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Room Modifications

Extra-Dimensional

The room houses an expanse of a pocket dimension or demiplane that can be styled as you like. It can either be a room with outside shuttered windows, stars and comets cascade by, shining like a thousand diamonds against a swirling ethereal sky or as rolling plains that stretches as far as the eye can see with lavender wafting into your nostrils and the cool air upon your skin, your imagination is your limit.   Construction Costs: 2,500 gp   Construction Time: 7 days   Requirements: A character or hireling that can cast 8th level spells   Benefit: This room's door is actually a portal to a pocket dimension or demi plane, containing the room itself. The Demi plane is cut off from reality and the expanse is yours to set, within limit, only once when you first modify the expansion. Gravity can be half to twice as strong, relative to outside. The room also has the immunity to scrying, tracking and similar that being located on a different plane provides.  

Trapped

This room hides a deadly secret, and only you know where it may be found.   Construction Costs: Varies (see below)   Construction Time: 7 days   Requirements: Varies (see below; none if none are listed)   Benefit: This room contains one of the following traps which you choose when you build this. Details on these traps may be found on pages 122-123 of the Dungeon Master's Guide. This modification may be built multiple times in a single room.  
  • Falling Net. Costs 750 gp, requires a character or hireling proficient in either Survival or nets.
 
  • Fire-Breathing Statue. Costs 1,250 gp, and requires a character or hireling that either can cast at least 2nd level spells or is proficient in alchemist's supplies.
 
  • Pit, simple. Costs 500 gp.
 
  • Pit, hidden. Costs 1,000 gp, requires a character or hireling proficient in Survival, carpenter's tools or mason's tools.
 
  • Pit, locking. Costs 1,500 gp, requires a character or hireling proficient in Slight of Hand, blacksmith's tools, or thieve's tools.
 
  • Pit, spiked. Costs 2,000 gp, requires a character or hireling proficient in Survival or blacksmith's tools if the pit is also hidden or locking, it must also meet their requirements.
 
  • Poison Darts. Costs 1,250 gp, requires a character or hireling proficient in Survival or the poisoner's kit.
 
  • Poison Needle. Costs 1,500 gp, requires a character or hireling proficient in Survival or the poisoner's kit.
 
  • Rolling Sphere. Costs 2,000 gp, requires a character or hireling proficient in Survival or mason's tools.
 
  • Sphere of Annihilation. Costs 5,000 gp, requires a character or hireling that can cast at least 7th level spells.
 

Hidden

There's no telling what secrets a cleverly-designed structure may hide. Behind tapestries, false bookcases, or hidden switches lurk champers tucked away where none may find them, save those that know the secret to accessing them.   Construction Costs: 2,500 gp   Construction Time: 15 days   Benefit: This modification may be added onto any room to hide it from view. The owner of the structure and any allies they designate know the secret to enter the hidden room. All others must first make DC 15 Investigation check to discover the presence of a hidden chamber, followed by a DC 15 Sleight of Hand check to uncover how to enter, once they are aware of its presence.  

Secret Passage

An airy draft billows behind the walls of this room, traveling unseen from one room to the next. An astute few know the secret to accessing this passage, which remains hidden to all but the most observant.   Construction Costs: 2,500 gp   Construction Time: 15 days   Requirements: At least two furnished rooms, a structure with at least 3 total room points.   Benefit: This modification is built in two rooms simultaneously, though it only requires one construction cost to be paid. A secret passage makes a hidden connection between these two rooms, behind walls, under floors, and generally out of view. Similar to the hidden room, the owner of the structure and any allies they designate know how to enter this secret passage from either of its entrances, and can move freely between these two rooms. All others must first make DC 15 Investigation check to discover the presence of a the secret passage, followed by a DC 15 Sleight of Hand check to uncover how to enter, once they are aware of its presence. You may build multiple secret passages into one room, but each passage must connect to a different room.  

Teleportation Rune

A small rune resembling a gate is carved into a flagstone, support beam, or the underside of a table here. For those select few who know its true meaning, this rune is as functional as a doorway while being significantly more sublte.   Construction Costs: 3,500 gp   Construction Time: 25 days   Requirements: A structure with at least 3 total room points, and a character or hireling that can cast 5th level spells.   Benefit: When this rune is first created, choose a command word. Any creature that touches this rune and speaks its command word may instantly teleport to any room of their choice in the same structure that also contains a copy of this rune build as a modification in that room. All such runes within one structure share the same command word, and if only a single of these runes exists within a structure, it does nothing until at least one other rune is built in a different room.  

Warded or Spell-Bound

A small rune resembling a gate is carved into a flagstone, support beam, or the underside of a table here. For those select few who know its true meaning, this rune is as functional as a doorway while being significantly more sublte.   Construction Costs: Varies (see below)   Construction Time: 7 days   Requirements: A character or hireling that can cast the listed spell   Benefit: This room is constantly under the effect of one of the following spells, the details of which you decide when you build this modification, and may only be altered later rebuilding this modification and paying the cost a second time. These spells are always considered to fill the entire room, and are cast at the lowest level possible, with the owner of the structure and those they designate considered to be the spell's casters. Saves made against spells cast with this modification are made against a DC of 15. You may build this modification multiple times, choosing a different spell for each.  
  • Alarm. Costs 1,000 gp.
 
  • Animate objects. 3,000 gp. This room is haunted by animated objects equal to one casting of this spell at its lowest level. These objects automatically attack creatures that would be hostile to the owner of this structure after these creatures spend at least a minute in this room, and are capable of sensing the intentions of such creatures. Once per round these objects will follow the commands of the owner and their allies if they are in the room, and if they expend a bonus action to command the objects.
 
  • Antimagic field. 4,500 gp
 
  • Circle of power. Costs 3,000 gp
 
  • Magic circle. Costs 2,000 gp
 
  • Reverse gravity Costs 4,000 gp
 
  • Unseen servant. Costs 500 gp per unseen servant. This room can contain up to 10 unseen servants who respond to the wishes of the owner and their allies.
  Zone of truth. Costs 1,500 gp. When you build this modification, choose whether it affects all creatures, the owner and their allies, or the enemies of the owner.

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