Homebrew: Property, Structures

  An ancient castle on a wind-swept cliff, overlooking a verdant, bone-strewn valley where an ancient battle took place. Set against the seaside, an open-air ivorycolumned temple spreads its arms wide to welcome in the elements. At a dusty crossroads, a lone trading post invites all travellers, especially those with purses filled with gold, or lips laden with rumors.   As storied as these locations may be, they were all founded at one point by historical figures. Bold, noteworthy folk of many walks of life, who invested coin and manpower into building these landmarks for purposes inscrutable, either lost to the passage of time or handed down in song and story between the generations. Immortality is available to all adventurers with sufficient coin, should they wish to build it.   Players often wish to leave their mark on the world, to establish something grand that can survive their characters and change the world around them, making it altogether better, worse, or simply different for its presence. Structures that are created by the characters are an excellent opportunity for roleplaying, quests, and story, being an instantly visible and prominent part of the world to those in regions nearby.   A structure included in a game is typically both a focal point of the campaign and an investment opportunity for the player characters. The more gold and time characters spend expanding, improving, and staffing their structure, the more benefits, defense, and utility it provides. A well-governed structure can act as a military bastion, a powerful trading hub, or the spiritual center of a faith, and those that control the structure may stand as the stewards of the fates of millions.   This is an effort to consolidate and reorganize the Homebrew rules for strongholds & businesses for players in Dierde. They are built off the Building a Stronghold rules in the Official books, and then starts with Homebrew: Property.

Building Your Home

Should players wish to build a structure, they must pay the associated construction fee and invest the proper construction time to build it, as indicated on the Buildable Structures table.   Land Ownership. If this structure will be on owned land in a kingdom or other governed region, players must typically buy the land to be allowed to build by the government, at a price determined by its size and location. The price of land typically runs between 100 gp and 1000 gp for a small to well-sized plot, but can stretch upwards of 5,000 gp for a large, expansive plot. The DM determines land prices, and not all land is inherently for sale. This is explained more in-depth on the Property page.  

STEP 2: CHOOSE A SIZE

D&D measures the size of your fortress in “stronghold spaces” (ss). A stronghold space isn’t rigidly defined in terms of square footage, but most stronghold spaces take up a 20-foot-by-20-foot-by-10-foot space; a simple one-room cottage takes up one stronghold space. Most of the stronghold components you’ll select in Step 3 take up one stronghold space each. Each of the following things fit in a single stronghold space:
  • An opulent bedroom suite, two normal bedrooms, quarters for six servants, or barracks for ten soldiers.
  • Kitchen space for fifteen residents.
  • An alchemical laboratory, wizard’s workshop, or nice office.
  • A small smithy or a stable for six horses.
A complete of list of stronghold components can be found in Chapter 2. At this point, you only need to give some thought to how many stronghold spaces your finished stronghold will have. The size of your stronghold determines how many of your walls are interior walls—important if you’re trying to save money by building a stronghold with tough exterior walls and weaker interior walls, for example. Many of the magical extras you’ll buy for your stronghold, from intruder alarms to force shields, have prices that depend on how many spaces they cover.

Size Estimates

As noted, a simple cottage takes up 1 stronghold space. Most strongholds are much larger, of course. Use the following table to estimate the size of the stronghold you’re building.  
Stronghold Size
Stronghold Type Size in Stronghold Spaces
Cottage 1
Simple house 4
Grand house 7
Mansion 15
Border tower 4
Keep 12
Castle 20
Huge castle 80
Small dungeon* 30–60
Medium dungeon** 61–120
Large dungeon† 121 and up
*Such as the sample dungeon provided in Chapter 4 of the DUNGEON MASTER’s Guide.
**Such as the dungeon found in The Sunless Citadel. †Such as the Crater Ridge Mines found in Return to the Temple of Elemental Evil.
    Stronghold Builder's Handbook
 
DM Note: Land is more expensive based on population density for many reasons. More protected, more valued, etc...
 
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.   Thieves Guild
 
image-thornwinds-old-church.jpg
 

Buildable Structures

Aka Premade Structures
Structure Room Points Construction Cost (gp) Construction Time (days) Approx. Sq. Footage Bonus Expansion
Abbey 6 50,000 400 30,000 Garden
Apartment, Basic (1 Bedroom) 800 15 800
Apartment, Basic (2 Bedroom) 1,300 30 1,300
Apartment, Basic (Studio) 400 15 400
Apartment, Fancy (1 Bedroom) 1,300 30 1,300
Apartment, Fancy (2 Bedroom) 1,300 30 1,300
Apartment, Fancy (Studio) 900 15 900
Army Base 19,400 300 19,400
Artist Studio 8,075 100 8,075
Banquet Hall, Basic 7,200 100 7,200
Banquet Hall, Fancy 13,125 250 13,125
Cavalry Base 33,800 400 33,800
Chapel, Basic 1 1,000 10 625 Chapel
College or large school 6 50,000 400 200,000 Lecture Hall
Cottage or farmhouse 1 2,500 30 400
Cottage, small 50 10 400
Dungeon or barrow 3 15,000 100 50,000 Jails
Encampment 1 2,500 10 400
Factory, large 3,500 65
Factory, small 1,000 40
Farmhouse, small 1 1,000 30 400
Guard Tower 800 15 800
Guildhall, town or city 1 5,000 60 2,800 Smithy
Guildhouse or Lodge, town or city 1 2,000 15 400 Smithy
House, Large 2 25,000 30 1,600 Library or Any room that costs only 1 room points
House, Medium or Cottage (Fancy) 1 5,000 15 400
House, Small or Cabin (Basic) 1 2,000 10 400
Inn, Dockside 7,525 100 7,525
Inn, rural roadside 2 5,000 60 4000-8025 Lodgings
Inn, town or city 1 5,000 60 2800-8025 Lodgings
Keep or small castle 10 50,000 400 100,000 Armory
Lighthouse 1 2,500 30 400 Lighthouse
Lodge, hunting 0 2,500 30 1,600 Trophy room
Medium castle 15 275,000 800 500,000 War room
Noble manor, with estate 5 25,000 150 12,000 Library
Outpost or fort 5 15,000 100 50,000 Armory
Palace or large castle 20 500,000 1,200 900,000 Any room that costs only 1 or 2 room points
Prison Complex 8,200 100 8,200
Residential Building, Basic 5,825 100 5,825
Residential Building, Fancy 12,250 200 12,250
Residential Building, Luxury 30,400 400 30,400
Shack 10 3 100
Shop, Basic 1 400 15 625 Boutique
Shop, Fancy 0 3,500 30 1,600 Boutique
Tavern, Basic 1 900 15 400-4200 Tavern
Tavern, Fancy 1 4,000 30 400-5225 Tavern
Tavern, Luxury 1 20,000 30 400-8700 Tavern
Temple, large 6 50,000 400 200,000 Chapel
Temple, small 0 3,000 30 1000-3250 Shrine
Tower, fortified 4 15,000 100 2,800 Stables
Tower, Wizard or Ziggurat 4 25,000 150 5950-50000 Caravansary
Trading post 2 5,000 60 4,000 Caravansary
Trading Post (Luxury) 2 25,000 30 1,600 Caravansary
  Cost to Buy or Rent
Structure Cost to Buy Monthly Rent Parts
Abbey
Apartment, Basic (1 Bedroom) 800 gp 4 gp Basic Bedroom (1)
Basic Common Area (1)
Apartment, Basic (2 Bedroom) 1,100 gp 6 gp Basic Bedroom Suite (1)
Basic Common Area (1)
Apartment, Basic (Studio) 500 gp 3 gp Basic Bedroom (1)
Apartment, Fancy (1 Bedroom) 7,000 gp 39 gp Fancy Bedroom (1)
Fancy Common Area (1)
Apartment, Fancy (2 Bedroom) 8,000 gp 44 gp Fancy Bedroom Suite (1)
Fancy Common Area (1)
Apartment, Fancy (Studio) 4,000 gp 22 gp Fancy Bedroom (1)
Army Base 27,800 gp 150 gp 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)
Artist Studio 21,300 gp 110 gp 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)
Banquet Hall, Basic 14,500 gp 81 gp Basic Dining Halls (3)
Basic Kitchens (3)
Servants' Quarters (2)
Basic Storage (1)
Banquet Hall, Fancy 126,300 gp 700 gp Fancy Dining Halls (5)
Fancy Kitchens (5)
Servants' Quarters (2)
Fancy Storages (3)
Cavalry Base 43,800 gp 240 gp 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)
Chapel, Basic
College or large school
Cottage or farmhouse
Cottage, small
Dungeon or barrow
Encampment
Factory, large
Factory, small
Farmhouse, small
Guard Tower 800 gp 4 gp Guard Post (1)
Basic Storage (1)
Guildhall, town or city
Guildhouse or Lodge, town or city
House, Large
House, Medium or Cottage (Fancy)
House, Small or Cabin (Basic)
Inn, Dockside 22,900 gp 120 gp Basic Taverns (2)
Basic Stable (1)
Basic Dock (1)
Basic Bedrooms (10)
Fancy Kitchen (1)
Servants' Quarters (1)
Basic Storage (1)
Inn, rural roadside 23,400 gp 130 gp Basic Taverns (2)
Basic Stables (2)
Basic Bedrooms (10)
Fancy Kitchen (1)
Servants' Quarters (1)
Basic Storage (1)
Inn, town or city 23,400 gp 130 gp Basic Taverns (2)
Basic Stables (2)
Basic Bedrooms (10)
Fancy Kitchen (1)
Servants' Quarters (1)
Basic Storage (1)
Keep or small castle
Lighthouse
Lodge, hunting
Medium castle
Noble manor, with estate
Outpost or fort
Palace or large castle
Prison Complex 14,400 gp 80 gp Prison Cells (10)
Basic Kitchens (2)
Barracks (2)
Guard Posts (2)
Basic Study/Office (1)
Torture Chamber (1)
Residential Building, Basic 12,500 gp 69 gp Basic Bedrooms (8)
Basic Kitchens (2)
Basic Dining Hall (1)
Basic Bath (1)
Residential Building, Fancy 66,900 gp 370 gp Fancy Bedrooms (10)
Fancy Kitchen (1)
Fancy Dining Hall (1)
Fancy Bath (1)
Servants' Quarters (1)
Residential Building, Luxury 411,600 gp 2,200 gp Luxury Bedrooms (15)
Luxury Dining Hall (1)
Luxury Kitchen (1)
Luxury Bath (1)
Servants' Quarters (4)
Shack
Shop, Basic
Shop, Fancy
Tavern, Basic 7,300 gp 41 gp Basic Taverns (3)
Basic Stables (2)
Basic Kitchen (1)
Servants' Quarters (1)
Basic Storage (1)
Tavern, Fancy 31,800 gp 170 gp Fancy Taverns (4)
Basic Stables (2)
Fancy Kitchen (1)
Servants' Quarters (2)
Fancy Storage (1)
Tavern, Luxury 186,200 gp 1,000 gp Luxury Taverns (6)
Fancy Stables (3)
Luxury Kitchen (1)
Servants' Quarters (3)
Luxury Storages (2)
Temple, large
Temple, small 14,500 gp 81 gp Fancy Chapel (1)
Fancy Library (1)
Fancy Study/Office (1)
Fancy Storage (1)
Tower, fortified
Tower, Wizard or Ziggurat 31,800 gp 170 gp 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)
Trading post
Trading Post (Luxury)
  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.  
 
    Cost and Staffing
Structure Skilled Hirelings Unskilled Hirelings Total Cost per Day Minimum Staff min wage
Abbey 5 25 20 gp
Apartment, Basic (1 Bedroom)
Apartment, Basic (2 Bedroom)
Apartment, Basic (Studio)
Apartment, Fancy (1 Bedroom)
Apartment, Fancy (2 Bedroom)
Apartment, Fancy (Studio)
Army Base 6 47 sp 3 Guards3 Cooks 14 gp/month
Artist Studio 3 6 sp 1 Cook2 Clerks 18 gp/month
Banquet Hall, Basic 3 2 sp 3 Cooks 6 gp/month
Banquet Hall, Fancy 15 6 sp 5 Servants10 Cooks 18 gp/month
Cavalry Base 22 67 sp 3 Guards3 Cooks16 Animal tender/grooms 20 gp/month
Chapel, Basic 1 2 gp
College or large school 5 25 20 gp
Cottage or farmhouse 1 5 sp
Cottage, small 6 cp
Dungeon or barrow 3 15 10 gp
Encampment
Factory, large 2 9/10 gp
Factory, small 10 3/4 gp
Farmhouse, small 1 2 5 sp
Guard Tower 1 27 sp 1 Guard 8 gp/month
Guildhall, town or city 5 3 5 gp
Guildhouse or Lodge, town or city 1 - 5 sp
House, Large 4 2 10 gp
House, Medium or Cottage (Fancy) 1 2 gp
House, Small or Cabin (Basic)
Inn, Dockside 9 1 gp 4 sp 4 Servants1 Animal tender/groom2 Laborers2 Cooks 42 gp/month
Inn, rural roadside 5 10 10 gp 4 Servants2 Animal tender/grooms2 Cooks 30 gp/month
Inn, town or city 1 5 5 gp 4 Servants2 Animal tender/grooms2 Cooks 30 gp/month
Keep or small castle 50 50 100 gp
Lighthouse 1 2 gp
Lodge, hunting 1 5 sp
Medium castle 100 75 250 gp
Noble manor, with estate 3 15 10 gp
Outpost or fort 20 40 50 gp
Palace or large castle 200 100 400 gp
Prison Complex 16 1 gp 4 sp 10 Guards2 Cooks2 Guards1 Torturer/Inquisitor1 Guard 42 gp/month
Residential Building, Basic 2 2 sp 2 Cooks 6 gp/month
Residential Building, Fancy 3 6 sp 2 Cooks1 Servant 18 gp/month
Residential Building, Luxury 25 2 gp 2 sp 15 Valet/Lackeys2 Servants6 Cooks1 Servant1 Valet/Lackey 66 gp/month
Shack
Shop, Basic 1 - 2 gp
Shop, Fancy 1 2 gp
Tavern, Basic 2 2/4 gp 6 Servants2 Animal tender/grooms1 Cook 24 gp/month
Tavern, Fancy 2 2/4 gp 12 Servants2 Animal tender/grooms2 Cooks 36 gp/month
Tavern, Luxury 2 2/4 gp 24 Servants3 Animal tender/grooms6 Cooks 66 gp/month
Temple, large 10 10 25 gp
Temple, small 2 1 gp
Tower, fortified 10 25 gp
Tower, Wizard or Ziggurat 3 15 20 gp 1 Alchemist1 Apprentice spellcaster2 Cooks 132 gp/month
Trading post 4 2 10 gp
Trading Post (Luxury) 4 2 10 gp
  † 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.  
 
   
Room Points
An abstraction not tied to the physical area of a structure, room points instead represent the amount of extra infrastructure the structure is able to support. Room expansions built within or around a structure use up its room points, and a structure's room expansions cannot have used collective room points in excess of what the structure provides.   For example, if a structure has 3 room points, it can have three 1 room point expansions, or a 1 room point and a 2 room point expansion, but not two 2 room point expansions.   Construction Cost and Time. The cost of construction includes materials and labor, and is assumed to be performed by a structure's required hirelings. Other individuals, which can be player characters, additional hirelings, and or other NPCs, can choose to help if they are present for the entire duration of a structure's construction time. If this is the case, reduce the structure's construction cost by a percentage equal to the individual's CR or half the individual's total character level (round up), whichever is applicable. Treat CRs of 0 as if they were 1/8 for this purpose. Multiple individuals can work on a structure for its entire construction time in this way to secure this benefit multiple times.   Approximate Square Footage
Structures vary in general design, and each type of structure has an approximate size listed along with it. This square footage is only an average measure of the interior of a structure, and a structure of a given type may be larger or smaller, within reason. The actual size of a structure has no impact on its function.   If you are drawing a map of your structure using squares, a single square at the scale typically used in D&D is 5 feet by 5 feet, with a square footage of 25. Thus, you can determine the number of available squares to draw your structure by dividing the listed square footage by 25.   Bonus Expansion. Most structures come with an expansion that is a fundamental part of the structure itself. This bonus expansion is completed along with the structure, and does not carry a separate construction cost unless otherwise stated. A bonus expansion also does not count against a structure’s room points, effectively costing 0 room points regardless of what its cost would otherwise be. Expansions for your structure are listed in a subsequent section.   Monthly Installments
Though a structure has its costs listed per day, your DM may wish to collect these payments every 30 days instead of daily, to help simplify the math involved in running a structure. Income from a structure (from things such as room expansions, detailed later) tends to be on a 30 day basis, as well, making this even more desirable.   If this is the case, add together the structure's Total Cost per Day with the maintenance costs of its expansions, and multiply this total by 30. Then, starting every 30 days after the structure's completion, pay this total, which can be offset by the structure's income.   Hirelings
The Skilled and Unskilled Hirelings columns indicate how many hirelings the structure and its expansions require to function (see the Hirelings, Soldiers, & Casters section later on for more). If hireling positions are unfilled, the structure and its expansions do not function until the roles are filled. Soldier and spellcaster hirelings do not count as either skilled or unskilled, and are special categories unto themselves.   If a structure’s Total Cost per Day is unpaid, the structure and its expansions cease functioning or providing benefits for every day it is unpaid. After 7 days of being unpaid (which need not be consecutive), a structure loses 1/4 of its total required hirelings, chosen at random, who wander off in search of better work. This continues every 7 days, until the structure loses all of its hirelings after 28 days. If a structure has less than 10 total required hirelings, all of its hirelings instead leave after not being paid for only 7 days.   Total Cost per Day
Each structure has a basic cost each day to keep it in operation, and to keep any expansions it supports functioning. This cost covers the wages of a structure’s required hirelings, as well as repair and resupply costs. Depending on structure, this cost sometimes includes discounts based on the structure’s inherent ability to provide revenue.   If a structure’s Total Cost per Day is unpaid, the structure and its expansions cease functioning for every day it is unpaid. After the first 7 consecutive days of being unpaid, each hireling must roll 1d20, with a DC of 5. If a hireling rolls lower than the DC, that hireling abandons its post and wanders off in search of work. This check is repeated after every 7 consecutive days without pay, and its DC increases by 5 on every consecutive check.

Damaged Structures

You can also rebuild a damaged structure you happen upon, should the DM determine you can make a legitimate claim to its ownership. You do not have to pay full price for such a structure and may not necessarily have to purchase the land this structure is on. The construction time and cost of a damaged structure varies directly with the amount of damage the structure has taken.   As an example, if a structure is only 25% damaged, repairing the structure and rendering it active would require 25% of the normal construction cost and time.   Examples of what specific percentages of damage would look like can be found on the following table.  
Damaged Structures
Damage Percent Appearance
0% Structure is immaculate and fully functional
1-25% Some wear and tear, roofs and walls have holes
26-50% Major components missing, some rooms collapsed
51-75% Nature reclaimed structure, some parts must be dug out
76-100% Scattered ruins, little more than foundation

Types of Structures

The following is a list of structures that are available to build, and any attributes they have.  

Structures: Domiciles

   
Shack. The simplest of buildings, this wooden one- room construction provides bare shelter from the elements, a few sticks of furniture, and a single fireplace or cookstove.  
   
Apartment, Basic (1 bedroom)
Apartment, Basic (1 bedroom) Apx. Sq. Ft.: 800 sq. ft.
Cost to Buy: 800 gp Monthly Rent: 4
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Basic Bedroom (1)
Basic Common Area (1)
Minimum Staff:
This is a 1 bedroom apartment, with a simple living room and a separate sleeping chamber. The furnishing is modest and unadorned, with little wall decorations. There is a small fireplace in the living room, with a square common table and two chairs, a small bench and end table, and some shelves for storage. The bedroom has a straw-stuffed mattress with a simple wooden frame, flanked by an end table. A wooden dresser sits against the far wall.  
Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
  Thievesguild
   
Apartment, Basic (2 bedroom)
Apartment, Basic (2 bedroom) Apx. Sq. Ft.: 1,300 sq. ft.
Cost to Buy: 1,100 gp Monthly Rent: 6
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Basic Bedroom Suite (1)
Basic Common Area (1)
Minimum Staff:
This is a 2 bedroom apartment, with a simple living room and two separate sleeping chambers. The furnishing is modest and unadorned, with little wall decorations. There is a small fireplace in the living room, with a square common table and two chairs, a small bench and end table, and some shelves for storage. Each bedroom has a straw-stuffed mattress with a simple wooden frame, flanked by an end table. One room has a wooden dresser, and the other has a standing wardrobe closet. There is a tiny bathroom with a latrine, just off the common area.  
Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
  Thievesguild
   
Apartment, Basic (Studio)
Apartment, Basic (Studio) Apx. Sq. Ft.: 400 sq. ft.
Cost to Buy: 500 gp Monthly Rent: 6
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Basic Bedroom (1) Minimum Staff:
This is a small studio apartment. The small room is a modest living space with rough furnishing. There is a straw bed on a low frame, a single chest of drawers, and a small mirror hanging on one wall. A rough bench sits infront of a small table. The room does not have a kitchen or fireplace. There bathroom in the hall that is shared by everyone on this floor.  
Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
  Thievesguild
   
Apartment, Fancy (1 Bedroom)
Apartment, Fancy (1 Bedroom) Apx. Sq. Ft.: 1,300 sq. ft.
Cost to Buy: 7,000 gp Monthly Rent: 39
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Fancy Bedroom (1)
Fancy Common Area (1)
Minimum Staff:
This well-appointed 1-bedroom apartment has a fine living room with a separate bedroom, including a walk-in closet and a tastefully adorned privy. The bed rests on a handsome frame and includes a mattress made of cotton batting. The living room has an upholstered couch, a quality dining table for four and a small writing desk.  
Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
  Thievesguild
   
Apartment, Fancy (2 Bedroom)
Apartment, Fancy (2 Bedroom) Apx. Sq. Ft.: 1,300 sq. ft.
Cost to Buy: 8,000 gp Monthly Rent: 39
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Fancy Bedroom Suite (1)
Fancy Common Area (1)
Minimum Staff:
This is a 2 bedroom apartment in a nice neighborhood, with an fine living room and two separate sleeping chambers, each with a nice-sized closet. There is a fireplace in the living room, with a four-person dining table, a plush couch made of soft cotton. A kitchen area is located in the far corner, separated from the rest of the apartment by a tall bar area. There is a tasteful privy off of the living room.  
Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
  Thievesguild
   
Apartment, Fancy (Studio)
Apartment, Fancy (Studio) Apx. Sq. Ft.: 900 sq. ft.
Cost to Buy: 4,000 gp Monthly Rent: 22
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Fancy Bedroom (1) Minimum Staff:
This is a small studio apartment, with it's own privy. The furnishing is sparse, but made of fine material. There is a soft cotton bed, a padded armchair, a small dining table, and a cute little fireplace in the corner.  
Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
  Thievesguild
   
Residential Building, Basic
Residential Building, Basic) Apx. Sq. Ft.: 5,825 sq. ft.
Cost to Buy: 12,500 gp Monthly Rent: 69
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Basic Bedrooms (8)
Basic Kitchens (2)
Basic Dining Hall (1)
Basic Bath (1
Minimum Staff: 2 cooks
Minimum Wages:
6 gp/month
This structure provides for all the needs of thirty people in comfort, if not luxury. This cluster assumes that residents sleep two to a bedroom, and that the two kitchen servants share a bedroom of their own. Thievesguild
   
Residential Building, Fancy
Residential Building, Fancy Apx. Sq. Ft.: 12,250 sq. ft.
Cost to Buy: 66,900 gp Monthly Rent: 370
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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
Similar to a basic residential building, but the bedrooms, dining hall, and bath have nice art, architectural details, and high-quality furnishings. This structure holds thirty people comfortably; half get their own bed-rooms and half sleep two to a room.   Thievesguild
   
Residential Building, Luxury
Residential Building, Luxury Apx. Sq. Ft.: 30,400 sq. ft.
Cost to Buy: 411,600 gp Monthly Rent: 2,200
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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
Similar to the fancy residential structure, but thirty people live in the lap of opulent luxury.   Thievesguild
   
Home, Small-Medium
AKA: Cottage or farmhouse
Home (Small-Medium) Apx. Sq. Ft.: 400 sq. ft.
Cost to Buy: —3,750— gp Monthly Rent:
Construction Cost: 2,500 gp Construction Time: 30 days
Room Points: Bonus Expansion:
Skilled Hirelings: 1 Unskilled Hirelings:
Total Cost Per Day: 5 sp Total Cost per Month: 15 gp
Parts: Minimum Staff:
A small to medium cozy hovel or home that can house a maximum of 5 people in close quarters. Made of thatch, lumber, brick, or similar. This structure comes with no bonus expansions.   Cottage. This building resembles a large family dwelling. It has two floors and about seven separate rooms. It can house a family of up to 10, or some other close-knit group of people, so long as bedrooms are shared.   Farm. A farm includes a farmhouse, like a cottage, and several fields to cultivate. It also has a barn, warehouse, or grain silo for housing livestock or storing crops.   FT&S p5
   
Lodge, Hunting
Lodge, Hunting Apx. Sq. Ft.: 1,600 sq. ft.
Cost to Buy: —3,750— gp Monthly Rent:
Construction Cost: 2,500 gp Construction Time: 30 days
Room Points: 0 Bonus Expansion: Trophy Room
Skilled Hirelings: 1 Unskilled Hirelings:
Total Cost Per Day: 5 sp Total Cost per Month: 15 gp
Parts: Minimum Staff:
A simple cabin, warm and dry, meant for trappers and hunters out in remote areas. Contains enough room to support up to 5 residents with basic necessities   Lodge, Hunting. This building is strategically located in useful hunting grounds. It has bare accommodations for a half-dozen hunters, including living facilities. It also provides the tools and room necessary to butcher and preserve meat, process hides, and perform other tasks common to hunting.   FT&S p5
   
Home, Large (Noble manor, with estate)
Home, Large (Noble manor, with estate) Apx. Sq. Ft.: 12,000 sq. ft.
Cost to Buy: —37,500— gp Monthly Rent:
Construction Cost: 25,000 gp Construction Time: 150 days
Room Points: 5 Bonus Expansion: Library
Skilled Hirelings: 3 Unskilled Hirelings: 15
Total Cost Per Day: 10 gp Total Cost per Month: 300 gp
Parts: Minimum Staff:
A fine manor house on a wide tract of land, expertly manicured or tailored how you wish. Contains private rooms for up to 15 individuals, as well as lower quality and well hidden semi-private quarters for a serving staff of up to 35 persons.   Noble Estate with Manor. A noble estate serves much of the same function as a keep or castle, but without the military fortification. In unsettled, frontier lands, a noble estate is likely to have some soldiers and an outer wall.   FT&S p5
   

Structures: Military & Government

   
Guard Tower
Temple (Large) Apx. Sq. Ft.: 800 sq. ft.
Cost to Buy: 800 gp Monthly Rent: 4
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Guard Post (1)
Basic Storage (1)
Minimum Staff: 1 guard
Minimum Wages:
8 gp/month
This independent 30-foot tall tower of hewn stone comes complete with a guard post on top. Note that the cost listed does not include the soldiers' equipment.   Thievesguild
   
Tower, fortified
[td15,000 gp
Tower, Fortified Apx. Sq. Ft.: 2,800 sq. ft.
Cost to Buy: —22,500— gp Monthly Rent:
Construction Cost: Construction Time: 100 days
Room Points: 4 Bonus Expansion: Stables
Skilled Hirelings: 10 Unskilled Hirelings:
Total Cost Per Day: 25 gp Total Cost per Month: 750 gp
Parts: Minimum Staff:
A large single spire set somewhere high and remote with an excellent view, fortified towers are typically used as military lookouts, wizard's spires, or immense lighthouses. Includes private rooms for up to 25 occupants and tightly-packed bunks for up to 100 visitors, acolytes, or staff.   Tower, Fortified. This tower is a small facility, often used to project military might into distant areas like mountain passes, places where conflicts are unlikely, but a military force or set of watchful eyes are important. Fortified towers are also a favorite with reclusive wizards and the like.   FT&S p5
   
Tower, Wizard or Ziggurat
Tower, Wizard Apx. Sq. Ft.: 5,950 sq. ft.
Cost to Buy: 31,800 gp Monthly Rent: 170
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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
This well-appointed 3-story tower has everything a wizard would need for arcane experiments and spell research.   Thievesguild
   
Army Base
Army Base Apx. Sq. Ft.: 19,400 sq. ft.
Cost to Buy: 27,800 gp Monthly Rent: 150
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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 Cook
Minimum Wages
14 gp/month
This allows you to quarter one hundred infantry. Up to forty can train in the drill yard at once, and up to sixty can take meals simultaneously in the mess hall. Note that the cost listed does not include the soldiers' equipment.   Thievesguild
   
Cavalry Base
Temple (Large) Apx. Sq. Ft.: 33,800 sq. ft.
Cost to Buy: 43,800 gp Monthly Rent: 240
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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
6 animal tender/grooms
Minimum Wages:
20 gp/month
Similar to an Army Base, but it also includes stables for up to one hundred cavalry units. Note that the cost listed does not include the soldiers' equipment.   Thievesguild
   
Outpost or fort
Outpost or fort Apx. Sq. Ft.: 50,000 sq. ft.
Cost to Buy: —37,500— gp Monthly Rent:
Construction Cost: 25,000 gp Construction Time: 100 days
Room Points: 5 Bonus Expansion: Armory
Skilled Hirelings: 20 Unskilled Hirelings: 40
Total Cost Per Day: 50 gp Total Cost per Month: 1,500 gp
Parts: Minimum Staff:
A forward, rough military establishment hewn from rock or timber, this structure is a friendly presence in a hostile land. Contains private quarters for up to 25 officers and common bunks for up to 225 soldiers and staff.   Outpost or Fort. This construction resembles a primitive castle, built mostly of wood with walls made of log palisades. It otherwise includes military lodgings and other logistical facilities to serve the same functions. A fort or outpost is often a precursor to a castle, built to be operational while a real castle is constructed nearby, or simply upgraded bit-by-bit until it turns into a castle.   FT&S p5
   
Castle, Small (or Keep)
Castle, Small (or Keep) Apx. Sq. Ft.: 100,000 sq. ft.
Cost to Buy: —75,000— gp Monthly Rent:
Construction Cost: 50,000 gp Construction Time: 400 days
Room Points: 10 Bonus Expansion: Armory
Skilled Hirelings: 50 Unskilled Hirelings: 50
Total Cost Per Day: 100 gp Total Cost per Month: 3000 gp
Parts: Minimum Staff:
Fit for borderlands and backwaters, this sturdy castle provides a safe haven for those inside it. There is a private room for the master of the keep, as well as private rooms for up to 25 distinguished guests. This structure can also house up to 250 servants or men-at-arms in less comfortable, occasionally communal living space.   Keep or Castle. This stone building or set of buildings is constructed for security and to project military power over the surrounding countryside. It is probably built in a strategic location, perhaps with natural barriers protecting it, and commonly boasts a high curtain wall capable of repelling a siege.   FT&S p5
   
Castle, Medium
Castle, Medium Apx. Sq. Ft.: 500,000 sq. ft.
Cost to Buy: —411,000— gp Monthly Rent:
Construction Cost: 274,000 gp Construction Time: 800 days
Room Points: 15 Bonus Expansion: War Room
Skilled Hirelings: 100 Unskilled Hirelings: 75
Total Cost Per Day: 250 gp Total Cost per Month: 7,500 gp
Parts: Minimum Staff:
Made to rule over a fiefdom or barony, this structure is equipped with heavy stone walls, turrets, and spires. A private room exists for the owner of this castle, and additional private rooms can house up to 50 guests. Staff or soldiers have mostly communal living, which can accommodate up to 500.   FT&S p5
   
Castle, Large or Palace
Castle, Large or Palace Apx. Sq. Ft.: 900,000 sq. ft.
Cost to Buy: —750,000— gp Monthly Rent:
Construction Cost: 500,000 gp Construction Time: 1,200 days
Room Points: Bonus Expansion: Any room that costs only 1 or 2 room points
Skilled Hirelings: 200 Unskilled Hirelings: 100
Total Cost Per Day: 400 gp Total Cost per Month: 12,000 gp
Parts: Minimum Staff:
An opulent, beautiful, enormous structure, the worthy seat of a kingdom or empire. Contains personal chambers for the structure's owners, private quarters for up to 200 distinguished guests, and somewhat shabby residences for up to 1,800 servants and soldiers. This structure comes with one free room of your choice, so long as the room would cost only 1 or 2 room points. This room costs neither room points nor gold.   Palace or Large Castle. This is a larger version of a normal keep or castle. The term “palace” generally denotes a lower level of military security, as a place situated deep in the heart of a kingdom or an empire, but it also implies a great deal more luxury.   FT&S p5
   
Dungeon or Barrow
Dungeon or Barrow Apx. Sq. Ft.: 50,000 sq. ft.
Cost to Buy: —22,500— gp Monthly Rent:
Construction Cost: 15,000 gp Construction Time: 100 days
Room Points: 3 Bonus Expansion: Jails
Skilled Hirelings: 3 Unskilled Hirelings: 15
Total Cost Per Day: 10 gp Total Cost per Month: 300 gp
Parts: Minimum Staff:
An underground dwelling, dank, pungent, and dark. Perhaps composed of mineshafts, carved stone, or ancient sunken ruins. Dimly lit by torches, lava, or phosphorescent fungi. Contains communal living quarters for up to 50 tightly packed humanoids.   FT&S p5
   
Prison Complex
Prison Complex Apx. Sq. Ft.: 8,200 sq. ft.
Cost to Buy: 14,400 gp Monthly Rent: 80
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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 tortuerer/inquisitor guard
Minimum Wages:
42 gp/month
This prison holds up to sixty captives. Note that the cost listed does not include the guards' equipment.   Thievesguild
   

Structures: Businesses & Religious & Educational

   
Artist Studio
Temple (Large) Apx. Sq. Ft.: 8,075 sq. ft.
Cost to Buy: 21,300 gp Monthly Rent: 110
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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 Clerk
Minimum Wages:
18 gp/month
A nobles cottage with a full artist studio/shop. Includes a cellar with secret vault.   Thievesguild
   
Guildhall
Guildhall Apx. Sq. Ft.: 2,800 sq. ft.
Cost to Buy: —7,500— gp Monthly Rent:
Construction Cost: 5,000 gp Construction Time: 60 days
Room Points: 1 Bonus Expansion: Smithy
Skilled Hirelings: 5 Unskilled Hirelings: 3
Total Cost Per Day: 5 gp Total Cost per Month: 150 gp
Parts: Minimum Staff:
A large and often-storied house dedicated to housing members of a guild, typically all of a single profession or adventurous bent. Contains semi-private quarters for up to 25 individuals.   Guildhall, Town or City. This building is several stories tall. It contains offices, operational facilities (like an adjacent warehouse or workhouse), accounting facilities, a secure vault for wealth and business records, small-but-comfortable rooms for visiting guildmembers, and a variety of other things.   The ornamentation of a guildhall particularly reflects the success and prosperity of the guild.   FT&S p5
   
Shop, Small (Boutique)
Shop, Small (Boutique) Apx. Sq. Ft.: 1,600 sq. ft.
Cost to Buy: —5,250— gp Monthly Rent:
Construction Cost: 3,500 gp Construction Time: 30 days
Room Points: 0 Bonus Expansion: Boutique
Skilled Hirelings: 1 Unskilled Hirelings:
Total Cost Per Day: 2 gp Total Cost per Month: 60 gp
Parts: Minimum Staff:
A small, welcoming shop, filled with wares of all kinds. Contains enough room for up to 3 individuals to live, as well as a secure, trapped lockbox or safe in which to keep currency   Shop. This facility is an attractive building arranged to welcome customers, display wares, and store excess inventory. Most shops have a small living facility above them or in the back.   FT&S p5
   
Trading post.
Temple (Large) Apx. Sq. Ft.: — sq. ft.
Cost to Buy: —7,500— gp Monthly Rent:
Construction Cost: 5,000 gp Construction Time: 60 days
Room Points: 2 Bonus Expansion: Caravansary
Skilled Hirelings: 4 Unskilled Hirelings: 2
Total Cost Per Day: 10 gp Total Cost per Month: 300 gp
Parts: Minimum Staff:
Either a single, large building or a simple and colorfully adorned set of shacks, tents, or shops set up against a harbor, river, or crossroads, each holding wares ranging from astounding to mundane. Comes equipped with private lodging for 5 important persons and bunks or hammocks for up to 45 travelers, traders, or passing merchants.   Trading Post. A trading post is a collection of shops, usually of basic construction, often erected near frontier areas. These facilities have some measure of security like a log palisade or they exist in proximity to a military garrison. Trading at these posts is usually lucrative, often exchanging basic goods for valuable frontier resources, including rare furs or minerals.   FT&S p5
   
Inn, town or city.
Inn (Small, Town or City) Apx. Sq. Ft.: 2,800 sq. ft.
Cost to Buy: —7,500— gp Monthly Rent:
Construction Cost: 5,000 gp Construction Time: 60 days
Room Points: 1 Bonus Expansion: Lodgings
Skilled Hirelings: 1 Unskilled Hirelings: 5
Total Cost Per Day: 5 gp Total Cost per Month: 150 gp
Parts: Minimum Staff:
Inn, Town or City Compact and made to fit alongside other buildings in a city or town, this inn is smaller and more efficient than its rural counterpart. This inn can house up to 25 guests in addition to the extra capacity granted by the Lodgings expansion.   Inn, Town or City. This inn serves a higher fare than a roadside inn. It offers no stabling but does provide a wide array of food and beverage qualities, as well as rooms in various sizes. Services and accommodations are more expensive not just for their quality, but also because of their proximity to a population center.   FT&S p5
   
Inn, rural roadside
Inn (Large, Rural Roadside) Apx. Sq. Ft.: 4,000 sq. ft.
Cost to Buy: —7,500— gp Monthly Rent:
Construction Cost: 5,000 gp Construction Time: 60 days
Room Points: 2 Bonus Expansion: Lodgings
Skilled Hirelings: 5 Unskilled Hirelings: 10
Total Cost Per Day: 10 gp Total Cost per Month: 300 gp
Parts: Minimum Staff:
A large-sized inn, well outside a town or city, catering to travelers along a major roadway. Can comfortably house up to 25 guests or staff, in addition to the extra capacity provided by the Lodgings expansion.   Inn, Rural Roadside. A roadside inn is an all- encompassing stop-off point for travelers. It includes a stable for horses, a bevy of cheap rooms, a kitchen that serves hot meals, and a small assortment of drinks available at the bar.   FT&S p5
   
Inn, Large
Inn, Large Apx. Sq. Ft.: 8,025 sq. ft.
Cost to Buy: 23,400 gp Monthly Rent: 130
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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/mont
This traveler's inn can comfortably host up to twenty guests and a dozen mounts.   Thievesguild
   
Inn, Dockside
Inn, Dockside Apx. Sq. Ft.: 7,525 sq. ft.
Cost to Buy: 22,900 gp Monthly Rent: 120
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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
Much like a basic inn, but this structure swaps out one of its stables for a small dock to service its boating customers.   Thievesguild
   
Banquet Hall, Basic
Banquet Hall, Basic Apx. Sq. Ft.: 7,200 sq. ft.
Cost to Buy: 14,500 gp Monthly Rent: 81
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Basic Dining Halls (3)
Basic Kitchens (3)
Servants' Quarters (2)
Basic Storage (1)
Minimum Staff: 3 Cooks
Minimum Wages:
6 gp/month
This moderate-sized dining hall and kitchen complex feeds 90 people. Simple wooden tables and chairs are scattered about, and the décor is modest, with a few modest hunting trophies hanging around.   Thievesguild
   
Banquet Hall, Fancy
Banquet Hall, Fancy Apx. Sq. Ft.: 13,125 sq. ft.
Cost to Buy: 126,300 gp Monthly Rent: 700
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Fancy Dining Halls (5)
Fancy Kitchens (5)
Servants' Quarters (2)
Fancy Storages (3)
Minimum Staff: 5 servants
10 cooks
Minimum Wages:
18 gp/month
This vast dining hall and kitchen complex feeds one hundred fifty people in a pleasant, richly appointed atmosphere.   Thievesguild
   
Tavern (seedy & poor)
Tavern (seedy & poor) Apx. Sq. Ft.: 4,200 sq. ft.
Cost to Buy: 7,300 gp Monthly Rent: 41
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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/mont
A simple tavern that caters to food and drink, with no bedrooms for lodging.   Thievesguild
   
Tavern (Respected/Fancy)
Tavern (Respected) Apx. Sq. Ft.: 5,225 sq. ft.
Cost to Buy: 31,800 gp Monthly Rent: 170
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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
A respectable tavern that caters to merchants and skilled craftsment, offering food and drink, with no bedrooms for lodging.   Thievesguild
   
Tavern (luxurius)
Tavern (Luxury) Apx. Sq. Ft.: 8,700 sq. ft.
Cost to Buy: 186,200 gp Monthly Rent: 1,000 gp
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: 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
A glamourous establishment for the elite, with plush padded furniture and ornately engraved tables. Plenty of space and privacy.   Thievesguild
   
Temple, small (Shrine)
AKA: Abbey, Church, Chapel
3
Temple, small (Shrine) Apx. Sq. Ft.: 1,000 sq. ft.
Cost to Buy: —4,500— gp Monthly Rent:
Construction Cost: 3,000 gp Construction Time: 30 days
Room Points: 0 Bonus Expansion: Shrine (or Garden)
Skilled Hirelings: 2 Unskilled Hirelings:
Total Cost Per Day: 1 gp Total Cost per Month: 30 gp
Parts: —Basic Bedroom (1)
Basic Common Area (1)—
Minimum Staff:
A quaint rustic church, roadside shrine, or cultish grotto, dedicated to the simple worship of one or a handful of gods. Has room enough to house 5 clergy or congregants, in relatively stark conditions.   FT&S p5
   
Temple, Small
Temple (Small) Apx. Sq. Ft.: 3,525 sq. ft.
Cost to Buy: 14,500 gp Monthly Rent: 81
Construction Cost: — gp Construction Time: — days
Room Points: Bonus Expansion:
Skilled Hirelings: Unskilled Hirelings:
Total Cost Per Day: — gp Total Cost per Month: — gp
Parts: Fancy Chapel (1)
Fancy Library (1
Fancy Study/Office (1)
Fancy Storage (1)
Minimum Staff:
An elegant structure with a modest common worship area.   A quaint rustic church, roadside shrine, or cultish grotto, dedicated to the simple worship of one or a handful of gods. Has room enough to house 5 clergy or congregants, in relatively stark conditions.   Temple, Small. A smaller version of the temple, this building usually has living facilities for a single priest and a congregating area for a couple of dozen worshipers at most.   Thievesguild
   
Temple, Medium
AKA: Abbey, Church, Chapel
Temple (Medium, Abbey) Apx. Sq. Ft.: 30,000
Cost to Buy: —75,000— gp Monthly Rent:
Construction Cost: 50,000 gp Construction Time: 400 days
Room Points: 6 Bonus Expansion: Garden (or Chapel)
Skilled Hirelings: 5 Unskilled Hirelings: 25
Total Cost Per Day: 20 gp Total Cost per Month: 600 gp
Parts: Minimum Staff:
Abbey
A religious retreat for those so inclined. Often dedicated to a particular deity or holy or monastic order. Made plain or ornate, befitting its order, out of local stone or wood. It typically exists in a remote setting and has barracks, gardens, and other facilities sufficient to support several dozen monks, mystics, or other residents. Contains mostly communal living quarters for up to 100 persons.   FT&S p5
   
Temple, Large
AKA: Abbey, Church, Chapel
Temple (Large) Apx. Sq. Ft.: 200,000 sq. ft.
Cost to Buy: —75,000— gp Monthly Rent:
Construction Cost: 50,000 gp Construction Time: 400 days
Room Points: 6 Bonus Expansion: Chapel (or Garden)
Skilled Hirelings: 10 Unskilled Hirelings: 10
Total Cost Per Day: 25 gp Total Cost per Month: 750 gp
Parts: —Basic Bedroom (1)
Basic Common Area (1)—
Minimum Staff:
An immense, solemn place carved in the image of a god or gods, decorated to suit their personalities, using whichever materials, forms, and iconography that the associated deities find most pleasing. Contains communal bunks suitable for up to 100 pilgrims or acolytes, and private quarters for up to 25 ranking members of the clergy.   Temple, Large
A large temple is suited to the size of a congregation one might find in a large city. There are offices for clergy, a large worshiping room or hall, nooks and alcoves for quiet meditation, and decorations appropriate to the deity or pantheons patronized.   Abbey
A religious retreat for those so inclined. Often dedicated to a particular deity or holy or monastic order. Made plain or ornate, befitting its order, out of local stone or wood. It typically exists in a remote setting and has barracks, gardens, and other facilities sufficient to support several dozen monks, mystics, or other residents. Contains mostly communal living quarters for up to 100 persons.   FT&S p5
   
College or Large School
College or Large School Apx. Sq. Ft.: 200,000 sq. ft.
Cost to Buy: —75,000— gp Monthly Rent:
Construction Cost: 50,000 gp Construction Time: 400 days
Room Points: 6 Bonus Expansion: Lecture Hall
Skilled Hirelings: 5 Unskilled Hirelings: 25
Total Cost Per Day: 20 gp Total Cost per Month: — gp
Parts: Minimum Staff:
A center of scholarly learning, concerned with a particular vocation, magical practice, or bardic tradition. Contains lavish private quarters for up to 15 instructors and communal, if not entirely stark, living for up to 250 students.   FT&S p5
  nto:  
     
Chapel, basic
    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. The basic chapel has no magic extras, but most stronghold builders have their chapels hallowed or unhallowed.   Up to 30 people can fit in here for a service. If you need a greater capacity, purchase this component multiple times.      
Encampment
 
Factory, large
 
Factory, small
 
Farmhouse, small
See Cottage/farmhouse above                          
Built From Magic
Some spells create structures, such as druid grove, mighty fortress, and temple of the gods (all found in Xanathar’s Guide to Everything), as well as Galder’s tower (found in Lost Laboratory of Kwalish), most of which can become permanent after 1 year of continued casting.   If your DM allows it, here are rules for how to use these spells to create structures or other effects usable with this supplement:   Druid Grove. When cast on an area including a structure owned by you or one of your allies, this spell can instead have a radius of 30-90 feet around the structure, which can become permanent if cast every day for 1 year. It still cannot affect the area inside a structure.   Galder’s tower. If you’ve cast this spell at 6th-level or higher for 1 year and it has become permanent, you can spend 5,000 gp in materials to improve the tower’s defenses, retrofitting it into a fortified tower after 30 days. The furnishings you have selected for the tower have no effect on what expansions it has. Mighty fortress. Casting this spell consistently for 1 year requires approximately 25,000 gp in material components. After it becomes permanent, it immediately counts as a keep or small castle.   Temple of the Gods. After this structure becomes permanent, you can furnish it into a functional large temple by expending 15,000 gp and completing a 30 day construction time. After this time, a single casting of disintegrate will not destroy the temple.
 
Then there are Homebrew: Property, Components AKA "Building Expansions" And you can just build based on Walls.    
a structure can be a component as well
  Source: FT&S, page 5    
Previous Article: Homebrew: Property   At this point one would go on to
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