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.
*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
Cost to Buy or Rent
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
† 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.
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.
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.
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.
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.
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.
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.
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.
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
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
Similar to the fancy residential structure, but thirty people live in the lap of opulent luxury.
Thievesguild
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
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
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
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
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
This well-appointed 3-story tower has everything a wizard would need for arcane experiments and spell research.
Thievesguild
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
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
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
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
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
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
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
This prison holds up to sixty captives. Note that the cost listed does not include the guards' equipment.
Thievesguild
A nobles cottage with a full artist studio/shop. Includes a cellar with secret vault.
Thievesguild
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
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
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
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
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
This traveler's inn can comfortably host up to twenty guests and a dozen mounts.
Thievesguild
Much like a basic inn, but this structure swaps out one of its stables for a small dock to service its boating customers.
Thievesguild
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
This vast dining hall and kitchen complex feeds one hundred fifty people in a pleasant, richly appointed atmosphere.
Thievesguild
A simple tavern that caters to food and drink, with no bedrooms for lodging.
Thievesguild
A respectable tavern that caters to merchants and skilled craftsment, offering food and drink, with no bedrooms for lodging.
Thievesguild
A glamourous establishment for the elite, with plush padded furniture and ornately engraved tables. Plenty of space and privacy.
Thievesguild
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
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
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
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
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:
Factory, large
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.
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 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
Buildable Structures
Aka Premade StructuresStructure | 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 |
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) | — | — | — |
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 | — | — |
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.
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


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: | — |
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: | — |
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: | — |
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: | — |
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: | — |
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: | — |
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 |

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 |

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 |

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: | — |

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: | — |

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: | — |
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 |

Tower, fortified
Tower, Fortified | Apx. Sq. Ft.: | 2,800 sq. ft. | ||
---|---|---|---|---|
Cost to Buy: | —22,500— gp | Monthly Rent: | — | |
Construction Cost: | [td15,000 gpConstruction 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: | — |

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 |

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 |

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 |

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: | — |

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: | — |

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: | — |

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: | — |

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: | — |

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 |
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 |

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: | — |

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: | — |

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: | — |

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, 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: | — |

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 |

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 |

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 |

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 |

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 |

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 |

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 |

Temple, small (Shrine)
AKA: Abbey, Church, Chapel
Temple, small (Shrine) | Apx. Sq. Ft.: | 1,000 sq. ft. | ||
---|---|---|---|---|
Cost to Buy: | —4,500— gp | Monthly Rent: | — | |
Construction Cost: | 3,000 gp | 3Construction 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: | — |

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: | — |

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: | — |
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: | — |
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: | — |

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
- Components
- Walls
- Staff & Hirelings
- Businesses & Running a Business
- as well as Building a Stronghold

Factory, small

Farmhouse, small
See Cottage/farmhouse aboveBuilt 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
- Components
- Walls
- Staff & Hirelings
- Businesses & Running a Business
- as well as Building a Stronghold
Table of Contents
Property Homebrew
- Property
- Stronghold
- Components
- Walls
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