Homebrew: Property, Components

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 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 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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Dierde

The land of Adventure, until the dragon wakes.


Table of Contents  


Property Homebrew

 

Business

  • Economy
  • Businesses
  • Merchant Trades
  • Creatures, Trade
 

Crafting & Other

  • Staff & Hirelings
  • Crafting
  •  
  • Guilds
  • Equipment, Siege Weapons
  • Creatures
  • Item Crafting
  •  
  • Vehicles
  • Magic Item Chances
  • Magic Spells
  • Previous Version Spells
  • Travel
  • Weather, Generator