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[Worldbuild] 2017 Dungeon Masters Guild

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Published by Sanguinetti, 2022-07-24 02:51:32

Fortresses, Temples and Strongholds

[Worldbuild] 2017 Dungeon Masters Guild

Credits Special Thanks: The Discord of Many Things, The DM’s Guild
Creative Lounge, /u/skybug12, /u/Smyris, and all our backers
Designer: Tyler ‘Walrock’ Reed on Patreon!
DM’s Guild: walrockhomebrew.com
Patreon: patreon.com/walrockhomebrew Legal: DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Twitter: @WalrockHomebrew Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Blog: walrock-homebrew.blogspot.com Ravnica and all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in
Illustrators via Adobe Stock License: Asanee, Dmitriy, the USA and other countries.
Elena, Konstantin Gerasimov, Grafik_Art, Katerin_vin,
Lcrms, Tithi Luadthong, Mastak_A, Nextmars, Pyramis, This work contains material that is copyright Wizards of the Coast
Seraphima, Vukkostic and/or other authors. Such material is used with permission under
the Community Content Agreement for Dungeon Masters Guild.
Illustrators via DM’s Guild Licence: Brian Hagan, Ron Lemen,
Mark Tedin, Ben Wootten Some artwork © 2015 Dean Spencer, used with permission. All
rights reserved.
Illustrators via Individual Licence: Critical-Hit (www.critical-hit.biz),
Dean Spencer All other original material in this work is copyright 2021 by Walrock
Homebrew and published under the Community Content Agree-
Illustrators via Public Domain: Canaletto, Gustave Courbet, Jean- ment for Dungeon Masters Guild.
Léon Gérôme, Cornelis Springer

ON THE COVER

Gustave Courbet (1819-1877) paints the iconic Chillon Castle in
Veytaux, Switzerland. A French painter and one of the fathers of
the Realism movement, Courbet was also an active socialist and
was directly involved with the short-lived communist government
of Paris in 1871. After the fall of the Paris commune, Courbet
escaped the reprisals of the French government by entering a self-
imposed exile to Switzerland, where he painted this piece in 1875,
shortly before his death.

Version 1.0.1

Disclaimer: When building a stronghold, try and keep in mind its investment potential. While a castle or a palace might be prohibitive at first brush, you may want to invest in a starter stronghold, such as a humble cottage,
in an area with rising property values. Don’t be afraid to sink money into a damaged stronghold, and then flip it for a profit! But be careful, and remember: gentrifiers are always Lawful Evil.

Contents

Fortresses, Temples, and Magical Enchanter..........................19 Traders and Merchants................. 31
Strongholds..................................... 4 Market Stalls....................................20 Legendary Merchants........................31
Building Your Home............................4 Maze...................................................20 Merchant Quality.................................31
Mill......................................................20
Damaged Structures.......................6 Rookery.............................................21 Items and Quality............................31
Types of Structures..........................6 Portal Conflux..................................21 Buying Items....................................32
Building Expansions...........................8 Safe Room........................................21 Edicts............................................... 33
Alchemist’s Lab................................10 Sewers...............................................22 Arcane Trials....................................33
Animal Pen.......................................10 Shadow Vault...................................22 Festivities..........................................33
Arcanist’s Study...............................11 Shrine................................................22 Magical Education..........................33
Armory...............................................11 Smithy................................................23 Martial Training...............................33
Bank...................................................11 Siege Workshop...............................23 Proselytization.................................33
Baths..................................................11 Stables...............................................24 Protection.........................................34
Battle Ring........................................12 Tavern................................................24 Right of Passage..............................34
Boutique............................................12 Theater..............................................24 Ritual Mysteries...............................34
Caravansary......................................12 Topiary Garden................................25 New Spells for Structures............. 35
Catacombs........................................12 Trophy Room....................................25 Animate Hut.....................................35
Chapel................................................13 War Room.........................................25 Buildmap...........................................36
Clock Tower......................................13 Modifying Your Rooms.......................26 Call Stronghold................................36
Dining Hall........................................14 Extra-Dimensional..........................26 Defurbish/Refurbish.......................36
Docks, Air..........................................14 Hidden...............................................26 Homeway..........................................36
Docks, Planar...................................15 Secret Passage................................26 Raise Land........................................37
Docks, Water....................................15 Teleportation Rune.........................27
Asanee Escape Tunnel..................................16 Trapped..............................................27
Garden...............................................16 Warded or Spell-Bound..................28
Graveyard..........................................16 Hirelings, Soldiers, and
Hospital.............................................17 Spellcasters.................................... 29
Invocation Chamber.......................17 Hirelings................................................29
Jails.....................................................17 Soldiers.................................................29
Lecture Halls....................................18 Spellcasters..........................................30
Library...............................................18 Optional Rule:
Lighthouse........................................18 Sidekicks as Hirelings.......................30
Lodgings............................................19

Fo r t r e s s e s , Te m p l e s , a n d S t r o n g h o l d sn ancient castle on a wind-swept cliff,

overlooking a verdant, bone-strewn valley
where an ancient battle took place. Set

A against the seaside, an open-air ivory-
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 opportu-

columned temple spreads its arms wide to nity for the player characters. The more gold and time

welcome in the elements. At a dusty cross- characters spend expanding, improving, and staffing

roads, a lone trading post invites all travellers, espe- their structure, the more benefits, defense, and utility it

cially those with purses filled with gold, or lips laden provides. A well-governed structure can act as a military

with rumors. bastion, a powerful trading hub, or the spiritual center of

As storied as these locations may be, they were all a faith, and those that control the structure may stand as

founded at one point by historical figures. Bold, note- the stewards of the fates of millions.

worthy folk of many walks of life, who invested coin and Building Your Home
manpower into building these landmarks for purposes

inscrutable, either lost to the passage of time or handed Should players wish to build a structure, they must pay
down in song and story between the generations. the associated construction fee and invest the proper
Immortality is available to all adventurers with sufficient construction time to build it, as indicated on the Build-
coin, should they wish to build it. able Structures table.
Players often wish to leave their mark on the world, Land Ownership. If this structure will be on owned
to establish something grand that can survive their land in a kingdom or other governed region, players
characters and change the world around them, making must typically buy the land to be allowed to build by
it altogether better, worse, or simply different for its the government, at a price determined by its size and
presence. Structures that are created by the characters location. The price of land typically runs between 100
are an excellent opportunity for roleplaying, quests, and

Gustave Courbet

4

Cornelis Springer gp and 1000 gp for a small to well-sized plot, but can Monthly Installments
stretch upwards of 5,000 gp for a large, expansive plot.
The DM determines land prices, and not all land is Though a structure has its costs listed per day, your DM may
inherently for sale. wish to collect these payments every 30 days instead of daily, to
Room Points. An abstraction not tied to the physi- help simplify the math involved in running a structure. Income
cal area of a structure, room points instead represent from a structure (from things such as room expansions,
the amount of extra infrastructure the structure is able detailed later) tends to be on a 30 day basis, as well, making
to support. Room expansions built within or around a this even more desirable.
structure use up its room points, and a structure’s room If this is the case, add together the structure’s Total Cost per
expansions cannot have used collective room points in Day with the maintenance costs of its expansions, and multiply
excess of what the structure provides. this total by 30. Then, starting every 30 days after the structure’s
For example, if a structure has 3 room points, it can completion, pay this total, which can be offset by the struc-
have three 1 room point expansions, or a 1 room point ture’s income.
and a 2 room point expansion, but not two 2 room
point expansions.
Construction Cost and Time. The cost of construc-
tion 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 struc-
ture’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.

Buildable Structures Room Construction Construction Approx. Skilled Unskilled Total Cost
Points Cost Time Sq. Footage Bonus Expansion Hirelings Hirelings per Day
Structure 30,000 sq. ft.
Abbey 6 50,000 gp 400 days 200,000 sq. ft. Garden 5 25 20 gp
College or large school 6 50,000 gp 400 days 400 sq. ft.
Cottage or farmhouse 1 2,500 gp 30 days 50,000 sq. ft. Lecture Hall 5 25 20 gp
Dungeon or barrow 3 15,000 gp 100 days 2,800 sq. ft.
Guildhall 1 4,000 sq. ft. —1 — 5 sp
Inn, rural roadside 2 5,000 gp 60 days 2,800 sq. ft.
Inn, town or city 1 5,000 gp 60 days 100,000 sq. ft. Jails 3 15 10 gp
Keep or small castle 10 5,000 gp 60 days 1,600 sq. ft.
Lodge, hunting 0 50,000 gp 400 days 500,000 sq. ft. Smithy 5 3 5 gp
Medium castle 15 2,500 gp 30 days 12,000 sq. ft.
Noble manor, with estate 5 275,000 gp 800 days 50,000 sq. ft. Lodgings 5 10 10 gp
Outpost or fort 5 25,000 gp 150 days 900,000 sq. ft.
Palace or large castle 20 15,000 gp 100 days Lodgings 1 5 5 gp
500,000 gp 1,200 days 1,600 sq. ft.
Shop 200,000 sq. ft. Armory 50 50 100 gp
Temple, large
Temple, small 1,000 sq. ft. Trophy room 1 — 5 sp
Tower, fortified 2,800 sq. ft.
Trading post 4,000 sq. ft. War room 100 75 250 gp

Library 3 15 10 gp

Armory 20 40 50 gp

Any room that costs 1 200 100 400 gp

or 2 room points

0 3,500 gp 30 days Boutique 1 — 2 gp

6 50,000 gp 400 days Chapel 10 10 25 gp

0 3,000 gp 30 days Shrine 2 — 1 gp

4 15,000 gp 100 days Stables 10 — 25 gp

2 5,000 gp 60 days Caravansary 4 2 10 gp

5

Approximate Square Footage. Structures vary price for such a structure and may not necessarily have
in general design, and each type of structure has an to purchase the land this structure is on. The construc-
approximate size listed along with it. This square tion time and cost of a damaged structure varies directly
footage is only an average measure of the interior of a with the amount of damage the structure has taken. As
structure, and a structure of a given type may be larger an example, if a structure is only 25% damaged, repair-
or smaller, within reason. The actual size of a structure ing the structure and rendering it active would require
has no impact on its function. 25% of the normal construction cost and time. Exam-
If you are drawing a map of your structure using ples of what specific percentages of damage would look
squares, a single square at the scale typically used like can be found on the following table.
in D&D is 5 feet by 5 feet, with a square footage of
25. Thus, you can determine the number of available Damaged Structures
squares to draw your structure by dividing the listed
square footage by 25. Damage Percent Appearance
Bonus Expansion. Most structures come with an
expansion that is a fundamental part of the structure 0% Structure is immaculate and fully functional
itself. This bonus expansion is completed along with
the structure, and does not carry a separate construc- 1-25% Some wear and tear, roofs and walls have holes
tion cost unless otherwise stated. A bonus expansion 26-50% Major components missing, some rooms
also does not count against a structure’s room points, collapsed
effectively costing 0 room points regardless of what its
cost would otherwise be. Expansions for your structure 51-75% Nature reclaimed structure, some parts must
are listed in a subsequent section. be dug out
Hirelings. The Skilled and Unskilled Hirelings
columns indicate how many hirelings the structure and 76-100% Scattered ruins, little more than foundation
its expansions require to function (see the Hirelings,
Soldiers, & Casters section later on for more). If hireling Types of Structures
positions are unfilled, the structure and its expansions
do not function until the roles are filled. Soldier and The following is a list of structures that are available to
spellcaster hirelings do not count as either skilled or build, and any attributes they have.
unskilled, and are special categories unto themselves. Abbey. A religious retreat for those so inclined. Often
If a structure’s Total Cost per Day is unpaid, the dedicated to a particular deity or holy or monastic order.
structure and its expansions cease functioning or provid- Made plain or ornate, befitting its order, out of local
ing benefits for every day it is unpaid. After 7 days of stone or wood. Contains mostly communal living quar-
being unpaid (which need not be consecutive), a struc- ters for up to 100 persons.
ture loses 1/4 of its total required hirelings, chosen at College or large school. A center of scholarly learn-
random, who wander off in search of better work. This ing, concerned with a particular vocation, magical prac-
continues every 7 days, until the structure loses all of its tice, or bardic tradition. Contains lavish private quarters
hirelings after 28 days. If a structure has less than 10 for up to 15 instructors and communal, if not entirely
total required hirelings, all of its hirelings instead leave stark, living for up to 250 students.
after not being paid for only 7 days. Cottage or farmhouse. A small to medium cozy hovel
Total Cost per Day. Each structure has a basic cost or home that can house a maximum of 5 people in close
each day to keep it in operation, and to keep any expan- quarters. Made of thatch, lumber, brick, or similar. This
sions it supports functioning. This cost covers the wages structure comes with no bonus expansions.
of a structure’s required hirelings, as well as repair Dungeon or barrow. An underground dwell-
and resupply costs. Depending on structure, this cost ing, dank, pungent, and dark. Perhaps composed of
sometimes includes discounts based on the structure’s mineshafts, carved stone, or ancient sunken ruins.
inherent ability to provide revenue. Dimly lit by torches, lava, or phosphorescent fungi.
If a structure’s Total Cost per Day is unpaid, the struc- Contains communal living quarters for up to 50 tightly
ture and its expansions cease functioning for every day packed humanoids.
it is unpaid. After the first 7 consecutive days of being Guildhall. A large and often-storied house dedicated
unpaid, each hireling must roll 1d20, with a DC of 5. If a to housing members of a guild, typically all of a single
hireling rolls lower than the DC, that hireling abandons profession or adventurous bent. Contains semi-private
its post and wanders off in search of work. This check is quarters for up to 25 individuals.
repeated after every 7 consecutive days without pay, and Inn, rural roadside. A large-sized inn, well outside a
its DC increases by 5 on every consecutive check. town or city, catering to travelers along a major road-
way. Can comfortably house up to 25 guests or staff,
Damaged Structures in addition to the extra capacity provided by the Lodg-
ings expansion.
You can also rebuild a damaged structure you happen Inn, town or city. Compact and made to fit alongside
upon, should the DM determine you can make a legiti- other buildings in a city or town, this inn is smaller and
mate claim to its ownership. You do not have to pay full more efficient than its rural counterpart. This inn can
house up to 25 guests in addition to the extra capacity
6 granted by the Lodgings expansion.
Keep or small castle. Fit for borderlands and back-
waters, this sturdy castle provides a safe haven for those

Canaletto inside it. There is a private room for the master of the private quarters for up to 200 distinguished guests, and
keep, as well as private rooms for up to 25 distinguished somewhat shabby residences for up to 1,800 servants
guests. This structure can also house up to 250 servants and soldiers. This structure comes with one free room
or men-at-arms in less comfortable, occasionally of your choice, so long as the room would cost only
communal living space. 1 or 2 room points. This room costs neither room
Lodge, hunting. A simple cabin, warm and dry, points nor gold.
meant for trappers and hunters out in remote areas. Shop. A small, welcoming shop, filled with wares of
Contains enough room to support up to 5 residents with all kinds. Contains enough room for up to 3 individuals
basic necessities. to live, as well as a secure, trapped lockbox or safe in
Medium castle. Made to rule over a fiefdom or which to keep currency.
barony, this structure is equipped with heavy stone Temple, large. An immense, solemn place carved
walls, turrets, and spires. A private room exists for the in the image of a god or gods, decorated to suit their
owner of this castle, and additional private rooms can personalities, using whichever materials, forms, and
house up to 50 guests. Staff or soldiers have mostly iconography that the associated deities find most pleas-
communal living, which can accommodate up to 500. ing. Contains communal bunks suitable for up to 100
Noble manor, with estate. A fine manor house on a pilgrims or acolytes, and private quarters for up to 25
wide tract of land, expertly manicured or tailored how ranking members of the clergy.
you wish. Contains private rooms for up to 15 individu- Temple, small. A quaint rustic church, roadside
als, as well as lower quality and well hidden semi-private shrine, or cultish grotto, dedicated to the simple worship
quarters for a serving staff of up to 35 persons. of one or a handful of gods. Has room enough to house
Outpost or fort. A forward, rough military estab- 5 clergy or congregants, in relatively stark conditions.
lishment hewn from rock or timber, this structure is Tower, fortified. A large single spire set somewhere
a friendly presence in a hostile land. Contains private high and remote with an excellent view, fortified towers
quarters for up to 25 officers and common bunks for up are typically used as military lookouts, wizard’s spires,
to 225 soldiers and staff. or immense lighthouses. Includes private rooms for up
Palace or large castle. An opulent, beautiful, enor- to 25 occupants and tightly-packed bunks for up to 100
mous structure, the worthy seat of a kingdom or empire. visitors, acolytes, or staff.
Contains personal chambers for the structure’s owners, Trading post. Either a single, large building or a
simple and colorfully adorned set of shacks, tents, or
Built From Magic shops set up against a harbor, river, or crossroads, each
holding wares ranging from astounding to mundane.
Some spells create structures, such as druid grove, mighty Comes equipped with private lodging for 5 important
fortress, and temple of the gods (all found in Xanathar’s Guide to persons and bunks or hammocks for up to 45 travellers,
Everything), as well as Galder’s tower (found in Lost Laboratory of traders, or passing merchants.
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.

7

Building Expansions Cost may be listed as optional, in which case choosing critical-hit
to pay it grants the expansion additional benefits.
Any time after a structure is built, its owner can choose Requirements. Some rooms have requirements
to furnish already available rooms or space within the based on a structure’s location, or available technology
structure or its grounds, selecting from the following within a structure’s setting. Your DM may rule, for exam-
list of expansions to add on to the structure. The owner ple, that a setting without air travel would be impossible
then expends the related gold cost of the expansion to or impractical to construct an air docks in. Likewise, a
provide for materials and labor, and, after the construc- setting without clockwork could find it difficult to justify
tion time indicated elapses, the expansion is furnished. the inclusion of a clock tower.
Note that each expansion also carries a size cost in Players might be able to discover these technologies
room points, and that your structure can never for any on their own, should the DM allow it, through adventur-
reason have more points used up by built expansions ing to far-off lands and uncovering ancient secrets, or by
than are available under its listed total room points way of diligent research.
on the Buildable Structures table. Unless otherwise Can Also Be. Some expansions can be built in alter-
noted, any single expansion can only be built once native forms, which are thematically similar. Choosing
within a structure. to build an expansion as one of its listed alternative
As with the structures themselves, characters need forms does not change what the expansion functionally
not be present while expansions are being furnished, does, merely alters its general appearance.
but if they are present and labor for the entire duration Income. Many expansions provide income, which
of an expansion’s construction time, they can reduce the can help offset the daily costs of running a stronghold.
expansion’s total cost by a percentage equal to half the If available, income is detailed in an expansion’s income
character’s level, rounded up. More than one character section, which includes any mitigating factors that must
can secure this benefit for one expansion at the same be first addressed in order to receive that income.
time. Work can be done to furnish multiple expansions All income is received together on a single day every
at the same time, but laboring characters can only gain a 30 days, with the first such day starting 30 days after
discount on one of them. construction is completed on the structure the expan-
Daily Maintenance Cost. Some expansions, typi- sion is in. Income is usually listed as an average amount,
cally those that require hirelings, also have an associ- and the dice roll formula that provides that amount,
ated maintenance cost, which is an amount of currency similar to how creature damage is listed. For example:
added to the structure’s Total Cost per Day and paid in 225 gp (or 30 gp × 3d4). This is intended to provide a
place of those hirelings’ wages. This cost must be paid streamlined result for quicker math, while still giving the
daily along with the structure’s Total Cost per Day, or DM the ability to vary a structure’s income, for a more
the expansion does not operate. The Daily Maintenance simulationist approach.

8

Room Expansions

Room Expansion Size Cost Construction Construction Built Multiple Income / Skilled Unskilled Daily
Alchemist’s lab 1 room point Cost Time Times 30 days Hirelings Hirelings Maint.

2,500 gp 15 days No — — — —
— — —
Animal pen 1/2 room points 2,500/5,000 gp 15/30 days Yes — — — —
— — —
Arcanist’s study 1 room point 2,500 gp 15 days Yes — 5* — 10 gp*
— — —
Armory 1 room point 2,500 gp 15 days No — — — —
— — —
Bank 2 room points 5,000 gp 30 days No Special* — — —
— Special —
Baths 1 room point 2,500 gp 15 days No — 1* — 2 gp*
— — —
Battle ring 1 room point 2,500 gp 15 days No — 3 5 7 gp
— — —
Boutique 1 room point 2,500 gp 15 days Yes 225 gp — — —
— — —
Caravansary 1 room point 2,500 gp 15 days Yes 220 gp — — —
2* — 4 gp*
Catacombs 1 room point 2,500 gp 15 days No Special — — —
1* — 2 gp*
Chapel 1 room point 2,500 gp 15 days No 140 gp* — — —
1* — 2 gp*
Clock tower 1 room point 2,500 gp 15 days No Special 1/2/3 — 2/4/6 gp
1* — 2 gp*
Dining hall 2 room points 5,000 gp 30 days No — 1* — 2 gp*
1* — 2 gp*
Docks, air 2 room points 10,000 gp 30 days No 165 gp — — —
— — —
Docks, planar 2 room points 15,000 gp 30 days No 180 gp — — —
2 5 5 gp
Docks, water 2 room points 10,000 gp 30 days No 275 gp — — —
— — 2 gp*
Escape tunnel 1 room point 2,500 gp 15 days No — — — —
— — —
Garden 1 room point 2,500 gp 15 days Yes 225/450* gp — — —
— — —
Graveyard 1 room point 2,500 gp 15 days No — 1* — 2 gp*
3 10 8 gp
Hospital 1 room point 2,500 gp 15 days No — 1* 5* 3 gp*
1/2 — 2/4 gp
Invocation chamber 2 room points 5,000 gp 30 days No — 4* 10* 10 gp*
— Special —
Jails 1 room point 2,500 gp 15 days Yes — — — —
— — —
Lecture halls 1 room point 2,500 gp 15 days Yes 110/220/330 gp

Library 1 room point 2,500 gp 15 days No —

Lighthouse 1 room point 2,500 gp 15 days No —

Lodgings 1 room point 2,500 gp 15 days Yes 220 gp*

Magical enchanter 2 room points 5,000 gp 30 days No —

Market stalls 1 room point 2,500 gp 15 days Yes 210 gp

Maze 2 room points 5,000 gp 30 days No —

Mill 1 room point 2,500 gp 15 days Yes 550 gp

Portal conflux 2 room points 15,000 gp 30 days Yes —

Rookery 1 room point 2,500 gp 15 days No —

Safe room 1 room point 2,500 gp 15 days No —

Sewers 1 room point 2,500 gp 15 days No —

Shadow vault 1 room point 2,500 gp 15 days No —

Shrine 1 room point 2,500 gp 15 days No —

Smithy 1 room point 2,500 gp 15 days Yes 198 gp*

Siege workshop 2 room points 5,000 gp 30 days No —

Stables 1 room point 2,500 gp 15 days No 225 gp*

Tavern 1 room point 2,500 gp 15 days No 210/315 gp

Theater 1 room point 2,500 gp 15 days No 176/605* gp

Topiary garden 1 room point 2,500 gp 15 days No Special

Trophy room 1 room point 2,500 gp 15 days No —

War room 1 room point 2,500 gp 15 days No —

* these values are optional

9

Alchemist’s Lab Animal Pen seraphima

Glass-blown tubes, alembics, piping, and jars line the A large pen made to securely hold willing or unwilling
walls in dusty candle-lit shelves. The air is musky with beasts. A small nearby larder ensures food will not be in
the smell of dried herbs, as to the side a cauldron short supply, should the creature find itself hungry.
bubbles rhythmically atop an open flame.
Size Cost: 1 or 2 room points
Size Cost: 1 room point Construction Cost: 2,500 or 5,000 gp
Construction Cost: 2,500 gp Construction Time: 15 or 30 days
Construction Time: 15 days Can Also Be: Aviary, barn, dragon trap, griffin roost,
Can Also Be: Apothecary, herbalist
monster cage, petting zoo
This room comes equipped with alchemist’s supplies,
a poisoner’s kit, and an herbalism kit that are all inher- This room allows creatures to be held securely and
ently part of its architecture. As such, each of these sets safely, whether or not they desire to be, until you choose
of tools is always considered to be present here. to release them. The creatures held here can be beasts,
Additionally, a creature proficient with alchemist’s dragons, monstrosities, or other bestial creatures such
supplies has a bonus to crafting magic items in the as owlbears or displacer beasts.
potion category of rare quality or lesser while within this This room can hold five creatures sized Small, three
room. A creature proficient with the poisoner’s kit has sized Medium, or one sized Large. If built using two
this same bonus when crafting poisons within this room, room points, this capacity is doubled, and the pens can
such as basic poison or any of the poisons listed on also instead house one Huge creature.
pages 257-258 of the Dungeon Master’s Guide. In either This room does not automatically include creatures,
case, it takes the creature a quarter of the normal time which must be acquired through other means. You can
to craft the item in question, and it costs half as much of buy and construct this room multiple times.
the usual gold. This bonus is not cumulative with similar
bonuses from class features or other sources. References, at a Glance

To make looking up relevant rules easier, this supplement
includes references to other published works, complete with
page numbers for physical books. Often, these are referred to by
acronyms, which are abbreviated forms of the following works:

• CM: Candlekeep Mysteries
• CS: Curse of Strahd
• DMG: the Dungeon Master’s Guide
• ERLW: Eberron: Rising from the Last War
• GGR: Guildmaster’s Guide to Ravnica
• GS: Ghosts of Saltmarsh
• MM: the Monster Manual
• PHB: the Player’s Handbook
• TCE: Tasha’s Cauldron of Everything
• VGM: Volo’s Guide to Monsters
• VRGR: Van Richten’s Guide to Ravenloft
• XGE: Xanathar’s Guide to Everything

10

Arcanist’s Study Bank

Nothing in the multiverse is stranger or more dangerous An enormous room filled with shining marble, brass,
than the study of a dyed-in-the-wool magic user. Oddities and heavily locked vaults, a bank does an excellent
adorn every murky wooden shelf, from a relatively-usual job of containing coinage and valuables, using money
human skull to a planar vortex in a jar or a preening to make money.
pseudodragon atop a bookcase. The air reeks of spell
components, and books of specific lore cover seemingly Size Cost: 2 room points
every surface. Construction Cost: 5,000 gp
Construction Time: 30 days
Size Cost: 1 room point Daily Maintenance Cost: 10 gp per day (optional)
Construction Cost: 2,500 gp Can Also Be: Treasure hoard
Construction Time: 15 days
Can Also Be: Binding circle, ritual circle, mirror maze This room contains four 30-foot by 40-foot vaults, each
with a 20-foot tall ceiling. The owners of this structure
Spells of any school with the ritual tag can be cast as and their allies can stash any amount of gold or reason-
rituals in half the usual time here without expending any ably-sized treasure in one of the vaults, which requires a
components that do not have an associated cost in gold. key to access (one key comes standard with each vault).
If a ritual has components with a gold cost, this cost is Unguarded vaults can be broken into by making five
halved when the ritual is performed in this room. While successful DC 15 Dexterity (Thieves’ Tools) checks,
here, the owners of this structure and their allies have each of which takes 10 minutes. The vault doors are a
advantage on all rolls required by rituals. three-foot thick, 5-foot radius circle of steel by default,
Additionally, choose two schools of magic. While pres- with an AC of 19 and 25 hit points.
ent within this room, spells in a chosen school cast by When you first build this room, or as a room modifica-
the owners of this structure and their allies have twice tion at a later time, you can expend an additional 2,500
their normal duration, and half their normal materi- gp and 15 days of effort to build mithral doors (AC of 21,
als cost (for materials with a gold cost). Arcana checks 50 hit points) for the vaults, or you can expend an addi-
made here that deal with a chosen school of magic tional 5,000 gp and 30 days of effort to build the vaults
have advantage. with adamantine doors (AC of 23, 100 hit points).
This room can be built multiple times, and each time Income. If the maintenance cost for this room is
different schools must be chosen. paid in order to staff this room with 5 skilled hirelings
trained in either Insight or Investigation, they can be
Armory instructed to manage the currency stored within, invest-
ing it or using it to make favorable trades. If this is the
A stockpile of common weapons and armor, an armory case, roll 1d4 every 30 days. On a roll of 2-4, the room
provides defenses to the defenseless, as well as grant- generates an income equal to 5% of the total currency
ing common people the ability to strike back and stored there. On a roll of 1, however, the investments
defend their home. don’t pay off, and 5% of the currency stored within the
room is lost.
Size Cost: 1 room point
Construction Cost: 2,500 gp Baths
Construction Time: 15 days
Steam rises and settles over a series of intricate, beauti-
When the structure is under attack, any hireling that fully tiled pools. The trickling of water echoes through-
is not a spellcaster or soldier and that the structure out, and soft lights refract off lightly perfumed waves,
requires for maintenance can visit the armory and creating a most relaxing atmosphere for those within.
afterwards count as a guard (MM, p. 347), up to a maxi-
mum number of hirelings equal to 5 × your structure’s Size Cost: 1 room point
room points. Construction Cost: 2,500 gp
Hirelings equipped in this way can also be used offen- Construction Time: 15 days
sively rather than simply in defense of the structure. Can Also Be: Festhall, sauna, sweat lodge
Doing so deprives a structure of its hireling staff, howev-
er, and removing more than a quarter of your structure’s Creatures that take a short rest within this room gain
hirelings from its grounds will cause any other benefits a number of temporary hit points equal to twice the
the structure provides to cease, as the hirelings left structure’s total room points (maximum 30). These
behind struggle to cover for those absent. temporary hit points last until they are lost, or until the
creature finishes a long rest.
While a creature has these temporary hit points, it has
advantage on saving throws against spells and effects
that would cause it to be frightened or charmed.

11

Battle Ring were when this room was first created. Jean-Léon Gérôme
This room can be built multiple times.
A dusty ring of honor stands, lined with racks of weap- Income. If your structure is located in an area that
ons, as a test of mettle for those who enter. Win or lose, can reasonably expect trade, this room generates an
sparring teaches everyone a little something. income of 225 gp (or 3d4 × 30 gp) every 30 days.

Size Cost: 1 room point Caravansary
Construction Cost: 2,500 gp
Construction Time: 15 days A small roadside house for travellers, filled with the
Can Also Be: Arena smells of cooked food and pack animals. Outside, visit-
ing merchants bark their wares, enticing locals with
A creature that spends a short rest sparring or training colorful goods from distant lands.
here becomes conditioned for battle, which lasts until its
next long rest. When a creature that is conditioned for Size Cost: 1 room point
battle rolls initiative, it has advantage on the roll, and on Construction Cost: 2,500 gp
the first attack roll it makes on its first turn in combat. Construction Time: 15 days

Boutique Roll four times on the Merchants table in the Traders
and Merchants section. These merchants are present
Fresh flowers adorn windowsills and an intricate at this location for 30 days, after which they depart and
hand-carved sign swings gently in the breeze outside four new randomly-rolled merchants arrive, continuing
this shop. The wares here are often of fine quality, this pattern every 30 days.
and both locals and visiting travelers prefer to do their This room can be built multiple times.
business here. Income. If your structure is located in an area that
can reasonably expect trade, this room generates an
Size Cost: 1 room point income of 220 gp (or 2d10 × 20 gp) every 30 days.
Construction Cost: 2,500 gp
Construction Time: 15 days Catacombs
Can Also Be: Boat house, brightsmith, cafe, quartermas-
Deep, dark, and dreary, this sodden collection of
ter, smuggler’s den, tinker’s shop stone cellars and hidden pathways holds many
forgotten secrets.
When you first build this room, choose one merchant
from the Merchants table in the Traders and Merchants Size Cost: 1 room point
section. This merchant is in permanent residence at Construction Cost: 2,500 gp
your structure, though the quality of their goods changes Construction Time: 15 days
every 30 days. If the merchant’s goods are of a quality Can Also Be: Bone pile, crypt, tombs
less than medium, you can reroll any number of times
until you receive a result of medium or greater quality. Dead bodies can be interred here, and suffer no degra-
You can change the merchant in residence here at a dation for the purposes of necromancy spells. When this
later time by paying 1,000 gp to renovate the boutique. room is first built, it comes with five skeletal servants,
This process leaves the boutique unavailable for 30 each one counting as an unpaid, unskilled hireling for
days, after which a new merchant is selected, as they

For the victors, there is glory

to be won in a battle ring

12

Tithi Luadthong any structure or room requirements. Each skeleton ioners will visit this room and provide tithes. In which
that fills a position that would otherwise belong to an case, this room will generate an income from those
unskilled hireling reduces the structure’s Total Cost tithes of 140 gp (or 4d6 × 10 gp) every 30 days.
per Day by 2 sp.
These skeleton servants have an AC of 10, 1 hit point, Clock Tower
and a Strength of 8, are undead instead of humanoid,
cannot speak, and cannot attack (unless equipped by the Rising high above a central point and easily visible to
Armory and doing so in defense of your structure). all, the stylized yet simple face of this enormous clock
The servants do as commanded by the owners of the hides a complex assembly of gigantic gears, all turning
structure and their allies, and stand motionless in place in unison with an expertly synchronized motion.
if commands conflict, waiting until new commands are Size Cost: 1 room point
given. These skeletal servants can perform simple tasks Construction Cost: 2,500 gp
that a human servant could do, such as fetching things, Construction Time: 15 days
cleaning, mending, folding clothes, lighting fires, serving Requirements: Knowledge of clockwork technology, a
food, and pouring wine. If a skeletal servant leaves the
structure it was created in for more than 7 consecutive structure with at least 6 total room points
days, it disintegrates into dust. The presence of a clock tower greatly increases the effi-
Every 30 days on the advent of a full moon (or other ciency of your workforce and thus your entire structure,
celestial event of equal significance), a 1 hour ritual requiring you to spend less on maintenance and wages
can be performed by any character or hireling that can to achieve the same effect. Reduce the Total Cost per
cast at least one necromancy spell. When the ritual is Day of the structure by 10 gp.
complete, it raises an additional five skeletal servants (if
there are an adequate number of dead Medium or Small A clocktower improves overall
humanoid bodies entombed in this room) that join the efficiency, which saves money
others in the service of your structure.
A structure can have a maximum number of function- 13
ing skeletal servants equal to 20 × the structure’s total
room points.

Chapel

A small chapel containing religious imagery, seating,
iconography, and proper accoutrement, alongside a
modest library of holy texts and literature. The air hums
with the resonance of hymns, and the comforting soul of
the divine.

Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp (optional)
Can Also Be: Dark altar, spirit lodge

The structure this room is in is affected by a
version of the hallow spell with a permanent
duration, the details of which are decided upon
when the construction of this room is complet-
ed. The dispel magic spell can end this effect
only if cast as an 7th-level spell or higher. If
the room and structure still stand, the struc-
ture will again be affected by hallow after 30
days, its details again decided by the owners of
the structure.
The hallow spell can be cast within this room,
and if it is, it instead changes the effects of
the hallow spell on the entire structure. Reli-
gion checks made here that deal with the lore
surrounding the deity, philosophy, or religion
the chapel is associated with have advantage.
Income. If the maintenance cost for this
room is paid in order to staff the room with a
skilled hireling proficient in religion, parish-

Few magical advancements can Dining Hall

match the utility of air travel A large room complete with long tables, chairs, and
adjacent kitchen, lit by ornate candelabras and chan-
deliers. The smell of well-cooked meals long passed Mark Tedin
lingers on in this place, welcoming guests and residents
with the promise of a full, satisfied belly.

Size Cost: 2 room points
Construction Cost: 5,000 gp
Construction Time: 30 days
Daily Maintenance Cost: 7 gp
Can Also Be: Ball room, mess hall

This room must be staffed by at least 5 unskilled hire-
lings and 3 skilled hirelings proficient with cook’s uten-
sils to be functional, paid for by the maintenance cost.
Once every 30 days, the owners of this struc-
ture can decide to hold a lavish banquet in this
room. This banquet takes 1 hour to prepare, and 1
hour to consume.
The effects of this lavish banquet are identical to the
effects of the heroes’ feast spell, save that it is able to
feed twice as many creatures. Creatures only gain these
benefits if they eat the food at the banquet itself, and this
food loses its potency after 24 hours.
Mundane banquets can also be held in this room. If
the owners of this structure decide to hold a mundane
banquet, it takes 1 hour to prepare, and creates enough
food to feed up to 100 creatures.

Docks, Air

The wind whistles by the tall spindly silhouette of
the docking tower, and the ballasts belonging to the
anchored ships rustle against one another as the ships
themselves creak and moan. The heavy, cold stone of
the tower is as sure an anchor to a sky ship as a hunk of
curved iron, and though the ships may sway, their moor-
ing here remains safe.

Size Cost: 2 room points
Construction Cost: 10,000 gp
Construction Time: 30 days
Requirements: Knowledge of air travel technology, a

structure with at least 3 total room points

A number of airships equal to your structure’s total
room points can moor safely at this location, which is
likely a spire or free-floating dock. Mechanical elevators
and cranes are also present to raise and lower cargo.
Roll once on the Merchants table in the Traders and
Merchants section. This merchant is present for 30
days, after which they depart and a new randomly-rolled
merchant arrives, continuing this pattern every 30 days.
Income. This room generates an income of 165 gp
(or 2d10 × 15 gp) every 30 days.

14

Ben Wootten Docks, Planar Docks, Water

A rippling hole in the fabric of space and time is enough The waves lap lazily against wooden pilings and the
to send shivers down the spine of even the most expe- bells of tall ships clang idly. The air is entwined with the
rienced wizard. Yet, here one exists, stable and large briny smell of fresh fish and the loud conversation of
enough for one of several exotic and otherworldly skiffs burly dockworkers as travellers come and go from this
and ships to make their way through. port of call.

Size Cost: 2 room points Size Cost: 2 room points
Construction Cost: 15,000 gp Construction Cost: 10,000 gp
Construction Time: 30 days Construction Time: 30 days
Requirements: Knowledge of planar travel technology, Requirements: Structure must be adjacent to water

a structure with at least 3 total room points A number of ships equal to twice your structure’s
total room points may lay anchor safely at this room,
A number of spelljammers or similar dimensional which is likely a harbor or waterfront. Roll twice on the
ships equal to your structure’s total room points can Merchants table in the Traders and Merchants section.
moor safely at this location, which is likely an immense These merchants are present for 30 days, after which
hangar or free-floating dock built into a stable portal they depart and two new randomly-rolled merchants
to another realm. Roll once on the Merchants table arrive, continuing this pattern every 30 days.
in the Traders and Merchants section. This merchant Income. This room generates an income of 275 gp
is present for 30 days, after which they depart and a (or 2d10 × 25 gp) every 30 days.
newly rolled merchant arrives, continuing this pattern
every 30 days.
Income. This room generates an income of 180 gp (or
2d8 × 20 gp) in strange currency (such as electrum or
fragments of astral diamonds) every 30 days.

Docks on the water are gateways

for trade and adventure alike

15

Escape Tunnel cook’s utensils, or the poisoner’s kit. Typically this Tithi Luadthong
would include any drinkable items, non-meat edible
Deep beneath the earth, a tunnel lined in ancient mason- items, poisons, liquids, and magic items in the potion
ry runs from your structure to some safe and innocuous category, though your DM may rule that certain potions
point in the outside world. Should the worse come to or poisons are unable to be brewed with herbs from the
pass, you at least have a way out. garden. Use the existing crafting rules (PHB, p. 187;
DMG, p. 128-129; XGE, p. 128-130) for this purpose.
Size Cost: 1 room point If you pay the maintenance cost to hire a staff of
Construction Cost: 2,500 gp two skilled hirelings either proficient in Nature or
Construction Time: 15 days with the herbalist’s kit to act as gardeners, the garden
Can Also Be: Escape portal instead produces herbs worth 450 gp (or 2d4 × 90 gp)
every 30 days.
A secret tunnel runs from a point in your structure you
choose to another point outside within a mile, also of Graveyard
your choosing. This room automatically benefits from
the Hidden improvement. Rows of rough-hewn gravestones rise from the ground
like jagged teeth, punctuated with the occasional stately
Garden monument denoting the death of someone of station. It
is quiet here, but the silent air runs thick with the dark
The smell of green, growing life fills the air here. Lush energy of death.
vines laden with savory tomatoes grow alongside
mandrake root, ephedra, and even more esoteric herbs. Size Cost: 1 room point
Construction Cost: 2,500 gp
Size Cost: 1 room point Construction Time: 15 days
Construction Cost: 2,500 gp Can Also Be: Mausoleum, necromancer’s laboratory
Construction Time: 15 days
Daily Maintenance Cost: 4 gp (optional) Dead bodies can be interred here, and suffer no degra-
Can Also Be: Druidic grove, greenhouse, dation for the purposes of resurrection or necromancy
spells. Additionally, there are considered to be an unlim-
poisoner’s grotto ited number of corpses for the purposes of necromancy
here. When cast in this room by the owners of this struc-
Contains an assortment of herbs and grown vegetables. ture or their allies, the spells animate dead and create
This room can be built multiple times. undead each create an additional undead creature of the
Income. Every 30 days, the garden grows an amount lowest possible CR.
of herbs equal in worth to 225 gp (or 1d4 × 90 gp). A Additionally, Arcana or Religion checks made here
creature proficient in Nature or with the herbalism kit that deal with necromancy or the dead have advantage.
can harvest these herbs with 8 hours of effort.
Once harvested, the herbs can be sold for their worth
in currency, or used as materials to craft any item
(within reason), mundane or magical, that could be
created with alchemist’s supplies, brewer’s supplies,

A graveyard makes for a tranqul
resting place, though not when

there are necromancers about

16

Dean Spencer Hospital Jails

This place of healing is as comfortable and inviting Dark, and pungent prison cells, laden with rust and
as one can make it, but it cannot entirely escape the grime, greet unwelcome or belligerent guests. Hopefully,
ominous shroud of disease and death. some time in uncomfortable conditions will show them
the error of their ways.
Size Cost: 1 room point Size Cost: 1 room point
Construction Cost: 2,500 gp Construction Cost: 2,500 gp
Construction Time: 15 days Construction Time: 15 days
Daily Maintenance Cost: 2 gp (optional) Daily Maintenance Cost: 2 gp (optional)
Can Also Be: Clinic, medicine hut Can Also Be: Prison, sacrifice pit, torture chamber
You have cells available to securely hold a number of
A creature that finishes a short or long rest here has its humanoids up to five times your structure’s total room
hit point maximum increased by an amount equal to the points. Prisoners may only escape if they are unguarded,
structure’s total room points, and is healed up to its hit and either have access to this room’s key (five of which
point maximum. This increase lasts until the creature come with this room), or by using thieves’ tools to make
finishes another long rest. four successful DC 15 Dexterity checks. This room can
Additionally, if the creature is suffering from any be built multiple times.
diseases or the poisoned condition, the creature can This room is equipped for non-magical humanoids,
make a Constitution saving throw with advantage at and will not thwart magical attempts at escape unless
the end of any rest it takes here, ending the disease or the appropriate wards under the Warded improvement
condition on a success. The DC for this saving throw are purchased for this room.
is 15, unless the disease or condition would have a DC If the maintenance cost for this room is paid in order
that is lower. to staff the room with a skilled hireling proficient in
If the maintenance cost for this room is paid to staff Intimidation who acts as a warden, every 7 days you can
it with a skilled hireling proficient in Medicine that acts choose for a single creature imprisoned within the jails
as a doctor, a creature that takes a rest here uses the for that entire duration to make a Charisma or Wisdom
maximum possible value for any hit dice it expends to saving throw (its choice) against a DC of 15. On a
heal, instead of rolling, until it finishes its next long rest. failure, that creature truthfully answers up to 1d4 ques-
tions the hireling asks it, as long as the creature and the
Invocation Chamber hireling share at least one language.

The thrum of ancient and powerful eldritch magic Villainous or innocent, jails
permeates this room, its vibrations apparent to all that
enter. At its heart sits an immense crystal the size of confine any within them
a man, glowing with an unearthly light, as visions and
revelations stir just beneath its surface. 17

Size Cost: 2 room points
Construction Cost: 5,000 gp
Construction Time: 30 days

Once each day, a creature that possesses the Spellcast-
ing or Pact Magic feature, has access to 5th level spell
spots, and is either one of the owners of this structure
or one of their allies, can use this room to invoke a
powerful entity, beseeching it for aid or knowledge. That
creature then casts either contact other plane or scrying
without expending a spell slot, even if the creature does
not know the spell it has chosen. When cast in this way,
the creature has advantage on the Intelligence saving
throw required by contact other plane, and a creature
targeted by the scrying spell has disadvantage on its
Wisdom saving throw.
Once every 30 days, a creature that meets the above
requirements and can cast at least one 6th level spell
can cast the planar ally spell within this room, even if
the creature does not know the spell, without expend-
ing spell slots or uses of class features. A planar ally
conjured within this room cannot leave it for 8 hours
without permission from the creature that summoned it,
and is unable to attack or bring harm to its summoner
while its summoner remains within this room.

Lecture Halls subject matter. If an unskilled hireling completes a Elena
lesson, it becomes a skilled hireling (complete with an
These hallowed halls of learning are just as likely to increase in its wage).
guide the young to greatness as to play host to any A creature can only benefit from a number of lessons
number of formative shenanigans. equal to its proficiency bonus, and does not absorb any
lessons from this room (or any other instance of this
Size Cost: 1 room point room in this or other structures) beyond that limit.
Construction Cost: 2,500 gp Income. If this room accepts students and charges
Construction Time: 15 days tuition, this room generates an income of 110 gp
Daily Maintenance Cost: 2 gp, 4 gp, or 6 gp (or 1d10 × 20 gp) with 1 teacher, 220 gp (or 2d10 ×
Can Also Be: Schoolhouse, training grounds 20 gp) with 2 teachers, or 330 gp (or 3d10 × 20 gp)
with 3 teachers.
Classes are held in this room, instructing those within
on any number of topics. This room can be built Library
multiple times.
The maintenance cost for this room hires a number Stacks of books piled high to the ceiling, light filtering in
of skilled hirelings proficient with any set of tools or from dusty windows, the library is a sanctum of knowl-
in any Wisdom or Intelligence skill, who act as teach- edge and research. Material on any subject matter may
ers. Choose the amount to pay; the maintenance cost be found here, if one has the time to search for it.
hires 1 teacher for 2 gp, 2 teachers for 4 gp, or 3
teachers for 6 gp. Size Cost: 1 room point
Select a number of types of lessons to be taught in Construction Cost: 2,500 gp
this room from the following list, equal to the number of Construction Time: 15 days
teachers working in this room, as well as the specifics Daily Maintenance Cost: 2 gp (optional)
of what each lesson teaches. A single type of lesson can Can Also Be: Archives, scriptorium
be chosen multiple times, but each must have a differ-
ent subject (for example, “Language Lesson” can be When a creature takes at least 1 hour to peruse this
chosen twice, but a different language must be select- room, it can choose to make an Intelligence or Wisdom
ed for each). based skill check to find specific knowledge within this
room. Even if the creature does not (or cannot) succeed
• Language Lesson. Teaches a language you choose. on this roll, it can typically uncover a hint as to where
• Skill Lesson. Teaches proficiency in a skill which the else in the world this information may be found.
If the maintenance cost for this room is paid to hire
hireling teacher is proficient in. a skilled hireling proficient in at least one Intelligence
• Spell Lesson. Teaches a cantrip of your choice to a based skill as a librarian, a creature requires only 1
minute instead of 1 hour to peruse the room, and the
creature that can cast at least one spell with a spell check the creature makes has advantage.
level. The cantrip must be on the spell list of a class
the creature belongs to, and doesn’t count against the Lighthouse
number of cantrips the creature can know.
• Tool Lesson. Teaches proficiency with a set of tools, A burning light that shines out like a brilliant star along
a musical instrument, or a gaming set with which the the coastline, a lighthouse is a welcome sight for mari-
hireling teacher is proficient. ners and travelers well-versed in the perils of the sea.
• Weapon Lesson. Teaches proficiency with a
weapon you choose. Size Cost: 1 room point
Construction Cost: 2,500 gp
Each day, a creature in the structure can attend one Construction Time: 15 days
lesson of its choice, which lasts for 6 hours that day. Daily Maintenance Cost: 2 gp (optional)
Once the creature has attended the class for a number Requirements: Structure must be adjacent to water
of days equal to 30 – twice its Intelligence modifier, Can Also Be: Beacon
the creature is considered to have learned the lesson’s
Ships traveling on water that are allied with the owners
18 of this structure and are within a distance of this struc-
ture equal to 2 days of normal travel are able to navigate
more accurately with the presence of a lighthouse.
Within this distance, these ships can double their travel
pace while not in combat without worrying about the
dangers the sea presents.
If the maintenance cost is paid to hire a skilled hire-
ling proficient with navigator’s tools or vehicles (water)
as a lighthouse keeper, the crews of any ships friendly to
the owners of this structure have advantage on checks
required by Activities While Traveling or Hazards while
they can see this lighthouse.

Asanee Lodgings Magical Enchanter

At the end of a long day, a hot meal, warm bed, and cozy Delicate strands of the arcane are woven together here,
fire are often just enough to keep most people happy. empowering simple items to become magical wonders.
Enticing more individuals to dwell in your structure
means being able to provide all three of these amenities. Size Cost: 2 room points
Construction Cost: 5,000 gp
Size Cost: 1 room point Construction Time: 30 days
Construction Cost: 2,500 gp Can Also Be: Altar of blessings
Construction Time: 15 days
Daily Maintenance Cost: 2 gp (optional) A creature with spell slots can use this room to make
Can Also Be: Barracks, guest rooms, spare cots, any magic item that is not a potion or artifact, in half the
normal time, and with half the normal materials cost. If
servant’s quarters the item would be an enchanted mundane object (such
as a +1 longsword, for example), the mundane object
While a structure is usually considered to have adequate must be created first, and its value can be deducted from
lodging for its owners and its hireling staff, additional the cost of the enchantment (before dividing it in half
housing for guests, soldiers, or other visitors may be with the magical enchanter).
necessary. This room can be built multiple times. In all other ways, use the existing rules (DMG, p.
When constructed, choose one of the following 128-129; XGE, p. 128-129) for crafting magic items.
options for this room: Additionally, once each day a creature can use this
room and 1 minute of effort to apply its choice of up
• Bunks. This room can hold and house up to 100 indi- to two of the effects available to the artificer’s Magical
viduals and their supplies in communal bunks. Tinkering feature (TCE, p. 11), to a tiny nonmagical
object. Doing so does not require the use of tools, and
• Bedrooms. This room can hold and house up in all ways other than those listed here, this functions
to 24 individuals in 6 private bedrooms, up to 4 identically to the rules of the Magical Tinkering feature.
persons per room. A number of objects can be affected in this way equal
to three times the structure’s total room points, and
Income. If this room is in a structure that can affecting an object beyond this amount causes the first
reasonably expect paying travelers, you chose to build affected object to lose the effects it has been granted
bedrooms, and you decide for this room to act as an inn in this way.
to visitors, then you can choose to pay the maintenance
cost in order to hire a skilled hireling proficient either in
cook’s utensils or with Persuasion to act as an innkeep-
er. If you do, this room then generates an income of 220
gp (or 1d10 × 40 gp) every 30 days.

Lodgings provide a safe

haven for travelers both
adventurous and mundane

19

Market Stalls Each 10 foot segment of the walls of this maze has an
AC of 17; 27 hit points; a height of 40 feet, and immunity
Festive flags span across this open and vivacious court- to all damage except bludgeoning, slashing, acid, fire,
yard while the sounds of animated haggling and the force, thunder, necrotic, and damage from a pick. The
subtle clink of currency changing hands punctuate the walls ignore any damage done to them from any source
air. Business is good enough here to warrant a perma- that does not instantly reduce them to 0 hit points or
nent residence from merchants seeking small fortunes. below with a single damage roll.
In place of a check to navigate the maze, a creature
Size Cost: 1 room point can choose to attempt to damage the maze’s walls, using
Construction Cost: 2,500 gp its Attack action or a spell to attempt to inflict the neces-
Construction Time: 15 days sary damage. Successfully destroying a section of walls
Can Also Be: Shops counts as a successful check, while failing to destroy a
section of wall counts as a failed check. Destroyed walls
Choose three merchants from the Merchants table in magically repair themselves after 30 days.
the Traders and Merchants section. These merchants If this structure also contains an Animal Pens or Jails
are in permanent residence at your structure, though room, the captive creatures contained within them can
the quality of their goods changes every 30 days. be released into the maze. While these captive creatures
This room can be built multiple times. are within the maze, both the Animal Pens and Jails still
Income. If your structure is located in an area that count as if they were occupied, and the captive creatures
can reasonably expect trade, this room generates an are unable to escape the maze. If any creatures attempt-
income of 210 gp (or 2d6 × 30 gp) every 30 days. ing to navigate the maze fail two checks in a row, they
encounter the captive creatures, which could result
Maze in combat depending on the inclinations of the crea-
tures involved.
The high walls of this place arc up nearly out of sight,
threatening to blot out the sun and sky. Creatures that Mill
find themselves wandering these labyrinthine corridors
often feel a sense of hopelessness and impending doom, The grinding and churning of the mill beats a constant
though whether this is enchantment or a product of the tempo of progress and production. A mill is the heart of
architecture itself, none can say. civilization, carrying lifeblood to all its other aspects.

Size Cost: 2 room points Size Cost: 1 room point
Construction Cost: 5,000 gp Construction Cost: 2,500 gp
Construction Time: 30 days Construction Time: 15 days
Requirements: A structure with at least 3 Requirements: One raw resource (wood, metal, grain,

total room points fish, wool, gems, or similar) harvested and under the
control of the owner of this structure or their allies,
When you create this room, it replaces the entrance to within 5 miles of the structure.
your structure with an elaborate maze which creatures Daily Maintenance Cost: 5 gp
without a flying speed must make their way through in Can Also Be: Cannery, loom, lumber mill, mint, water
order to enter your structure. You can choose to include wheel, windmill
a hidden passage that bypasses the maze at no addition-
al cost, which follows the rules for the Secret Passage A room for the refinement of resources, in what-
room modification (detailed in a later section). The maze ever form that might take. This room can be built
cannot be the subject of any other room modifications. multiple times.
Creatures attempting to navigate the maze must make Income. If this room is fully staffed by at least 5
a number of successful Intelligence (Investigation) or unskilled hirelings and at least 2 skilled hirelings
Wisdom (Survival) checks (their choice) equal to half proficient in a relevant set of artisan’s tools (paid for by
the structure’s total room points (round up), the DC of the maintenance cost), it can produce refined materials
which is equal to 10 + half the structure’s total room from available raw resources.
points (round up). Each of these checks takes 1 hour to If these raw resources are supplied, the mill can
complete, whether or not it is successful. generate salable materials worth 550 gp (or 1d10 ×
If creatures are traveling through the maze as a group, 100 gp) every 30 days. These materials can be sold to
one member of their group can make a single check interested buyers, consumed in place of hirelings’ wages
for all the creatures in the group, gaining advantage if if they are food (thus reducing your structure’s Total
it is aided by the Help action from another one of these Cost per Day), or used in place of gold cost for crafting,
creatures with proficiency in a relevant skill. The owners if applicable.
of this structure, their allies, creatures familiar with
the maze, or any creature with a climb speed can make
these checks with advantage.
If a creature succeeds on these checks, it finds itself
at the entrance of the structure. If a creature fails 3
of these checks in a row, it becomes lost, resetting its
number of successful checks to 0.

20

Pyramis Intelligent and social, a gate spell, excepting that they allow for two-way travel,
do not require spell slots or a materials cost, do not
crow waits to deliver require concentration, cannot forcibly draw creatures
messages from a rookery through them, and have an indefinite duration. As with
the gate spell, deities and other planar rulers can deny a
Rookery portal’s creation in their realm or presence.
These portals can only be destroyed with a casting of
The cawing of crows and ravens fills the air here, creat- dispel magic at 7th-level or higher, or with the destruc-
ing a dissonant chorus in this place of communication. tion of this room or the structure itself. If the room and
Size Cost: 1 room point structure still stand, a destroyed portal will be reformed
Construction Cost: 2,500 gp after 30 days, leading to a location chosen by the owners
Construction Time: 15 days of this structure.
Daily Maintenance Cost: 2 gp (optional) This room can be built multiple times.
This room houses a number of crows, ravens, pigeons,
owls, hawks, or similar birds equal to your structure’s Safe Room
total room points. While in this room, a creature can
attach a message to one of these birds and give it Tucked between the walls of this structure, this room
instructions for delivery. This acts identically to a casting appears on no maps. While its very existence appears
of the animal messenger spell, save that the message is forgotten, it contains everything necessary to shelter a
written, not spoken, can be up to 50 words, and is deliv- number of creatures from harm indefinitely.
ered in the form of a tiny scroll.
If you pay the maintenance cost to staff this room with Size Cost: 1 room point
a skilled hireling proficient in Animal Handling who Construction Cost: 2,500 gp
acts as a master of ravens, the room can instead hold a Construction Time: 15 days
number of birds equal to twice the structure’s total room Requirements: A structure with at least 3
points, and the duration of the room’s effect that mimics
animal messenger is 48 hours instead of 24 hours. total room points

Portal Conflux Away from sight in an obscure corner of the structure,
this room is a shelter that the owners of this structure
The cobblestones laid into the floor of this chamber and their allies can escape to in times of need. When
rattle with the ebb and flow of the arcane energy pouring you build this room, it automatically benefits from
through the wide portal mouths that encircle the room’s the Hidden room modification (detailed later) with no
perimeter. Through the surface of each, a visitor can additional cost.
view new lands, cities, and even alien worlds. This room is constructed from walls made of mithral
Size Cost: 2 room points with an AC of 21; 40 hit points; immunity to all damage
Construction Cost: 15,000 gp except acid, fire, force, and necrotic; and that ignore any
Construction Time: 30 days damage done to them from any one source that would
Requirements: A structure with at least 3 total room not instantly reduce them to 0 hit points or below.
Entering this room, even via a secret passage, places
points, a creature capable of casting 7th-level spells you outside these mithral walls, which must be broken
When you create this room, it contains a number of down or opened with a command word (known to the
portals equal to half this structure’s total room points owners of the structure) to themselves be entered.
(round up). Each of these portals follows the rules of the All the amenities of life are contained within these
mithral walls, allowing up to 4 creatures a limitless
supply of pure water, preserved food, and clean air,
along with bedding, waste disposal, and supplies to live
a modest lifestyle without any cost.
More creatures can be housed inside the safe room,
but the lifestyle quality decreases with more creatures
sheltered within the room. This room can support up
to 6 creatures with a poor lifestyle, 8 creatures with a
squalid lifestyle, or 10 creatures with a wretched life-
style. The room does not contain enough food, water, or
air to support more than 10 creatures, and attempting to
shelter more than 10 creatures within the room subjects
each creature in the room to a level of exhaustion for
each day it spends within the room.

21

Sewers rally powerful fire. The creature then gains a blessing,
based on the monetary worth of the destroyed object, as
Full of waste, refuse, and the occasional crocodile, detailed on the table below. A creature can only gain one
the sewers do an excellent job keeping filth under the such blessing every 24 hours.
streets, rather than on top of them.
Shrine Blessings
Size Cost: 1 room point
Construction Cost: 2,500 gp Object Worth Blessing
Construction Time: 15 days
5 gp or less Targeted by a casting of guidance with a duration
Creatures that dwell within a structure containing this
room lead healthier lives and live in a much more sani- of 24 hours.
tary environment. As such, the owners of this structure,
their allies, and any other creatures that live in this 6-10 gp As above, except the d4 can also be applied to an
structure have resistance to poison damage while within
5 miles of the structure, and while within this radius attack or saving throw, instead of an ability check.
have advantage on all saving throws to resist becoming
infected with disease or against spells or effects that 10-25 gp As above, except the spell grants a total of 2d4,
would inflict the poisoned condition.
Occasionally, strange items wash up in the sewers. each die of which must be applied to a separate
Every 30 days, roll 1d6. On a roll of 1 or 2, a random
item from the Trinkets table (PHB, p. 160-161) is found, roll. After the last d4 is applied, the spell ends.
intact and (mostly) clean.
26-50 gp As above, except any amount of d4s can be
Shadow Vault applied to the same roll.

Not all things were meant for all eyes. This room 51-100 gp As above, except the spell grants a total of 3d4 Dean Spencer
contains a complex working of arcane runes and foci, 101-200 gp instead of 2d4.
humming with a distant power, that project a constant 201-400 gp As above, except the spell grants 3d6 instead of
illusion hiding your structure from view. 401-700 gp 3d4.
701-1,000 gp As above, except the spell grants 3d8 instead of
Size Cost: 1 room point 1,001+ gp 3d6.
Construction Cost: 2,500 gp As above, except the spell grants 3d10 instead of
Construction Time: 15 days 3d8.
As above, except the spell grants 3d12 instead of
The area around your structure, out to a radius of 3d10.
300 feet beyond your structure’s walls, is affected by a As above, except any attack that hits while its roll
special hallucinatory terrain spell, the details of which benefited from at least one of these dice becomes
you determine when you first build this room. This spell a critical hit.
is also able to change the appearance of manufactured
structures within its area, but not creatures or equip- A lonesome shrine awaits the
ment. Thus, a tower could appear to be an enormous
tree, a cottage could be a boulder, or a college could be offerings of travelers
blanketed in an endless fog.
At any time, the owners of this structure or a friendly
creature that they designate can change the nature of
this illusion by entering the room and using an action
to do so, determining whatever new attributes of the
illusion apply. The illusion can be temporarily disabled
with such an action, as well, or re-enabled with a similar
action at a later time.

Shrine

A humble construction, but nevertheless quite holy. It
is laden with icons, censers, and a simple offering bowl
waiting for the gifts of the faithful.

Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Can Also Be: Profane idol, spirit totem

A creature visiting this shrine can present it with a
nonmagical object as an offering, which is then placed in
a position of import and destroyed, usually by supernatu-
22

A smithy is a welcome workspace

for novices and experts alike

Smithy Siege Workshop

The twang-clink of metal on metal, the roar of the fire, A tidy, if eclectic, workshop full of all manner of gears,
and the hiss of steam create a symphony of construction wheels, and mechanical elements. The hiss of smelted
that fills this room. Newly-forged weapons and tools line iron mingles with the back-and-forth saw rhythm of
the walls, glittering with firelight from the forge and the precision woodcutting, as weapons of war are churned
promise of practical use. out for your structure’s defense.

Size Cost: 1 room point Size Cost: 2 room point
Construction Cost: 2,500 gp Construction Cost: 5,000 gp
Construction Time: 15 days Construction Time: 30 days
Daily Maintenance Cost: 2 gp (optional) Daily Maintenance Cost: 8 gp
Can Also Be: Crafts workshop, forge
A team of at least 3 skilled hirelings proficient in appro-
This room is considered to always have the following priate sets of tools and 10 unskilled hirelings (all paid
sets of tools available: carpenter’s tools, jeweler’s tools, for by the maintenance cost) can build and maintain
leatherworker’s tools, smith’s tools, tinker’s tools, and siege equipment here. The workshop can build one of
woodcarver’s tools. These tools are always present the following siege weapons at any one time, the statis-
in this room, and individuals that are proficient with tics for all of which are found in the Dungeon Master’s
these tools can create items in half the normal time Guide, page 255:
and with half the crafting cost while working in this
room, using the existing crafting downtime activity rules Siege Weapon Construction
(PHB, p. 187; XGE, p. 128). This room can be built
multiple times. Siege Weapon Construction Time Construction Cost
If you pay the maintenance cost to hire a skilled 1,000 gp
hireling proficient with a relevant type of artisan’s tools, Ballista 15 days 1,500 gp
choose a merchant of one of the following types: furni- 1,000 gp
ture and interior decor, jewelry and gems, knick-knacks, Cannon* 15 days
leatherworking, mechanical contraptions, medium
and heavy armor, tools, vehicles and transportation, or Cauldron, suspended 15 days
weapons. The quality of this merchant’s goods changes
Nextmars every 30 days, but it can never be less than poor, and is Mangonel 30 days 3,000 gp
rerolled if it would ever be lower than this quality. Ram 15 days 1,000 gp
Income. Additionally, if the maintenance cost is paid, Siege tower 60 days 5,000 gp
this room generates an income of 198 gp (or 1d10 × 36 Trebuchet 60 days 5,000 gp
gp) every 30 days.
* requires knowledge of gunpowder

A structure can only physically house a number of siege
weapons equal to its total room points at any one time.

23

Stables end of it, as well as adding the 1d4 to that check. Dmitriy
Additionally, when you take the gambling downtime
The sounds and smells of horses and stranger animals activity (XGE, p. 130-131) at a tavern you own, you can
still animate these cold stone stables. Straw matting, reroll your choice of a single one of the checks the activ-
water, and feed are available, providing mounts the ity would have you make, as well as adding the 1d4 to
shelter and relative comfort they need to proper- each of the checks.
ly recuperate. Running a tavern requires a tavernkeep, a skilled
hireling trained in Persuasion whose salary is covered
Size Cost: 1 room point by the 2 gp maintenance cost. As an option, you can
Construction Cost: 2,500 gp increase the maintenance cost to 4 gp to hire an addi-
Construction Time: 15 days tional skilled hireling proficient with brewer’s supplies
Daily Maintenance Cost: 3 gp (optional) to act as a brewer.
Can Also Be: Carriage house, coach house, wheelhouse If the tavern has both a tavernkeep and a brewer, this
structure is considered to be the permanent home of
Your structure gains the ability to house and support an alcohol and refreshment merchant. The quality of
horses or other Large or Medium beasts trained to be this merchant’s goods changes every 30 days, but it can
used as mounts, and can hold four of these creatures never be less than poor, and is rerolled if it would ever
for each unit of your structure’s maximum room points. be lower than this quality.
Mounts that receive a long rest within this room have Income. If the tavern has only a tavernkeep, it gener-
their movement speed increased by 10 feet until their ates an income of 210 gp (or 2d6 × 30 gp) every 30 days.
next long rest. This stable does not come equipped with If the tavern has both a tavernkeep and a brewer, the
mounts, and mounts must be acquired by other means. high-quality alcohol it produces increases the income to
If the maintenance cost is paid in order to hire a 315 gp (or 3d6 × 30 gp) every 30 days.
skilled hireling proficient in Animal Handling to act
as a stable master, as well as 5 unskilled hirelings to Theater
act as stablehands, this structure is considered to be
the permanent home of a vehicles and transportation An enormous hall complete with seating, a large stage,
merchant. The quality of this merchant’s goods changes and excellent acoustics. This room is well equipped for
every 30 days, but it can never be less than poor, and plays, concerts, and speeches, making them feel that
is rerolled if it would ever be lower than this quality. If much more true-to-life.
you are using the Traders and Merchants supplement,
this merchant does not have access to any water or air Size Cost: 1 room point
transportation options. Construction Cost: 2,500 gp
Income. Additionally, if the maintenance cost is paid, Construction Time: 15 days
this room generates an income of 225 gp (or 2d8 × 25 Daily Maintenance Cost: 10 gp (optional)
gp) every 30 days.
Having a theater in a structure gives the owners of the
Tavern structure a space to perform shows, or to allow shows to

Downtime and drink are essential to adventurers A tavern with an
and garrisoned soldiers alike. A tavern always carries
within it the often sweet fragrance of what it brews, attached stables
from plum brandy to apple cider to hoppy ale to
refined wine. Typically, taverns find themselves filled
with the heat and crackling staccato of a log fire, the
honeyed lyrics of bard song, and words whispered
between furtive folk.

Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Daily Maintenance Cost: 2 gp or 4 gp
Can Also Be: Brewery, public house, speakeasy

For those that live in and nearby the structure, the
tavern often makes life much more enjoyable. The
owners of this structure add 1d4 to any Charisma or
Insight checks they make involving those who regu-
larly use the tavern, which is generally expected to be
almost all of those that live within the structure, as
well as an assortment of those that live nearby.
When taking the carousing downtime activity (XGE,
p. 126-128) at a tavern you own, you have advantage
on the Charisma (Persuasion) check you make at the

24

be performed by traveling musicians and acting troupes. automatically when they see unknown intruders, or
Alternatively, the owners of this structure can hire an specific creatures or types of creatures designated by
acting troupe to remain in residence. Regardless, any the owners of this structure or their allies.
creature that spends a short rest in this room watching Any dead shrubs regrow after 30 days, up to the
a performance gains a point of inspiration. maximum initially present when this room was first
Income. When shows are put on by wandering constructed.
musicians and actors, or the owners themselves, the
theater generates an income of 176 gp (or 2d10 × 16 gp) Trophy Room
every 30 days.
However, the maintenance cost can be paid in order This collection of tokens taken from past triumphs
to retain an acting troupe in residence, which hires 10 is certainly impressive, if a little grisly. The decor of
unskilled hirelings and 4 skilled hirelings proficient in this room treads the fine line between awe-inspiring
Deception, Performance, or Persuasion, or with the and terrifying.
disguise kit, carpenter’s tools, painter’s supplies, or a
musical instrument. When an acting troupe is in resi- Size Cost: 1 room point
dence, the theater instead produces an income of 605 Construction Cost: 2,500 gp
gp (or 2d10 × 55 gp) every 30 days. Construction Time: 15 days
Can Also Be: Museum
Topiary Garden
The trophies or objects in this room are centered
The wind whistles through this verdant garden, rustling around a specific type of creature other than humanoids
the leaves in the large shaped hedges that make up this (such as beasts or fiends), or one race of humanoids
place. Though it is peaceful, those that enter here can’t (such as elves or halflings). After a creature takes a short
help but shake the feeling that they are being watched. rest in this room, it gains the following benefits concern-
ing the type of creature or race of humanoids the room
Size Cost: 1 room point is centered on:
Construction Cost: 2,500 gp
Construction Time: 15 days • Advantage on Survival checks made to track
Requirements: A structure with at least 3 these creatures.

total room points • Advantage on Intelligence and Wisdom checks made
concerning these creatures.
This room is populated with a number of awakened
shrubs (MM, p. 317) equal to five times your structure’s • Advantage on initiative checks when it can see at least
total room points, each one counting as an unpaid, one of these creatures, and that creature is hostile.
unskilled hireling for any structure or room require-
ments. Each shrub that fills a position that would • Deals an additional 1d4 damage on attacks it makes
otherwise belong to an unskilled hireling reduces the against these creatures.
structure’s Total Cost per Day by 2 sp.
The shrubs do as commanded by the owners of the These benefits last until the creature finishes a long rest.
structure and their allies, and stand motionless in place
if commands conflict, waiting until new commands are War Room
given. These shrubs can perform simple tasks that a
human servant could do, such as fetching things, clean- Improperly planned, war can be a nightmare. With
ing, mending, folding clothes, lighting fires, serving food, adequate planning, supply lines, and intelligence,
and pouring wine. If a shrub leaves the structure it was though, warfare becomes a much more feasi-
created in for more than 7 consecutive days, it roots in ble enterprise.
place, becoming a mundane un-awakened shrub.
Additionally, these shrubs can be ordered to combine, Size Cost: 1 room point
forming larger topiary creatures more capable of Construction Cost: 2,500 gp
combat. Five shrubs can combine into a single entity, Construction Time: 15 days
which uses the statistics of an awakened tree (MM, Can Also Be: Bureaucrat’s office
p. 317), and follows any orders from the owners of
this structure and their allies. If this awakened tree is While in this structure or fighting in its defense within 5
reduced to 0 hit points and dies, so do all the shrubs miles of it, any guard and other hireling using the guard
that make up its body. This tree can be ordered to split stat block (MM, p. 347) friendly to the owners of this
apart at any time by the owners of this structure or one structure can instead uses the statistics of a scout (MM,
of their allies. If it does and is missing hit points, one of p. 349), but still only require its regular daily payment.
the shrubs that makes up the tree dies for every 12 hit Additionally, all soldier hirelings of any type friendly to
points the tree is missing. the owners of this structure have advantage on initiative
While formed into a tree, the constituent shrubs are rolls while within 5 miles of this structure. Whenever
no longer able to replace hirelings within the structure. such a hireling rolls initiative while within this radius, it
Shrubs can also be ordered to form a tree and attack gains temporary hit points equal to the total room points
of this structure (maximum 10) that last for up to 1
minute or until they are lost.

25

Modifying Your Rooms only once when you first modify the expansion. Gravity
can be half to twice as strong, and time can move at half-
Individual room expansions can be built up, improved, p ace to double time, relative to the outside.
and modified in a small variety of ways. The room also has the immunity to scrying, track-
You can choose to purchase a modification from the ing, and similar effects that being located on a different
list below for either a room expansion being built, or for plane provides, and is considered to be infinitely far
one that has already been built. If the expansion is being away from the rest of its structure for the purposes of
built, the modification adds its construction time to the spells and effects (though not for the benefits the struc-
expansion’s total construction time. If a modification is ture itself and its other expansions provide).
purchased for an existing expansion, the modification’s
building begins immediately, and the expansion does not Hidden
provide a benefit until the modification is complete.
Some modifications have requirements, which There’s no telling what secrets a cleverly-designed s truc-
the owners of the structure, or at least one of their ture might hide. Behind tapestries, false book-cases,
allies within the structure, must be able to fulfill in or hidden switches lurk chambers tucked away where
order to build. none may find them, save those that know the secret to
accessing them.
Room Expansion Modifications
Construction Cost: 2,500 gp
Room Expansion Construc- Construc- Built Multiple Construction Time: 15 days
Extra-dimensional tion Cost tion Time Times (same room)
Hidden 7,500 gp This modification is added onto any room to hide it from
Secret passage 2,500 gp 30 days No view. The owners of the structure and any allies they
Teleportation rune 2,500 gp designate know the secret to enter the hidden room.
Trapped 3,500 gp 15 days No Another creature attempting to enter the room must
Warded or spell-bound first make an Intelligence (Investigation) check to
Varies 15 days Yes discover the presence of a hidden chamber, followed by
Varies a Dexterity (Sleight of Hand) check to uncover how to
25 days No enter, once they are aware of its presence. The DC of
both of these checks is equal to 10 + half the structure’s
Varies Yes total room points (round up).

7 days Yes Secret Passage

Extra-Dimensional An airy draft billows behind the walls of this room,
traveling unseen from one room to the next. An astute
The air inside the room seems somehow thicker, slightly few know the secret to accessing this passage, which
more viscous. Outside shuttered windows, stars and remains hidden to all but the most observant.
comets cascade by, shining like a thousand diamonds
against a swirling ethereal sky. Construction Cost: 2,500 gp
Construction Time: 15 days
Construction Cost: 7,500 gp Requirements: At least two completed room expan-
Construction Time: 30 days
Requirements: A creature that can cast at least one sions, a structure with at least 3 total room points

7th-level spell This modification is built in two rooms simultaneously,
though it only requires one construction cost to be paid.
This room’s door is actually a portal to a pocket dimen- A secret passage makes a hidden connection between
sion, containing the room itself. The laws of time and these two rooms, behind walls, under floors, and gener-
gravity in the expansion are yours to set, within limit, ally out of view.
Similar to a hidden room, the owners of the struc-
ture and any allies they designate know how to enter Grafik-Art
this secret passage from either of its entrances, and
can move freely between these two rooms. All others
must first make an Intelligence (Investigation) check to
discover the presence of a secret passage, followed by
a Dexterity (Sleight of Hand) check to uncover how to
enter, once they are aware of it. The DC of both of these
checks is equal to 10 + half the structure’s total room
points (round up).
You can built multiple secret passages into one room,
but each passage must connect to a different room.

26

Teleportation Rune exists within a structure, it does nothing until at least
one other rune is built in a different room.
A small rune resembling a gate is carved into a flag-
stone, support beam, or the underside of a table here. Trapped
For those select few who know its true meaning, the
rune is as functional as a doorway while being signifi- This room hides a deadly secret, and only you know
cantly more subtle. where it might be found.

Construction Cost: 3,500 gp Construction Cost: Varies (see below)
Construction Time: 25 days Construction Time: Varies (see below)
Requirements: A structure with at least 3 total Requirements: Varies (see below; none if

room points, a creature that can cast at least one none are listed)
5th-level spell
This room contains one of the following traps listed on
When this rune is first created, choose a command the Trap Construction table, which you choose when you
word. Any creature that touches this rune and speaks build this modification. This modification can be built
its command word can instantly teleport to any other multiple times in a single room for multiple traps, and
room of that creature’s choice in the same structure that the same trap can be selected multiple times. Each time
also contains a copy of this rune built as a modification you build this room, work with your DM to determine an
in that room. appropriate location for the trap, which can change its
All such runes within one structure share the same overall effectiveness.
command word, and if only a single one of these runes

Trap Construction

Trap Construction Cost Construction Time Page Reference Requirements

Bear trap 50 gp 1 day XGE 114 A creature proficient in either Survival or with smith’s

tools.

Crossbow trap 150 gp 1 day XGE 114 A creature proficient in either Survival or with at least

one type of crossbows.

Danse macabre 3,500 gp 30 days VRGR 197 A creature that can cast at least one 6th-level spell.

Faceless malice 2,000 gp 30 days VRGR 197 A creature that can cast at least one 5th-level spell.

Falling net / net trap 150 gp 1 day DMG 122 / A creature proficient either in Survival or with nets.

XGE 114-115

Falling portcullis 250 gp 1 day XGE 114 A creature proficient in either Survival or with smith’s

tools.

Fire-breathing statue 1,250 gp 7 days DMG 122 A creature that either can cast at least one 2nd-level

spell or is proficient with alchemist’s supplies.

Hunting trap 5 gp 1 day PHB 152 —

Pit, simple 250 gp 1 day DMG 122 —

Pit, hidden / pit trap 500 gp 1 day DMG 122 / XGE 115 A creature proficient either in Survival, or with carpen-

ter’s tools or mason’s tools.

Pit, locking 1,500 gp 7 days DMG 122-123 A creature proficient either in Sleight of Hand, or with

smith‘s tools or thieves’ tools.

Pit, spiked 2,000 gp 7 days DMG 123 A creature proficient either in Survival or with smith’s

tools. If the pit is also hidden or locking, it must also

meet their requirements, above.

Poison darts 1,250 gp 7 days DMG 123 A creature proficient either in Survival or with the

poisoner’s kit.

Poison needle 1,500 gp 7 days DMG 123 / XGE 115 A creature proficient either in Survival or with the

poisoner’s kit.

Rolling sphere 2,000 gp 30 days DMG 123 A creature proficient either in Survival or with mason’s

tools.

Scything blade 1,250 gp 7 days XGE 115 A creature proficient with smith’s tools.

Sphere of annihilation 5,000 gp 30 days DMG 123 A creature that can cast at least one 7th-level spell.

Sleep of ages 3,500 gp 30 days XGE 115 A creature that can cast at least one 6th-level spell.

27

Warded or Spell-Bound Spell-Bound Spells

The magical energy of a persistent spell suffuses this Spell Cost Details
room, protecting it or providing some less obvious, more
obscure benefit. Alarm 1,000 gp —
Construction Cost: Varies (see below)
Construction Time: 7 days Animate objects 3,000 gp This room is haunted by animated
Requirements: A creature that can cast the listed spell.
This room is constantly under the effect of one of the objects equal to one casting of this
following spells, the details of which you decide when
you build this modification and which can only be spell at its lowest level, which will
altered later by rebuilding this modification in the same
room and paying the cost a second time. automatically attack creatures hostile
The spell is considered to have a duration of perma-
nent, and can be dispelled with a casting of dispel magic to the owners of this structure after
of 7th-level or greater. If a spell is dispelled in this way, it
reasserts itself after 30 days. they spend at least 1 minute in
These spells are always considered to fill the entire
room and are cast at their lowest level possible, with the this room. The objects are capable
owners of the structure and those they designate consid-
ered to be the spell’s casters. Saves made against spells of sensing the intentions of such
cast with this modification are made against a DC of 10
+ half the structure’s total room points (round up). creatures.
You can build this modification in a single room
multiple times, choosing a different spell for each time Antimagic field 4,500 gp —
you construct it.
Circle of power 3.000 gp —
A reverse gravity spell in a room
can flip a creature’s expectations Dawn (XGE) 2,000 gp Only affects creatures that would be

damaged by natural sunlight.

Magic circle 2,000 gp —

Reverse gravity 4,000 gp —

Unseen servant 500 gp* Conjuring one unseen servant costs

500 gp. This cost can be paid up to

10 times when buying this modifica-

tion, to cause the room to hold up

to 10 unseen servants who respond

to the wishes of the owner and their

allies. Each unseen servant can

replace an unskilled hireling, lower-

ing your structure’s Total Cost per

Day by 2 sp for each servant.

Zone of truth 1,500 gp When you build this modification,

choose whether it affects all crea- Tithi Luadthong

tures, only the owners and their

allies, or only the enemies of the

owners.

Other Spells for Structures

Many other spells that already exist in the Player’s Handbook are
ideal for use with player-owned structures. The following is a list
of spells to consider when building and maintaining a structure:
Arcane lock, forbiddance, glyph of warding, guards and wards,
hallow, mirage arcane, Mordenkainen’s faithful hound, Morden-
kainen’s private sanctum, programmed illusion, symbol, and
teleportation circle are all spells that contribute well to an owned
structure in different ways.
In addition, a spell that must be cast every day for a year to
take permanent effect only needs to be cast every day for a 30
days within a structure that you own.

28

Hirelings, Soldiers, Soldiers
and Spellcasters
Trained in the ways of battle, the following soldiers can
Any large-scale structure requires constant work and be retained at their listed payment per day. The statistics
upkeep to remain operational, and roving heroes aren’t of these soldiers can be found in the location and on the
usually predisposed to building maintenance. Hirelings page referenced.
are individuals that can perform ordinary or skilled
tasks at your behest, expecting payment in return. Soldier Hirelings
Soldiers are hirelings skilled in the art of combat, while
spellcaster hirelings are those with at least a cursory Soldiers Payment / day CR Page Reference
grasp of magic. 3 VGM 209
Hiring. Typically, hirelings are able to be recruited Archer 10 gp 1/8 MM 343
wherever there are people, up to 1/100th of the local 2 MM 344
population (minimum 1d10 + 5 hirelings), which replen- Bandit 2 gp 2 MM 344
ishes every 30 days. This calculation only applies to 1/8 MM 345
unskilled or skilled hirelings (of a distribution chosen by Bandit captain 7 gp 5 MM 346
the DM), and soldiers or spellcasters require a special- 1/8 MM 347
ized location, such as a mercenary camp or an arcane Berserker 7 gp 3 MM 347
school, to recruit. 3 VGM 216
Payment. Hirelings of any sort must be paid to retain Cultist 2 gp 5 VGM 216
their services. Any hirelings listed as requirements for a 1/2 GS 247
structure or room expansion are paid for with the struc- Gladiator 30 gp 2 GS 247
ture or room’s Total Cost per Day or Daily Maintenance 1 GS 248
Cost, respectively, instead of the wages the hirelings Guard 2 gp 1/2 MM 349
would otherwise be paid. Any hireling other than those 1 MM 349
that are required by a structure or room must be paid its Knight 10 gp 3 VGM 217
daily rate to provide services. 1/2 MM 350
Desertion. Hirelings not required by a structure will Martial arts adept 10 gp 1/8 MM 350
typically desert their service after 7 days without pay, 3 MM 350
which need not be consecutive, and which reset to 0 Master thief 30 gp
after every 30 days. If hirelings required by a structure
or room are not paid or desert, the structure and its Pirate bosun 4 gp
rooms will cease functioning or providing any benefits
until the hirelings are paid and the positions are Pirate captain 7 gp
filled once more.
Pirate first mate 5 gp

Scout 4 gp

Spy 5 gp

Swashbuckler 10 gp

Thug 4 gp

Tribal warrior 2 gp

Veteran 10 gp

Hirelings Even unskilled hirelings can be a
vital source of wealth and income.
Service of the following hirelings can be retained by
purchasing them at their listed price or paying their
listed cost per day. In combat, all hirelings count as
commoners (MM, p. 345) unless properly equipped,
such as with an armory.

Hirelings Payment / day Proficient in...
2 sp —
Hirelings 2 gp One skill or set of tools
Hireling, unskilled

Hireling, skilled

Konstantin Gerasimov Unskilled hirelings have no special skills to speak
of, though they can clean, cook passably, and keep a
structure cared for in ways that do not require a particu-
lar skillset.
Skilled hirelings each come proficient in one particu-
lar skill or set of tools, and have a +5 bonus to checks
they make with this proficiency. This bonus is consid-
ered to include both the hireling’s relevant ability modi-
fier and proficiency bonus. You determine which skill or
set of tools the hireling is proficient with at the time you
first hire them.

29

Spellcasters Optional Rule:
Sidekicks as Hirelings
Magically gifted and skilled in arcane, divine, or primal
arts, these spellcasters can be retained at their listed If your DM allows it, you may be able to hire sidekicks
payment per day. The statistics of these spellcasters can (TCE, p. 142-147) as you would other hirelings. A
be found in the location and on the page referenced. sidekick must be paid an amount each day based on its
level, as indicated on the table below. If not paid without
Spellcaster Hirelings a sufficiently good reason, a sidekick will abandon its
position after 7 consecutive days.
Spellcasters Payment / day CR Page Reference

Acolyte 6 gp 1/4 MM 342 Sidekick Pay

Apprentice wizard 6 gp 1/4 VGM 209 Levels
1-5
Bard 14 gp 2 VGM 211 Payment Rate / Day
6-10 2 gp × sidekick’s total level
Barovian witch 8 gp 1/2 CS 229 11-15 5 gp × sidekick’s total level
16-20 10 gp × sidekick’s total level
Cult fanatic 14 gp 2 MM 345 20 gp × sidekick’s total level

Druid 14 gp 2 MM 346

Frontline medic 6 gp 1/4 GGR 231

Horncaller 10 gp 1 GGR 253 When including a sidekick, keep in mind that a side-
kick is significantly less powerful than a creature with a
Illusionist 20 gp 3 VGM 214 CR equal to the sidekick’s level. A sidekick is intended
to emulate a player character; just as a level 6 character
Magewright 2 gp 0 ERLW 318 would not be the equal of a CR 6 dragon, the same goes
for a level 6 sidekick and a CR 6 mage (as an example).
Pirate deck wizard 10 gp 1 GS 248 Note also that sidekicks are special, and the number
of such hirelings available should be kept especially
Precognitive mage 20 gp 3 GGR 228 small. A sidekick might be handy as a majordomo or
general to run a structure in the party’s absence, as a
Priest 14 gp 2 MM 348 complement to the party itself, or a group of sidekicks
could adventure together sanctioned by the party, while
Rakdos lampooner 14 gp 2 GGR 248 the party attends to other matters.
Alternative Payment. Consistently paying a sidekick
Sage 8 gp 1/2 CM 9 in this way will most likely will get very expensive as
a sidekick levels, and so alternative forms of payment
Tarkanan assassin 14 gp 2 ERLW 320 may be necessary. This could include a special quest
to ensure the sidekick’s loyalty, or the acquisition of a
Thoughtspy 10 gp 1 GGR 233 treasure that eclipses any wealth the sidekick could
otherwise acquire.
More Spellcasters. The services of those skilled Alternatively, while adventuring a sidekick could
with spellcraft are a difficult thing to obtain, and most simply demand an equal share of the loot, and be paid
spellcasters of a higher CR than those listed here often equally to any other member of the party.
prefer to sell their spellcasting services on a per-spell
basis, rather than being hired out daily.
If your DM allows it, other humanoid spellcasters of
CR 4 or 5 can also be hired, if they are paid 35 gp or 60
gp daily, respectively.

Katerin_vin

30

Traders and Merchants Subject to Availability

Select rooms will entice merchants to visit or take up Many different types of merchants are listed here, and not all
residence at your structure, bringing commerce to merchants are appropriate to every setting. A magic items
your doorstep. Whenever a room tells you to roll for a merchant might be illogical for a setting where magic items are
merchant, do so on the Merchants table below. If a room too rare to be sold, or a mechanical contraptions merchant may
allows you to select a merchant, you can choose any be at odds with a setting that has yet to d iscover clockwork.
merchant on that table that is not a legendary merchant. If a thematically inappropriate merchant is rolled (or chosen)
This mechanic is greatly expanded upon in the Trad- on these tables, simply reroll (or choose again) until a more
ers and Merchants supplement, which includes itemized appropriate merchant is selected. In the case of
inventories for each type of merchant. If you wish, you legendary merchants, roll again on the legendary merchants
can use that supplement in conjunction with this one to table, unless none of the available legendary merchants would
improve and add depth to your merchants. be thematically acceptable.

Merchants Legendary Merchants

d100 Merchants If a Legendary Merchant is rolled on the Merchants
1-5 Alcohol and refreshment table, roll once on the following table to determine
6-9 Animals which Legendary Merchant your players encounter:
10-13 Books and maps (mundane)
14-17 Flowers and seeds Legendary Merchants
18-22 Food and animal products
23-26 Furniture and interior decor d20 Legendary Merchants
27-31 High fashion 1-2 Astral traveler
32-35 Jewelry and gems 3-6 Enchantments
36-40 Knick-knacks 7 Fey bargains
41-45 Leatherworking 8-11 Magic items
46-49 Mechanical contraptions 12-14 Magical creatures
50-54 Medium and heavy armor 15-18 Necromancy
55-58 Potions, poisons, and herbs 19 Needful things
59-62 Religions idols and blessings 20 Time-lost
63-66 Songs and instruments
67-70 Spell scrolls and tomes Merchant Quality
71-74 Tattoos
75-78 Thieving supplies Whenever you roll or choose a merchant, roll on the
79-83 Tools Quality table, below, to determine the quality of their
84-87 Vehicles and transportation goods. Legendary merchants do not exist below medium
88-92 Weapons quality, and their quality should be rerolled until it is
93-96 Witchcraft medium or higher.
97-100 Legendary merchant (roll once on the Legendary
vukkostic Quality Currency On-Hand
Merchants table) 1d10 × 20 gp
d20 Quality 1d10 × 50 gp
1-2 Atrocious 1d10 × 100 gp
3-6 Poor 1d10 × 250 gp
7-12 Medium 1d10 × 500 gp
13-17 Good
18-20 Excellent

Based on the results of these tables, the DM will d eter-
mine the contents of a merchant’s inventory. Alternative-
ly, your DM may choose to use Traders and Merchants
to determine a merchant’s inventory.

Items and Quality

Specific qualities of merchant have certain things in
common, and carry certain types of items. Use the
following as a general guideline for what each quality of
merchant might have:
Atrocious Quality. Goods this merchant carries are
often garbage, broken, or outright scams.

31

Poor Quality. This merchant has a few items that Buying Items
might be useful, though nothing especially expen-
sive or special. Merchants may be willing to buy items the players
Medium Quality. There are a few gems buried in this are selling, usually those that are of and good make
merchant’s inventory, but by and large they carry exactly and similar enough to the items they already carry.
what one would expect. Merchants often are willing to pay half the ordinary
Good Quality. This merchant’s wares are all of ideal price for wares the players are selling, excepting magic
make, with some truly exquisite or even magical pieces. items, which obey their own special rules (DMG, p.
Excellent Quality. One of the best merchants of this 129-130; XGE, p. 133-134).
type imaginable. Goods are all masterworks, and magi- Currency carried by merchants for such purposes is
cal items are commonplace amongst their wares. as listed on the Quality table, and typically is kept in a
secure location, such as a trapped lockbox.

The Invisible Hand at Work lcrms

Some areas are exceptionally good (or poor) locations in which
to find merchants. The intersection of two major trade routes
can yield merchants of a much higher quality than a forgotten
outpost deep in the borderlands.
If an area is exceptionally good for trade, your DM may
choose to roll twice on the Quality table, and use the best result.
If an area is ill-suited to commerce, however, the DM may like-
wise decide to roll twice and use the worst result, instead.

32

Ron Lemen Edicts Arcane Trials

Running a structure with 3 room points or greater might Requirements: A nearby village or other sparcely popu-
give its owners a certain amount of control over the lated area, at least 2 spellcaster hirelings of any type
local law of the land, particularly if the structure is the
only or largest building in its general area. If your DM You dispatch spellcasters to determine who amongst the
decides that owning such a structure grants you this populace has the gift of magic. For the duration you can
authority, you can use that authority to issue one of the hire spellcaster hirelings from the population as if it was
following edicts. a specialized location. The maximum CR of spellcasters
You can only have one edict issued for a structure at you can hire in this way is equal to the lowest CR of any
any time, and issuing a new edict overwrites any other of the spellcasters used for this edict’s requirements.
local edicts currently in place. The owner of a struc-
ture must be within that structure to issue an edict for Festivities
it. Only one structure has the power to issue an edict
within a 5 mile radius, even if there are multiple struc- Requirements: A nearby village or other sparcely popu-
tures within that area, and the effects of an edict are lated area, at least 3 skilled hirelings proficient in
limited to this area. Performance or with musical instruments
An edict can only be issued once every 30 days,
but its effects last as long as the structure it is based Your structure hosts a seasonal faire, celebration, or
in has its full staff and is undamaged. All edicts have carnival, designed to delight visitors and the local popu-
requirements, which must be met before the edict lation. While this edict is active, your structure gener-
can be issued. ates an additional income of 200 gp (or 1d4 × 80 gp)
every 30 days.
Additionally, when rolling to determine the quality of
merchants in the structure’s area, roll twice and use the
higher result.

Magical Education

Requirements: The lecture hall room expansion is
built in the structure, at least 1 spellcaster hireling of
CR 2 or greater

When choosing the Spell Lesson option in the lecture
hall, you can choose for the lesson to teach a spell of 1st
or 2nd level you select instead of a cantrip. This spell
can only be learned by creatures with at least one level
in a class that can learn written spells found in the world
(such as a wizard), and that has access to at least one
spell slot of a level necessary to cast the spell. Learning
a spell in this way does not count against the number of
lessons a creature can benefit from.
All other requirements for the lesson are as written.

Martial Training

Requirements: A nearby village or other sparcely popu-
lated area, at least 2 soldier hirelings of any type

You instruct your soldiers to train the populace in
rudimentary self-defense. For the duration you can
hire soldier hirelings from the population as if it was a
specialized location. The maximum CR of soldiers you
can hire in this way is equal to the lowest CR of any of
the soldiers used for this edict’s requirements.

Proselytization

Requirements: A nearby village or other sparcely
populated area, the chapel room expansion is built
in the structure, at least 1 spellcaster hireling of
CR 2 or greater

When a chapel within the edict’s area creates an
income, you can choose for that income to be 650 gp (or
1d12 × 100 gp) instead of its normal value.
Additionally, any creature within this edict’s radius

33

that fights in the defense of the structure is considered Ritual Mysteries
to be affected by a casting of the shield of faith spell with
an indefinite duration. Requirements: A nearby village or other sparcely
populated area, at least 1 spellcaster hireling of CR
Protection 1/4 or greater

Requirements: A nearby village or other sparcely popu- A ritual cult of benevolent or malign nature thrives
lated area, at least one room expansion that attracts nearby. When a creature that is one of the owners of
merchants, at least 5 soldier hirelings of any type this structure or one of the owners’ allies casts a ritual
spell within the radius of this edict, that creature can
You collect taxes from the locals, promising protec- choose to empower that ritual spell. Doing so requires
tion with a military presence in their region. When you being aided by at least two or more present and willing
choose this edict, select one of the following taxes to friendly creatures with either the Spellcasting or Pact
institute, which carries with it the associated effects, and Magic feature, one such creature and two cultist hire-
a potential income every 30 days. lings, or four cultist hirelings.
Empowering a ritual spell allows its caster to choose
Taxes Income / 30 days Effects and apply an effect off of the following list to the ritual.
— Soldier hirelings only The effects you can add to a ritual spell are as follows,
Tax require half their normal and can only be each selected once for an individual
daily payment. ritual spell unless otherwise specified:
Minor Additional Summons. If the ritual spell would
summon creatures that would not be expected to attack
Moderate 202 gp (or 1d12 × 31 gp) As above, but prices of all in combat (such as unseen servant or phantom steed),
goods sold by merchants the spell then summons an additional 4 of these crea-
increase by 1/4. tures. This does not function with find familiar.
Extra Duration. The ritual spell has its duration
Extreme 404 gp (or 2d12 × 31 gp) As both above, but at the time doubled.
end of every 30 days, roll Gold Value. You reduce the required gold value of any
1d20. On a result of 1, the reagents you use in the ritual by half.
structure is attacked by an Lower/Raise DC. If the ritual spell requires a saving
uprising of locals with a throw, you can choose to lower or raise the DC of that
total CR of the structure’s saving throw by 5. If you are able to choose multiple
room points + 1d4. ritual effects, you can choose this effect multiple times.
No Concentration. If the spell produced by the ritual
Right of Passage would require concentration to continue functioning, it
no longer has that requirement.
Requirements: A road, canal, or river nearby the struc-
ture in which trade takes place; at least one room Strength Through Sacrifice
expansion that attracts merchants; at least 3 soldier
hirelings of any type If the Ritual Mysteries edict is active and your DM allows it,
you can sacrifice a creature to gain additional effects from this
Merchants and travellers must pay coin for the right list, killing the creature as a part of the ritual itself. The creature
to use transportation near your structure. When you must be incapacitated for the duration of the ritual, and the
choose this edict, select one of the following tolls to ritual spell must be one that could reasonably benefit from such
institute, which carries with it the associated effects, and a sacrifice. Spells such as animal messenger and purify food and
a listed income every 30 days. drink would likely be a poor fit for a sacrifice, while others such
Most merchants will do everything they can to avoid as augury or contact other plane would work thematically well.
paying a pricey toll, and placing too exorbitant a toll near In any case, sacrificing an animal or humanoid of low birth
your structure will cause a reduction in the quality of gains you one additional effect from the list, while sacrificing a
your merchants. unique animal (such as an albino stag) or a humanoid of high
birth gains two additional effects. You can add these effects
Tolls Income / 30 days Effects to the bonus you gain from working a ritual with assistance
from spellcasters or cultists, for a potential total of 3 addition-
Toll 252 gp (or 1d8 × 56 gp) — al effects.
1 cp
1 sp 364 gp (or 1d12 × 56 gp) Roll twice for merchant

1 gp quality at any structure in

area, use lower result.

588 gp (or 3d6 × 56 gp) As above, but also reroll any
result that would provide

an excellent or legendary

merchant.

34

New Spells cannot find a way forward (if it is too large for a path,
for Structures for example), you instinctively know that something is
blocking it. The hut is unable to attack, and will actively
The following spells are presented in alphabetical order. avoid harming creatures or destroying terrain in the
See the included Spells table for information on which course of its movement.
class has access to which spells on its spell list. If you cast this spell while you already have an animat-
ed hut, the first hut returns to its inanimate state, and
Animate Hut the new hut becomes your animated hut.
At Higher Levels. When you cast this spell using a
6th-level transmutation slot of 7th level or greater, the structure you make ambu-
latory can have up to 3 more room points for each slot
Casting Time: 1 hour
Range: Touch A spellcaster’s moving stronghold
Components: V, S, M (a chicken foot, 500 gp of herbs
can take adventure on the road
which the spell consumes)
Duration: Permanent Class
Artificer, bard, cleric, warlock, witch, wizard
You can animate a hovel, hut, or small house that you Artificer, bard, cleric, druid, ranger, sorcerer, warlock, witch, wizard
touch as part of the casting of this spell, causing it to Artificer, bard, cleric, warlock, witch, wizard
grow two to eight legs that can be organic or inorganic Druid, warlock, witch, wizard
in appearance. This spell can make ambulatory any Bard, cleric, druid, sorcerer, warlock, witch, wizard
structure you own with 2 or less room points. Bard, cleric, druid, sorcerer, warlock, witch, wizard
Built rooms continue to function mostly as normal,
though it may be easier or harder for traders to use
your trade-specific rooms depending on the structure’s
location. Use sidebar rules found in The Invisible Hand
at Work on the Traders and Merchants page, if your
structure ends up in a favorable or unfavorable loca-
tion for trade.
This animated hut is a construct immune to disease,
poison damage, and being frightened, poisoned, or
charmed, and has an AC of 14 + the structure’s total
room points, hit points equal to 100 + five times the
structure’s total room points, a speed of 50 feet, 26
Strength, 12 Dexterity, 18 Constitution, a 4 in all other
statistics, and is considered to be Gargantuan in size.
If the owner of this hut does not consent to this spell
taking place, the spell slot will be expended with no
effect. If the hut is reduced to 0 hit points, it returns
to its inanimate state, but may suffer some structural
damage in doing so.
While you are within this hut, you can expend an
action to cause the hut to move in a direction of your
choice. As a part of this action, you can cause the hut
to take either the Dash or Dodge action. If you are not
within the hut but on the same plane as it, you can call it
to move to you (taking the Dash action) as a continuous
ritual that lasts until the hut arrives, which requires you
to stay within the same location for the ritual’s duration.
In either case, the hut is semi-intelligent and will
avoid obvious pitfalls and hazardous terrain. If the hut

Spells

Level Spell School Conc. Ritual

Mastak_A 0 Buildmap Illusion Yes No

4 Homeway Conjuration No No

5 Defurbish/Refurbish Transmutation No No

6 Animate Hut Transmutation No No

7 Call Stronghold Conjuration No No

8 Raise Land Abjuration No No

35

level above 6th. Defurbish/Refurbish Tithi Luadthong
Additionally, when you cast this spell using a spell slot
of 9th level, you can instead cause the hut to grow wings 5th-level transmutation
and fly, granting it a flying speed of 100 feet with the
hover quality instead of its normal movement speed. Casting Time: 24 hours
Range: Touch
Buildmap Components: S, M (an ornate silver hammer worth at

Illusion cantrip least 500 gp)
Duration: Instantaneous
Casting Time: 1 action
Range: 10 feet You can only cast this spell within a constructed room
Components: S, M (a small icon or picture of a struc- expansion of a structure you own, which cannot be
the bonus expansion of the structure. Attempting to
ture you own worth at least 50 gp) cast it elsewhere will cause the spell to fail, its spell
Duration: Concentration, up to 1 minute slot expended.
When you finish casting this spell, choose one of the
This spell creates a scaled-down illusory version of the following effects for the room expansion you cast it in:
structure depicted in this spell’s material component at Defurbish. The room expansion is removed, its room
a point you choose within range, which also depicts the points refunded, and it no longer provides any benefit.
land and other details within a 100-foot radius of the After the spell is complete, this spell conjures a pile of
actual structure. This illusion fits within a 5-foot cube, gems or gold in the middle of the room equal to half its
and also depicts in exact detail every creature and object construction cost.
within the structure or within a 100-foot radius of the Refurbish. Choose another room expansion you
structure, as well as the movements and actions of these would otherwise be able to construct, with the same
creatures and objects. The illusion is silent, and does number of room points as the room expansion you
not convey any auditory information. cast this spell in. After the spell is completed, the room
As an action, you can cause the illusion to zoom in or expansion you cast this spell in is transmuted into the
out, cut it into cross-sections (allowing you to see within room you chose, this new room expansion’s benefits
the structure), or reassemble a structure from cross replacing those of the old room.
sections. If you cast this spell and the structure it would If the new room expansion would have a greater
make an illusion of is on a different plane, the spell fails construction cost than the old room, the materials
without any effect. cost of this option includes an amount of precious
metals (such as gold, mithral, or adamantium) equal
Call Stronghold to the difference in construction costs, which the spell
consumes. If these extra material components are not
7th-level conjuration present, the spell fails, its spell slot expended.

Casting Time: 1 hour Homeway
Range: 100 feet
Components: V, S, M (a fully cleared area the size of the 4th-level conjuration

structure and a small, perfect model of the structure Casting Time: 1 hour
worth at least 1,000 gp, which the spell consumes) Range: Touch
Duration: Instantaneous Components: V, S, M (two gold bracelets worth 250 gp

You summon the modeled structure from one area to each, which the spell consumes)
another, and it instantly appears within range upon Duration: Until dispelled
the completion of this spell. If any substantial objects,
debris, or similar exist in the area that the structure As the casting of this spell is complete, one of the
would materialize in, the spell fails and all components two bracelets used in its casting is placed on a door
and spell slots used in casting are lost. in a structure owned by the spell’s caster, which then
This spell is not limited to the plane the structure magically becomes a part of the door’s architecture.
currently resides in, and can summon structures across This could take the form of the bracelet encircling
planar boundaries. a doorknob, becoming a door knocker, becoming a

Home is never far away

with the homeway spell

36

handle, or similar.
At any time within the spell’s duration, a creature
holding the other bracelet can take an action to touch
it to an adjacent closed door on the same plane as the
other affected door, and can open the touched door as
part of the same action. When that door is opened, it has
a portal opened within its frame that exits out the other
doorway first designated in the casting of this spell.
This portal is one way, leading from the touched door
to the first door within the structure. Both sides of this
portal lead into the same room, and the creature that
touches the second door decides which room on either
side of the original door the portal opens into.
After activating the second bracelet in this way, the
spell lasts for 1 minute, after which it ends, the portal
closes, and both bracelets crumble into dust.

Raise Land

8th-level abjuration

Casting Time: 24 hours
Range: Touch
Components: V, S, M (an exotic feather and a diamond

worth at least 2,500 gp, which the spell consumes)
Duration: Until dispelled

Upon the completion of this spell, the land beneath
you and whatever else may be on that land slowly rises
skyward, reaching 100 feet into the air after 10 minutes.
The area affected by this spell can have a radius up
to 1,250 feet, and the spell fails if the radius includes
an area already under the effects of a different casting
of this spell.
While standing on a piece of land affected by a raise
land spell that you have cast, you can use your action
to cause the landmass to move up to 50 feet in a direc-
tion you choose. The landmass ceases to move if it
impacts any object.
If this spell is dispelled, the mass of land formerly
affected descends slowly at a rate of 10 feet per minute.
A dispelled landmass may float or sink in water, at your
DM’s discretion, and impacting the ground even at a
slow speed may cause damage to structures or crea-
tures on the landmass.
At Higher Levels. When you cast this spell using
a 9th level spell slot, the radius affected by this spell
increases to 5,000 feet.

Brian Hagan

37


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