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F ortresses , T emples , and

S trongholds
building and customizing structures

p r i n t e r f r i e n d ly (-ish)

a W al r o c k H o m e b r e w c r e at i o n
Credits
Designer: Tyler ‘Walrock’ Reed Special Thanks: The Discord of Many Things, The DM’s Guild
DM’s Guild: walrockhomebrew.com Creative Lounge, /u/skybug12, /u/Smyris, and all our backers
Patreon: patreon.com/walrockhomebrew on Patreon!
Twitter: @WalrockHomebrew
Blog: walrock-homebrew.blogspot.com Legal: DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and
their respective logos are trademarks of Wizards of the Coast in
the USA and other countries.

This work contains material that is copyright Wizards of the Coast


and/or other authors. Such material is used with permission under
the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Walrock


Homebrew and published under the Community Content Agree-
ment for Dungeon Masters Guild.

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

A
n ancient castle on a wind-swept cliff, story, being an instantly visible and prominent part of
overlooking a verdant, bone-strewn valley the world to those in regions nearby.
where an ancient battle took place. Set A structure included in a game is typically both a
against the seaside, an open-air ivory- 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
manpower into building these landmarks for purposes Building Your Home
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

4
gp and 1000 gp for a small to well-sized plot, but can
stretch upwards of 5,000 gp for a large, expansive plot.
The DM determines land prices, and not all land is
inherently for sale.
Room Points. An abstraction not tied to the physi-
cal area of a structure, room points instead represent
the amount of extra infrastructure the structure is able
to support. Room expansions built within or around a
structure use up its room points, and a structure’s room
expansions cannot have used collective room points in
excess of what the structure provides.
For example, if a structure has 3 room points, it can
have three 1 room point expansions, or a 1 room point
and a 2 room point expansion, but not two 2 room
point expansions.
Construction Cost and Time. The cost of construc-
tion includes materials and labor, and is assumed to
be performed by a structure’s required hirelings. Other M onthly I nstallments
individuals, which can be player characters, additional Though a structure has its costs listed per day, your DM may
hirelings, and or other NPCs, can choose to help if wish to collect these payments every 30 days instead of daily, to
they are present for the entire duration of a structure’s help simplify the math involved in running a structure. Income
construction time. If this is the case, reduce the struc- from a structure (from things such as room expansions,
ture’s construction cost by a percentage equal to the detailed later) tends to be on a 30 day basis, as well, making
individual’s CR or half the individual’s total character this even more desirable.
level (round up), whichever is applicable. Treat CRs of 0 If this is the case, add together the structure’s Total Cost per
as if they were 1/8 for this purpose. Multiple individuals Day with the maintenance costs of its expansions, and multiply
can work on a structure for its entire construction time this total by 30. Then, starting every 30 days after the structure’s
in this way to secure this benefit multiple times. completion, pay this total, which can be offset by the struc-
ture’s income.

B uildable S tructures
Room Construction Construction Approx. Skilled Unskilled Total Cost
Structure Points Cost Time Sq. Footage Bonus Expansion Hirelings Hirelings per Day
Abbey 6 50,000 gp 400 days 30,000 sq. ft. Garden 5 25 20 gp
College or large school 6 50,000 gp 400 days 200,000 sq. ft. Lecture Hall 5 25 20 gp
Cottage or farmhouse 1 2,500 gp 30 days 400 sq. ft. — 1 — 5 sp
Dungeon or barrow 3 15,000 gp 100 days 50,000 sq. ft. Jails 3 15 10 gp
Guildhall 1 5,000 gp 60 days 2,800 sq. ft. Smithy 5 3 5 gp
Inn, rural roadside 2 5,000 gp 60 days 4,000 sq. ft. Lodgings 5 10 10 gp
Inn, town or city 1 5,000 gp 60 days 2,800 sq. ft. Lodgings 1 5 5 gp
Keep or small castle 10 50,000 gp 400 days 100,000 sq. ft. Armory 50 50 100 gp
Lodge, hunting 0 2,500 gp 30 days 1,600 sq. ft. Trophy room 1 — 5 sp
Medium castle 15 275,000 gp 800 days 500,000 sq. ft. War room 100 75 250 gp
Noble manor, with estate 5 25,000 gp 150 days 12,000 sq. ft. Library 3 15 10 gp
Outpost or fort 5 15,000 gp 100 days 50,000 sq. ft. Armory 20 40 50 gp
Palace or large castle 20 500,000 gp 1,200 days 900,000 sq. ft. Any room that costs 1 200 100 400 gp
or 2 room points
Shop 0 3,500 gp 30 days 1,600 sq. ft. Boutique 1 — 2 gp
Temple, large 6 50,000 gp 400 days 200,000 sq. ft. Chapel 10 10 25 gp
Temple, small 0 3,000 gp 30 days 1,000 sq. ft. Shrine 2 — 1 gp
Tower, fortified 4 15,000 gp 100 days 2,800 sq. ft. Stables 10 — 25 gp
Trading post 2 5,000 gp 60 days 4,000 sq. ft. 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
D amaged S tructures
squares to draw your structure by dividing the listed Damage Percent Appearance
square footage by 25. 0% Structure is immaculate and fully functional
Bonus Expansion. Most structures come with an 1-25% Some wear and tear, roofs and walls have holes
expansion that is a fundamental part of the structure
26-50% Major components missing, some rooms
itself. This bonus expansion is completed along with
collapsed
the structure, and does not carry a separate construc-
tion cost unless otherwise stated. A bonus expansion 51-75% Nature reclaimed structure, some parts must
also does not count against a structure’s room points, be dug out
effectively costing 0 room points regardless of what its 76-100% Scattered ruins, little more than foundation
cost would otherwise be. Expansions for your structure
are listed in a subsequent section. Types of Structures
Hirelings. The Skilled and Unskilled Hirelings The following is a list of structures that are available to
columns indicate how many hirelings the structure and build, and any attributes they have.
its expansions require to function (see the Hirelings, Abbey. A religious retreat for those so inclined. Often
Soldiers, & Casters section later on for more). If hireling dedicated to a particular deity or holy or monastic order.
positions are unfilled, the structure and its expansions Made plain or ornate, befitting its order, out of local
do not function until the roles are filled. Soldier and stone or wood. Contains mostly communal living quar-
spellcaster hirelings do not count as either skilled or ters for up to 100 persons.
unskilled, and are special categories unto themselves. College or large school. A center of scholarly learn-
If a structure’s Total Cost per Day is unpaid, the ing, concerned with a particular vocation, magical prac-
structure and its expansions cease functioning or provid- tice, or bardic tradition. Contains lavish private quarters
ing benefits for every day it is unpaid. After 7 days of for up to 15 instructors and communal, if not entirely
being unpaid (which need not be consecutive), a struc- stark, living for up to 250 students.
ture loses 1/4 of its total required hirelings, chosen at Cottage or farmhouse. A small to medium cozy hovel
random, who wander off in search of better work. This or home that can house a maximum of 5 people in close
continues every 7 days, until the structure loses all of its quarters. Made of thatch, lumber, brick, or similar. This
hirelings after 28 days. If a structure has less than 10 structure comes with no bonus expansions.
total required hirelings, all of its hirelings instead leave Dungeon or barrow. An underground dwell-
after not being paid for only 7 days. ing, dank, pungent, and dark. Perhaps composed of
Total Cost per Day. Each structure has a basic cost mineshafts, carved stone, or ancient sunken ruins.
each day to keep it in operation, and to keep any expan- Dimly lit by torches, lava, or phosphorescent fungi.
sions it supports functioning. This cost covers the wages Contains communal living quarters for up to 50 tightly
of a structure’s required hirelings, as well as repair packed humanoids.
and resupply costs. Depending on structure, this cost Guildhall. A large and often-storied house dedicated
sometimes includes discounts based on the structure’s to housing members of a guild, typically all of a single
inherent ability to provide revenue. profession or adventurous bent. Contains semi-private
If a structure’s Total Cost per Day is unpaid, the struc- quarters for up to 25 individuals.
ture and its expansions cease functioning for every day Inn, rural roadside. A large-sized inn, well outside a
it is unpaid. After the first 7 consecutive days of being town or city, catering to travelers along a major road-
unpaid, each hireling must roll 1d20, with a DC of 5. If a way. Can comfortably house up to 25 guests or staff,
hireling rolls lower than the DC, that hireling abandons in addition to the extra capacity provided by the Lodg-
its post and wanders off in search of work. This check is ings expansion.
repeated after every 7 consecutive days without pay, and Inn, town or city. Compact and made to fit alongside
its DC increases by 5 on every consecutive check. other buildings in a city or town, this inn is smaller and
more efficient than its rural counterpart. This inn can
Damaged Structures house up to 25 guests in addition to the extra capacity
You can also rebuild a damaged structure you happen granted by the Lodgings expansion.
upon, should the DM determine you can make a legiti- Keep or small castle. Fit for borderlands and back-
mate claim to its ownership. You do not have to pay full waters, this sturdy castle provides a safe haven for those
6
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
shops set up against a harbor, river, or crossroads, each
B uilt F rom M agic
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
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
R oom E xpansions
Construction Construction Built Multiple Income / Skilled Unskilled Daily
Room Expansion Size Cost Cost Time Times 30 days Hirelings Hirelings Maint.
Alchemist’s lab 1 room point 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 — — — —
Armory 1 room point 2,500 gp 15 days No — — — —
Bank 2 room points 5,000 gp 30 days No Special* 5* — 10 gp*
Baths 1 room point 2,500 gp 15 days No — — — —
Battle ring 1 room point 2,500 gp 15 days No — — — —
Boutique 1 room point 2,500 gp 15 days Yes 225 gp — — —
Caravansary 1 room point 2,500 gp 15 days Yes 220 gp — — —
Catacombs 1 room point 2,500 gp 15 days No Special — Special —
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 — — —
Dining hall 2 room points 5,000 gp 30 days No — 3 5 7 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 — — —
Docks, water 2 room points 10,000 gp 30 days No 275 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 2* — 4 gp*
Graveyard 1 room point 2,500 gp 15 days No — — — —
Hospital 1 room point 2,500 gp 15 days No — 1* — 2 gp*
Invocation chamber 2 room points 5,000 gp 30 days No — — — —
Jails 1 room point 2,500 gp 15 days Yes — 1* — 2 gp*
Lecture halls 1 room point 2,500 gp 15 days Yes 110/220/330 gp 1/2/3 — 2/4/6 gp
Library 1 room point 2,500 gp 15 days No — 1* — 2 gp*
Lighthouse 1 room point 2,500 gp 15 days No — 1* — 2 gp*
Lodgings 1 room point 2,500 gp 15 days Yes 220 gp* 1* — 2 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 2 5 5 gp
Portal conflux 2 room points 15,000 gp 30 days Yes — — — —
Rookery 1 room point 2,500 gp 15 days No — — — 2 gp*
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* 1* — 2 gp*
Siege workshop 2 room points 5,000 gp 30 days No — 3 10 8 gp
Stables 1 room point 2,500 gp 15 days No 225 gp* 1* 5* 3 gp*
Tavern 1 room point 2,500 gp 15 days No 210/315 gp 1/2 — 2/4 gp
Theater 1 room point 2,500 gp 15 days No 176/605* gp 4* 10* 10 gp*
Topiary garden 1 room point 2,500 gp 15 days No Special — 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
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, This room allows creatures to be held securely and
a poisoner’s kit, and an herbalism kit that are all inher- safely, whether or not they desire to be, until you choose
ently part of its architecture. As such, each of these sets to release them. The creatures held here can be beasts,
of tools is always considered to be present here. dragons, monstrosities, or other bestial creatures such
Additionally, a creature proficient with alchemist’s as owlbears or displacer beasts.
supplies has a bonus to crafting magic items in the This room can hold five creatures sized Small, three
potion category of rare quality or lesser while within this sized Medium, or one sized Large. If built using two
room. A creature proficient with the poisoner’s kit has room points, this capacity is doubled, and the pens can
this same bonus when crafting poisons within this room, also instead house one Huge creature.
such as basic poison or any of the poisons listed on This room does not automatically include creatures,
pages 257-258 of the Dungeon Master’s Guide. In either which must be acquired through other means. You can
case, it takes the creature a quarter of the normal time buy and construct this room multiple times.
to craft the item in question, and it costs half as much of
the usual gold. This bonus is not cumulative with similar R eferences , at a G lance
bonuses from class features or other sources. 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
Size Cost: 2 room points
components, and books of specific lore cover seemingly
Construction Cost: 5,000 gp
every surface.
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
This room contains four 30-foot by 40-foot vaults, each
Can Also Be: Binding circle, ritual circle, mirror maze
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-
A stockpile of common weapons and armor, an armory ing it or using it to make favorable trades. If this is the
provides defenses to the defenseless, as well as grant- case, roll 1d4 every 30 days. On a roll of 2-4, the room
ing common people the ability to strike back and generates an income equal to 5% of the total currency
defend their home. stored there. On a roll of 1, however, the investments
don’t pay off, and 5% of the currency stored within the
Size Cost: 1 room point
room is lost.
Construction Cost: 2,500 gp
Construction Time: 15 days
Baths
When the structure is under attack, any hireling that Steam rises and settles over a series of intricate, beauti-
is not a spellcaster or soldier and that the structure fully tiled pools. The trickling of water echoes through-
requires for maintenance can visit the armory and out, and soft lights refract off lightly perfumed waves,
afterwards count as a guard (MM, p. 347), up to a maxi- creating a most relaxing atmosphere for those within.
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.
A dusty ring of honor stands, lined with racks of weap- This room can be built multiple times.
ons, as a test of mettle for those who enter. Win or lose, Income. If your structure is located in an area that
sparring teaches everyone a little something. can reasonably expect trade, this room generates an
income of 225 gp (or 3d4 × 30 gp) every 30 days.
Size Cost: 1 room point
Construction Cost: 2,500 gp Caravansary
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-
A creature that spends a short rest sparring or training ing merchants bark their wares, enticing locals with
here becomes conditioned for battle, which lasts until its colorful goods from distant lands.
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
Fresh flowers adorn windowsills and an intricate and Merchants section. These merchants are present
hand-carved sign swings gently in the breeze outside at this location for 30 days, after which they depart and
this shop. The wares here are often of fine quality, four new randomly-rolled merchants arrive, continuing
and both locals and visiting travelers prefer to do their this pattern every 30 days.
business here. This room can be built multiple times.
Income. If your structure is located in an area that
Size Cost: 1 room point can reasonably expect trade, this room generates an
Construction Cost: 2,500 gp income of 220 gp (or 2d10 × 20 gp) every 30 days.
Construction Time: 15 days
Can Also Be: Boat house, brightsmith, cafe, quartermas- Catacombs
ter, smuggler’s den, tinker’s shop Deep, dark, and dreary, this sodden collection of
When you first build this room, choose one merchant stone cellars and hidden pathways holds many
from the Merchants table in the Traders and Merchants forgotten secrets.
section. This merchant is in permanent residence at Size Cost: 1 room point
your structure, though the quality of their goods changes Construction Cost: 2,500 gp
every 30 days. If the merchant’s goods are of a quality Construction Time: 15 days
less than medium, you can reroll any number of times Can Also Be: Bone pile, crypt, tombs
until you receive a result of medium or greater quality.
You can change the merchant in residence here at a Dead bodies can be interred here, and suffer no degra-
later time by paying 1,000 gp to renovate the boutique. dation for the purposes of necromancy spells. When this
This process leaves the boutique unavailable for 30 room is first built, it comes with five skeletal servants,
days, after which a new merchant is selected, as they each one counting as an unpaid, unskilled hireling for

12
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, Rising high above a central point and easily visible to
cannot speak, and cannot attack (unless equipped by the all, the stylized yet simple face of this enormous clock
Armory and doing so in defense of your structure). hides a complex assembly of gigantic gears, all turning
The servants do as commanded by the owners of the in unison with an expertly synchronized motion.
structure and their allies, and stand motionless in place
Size Cost: 1 room point
if commands conflict, waiting until new commands are
Construction Cost: 2,500 gp
given. These skeletal servants can perform simple tasks
Construction Time: 15 days
that a human servant could do, such as fetching things,
Requirements: Knowledge of clockwork technology, a
cleaning, mending, folding clothes, lighting fires, serving
structure with at least 6 total room points
food, and pouring wine. If a skeletal servant leaves the
structure it was created in for more than 7 consecutive The presence of a clock tower greatly increases the effi-
days, it disintegrates into dust. ciency of your workforce and thus your entire structure,
Every 30 days on the advent of a full moon (or other requiring you to spend less on maintenance and wages
celestial event of equal significance), a 1 hour ritual to achieve the same effect. Reduce the Total Cost per
can be performed by any character or hireling that can Day of the structure by 10 gp.
cast at least one necromancy spell. When the ritual is
complete, it raises an additional five skeletal servants (if
there are an adequate number of dead Medium or Small
humanoid bodies entombed in this room) that join the
others in the service of your structure.
A structure can have a maximum number of function-
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-
13
Dining Hall
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
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
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
A number of spelljammers or similar dimensional total room points may lay anchor safely at this room,
ships equal to your structure’s total room points can which is likely a harbor or waterfront. Roll twice on the
moor safely at this location, which is likely an immense Merchants table in the Traders and Merchants section.
hangar or free-floating dock built into a stable portal These merchants are present for 30 days, after which
to another realm. Roll once on the Merchants table they depart and two new randomly-rolled merchants
in the Traders and Merchants section. This merchant arrive, continuing this pattern every 30 days.
is present for 30 days, after which they depart and a Income. This room generates an income of 275 gp
newly rolled merchant arrives, continuing this pattern (or 2d10 × 25 gp) every 30 days.
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.

15
Escape Tunnel cook’s utensils, or the poisoner’s kit. Typically this
Deep beneath the earth, a tunnel lined in ancient mason- would include any drinkable items, non-meat edible
ry runs from your structure to some safe and innocuous items, poisons, liquids, and magic items in the potion
point in the outside world. Should the worse come to category, though your DM may rule that certain potions
pass, you at least have a way out. or poisons are unable to be brewed with herbs from the
garden. Use the existing crafting rules (PHB, p. 187;
Size Cost: 1 room point DMG, p. 128-129; XGE, p. 128-130) for this purpose.
Construction Cost: 2,500 gp If you pay the maintenance cost to hire a staff of
Construction Time: 15 days two skilled hirelings either proficient in Nature or
Can Also Be: Escape portal with the herbalist’s kit to act as gardeners, the garden
A secret tunnel runs from a point in your structure you instead produces herbs worth 450 gp (or 2d4 × 90 gp)
choose to another point outside within a mile, also of every 30 days.
your choosing. This room automatically benefits from
the Hidden improvement. Graveyard
Rows of rough-hewn gravestones rise from the ground
Garden like jagged teeth, punctuated with the occasional stately
The smell of green, growing life fills the air here. Lush monument denoting the death of someone of station. It
vines laden with savory tomatoes grow alongside is quiet here, but the silent air runs thick with the dark
mandrake root, ephedra, and even more esoteric herbs. energy of death.

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: 4 gp (optional) Can Also Be: Mausoleum, necromancer’s laboratory
Can Also Be: Druidic grove, greenhouse, Dead bodies can be interred here, and suffer no degra-
poisoner’s grotto dation for the purposes of resurrection or necromancy
Contains an assortment of herbs and grown vegetables. spells. Additionally, there are considered to be an unlim-
This room can be built multiple times. ited number of corpses for the purposes of necromancy
Income. Every 30 days, the garden grows an amount here. When cast in this room by the owners of this struc-
of herbs equal in worth to 225 gp (or 1d4 × 90 gp). A ture or their allies, the spells animate dead and create
creature proficient in Nature or with the herbalism kit undead each create an additional undead creature of the
can harvest these herbs with 8 hours of effort. lowest possible CR.
Once harvested, the herbs can be sold for their worth Additionally, Arcana or Religion checks made here
in currency, or used as materials to craft any item that deal with necromancy or the dead have advantage.
(within reason), mundane or magical, that could be
created with alchemist’s supplies, brewer’s supplies,

16
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
Construction Cost: 2,500 gp Size Cost: 1 room point
Construction Time: 15 days Construction Cost: 2,500 gp
Daily Maintenance Cost: 2 gp (optional) Construction Time: 15 days
Can Also Be: Clinic, medicine hut Daily Maintenance Cost: 2 gp (optional)
Can Also Be: Prison, sacrifice pit, torture chamber
A creature that finishes a short or long rest here has its
hit point maximum increased by an amount equal to the You have cells available to securely hold a number of
structure’s total room points, and is healed up to its hit humanoids up to five times your structure’s total room
point maximum. This increase lasts until the creature points. Prisoners may only escape if they are unguarded,
finishes another long rest. and either have access to this room’s key (five of which
Additionally, if the creature is suffering from any come with this room), or by using thieves’ tools to make
diseases or the poisoned condition, the creature can four successful DC 15 Dexterity checks. This room can
make a Constitution saving throw with advantage at be built multiple times.
the end of any rest it takes here, ending the disease or This room is equipped for non-magical humanoids,
condition on a success. The DC for this saving throw and will not thwart magical attempts at escape unless
is 15, unless the disease or condition would have a DC the appropriate wards under the Warded improvement
that is lower. are purchased for this room.
If the maintenance cost for this room is paid to staff If the maintenance cost for this room is paid in order
it with a skilled hireling proficient in Medicine that acts to staff the room with a skilled hireling proficient in
as a doctor, a creature that takes a rest here uses the Intimidation who acts as a warden, every 7 days you can
maximum possible value for any hit dice it expends to choose for a single creature imprisoned within the jails
heal, instead of rolling, until it finishes its next long rest. for that entire duration to make a Charisma or Wisdom
saving throw (its choice) against a DC of 15. On a
Invocation Chamber failure, that creature truthfully answers up to 1d4 ques-
The thrum of ancient and powerful eldritch magic tions the hireling asks it, as long as the creature and the
permeates this room, its vibrations apparent to all that hireling share at least one language.
enter. At its heart sits an immense crystal the size of
a man, glowing with an unearthly light, as visions and
revelations stir just beneath its surface.
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.

17
Lecture Halls subject matter. If an unskilled hireling completes a
These hallowed halls of learning are just as likely to lesson, it becomes a skilled hireling (complete with an
guide the young to greatness as to play host to any increase in its wage).
number of formative shenanigans. A creature can only benefit from a number of lessons
equal to its proficiency bonus, and does not absorb any
Size Cost: 1 room point lessons from this room (or any other instance of this
Construction Cost: 2,500 gp room in this or other structures) beyond that limit.
Construction Time: 15 days Income. If this room accepts students and charges
Daily Maintenance Cost: 2 gp, 4 gp, or 6 gp tuition, this room generates an income of 110 gp
Can Also Be: Schoolhouse, training grounds (or 1d10 × 20 gp) with 1 teacher, 220 gp (or 2d10 ×
Classes are held in this room, instructing those within 20 gp) with 2 teachers, or 330 gp (or 3d10 × 20 gp)
on any number of topics. This room can be built with 3 teachers.
multiple times.
The maintenance cost for this room hires a number Library
of skilled hirelings proficient with any set of tools or Stacks of books piled high to the ceiling, light filtering in
in any Wisdom or Intelligence skill, who act as teach- from dusty windows, the library is a sanctum of knowl-
ers. Choose the amount to pay; the maintenance cost edge and research. Material on any subject matter may
hires 1 teacher for 2 gp, 2 teachers for 4 gp, or 3 be found here, if one has the time to search for it.
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.
hireling teacher is proficient in. If the maintenance cost for this room is paid to hire
• Spell Lesson. Teaches a cantrip of your choice to a a skilled hireling proficient in at least one Intelligence
creature that can cast at least one spell with a spell based skill as a librarian, a creature requires only 1
level. The cantrip must be on the spell list of a class minute instead of 1 hour to peruse the room, and the
the creature belongs to, and doesn’t count against the check the creature makes has advantage.
number of cantrips the creature can know.
• Tool Lesson. Teaches proficiency with a set of tools, Lighthouse
a musical instrument, or a gaming set with which the
A burning light that shines out like a brilliant star along
hireling teacher is proficient.
the coastline, a lighthouse is a welcome sight for mari-
• Weapon Lesson. Teaches proficiency with a
ners and travelers well-versed in the perils of the sea.
weapon you choose.
Size Cost: 1 room point
Each day, a creature in the structure can attend one
Construction Cost: 2,500 gp
lesson of its choice, which lasts for 6 hours that day.
Construction Time: 15 days
Once the creature has attended the class for a number
Daily Maintenance Cost: 2 gp (optional)
of days equal to 30 – twice its Intelligence modifier,
Requirements: Structure must be adjacent to water
the creature is considered to have learned the lesson’s
Can Also Be: Beacon
Ships traveling on water that are allied with the owners
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.
18
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
Size Cost: 2 room points
means being able to provide all three of these amenities.
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
A creature with spell slots can use this room to make
Daily Maintenance Cost: 2 gp (optional)
any magic item that is not a potion or artifact, in half the
Can Also Be: Barracks, guest rooms, spare cots,
normal time, and with half the normal materials cost. If
servant’s quarters
the item would be an enchanted mundane object (such
While a structure is usually considered to have adequate as a +1 longsword, for example), the mundane object
lodging for its owners and its hireling staff, additional must be created first, and its value can be deducted from
housing for guests, soldiers, or other visitors may be the cost of the enchantment (before dividing it in half
necessary. This room can be built multiple times. with the magical enchanter).
When constructed, choose one of the following In all other ways, use the existing rules (DMG, p.
options for this room: 128-129; XGE, p. 128-129) for crafting magic items.
Additionally, once each day a creature can use this
• Bunks. This room can hold and house up to 100 indi-
room and 1 minute of effort to apply its choice of up
viduals and their supplies in communal bunks.
to two of the effects available to the artificer’s Magical
• Bedrooms. This room can hold and house up
Tinkering feature (TCE, p. 11), to a tiny nonmagical
to 24 individuals in 6 private bedrooms, up to 4
object. Doing so does not require the use of tools, and
persons per room.
in all ways other than those listed here, this functions
Income. If this room is in a structure that can identically to the rules of the Magical Tinkering feature.
reasonably expect paying travelers, you chose to build A number of objects can be affected in this way equal
bedrooms, and you decide for this room to act as an inn to three times the structure’s total room points, and
to visitors, then you can choose to pay the maintenance affecting an object beyond this amount causes the first
cost in order to hire a skilled hireling proficient either in affected object to lose the effects it has been granted
cook’s utensils or with Persuasion to act as an innkeep- in this way.
er. If you do, this room then generates an income of 220
gp (or 1d10 × 40 gp) every 30 days.

19
Market Stalls Each 10 foot segment of the walls of this maze has an
Festive flags span across this open and vivacious court- AC of 17; 27 hit points; a height of 40 feet, and immunity
yard while the sounds of animated haggling and the to all damage except bludgeoning, slashing, acid, fire,
subtle clink of currency changing hands punctuate the force, thunder, necrotic, and damage from a pick. The
air. Business is good enough here to warrant a perma- walls ignore any damage done to them from any source
nent residence from merchants seeking small fortunes. that does not instantly reduce them to 0 hit points or
below with a single damage roll.
Size Cost: 1 room point In place of a check to navigate the maze, a creature
Construction Cost: 2,500 gp can choose to attempt to damage the maze’s walls, using
Construction Time: 15 days its Attack action or a spell to attempt to inflict the neces-
Can Also Be: Shops sary damage. Successfully destroying a section of walls
Choose three merchants from the Merchants table in counts as a successful check, while failing to destroy a
the Traders and Merchants section. These merchants section of wall counts as a failed check. Destroyed walls
are in permanent residence at your structure, though magically repair themselves after 30 days.
the quality of their goods changes every 30 days. If this structure also contains an Animal Pens or Jails
This room can be built multiple times. room, the captive creatures contained within them can
Income. If your structure is located in an area that be released into the maze. While these captive creatures
can reasonably expect trade, this room generates an are within the maze, both the Animal Pens and Jails still
income of 210 gp (or 2d6 × 30 gp) every 30 days. count as if they were occupied, and the captive creatures
are unable to escape the maze. If any creatures attempt-
Maze ing to navigate the maze fail two checks in a row, they
The high walls of this place arc up nearly out of sight, encounter the captive creatures, which could result
threatening to blot out the sun and sky. Creatures that in combat depending on the inclinations of the crea-
find themselves wandering these labyrinthine corridors tures involved.
often feel a sense of hopelessness and impending doom,
though whether this is enchantment or a product of the Mill
architecture itself, none can say. The grinding and churning of the mill beats a constant
tempo of progress and production. A mill is the heart of
Size Cost: 2 room points civilization, carrying lifeblood to all its other aspects.
Construction Cost: 5,000 gp
Construction Time: 30 days Size Cost: 1 room point
Requirements: A structure with at least 3 Construction Cost: 2,500 gp
total room points Construction Time: 15 days
Requirements: One raw resource (wood, metal, grain,
When you create this room, it replaces the entrance to fish, wool, gems, or similar) harvested and under the
your structure with an elaborate maze which creatures control of the owner of this structure or their allies,
without a flying speed must make their way through in within 5 miles of the structure.
order to enter your structure. You can choose to include Daily Maintenance Cost: 5 gp
a hidden passage that bypasses the maze at no addition- Can Also Be: Cannery, loom, lumber mill, mint, water
al cost, which follows the rules for the Secret Passage wheel, windmill
room modification (detailed in a later section). The maze
cannot be the subject of any other room modifications. A room for the refinement of resources, in what-
Creatures attempting to navigate the maze must make ever form that might take. This room can be built
a number of successful Intelligence (Investigation) or multiple times.
Wisdom (Survival) checks (their choice) equal to half Income. If this room is fully staffed by at least 5
the structure’s total room points (round up), the DC of unskilled hirelings and at least 2 skilled hirelings
which is equal to 10 + half the structure’s total room proficient in a relevant set of artisan’s tools (paid for by
points (round up). Each of these checks takes 1 hour to the maintenance cost), it can produce refined materials
complete, whether or not it is successful. from available raw resources.
If creatures are traveling through the maze as a group, If these raw resources are supplied, the mill can
one member of their group can make a single check generate salable materials worth 550 gp (or 1d10 ×
for all the creatures in the group, gaining advantage if 100 gp) every 30 days. These materials can be sold to
it is aided by the Help action from another one of these interested buyers, consumed in place of hirelings’ wages
creatures with proficiency in a relevant skill. The owners if they are food (thus reducing your structure’s Total
of this structure, their allies, creatures familiar with Cost per Day), or used in place of gold cost for crafting,
the maze, or any creature with a climb speed can make if applicable.
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
gate spell, excepting that they allow for two-way travel,
do not require spell slots or a materials cost, do not
require concentration, cannot forcibly draw creatures
through them, and have an indefinite duration. As with
the gate spell, deities and other planar rulers can deny a
portal’s creation in their realm or presence.
These portals can only be destroyed with a casting of
dispel magic at 7th-level or higher, or with the destruc-
tion of this room or the structure itself. If the room and
structure still stand, a destroyed portal will be reformed
after 30 days, leading to a location chosen by the owners
of this structure.
This room can be built multiple times.

Safe Room
Tucked between the walls of this structure, this room
appears on no maps. While its very existence appears
forgotten, it contains everything necessary to shelter a
number of creatures from harm indefinitely.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Rookery
Requirements: A structure with at least 3
The cawing of crows and ravens fills the air here, creat-
total room points
ing a dissonant chorus in this place of communication.
Away from sight in an obscure corner of the structure,
Size Cost: 1 room point
this room is a shelter that the owners of this structure
Construction Cost: 2,500 gp
and their allies can escape to in times of need. When
Construction Time: 15 days
you build this room, it automatically benefits from
Daily Maintenance Cost: 2 gp (optional)
the Hidden room modification (detailed later) with no
This room houses a number of crows, ravens, pigeons, additional cost.
owls, hawks, or similar birds equal to your structure’s This room is constructed from walls made of mithral
total room points. While in this room, a creature can with an AC of 21; 40 hit points; immunity to all damage
attach a message to one of these birds and give it except acid, fire, force, and necrotic; and that ignore any
instructions for delivery. This acts identically to a casting damage done to them from any one source that would
of the animal messenger spell, save that the message is not instantly reduce them to 0 hit points or below.
written, not spoken, can be up to 50 words, and is deliv- Entering this room, even via a secret passage, places
ered in the form of a tiny scroll. you outside these mithral walls, which must be broken
If you pay the maintenance cost to staff this room with down or opened with a command word (known to the
a skilled hireling proficient in Animal Handling who owners of the structure) to themselves be entered.
acts as a master of ravens, the room can instead hold a All the amenities of life are contained within these
number of birds equal to twice the structure’s total room mithral walls, allowing up to 4 creatures a limitless
points, and the duration of the room’s effect that mimics supply of pure water, preserved food, and clean air,
animal messenger is 48 hours instead of 24 hours. along with bedding, waste disposal, and supplies to live
a modest lifestyle without any cost.
Portal Conflux More creatures can be housed inside the safe room,
The cobblestones laid into the floor of this chamber but the lifestyle quality decreases with more creatures
rattle with the ebb and flow of the arcane energy pouring sheltered within the room. This room can support up
through the wide portal mouths that encircle the room’s to 6 creatures with a poor lifestyle, 8 creatures with a
perimeter. Through the surface of each, a visitor can squalid lifestyle, or 10 creatures with a wretched life-
view new lands, cities, and even alien worlds. style. The room does not contain enough food, water, or
air to support more than 10 creatures, and attempting to
Size Cost: 2 room points shelter more than 10 creatures within the room subjects
Construction Cost: 15,000 gp each creature in the room to a level of exhaustion for
Construction Time: 30 days each day it spends within the room.
Requirements: A structure with at least 3 total room
points, a creature capable of casting 7th-level spells
When you create this room, it contains a number of
portals equal to half this structure’s total room points
(round up). Each of these portals follows the rules of the
21
Sewers rally powerful fire. The creature then gains a blessing,
Full of waste, refuse, and the occasional crocodile, based on the monetary worth of the destroyed object, as
the sewers do an excellent job keeping filth under the detailed on the table below. A creature can only gain one
streets, rather than on top of them. such blessing every 24 hours.

Size Cost: 1 room point S hrine B lessings


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 of 24 hours.
room lead healthier lives and live in a much more sani- 6-10 gp As above, except the d4 can also be applied to an
tary environment. As such, the owners of this structure, attack or saving throw, instead of an ability check.
their allies, and any other creatures that live in this
10-25 gp As above, except the spell grants a total of 2d4,
structure have resistance to poison damage while within
5 miles of the structure, and while within this radius each die of which must be applied to a separate
have advantage on all saving throws to resist becoming roll. After the last d4 is applied, the spell ends.
infected with disease or against spells or effects that 26-50 gp As above, except any amount of d4s can be
would inflict the poisoned condition. applied to the same roll.
Occasionally, strange items wash up in the sewers. 51-100 gp As above, except the spell grants a total of 3d4
Every 30 days, roll 1d6. On a roll of 1 or 2, a random
instead of 2d4.
item from the Trinkets table (PHB, p. 160-161) is found,
intact and (mostly) clean. 101-200 gp As above, except the spell grants 3d6 instead of
3d4.
Shadow Vault 201-400 gp As above, except the spell grants 3d8 instead of
Not all things were meant for all eyes. This room 3d6.
contains a complex working of arcane runes and foci, 401-700 gp As above, except the spell grants 3d10 instead of
humming with a distant power, that project a constant
3d8.
illusion hiding your structure from view.
701-1,000 gp As above, except the spell grants 3d12 instead of
Size Cost: 1 room point 3d10.
Construction Cost: 2,500 gp
1,001+ gp As above, except any attack that hits while its roll
Construction Time: 15 days
benefited from at least one of these dice becomes
The area around your structure, out to a radius of a critical hit.
300 feet beyond your structure’s walls, is affected by a
special hallucinatory terrain spell, the details of which
you determine when you first build this room. This spell
is also able to change the appearance of manufactured
structures within its area, but not creatures or equip-
ment. Thus, a tower could appear to be an enormous
tree, a cottage could be a boulder, or a college could be
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 A lonesome shrine awaits the

Construction Cost: 2,500 gp offerings of travelers

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
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
S iege W eapon C onstruction
(PHB, p. 187; XGE, p. 128). This room can be built Siege Weapon Construction Time Construction Cost
multiple times. Ballista 15 days 1,000 gp
If you pay the maintenance cost to hire a skilled Cannon* 15 days 1,500 gp
hireling proficient with a relevant type of artisan’s tools,
Cauldron, suspended 15 days 1,000 gp
choose a merchant of one of the following types: furni-
Mangonel 30 days 3,000 gp
ture and interior decor, jewelry and gems, knick-knacks,
leatherworking, mechanical contraptions, medium Ram 15 days 1,000 gp
and heavy armor, tools, vehicles and transportation, or Siege tower 60 days 5,000 gp
weapons. The quality of this merchant’s goods changes Trebuchet 60 days 5,000 gp
every 30 days, but it can never be less than poor, and is * requires knowledge of gunpowder
rerolled if it would ever be lower than this quality.
Income. Additionally, if the maintenance cost is paid, A structure can only physically house a number of siege
this room generates an income of 198 gp (or 1d10 × 36 weapons equal to its total room points at any one time.
gp) every 30 days.

23
Stables end of it, as well as adding the 1d4 to that check.
The sounds and smells of horses and stranger animals Additionally, when you take the gambling downtime
still animate these cold stone stables. Straw matting, activity (XGE, p. 130-131) at a tavern you own, you can
water, and feed are available, providing mounts the reroll your choice of a single one of the checks the activ-
shelter and relative comfort they need to proper- ity would have you make, as well as adding the 1d4 to
ly recuperate. each of the checks.
Running a tavern requires a tavernkeep, a skilled
Size Cost: 1 room point hireling trained in Persuasion whose salary is covered
Construction Cost: 2,500 gp by the 2 gp maintenance cost. As an option, you can
Construction Time: 15 days increase the maintenance cost to 4 gp to hire an addi-
Daily Maintenance Cost: 3 gp (optional) tional skilled hireling proficient with brewer’s supplies
Can Also Be: Carriage house, coach house, wheelhouse to act as a brewer.
Your structure gains the ability to house and support If the tavern has both a tavernkeep and a brewer, this
horses or other Large or Medium beasts trained to be structure is considered to be the permanent home of
used as mounts, and can hold four of these creatures an alcohol and refreshment merchant. The quality of
for each unit of your structure’s maximum room points. this merchant’s goods changes every 30 days, but it can
Mounts that receive a long rest within this room have never be less than poor, and is rerolled if it would ever
their movement speed increased by 10 feet until their be lower than this quality.
next long rest. This stable does not come equipped with Income. If the tavern has only a tavernkeep, it gener-
mounts, and mounts must be acquired by other means. ates an income of 210 gp (or 2d6 × 30 gp) every 30 days.
If the maintenance cost is paid in order to hire a If the tavern has both a tavernkeep and a brewer, the
skilled hireling proficient in Animal Handling to act high-quality alcohol it produces increases the income to
as a stable master, as well as 5 unskilled hirelings to 315 gp (or 3d6 × 30 gp) every 30 days.
act as stablehands, this structure is considered to be
the permanent home of a vehicles and transportation Theater
merchant. The quality of this merchant’s goods changes An enormous hall complete with seating, a large stage,
every 30 days, but it can never be less than poor, and and excellent acoustics. This room is well equipped for
is rerolled if it would ever be lower than this quality. If plays, concerts, and speeches, making them feel that
you are using the Traders and Merchants supplement, much more true-to-life.
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
and garrisoned soldiers alike. A tavern always carries
within it the often sweet fragrance of what it brews,
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. This collection of tokens taken from past triumphs
However, the maintenance cost can be paid in order is certainly impressive, if a little grisly. The decor of
to retain an acting troupe in residence, which hires 10 this room treads the fine line between awe-inspiring
unskilled hirelings and 4 skilled hirelings proficient in and terrifying.
Deception, Performance, or Persuasion, or with the
Size Cost: 1 room point
disguise kit, carpenter’s tools, painter’s supplies, or a
Construction Cost: 2,500 gp
musical instrument. When an acting troupe is in resi-
Construction Time: 15 days
dence, the theater instead produces an income of 605
Can Also Be: Museum
gp (or 2d10 × 55 gp) every 30 days.
The trophies or objects in this room are centered
Topiary Garden around a specific type of creature other than humanoids
The wind whistles through this verdant garden, rustling (such as beasts or fiends), or one race of humanoids
the leaves in the large shaped hedges that make up this (such as elves or halflings). After a creature takes a short
place. Though it is peaceful, those that enter here can’t rest in this room, it gains the following benefits concern-
help but shake the feeling that they are being watched. ing the type of creature or race of humanoids the room
is centered on:
Size Cost: 1 room point
Construction Cost: 2,500 gp • Advantage on Survival checks made to track
Construction Time: 15 days these creatures.
Requirements: A structure with at least 3 • Advantage on Intelligence and Wisdom checks made
total room points concerning these creatures.
• Advantage on initiative checks when it can see at least
This room is populated with a number of awakened
one of these creatures, and that creature is hostile.
shrubs (MM, p. 317) equal to five times your structure’s
• Deals an additional 1d4 damage on attacks it makes
total room points, each one counting as an unpaid,
against these creatures.
unskilled hireling for any structure or room require-
ments. Each shrub that fills a position that would These benefits last until the creature finishes a long rest.
otherwise belong to an unskilled hireling reduces the
structure’s Total Cost per Day by 2 sp. War Room
The shrubs do as commanded by the owners of the Improperly planned, war can be a nightmare. With
structure and their allies, and stand motionless in place adequate planning, supply lines, and intelligence,
if commands conflict, waiting until new commands are though, warfare becomes a much more feasi-
given. These shrubs can perform simple tasks that a ble enterprise.
human servant could do, such as fetching things, clean-
Size Cost: 1 room point
ing, mending, folding clothes, lighting fires, serving food,
Construction Cost: 2,500 gp
and pouring wine. If a shrub leaves the structure it was
Construction Time: 15 days
created in for more than 7 consecutive days, it roots in
Can Also Be: Bureaucrat’s office
place, becoming a mundane un-awakened shrub.
Additionally, these shrubs can be ordered to combine, While in this structure or fighting in its defense within 5
forming larger topiary creatures more capable of miles of it, any guard and other hireling using the guard
combat. Five shrubs can combine into a single entity, stat block (MM, p. 347) friendly to the owners of this
which uses the statistics of an awakened tree (MM, structure can instead uses the statistics of a scout (MM,
p. 317), and follows any orders from the owners of p. 349), but still only require its regular daily payment.
this structure and their allies. If this awakened tree is Additionally, all soldier hirelings of any type friendly to
reduced to 0 hit points and dies, so do all the shrubs the owners of this structure have advantage on initiative
that make up its body. This tree can be ordered to split rolls while within 5 miles of this structure. Whenever
apart at any time by the owners of this structure or one such a hireling rolls initiative while within this radius, it
of their allies. If it does and is missing hit points, one of gains temporary hit points equal to the total room points
the shrubs that makes up the tree dies for every 12 hit of this structure (maximum 10) that last for up to 1
points the tree is missing. minute or until they are lost.
While formed into a tree, the constituent shrubs are
no longer able to replace hirelings within the structure.
Shrubs can also be ordered to form a tree and attack
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,
pace 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
provide a benefit until the modification is complete.
Hidden
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.
R oom E xpansion M odifications
Construction Cost: 2,500 gp
Construc- Construc- Built Multiple Construction Time: 15 days
Room Expansion tion Cost tion Time Times (same room)
Extra-dimensional 7,500 gp 30 days No
This modification is added onto any room to hide it from
view. The owners of the structure and any allies they
Hidden 2,500 gp 15 days No
designate know the secret to enter the hidden room.
Secret passage 2,500 gp 15 days Yes Another creature attempting to enter the room must
Teleportation rune 3,500 gp 25 days No first make an Intelligence (Investigation) check to
Trapped Varies Varies Yes discover the presence of a hidden chamber, followed by
Warded or spell-bound Varies 7 days Yes a Dexterity (Sleight of Hand) check to uncover how to
enter, once they are aware of its presence. The DC of
Extra-Dimensional both of these checks is equal to 10 + half the structure’s
The air inside the room seems somehow thicker, slightly total room points (round up).
more viscous. Outside shuttered windows, stars and
comets cascade by, shining like a thousand diamonds Secret Passage
against a swirling ethereal sky. An airy draft billows behind the walls of this room,
traveling unseen from one room to the next. An astute
Construction Cost: 7,500 gp few know the secret to accessing this passage, which
Construction Time: 30 days remains hidden to all but the most observant.
Requirements: A creature that can cast at least one
7th-level spell Construction Cost: 2,500 gp
Construction Time: 15 days
This room’s door is actually a portal to a pocket dimen- Requirements: At least two completed room expan-
sion, containing the room itself. The laws of time and sions, a structure with at least 3 total room points
gravity in the expansion are yours to set, within limit,
This modification is built in two rooms simultaneously,
though it only requires one construction cost to be paid.
A secret passage makes a hidden connection between
these two rooms, behind walls, under floors, and gener-
ally out of view.
Similar to a hidden room, the owners of the struc-
ture and any allies they designate know how to enter
this secret passage from either of its entrances, and
can move freely between these two rooms. All others
must first make 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
A small rune resembling a gate is carved into a flag- one other rune is built in a different room.
stone, support beam, or the underside of a table here.
For those select few who know its true meaning, the Trapped
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

T rap C onstruction
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 S pell -B ound S pells
The magical energy of a persistent spell suffuses this Spell Cost Details
room, protecting it or providing some less obvious, more
Alarm 1,000 gp —
obscure benefit.
Animate objects 3,000 gp This room is haunted by animated
Construction Cost: Varies (see below) objects equal to one casting of this
Construction Time: 7 days
spell at its lowest level, which will
Requirements: A creature that can cast the listed spell.
automatically attack creatures hostile
This room is constantly under the effect of one of the to the owners of this structure after
following spells, the details of which you decide when
they spend at least 1 minute in
you build this modification and which can only be
this room. The objects are capable
altered later by rebuilding this modification in the same
room and paying the cost a second time. of sensing the intentions of such
The spell is considered to have a duration of perma- creatures.
nent, and can be dispelled with a casting of dispel magic Antimagic field 4,500 gp —
of 7th-level or greater. If a spell is dispelled in this way, it Circle of power 3.000 gp —
reasserts itself after 30 days.
Dawn (XGE) 2,000 gp Only affects creatures that would be
These spells are always considered to fill the entire
damaged by natural sunlight.
room and are cast at their lowest level possible, with the
owners of the structure and those they designate consid- Magic circle 2,000 gp —
ered to be the spell’s casters. Saves made against spells Reverse gravity 4,000 gp —
cast with this modification are made against a DC of 10 Unseen servant 500 gp* Conjuring one unseen servant costs
+ half the structure’s total room points (round up). 500 gp. This cost can be paid up to
You can build this modification in a single room
10 times when buying this modifica-
multiple times, choosing a different spell for each time
tion, to cause the room to hold up
you construct it.
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-
tures, only the owners and their
allies, or only the enemies of the
owners.

O ther S pells for S tructures


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

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

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-
K onstantin G erasimov

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:
Magically gifted and skilled in arcane, divine, or primal Sidekicks as Hirelings
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
S pellcaster H irelings level, as indicated on the table below. If not paid without
a sufficiently good reason, a sidekick will abandon its
Spellcasters Payment / day CR Page Reference position after 7 consecutive days.
Acolyte 6 gp 1/4 MM 342
S idekick P ay
Apprentice wizard 6 gp 1/4 VGM 209
Levels Payment Rate / Day
Bard 14 gp 2 VGM 211
1-5 2 gp × sidekick’s total level
Barovian witch 8 gp 1/2 CS 229
6-10 5 gp × sidekick’s total level
Cult fanatic 14 gp 2 MM 345
11-15 10 gp × sidekick’s total level
Druid 14 gp 2 MM 346
16-20 20 gp × sidekick’s total level
Frontline medic 6 gp 1/4 GGR 231
When including a sidekick, keep in mind that a side-
Horncaller 10 gp 1 GGR 253
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
Magewright 2 gp 0 ERLW 318 to emulate a player character; just as a level 6 character
Pirate deck wizard 10 gp 1 GS 248 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).
Precognitive mage 20 gp 3 GGR 228
Note also that sidekicks are special, and the number
Priest 14 gp 2 MM 348 of such hirelings available should be kept especially
Rakdos lampooner 14 gp 2 GGR 248 small. A sidekick might be handy as a majordomo or
Sage 8 gp 1/2 CM 9 general to run a structure in the party’s absence, as a
complement to the party itself, or a group of sidekicks
Tarkanan assassin 14 gp 2 ERLW 320
could adventure together sanctioned by the party, while
Thoughtspy 10 gp 1 GGR 233 the party attends to other matters.
More Spellcasters. The services of those skilled Alternative Payment. Consistently paying a sidekick
with spellcraft are a difficult thing to obtain, and most in this way will most likely will get very expensive as
spellcasters of a higher CR than those listed here often a sidekick levels, and so alternative forms of payment
prefer to sell their spellcasting services on a per-spell may be necessary. This could include a special quest
basis, rather than being hired out daily. to ensure the sidekick’s loyalty, or the acquisition of a
If your DM allows it, other humanoid spellcasters of treasure that eclipses any wealth the sidekick could
CR 4 or 5 can also be hired, if they are paid 35 gp or 60 otherwise acquire.
gp daily, respectively. Alternatively, while adventuring a sidekick could
simply demand an equal share of the loot, and be paid
equally to any other member of the party.

30
Traders and Merchants S ubject to A vailability
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.

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

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- Merchants may be willing to buy items the players
sive or special. are selling, usually those that are of and good make
Medium Quality. There are a few gems buried in this and similar enough to the items they already carry.
merchant’s inventory, but by and large they carry exactly Merchants often are willing to pay half the ordinary
what one would expect. price for wares the players are selling, excepting magic
Good Quality. This merchant’s wares are all of ideal items, which obey their own special rules (DMG, p.
make, with some truly exquisite or even magical pieces. 129-130; XGE, p. 133-134).
Excellent Quality. One of the best merchants of this Currency carried by merchants for such purposes is
type imaginable. Goods are all masterworks, and magi- as listed on the Quality table, and typically is kept in a
cal items are commonplace amongst their wares. secure location, such as a trapped lockbox.

T he I nvisible H and at W ork


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
Edicts Arcane Trials
Requirements: A nearby village or other sparcely popu-
Running a structure with 3 room points or greater might lated area, at least 2 spellcaster hirelings of any type
give its owners a certain amount of control over the
local law of the land, particularly if the structure is the You dispatch spellcasters to determine who amongst the
only or largest building in its general area. If your DM populace has the gift of magic. For the duration you can
decides that owning such a structure grants you this hire spellcaster hirelings from the population as if it was
authority, you can use that authority to issue one of the a specialized location. The maximum CR of spellcasters
following edicts. you can hire in this way is equal to the lowest CR of any
You can only have one edict issued for a structure at of the spellcasters used for this edict’s requirements.
any time, and issuing a new edict overwrites any other
local edicts currently in place. The owner of a struc- Festivities
ture must be within that structure to issue an edict for Requirements: A nearby village or other sparcely popu-
it. Only one structure has the power to issue an edict lated area, at least 3 skilled hirelings proficient in
within a 5 mile radius, even if there are multiple struc- Performance or with musical instruments
tures within that area, and the effects of an edict are
Your structure hosts a seasonal faire, celebration, or
limited to this area.
carnival, designed to delight visitors and the local popu-
An edict can only be issued once every 30 days,
lation. While this edict is active, your structure gener-
but its effects last as long as the structure it is based
ates an additional income of 200 gp (or 1d4 × 80 gp)
in has its full staff and is undamaged. All edicts have
every 30 days.
requirements, which must be met before the edict
Additionally, when rolling to determine the quality of
can be issued.
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 Requirements: A nearby village or other sparcely
an indefinite duration. populated area, at least 1 spellcaster hireling of CR
1/4 or greater
Protection
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
T axes
and apply an effect off of the following list to the ritual.
Tax Income / 30 days Effects The effects you can add to a ritual spell are as follows,
Minor — Soldier hirelings only and can only be each selected once for an individual
require half their normal ritual spell unless otherwise specified:
daily payment. 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.
Extreme 404 gp (or 2d12 × 31 gp) As both above, but at the Extra Duration. The ritual spell has its duration
end of every 30 days, roll time doubled.
1d20. On a result of 1, the Gold Value. You reduce the required gold value of any
structure is attacked by an reagents you use in the ritual by half.
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
Requirements: A road, canal, or river nearby the struc- no longer has that requirement.
ture in which trade takes place; at least one room
expansion that attracts merchants; at least 3 soldier
hirelings of any type S trength T hrough S acrifice
If the Ritual Mysteries edict is active and your DM allows it,
Merchants and travellers must pay coin for the right you can sacrifice a creature to gain additional effects from this
to use transportation near your structure. When you list, killing the creature as a part of the ritual itself. The creature
choose this edict, select one of the following tolls to must be incapacitated for the duration of the ritual, and the
institute, which carries with it the associated effects, and ritual spell must be one that could reasonably benefit from such
a listed income every 30 days. a sacrifice. Spells such as animal messenger and purify food and
Most merchants will do everything they can to avoid drink would likely be a poor fit for a sacrifice, while others such
paying a pricey toll, and placing too exorbitant a toll near as augury or contact other plane would work thematically well.
your structure will cause a reduction in the quality of In any case, sacrificing an animal or humanoid of low birth
your merchants. gains you one additional effect from the list, while sacrificing a
unique animal (such as an albino stag) or a humanoid of high
T olls birth gains two additional effects. You can add these effects
Toll 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-
1 cp 252 gp (or 1d8 × 56 gp) —
al effects.
1 sp 364 gp (or 1d12 × 56 gp) Roll twice for merchant
quality at any structure in
area, use lower result.
1 gp 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 example), you instinctively know that something is
for Structures 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.
6th-level transmutation At Higher Levels. When you cast this spell using a
slot of 7th level or greater, the structure you make ambu-
Casting Time: 1 hour latory can have up to 3 more room points for each slot
Range: Touch
Components: V, S, M (a chicken foot, 500 gp of herbs
which the spell consumes)
Duration: Permanent
You can animate a hovel, hut, or small house that you
touch as part of the casting of this spell, causing it to
grow two to eight legs that can be organic or inorganic
in appearance. This spell can make ambulatory any
structure you own with 2 or less room points.
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
S pells
Level Spell School Conc. Ritual Class
0 Buildmap Illusion Yes No Artificer, bard, cleric, warlock, witch, wizard
M astak _A

4 Homeway Conjuration No No Artificer, bard, cleric, druid, ranger, sorcerer, warlock, witch, wizard
5 Defurbish/Refurbish Transmutation No No Artificer, bard, cleric, warlock, witch, wizard
6 Animate Hut Transmutation No No Druid, warlock, witch, wizard
7 Call Stronghold Conjuration No No Bard, cleric, druid, sorcerer, warlock, witch, wizard
8 Raise Land Abjuration No No Bard, cleric, druid, sorcerer, warlock, witch, wizard

35
level above 6th. Defurbish/Refurbish
Additionally, when you cast this spell using a spell slot 5th-level transmutation
of 9th level, you can instead cause the hut to grow wings
and fly, granting it a flying speed of 100 feet with the Casting Time: 24 hours
hover quality instead of its normal movement speed. Range: Touch
Components: S, M (an ornate silver hammer worth at
Buildmap least 500 gp)
Illusion cantrip Duration: Instantaneous

Casting Time: 1 action You can only cast this spell within a constructed room
Range: 10 feet expansion of a structure you own, which cannot be
Components: S, M (a small icon or picture of a struc- 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
7th-level conjuration consumes. If these extra material components are not
present, the spell fails, its spell slot expended.
Casting Time: 1 hour
Range: 100 feet
Homeway
Components: V, S, M (a fully cleared area the size of the
structure and a small, perfect model of the structure 4th-level conjuration
worth at least 1,000 gp, which the spell consumes) Casting Time: 1 hour
Duration: Instantaneous Range: Touch
You summon the modeled structure from one area to Components: V, S, M (two gold bracelets worth 250 gp
another, and it instantly appears within range upon each, which the spell consumes)
the completion of this spell. If any substantial objects, Duration: Until dispelled
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

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.

37

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