Sometimes, builders construct walls after the structure is already in place, whether to guard against unwanted visitors or simply to add privacy. The wall sections are assumed to be 10 feet tall and 20 feet wide each. For towers, you can place a guard post above the walls and add a siege equipment, such as a ballista or a trebuchet.
The cost for walls will depend on the material you use, and each material have its own statistics regarding hit points, AC and damage threshold, as shown in the table below. When a wall section reaches 0 hit points, it is destroyed. You can read more about materials and damage threshold in the Chapter 8 of the Dungeon Master’s Guide.
To calculate the amount of gold pieces it will cost to enclosure the whole structure, multiply the structure size in Building Spaces by the material cost per section, considering only the building spaces that are in the same level as the wall.
For example, a group wants to build a wall around their mansion. The structure have 8 building spaces in the first floor and 4 building spaces in the second floor. In this case, the characters decide to build a stone wall, so they need to spend a total of 4,800 gold pieces to enclosure the structure.
This page details stronghold and dungeon walls. Information includes thickness, hit points, damage threshhold and costs to build.
Structural Walls vs. Freestanding Walls:
- Structural walls are those that make up building, and can have different material on both the interior and exterior side.
- Freestanding walls are strong, protective walls that usually surround large cities, castles and courtyards.
Damage Threshhold: Certain wall materials have a Damage Threshhold. A wall with a Damage Threshold has immunity to all damage unless it takes an amount of damage from a single Attack or Effect equal to or greater than its Damage Threshold, in which case it takes damage as normal.
For example: if a wall has a damage threshhold of 20, and is attacked for 17 damage, no damage is taken (since 17 is less than 20). However, if the same wall is attacked with 24 damage, it takes 24 damage (since 24 is greater than 20).
Augmenting Walls: Once a wall is built, it is possible to augment the walls. You can add razor wire, make the walls slippery or even add magical properties. For a list of augmentations,
click here.
Structural Walls
Structural walls are those that make up a building, such as a cottage or mansion. When above ground, structural walls can use different materials on the interior an exterior side of the wall, but many use the same material on both. Structural walls are different from freestanding walls, which are walls that surround areas (like the walls surrounding a city, castle, or courtward).
For more information on freestanding walls,
click here.
Material |
AC |
HP* |
HP/in. |
Thickness* |
Damage Threshold |
Cost per 5'* |
Climb DC |
Notes |
Adamantine |
23 |
300 |
100/in. |
3 in. |
40 |
500 gp |
25 |
— |
Bone |
15 |
120 |
10/in. |
1 ft. |
5 |
50 gp |
10 |
May be difficult to acquire in Good kingdoms |
Crystal |
13 |
12 |
4/in. |
3 in. |
0 |
Special |
26 |
— |
Earth, Packed |
10 |
36 |
1/in. |
3 ft. |
0 |
2 gp |
10 |
— |
Glass |
13 |
10 |
3/in. |
3 in. |
0 |
75 gp |
25 |
Can be clear, or opaque. |
Ice |
13 |
120 |
10/in. |
1 ft. |
0 |
50 gp |
25 |
Half price in colder climates. |
Iron |
19 |
150 |
50/in. |
3 in. |
20 |
200 gp |
20 |
— |
Masonry |
15 |
180 |
15/in. |
1 ft. |
10 |
25 gp |
15 |
— |
Masonry, Reinforced |
19 |
288 |
24/in. |
1 ft. |
15 |
75 gp |
15 |
— |
Masonry, Superior |
17 |
240 |
20/in. |
1 ft. |
12 |
50 gp |
20 |
— |
Mithral |
21 |
225 |
75/in. |
3 in. |
30 |
350 gp |
25 |
— |
Steel |
19 |
180 |
60/in. |
3 in. |
25 |
250 gp |
20 |
— |
Stone, Hewn |
17 |
1080 |
30/in. |
3 ft. |
20 |
100 gp |
15 |
— |
Stone, Unworked |
17 |
2000 |
33/in. |
5 ft. |
20 |
50 gp |
12 |
— |
Wood |
15 |
60 |
10/in. |
6 in. |
5 |
10 gp |
20 |
No cost for ground floor. -10% costs in forest terrain. |
Wood, Living |
15 |
72 |
12/in. |
6 in. |
0 |
100 gp |
15 |
Must be created using magic (wizard may cost extra). |
* Freestanding walls, like those that surround castles and keeps, are thicker, have more hit points and cost more. See the freestanding wall table below.
There is a great
Calculate Structure Wall Costs Calculator on the TG.cc site.
Freestanding Walls
Freestanding walls are thick, protective walls that tend to surround cities, castles and courtyards. They are different from structural walls that make up buildings because they are thicker, stronger, cost more and can be built extremely high (For more information on structural walls, click here). Freestanding walls that are higher than 10 feet must add an extra layer of thickness to each lower layer in the stack.
This addition is cumulative; For example, a 10ft tall wall will have a single panel (see thickness in the table below). A 20ft tall wall would have 2 thick panels, topped by a single panel. A 30ft tall wall would have 3 panels, topped by 2 panels, topped by a single panel. Etc.
Wall Material |
Thickness* |
HP* |
HP/in. |
Damage Threshold |
Climb DC |
Cost per 5'* |
Notes |
Adamantine |
6 in. |
600 |
100/in. |
40 |
25 |
1,000 gp |
— |
Bone |
2 ft. |
240 |
10/in. |
5 |
10 |
100 gp |
May be difficult to acquire in Good kingdoms |
Crystal |
6 in. |
24 |
4/in. |
0 |
26 |
special |
— |
Earth, Packed |
6 ft. |
60 |
1/in. |
0 |
10 |
5 gp |
— |
Glass |
6 in. |
25 |
3/in. |
0 |
25 |
150 gp |
Can be clear, or opaque. |
Ice |
2 ft. |
240 |
10/in. |
0 |
25 |
100 gp |
Half price in colder climates. |
Iron |
6 in. |
300 |
50/in. |
20 |
20 |
400 gp |
— |
Masonry |
2 ft. |
360 |
15/in. |
10 |
15 |
50 gp |
— |
Masonry, Reinforced |
2 ft. |
576 |
24/in. |
15 |
15 |
150 gp |
— |
Masonry, Superior |
2 ft. |
480 |
20/in. |
12 |
20 |
100 gp |
— |
Mithral |
6 in. |
450 |
75/in. |
30 |
25 |
700 gp |
— |
Steel |
360 |
60/in. |
25 |
20 |
500 gp |
— |
|
Stone, Hewn |
6 ft. |
2160 |
30/in. |
20 |
15 |
200 gp |
— |
Stone, Unworked |
2376 |
33/in. |
20 |
12 |
100 gp |
— |
|
Wood |
1 ft. |
120 |
10/in. |
5 |
20 |
20 gp |
No cost for ground floor. -10% costs in forest terrain. |
Wood, Living |
2 ft. |
288 |
12/in. |
0 |
15 |
200 gp |
Must be created using magic (wizard may cost extra). |
There is a great
Calculate Freestanding Wall Costs Calculator on the TG.cc site.
Wall Augmentation
Once a wall is built, the walls may be augmented for an additional cost. The costs below are for each 5-foot wide by 10-foot tall wall section that is augmented. The augmentation effect also applies to any doors, windows, or other accessways through that wall. You can choose not to augement such entryways, though their area still counts toward the augmentation's area of effect (i.e. a non-augmented doorway next to a wall with a poisonous fog veil will have a poisonous fog in its path).
Some magical augmentation is extremely powerful — so powerful that a DM may decide that the base costs are not enough. In such a situation, the DM may decide that a quest is required before the augmentation can be applied.
For example, before a wizard can begin to add a fog veil to a stronghold wall, they may need the party to retrieve an eversmoking bottle. Or, if the party wants a fiery wall, they may need to retrieve some rare spell components from the elemental plane of fire.
Augmentation |
Cost per 5' |
Notes |
Airtight |
30 gp |
Prevents gases from passing through (but not over or around). |
Ethereal Ward |
100 gp |
Protects against ethereal intrusion. |
Fiery |
3,000 gp |
The wall is continually ablaze with magical fire. |
Fireproof |
25 gp |
The wall is impervious to fire. |
Fog Veil |
1,000 gp |
Conceals the wall with a veil of fog. |
Fog Veil, Incendiary |
2,500 gp |
Conceals the wall with a veil of hot gray fog that causes fire damage. |
Fog Veil, Poisonous |
2,000 gp |
Conceals the wall with a poisonous veil of green fog. |
Fog Veil, Solid |
1,000 gp |
Conceals the wall with a thick veil of fog that is difficult to move through. |
Fog Veil, Stinking |
2,000 gp |
Conceals the wall with a stinking veil of yellow fog. |
Frostwall |
400 gp |
A cold wall that causes frost damages to anyone passing through a broken portion. |
Greased (Slippery) |
5 gp |
This wall is slippery and difficult to climb. |
Magic Warding |
500 gp |
The wall has resistance to any damage caused by magic. |
Magically Treated |
50 gp |
The wall is granted a stronger damage threshold, making it harder to destroy. |
Protection from Evil |
800 gp |
This wall will provide warding against evil creatures, forcing them to make a Wisdom check or be turned. |
Spiderclimb |
50 gp |
This wall is extremely easy to climb. |
Spiked Surface |
30 gp |
The wall has sharp, jagged shards covering the face of the wall, making climbing dangerous. |
Spiked Top |
5 gp |
The wall is topped with sharp, jagged shards. |
Tanglewood |
90 gp |
This wood augmentation entangles invaders. |
Thornwood |
30 gp |
This wood augmentation causes damage to anyone that comes in contact with it's sharp thorns. |
Topped with Razor Wire |
10 gp |
The top of the wall is covered in a tangle of barbed wires. |
Transparent |
75 gp |
A transparent wall allows creatures to see through the wall to the other side. |
Webbed |
40 gp |
The walls are covered in a mass of thick, sticky webbing. |
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