Housing Rules V1.7

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Draon's Grotto

Housing Rules

A Rule Handbook
Version 1.7

Table Of Contents

Preface

Hello and welcome Adventurers! This document is about housing and it will outline the introduction of tables and what housing rules are in effect.

Creation

This Compendium has been created by the dragon's Grotto Team using the GM Binder Website.

INTRODUCTION & PREFACE

I. Basic Rules

So you have found a nice little lot of land in the slums have you? Well this is how you can use that land to build something, be it a house, a tavern, a guild hall, or even a inn!

Basic Construction Costs

Building Size Gold Cost Downtime Cost Rooms Per Floor
Small 1500gp 60 2
Medium 3000gp 120 4
Large 6000gp 240 8
Immense 12000gp 480 16

Building Upgrades

Once a building is completed, you have the options below to upgrade the base structure.

Expansion Gold Cost Downtime Point Cost
Small to Medium 1500gp 60
Medium to Large 3000gp 120
Large to Immense 6000gp 240

Extra Rules

If you have proficiency or expertise in either carpenter's tools or mason's tools, you may reduce the downtime cost of construction of a house or rooms by one quarter.

This reduction does not additionally apply to subsequent downtime point usage, such as crafting in the Tool Workshop.

Please keep in Mind; The maximum size for a single room is 30ft by 30ft. This is doubled for rooms that occupy two room slots.

Spell DC

Where appropriate, the spell DC for any effects imposed by the below room additions is 15. When constructed, any spell added to a room is permanent and any permissions or command words are set when construction is complete, unless otherwise stated.

The following rules are in place regarding housing:

  • An upgrade for a house must be in full, if you have a small house with two floors, and wish to upgrade to medium, you need to upgrade fully to a medium house with two floors at the time of upgrade.

  • Only characters who live in the house may benefit from rooms.

  • Houses must have sufficient beds for the characters inhabiting the house in order to gain any mechanical benefits.

  • Each resident is assigned a bed.

  • Log housebuilding in downtime log, listing all residents.

  • Ownership of a house cannot be split between multiple players.

  • One player must be documented as the owner of the house, and in the event of their death select a beneficiary to receive ownership.

  • DTP required to build housing can be reduced using Carpenter's or Mason's Tools with proficiency.

Magic Rooms

All rooms that replicate a spells effect require attendance of an ally that can cast the spell, or an additional cost of 1000g and 30 downtime points to hire a spellcaster from the grotto, unless otherwise stated within the document.

I | Basic Rules

I | Basic Rules

Rooms

Room Gold Cost Downtime Cost Mechanical Benefits & additional Costs
Bathing Room 300 10 Contains a tub large enough to accomodate 3 people, plus a large fireplace to heat the room and provide warm water and other amenities such as chamber-pots and mirrors. Also contains wardrobes that provide a set of both common and fine clothes for each resident of the house.
Bedroom - Bunks 300 5 May house 4 to 6 residents. protected by a simple wooden door and lock unless additional defences are constructed. Residents may flavour/design the room as they wish.
Bedroom - Private 200 5 May house one to two residents. protected by a simple wooden door and lock unless additional defences are constructed. Residents may flavour/design the room as they wish.
Chapel – Large 6000 30 Occupies two expansion slots. if you spend 10 downtime point whilst in this room, and perform a wisdom (religion) check, you may roll it with advantage. In addition, the chapel is under a permanent hallow effect, as per the spell, with the effects chosen on construction. All divination spells cast within this room function as if cast at one level higher, up to a maximum spell level of 9th. Lastly, you may hire one Priest (Monster Manual PG 348) OR Druid (Monster Manual PG 346) for an additional 3000g that will serve the owner of the structure, as well as assist in defense if the structure is under attack. Requires attendance of an ally that can cast the hallow spell, or an additional 1000g and 30 downtime cost to hire a spellcaster from The guild.
Chapel – Private 2000 10 If you spend 10 downtime point whilst in this room, and perform a wisdom (religion) check, you may roll it with advantage. In addition, the chapel is under a permanent hallow effect, as per the spell, with the effects chosen on construction. Requires attendance of an ally that can cast the hallow spell, or an additional 1000g and 30 downtime cost to hire a spellcaster from Waterdeep.
Creature Pen 2500 20 If you construct this room, it serves as a holding pen for a single beast, either an animal companion, or any other non-sentient creature which the owner of the house has otherwise gained the trust of.
Dining Hall 2000 20 Before an adventure, you can spend a few hours before you depart in the dining hall. If you have proficiency in cooking utensils, every person who attends gains advantage on the next constitution saving throw against poison. Additionally, this room contains 4 unseen servants, which tend to guests and exclusively obey the commands of the ow4ner of the structure. These unseen servant cannot leave the room, and if killed, they will reappear at the next dawn. Requires attendance of an ally that can cast the Unseen Servant spell, or an additional 1000g and 30 downtime cost to hire a spellcaster from The Guild.
Docks - Water 6000 30 Occupies two expansion slots. A number of ships equal to half your house floors room slots may dock here. Small house: One berth, Medium house: Two berths, Large house: Four berths
Grand Feast Hall 8000 40 May only be built in a Large house. Occupies two room slots. Before an adventure, you can spend a few hours before you depart in the dining hall. If you have proficiency in cooking utensils, every person who attends gains advantage on the next constitution saving throw against poison. Alternatively, if you have expertise in cooking utensils, you may spend 2000g to prepare a grand banquet, which provides the same effects as the spell Heroes Feast. Finally, this room contains 10 unseen servants, which tend to guests and exclusively obey the commands of the owner of the structure. These unseen servant cannot leave the room, and if destroyed, they will reappear at the next dawn. Requires attendance of an ally that can cast the Unseen Servant spell, or an additional 1000g and 30 downtime cost to hire a spellcaster from The Guild.
Garden 2000 10 Spending 10 downtime points in the garden grants one of the following: You may craft 1d10+6 health potions without expending any gold, although you are still required to expend the crafting downtime points, You gather 10 days supply of rations, You reduce the gold cost of the next poison you craft by half, You harvest 10 portions of common root vegetables or fungi.
Healing Sanctum 2500 20 You may spend 5 downtime points in the sanctum. If you do you, you have advantage on the next saving throw against Disease or Poison. You may also cure one disease, poison or long-term madness.
Library 2500 20 If you spend 10 downtime points whilst in this room, and perform any Intelligence (knowledge) check, you may roll it with advantage. Additionally, you may hire one Illusionist (Volo's Guide to Monsters PG 214) for an additional 1000g that will serve the owner of the structure, as well as assist in defense if the structure is under attack. If the Illusionist dies, a replacement may be hired by paying the same cost again.

Rooms (continued)

Room Gold Cost Downtime Cost Mechanical Benefits & additional Costs
War Room 3000 20 Journeying within a session that is pre-planned in the war room take one quarter less downtime points. If a structure that contains a War Room is under attack, all defenders of the structure when they make an attack roll may roll a 1d4 and add the number rolled to the attack roll.
Market Hall 3000 80 May only be constructed in a large house. Occupies two room slots. Provides a plaza to attract traders to your house. The owner of the house may choose to take the max gold when rolling to convert downtime to gold, instead of rolling.
Mortuary 2000 20 Any body or remains stored in this room are under the effects of the spell Gentle Repose. Requires attendance of an ally that can cast the Gentle Repose spell, or an additional 1000g and 30 downtime cost to hire a spellcaster from Waterdeep.
Ritual Room 2000 20 While a character is in this room, casting times for spells cast as rituals are halved. Further, the material cost, if any, is also halved for spells cast as rituals in this room. Additionally, while standing in this room, the owner and allied creatures have advantage on saving throws required by ritual spells.
Stables 3000 10 Provides space to hitch up to 3 horses or similar mounts, as well a bit and bridle, saddle and saddlebags for each mount. Cannot accommodate huge size or larger mounts. If a mount spends a long rest in the stable, they gain an extra 10ft movement speed until the next long rest.
Tavern 3000 20 The owner of the structure and any guests he designates may purchase alcohol in this room at half cost. Any charisma checks rolled while in this room may be rolled with advantage. Lastly, you may hire one Bard (Volo's Guide to Monsters PG 211) for an additional 3000g that will serve the owner of the structure, as well as assist in defense if the structure is under attack. If the Bard dies, a replacement may be hired by paying the same cost again.
Theater 2000 10 Before an adventure, you may spend a few hours before you leave in the Theater with your adventuring party. Someone in attendance may make a Charisma (Persuasion), Charisma (Deception) or Charisma (Performance) check if they are proficient, with advantage. With a result above 20 every party member who attends receives a 1d6 Bardic inspiration die. If the person has expertise in the skill instead, then the party receives a 1d8 instead. This check may be performed only once before leaving.
Tool Workshop 2500 20 Upon construction, choose a tool. The room provides a set of the relevant tool whilst within the room for crafting purposes. These may not be removed. Whilst in the room, any checks with the chosen tool have advantage if proficiency in the tool is possessed. In addition, any downtime cost related to crafting is halved, if proficiency is possessed in the tool. This room can be constructed multiple times, choosing a different tool each time.

II | Rooms

Rooms (Defenses)

Room Additions Gold Cost Downtime Cost Mechanical Benefits & additional Costs
Armory 2000 10 May only be built in a medium or large house. Any guards within the structure cannot be under the surprised condition if the structure is attacked.Occupies a room slot.
Barbican 3000 20 May only be built in a Large house. Requires the gatehouse addon. A 10ft radius guard tower, three floors tall, with a crenelated roof. Arrow slits surround the walls, enabling the owner of the structure and his allies to fire from within. Creatures within, if attacked, have three quarters cover and total cover if hiding. Two of these may be built, one on either side of the gatehouse addon.
Escape Tunnel 2000 10 A secret tunnel runs from a point within the structure the owner chooses to another point within one mile of the structure. The owner knows the secret to opening this escape, as well as allies of their choosing. The escape tunnel requires a dc20 Intelligence (Investigation) check to discern its location. Subsequently, it will require a DC20 Wisdom (Insight) check to uncover how to open it. Occupies a room slot.
Garrison 2000 30 This expansion may house up to six guards that defend the structure if under attack. They follow the orders of the owner of the structure, but must still conform to Lerwicks laws. You may hire any combination of; Guard (Monster Manual pg 347) – 500g, Scout (Monster Manual pg 349) – 1000g, Spy (Monster Manual pg 349) - 2000g,Thug (Monster Manual pg 350) – 1000g. If these guards die, a replacement may be hired by paying the same cost again. Alternatively; This expansion may instead be titled ‘Arcanic Tower’ and may house up to six Apprentice Wizards (Volo’s Guide to Monsters pg 209) - 500g Occupies a room slot.
Gatehouse 3000 20 May only be built in a Large house. A section of wall that contains a heavy wooden gate, dc20 to break (and a drawbridge if positioned beside a moat). May be upgraded to a portcullis DC30, for an additional 2000g.
Moat x 60 May only be built in a Large house. You may construct a moat up to a maximum of 20ft wide and 20ft deep encircling your structure. Costs 2000g per 5ft width.
Training Ring 0 10 Provides a location within the structure for the owner or guests to engage in duels. Occupies a room slot.
Defensive Walls 8000 30 May only be built in a Large house. Provides a 5ft thick, 20ft high wall encircling the structure made of wood or stone, no further than 30 ft from the walls of the structure. Each 5 ft section has an AC of 17.

II | Rooms

Room Additions

Room Additions Gold Cost Downtime Cost Mechanical Benefits & additional Costs
Alarm 1000 10 Functions as per the spell Alarm with the difference that the spell radius covers the entire room. The alarm that is triggered continues until the triggering creature leaves the room in which the alarm is set.
Animate Objects 6000 10 Functions as per the spell Animate Objects. The objects will attack enemies of the owner of the structure and in combat will obey all commands of the owner. The selection of objects is chosen upon construction. If the animated objects are destroyed, new targets may be chosen at the next dawn.
Antimagic Field 80,000 10 Functions as per the spell Antimagic Field, with the difference that the spell radius covers the entire room.
Arcane Lock 1000 10 Functions as per the spell Arcane Lock. May be constructed multiple times in a room.
Braced Door/Window 500 10 Adds 5 DC to the check required to break a door or window. May be constructed multiple times on different doors/windows.
Circle of Power 10,000 10 Functions as per the spell Circle of Power.
Extra-Dimensional 100,000 10 This rooms door opens to a pocket dimension, with the chosen rooms contents arrayed within. The room is immune to any scrying or tracking effects. Requires attendance of an ally with access to 8th level spells. Otherwise, a mage may be hired from waterdeep for an additional 2000g and 30 downtime points.
Hidden Door 3000 10 The entrance to this room and method to open is concealed. Requires a dc20 Intelligence (Investigation) check to discern it's location. Subsequently, it will require a DC20 Wisdom (Insight) check to uncover how to open it.
Magic Circle 10,000 10 Functions as per the spell Magic Circle.
Magic Mouth 100 10 Functions as per the spell Magic Mouth. When constructed, the owner of the structure may chose what sound or words are produced, and what the trigger is. if dispelled, it may be re-cast.
Mordenkainen's Faithful Hound 6000 10 Functions as per the spell Mordenkainen's Faithful Hound. The hound may not leave the room in which it is assigned. If destroyed under any circumstances, it will return at the next dawn.
Unseen Servant x 10 May be built multiple times in a room, up to a maximum of 4 times, for 1000g each time. May not be constructed in the Grand Feast Hall room. Functions as per the spell Unseen Servant. These unseen servants cannot leave the room, and if destroyed, they will reappear at the next dawn.
Trapped 1500 10 May be constructed multiple times in a single room. When constructed, choose one the traps below, which may be found in the Dungeon Master's Guide, pg 122-123. Falling Net, Fire Breathing Statue, Pit (Simple), Pit (Hidden), Pit (Locking), Pit (Spiked), Poison Darts The downtime cost for the traps must be paid for by a character proficient in Survival. Otherwise, the owner may hire a specialist from Waterdeep for an additional 500g and 30 downtime points
Zone of Truth 10,000 10 Functions as per the spell Zone of Truth.

Additions

These are options to place on an existing room, remember if it is added to a room, you have to spend the cost of the addition.

Example:

you have a medium house, and a library inside that you want a magic circle in, you would pay The 10k gp and 10 dtp to cast the spell on the room.

 

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