' |
300 gp |
300 gp |
Guard (1) |
Kitchen, Basic |
400 sq. ft. |
20' x 20' |
2,000 gp |
2,000 gp |
Cook (1) |
Kitchen, Fancy |
625 sq. ft. |
25' x 25' |
12,000 gp |
12,000 gp |
Cooks (2) |
Kitchen, Luxury |
1600 sq. ft. |
40' x 40' |
50,000 gp |
50,000 gp |
Cooks (6) |
Labyrinth |
400 sq. ft. |
20' x 20' |
500 gp |
500 gp |
|
Library, Basic |
400 sq. ft. |
20' x 20' |
500 gp |
500 gp |
|
Library, Fancy |
900 sq. ft. |
30' x 30' |
3,000 gp |
3,000 gp |
|
Library, Luxury |
1600 sq. ft. |
40' x 40' |
15,000 gp |
15,000 gp |
Librarian (1) |
Magic Laboratory, Basic |
400 sq. ft. |
20' x 20' |
500 gp |
500 gp |
|
Magic Laboratory, Fancy |
900 sq. ft. |
30' x 30' |
3,000 gp |
3,000 gp |
Apprentice Spellcaster (1) |
Prison Cells |
400 sq. ft. |
20' x 20' |
500 gp |
500 gp |
Guard (1) |
Servants' Quarters |
400 sq. ft. |
20' x 20' |
400 gp |
400 gp |
|
Shop, Basic |
625 sq. ft. |
25' x 25' |
400 gp |
400 gp |
Clerk (1) |
Shop, Fancy |
900 sq. ft. |
30' x 30' |
4,000 gp |
4,000 gp |
Clerks (2) |
Shop, Luxury |
1600 sq. ft. |
40' x 40' |
16,000 gp |
16,000 gp |
Clerks (2), Guards (2) |
Smithy, Basic |
625 sq. ft. |
25' x 25' |
500 gp |
500 gp |
Smith (1) |
Smithy, Fancy |
625 sq. ft. |
25' x 25' |
2,000 gp |
2,000 gp |
Smith (1) |
Stable, Basic |
900 sq. ft. |
30' x 30' |
1,000 gp |
1,000 gp |
Groom (1) |
Stable, Fancy |
900 sq. ft. |
30' x 30' |
3,000 gp |
3,000 gp |
Groom (1) |
Stable, Luxury |
900 sq. ft. |
30' x 30' |
9,000 gp |
9,000 gp |
Grooms (2) |
Storage, Basic |
400 sq. ft. |
20' x 20' |
250 gp |
250 gp |
|
Storage, Fancy |
400 sq. ft. |
20' x 20' |
1,000 gp |
1,000 gp |
|
Storage, Luxury |
400 sq. ft. |
20' x 20' |
3,000 gp |
3,000 gp |
|
Study/Office, Basic |
400 sq. ft. |
20' x 20' |
200 gp |
200 gp |
|
Study/Office, Fancy |
625 sq. ft. |
25' x 25' |
2,500 gp |
2,500 gp |
|
Study/Office, Luxury |
900 sq. ft. |
30' x 30' |
15,000 gp |
15,000 gp |
Clerk (1) |
Tavern, Basic |
400 sq. ft. |
20' x 20' |
900 gp |
900 gp |
Servants (2) |
Tavern, Fancy |
400 sq. ft. |
20' x 20' |
4,000 gp |
4,000 gp |
Servants (3) |
Tavern, Luxury |
400 sq. ft. |
20' x 20' |
20,000 gp |
20,000 gp |
Servants (4) |
Throne Room, Basic |
400 sq. ft. |
20' x 20' |
2,000 gp |
2,000 gp |
Servants (2) |
Throne Room, Fancy |
400 sq. ft. |
20' x 20' |
12,000 gp |
12,000 gp |
Servants (4) |
Throne Room, Luxury |
1600 sq. ft. |
40' x 40' |
80,000 gp |
80,000 gp |
Servants (6) |
Torture Chamber |
400 sq. ft. |
20' x 20' |
3,000 gp |
3,000 gp |
Torturer (1), Guard (1) |
Training Area, Combat |
400 sq. ft. |
20' x 20' |
1,000 gp |
1,000 gp |
|
Training Area, Rogue |
400 sq. ft. |
20' x 20' |
2,000 gp |
2,000 gp |
|
Trophy Hall, Basic |
400 sq. ft. |
20' x 20' |
1,000 gp |
1,000 gp |
|
Trophy Hall, Fancy (Museum) |
400 sq. ft. |
20' x 20' |
6,000 gp |
6,000 gp |
Guard (1) |
Workshop, Basic |
400 sq. ft. |
20' x 20' |
500 gp |
500 gp |
|
Workshop, Fancy |
400 sq. ft. |
20' x 20' |
2,000 gp |
2,000 gp |
Basic units of measurement in DnD are based on creature size — a 5ft square can hold a Medium-sized creature. Below is a small chart showing basic units of measurement converted into square feet (with a square room's dimensions). Note: a 40'x40' room occupies the same square feet as a 20'x80' room, so a "square" doesn't need to be used when building.
Square Feet |
Square Room (ft) |
Square Room (5ft squares) |
400 sq. ft. |
20' x 20' |
4x4 5' squares |
625 sq. ft. |
25' x 25' |
5x5 5' squares |
900 sq. ft. |
30' x 30' |
6x6 5' squares |
1,225 sq. ft. |
35' x 35' |
7x7 5' squares |
1,600 sq. ft. |
40' x 40' |
8x8 5' squares |
|NTO: OLD
[/spoiler]
Modifying your Rooms
p26
Individual rooms can be built up, improved, and modified in a small variety of ways.
You can choose to purchase a modification from the list below for either a room expansion being built, or for one that has already been built. If the expansion is being built, the modification adds its construction time to the expansion's total construction time. If a modification is purchased for an existing expansion, the modification's building begins immediately, and the expansion does not provide a benefit until the modification is complete.
Some modifications have requirements, which the owners of the structure, or at least one of their allies within the structure, must be able to fulfill in order to build.
Room Expansion Modifications
Room Expansion |
Construction Cost |
Construction Time |
Built Multiple Times (same room) |
Extra-dimensional |
7,500 gp |
30 days |
No |
Hidden |
2,500 gp |
15 days |
No |
Secret passage |
2,500 gp |
15 days |
Yes |
Teleportation rune |
3,500 gp |
25 days |
No |
Trapped |
Varies |
Varies |
Yes |
Warded or spell-bound |
Varies |
7 days |
Yes |
Trap Construction
Trap |
Construction Cost |
Construction Time |
Page Reference |
Requirements |
Bear trap |
50 gp |
1 days |
XGE 114 |
A creature proficient in either Survival or with smith's tools. |
Crossbow trap |
150 gp |
1 days |
XGE 114 |
A creature proficient in either Survival or with at least one type of crossbows. |
Danse macabre |
3,500 gp |
30 days |
VRGR 197 |
A creature that can cast at least one 6th-level spell. |
Faceless malice |
2,000 gp |
30 days |
VRGR 197 |
A creature that can cast at least one 5th-level spell. |
Falling net / net trap |
150 gp |
1 days |
DMG 122 / XGE 114-115 |
A creature proficient either in Survival or with nets. |
Falling portcullis |
250 gp |
1 days |
XGE 114 |
A creature proficient in either Survival or with smith's tools. |
Fire-breathing statue |
1,250 gp |
7 days |
DMG 122 |
A creature that either can cast at least one 2nd-level spell or is proficient with alchemist's supplies. |
Hunting trap |
5 gp |
1 days |
PHB 152 114 |
— |
Pit, simple |
250 gp |
1 days |
DMG 122 |
— |
Pit, hidden / Pit trap |
500 gp |
1 days |
DMG 122 / XGE 115 |
A creature proficient either in Survival, or with carpenter's tools or mason's tools. |
Pit, locking |
1,500 gp |
7 days |
DMG 122-123 |
A creature proficient either in Sleight of Hand, or with smith's tools or thieves' tools. |
Pit, spiked |
2,000 gp |
7 days |
DMG 123 |
A creature proficient either in Survival or with smith's tools. If the pit is also hidden or locking, it must also meet their requirements, above. |
Poison darts |
1,250 gp |
7 days |
DMG 123 |
A creature proficient either in Survival or with the poisoner's kit. |
Poison needle / Poison needle trap |
1,500 gp |
7 days |
DMG 123 / XGE 115 |
A creature proficient either in Survival or with the poisoner's kit. |
Rolling sphere |
2,000 gp |
30 days |
DMG 123 |
A creature proficient either in Survival or with mason's tools. |
Scything blade |
1,250 gp |
7 days |
XGE 115 |
A creature proficient with smith's tools. |
Sphere of annihilation |
5,000 gp |
30 days |
DMG 123 |
A creature that can cast at least one 7th-level spell. |
Sleep of ages |
3,500 gp |
30 days |
XGE 115 |
A creature that can cast at least one 6th-level spell. |
Spell-Bound Spells
Spell |
Cost |
Details |
Alarm |
1,000 gp |
— |
Animate objects |
3,000 gp |
This room is haunted by animated objects equal to one casting of this spell at its lowest level, which will automatically attack creatures hostile to the owners of this structure after they spend at least 1 minute in this room. The objects are capable of sensing the intentions of such creatures. |
Antimagic field |
4,500 gp |
— |
Circle of power |
3,000 gp |
— |
Dawn |
2,000 gp |
Only affects creatures that would be damaged by natural sunlight. |
Magic circle |
2,000 gp |
— |
Reverse gravity |
4,000 gp |
— |
Unseen servant |
500 gp* |
Conjuring one unseen servant costs 500 gp. This cost can be paid up to 10 times when buying this modification, to cause the room to hold up to 10 unseen servants who respond to the wishes of the owner and their allies. Each unseen servant can replace an unskilled hireling, lowering your structure's Total Cost per Day by 2 sp for each servant. |
Zone of truth |
1,500 gp |
When you build this modification, choose whether it affects all creatures, only the owners and their allies, or only the enemies of the owners. |
Other Spells for Structures
Many other spells that already exist in the Player's Handbook are ideal for use with player-owned structures. The following is a list of spells to consider when building and maintaining a structure:
Arcane lock, forbiddance, glyph of warding, guards and wards, hallow, mirage arcane, Mordenkainen's faithful hound, Mordenkainen's private sanctum, programmed illusion, symbol and teleportation circle are all spells that contribute well to an owned structure in different ways.
In addition, a spell that must be cast every day for a year to take permanent effect only needs to be cast every day for a 30 days within a structure that you own.
Edicts
Running a structures with 3 room points or greater might give its owners a certain amount of control over the local law of the land, particularly if the structure is the only or largest building in its general area. If your DM decides that owning such a structure grants you this authority, you can use that authority to issue one of the following edicts.
You can only have one edict issued for a structure at any time, and issuing a new edict overwrites any other local edicts currently in place. The owner of a structure must be within that structure to issue an edict for it. Only one structure has the power to issue an edict within a 5 mile radius, even if there are multiple structures within that area, and the effects of an edict are limited to this area.
An edict can only be issued once every 30 days, but its effects last as long as the structure it is based in has its full staff and is undamaged. All edicts have requirements, which must be met before the edict can be issued.
List of Edicts
Arcane Trials
Requirements
A nearby village or other sparsely populated area, at least 2 spellcaster hirelings of any type
You dispatch spellcasters to determine who amongst the populace has the gift of magic. For the duration you can hire spellcaster hirelings from the population as if it was a specialized location. The maximum CR of spellcasters you can hire in this way is equal to the lowest CR of any of the spellcasters used for this edict's requirements.
Source: FT&S, page 33
Festivities
Requirements
A nearby village or other sparsely populated area, at least 3 skilled hirelings proficient in Performance or with musical instruments
Your structure hosts a seasonal faire, celebration, or carnival, designed to delight visitors and the local population. While this edict is active, your structure generates an additional income of 200 gp (or 1d4 × 80 gp) every 30 days.
Additionally, when rolling to determine the quality of merchants in the structure's area, roll twice and use the higher result.
Source: FT&S, page 33
Magical Education
Requirements
The lecture hall room expansion is built in the structure, at least 1 spellcaster hireling of CR 2 or greater
When choosing the Spell Lesson option in the lecture hall, you can choose for the lesson to teach a spell of 1st or 2nd level you select instead of a cantrip. This spell can only be learned by creatures with at least one level in a class that can learn written spells found in the world (such as a wizard), and that has access to at least one spell slot of a level necessary to cast the spell. Learning a spell in this way does not count against the number of lessons a creature can benefit from.
All other requirements for the lesson are as written.
Source: FT&S, page 33
Martial Training
Requirements
A nearby village or other sparcely populated area, at least 2 soldier hirelings of any type
You instruct your soldiers to train the populace in rudimentary self-defense. For the duration you can hire soldier hirelings from the population as if it was a specialized location. The maximum CR of soldiers you can hire in this way is equal to the lowest CR of any of the soldiers used for this edict's requirements.
Source: FT&S, page 33
Proselytization
Requirements
A nearby village or other sparsely populated area, the chapel room expansion is built in the structure, at least 1 spellcaster hireling of CR 2 or greater
When a chapel within the edict's area creates an income, you can choose for that income to be 650 gp (or 1d12 × 100 gp) instead of its normal value.
Additionally, any creature within this edict's radius that fights in the defense of the structure is considered to be affected by a casting of the shield of faith spell with an indefinite duration.
Source: FT&S, page 33
Protection
Requirements
A nearby village or other sparcsly populated area, at least one room expansion that attracts merchants, at least 5 soldier hirelings of any type
You collect taxes from the locals, promising protection with a military presence in their region. When you choose this edict, select one of the following taxes to institute, which carries with it the associated effects, and a potential income every 30 days.
Taxes
Tax |
Income / 30 days |
Effects |
Minor |
— |
Soldier hirelings only require half their normal daily payment. |
Moderate |
202 gp (or 1d12 × 31 gp) |
As above, but prices of all goods sold by merchants increase by 1/4. |
Extreme |
404 gp (or 2d12 × 31 gp) |
As both above, but at the end of every 30 days, roll 1d20. On a result of 1, the structure is attacked by an uprising of locals with a total CR of the structure's room points + 1d4. |
Source: FT&S, page 34
Right of Passage
Requirements
A road, canal, or river nearby the structure in which trade takes place; at least one room expansion that attracts merchants; at least 3 soldier hirelings of any type
Merchants and travelers must pay coin for the right to use transportation near your structure. When you choose this edict, select one of the following tolls to institute, which carries with it the associated effects, and a listed income every 30 days.
Most merchants will do everything they can to avoid paying a pricey toll, and placing too exorbitant a toll near your structure will cause a reduction in the quality of your merchants.
Tolls
Toll |
Income / 30 days |
Effects |
1 cp |
252 gp (or 1d8 × 56 gp) |
— |
1 sp |
364 gp (or 1d12 × 56 gp) |
Roll twice for merchant quality at any structure in area, use lower result. |
2 gp |
588 gp (or 3d6 × 56 gp) |
As above, but also reroll any result that would provide an excellent or legendary merchant.. |
Source: FT&S, page 34
Ritual Mysteries
Requirements
A nearby village or other sparsely populated area, at least 1 spellcaster hireling of CR 1/4 or greater
A ritual cult of benevolent or malign nature thrives nearby. When a creature that is one of the owners of this structure or one of the owners' allies casts a ritual spell within the radius of this edict, that creature can choose to empower that ritual spell. Doing so requires being aided by at least two or more present and willing friendly creatures with either the Spellcasting or Pact Magic feature, one such creature and two cultist hirelings, or four cultist hirelings.
Empowering a ritual spell allows its caster to choose and apply an effect off of the following list to the ritual. The effects you can add to a ritual spell are as follows, and can only be each selected once for an individual ritual spell unless otherwise specified:
Additional Summons
If the ritual spell would summon creatures that would not be expected to attack in combat (such as unseen servant or phantom steed), the spell then summons an additional 4 of these creatures. This does not function with find familiar.
Extra Duration
The ritual spell has its duration time doubled.
Gold Value
You reduce the required gold value of any reagents you use in the ritual by half.
Lower/Raise DC
If the ritual spell requires a saving throw, you can choose to lower or raise the DC of that saving throw by 5. If you are able to choose multiple ritual effects, you can choose this effect multiple times.
No Concentration
If the spell produced by the ritual would require concentration to continue functioning, it no longer has that requirement.
Strength Through Sacrifice
If the Ritual Mysteries edict is active and your DM allows it, you can sacrifice a creature to gain additional effects from this list, killing the creature as a part of the ritual itself. The creature must be incapacitated for the duration of the ritual, and the ritual spell must be one that could reasonably benefit from such a sacrifice. Spells such as animal messenger and purify food and drink would likely be a poor fit for a sacrifice, while others such as augury or contact other plane would work thematically well.
In any case, sacrificing an animal or humanoid of low birth gains you one additional effect from the list, while sacrificing a unique animal (such as an albino stag) or a humanoid of high birth gains two additional effects. You can add these effects to the bonus you gain from working a ritual with assistance from spellcasters or cultists, for a potential total of 3 additional effects.
Source: FT&S, page 34
New Spells for Structures
The following spells are presented in alphabetical order. See the included Spells table for information on which class has access to which spells on its spell list.
Spells table
Level |
Spell |
School |
Conc. |
Ritual |
Class |
0 |
Buildmap |
Illusion |
Yes |
No |
Artificer, bard, cleric, warlock, witch, wizard |
4 |
Homeway |
Conjuration |
No |
No |
Artificer, bard, cleric, druid, ranger, sorcerer, warlock, witch, wizard |
5 |
Defurbish/Refurbish |
Transmutation |
No |
No |
Artificer, bard, cleric, warlock, witch, wizard |
6 |
Animate Hut |
Transmutation |
No |
No |
Druid, warlock, witch, wizard |
7 |
Call Stronghold |
Conjuration |
No |
No |
Bard, cleric, druid, sorcerer, warlock, witch, wizard |
8 |
Raise Land |
Abjuration |
No |
No |
Bard, cleric, druid, sorcerer, warlock, witch, wizard |
*Witch class by Walrock Homebrew
Spells from
FT&S can be found on the
Homebrew: Magic Spells page.
[spoiler]
List of Components
Animal Pen
A large pen made to securely hold willing or unwilling
beasts. A small nearby larder ensures food will not be in
short supply, should the creature find itself hungry.
Size Cost: 1 or 2 room points
Construction Cost: 2,500 or 5,000 gp
Construction Time: 15 or 30 days
Can Also Be: Aviary, barn, dragon trap, griffin roost,
monster cage, petting zoo
This room allows creatures to be held securely and
safely, whether or not they desire to be, until you choose
to release them. The creatures held here can be beasts,
dragons, monstrosities, or other bestial creatures such
as owlbears or displacer beasts.
This room can hold five creatures sized Small, three
sized Medium, or one sized Large. If built using two
room points, this capacity is doubled, and the pens can
also instead house one Huge creature.
This room does not automatically include creatures,
which must be acquired through other means. You can
buy and construct this room multiple times.
Arcanist’s Study
Nothing in the multiverse is stranger or more dangerous
than the study of a dyed-in-the-wool magic user. Oddities
adorn every murky wooden shelf, from a relatively-usual
human skull to a planar vortex in a jar or a preening
pseudodragon atop a bookcase. The air reeks of spell
components, and books of specific lore cover seemingly
every surface.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Binding circle, ritual circle, mirror maze
Spells of any school with the ritual tag can be cast as
rituals in half the usual time here without expending any
components that do not have an associated cost in gold.
If a ritual has components with a gold cost, this cost is
halved when the ritual is performed in this room. While
here, the owners of this structure and their allies have
advantage on all rolls required by rituals.
Additionally, choose two schools of magic. While present
within this room, spells in a chosen school cast by
the owners of this structure and their allies have twice
their normal duration, and half their normal materials
cost (for materials with a gold cost). Arcana checks
made here that deal with a chosen school of magic
have advantage.
This room can be built multiple times, and each time
different schools must be chosen.
Armory
A stockpile of common weapons and armor, an armory
provides defenses to the defenseless, as well as granting
common people the ability to strike back and
defend their home.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
When the structure is under attack, any hireling that
is not a spellcaster or soldier and that the structure
requires for maintenance can visit the armory and
afterwards count as a guard (MM, p. 347), up to a maximum
number of hirelings equal to 5 × your structure’s
room points.
Hirelings equipped in this way can also be used offensively
rather than simply in defense of the structure.
Doing so deprives a structure of its hireling staff, however,
and removing more than a quarter of your structure’s
hirelings from its grounds will cause any other benefits
the structure provides to cease, as the hirelings left
behind struggle to cover for those absent.
Bank
An enormous room filled with shining marble, brass,
and heavily locked vaults, a bank does an excellent
job of containing coinage and valuables, using money
to make money.
Size Cost: 2 room points
Construction Cost: 5,000 gp
Construction Time: 30 days
Daily Maintenance Cost: 10 gp per day (optional)
Can Also Be: Treasure hoard
This room contains four 30-foot by 40-foot vaults, each
with a 20-foot tall ceiling. The owners of this structure
and their allies can stash any amount of gold or reasonably-
sized treasure in one of the vaults, which requires a
key to access (one key comes standard with each vault).
Unguarded vaults can be broken into by making five
successful DC 15 Dexterity (Thieves’ Tools) checks,
each of which takes 10 minutes. The vault doors are a
three-foot thick, 5-foot radius circle of steel by default,
with an AC of 19 and 25 hit points.
When you first build this room, or as a room modification
at a later time, you can expend an additional 2,500
gp and 15 days of effort to build mithral doors (AC of 21,
50 hit points) for the vaults, or you can expend an additional
5,000 gp and 30 days of effort to build the vaults
with adamantine doors (AC of 23, 100 hit points).
Income. If the maintenance cost for this room is
paid in order to staff this room with 5 skilled hirelings
trained in either Insight or Investigation, they can be
instructed to manage the currency stored within, investing
it or using it to make favorable trades. If this is the
case, roll 1d4 every 30 days. On a roll of 2-4, the room
generates an income equal to 5% of the total currency
stored there. On a roll of 1, however, the investments
don’t pay off, and 5% of the currency stored within the
room is lost.
Baths
Steam rises and settles over a series of intricate, beautifully
tiled pools. The trickling of water echoes throughout,
and soft lights refract off lightly perfumed waves,
creating a most relaxing atmosphere for those within.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Festhall, sauna, sweat lodge
Creatures that take a short rest within this room gain
a number of temporary hit points equal to twice the
structure’s total room points (maximum 30). These
temporary hit points last until they are lost, or until the
creature finishes a long rest.
While a creature has these temporary hit points, it has
advantage on saving throws against spells and effects
that would cause it to be frightened or charmed.
12
Battle Ring
A dusty ring of honor stands, lined with racks of weapons,
as a test of mettle for those who enter. Win or lose,
sparring teaches everyone a little something.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Arena
A creature that spends a short rest sparring or training
here becomes conditioned for battle, which lasts until its
next long rest. When a creature that is conditioned for
battle rolls initiative, it has advantage on the roll, and on
the first attack roll it makes on its first turn in combat.
Boutique
Fresh flowers adorn windowsills and an intricate
hand-carved sign swings gently in the breeze outside
this shop. The wares here are often of fine quality,
and both locals and visiting travelers prefer to do their
business here.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Boat house, brightsmith, cafe, quartermaster,
smuggler’s den, tinker’s shop
When you first build this room, choose one merchant
from the Merchants table in the Traders and Merchants
section. This merchant is in permanent residence at
your structure, though the quality of their goods changes
every 30 days. If the merchant’s goods are of a quality
less than medium, you can reroll any number of times
until you receive a result of medium or greater quality.
You can change the merchant in residence here at a
later time by paying 1,000 gp to renovate the boutique.
This process leaves the boutique unavailable for 30
days, after which a new merchant is selected, as they
were when this room was first created.
This room can be built multiple times.
Income. If your structure is located in an area that
can reasonably expect trade, this room generates an
income of 225 gp (or 3d4 × 30 gp) every 30 days.
Caravansary
A small roadside house for travellers, filled with the
smells of cooked food and pack animals. Outside, visiting
merchants bark their wares, enticing locals with
colorful goods from distant lands.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Roll four times on the Merchants table in the Traders
and Merchants section. These merchants are present
at this location for 30 days, after which they depart and
four new randomly-rolled merchants arrive, continuing
this pattern every 30 days.
This room can be built multiple times.
Income. If your structure is located in an area that
can reasonably expect trade, this room generates an
income of 220 gp (or 2d10 × 20 gp) every 30 days.
Catacombs
Deep, dark, and dreary, this sodden collection of
stone cellars and hidden pathways holds many
forgotten secrets.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Bone pile, crypt, tombs
Dead bodies can be interred here, and suffer no degradation
for the purposes of necromancy spells. When this
room is first built, it comes with five skeletal servants,
each one counting as an unpaid, unskilled hireling for
Jean-Léon Gérôme
For the victors, there is glory
to be won in a battle ring
13
any structure or room requirements. Each skeleton
that fills a position that would otherwise belong to an
unskilled hireling reduces the structure’s Total Cost
per Day by 2 sp.
These skeleton servants have an AC of 10, 1 hit point,
and a Strength of 8, are undead instead of humanoid,
cannot speak, and cannot attack (unless equipped by the
Armory and doing so in defense of your structure).
The servants do as commanded by the owners of the
structure and their allies, and stand motionless in place
if commands conflict, waiting until new commands are
given. These skeletal servants can perform simple tasks
that a human servant could do, such as fetching things,
cleaning, mending, folding clothes, lighting fires, serving
food, and pouring wine. If a skeletal servant leaves the
structure it was created in for more than 7 consecutive
days, it disintegrates into dust.
Every 30 days on the advent of a full moon (or other
celestial event of equal significance), a 1 hour ritual
can be performed by any character or hireling that can
cast at least one necromancy spell. When the ritual is
complete, it raises an additional five skeletal servants (if
there are an adequate number of dead Medium or Small
humanoid bodies entombed in this room) that join the
others in the service of your structure.
A structure can have a maximum number of functioning
skeletal servants equal to 20 × the structure’s total
room points.
Chapel
A small chapel containing religious imagery, seating,
iconography, and proper accoutrement, alongside a
modest library of holy texts and literature. The air hums
with the resonance of hymns, and the comforting soul of
the divine.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp (optional)
Can Also Be: Dark altar, spirit lodge
The structure this room is in is affected by a
version of the hallow spell with a permanent
duration, the details of which are decided upon
when the construction of this room is completed.
The dispel magic spell can end this effect
only if cast as an 7th-level spell or higher. If
the room and structure still stand, the structure
will again be affected by hallow after 30
days, its details again decided by the owners of
the structure.
The hallow spell can be cast within this room,
and if it is, it instead changes the effects of
the hallow spell on the entire structure. Religion
checks made here that deal with the lore
surrounding the deity, philosophy, or religion
the chapel is associated with have advantage.
Income. If the maintenance cost for this
room is paid in order to staff the room with a
skilled hireling proficient in religion, parishioners
will visit this room and provide tithes. In which
case, this room will generate an income from those
tithes of 140 gp (or 4d6 × 10 gp) every 30 days.
14
Dining Hall
A large room complete with long tables, chairs, and
adjacent kitchen, lit by ornate candelabras and chandeliers.
The smell of well-cooked meals long passed
lingers on in this place, welcoming guests and residents
with the promise of a full, satisfied belly.
Size Cost: 2 room points
Construction Cost: 5,000 gp
Construction Time: 30 days
Daily Maintenance Cost: 7 gp
Can Also Be: Ball room, mess hall
This room must be staffed by at least 5 unskilled hirelings
and 3 skilled hirelings proficient with cook’s utensils
to be functional, paid for by the maintenance cost.
Once every 30 days, the owners of this structure
can decide to hold a lavish banquet in this
room. This banquet takes 1 hour to prepare, and 1
hour to consume.
The effects of this lavish banquet are identical to the
effects of the heroes’ feast spell, save that it is able to
feed twice as many creatures. Creatures only gain these
benefits if they eat the food at the banquet itself, and this
food loses its potency after 24 hours.
Mundane banquets can also be held in this room. If
the owners of this structure decide to hold a mundane
banquet, it takes 1 hour to prepare, and creates enough
food to feed up to 100 creatures.
Docks, Air
The wind whistles by the tall spindly silhouette of
the docking tower, and the ballasts belonging to the
anchored ships rustle against one another as the ships
themselves creak and moan. The heavy, cold stone of
the tower is as sure an anchor to a sky ship as a hunk of
curved iron, and though the ships may sway, their mooring
here remains safe.
Size Cost: 2 room points
Construction Cost: 10,000 gp
Construction Time: 30 days
Requirements: Knowledge of air travel technology, a
structure with at least 3 total room points
A number of airships equal to your structure’s total
room points can moor safely at this location, which is
likely a spire or free-floating dock. Mechanical elevators
and cranes are also present to raise and lower cargo.
Roll once on the Merchants table in the Traders and
Merchants section. This merchant is present for 30
days, after which they depart and a new randomly-rolled
merchant arrives, continuing this pattern every 30 days.
Income. This room generates an income of 165 gp
(or 2d10 × 15 gp) every 30 days.
Mark Tedin
Few mag ica l advancements ca n
match the utility of air travel
15
Docks, Planar
A rippling hole in the fabric of space and time is enough
to send shivers down the spine of even the most experienced
wizard. Yet, here one exists, stable and large
enough for one of several exotic and otherworldly skiffs
and ships to make their way through.
Size Cost: 2 room points
Construction Cost: 15,000 gp
Construction Time: 30 days
Requirements: Knowledge of planar travel technology,
a structure with at least 3 total room points
A number of spelljammers or similar dimensional
ships equal to your structure’s total room points can
moor safely at this location, which is likely an immense
hangar or free-floating dock built into a stable portal
to another realm. Roll once on the Merchants table
in the Traders and Merchants section. This merchant
is present for 30 days, after which they depart and a
newly rolled merchant arrives, continuing this pattern
every 30 days.
Income. This room generates an income of 180 gp (or
2d8 × 20 gp) in strange currency (such as electrum or
fragments of astral diamonds) every 30 days.
Docks, Water
The waves lap lazily against wooden pilings and the
bells of tall ships clang idly. The air is entwined with the
briny smell of fresh fish and the loud conversation of
burly dockworkers as travellers come and go from this
port of call.
Size Cost: 2 room points
Construction Cost: 10,000 gp
Construction Time: 30 days
Requirements: Structure must be adjacent to water
A number of ships equal to twice your structure’s
total room points may lay anchor safely at this room,
which is likely a harbor or waterfront. Roll twice on the
Merchants table in the Traders and Merchants section.
These merchants are present for 30 days, after which
they depart and two new randomly-rolled merchants
arrive, continuing this pattern every 30 days.
Income. This room generates an income of 275 gp
(or 2d10 × 25 gp) every 30 days.
Ben Wootten
Docks on the water are ga teways
for trade and adventure alike
16
Escape Tunnel
Deep beneath the earth, a tunnel lined in ancient masonry
runs from your structure to some safe and innocuous
point in the outside world. Should the worse come to
pass, you at least have a way out.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Escape portal
A secret tunnel runs from a point in your structure you
choose to another point outside within a mile, also of
your choosing. This room automatically benefits from
the Hidden improvement.
Graveyard
Rows of rough-hewn gravestones rise from the ground
like jagged teeth, punctuated with the occasional stately
monument denoting the death of someone of station. It
is quiet here, but the silent air runs thick with the dark
energy of death.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Mausoleum, necromancer’s laboratory
Dead bodies can be interred here, and suffer no degradation
for the purposes of resurrection or necromancy
spells. Additionally, there are considered to be an unlimited
number of corpses for the purposes of necromancy
here. When cast in this room by the owners of this structure
or their allies, the spells animate dead and create
undead each create an additional undead creature of the
lowest possible CR.
Additionally, Arcana or Religion checks made here
that deal with necromancy or the dead have advantage.
Tithi Luadthong
A graveyard makes for a tranqul
resting plac e, though not when
there are necromancers about
17
Hospital
This place of healing is as comfortable and inviting
as one can make it, but it cannot entirely escape the
ominous shroud of disease and death.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp (optional)
Can Also Be: Clinic, medicine hut
A creature that finishes a short or long rest here has its
hit point maximum increased by an amount equal to the
structure’s total room points, and is healed up to its hit
point maximum. This increase lasts until the creature
finishes another long rest.
Additionally, if the creature is suffering from any
diseases or the poisoned condition, the creature can
make a Constitution saving throw with advantage at
the end of any rest it takes here, ending the disease or
condition on a success. The DC for this saving throw
is 15, unless the disease or condition would have a DC
that is lower.
If the maintenance cost for this room is paid to staff
it with a skilled hireling proficient in Medicine that acts
as a doctor, a creature that takes a rest here uses the
maximum possible value for any hit dice it expends to
heal, instead of rolling, until it finishes its next long rest.
Invocation Chamber
The thrum of ancient and powerful eldritch magic
permeates this room, its vibrations apparent to all that
enter. At its heart sits an immense crystal the size of
a man, glowing with an unearthly light, as visions and
revelations stir just beneath its surface.
Size Cost: 2 room points
Construction Cost: 5,000 gp
Construction Time: 30 days
Once each day, a creature that possesses the Spellcasting
or Pact Magic feature, has access to 5th level spell
spots, and is either one of the owners of this structure
or one of their allies, can use this room to invoke a
powerful entity, beseeching it for aid or knowledge. That
creature then casts either contact other plane or scrying
without expending a spell slot, even if the creature does
not know the spell it has chosen. When cast in this way,
the creature has advantage on the Intelligence saving
throw required by contact other plane, and a creature
targeted by the scrying spell has disadvantage on its
Wisdom saving throw.
Once every 30 days, a creature that meets the above
requirements and can cast at least one 6th level spell
can cast the planar ally spell within this room, even if
the creature does not know the spell, without expending
spell slots or uses of class features. A planar ally
conjured within this room cannot leave it for 8 hours
without permission from the creature that summoned it,
and is unable to attack or bring harm to its summoner
while its summoner remains within this room.
18
Lecture Halls
These hallowed halls of learning are just as likely to
guide the young to greatness as to play host to any
number of formative shenanigans.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp, 4 gp, or 6 gp
Can Also Be: Schoolhouse, training grounds
Classes are held in this room, instructing those within
on any number of topics. This room can be built
multiple times.
The maintenance cost for this room hires a number
of skilled hirelings proficient with any set of tools or
in any Wisdom or Intelligence skill, who act as teachers.
Choose the amount to pay; the maintenance cost
hires 1 teacher for 2 gp, 2 teachers for 4 gp, or 3
teachers for 6 gp.
Select a number of types of lessons to be taught in
this room from the following list, equal to the number of
teachers working in this room, as well as the specifics
of what each lesson teaches. A single type of lesson can
be chosen multiple times, but each must have a different
subject (for example, “Language Lesson” can be
chosen twice, but a different language must be selected
for each).
Language Lesson. Teaches a language you choose.
Skill Lesson. Teaches proficiency in a skill which the
hireling teacher is proficient in.
Spell Lesson. Teaches a cantrip of your choice to a
creature that can cast at least one spell with a spell
level. The cantrip must be on the spell list of a class
the creature belongs to, and doesn’t count against the
number of cantrips the creature can know.
Tool Lesson. Teaches proficiency with a set of tools,
a musical instrument, or a gaming set with which the
hireling teacher is proficient.
Weapon Lesson. Teaches proficiency with a
weapon you choose.
Each day, a creature in the structure can attend one
lesson of its choice, which lasts for 6 hours that day.
Once the creature has attended the class for a number
of days equal to 30 – twice its Intelligence modifier,
the creature is considered to have learned the lesson’s
subject matter. If an unskilled hireling completes a
lesson, it becomes a skilled hireling (complete with an
increase in its wage).
A creature can only benefit from a number of lessons
equal to its proficiency bonus, and does not absorb any
lessons from this room (or any other instance of this
room in this or other structures) beyond that limit.
Income. If this room accepts students and charges
tuition, this room generates an income of 110 gp
(or 1d10 × 20 gp) with 1 teacher, 220 gp (or 2d10 ×
20 gp) with 2 teachers, or 330 gp (or 3d10 × 20 gp)
with 3 teachers.
Library
Stacks of books piled high to the ceiling, light filtering in
from dusty windows, the library is a sanctum of knowledge
and research. Material on any subject matter may
be found here, if one has the time to search for it.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp (optional)
Can Also Be: Archives, scriptorium
When a creature takes at least 1 hour to peruse this
room, it can choose to make an Intelligence or Wisdom
based skill check to find specific knowledge within this
room. Even if the creature does not (or cannot) succeed
on this roll, it can typically uncover a hint as to where
else in the world this information may be found.
If the maintenance cost for this room is paid to hire
a skilled hireling proficient in at least one Intelligence
based skill as a librarian, a creature requires only 1
minute instead of 1 hour to peruse the room, and the
check the creature makes has advantage.
Lighthouse
A burning light that shines out like a brilliant star along
the coastline, a lighthouse is a welcome sight for mariners
and travelers well-versed in the perils of the sea.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp (optional)
Requirements: Structure must be adjacent to water
Can Also Be: Beacon
Ships traveling on water that are allied with the owners
of this structure and are within a distance of this structure
equal to 2 days of normal travel are able to navigate
more accurately with the presence of a lighthouse.
Within this distance, these ships can double their travel
pace while not in combat without worrying about the
dangers the sea presents.
If the maintenance cost is paid to hire a skilled hireling
proficient with navigator’s tools or vehicles (water)
as a lighthouse keeper, the crews of any ships friendly to
the owners of this structure have advantage on checks
required by Activities While Traveling or Hazards while
they can see this lighthouse.
Elena
19
Magical Enchanter
Delicate strands of the arcane are woven together here,
empowering simple items to become magical wonders.
Size Cost: 2 room points
Construction Cost: 5,000 gp
Construction Time: 30 days
Can Also Be: Altar of blessings
A creature with spell slots can use this room to make
any magic item that is not a potion or artifact, in half the
normal time, and with half the normal materials cost. If
the item would be an enchanted mundane object (such
as a +1 longsword, for example), the mundane object
must be created first, and its value can be deducted from
the cost of the enchantment (before dividing it in half
with the magical enchanter).
In all other ways, use the existing rules (DMG, p.
128-129; XGE, p. 128-129) for crafting magic items.
Additionally, once each day a creature can use this
room and 1 minute of effort to apply its choice of up
to two of the effects available to the artificer’s Magical
Tinkering feature (TCE, p. 11), to a tiny nonmagical
object. Doing so does not require the use of tools, and
in all ways other than those listed here, this functions
identically to the rules of the Magical Tinkering feature.
A number of objects can be affected in this way equal
to three times the structure’s total room points, and
affecting an object beyond this amount causes the first
affected object to lose the effects it has been granted
in this way.
Asanee
Lodgings provide a saf e
haven for travelers both
adventurous and mundane
20
Market Stalls
Festive flags span across this open and vivacious courtyard
while the sounds of animated haggling and the
subtle clink of currency changing hands punctuate the
air. Business is good enough here to warrant a permanent
residence from merchants seeking small fortunes.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Shops
Choose three merchants from the Merchants table in
the Traders and Merchants section. These merchants
are in permanent residence at your structure, though
the quality of their goods changes every 30 days.
This room can be built multiple times.
Income. If your structure is located in an area that
can reasonably expect trade, this room generates an
income of 210 gp (or 2d6 × 30 gp) every 30 days.
Maze
The high walls of this place arc up nearly out of sight,
threatening to blot out the sun and sky. Creatures that
find themselves wandering these labyrinthine corridors
often feel a sense of hopelessness and impending doom,
though whether this is enchantment or a product of the
architecture itself, none can say.
Size Cost: 2 room points
Construction Cost: 5,000 gp
Construction Time: 30 days
Requirements: A structure with at least 3
total room points
When you create this room, it replaces the entrance to
your structure with an elaborate maze which creatures
without a flying speed must make their way through in
order to enter your structure. You can choose to include
a hidden passage that bypasses the maze at no additional
cost, which follows the rules for the Secret Passage
room modification (detailed in a later section). The maze
cannot be the subject of any other room modifications.
Creatures attempting to navigate the maze must make
a number of successful Intelligence (Investigation) or
Wisdom (Survival) checks (their choice) equal to half
the structure’s total room points (round up), the DC of
which is equal to 10 + half the structure’s total room
points (round up). Each of these checks takes 1 hour to
complete, whether or not it is successful.
If creatures are traveling through the maze as a group,
one member of their group can make a single check
for all the creatures in the group, gaining advantage if
it is aided by the Help action from another one of these
creatures with proficiency in a relevant skill. The owners
of this structure, their allies, creatures familiar with
the maze, or any creature with a climb speed can make
these checks with advantage.
If a creature succeeds on these checks, it finds itself
at the entrance of the structure. If a creature fails 3
of these checks in a row, it becomes lost, resetting its
number of successful checks to 0.
Each 10 foot segment of the walls of this maze has an
AC of 17; 27 hit points; a height of 40 feet, and immunity
to all damage except bludgeoning, slashing, acid, fire,
force, thunder, necrotic, and damage from a pick. The
walls ignore any damage done to them from any source
that does not instantly reduce them to 0 hit points or
below with a single damage roll.
In place of a check to navigate the maze, a creature
can choose to attempt to damage the maze’s walls, using
its Attack action or a spell to attempt to inflict the necessary
damage. Successfully destroying a section of walls
counts as a successful check, while failing to destroy a
section of wall counts as a failed check. Destroyed walls
magically repair themselves after 30 days.
If this structure also contains an Animal Pens or Jails
room, the captive creatures contained within them can
be released into the maze. While these captive creatures
are within the maze, both the Animal Pens and Jails still
count as if they were occupied, and the captive creatures
are unable to escape the maze. If any creatures attempting
to navigate the maze fail two checks in a row, they
encounter the captive creatures, which could result
in combat depending on the inclinations of the creatures
involved.
Mill
The grinding and churning of the mill beats a constant
tempo of progress and production. A mill is the heart of
civilization, carrying lifeblood to all its other aspects.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Requirements: One raw resource (wood, metal, grain,
fish, wool, gems, or similar) harvested and under the
control of the owner of this structure or their allies,
within 5 miles of the structure.
Daily Maintenance Cost: 5 gp
Can Also Be: Cannery, loom, lumber mill, mint, water
wheel, windmill
A room for the refinement of resources, in whatever
form that might take. This room can be built
multiple times.
Income. If this room is fully staffed by at least 5
unskilled hirelings and at least 2 skilled hirelings
proficient in a relevant set of artisan’s tools (paid for by
the maintenance cost), it can produce refined materials
from available raw resources.
If these raw resources are supplied, the mill can
generate salable materials worth 550 gp (or 1d10 ×
100 gp) every 30 days. These materials can be sold to
interested buyers, consumed in place of hirelings’ wages
if they are food (thus reducing your structure’s Total
Cost per Day), or used in place of gold cost for crafting,
if applicable.
21
Rookery
The cawing of crows and ravens fills the air here, creating
a dissonant chorus in this place of communication.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp (optional)
This room houses a number of crows, ravens, pigeons,
owls, hawks, or similar birds equal to your structure’s
total room points. While in this room, a creature can
attach a message to one of these birds and give it
instructions for delivery. This acts identically to a casting
of the animal messenger spell, save that the message is
written, not spoken, can be up to 50 words, and is delivered
in the form of a tiny scroll.
If you pay the maintenance cost to staff this room with
a skilled hireling proficient in Animal Handling who
acts as a master of ravens, the room can instead hold a
number of birds equal to twice the structure’s total room
points, and the duration of the room’s effect that mimics
animal messenger is 48 hours instead of 24 hours.
Portal Conflux
The cobblestones laid into the floor of this chamber
rattle with the ebb and flow of the arcane energy pouring
through the wide portal mouths that encircle the room’s
perimeter. Through the surface of each, a visitor can
view new lands, cities, and even alien worlds.
Size Cost: 2 room points
Construction Cost: 15,000 gp
Construction Time: 30 days
Requirements: A structure with at least 3 total room
points, a creature capable of casting 7th-level spells
When you create this room, it contains a number of
portals equal to half this structure’s total room points
(round up). Each of these portals follows the rules of the
gate spell, excepting that they allow for two-way travel,
do not require spell slots or a materials cost, do not
require concentration, cannot forcibly draw creatures
through them, and have an indefinite duration. As with
the gate spell, deities and other planar rulers can deny a
portal’s creation in their realm or presence.
These portals can only be destroyed with a casting of
dispel magic at 7th-level or higher, or with the destruction
of this room or the structure itself. If the room and
structure still stand, a destroyed portal will be reformed
after 30 days, leading to a location chosen by the owners
of this structure.
This room can be built multiple times.
Safe Room
Tucked between the walls of this structure, this room
appears on no maps. While its very existence appears
forgotten, it contains everything necessary to shelter a
number of creatures from harm indefinitely.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Requirements: A structure with at least 3
total room points
Away from sight in an obscure corner of the structure,
this room is a shelter that the owners of this structure
and their allies can escape to in times of need. When
you build this room, it automatically benefits from
the Hidden room modification (detailed later) with no
additional cost.
This room is constructed from walls made of mithral
with an AC of 21; 40 hit points; immunity to all damage
except acid, fire, force, and necrotic; and that ignore any
damage done to them from any one source that would
not instantly reduce them to 0 hit points or below.
Entering this room, even via a secret passage, places
you outside these mithral walls, which must be broken
down or opened with a command word (known to the
owners of the structure) to themselves be entered.
All the amenities of life are contained within these
mithral walls, allowing up to 4 creatures a limitless
supply of pure water, preserved food, and clean air,
along with bedding, waste disposal, and supplies to live
a modest lifestyle without any cost.
More creatures can be housed inside the safe room,
but the lifestyle quality decreases with more creatures
sheltered within the room. This room can support up
to 6 creatures with a poor lifestyle, 8 creatures with a
squalid lifestyle, or 10 creatures with a wretched lifestyle.
The room does not contain enough food, water, or
air to support more than 10 creatures, and attempting to
shelter more than 10 creatures within the room subjects
each creature in the room to a level of exhaustion for
each day it spends within the room.
Pyramis
Intelligent and social, a
crow waits to deliver
messag es from a rookery
22
Sewers
Full of waste, refuse, and the occasional crocodile,
the sewers do an excellent job keeping filth under the
streets, rather than on top of them.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Creatures that dwell within a structure containing this
room lead healthier lives and live in a much more sanitary
environment. As such, the owners of this structure,
their allies, and any other creatures that live in this
structure have resistance to poison damage while within
5 miles of the structure, and while within this radius
have advantage on all saving throws to resist becoming
infected with disease or against spells or effects that
would inflict the poisoned condition.
Occasionally, strange items wash up in the sewers.
Every 30 days, roll 1d6. On a roll of 1 or 2, a random
item from the Trinkets table (PHB, p. 160-161) is found,
intact and (mostly) clean.
Shadow Vault
Not all things were meant for all eyes. This room
contains a complex working of arcane runes and foci,
humming with a distant power, that project a constant
illusion hiding your structure from view.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
The area around your structure, out to a radius of
300 feet beyond your structure’s walls, is affected by a
special hallucinatory terrain spell, the details of which
you determine when you first build this room. This spell
is also able to change the appearance of manufactured
structures within its area, but not creatures or equipment.
Thus, a tower could appear to be an enormous
tree, a cottage could be a boulder, or a college could be
blanketed in an endless fog.
At any time, the owners of this structure or a friendly
creature that they designate can change the nature of
this illusion by entering the room and using an action
to do so, determining whatever new attributes of the
illusion apply. The illusion can be temporarily disabled
with such an action, as well, or re-enabled with a similar
action at a later time.
Shrine
A humble construction, but nevertheless quite holy. It
is laden with icons, censers, and a simple offering bowl
waiting for the gifts of the faithful.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Profane idol, spirit totem
A creature visiting this shrine can present it with a
nonmagical object as an offering, which is then placed in
a position of import and destroyed, usually by supernaturally
powerful fire. The creature then gains a blessing,
based on the monetary worth of the destroyed object, as
detailed on the table below. A creature can only gain one
such blessing every 24 hours.
Shr ine Blessings
Object Worth Blessing
5 gp or less Targeted by a casting of guidance with a duration
of 24 hours.
6-10 gp As above, except the d4 can also be applied to an
attack or saving throw, instead of an ability check.
10-25 gp As above, except the spell grants a total of 2d4,
each die of which must be applied to a separate
roll. After the last d4 is applied, the spell ends.
26-50 gp As above, except any amount of d4s can be
applied to the same roll.
51-100 gp As above, except the spell grants a total of 3d4
instead of 2d4.
101-200 gp As above, except the spell grants 3d6 instead of
3d4.
201-400 gp As above, except the spell grants 3d8 instead of
3d6.
401-700 gp As above, except the spell grants 3d10 instead of
3d8.
701-1,000 gp As above, except the spell grants 3d12 instead of
3d10.
1,001+ gp As above, except any attack that hits while its roll
benefited from at least one of these dice becomes
a critical hit.
Dean Spencer
A lonesome shrine awaits the
off erings of travelers
23
Smithy
The twang-clink of metal on metal, the roar of the fire,
and the hiss of steam create a symphony of construction
that fills this room. Newly-forged weapons and tools line
the walls, glittering with firelight from the forge and the
promise of practical use.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp (optional)
Can Also Be: Crafts workshop, forge
This room is considered to always have the following
sets of tools available: carpenter’s tools, jeweler’s tools,
leatherworker’s tools, smith’s tools, tinker’s tools, and
woodcarver’s tools. These tools are always present
in this room, and individuals that are proficient with
these tools can create items in half the normal time
and with half the crafting cost while working in this
room, using the existing crafting downtime activity rules
(PHB, p. 187; XGE, p. 128). This room can be built
multiple times.
If you pay the maintenance cost to hire a skilled
hireling proficient with a relevant type of artisan’s tools,
choose a merchant of one of the following types: furniture
and interior decor, jewelry and gems, knick-knacks,
leatherworking, mechanical contraptions, medium
and heavy armor, tools, vehicles and transportation, or
weapons. The quality of this merchant’s goods changes
every 30 days, but it can never be less than poor, and is
rerolled if it would ever be lower than this quality.
Income. Additionally, if the maintenance cost is paid,
this room generates an income of 198 gp (or 1d10 × 36
gp) every 30 days.
24
Stables
The sounds and smells of horses and stranger animals
still animate these cold stone stables. Straw matting,
water, and feed are available, providing mounts the
shelter and relative comfort they need to properly
recuperate.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 3 gp (optional)
Can Also Be: Carriage house, coach house, wheelhouse
Your structure gains the ability to house and support
horses or other Large or Medium beasts trained to be
used as mounts, and can hold four of these creatures
for each unit of your structure’s maximum room points.
Mounts that receive a long rest within this room have
their movement speed increased by 10 feet until their
next long rest. This stable does not come equipped with
mounts, and mounts must be acquired by other means.
If the maintenance cost is paid in order to hire a
skilled hireling proficient in Animal Handling to act
as a stable master, as well as 5 unskilled hirelings to
act as stablehands, this structure is considered to be
the permanent home of a vehicles and transportation
merchant. The quality of this merchant’s goods changes
every 30 days, but it can never be less than poor, and
is rerolled if it would ever be lower than this quality. If
you are using the Traders and Merchants supplement,
this merchant does not have access to any water or air
transportation options.
Income. Additionally, if the maintenance cost is paid,
this room generates an income of 225 gp (or 2d8 × 25
gp) every 30 days.
Tavern
Downtime and drink are essential to adventurers
and garrisoned soldiers alike. A tavern always carries
within it the often sweet fragrance of what it brews,
from plum brandy to apple cider to hoppy ale to
refined wine. Typically, taverns find themselves filled
with the heat and crackling staccato of a log fire, the
honeyed lyrics of bard song, and words whispered
between furtive folk.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp or 4 gp
Can Also Be: Brewery, public house, speakeasy
For those that live in and nearby the structure, the
tavern often makes life much more enjoyable. The
owners of this structure add 1d4 to any Charisma or
Insight checks they make involving those who regularly
use the tavern, which is generally expected to be
almost all of those that live within the structure, as
well as an assortment of those that live nearby.
When taking the carousing downtime activity (XGE,
p. 126-128) at a tavern you own, you have advantage
on the Charisma (Persuasion) check you make at the
end of it, as well as adding the 1d4 to that check.
Additionally, when you take the gambling downtime
activity (XGE, p. 130-131) at a tavern you own, you can
reroll your choice of a single one of the checks the activity
would have you make, as well as adding the 1d4 to
each of the checks.
Running a tavern requires a tavernkeep, a skilled
hireling trained in Persuasion whose salary is covered
by the 2 gp maintenance cost. As an option, you can
increase the maintenance cost to 4 gp to hire an additional
skilled hireling proficient with brewer’s supplies
to act as a brewer.
If the tavern has both a tavernkeep and a brewer, this
structure is considered to be the permanent home of
an alcohol and refreshment merchant. The quality of
this merchant’s goods changes every 30 days, but it can
never be less than poor, and is rerolled if it would ever
be lower than this quality.
Income. If the tavern has only a tavernkeep, it generates
an income of 210 gp (or 2d6 × 30 gp) every 30 days.
If the tavern has both a tavernkeep and a brewer, the
high-quality alcohol it produces increases the income to
315 gp (or 3d6 × 30 gp) every 30 days.
Theater
An enormous hall complete with seating, a large stage,
and excellent acoustics. This room is well equipped for
plays, concerts, and speeches, making them feel that
much more true-to-life.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 10 gp (optional)
Having a theater in a structure gives the owners of the
structure a space to perform shows, or to allow shows to
Dmitriy
A tavern with an
attac hed stables
25
be performed by traveling musicians and acting troupes.
Alternatively, the owners of this structure can hire an
acting troupe to remain in residence. Regardless, any
creature that spends a short rest in this room watching
a performance gains a point of inspiration.
Income. When shows are put on by wandering
musicians and actors, or the owners themselves, the
theater generates an income of 176 gp (or 2d10 × 16 gp)
every 30 days.
However, the maintenance cost can be paid in order
to retain an acting troupe in residence, which hires 10
unskilled hirelings and 4 skilled hirelings proficient in
Deception, Performance, or Persuasion, or with the
disguise kit, carpenter’s tools, painter’s supplies, or a
musical instrument. When an acting troupe is in residence,
the theater instead produces an income of 605
gp (or 2d10 × 55 gp) every 30 days.
Trophy Room
This collection of tokens taken from past triumphs
is certainly impressive, if a little grisly. The decor of
this room treads the fine line between awe-inspiring
and terrifying.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Museum
The trophies or objects in this room are centered
around a specific type of creature other than humanoids
(such as beasts or fiends), or one race of humanoids
(such as elves or halflings). After a creature takes a short
rest in this room, it gains the following benefits concerning
the type of creature or race of humanoids the room
is centered on:
Advantage on Survival checks made to track
these creatures.
Advantage on Intelligence and Wisdom checks made
concerning these creatures.
Advantage on initiative checks when it can see at least
one of these creatures, and that creature is hostile.
Deals an additional 1d4 damage on attacks it makes
against these creatures.
These benefits last until the creature finishes a long rest.
War Room
Improperly planned, war can be a nightmare. With
adequate planning, supply lines, and intelligence,
though, warfare becomes a much more feasible
enterprise.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Bureaucrat’s office
While in this structure or fighting in its defense within 5
miles of it, any guard and other hireling using the guard
stat block (MM, p. 347) friendly to the owners of this
structure can instead uses the statistics of a scout (MM,
p. 349), but still only require its regular daily payment.
Additionally, all soldier hirelings of any type friendly to
the owners of this structure have advantage on initiative
rolls while within 5 miles of this structure. Whenever
such a hireling rolls initiative while within this radius, it
gains temporary hit points equal to the total room points
of this structure (maximum 10) that last for up to 1
minute or until they are lost.
Modifying Your Rooms
26
Modifying Your Rooms
Individual room expansions can be built up, improved,
and modified in a small variety of ways.
You can choose to purchase a modification from the
list below for either a room expansion being built, or for
one that has already been built. If the expansion is being
built, the modification adds its construction time to the
expansion’s total construction time. If a modification is
purchased for an existing expansion, the modification’s
building begins immediately, and the expansion does not
provide a benefit until the modification is complete.
Some modifications have requirements, which
the owners of the structure, or at least one of their
allies within the structure, must be able to fulfill in
order to build.
Room Expansion Modification s
Room Expansion
Construction
Cost
Construction
Time
Built Multiple
Times (same room)
Extra-dimensional 7,500 gp 30 days No
Hidden 2,500 gp 15 days No
Secret passage 2,500 gp 15 days Yes
Teleportation rune 3,500 gp 25 days No
Trapped Varies Varies Yes
Warded or spell-bound Varies 7 days Yes
Extra-Dimensional
The air inside the room seems somehow thicker, slightly
more viscous. Outside shuttered windows, stars and
comets cascade by, shining like a thousand diamonds
against a swirling ethereal sky.
Construction Cost: 7,500 gp
Construction Time: 30 days
Requirements: A creature that can cast at least one
7th-level spell
This room’s door is actually a portal to a pocket dimension,
containing the room itself. The laws of time and
gravity in the expansion are yours to set, within limit,
only once when you first modify the expansion. Gravity
can be half to twice as strong, and time can move at halfpace
to double time, relative to the outside.
The room also has the immunity to scrying, tracking,
and similar effects that being located on a different
plane provides, and is considered to be infinitely far
away from the rest of its structure for the purposes of
spells and effects (though not for the benefits the structure
itself and its other expansions provide).
Hidden
There’s no telling what secrets a cleverly-designed structure
might hide. Behind tapestries, false book-cases,
or hidden switches lurk chambers tucked away where
none may find them, save those that know the secret to
accessing them.
Construction Cost: 2,500 gp
Construction Time: 15 days
This modification is added onto any room to hide it from
view. The owners of the structure and any allies they
designate know the secret to enter the hidden room.
Another creature attempting to enter the room must
first make an Intelligence (Investigation) check to
discover the presence of a hidden chamber, followed by
a Dexterity (Sleight of Hand) check to uncover how to
enter, once they are aware of its presence. The DC of
both of these checks is equal to 10 + half the structure’s
total room points (round up).
Secret Passage
An airy draft billows behind the walls of this room,
traveling unseen from one room to the next. An astute
few know the secret to accessing this passage, which
remains hidden to all but the most observant.
Construction Cost: 2,500 gp
Construction Time: 15 days
Requirements: At least two completed room expansions,
a structure with at least 3 total room points
This modification is built in two rooms simultaneously,
though it only requires one construction cost to be paid.
A secret passage makes a hidden connection between
these two rooms, behind walls, under floors, and generally
out of view.
Similar to a hidden room, the owners of the structure
and any allies they designate know how to enter
this secret passage from either of its entrances, and
can move freely between these two rooms. All others
must first make an Intelligence (Investigation) check to
discover the presence of a secret passage, followed by
a Dexterity (Sleight of Hand) check to uncover how to
enter, once they are aware of it. The DC of both of these
checks is equal to 10 + half the structure’s total room
points (round up).
You can built multiple secret passages into one room,
but each passage must connect to a different room.
Graf ik-Art
27
Teleportation Rune
A small rune resembling a gate is carved into a flagstone,
support beam, or the underside of a table here.
For those select few who know its true meaning, the
rune is as functional as a doorway while being significantly
more subtle.
Construction Cost: 3,500 gp
Construction Time: 25 days
Requirements: A structure with at least 3 total
room points, a creature that can cast at least one
5th-level spell
When this rune is first created, choose a command
word. Any creature that touches this rune and speaks
its command word can instantly teleport to any other
room of that creature’s choice in the same structure that
also contains a copy of this rune built as a modification
in that room.
All such runes within one structure share the same
command word, and if only a single one of these runes
exists within a structure, it does nothing until at least
one other rune is built in a different room.
Trapped
This room hides a deadly secret, and only you know
where it might be found.
Construction Cost: Varies (see below)
Construction Time: Varies (see below)
Requirements: Varies (see below; none if
none are listed)
This room contains one of the following traps listed on
the Trap Construction table, which you choose when you
build this modification. This modification can be built
multiple times in a single room for multiple traps, and
the same trap can be selected multiple times. Each time
you build this room, work with your DM to determine an
appropriate location for the trap, which can change its
overall effectiveness.
Trap Con str uct ion
Trap Construction Cost Construction Time Page Reference Requirements
Bear trap 50 gp 1 day XGE 114 A creature proficient in either Survival or with smith’s
tools.
Crossbow trap 150 gp 1 day XGE 114 A creature proficient in either Survival or with at least
one type of crossbows.
Danse macabre 3,500 gp 30 days VRGR 197 A creature that can cast at least one 6th-level spell.
Faceless malice 2,000 gp 30 days VRGR 197 A creature that can cast at least one 5th-level spell.
Falling net / net trap 150 gp 1 day DMG 122 /
XGE 114-115
A creature proficient either in Survival or with nets.
Falling portcullis 250 gp 1 day XGE 114 A creature proficient in either Survival or with smith’s
tools.
Fire-breathing statue 1,250 gp 7 days DMG 122 A creature that either can cast at least one 2nd-level
spell or is proficient with alchemist’s supplies.
Hunting trap 5 gp 1 day PHB 152 —
Pit, simple 250 gp 1 day DMG 122 —
Pit, hidden / pit trap 500 gp 1 day DMG 122 / XGE 115 A creature proficient either in Survival, or with carpenter’s
tools or mason’s tools.
Pit, locking 1,500 gp 7 days DMG 122-123 A creature proficient either in Sleight of Hand, or with
smith‘s tools or thieves’ tools.
Pit, spiked 2,000 gp 7 days DMG 123 A creature proficient either in Survival or with smith’s
tools. If the pit is also hidden or locking, it must also
meet their requirements, above.
Poison darts 1,250 gp 7 days DMG 123 A creature proficient either in Survival or with the
poisoner’s kit.
Poison needle 1,500 gp 7 days DMG 123 / XGE 115 A creature proficient either in Survival or with the
poisoner’s kit.
Rolling sphere 2,000 gp 30 days DMG 123 A creature proficient either in Survival or with mason’s
tools.
Scything blade 1,250 gp 7 days XGE 115 A creature proficient with smith’s tools.
Sphere of annihilation 5,000 gp 30 days DMG 123 A creature that can cast at least one 7th-level spell.
Sleep of ages 3,500 gp 30 days XGE 115 A creature that can cast at least one 6th-level spell.
28
Warded or Spell-Bound
The magical energy of a persistent spell suffuses this
room, protecting it or providing some less obvious, more
obscure benefit.
Construction Cost: Varies (see below)
Construction Time: 7 days
Requirements: A creature that can cast the listed spell.
This room is constantly under the effect of one of the
following spells, the details of which you decide when
you build this modification and which can only be
altered later by rebuilding this modification in the same
room and paying the cost a second time.
The spell is considered to have a duration of permanent,
and can be dispelled with a casting of dispel magic
of 7th-level or greater. If a spell is dispelled in this way, it
reasserts itself after 30 days.
These spells are always considered to fill the entire
room and are cast at their lowest level possible, with the
owners of the structure and those they designate considered
to be the spell’s casters. Saves made against spells
cast with this modification are made against a DC of 10
+ half the structure’s total room points (round up).
You can build this modification in a single room
multiple times, choosing a different spell for each time
you construct it.
Spell-Bound Spells
Spell Cost Details
Alarm 1,000 gp —
Animate objects 3,000 gp This room is haunted by animated
objects equal to one casting of this
spell at its lowest level, which will
automatically attack creatures hostile
to the owners of this structure after
they spend at least 1 minute in
this room. The objects are capable
of sensing the intentions of such
creatures.
Antimagic field 4,500 gp —
Circle of power 3.000 gp —
Dawn (XGE) 2,000 gp Only affects creatures that would be
damaged by natural sunlight.
Magic circle 2,000 gp —
Reverse gravity 4,000 gp —
Unseen servant 500 gp* Conjuring one unseen servant costs
500 gp. This cost can be paid up to
10 times when buying this modification,
to cause the room to hold up
to 10 unseen servants who respond
to the wishes of the owner and their
allies. Each unseen servant can
replace an unskilled hireling, lowering
your structure’s Total Cost per
Day by 2 sp for each servant.
Zone of truth 1,500 gp When you build this modification,
choose whether it affects all creatures,
only the owners and their
allies, or only the enemies of the
owners.
Tithi Luadthong
A reverse gravity spell in a room
ca n flip a creature’s expectations
Other Spells for Str uct ure s
Many other spells that already exist in the Player’s Handbook are
ideal for use with player-owned structures. The following is a list
of spells to consider when building and maintaining a structure:
Arcane lock, forbiddance, glyph of warding, guards and wards,
hallow, mirage arcane, Mordenkainen’s faithful hound, Mordenkainen’s
private sanctum, programmed illusion, symbol, and
teleportation circle are all spells that contribute well to an owned
structure in different ways.
In addition, a spell that must be cast every day for a year to
take permanent effect only needs to be cast every day for a 30
days within a structure that you own.
Hirelings, Soldiers, Spellcasters
Workshops & Laboratories
Workroom
This room is designed for crafting in. A workroom is
made specifically for the type of crafting to be done
within; there is one version for each type of artisan’s
tools and certain miscellaneous tools. Crafting in a
workroom of the appropriate type allows a character
to work on significant projects that are too large to
carry around. Up to three crafters can use a workroom
at the same time.
Room Cost.
- Alchemy Laboratory (300 gp)
- Brewery (240 gp)
- Calligraphy Table (220 gp)
- Carpentry Shop (216 gp)
- Cartography Studio (230 gp)
- Cobblery (210 gp)
- Expanded Pantry (202 gp)
- Glassblowing Chamber (260 gp)
- Jeweler’s Vault (250 gp)
- Leatherworking Shop (210 gp)
- Mason’s Yard (220 gp)
- Painting Atelier (220 gp)
- Pottery Hall (220 gp)
- Smithy (240 gp)
- Tattoo Parlor (230 gp)
- Tinkering Laboratory (300 gp)
- Weaver’s Shop (204 gp)
- Woodcarving Shop (202 gp)
- Forgery Den (230 gp)
- Herbalism Laboratory (210 gp)
- Poisoner’s Retreat (300 gp)
Structure Cost. For a separate building dedicated to
a craft, a workshop with the same name as the room,
increase the cost by 200 gp. Up to ten crafters can
make use of a freestanding workshop at a time.
At the Dungeon Master’s discretion, a workshop also
provides the benefits of masterwork tools for one user
at a time, something described in the Comprehensive
Equipment Manual.
Workplace
A workplace, brimming with activity, boasts timber-framed
halls filled with artisans and scribes. Candlelit
desks host quills scratching parchment and intricate
craftsmanship. Aromas of tanned leather and brewing
ale drift from nearby corners. Merchants haggle over
wares while apprentices labor alongside master
craftsmen, absorbing ancient techniques. Bells chime,
marking shifts and the cadence of daily life. Within
these bustling walls, the echo of chatter and clinking
tools resonates, creating a tapestry of commerce and
creation. Amidst the organized chaos, the workplace
weaves livelihoods and aspirations, embodying the
essence of craftmanship and ingenuity in a bygone era.
Level 1
Each workplace contains tools and equipment
dedicated to a singular purpose, usually the application
of a specific tool or profession.
Size: 1 Building Space
Cost: 600 gp
Prerequisites: None
Benefit: This room have one of the following tools: a
carpenter’s tools, a cobbler’s tools, a disguise kit, a
glassblower’s tools, a jeweler’s tools, a leatherworker’s
tools, a mason’s tools, a painter’s supplies, a poisoner’s
kit, a potter’s tools, a tinker’s tools, a weaver’s tools, or
a woodcarver’s tools. The chosen tool is always
considered to be present in this room. Additionally, if a
character is proficient with this tool, it can double its
proficiency bonus when making a check with it.
Level 2
This area resembles the level 1 workplace, but it has
finer tools and equipment.
Size: 1 Building Space
Cost: 1,300 gp
Prerequisites: None
Benefit: This room have two of the following tools: a
carpenter’s tools, a cobbler’s tools, a disguise kit, a
glassblower’s tools, a jeweler’s tools, a leatherworker’s
tools, a mason’s tools, a painter’s supplies, a poisoner’s
kit, a potter’s tools, a tinker’s tools, a weaver’s tools, or
a woodcarver’s tools. Both tools must be the same, and
the chosen tools are always considered to be present in
this room. Additionally, if a character is proficient with
this tool, it can double its proficiency bonus when
making a check with it.
A single character using this room and having its
resources all to himself can roll with advantage when
making a check using one of the artisan tools.
Alternatively, up to two characters can share this space
at the same time, and each one of them can double its
proficiency bonus when making a check with each
artisan tool.
Workshop:
Alchemist's Lab
FT&S
p10
Expansion
Alchemist’s Lab
Glass-blown tubes, alembics, piping, and jars line the walls in dusty candle-lit shelves. The air is musky with the smell of dried herbs, as to the side a cauldron bubbles rhythmically atop an open flame.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Apothecary, herbalist
This room comes equipped with alchemist's supplies, a poisoner's kit and an herbalism kit that are all inherently part of its architecture. As such, each of these sets of tools is always considered to be present here.
Additionally, a creature proficient with alchemist's supplies has a bonus to crafting magic items in the potion category of rare quality or lesser while within this room. A creature proficient with the poisoner's kit has this same bonus when crafting poisons within this room, such as Basic Poison or any of the poisons listed on pages 257-258 of the Dungeon Master's Guide. In either case, it takes the creature a quarter of the normal time to craft the item in question, and it costs half as much of the usual gold. This bonus is not cumulative with similar bonuses from class features or other sources.
Source: FT&S, page 10
Magic Laboratory
A magic laboratory, an arcane haven, crackles with
energy amid bubbling vials and glowing runes. Copper
contraptions and alchemical apparatuses adorn wooden
tables beneath arcane symbols etched into obsidian
walls. Ethereal wisps coil around hovering orbs of
mystic essence. Potions simmer on enchanted braziers,
emitting vibrant hues and arcane scents. Crystal
spheres refract prismatic light, while tomes levitate,
pages flipping in whispered incantations. Arcane
diagrams and celestial charts adorn chalkboards amidst
the thrum of otherworldly energies. In this sanctum of
sorcery, wizards weave spells, unlocking the mysteries
of the cosmos, where the convergence of magic and
science fuels the pursuit of arcane mastery and cosmic
understanding.
Level 1
This simple wood- or stone-floored laboratory contains
a small mystical library, a writing desk, and a lab table
for various magical experiments. The crude furnishings
are made of rough wood. A basin sits in one corner,
next to an open barrel of water. A fireplace squats
against another wall, ready to provide heat as well as
any fire that may be necessary.
Size: 1 Building Space
Cost: 800 gp
Prerequisites: None
Benefit: A character using this laboratory can craft a
magic item. To complete a magic item, a character
needs whatever tool proficiency is appropriate or
proficiency in the Arcana skill.
Additionally, if a character is proficient with the
Arcana skill, it can double its proficiency bonus when
making a check within this room.
Level 2
Similar but superior to the level 1 magic laboratory,
this room has every tool the aspiring meddler in magic
might need at his ready disposal. The walls of this place
are covered with blackboards upon which all sorts of
arcane or obscure notes can be scrawled. The rough tile
floor allows easy cleaning while also preventing slips
and falls. Four basins are in the place, each of which
has a barrel of water suspended over it, complete with a
tap to permit easy access. An emergency barrel
mounted on a hinged platform can be tilted to pour
water over a person in case of an emergency.
Size: 1 Building Space
Cost: 2,000 gp
Prerequisites: One apprentice
Benefit: A character using this laboratory can craft a
magic item, and the time spent on crafting the item is
reduced to half. To complete a magic item, a character
needs whatever tool proficiency is appropriate or
proficiency in the Arcana skill.
Additionally, a single character using this laboratory
and having its resources all to himself can roll with
advantage when making an Arcana check within this
room. Alternatively, up to four characters can share
this space at the same time, and each one of them can
double its proficiency bonus when making an Arcana
check within this room.
Siege Workshop
A tidy, if eclectic, workshop full of all manner of gears,
wheels, and mechanical elements. The hiss of smelted
iron mingles with the back-and-forth saw rhythm of
precision woodcutting, as weapons of war are churned
out for your structure’s defense.
Size Cost: 2 room point
Construction Cost: 5,000 gp
Construction Time: 30 days
Daily Maintenance Cost: 8 gp
A team of at least 3 skilled hirelings proficient in appropriate
sets of tools and 10 unskilled hirelings (all paid
for by the maintenance cost) can build and maintain
siege equipment here. The workshop can build one of
the following siege weapons at any one time, the statistics
for all of which are found in the Dungeon Master’s
Guide, page 255:
Siege Weapon Con str uct ion
Siege Weapon Construction Time Construction Cost
Ballista 15 days 1,000 gp
Cannon* 15 days 1,500 gp
Cauldron, suspended 15 days 1,000 gp
Mangonel 30 days 3,000 gp
Ram 15 days 1,000 gp
Siege tower 60 days 5,000 gp
Trebuchet 60 days 5,000 gp
* requires knowledge of gunpowder
A structure can only physically house a number of siege
weapons equal to its total room points at any one time.
Nextmars
A smithy is a welcome workspac e
for novices and experts alike
——————————————————————————————————————————————————————————————————————————————————————————————————————————————————
CURRENT WIP & ORGANIZED COMPONENTS/FACILITIES/PARTS
Lodging
Can Also Be: Barracks, guest rooms, spare cots, servant's quarters
Lodging (Expansion) |
|
|
Apx. Sq. Ft.: |
—Min. 400— sq. ft. |
Cost to Buy: |
— gp |
|
Monthly Rent: |
Income: 220 gp |
Construction Cost: |
2,500 gp |
|
Construction Time: |
15 days |
Room Points: |
Cost 1 |
|
Bonus Expansion: |
— |
Skilled Hirelings: |
1 |
|
Unskilled Hirelings: |
— |
Total Cost Per Day: |
2 gp (Optional)/td]
| |
Total Cost per Month: |
60 gp (Optional) |
Parts: |
— |
|
Minimum Staff: |
— |
At the end of a long day a got meal, warm bed and cozy fire are often just enough to keep most people happy. Enticing more individuals to dwell in your structure means being able to provide all three of these amenities
While a structure is usually considered to have adequate lodging for its owners and its hireling staff, additional housing for guests, soldiers, or other visitors may be necessary. This room can be built multiple times.
When constructed, choose one of the following options for this room:
- Bunks. This room can hold and house up to 100 individuals and their supplies in communal bunks.
- Bedrooms. This room can hold and house up to 24 individuals in 6 private bedrooms, up to 4 persons per room.
Income
If this room is in a structure that can reasonably expect paying travelers, you chose to build bedrooms, and you decide for this room to act as an inn to visitors, then you can choose to pay the maintenance cost in order to hire a skilled hireling proficient either in cook's utensils or with Persuasion to act as an innkeeper. If you do, this room then generates an income of 220 gp (or 1d10 × 40 gp) every 30 days. (I want to review this income… as well as the options earlier…)
This room may be build multiple time.
NOTE: Bedrooms are usually near the baths or privy, but on the opposite side from the kitchen.
Source: FT&S, page 10
To rent a room:
Squalid: 7cp/day
Poor: 1 sp/day
Modest: 5 sp/day
Comfortable: 8 sp/day
Wealth: 2 gp/day
Aristocrat: 4+ gp/day
Bedroom Suite
A bedroom suite, a refuge of opulence and comfort,
features intricately carved wooden furniture draped in
rich fabrics. Canopied beds adorned with sumptuous
tapestries stand as focal points, surrounded by lush
cushions and embroidered linens. Dimly lit by torches
in ornate sconces, the room exudes a warm, amber
glow. Stone walls bear woven tapestries depicting epic
tales, while a crackling fireplace casts dancing
shadows. A writing desk rests by leaded glass windows,
inviting quiet contemplation. The air carries scents of
lavender and beeswax, fostering an ambiance of regal
repose where nobles retire, finding respite in lavish
luxury within their private sanctuary.
Level 1
This master bedroom includes a walk-in closet and
privy. The furnishings are rough, but they include a
straw bed on a low frame, two chests of drawers and a
mirror hanging on one wall. The bedclothes are made
of rough cotton, wool, or even burlap, and the blanket
is often a patchwork quilt made of whatever was
available. A couple of rough benches form a sitting area
next to a small table.
Size: 1 Building Space
Cost: 700 gp
Prerequisites: None
Benefit: This room has space for up to two
characters. Characters that live here can keep a
comfortable lifestyle at no extra cost.
Level 2
This master bedroom comes complete with a well
appointed walk-in closet filled with fine clothing and a
tastefully adorned privy. The bed rests on a handsome
frame and includes a mattress made of cotton batting.
The sheets are of fine cotton, and the blankets are
wool. Two finely carved bureaus are here, in which are
kept stylish clothes. A bell rests on each bed stand so
that the occupants can easily call for the servants. The
bedroom suite also includes a pair of upholstered
benches and a small writing desk.
Size: 1 Building Space
Cost: 1,100 gp
Prerequisites: None
Benefit: This room has space for up to two
characters. Characters that live here can keep a wealthy
lifestyle at no extra cost. In addition, when a character
finishes a long rest while in this room, you can reduce
the character’s exhaustion level by 2, provided that the
character has also ingested some food and drink.
Level 3
The walk-in closet features rows of shelves for boots
and shoes, plus handmade hangers for the finest in
clothing. The walk-in garderobe allows two individuals
to see to their privy needs in privacy and comfort. In
the main room, there are two marble-topped bureaus
filled with clothes. The four-poster bed is made of the
finest wood hung with the wispiest of linens, and the
mattress and the blankets are stuffed with feathers. The
sheets are silk. A pair of stuffed chairs sits in one
corner. In another, a finely polished and fully stocked
writing desk waits to be used.
Size: 2 Building Spaces
Cost: 2,700 gp
Prerequisites: One valet
Benefit: This room has space for up to two
characters. Characters that live here can keep an
aristocratic lifestyle at no extra cost. In addition, when
a character finishes a long rest while in this room, you
can reduce the character’s exhaustion level by 3,
provided that the character has also ingested some food
and drink.
Bedrooms
Bedrooms, serene yet functional, feature simple
wooden furniture and tapestries adorning stone walls.
Canopied beds draped in coarse linens offer respite,
nestled beneath heavy beams and thatched roofs. Dim
candlelight flickers on rough-hewn floors, casting
shadows over basic furnishings—a chest for
belongings, a wooden stool, and a modest washbasin.
Scents of dried herbs and the faint crackle of hearth
fires infuse the air, while small windows let in a
modicum of light. Amidst this humble setting, slumber
finds its place, providing a modest but comforting
haven for rest in the midst of a simpler life.
Level 1
This area contains two smaller bedrooms, possibly with
a connecting door. The furnishings in each room are
rough, including a straw bed on a low frame, a single
chest of drawers, and a mirror hanging on one wall.
The bedclothes are made of rough cotton, wool, or even
burlap, and the blanket is often a patchwork quilt made
of whatever was available.
Each room also has a rough bench sitting in front of
a small table. This component includes a privy, though
it need not be attached or adjacent to the bedroom
component itself.
Size: 1 Building Space
Cost: 500 gp
Prerequisites: None
Benefit: This area have space for to two individuals in
separate rooms. Characters that live here can keep an
modest lifestyle at no extra cost.
Level 2
This area contains two smaller bedrooms with a
connecting door. Each room has a bed that rests on a
handsome frame and includes a mattress made of
cotton batting. The sheets are of fine cotton, and the
blankets are wool.
Each room has a finely carved bureau and a
handsome wardrobe. A bell rests on a bed stand next to
each bed so that the occupants can easily call for the
servants. In addition, there’s an upholstered bench and
a small writing desk. This component includes a privy,
though it need not be attached or adjacent to the
bedroom component itself.
Size: 1 Building Space
Cost: 700 gp
Prerequisites: None
Benefit: This area have space for up to to four
individuals in two separate rooms. Characters that live
here can keep an comfortable lifestyle at no extra cost.
Level 3
This area contains two smaller bedrooms with a
connecting door. Each room features a marble topped
bureau and a gorgeous wardrobe. The fourposter bed is
made of the finest wood hung with the wispiest of
linens, and the mattress and the blankets are stuffed
with feathers. The sheets are silk.
A stuffed chair sits in one corner. In another, a finely
polished and fully stocked writing desk waits to be
used. The walls are adorned with fine art, often of
people in positions of repose. Sometimes they feature
dreamy scenes filled with pleasant nymphs or other
fantastic or heavenly scenes. This component includes
a privy, though it need not be attached or adjacent to
the bedroom component itself.
Size: 2 Building Spaces
Cost: 1,600 gp
Prerequisites: One valet
Benefit: This area have space for up to to four
individuals in two separate rooms. Characters that live
here can keep an wealthy lifestyle at no extra cost. The
luxuriousness of the room requires a single valet, who
can be called with any of the bells positioned around
the rooms.
Bedrooms
Bedroom Suites
Barracks
Prison / Jail Cells
Prison Cell
A desolate chamber, bears cold stone walls etched with
desperation. Iron bars cast shadows over straw-strewn
floors where a single cot rests. Dampness lingers in the
air, carrying the scent of decay and confinement. Faint
sunlight filters through a solitary barred window,
offering a glimpse of distant freedom. Shackles lie
abandoned, remnants of anguish. Silence reigns,
broken only by the echoes of despair and the occasional
drip of water. Within this grim solitude, time crawls as
the incarcerated endure their confinement, yearning
for reprieve from the oppressive weight of isolation and
captivity.
Size: 0,5 Building Spaces
Cost: 300 gp
Prerequisites: One guard per shift
Benefit: This cell includes iron shackles on the walls
and hay mattresses strewn about. The standard prison
cell comes with six sets of manacles capable of binding
a Medium-size creature in a communal cell.
Alternatively, you can replace the communal cell with
independent jail cells. In this arrangement, each prison
cell component includes two to four small cells each
capable of holding one or two Medium-size creatures.
A Small creature takes up half the space in a prison
cell as a Medium-size creature, Tiny and smaller
creatures take up one-fourth the space, a Large
creature takes up twice the space of a Medium-size
creature, and a Huge creature four times the space.
Generally, you can’t keep Gargantuan or larger
creatures in a simple prison cell, though by buying
enough rooms you could get a large enough space.
Larger creatures will require specially made manacles,
which cost 2,000 gp.
Jails
Dark, and pungent prison cells, laden with rust and
grime, greet unwelcome or belligerent guests. Hopefully,
some time in uncomfortable conditions will show them
the error of their ways.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp (optional)
Can Also Be: Prison, sacrifice pit, torture chamber
You have cells available to securely hold a number of
humanoids up to five times your structure’s total room
points. Prisoners may only escape if they are unguarded,
and either have access to this room’s key (five of which
come with this room), or by using thieves’ tools to make
four successful DC 15 Dexterity checks. This room can
be built multiple times.
This room is equipped for non-magical humanoids,
and will not thwart magical attempts at escape unless
the appropriate wards under the Warded improvement
are purchased for this room.
If the maintenance cost for this room is paid in order
to staff the room with a skilled hireling proficient in
Intimidation who acts as a warden, every 7 days you can
choose for a single creature imprisoned within the jails
for that entire duration to make a Charisma or Wisdom
saving throw (its choice) against a DC of 15. On a
failure, that creature truthfully answers up to 1d4 questions
the hireling asks it, as long as the creature and the
hireling share at least one language.
Dean Spencer
Villainous or innocent, ja ils
confine any within them
Common Area / Parlor
Common Area
A common area is an expansive hall adorned with
weathered banners and tapestries depicting mythical
legends. Grand hearths crackle, casting a warm glow on
sturdy wooden tables and benches. A bubbling
cauldron brews exotic concoctions while books and
scrolls rest on worn shelves, inviting tales and
knowledge sharing. Plush rugs soften stone floors as
adventurers huddle over maps, planning expeditions.
Bards’ melodies drift from a corner stage adorned with
instruments. Laughter and camaraderie fill the air
amidst the scent of hearty stews and mead. This
bustling space embodies unity, where diverse souls
converge, sharing stories, skills, and dreams amidst a
world of fantastical possibility.
Level 1
This plain room features bare floors with a few benches
and walls with uninspiring artwork or tapestries.
Size: 1 Building Space
Cost: 400 gp
Prerequisites: None
Benefit: This area does not give any type of benefit,
but it might serve as a waiting room, a general meeting
area, or an all-purpose room.
Level 2
This room features polished stone or wood floors with
comfortable benches. The walls bear impressive murals
and sound-dampening curtains.
Size: 1 Building Space
Cost: 600 gp
Prerequisites: None
Benefit: This area does not give any type of benefit,
but it might serve as a fancier waiting room, a general
meeting area, or an all-purpose room.
Courtyard
A courtyard, framed by imposing stone walls adorned
with weathered banners, exudes a rustic charm.
Cobblestone paths crisscross between herb gardens and
a central fountain, its waters cascading into a worn
basin. Wooden benches offer respite beneath climbing
ivy and the shade of gnarled trees. A well, the heart of
the square, echoes with pulley creaks as residents draw
water. Sounds of bustling markets resonate, mingling
with the clattering hooves of steeds. Above, fluttering
pennants herald the castle’s presence. In this bustling
yet intimate space, life thrives—a hub of activity and
community within the stronghold’s protective embrace.
Level 1
Sometimes called a bailey, this large open space is
surfaced either with gravel or patches of grass. It has
no roof. Some flowers might appear around the edges
of the area. Paths are worn through the center by
people walking around the place. A rough bench or two
sits here too.
Size: 1 Building Space
Cost: 400 gp
Prerequisites: None
Benefit: This area does not give any type of benefit,
but it helps to beautify your base.
Level 2
This courtyard features some grass, but the paths are
paved with cobblestones or bricks. Wrought-iron
benches are placed strategically throughout the place,
and a simple fountain sits in the center of the area,
surrounded by paving stones as well. A bust or two
stand on pedestals in strategic locations
Size: 1 Building Space
Cost: 600 gp
Prerequisites: None
Benefit: This area does not give any type of benefit,
but it helps to beautify your base.
Level 3
This well-appointed courtyard is paved entirely with
smoothly cut flagstones. A massive fountain forms the
centerpiece, in which water pours endlessly from a
masterfully carved statue dedicated to the higher power
of the builder’s choice. Statuary is placed tastefully
throughout the area, and cushioned benches (usually of
iron or fine wood trimmed with gold) are scattered
about the place.
Size: 1 Building Space
Cost: 1,500 gp
Prerequisites: One servant for handling the gardening
and other upkeep
Benefit: This area does not give any type of benefit,
but it helps to beautify your base.
Courtyard
** Farm
** Garden
Holding Cells
Cells are made with iron bars, which have 19 Armor
Class, 6 hardness, and 27 hit points. They are each
made to house four medium creatures or one large
creature. Because they are constructed to resist
intentional breakage by their contained creatures, cell
bars and walls are typically immune to damage from
natural and unarmed attacks. Additional information
on the health of objects can be found at page 246 of
the Dungeon Master’s Guide. The cell’s door comes
with a lock, for which a single key is provided. Without
the key, a creature can pick this lock with a successful
DC 15 Dexterity check using thieves’ tools.
Room Cost. 100 gp per cell
Structure Cost. A freestanding “jailhouse” can be
built for 100 gp plus another 100 gp per contained
cell. This building has stout doors and thick walls, and
other security features suitable for maintaining
prisoners.
Gardens
Gardens are typically housed in a courtyard, rooftop,
or along the perimeter of a building or property. They
can be used to grow food or other plants. For
adventurers, they are most often used to grow the
exotic herbs that are the necessary components of
herbalism. A cultivated garden is useful when arable
land is not freely available on the land parcel.
A garden is particularly useful if the characters find
a rare plant that the Dungeon Master determines to be
the necessary component for a certain herbal brew.
(For further inspiration, see the rules for Concoctions
in the Comprehensive Equipment Manual.) Cultivating
the plant allows the characters to harvest periodically
and craft the brew, though they must return home to
the garden each time they do so. The Dungeon Master
will dictate the amount of ingredients available in a
garden at any given time. At the Dungeon Master’s
discretion, maintaining an herb garden may reduce the
cost for ingredients to craft a variety of herbal brews.
Room Cost. 10 gp
Garden
The smell of green, growing life fills the air here. Lush
vines laden with savory tomatoes grow alongside
mandrake root, ephedra, and even more esoteric herbs.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 4 gp (optional)
Can Also Be: Druidic grove, greenhouse,
poisoner’s grotto
Contains an assortment of herbs and grown vegetables.
This room can be built multiple times.
Income. Every 30 days, the garden grows an amount
of herbs equal in worth to 225 gp (or 1d4 × 90 gp). A
creature proficient in Nature or with the herbalism kit
can harvest these herbs with 8 hours of effort.
Once harvested, the herbs can be sold for their worth
in currency, or used as materials to craft any item
(within reason), mundane or magical, that could be
created with alchemist’s supplies, brewer’s supplies,
cook’s utensils, or the poisoner’s kit. Typically this
would include any drinkable items, non-meat edible
items, poisons, liquids, and magic items in the potion
category, though your DM may rule that certain potions
or poisons are unable to be brewed with herbs from the
garden. Use the existing crafting rules (PHB, p. 187;
DMG, p. 128-129; XGE, p. 128-130) for this purpose.
If you pay the maintenance cost to hire a staff of
two skilled hirelings either proficient in Nature or
with the herbalist’s kit to act as gardeners, the garden
instead produces herbs worth 450 gp (or 2d4 × 90 gp)
every 30 days.
Topiary Garden
The wind whistles through this verdant garden, rustling
the leaves in the large shaped hedges that make up this
place. Though it is peaceful, those that enter here can’t
help but shake the feeling that they are being watched.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Requirements: A structure with at least 3
total room points
This room is populated with a number of awakened
shrubs (MM, p. 317) equal to five times your structure’s
total room points, each one counting as an unpaid,
unskilled hireling for any structure or room requirements.
Each shrub that fills a position that would
otherwise belong to an unskilled hireling reduces the
structure’s Total Cost per Day by 2 sp.
The shrubs do as commanded by the owners of the
structure and their allies, and stand motionless in place
if commands conflict, waiting until new commands are
given. These shrubs can perform simple tasks that a
human servant could do, such as fetching things, cleaning,
mending, folding clothes, lighting fires, serving food,
and pouring wine. If a shrub leaves the structure it was
created in for more than 7 consecutive days, it roots in
place, becoming a mundane un-awakened shrub.
Additionally, these shrubs can be ordered to combine,
forming larger topiary creatures more capable of
combat. Five shrubs can combine into a single entity,
which uses the statistics of an awakened tree (MM,
p. 317), and follows any orders from the owners of
this structure and their allies. If this awakened tree is
reduced to 0 hit points and dies, so do all the shrubs
that make up its body. This tree can be ordered to split
apart at any time by the owners of this structure or one
of their allies. If it does and is missing hit points, one of
the shrubs that makes up the tree dies for every 12 hit
points the tree is missing.
While formed into a tree, the constituent shrubs are
no longer able to replace hirelings within the structure.
Shrubs can also be ordered to form a tree and attack
automatically when they see unknown intruders, or
specific creatures or types of creatures designated by
the owners of this structure or their allies.
Any dead shrubs regrow after 30 days, up to the
maximum initially present when this room was first
constructed.
Clock tower | nto
Clock Tower
Rising high above a central point and easily visible to
all, the stylized yet simple face of this enormous clock
hides a complex assembly of gigantic gears, all turning
in unison with an expertly synchronized motion.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Requirements: Knowledge of clockwork technology, a
structure with at least 6 total room points
The presence of a clock tower greatly increases the efficiency
of your workforce and thus your entire structure,
requiring you to spend less on maintenance and wages
to achieve the same effect. Reduce the Total Cost per
Day of the structure by 10 gp.
Tithi Luadthong
A clocktower improves overall
eff iciency, which saves money
Dining Hall
Kitchen
Storage
Guildhall
Bank
Armory
Reliquary
Sacristy
Animal Pen / Menagerie | nto
Stable / Carriage House |nto
** Library
**** Library Archive
** Trophy Hall / Museum
Washroom / Bath room
Hospital
Workspaces & Workshops
** Workplace / Workshop
** Workshop (Siege)
**** Smithy
Church / Abbey / Chapel | nto
Sanctuary
Sanctum
Meditation Chamber
Auditorium / Theater
Laboratory
Laboratory (Alchemical)
Laboratory (Magic)
** Magic Enchanter / Workshop
** Study / Office
** Arcanist's Study / Summon Room
**** scriptorium
** Market / Vendor / Shop
** Tavern
**** Brewery
**** gaming hall
** Mill
observatory
** Lighthouse
** Dock
Military / Protective
Escape Tunnel / Portal | nto
** Gatehouse
Barbican
** Guard Post
** Torture Chamber
** Throne Room
** War Room
** Training Area
Functional
** Graveyard / Catacomb
** Labyrinth
** Sewers
*** teleportation Circle
** DEMIPLANE
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At this point one would go on to