Contents
Rules to Build & Maintain Property
There are different rules (official and otherwise) for player character's owning property. I was trying to create a single cohesive system and I am hitting a wall...
So, until then here is what I am currently having available, but if you want to do something else or mix it or whatever -- let me know. Remember, D&D is a game about communication. It literally does not happen if we don't talk about things.
UPDATED
October 05, 2025
- Collected 3 main types...
See Also
- Work in Progress: Primer on Dierde
- Work in Progress: Atlas of Dierde
- Active Campaign: Wild Cards of Dierde
- Active Campaign: WC Homebrew Collection
- Homebrew: Property Rules (This Book)
- Homebrew: Tools & Kits
- Homebrew: Tattoo Kit
- Homebrew: Magic Item Crafting Rules
- Homebrew: Harvesting
- WIP: 2014 Races
- WIP: 2014 Classes
Settlements
- Outding Refuge, Vyerith's Crown
- Skola Vale
- Forlione
- Sutley
- Rotham
- River's Keep
- New Haven
- Thornwinds
Characters
Not related: Sace
NEW RULES:
- Property Cost
-
- Apx. 50 gp for decent farm land, acre.
10' x 10' x 10' shack: 1,000 bf 10' x 10' x 10' average home: 1,750 bf (132 sp)
cost for bf at market, apx. 15 - 25 sp per 200'
Downtime Activity:
Building a Stronghold
A character can spend time between adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown), or a deed (a legal document that serves as proof of ownership). Land can also be acquired by inheritance or other means.
Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost 5,000 gp or more, if it can be bought at all.
Once the estate is secured, a character needs access to building materials and laborers. The Building a Stronghold table shows the cost of building the stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each day the character is away adds 3 days to the construction time.
Building a Stronghold
| Stronghold | Construction Cost | Construction Time |
|---|---|---|
| Abbey | 50,000 gp | 400 days |
| Guildhall, town or city | 5,000 gp | 60 days |
| Keep or small castle | 50,000 gp | 400 days |
| Noble estate with manor | 25,000 gp | 150 days |
| Outpost or fort | 15,000 gp | 100 days |
| Palace or large castle | 500,000 gp | 1,200 days |
| Temple | 50,000 gp | 400 days |
| Tower, fortified | 15,000 gp | 100 days |
| Trading post | 5,000 gp | 60 days |
The RAW does not seem to differentiate in buying an already built stronghold versus building one. I do believe in a D&D world they would actually be about the same cost. There is no "real estate market" like we have and the reason why such worlds are stuck in a medieval type setting is "progress" is very slow. This excuse is a good reason to explain an economy that doesn't generally change and why most people are stuck in their roles. Except the NPCS and PCS who are trying to get more.
So you can just buy or build one of those and call it a day.
We can look at 2024 rules as another option.

DM Guide 2024, Bastions
Chapter 8: Bastions
A Bastion is a location that belongs to a player character: a home, a stronghold, and a place of power that the character develops over the course of a campaign. A Bastion offers a character temporary refuge from the dangerous world of adventuring, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities.
As DM, you decide whether Bastions are available in a campaign. Bastions are best suited to campaigns that allow characters to return to their Bastions during intervals when they're not actively adventuring. Not every character needs to have a Bastion. It's fine for some players in your campaign to opt in to Bastion ownership and others to opt out.
There's no need to choose between going on adventures and commanding a Bastion; a character can do both at once. A Bastion has special facilities that generate benefits, and these facilities can also undertake projects while the character is otherwise occupied.
Most importantly, a Bastion is a creative playground for a player and a shared storytelling space in the campaign. Be as permissive as you can with the stories players tell in their Bastions, but players should know their control might be limited by the campaign's larger story, which you strive to make fun for everyone.
Gaining a Bastion
If you allow Bastions in your campaign, characters acquire their Bastions when they reach level 5. You and the players can decide together how these Bastions come into being. A character might inherit or receive a parcel of land on which to build their Bastion (see "Marks of Prestige" in chapter 3), or they might take a preexisting structure and refurbish it. It's fair to assume that work has been going on behind the scenes of the campaign during a character's early adventuring career, so the Bastion is ready when the character reaches level 5.
The shape, style, and function of a character's Bastion are up to the player to determine. For example, a Wizard might build a tower, a Cleric might establish a shrine, a Fighter might build a fortified keep or similar stronghold, and a Rogue might establish a guildhall or lodge. Characters of other classes might choose one of these forms or combine them—a Paladin's Bastion might be similar to a Cleric's shrine but as fortified as a Fighter's stronghold. And multiple characters can combine their Bastions to form a single large structure (see "Bastion Map").
Every Bastion has facilities that serve basic needs as well as special ones, such as libraries, menageries, and workshops (see "Basic Facilities" and "Special Facilities").
Bastion Turns
As time passes in the campaign, players take Bastion turns to reflect the activity occurring in their Bastions, whether or not the characters are present. On a Bastion turn, a character can issue orders to the special facilities in their Bastion or issue the Maintain order to the entire Bastion (see "Orders").
Frequency of Bastion Turns
By default, a Bastion turn occurs every 7 days of in-game time. Here are common examples of players taking one or more Bastion turns:
- The characters are on a long journey away from their Bastions. After the characters have been away for 7 days, you might say, "Time for a Bastion turn. Since you're not there, we'll assume you issue the Maintain order for your Bastions." Then roll for events as described in the "Bastion Events" section in this chapter.
- The characters spend 7 days or more in their Bastions between adventures. You might say, "You have six weeks to spend in your Bastions. Go ahead and resolve six Bastion turns."
- The characters return to their Bastions in the midst of an adventure. You might say, "You have just enough time to take a Bastion turn before you leave again in the morning."
- The characters are adventuring near their Bastions and resting in their Bastions at night. You might say, "It's been a week since your last Bastion turn, so you can take one now."
You can slow the frequency of Bastion turns to better serve the needs of your players and your campaign. For example, if the characters have months between adventures, you can call for a Bastion turn every month instead of every 7 days, so the characters aren't issuing so many orders or reaping too many benefits at once.
Bastion Map
Encourage players to create floor plans of their characters' Bastions, configuring its facilities as they see fit and using the same techniques you use to create dungeon maps (see "Dungeons" in chapter 3 and "Adventure Maps" in chapter 4).
In addition to basic and special facilities (described later in this chapter), a Bastion can have the following features:
- Closets. A basic or special facility can have one or more closets, washrooms, or similar enclosures. The closets must be inside the facility and can't increase the facility's area in squares. These features are free.
- Corridors, Ramps, and Staircases. A facility can contain one or more corridors, ramps, or staircases leading to other facilities in the Bastion. These features are free.
- Defensive Walls. A character can add defensive walls around their Bastion. A defensive wall is 20 feet high and may include a walkway along its top, with a means to access it (such as a ladder or lift). Each 5-foot square of defensive wall takes 10 days to build and costs 250 GP. If a character's Bastion is completely enclosed by defensive walls and it comes under attack (see "Bastion Events" at the end of this chapter), reduce by 2 the number of dice rolled to determine how many Bastion Defenders are lost in the attack.
- Doors and Windows. Each facility comes with one or more doors and shuttered windows, placed wherever the player sees fit. See "Doors" in chapter 3 for kinds of doors to choose from, including locked doors, secret doors, and portcullises. These features are free.
Combining Bastions
Two or more players can combine their characters' Bastions into a single structure. Doing so doesn't change the number of special facilities each Bastion can have, how those special facilities work, or who issues orders to each Bastion. Each Bastion retains its own hirelings, which can't be sent to or shared with another Bastion. Bastion Defenders are handled differently: if some event deprives one character's Bastion of defenders, another character can apply all or some of those losses to their Bastion instead, provided the two Bastions are combined.
Facility Space
The amount of space in a basic or special facility determines its maximum area in 5-foot squares, as shown in the Facility Space table. A player can configure the squares of a facility as they please on their Bastion's map. The squares can be stacked so that a facility's area is distributed over multiple levels or stories.
Facility Space
| Space | Maximum Area |
|---|---|
| Cramped | 4 squares |
| Roomy | 16 squares |
| Vast | 36 squares |
Basic Facilities
A character's Bastion starts with two free basic facilities, which the character's player chooses from the Basic Facilities list below. One of the chosen facilities is Cramped, and the other is Roomy (see the Facility Space table). A Bastion can have more than one of each basic facility.
Basic Facilities
- Bedroom
- Dining Room
- Parlor
- Courtyard
- Kitchen
- Storage
A basic facility comes with nonmagical furnishings and decor appropriate for that facility.
Basic facilities don't have any game effects, but they can inspire roleplaying opportunities and enhance a Bastion's verisimilitude. A Bastion with a kitchen is functionally the same as one without, but the former gives you and your players a fun setting to start game sessions, have in-character discussions, or introduce new NPCs.
A character can add new basic facilities or enlarge existing ones by spending money and time, as discussed in the sections that follow. Any number of basic facilities can be added or enlarged at the same time. A character doesn't need to be in their Bastion while basic facilities are being added or enlarged.
Adding Basic Facilities
A character can add a basic facility to their Bastion by spending money and time. The cost of adding a basic facility and the time required depend on the facility's space, as shown on the table below.
| Facility Space | Cost | Time Required |
|---|---|---|
| Cramped | 500 GP | 20 days |
| Roomy | 1,000 GP | 45 days |
| Vast | 3,000 GP | 125 days |
Enlarging Basic Facilities
There is no in-game benefit to enlarging a basic facility, but a character might enlarge a facility for cosmetic reasons or to increase the Bastion's size.
A character can spend money and time to increase the space of a basic facility in their Bastion by one category, as shown on the table below.
| Space Increase | Cost | Time Required |
|---|---|---|
| Cramped to Roomy | 500 GP | 25 days |
| Roomy to Vast | 2,000 GP | 80 days |
Bedroom
- Space: Cramped [4 sq; 500 GP, 20 days], Roomy [16 sq; 1000 GP, 45 days], or Vast [36 sq; 3000 GP, 125 days]
A basic facility comes with nonmagical furnishings and decor appropriate for that facility. Source: DMG'24, page 335 |
Courtyard
- Space: Cramped [4 sq; 500 GP, 20 days], Roomy [16 sq; 1000 GP, 45 days], or Vast [36 sq; 3000 GP, 125 days]
A basic facility comes with nonmagical furnishings and decor appropriate for that facility. Source: DMG'24, page 335
Dining Room
- Space: Cramped [4 sq; 500 GP, 20 days], Roomy [16 sq; 1000 GP, 45 days], or Vast [36 sq; 3000 GP, 125 days]
A basic facility comes with nonmagical furnishings and decor appropriate for that facility. Source: DMG'24, page 335
Kitchen
- Space: Cramped [4 sq; 500 GP, 20 days], Roomy [16 sq; 1000 GP, 45 days], or Vast [36 sq; 3000 GP, 125 days]
A basic facility comes with nonmagical furnishings and decor appropriate for that facility. Source: DMG'24, page 335
Parlor
- Space: Cramped [4 sq; 500 GP, 20 days], Roomy [16 sq; 1000 GP, 45 days], or Vast [36 sq; 3000 GP, 125 days]
A basic facility comes with nonmagical furnishings and decor appropriate for that facility. Source: DMG'24, page 335
Storage
- Space: Cramped [4 sq; 500 GP, 20 days], Roomy [16 sq; 1000 GP, 45 days], or Vast [36 sq; 3000 GP, 125 days]
A basic facility comes with nonmagical furnishings and decor appropriate for that facility. Source: DMG'24, page 335
Special Facilities
Special facilities are Bastion locations where certain activities yield game benefits. A character's Bastion initially has two special facilities of the character's choice for which they qualify. Each special facility can be chosen only once unless its description says otherwise.
Unlike basic facilities, special facilities can't be bought; a character gains them through level advancement. At level 9, a character gains two additional special facilities of their choice for which they qualify; they gain one additional facility at level 13 and another at level 17. The Special Facility Acquisition table shows the total number of special facilities in a character's Bastion. Each new special facility immediately becomes part of the character's Bastion when the character reaches the level.
Each time a character gains a level, that character can replace one of their Bastion's special facilities with another for which the character qualifies.
Special Facility Acquisition
| Level | Special Facilities |
|---|---|
| 5 | 2 |
| 9 | 4 |
| 13 | 5 |
| 17 | 6 |
Requirements
Each special facility has a level. A character must be that level or higher to gain that facility. A special facility might also have a prerequisite the character must meet to gain that facility. For example, only a character who can use an Arcane Focus or a tool as a Spellcasting Focus can have an Arcane Study.
Space
A special facility occupies a certain amount of space (see "Facility Space"). A player can configure the squares of a special facility as desired on the Bastion's map. A special facility can be enlarged to grant additional benefits if its description says so.
Hirelings
A special facility comes with one or more hirelings who work in the facility, maintain it, and execute Bastion orders there, as described in the next section. A player can assign names and personalities to hirelings in their character's Bastion using the same tools DMs use to create NPCs (see chapter 3).
Each special facility in a Bastion generates enough income to pay the salary of its hirelings. Hirelings follow the orders they're given and are loyal to the Bastion's owner.
Orders
On a Bastion turn, a character in their Bastion can issue special orders—called Bastion orders—to one or more of their Bastion's special facilities. A character needn't issue orders to all the special facilities in their Bastion on a given Bastion turn.
The Maintain order is unusual; it is issued to the whole Bastion rather than to one or more special facilities. If a character isn't in their Bastion on a given Bastion turn, the Bastion acts as though it were issued the Maintain order on that turn unless the owner can communicate with the Bastion hirelings using the Sending spell or similar magic.
The orders are as follows:
Craft
Hirelings in the special facility craft an item that can be made in that facility. During the time required to craft an item, the facility can't be used to craft anything else, even if a special ability allows the facility to carry out two orders at once. The hirelings have proficiencies with Artisan's Tools as specified in the facility's description.
Empower
The special facility confers a temporary empowerment to you or someone else.
Harvest
Hirelings gather a resource produced in the special facility. During the time required to harvest a resource, the facility can't be used to harvest anything else, even if a special ability allows the facility to carry out two orders at once.
Maintain
All the Bastion's hirelings focus on maintaining the Bastion rather than executing orders in special facilities. Issuing this order prohibits other orders from being issued to the Bastion on the current Bastion turn. Each time the Maintain order is issued, the DM rolls once on the Bastion Events table at the end of this chapter. Bastion events are resolved before the next Bastion turn.
Recruit
Hirelings recruit creatures to the Bastion. These creatures might include one or more Bastion Defenders, whose main purpose is to defend the Bastion if it is attacked (see "Bastion Events" at the end of this chapter). The Bastion generates enough income to provide for the needs of its Bastion Defenders.
Research
Hirelings in the special facility gather information.
Trade
Hirelings buy and sell goods or services stored or produced in this special facility.
Special Facility Descriptions
Special facilities are presented in alphabetical order. The Special Facilities table lists all the special facilities presented in this section, along with their prerequisites and orders. Some facilities confer additional benefits, specified in their descriptions.
Special Facilities
| Level | Special Facility | Prerequisite | Order |
|---|---|---|---|
| 5 | Arcane Study | Ability to use an Arcane Focus or a tool as a Spellcasting Focus | Craft |
| 5 | Armory | None | Trade |
| 5 | Barrack | None | Recruit |
| 5 | Garden | None | Harvest |
| 5 | Library | None | Research |
| 5 | Sanctuary | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Craft |
| 5 | Smithy | None | Craft |
| 5 | Storehouse | None | Trade |
| 5 | Workshop | None | Craft |
| 9 | Gaming Hall | None | Trade |
| 9 | Greenhouse | None | Harvest |
| 9 | Laboratory | None* | Craft |
| 9 | Sacristy | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Craft |
| 9 | Scriptorium | None* | Craft |
| 9 | Stable | None | Trade |
| 9 | Teleportation Circle | None | Recruit |
| 9 | Theater | None | Empower |
| 9 | Training Area | None | Empower |
| 9 | Trophy Room | None | Research |
| 13 | Archive | None | Research |
| 13 | Meditation Chamber | None | Empower |
| 13 | Menagerie | None | Recruit |
| 13 | Observatory | Ability to use a Spellcasting Focus | Empower |
| 13 | Pub | None | Research |
| 13 | Reliquary | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Harvest |
| 17 | Demiplane | Ability to use an Arcane Focus or a tool as a Spellcasting Focus | Empower |
| 17 | Guildhall | Expertise in a skill | Recruit |
| 17 | Sanctum | Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus | Empower |
| 17 | War Room | Fighting Style feature or Unarmored Defense feature | Recruit |
*Certain orders that can be issued to these facilities have additional prerequisites.
Arcane Study
Level 5 Bastion Facility
- Prerequisite: Ability to use an Arcane Focus or tool as a Spellcasting Focus
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Craft
An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.
Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
- Craft: Arcane Focus. You commission the facility's hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.
- Craft: Book. You commission the facility's hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.
- Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item. Source: DMG'24, page 336
Archive
Level 13 Bastion Facility |
- Prerequisite: None
- Space: Roomy [16 sq] or Vast [36 sq]
- Hirelings: 1
- Order: Research
An Archive is a repository of valuable books, maps, and scrolls. It is usually attached to a Library behind a locked or secret door.
Research: Helpful Lore. When you issue the Research order to this facility, you commission the facility's hireling to search the Archive for helpful lore. The work takes 7 days. The hireling gains knowledge as if they had cast the Legend Lore spell, then shares this knowledge with you the next time you speak with them.
Reference Book. Your Archive contains one copy of a rare and valuable reference book, which gives you a benefit while you and the book are in your Bastion. You can choose one of the following options (your DM might make more options available):
- Bigby's Handy Arcana Codex. You have Advantage on any Intelligence (Arcana) check you make when you take the Study action to recall lore about spells, magic items, eldritch symbols, magical traditions, and planes of existence.
- The Chronepsis Chronicles. You have Advantage on any Intelligence (History) check you make when you take the Study action to recall lore about historical events, legendary people, ancient kingdoms, past disputes, wars, and lost civilizations.
- Investigations of the Inquisitive. You have Advantage on any Intelligence (Investigation) check you make when you take the Study action to make deductions based on clues or evidence or to recall lore about traps, ciphers, riddles, and gadgetry.
- Material Musings on the Nature of the World. You have Advantage on any Intelligence (Nature) check you make when you take the Study action to recall lore about terrain, plants, animals, and the weather.
- The Old Faith and Other Religions. You have Advantage on any Intelligence (Religion) check you make when you take the Study action to recall lore about deities, rites and prayers, hierarchies, holy symbols, and the practices of secret cults.
Enlarging the Facility. You can enlarge your Archive to a Vast facility by spending 2,000 GP. If you do so, you gain two additional reference books chosen from the list above. Source: DMG'24, page 337 |
Armory
Level 5 Bastion Facility |
- Prerequisite: None
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Trade
An Armory contains mannequins for displaying armor, hooks for holding Shields, racks for storing weapons, and chests for holding ammunition.
Trade: Stock Armory. When you issue the Trade order to this facility, you commission the facility's hireling to stock the Armory with armor, Shields, weapons, and ammunition. This equipment costs you 100 GP plus an extra 100 GP for each Bastion Defender in your Bastion. If your Bastion has a Smithy, the total cost is halved.
While your Armory is stocked, your Bastion Defenders are harder to kill. When any event causes you to roll dice to determine if your Bastion loses one or more of its defenders (see "Bastion Events" at the end of this chapter), roll 1d8 in place of each d6 you would normally roll. When the event is over, the equipment in your Armory is expended regardless of how many Bastion Defenders you have or how many you lost, leaving your Armory depleted until you issue another Trade order to the facility and pay the cost to restock it.
Source: DMG'24, page 339 |
Barrack
Level 5 Bastion Facility |
- Prerequisite: None
- Space: Roomy [16 sq] or Vast [36 sq]
- Hirelings: 1
- Order: Recruit
A Bastion can have more than one Barrack, each of which is furnished to serve as sleeping quarters for up to twelve Bastion Defenders.
Recruit: Bastion Defenders. Each time you issue the Recruit order to this facility, up to four Bastion Defenders are recruited to your Bastion and assigned quarters in this Barrack. The recruitment costs no money. You can't issue the Recruit order to this facility if it's fully occupied.
Keep track of the Bastion Defenders housed in each of your Barracks. If you lose Bastion Defenders, deduct them from your roster. Assign names and personalities to your Bastion Defenders as you see fit.
Enlarging the Facility. You can enlarge your Barrack to a Vast facility by spending 2,000 GP. A Vast Barrack can accommodate up to twenty-five Bastion Defenders. Source: DMG'24, page 339 |
Demiplane
Level 17 Bastion Facility |
- Prerequisite: Ability to use an Arcane Focus or tool as a Spellcasting Focus
- Space: Vast [36 sq]
- Hirelings: 1
- Order: Empower
A door up to 5 feet wide and 10 feet tall appears on a flat, solid surface in one of the other facilities in your Bastion. You choose the location. If you are in your Bastion during a Bastion turn, you can relocate this door to another facility in your Bastion.
Only you and your Bastion's hirelings can open the door, which leads to a Demiplane that takes the form of a stone room. The Demiplane exists in an extradimensional space and therefore isn't attached physically to other locations in your Bastion. Neither the Demiplane nor its door can be dispelled.
Empower: Arcane Resilience. When you issue the Empower order to this facility, magical runes appear on the Demiplane's walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in the Demiplane.
Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane. The object can be no bigger than 5 feet in any dimension; can't have a value over 5 GP; and must be made of wood, stone, clay, porcelain, glass, paper, nonprecious crystal, or nonprecious metal. You must finish a Long Rest before you can take this action again. Source: DMG'24, page 340 |
Gaming Hall
Level 9 Bastion Facility
- Prerequisite: None
- Space: Vast [36 sq]
- Hirelings: 4
- Order: Trade
A Gaming Hall offers recreational activities like chess and games of darts, cards, or dice.
Trade: Gambling Hall. When you issue the Trade order to this facility, the facility's hirelings turn the Gaming Hall into a gambling den for 7 days. At the end of the seventh day, roll 1d100 and consult the following table to determine your portion of the house's winnings.
| 1d100 | Winnings |
|---|---|
| 01-50 | 1d6 × 10 GP |
| 51-85 | 2d6 × 10 GP |
| 86-95 | 4d6 × 10 GP |
| 96-00 | 10d6 × 10 GP |
Source: DMG'24, page 340
Garden
Level 5 Bastion Facility
- Prerequisite: None
- Space: Roomy [16 sq] or Vast [36 sq]
- Hirelings: 1 (Roomy) or 2 (Vast)
- Order: Harvest
A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its type from the options in the Garden Types table.
While in your Bastion, you can instruct the facility's hireling to change the Garden from one type to another. This work takes 21 days, during which time no other activity can occur in this facility.
Harvest: Garden Growth. When you issue the Harvest order to this facility, you commission the facility's hireling to collect items from the Garden as noted in the Garden Types table. The work takes 7 days and costs no money.
Garden Types
| Garden Type | Description | Harvest |
|---|---|---|
| Decorative | Aesthetically pleasing garden full of flowers and topiaries. | Ten exquisite floral bouquets (worth 5 GP each), ten vials of Perfume, or ten Candles |
| Food | Garden of delicious mushrooms or vegetables | 100 days worth of Rations |
| Herb | Garden of rare herbs, some of which have medicinal uses | Herbs that are used to create either ten Healer's Kits or one Potion of Healing |
| Poison | Garden stocked with plants and fungi from which poisons and antitoxin can be extracted | Plants that are used to create either two vials of Antitoxin or one vial of Basic Poison |
Enlarging the Facility. You can enlarge your Garden to a Vast facility by spending 2,000 GP. A Vast Garden is equivalent to two Roomy Gardens and can include two of the same type of Garden or two different types. When you issue the Harvest order to a Vast Garden, each component garden produces its own harvest. A Vast Garden gains one additional hireling. Source: DMG'24, page 340
Greenhouse
Level 9 Bastion Facility |
- Prerequisite: None
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Harvest
A Greenhouse is an enclosure where rare plants and fungi are nurtured in a controlled climate.
Fruit of Restoration. One plant in your Greenhouse has three magical fruits growing on it. Any creature that eats one of these fruits gains the benefit of a Lesser Restoration spell. Fruits that aren't eaten within 24 hours of being picked lose their magic. The plant replaces all picked fruits daily at dawn, and it can't be transplanted without killing it.
Harvest Options. When you issue the Harvest order to this facility, choose one of the following options:
- Harvest: Healing Herbs. You commission the facility's hireling to create a Potion of Healing (greater) made from healing herbs. The work takes 7 days and costs no money.
- Harvest: Poison. You commission the facility's hireling to extract one application of a poison from rare plants or fungi. Choose the type of poison from the following options: Assassin's Blood, Malice, Pale Tincture, or Truth Serum. See "Poison" in chapter 3 for each poison's effect. Once harvested, the poison can be contained in a vial. The work takes 7 days and costs no money. Source: DMG'24, page 341 |
Guildhall
Level 17 Bastion Facility
- Prerequisite: Expertise in a skill
- Space: Vast [36 sq]
- Hirelings: 1
- Order: Recruit
A Guildhall comes with a guild, for which you are the guild master. Choose the type of guild from the options in the Sample Guilds table, or work with your DM to create a new guild. The facility is a meeting room where members of your guild can discuss important matters in your presence.
Your guild has roughly fifty members made up of skilled folk who live and work outside your Bastion, usually in nearby settlements.
Recruit: Guild Assignment. Each time you issue the Recruit order to this facility, you commission the facility's hireling to recruit guild members to perform a special assignment. Each guild in the Sample Guilds table specifies the nature of that assignment. With your DM's permission and help, you can create new assignments for guild members to complete.
Sample Guilds
| Guild | Symbol | Assignment |
|---|---|---|
| Adventurers' Guild | Lit torch | You send adventurers to track down a Beast that has a Challenge Rating of 2 or lower and is known to lair within 50 miles of your Bastion. The adventurers slay or capture the creature (your choice) in 1d6 + 1 days. If the creature is slain and your Bastion has a Trophy Room, you can add a trophy taken from the creature to that facility. If the creature is captured and your Bastion has a Menagerie, you can add the creature to that facility, provided the facility has space to house it. |
| Bakers' Guild | Pastry | You assign bakers to create baked goods for a prestigious event that occurs within the next 7 days. You can receive payment in coin (500 GP) or in the form of a favor owed to you by the event's host, the details of which are left to you and the DM. |
| Brewers' Guild | Foaming mug | You assign brewers to deliver fifty 40-gallon barrels of ale (worth 10 GP each) to your Bastion in 7 days. |
| Masons' Guild | Stone mask | You assign masons to add a defensive wall to your Bastion at no cost. Alternatively, you can have the masons perform this work for another character's Bastion, provided their Bastion is within 1 mile of yours. Each 5-foot square of defensive wall takes 1 day to build instead of 10 (see "Bastion Map"). |
| Shipbuilders' Guild | Crossed oars | You assign shipbuilders to build one of the vehicles in the Airborne and Waterborne Vehicles table of the Player's Handbook. You pay the full cost of the vehicle, and the work takes 1 day per 1,000 GP of the vehicle's cost (a Rowboat can be made in 1 day). |
| Thieves' Guild | White key | You assign thieves to infiltrate a location within 50 miles of your Bastion and steal a nonmagical object from it. The object can be no bigger than 5 feet in any dimension and is delivered to your Bastion in 1d6 + 1 days. The DM may decide this activity leaves you at risk of retaliation from law enforcement or the victim. |
Source: DMG'24, page 341
Laboratory
Level 9 Bastion Facility |
- Prerequisite: None
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Craft
A Laboratory contains storage space for alchemical supplies and workspaces for crafting various concoctions.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
- Craft: Alchemist's Supplies. The facility's hireling crafts anything that can be made with Alchemist's Supplies using the rules in the Player's Handbook and chapter 7 of this book.
- Craft: Poison. You commission the facility's hireling to craft a vial containing one application of a poison. The poison must be one of the following: Burnt Othur Fumes, Essence of Ether, or Torpor. This work takes 7 days, and you must pay half the poison's cost. See "Poison" in chapter 3 for descriptions and costs of poisons. Source: DMG'24, page 342 |
Library
Level 5 Bastion Facility |
- Prerequisite: None
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Research
This Library contains a collection of books plus one or more desks and reading chairs.
Research: Topical Lore. When you issue the Research order to this facility, you commission the facility's hireling to research a topic. The topic can be a legend, a known event or location, a person of significance, a type of creature, or a famous object. The work takes 7 days. When the research concludes, the hireling obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information you learn. Source: DMG'24, page 342 |
Meditation Chamber
Level 13 Bastion Facility |
- Prerequisite: None
- Space: Cramped [4 sq]
- Hirelings: 1
- Order: Empower
A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.
Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.
| 1d6 | Saving Throw |
|---|---|
| 1 | Strength |
| 2 | Dexterity |
| 3 | Constitution |
| 4 | Intelligence |
| 5 | Wisdom |
| 6 | Charisma |
| Source: DMG'24, page 342 |
Menagerie
Level 13 Bastion Facility
- Prerequisite: None
- Space: Vast [36 sq]
- Hirelings: 2
- Order: Recruit
A Menagerie has enclosures big enough to contain up to four Large creatures. Four Small or Medium creatures can occupy the same space as one Large creature there.
Recruit: Creature. When you issue the Recruit order to this facility, you commission the facility's hirelings to add a creature from the Menagerie Creatures table to your Menagerie. The recruitment takes 7 days and costs you the amount listed in the table. The hirelings look after the creature.
Creatures in your Menagerie count as Bastion Defenders. Deduct any you lose from your Bastion Defenders roster. You can choose not to count one or more of these creatures as Bastion Defenders, in which case they can't be called on to defend the Bastion. Instead, they act in accordance with their nature and use their stat blocks in the Monster Manual.
Menagerie Creatures
| Creature | Size | Cost |
|---|---|---|
| Ape | Medium | 500 GP |
| Black Bear | Medium | 500 GP |
| Brown Bear | Large | 1,000 GP |
| Constrictor Snake | Large | 250 GP |
| Crocodile | Large | 500 GP |
| Dire Wolf | Large | 1,000 GP |
| Giant Vulture | Large | 1,000 GP |
| Hyena | Medium | 50 GP |
| Jackal | Small | 50 GP |
| Lion | Large | 1,000 GP |
| Owlbear | Large | 3,500 GP |
| Panther | Medium | 250 GP |
| Tiger | Large | 1,000 GP |
With the DM's consent, you can add different creatures than those shown in the Menagerie Creatures table to your Menagerie. The cost of a creature depends on its Challenge Rating, as shown on the Creature Costs by Challenge Rating table. Typically only Beasts and some Monstrosities can be kept in a Menagerie, though the DM might allow other creatures.
Creature Costs by Challenge Rating
| Challenge Rating | Cost |
|---|---|
| 0 or 1/8 | 50 GP |
| 1/4 | 250 GP |
| 1/2 | 500 GP |
| 1 | 1,000 GP |
| 2 | 2,000 GP |
| 3 | 3,500 GP |
Source: DMG'24, page 343
Observatory
Level 13 Bastion Facility
- Prerequisite: Ability to use a Spellcasting Focus
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Empower
Situated atop your Bastion, your Observatory contains a telescope aimed at the night sky.
Observatory Charm. You can use your Observatory to peer into the far corners of Wildspace and the Astral Plane. After spending a Long Rest in your Observatory, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Contact Other Plane without expending a spell slot. You can't gain this Charm again while you still have it.
Empower: Eldritch Discovery. When you issue the Empower order to this facility, you enable yourself or the facility's hireling to explore the eldritch mysteries of the stars for 7 consecutive nights. At the end of that time, roll a die. If the number rolled is even, nothing is gained. If the number rolled is odd, an unknown power bestows one of the following Charms on you or another creature of your choice that is on the same plane of existence as you: Charm of Darkvision, Charm of Heroism, or Charm of Vitality (all described in chapter 3). Source: DMG'24, page 343
Pub
Level 13 Bastion Facility
- Prerequisite: None
- Space: Roomy [16 sq] or Vast [36 sq]
- Hirelings: 1 (Roomy) or 4 (Vast)
- Order: Research
Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colorful name, such as the Rusty Flagon or the Dragon's Loft. The facility's hireling, who serves as the bartender, maintains a network of spies scattered throughout nearby communities. These spies are useful sources of information and frequent the Pub, often incognito.
Research: Information Gathering. When you issue the Research order to this facility, you commission the Pub's bartender to gather information from spies who are aware of all important events happening within 10 miles of your Bastion over the next 7 days. During that time, these spies can divulge the location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy network's ability to locate. If the spies learn the target's location, they also learn where that creature has been for the previous 7 days.
Pub Special. The Pub has one magical beverage on tap, chosen from the options below:
- Bigby's Burden. Drinking a pint of this beverage grants you the "enlarge" effect of an Enlarge/Reduce spell that has a duration of 24 hours (no saving throw allowed).
- Kiss of the Spider Queen. Drinking a pint of this beverage grants you the effect of a Spider Climb spell that has a duration of 24 hours.
- Moonlight Serenade. Drinking a pint of this beverage gives you Darkvision out to 60 feet for 24 hours. If you already have Darkvision, its range is extended by 60 feet for the same duration.
- Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to Necrotic damage for 24 hours.
- Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.
At the start of a Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it's poured.
Enlarging the Facility. You can enlarge your Pub to a Vast facility by spending 2,000 GP. If you do so, the Pub can have two magical beverages from the Pub Special list on tap at a time. A Vast Pub gains three additional hirelings, for a total of four. These new hirelings are servers. Assign names and personalities to them as you see fit. Source: DMG'24, page 344
Reliquary
Level 13 Bastion Facility
- Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
- Space: Cramped [4 sq]
- Hirelings: 1
- Order: Harvest
This vault holds sacred objects.
Reliquary Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Greater Restoration once without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.
Harvest: Talisman. When you issue the Harvest order to this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be any Tiny, nonmagical object that has religious significance. The work takes 7 days and costs no money. You can use this talisman in place of one spell's Material components, provided the components have a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn't consumed. After the talisman has been used in this way, it can't be used again until you return it to your Reliquary and use another Harvest order to prepare it. Source: DMG'24, page 344
Sacristy
Level 9 Bastion Facility
- Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Craft
A Sacristy serves as a preparation and storage room for the sacred items and religious vestments.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
- Craft: Holy Water. You commission the facility's hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100 GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8.
- Craft: Magic Item (Relic). You commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.
Spell Refreshment. Having a Sacristy allows you to regain one expended spell slot of level 5 or lower after spending an entire Short Rest in your Bastion. You can't gain this benefit again until you finish a Long Rest. Source: DMG'24, page 344
Sanctum
Level 17 Bastion Facility
- Prerequisite: Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus
- Space: Roomy [16 sq]
- Hirelings: 4
- Order: Empower
A Sanctum is a place of solace and healing.
Sanctum Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Heal once without expending a spell slot. You can't gain this Charm again while you still have it.
Empower: Fortifying Rites. When you issue the Empower order to this facility, you inspire its hirelings to perform daily rites that benefit you or another character you name. The beneficiary doesn't need to be in the Bastion when the rites are performed to gain their benefit. Each time the beneficiary finishes a Long Rest, they gain Temporary Hit Points equal to your level. This effect lasts for 7 days.
Sanctum Recall. While the Sanctum exists, you always have the Word of Recall spell prepared. When you cast Word of Recall, you can make your Sanctum the destination of the spell instead of another place you have previously designated. In addition, one creature of your choice that arrives in the Sanctum via this spell gains the benefit of a Heal spell. Source: DMG'24, page 346
Scriptorium
Level 9 Bastion Facility
- Prerequisite: None
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Craft
A Scriptorium contains desks and writing supplies.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
- Craft: Book Replica. You commission the facility's hireling to make a copy of a nonmagical Book. Doing so requires a blank book. The work takes 7 days.
- Craft: Spell Scroll. You commission the facility's hireling to scribe a Spell Scroll containing one Cleric or Wizard spell of level 3 or lower. The facility has the necessary Calligrapher's Supplies, and the hireling meets all the prerequisites needed to scribe the scroll. The "Crafting Equipment" section in the Player's Handbook specifies the time needed to scribe the scroll and the cost of the scroll, which you must pay.
- Craft: Paperwork. You commission the facility's hireling to create up to fifty copies of a broadsheet, a pamphlet, or another loose-leaf paper product. The work takes 7 days and costs you 1 GP per copy. At no additional cost in time or money, the facility's hireling can distribute the paperwork to one or more locations within 50 miles of your Bastion. Source: DMG'24, page 346
Smithy
Level 5 Bastion Facility
- Prerequisite: None
- Space: Roomy [16 sq]
- Hirelings: 2
- Order: Craft
This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
- Craft: Smith's Tools. The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook.
- Craft: Magic Item (Armament). If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item. Source: DMG'24, page 347
Stable
Level 9 Bastion Facility
- Prerequisite: None
- Space: Roomy [16 sq] or Vast [36 sq]
- Hirelings: 1
- Order: Trade
A Bastion can have more than one Stable. Each Stable you add to your Bastion comes with one Riding Horse or Camel and two Ponies or Mules; see the Player's Handbook or the Monster Manual for these creatures' stat blocks. The facility is big enough to house three Large animals. Two Medium creatures occupy the same amount of space as one Large creature there. The facility's hireling looks after these creatures.
After a Beast that can serve as a mount spends at least 14 days in this facility, all Wisdom (Animal Handling) checks made with respect to it have Advantage.
Trade: Animals. When you issue the Trade order to this facility, you commission the facility's hireling to buy or sell one or more mounts at normal cost, keeping the ones you buy in your Stable. The work takes 7 days, and the DM decides what types of animals are available for purchase—horses, ponies, and mules being the most common. The Mounts and Other Animals table in the Player's Handbook gives standard prices for various mounts. You bear the total cost of any purchases.
When you sell a mount from your Stable, the buyer pays you 20 percent more than the standard price; this profit increases to 50 percent when you reach level 13 and 100 percent when you reach level 17.
Enlarging the Facility. You can enlarge your Stable to a Vast facility by spending 2,000 GP. If you do so, the Stable is large enough to house six Large animals. Source: DMG'24, page 347
Storehouse
Level 5 Bastion Facility
- Prerequisite: None
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Trade
A Storehouse is a cool, dark space meant to contain trade goods objects from the Trade Goods table in chapter 7 and from chapter 6 of the Player's Handbook.
Trade: Goods. When you issue the Trade order to this facility, its hireling spends the next 7 days procuring nonmagical items that have a total value of 500 GP or less and stores them in the Storehouse, or the hireling uses those 7 days to sell goods in the Storehouse. You bear the total cost of any purchases, and the maximum value of the items purchased increases to 2,000 GP when you reach level 9 and 5,000 GP when you reach level 13.
When you sell goods from your Storehouse, the buyer pays you 10 percent more than the standard price; this profit increases to 20 percent when you reach level 9, 50 percent when you reach level 13, and 100 percent when you reach level 17. Source: DMG'24, page 347
Teleportation Circle
Level 9 Bastion Facility |
- Prerequisite: None
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Recruit
Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell.
Recruit: Spellcaster. Each time you issue the Recruit order to this facility, its hireling extends an invitation to a Friendly NPC spellcaster. Roll any die. If the number rolled is odd, the invitee declines the invitation, and you gain no benefit from having issued the order. If the number rolled is even, the invitee accepts the invitation and arrives in your Bastion via your Teleportation Circle.
While you are in your Bastion, you can ask the spellcaster to cast one Wizard spell of level 4 or lower; if you are level 17+, the spell's maximum level increases to 8. The spellcaster is assumed to have the spell prepared. If the spell has one or more Material components that cost money, you must pay for them before the spell can be cast.
The spellcaster stays for 14 days or until they cast a spell for you. The spellcaster won't defend your Bastion and departs immediately if the Bastion is attacked (see "Bastion Events" at the end of the chapter). Source: DMG'24, page 347 |
Theater
Level 9 Bastion Facility
- Prerequisite: None
- Space: Vast [36 sq]
- Hirelings: 4
- Order: Empower
The Theater contains a stage, a backstage area where props and sets are kept, and a seating area for a small audience.
Empower: Theatrical Event. When you issue the Empower order to this facility, its hirelings begin work on a theatrical production or concert. Rehearsals and other preparations take 14 days, followed by at least 7 days of performances. The performances can continue indefinitely until a new production gets underway.
You or another character can contribute to a production in the following ways:
- Composer/Writer. A character can compose music or write a script for a concert or production that hasn't started rehearsals yet. This effort takes 14 days.
- Conductor/Director. A character who remains in the Bastion for the entirety of the production can serve as the concert's conductor or the production's director.
- Performer. A character who remains in the Bastion for the entirety of the rehearsal period can be a star performer in one or more of the performances; one of the Theater's hirelings can serve as an understudy for additional performances.
At the end of a rehearsal period, each character who contributed to the concert or production can make a DC 15 Charisma (Performance) check. If more of these checks succeed than fail, you and any other character who contributed to the concert or production each gain a Theater die, a d6. This die changes to a d8 when you reach level 13 and a d10 when you reach level 17. At any point after the rehearsals end, a character can expend their Theater die to roll it and add the number rolled to one D20 Test they make, immediately after rolling the d20. If a character hasn't expended their Theater die before gaining another, their first die is lost. Source: DMG'24, page 348
Training Area
Level 9 Bastion Facility
- Prerequisite: None
- Space: Vast [36 sq]
- Hirelings: 4
- Order: Empower
A Bastion can have more than one Training Area. A Training Area might be an open courtyard, a gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility's hirelings is an expert trainer; the others serve as training partners.
When a Training Area becomes part of your Bastion, choose one trainer from the Expert Trainers table. On each Bastion turn, you can replace that trainer with another one from the table.
Expert Trainers
| Trainer Type | Empower Effect |
|---|---|
| Battle Expert | When you take damage from an attack made with an Unarmed Strike or a weapon, you can take a Reaction to reduce this damage by 1d4. |
| Skills Expert | You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, Sleight of Hand, or Stealth. |
| Tools Expert | You gain proficiency with one tool of your choice. |
| Unarmed Combat Expert | When you hit with your Unarmed Strike and deal damage, the attack deals an extra 1d4 Bludgeoning damage. |
| Weapon Expert | Choose a kind of Simple or Martial weapon, such as Spear or Longbow. If you aren't proficient with the weapon, you gain proficiency with it. If you already have proficiency with the weapon, you can use its mastery property. |
Empower: Training. When you issue the Empower order to this facility, the facility's hirelings conduct training exercises for the next 7 days. Any character who trains here for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days. Source: DMG'24, page 348
Trophy Room
Level 9 Bastion Facility |
- Prerequisite: None
- Space: Roomy [16 sq]
- Hirelings: 1
- Order: Research
This room houses a collection of mementos, such as weapons from old battles, the mounted heads of slain creatures, trinkets plucked from dungeons and ruins, and trophies passed down from ancestors.
Research Options. When you issue the Research order to this facility, choose one of the following options:
- Research: Lore. You commission the facility's hireling to research a topic of your choice. The topic can be a legend, any kind of creature, or a famous object. The topic need not be directly related to items on display in the room, as the trophies provide clues to research a wide variety of other subjects. The work takes 7 days. When the research concludes, the hireling obtains up to three accurate pieces of information about the topic that were previously unknown to you and shares this knowledge with you the next time you speak with them. The DM determines what information is learned.
- Research: Trinket Trophy. You commission the facility's hireling to search for a trinket that might be of use to you. The work takes 7 days. When the research concludes, roll any die. If the number rolled is odd, the hireling finds nothing useful. If the number rolled is even, the hireling finds a magic item. Roll on the Implements—Common table in chapter 7 to determine what it is. Source: DMG'24, page 349 |
War Room
Level 17 Bastion Facility |
- Prerequisite: Fighting Style feature or Unarmored Defense feature
- Space: Vast [36 sq]
- Hirelings: 2+ (see below)
- Order: Recruit
The War Room is where you plan military actions in consultation with an inner circle of loyal lieutenants, each one a battle-hardened Veteran Warrior (see the Monster Manual) whose alignment matches yours. You start with two lieutenants but can add more, as described below. If your Bastion lacks facilities to house your lieutenants, they secure accommodations in the inn or settlement closest to your Bastion. Lieutenants are hirelings, not Bastion Defenders; however, if your Bastion is attacked (see "Bastion Events" at the end of this chapter), each lieutenant housed in your Bastion reduces by 1 the number of dice you roll to determine how many Bastion Defenders are lost in the attack.
The War Room contains war memorabilia plus a large table surrounded by enough chairs for you and your lieutenants.
Recruit Options. When you issue the Recruit order to this facility, choose one of the following options:
- Recruit: Lieutenant. You gain one new lieutenant. You can have up to ten lieutenants at any time. Assign names and personalities to them as you see fit.
- Recruit: Soldiers. You commission one or more of your lieutenants to assemble a small army. Each lieutenant can muster one hundred Guards (see the Monster Manual) in 7 days to fight for your cause. Reduce that number to twenty if you want them to be mounted on Riding Horses (see the Monster Manual). It costs you 1 GP per day to feed each guard and each horse in your army. Wherever the army goes, it must be led by you or at least one of your lieutenants, or else it disbands immediately. The army also disbands if it goes 1 day without being fed. Otherwise, the army remains until it is destroyed or you command it to disband. You can't issue this Recruit order again until your current army disbands or is destroyed. Source: DMG'24, page 349 |
Workshop
Level 5 Bastion Facility
- Prerequisite: None
- Space: Roomy [16 sq] or Vast [36 sq]
- Hirelings: 3 (Roomy) or 5 (Vast)
- Order: Craft
This Workshop is a creative space where useful items can be crafted.
Artisan's Tools. The Workshop comes equipped with six different kinds of Artisan's Tools, chosen from the following list:
- Carpenter's Tools
- Cobbler's Tools
- Glassblower's Tools
- Jeweler's Tools
- Leatherworker's Tools
- Mason's Tools
- Painter's Tools
- Potter's Tools
- Tinker's Tools
- Weaver's Tools
- Woodcarver's Tools
Craft Options. When you issue the Craft order to this facility, choose one of the following options:
- Craft: Adventuring Gear. The facility's hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player's Handbook.
- Craft: Magic Item (Implement). If you are level 9+, you can commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Implements tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.
Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can't gain this benefit again until you finish a Long Rest.
Enlarging the Facility. You can enlarge your Workshop to a Vast facility by spending 2,000 GP. If you do so, the Workshop gains two additional hirelings and three additional Artisan's Tools (chosen from the list above). Source: DMG'24, page 349
Bastion Events
Immediately after a character issues the Maintain order to their Bastion, the DM rolls once on the Bastion Events table to determine what event, if any, befalls the Bastion before the next Bastion Turn. If an event occurs, the DM reads the event aloud to the player whose character controls that Bastion. (All the events are described in the sections following the table.) The event is resolved immediately, with the player and DM working together to expand story details as needed. If multiple characters issue the Maintain order on the same Bastion turn, roll once on the table for each of them, resolving each event separately even if the Bastions are combined.
Bastion events occur only when a Bastion is operating under the Maintain order, which often means that the Bastion's owner isn't present in the Bastion at the time. That means these events can be opportunities for the player to take on the role of the Bastion's hirelings and roleplay their reactions to these events. The DM can even turn a Bastion event into a cutscene where each player takes on the role of one of the Bastion's hirelings (under the guidance of the player whose character owns the Bastion).
Bastion Events
| 1d100 | Event |
|---|---|
| 01–50 | All Is Well |
| 51–55 | Attack |
| 56–58 | Criminal Hireling |
| 59–63 | Extraordinary Opportunity |
| 64–72 | Friendly Visitors |
| 73–76 | Guest |
| 77–79 | Lost Hirelings |
| 80–83 | Magical Discovery |
| 84–91 | Refugees |
| 92–98 | Request for Aid |
| 99–00 | Treasure |
Event Descriptions
The events from the Bastion Events table are detailed here in alphabetical order.
All Is Well
Nothing significant happens. Roll on the following table, fleshing out the details as you see fit.
| 1d8 | Details |
|---|---|
| 1 | Accident reports are way down. |
| 2 | The leak in the roof has been fixed. |
| 3 | No vermin infestations to report. |
| 4 | You-Know-Who lost their spectacles again. |
| 5 | One of your hirelings adopted a stray dog. |
| 6 | You received a lovely letter from a friend. |
| 7 | Some practical joker has been putting rotten eggs in people's boots. |
| 8 | Someone thought they saw a ghost. |
Bastion Tracker
Players can use the Bastion Tracker sheet as a record of the facilities and other characteristics of their Bastions. Encourage your players to list their hirelings on this sheet and develop them more fully as NPCs on separate sheets (perhaps using the NPC Tracker in chapter 3). Similarly, the Bastion Tracker provides space to indicate the space of each special facility, but encourage players to draw maps of their Bastions (see "Bastion Map" earlier in this chapter).
Attack
A hostile force attacks your Bastion but is defeated.
Roll 6d6; for each die that rolls a 1, one Bastion Defender dies. Remove these Bastion Defenders from your Bastion's roster. If the Bastion has zero Bastion Defenders, one of the Bastion's special facilities (determined randomly) is damaged and forced to shut down.
A special facility that shuts down can't be used on your next Bastion turn, after which it is repaired and made operational again at no cost to you.
Criminal Hireling
One of your Bastion's hirelings has a criminal past that comes to light when officials or bounty hunters visit your Bastion with a warrant for the hireling's arrest. You can retain the hireling by paying a bribe of 1d6 × 100 GP. Otherwise, the hireling is arrested and taken away. If this loss leaves one of your facilities without any hirelings, that facility can't be used on your next Bastion turn. The hireling is then replaced at no cost to you.
Extraordinary Opportunity
Your Bastion is given the opportunity to host an important festival or celebration, fund the research of a powerful spellcaster, or appease a domineering noble. Work with the DM to determine the details.
If you seize the opportunity, you must pay 500 GP to cover costs. In return, your Bastion gains a sudden influx of recognition or attention, prompting the DM to roll again on the Bastion Events table (rerolling this result if it comes up again).
If you decline the opportunity, you don't pay the money and nothing else happens.
Friendly Visitors
Friendly visitors come to your Bastion, seeking to use one of your special facilities. They offer 1d6 × 100 GP for the brief use of that facility. For example, a knight might want your Smithy to replace a horseshoe or repair a damaged weapon or suit of armor, or sages might need your Arcane Study to help them settle a dispute. Their use of the facility doesn't interrupt any orders you've issued to it.
Guest
A Friendly guest comes to stay at your Bastion. Determine the guest by rolling on the following table, and work with your DM to flesh out the details.
| 1d4 | Guest |
|---|---|
| 1 | The guest is an individual of great renown who stays for 7 days. At the end of their stay, the guest gives you a letter of recommendation (see "Marks of Prestige" in chapter 3). |
| 2 | The guest requests sanctuary while avoiding persecution for their beliefs or crimes. They depart 7 days later, but not before offering you a gift of 1d6 × 100 GP. |
| 3 | The guest is a mercenary, giving you one additional Bastion Defender. The guest doesn't require a facility to house them, and they stay until you send them away or they're killed. |
| 4 | The guest is a Friendly monster, such as a brass dragon or a treant. If your Bastion is attacked while this monster is your guest, it defends your Bastion, and you lose no Bastion Defenders. The monster leaves after it defends your Bastion once or when you send it away. |
Lost Hirelings
One of your Bastion's special facilities (determined randomly) loses its hirelings. The cause of their departure is up to you. The facility can't be used on your next Bastion turn, but the hirelings are replaced at no cost to you at that point.
Magical Discovery
Your hirelings discover or accidentally create an Uncommon magic item of your choice at no cost to you. The magic item must be a Potion or Scroll.
Refugees
A group of 2d4 refugees fleeing from a monster attack, a natural disaster, or some other calamity seeks refuge in your Bastion. If your Bastion lacks a basic facility large enough to house them, the refugees camp right outside the Bastion. The refugees offer you 1d6 × 100 GP as payment for your hospitality and protection. They stay until you find them a new home or a hostile force attacks your Bastion.
Request for Aid
Your Bastion is called on to help a local leader. Perhaps there's a search on for a missing person, or brigands are plaguing the area. If you help, you must dispatch one or more Bastion Defenders. Roll 1d6 for each Bastion Defender you send. If the total is 10 or higher, the problem is solved and you earn a reward of 1d6 × 100 GP. If the total is less than 10, the problem is still solved, but the reward is halved and one of your Bastion Defenders is killed. Remove that Bastion Defender from your Bastion's roster.
Treasure
Your Bastion acquires an art object or a magic item determined by rolling on the table below and then rolling on the specified table in chapter 7. How the Bastion acquires this treasure is up to you. It might represent an inheritance, a gift from a guest or an admirer, a theft, or a fortunate discovery. If you're in the Bastion, you can claim the treasure immediately; otherwise, it is placed in storage until you can claim it.
| 1d100 | Treasure |
|---|---|
| 01–40 | Roll on the 25 GP Art Objects table. |
| 41–63 | Roll on the 250 GP Art Objects table. |
| 64–73 | Roll on the 750 GP Art Objects table. |
| 74–75 | Roll on the 2,500 GP Art Objects table. |
| 76–90 | Roll on a Common Magic Items table of your choice (Arcana, Armaments, Implements, or Relics). |
| 91–98 | Roll on an Uncommon Magic Items table of your choice (Arcana, Armaments, Implements, or Relics). |
| 99–00 | Roll on a Rare Magic Items table of your choice (Arcana, Armaments, Implements, or Relics). |
Fall of a Bastion
A player character can lose their Bastion in the following ways:
- Divestiture. A character can give up their Bastion anytime, releasing the Bastion's hirelings and abandoning the location. The divested Bastion is quickly vacated, is eventually looted, and might even be burned to the ground.
- Neglect. If a character issues no orders to their Bastion for a number of consecutive Bastion turns equal to the character's level (typically because the character is dead or otherwise out of commission), the hirelings abandon the Bastion and the site is eventually looted. If the character returns later, they can start a new Bastion, perhaps building it amid the ruins of the old one.
- Ruination. Drawing the Ruin card from the Deck of Many Things (as described in chapter 7) instantly deprives a character of their Bastion. When such an event occurs, the player can decide what terrible fate befalls the Bastion. The Bastion might be sacked by enemies or destroyed by an earthquake, for example.
Regardless of how the Bastion falls, the player can work with the DM to establish a new Bastion and determine how it comes into being. Use the Special Facility Acquisition table to determine how many special facilities come with it. The new Bastion also starts with two basic facilities (one Cramped and one Roomy) of the player's choice.
The finally methedology is based on using the Structures/Components rules that is based on 3E rules and used to be free to access on Thievesguild.
You buy/build like the first option and there are spaces you can fill with components like the bastions rules.
These are the rules that were originally on the Thieves Guild website, but they decided to put a paywall even though they are pretty much the Stronghold rules someone else created...
Premade & Buildable Structures
Building your Home
Interested in purchasing an existing stronghold, or building one from scratch? This section provides a guideline that DMs can use to help a party with their stronghold needs. The DM can choose to build a new structure, using rooms and stronghold parts, or they can choose a preexisting template, structure or cluster of rooms (see the table below). In addition, you can find staff for your stronghold, their monthly wages and their appropriate equipment.
This section provides example stronghold structures, using a collection of sub-structures and rooms (or stronghold "parts"), grouped together and given a single price for your convenience. You can use these examples to quickly create a stronghold for use in your game.
Maintenance & Wages
For simplification (since D&D is more about adventuring, than management), it is best to keep expenses simple. Most DMs choose only use staff wages in monthly maintenance. And, if the player(s) decide to rent, adding in rental costs. However, some DMs may wish to add taxes for owned properties (recommended: 0.2% of the building cost per month; more in large cities and evil kingdoms). For businesses, a DM may wish to roll for business profits/loses every time the players return.
Building Materials
Most aboveground structures are built using wood, and underground rooms are built using hewn stone. You can choose to change the material using the dropdowns below (for a list of wall materials and their pricing, see our stronghold walls.
Adventure Hooks
Strongholds are great a source for adventuring ideas. Mansions can be raided, robbed or siezed by the ruling class. They can be overrun by monsters or vermin, or be inhabited by cultists or bandits while the adventurers are away. Businessness may need the adventurer's help to avoid calamity and ruin.
Structures
| Structure | Cost to Buy | Monthly Rent | Approx Sq.Ft. | Staff † |
|---|---|---|---|---|
| Apartment, Basic (1 Bedroom) | 800 gp | 4 gp | 800 sq. ft. | |
| Apartment, Basic (2 Bedroom) | 1,100 gp | 6 gp | 1,300 sq. ft. | |
| Apartment, Basic (Studio) | 500 gp | 3 gp | 400 sq. ft. | |
| Apartment, Fancy (1 Bedroom) | 7,000 gp | 39 gp | 1,300 sq. ft. | |
| Apartment, Fancy (2 Bedroom) | 8,000 gp | 44 gp | 1,300 sq. ft. | |
| Apartment, Fancy (Studio) | 4,000 gp | 22 gp | 900 sq. ft. | |
| Army Base | 27,800 gp | 150 gp | 19,400 sq. ft. | Minimum Staff |
| Artist Studio | 21,300 gp | 110 gp | 8,075 sq. ft. | Minimum Staff |
| Banquet Hall, Basic | 14,500 gp | 81 gp | 7,200 sq. ft. | Minimum Staff |
| Banquet Hall, Fancy | 126,300 gp | 700 gp | 13,125 sq. ft. | Minimum Staff |
| Cavalry Base | 43,800 gp | 240 gp | 33,800 sq. ft. | Minimum Staff |
| Guard Tower | 800 gp | 4 gp | 800 sq. ft. | Minimum Staff |
| Inn | 23,400 gp | 130 gp | 8,025 sq. ft. | Minimum Staff |
| Inn, Dockside | 22,900 gp | 120 gp | 7,525 sq. ft. | Minimum Staff |
| Prison Complex | 14,400 gp | 80 gp | 8,200 sq. ft. | Minimum Staff |
| Residential Building, Basic | 12,500 gp | 69 gp | 5,825 sq. ft. | Minimum Staff |
| Residential Building, Fancy | 66,900 gp | 370 gp | 12,250 sq. ft. | Minimum Staff |
| Residential Building, Luxury | 411,600 gp | 2,200 gp | 30,400 sq. ft. | Minimum Staff |
| Tavern (Luxurious) | 186,200 gp | 1,000 gp | 8,700 sq. ft. | Minimum Staff |
| Tavern (Respected Establishment) | 31,800 gp | 170 gp | 5,225 sq. ft. | Minimum Staff |
| Tavern (Seedy and Poor) | 7,300 gp | 41 gp | 4,200 sq. ft. | Minimum Staff |
| Temple, Small | 14,500 gp | 81 gp | 3,525 sq. ft. | |
| Wizard Tower | 31,800 gp | 170 gp | 5,950 sq. ft. | Minimum Staff |
NOTES: † Monthly wages do not include staff gear (which must be purchased separately). Monthly wages do not include any business expenses or inventory as it is assumed that most businesses are self-sufficient. However, a DM may wish to roll for profits/losses for a business every so often.
Note: Building over 2 stories have additional costs, as described in the stronghold parts section. Some structures, such as the wizard tower and guard tower have additional fees for being 3 stories tall.
Apartment, Basic (1 Bedroom)
Map: Link
Cost to Buy: 800 gp
Monthly Rent: 4 gp
Approx Sq. Ft.: 800 sq. ft.
Rooms/Parts: Basic Bedroom (1)
Basic Common Area (1)
This is a 1 bedroom apartment, with a simple living room and a separate sleeping chamber. The furnishing is modest and unadorned, with little wall decorations. There is a small fireplace in the living room, with a square common table and two chairs, a small bench and end table, and some shelves for storage. The bedroom has a straw-stuffed mattress with a simple wooden frame, flanked by an end table. A wooden dresser sits against the far wall.Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
Apartment, Basic (2 Bedroom)
Map: Link
Cost to Buy: 1,100 gp
Monthly Rent: 6 gp
Approx Sq. Ft.: 1,300 sq. ft.
Rooms/Parts: Basic Bedroom Suite (1)
Basic Common Area (1)
This is a 2 bedroom apartment, with a simple living room and two separate sleeping chambers. The furnishing is modest and unadorned, with little wall decorations. There is a small fireplace in the living room, with a square common table and two chairs, a small bench and end table, and some shelves for storage. Each bedroom has a straw-stuffed mattress with a simple wooden frame, flanked by an end table. One room has a wooden dresser, and the other has a standing wardrobe closet. There is a tiny bathroom with a latrine, just off the common area.Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
Apartment, Basic (Studio)
Map: Link
Cost to Buy: 500 gp
Monthly Rent: 3 gp
Approx Sq. Ft.: 400 sq. ft.
Rooms/Parts: Basic Bedroom (1)
This is a small studio apartment. The small room is a modest living space with rough furnishing. There is a straw bed on a low frame, a single chest of drawers, and a small mirror hanging on one wall. A rough bench sits infront of a small table. The room does not have a kitchen or fireplace. There bathroom in the hall that is shared by everyone on this floor.Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
Apartment, Fancy (1 Bedroom)
Cost to Buy: 7,000 gp
Monthly Rent: 39 gp
Approx Sq. Ft.: 1,300 sq. ft.
Rooms/Parts: Fancy Bedroom (1)
Fancy Common Area (1)
This well-appointed 1-bedroom apartment has a fine living room with a separate bedroom, including a walk-in closet and a tastefully adorned privy. The bed rests on a handsome frame and includes a mattress made of cotton batting. The living room has an upholstered couch, a quality dining table for four and a small writing desk.Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
Apartment, Fancy (2 Bedroom)
Cost to Buy: 8,000 gp
Monthly Rent: 44 gp
Approx Sq. Ft.: 1,300 sq. ft.
Rooms/Parts: Fancy Bedroom Suite (1)
Fancy Common Area (1)
This is a 2 bedroom apartment in a nice neighborhood, with an fine living room and two separate sleeping chambers, each with a nice-sized closet. There is a fireplace in the living room, with a four-person dining table, a plush couch made of soft cotton. A kitchen area is located in the far corner, separated from the rest of the apartment by a tall bar area. There is a tasteful privy off of the living room.Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
Apartment, Fancy (Studio)
Cost to Buy: 4,000 gp
Monthly Rent: 22 gp
Approx Sq. Ft.: 900 sq. ft.
Rooms/Parts: Fancy Bedroom (1)
This is a small studio apartment, with it's own privy. The furnishing is sparse, but made of fine material. There is a soft cotton bed, a padded armchair, a small dining table, and a cute little fireplace in the corner.Note: Purchasing an apartment is much more common than building a single apartment onto an existing structure. The DM can use their discretion when determining the apartment pricing, as many factors may influence the cost: Is the apartment on a high floor, and are there stairs (no lift)? Is there a private bathroom in the room, or is it shared by everyone on the floor? What area of the city/town is the building located in (rougher neighborhoods will cost less)?
Army Base
Map: Link
Cost to Buy: 27,800 gp
Monthly Rent: 150 gp
Approx Sq. Ft.: 19,400 sq. ft.
Rooms/Parts: Barracks (10)
Combat Training Areas (5)
Guard Posts (3)
Basic Armorys (4)
Basic Dining Halls (2)
Basic Kitchens (3)
Servants' Quarters (1)
Basic Storages (2)
Staff (Minimum Staff):
3 Guards
3 Cooks
Minimum Wages:
14 gp/monthThis allows you to quarter one hundred infantry. Up to forty can train in the drill yard at once, and up to sixty can take meals simultaneously in the mess hall. Note that the cost listed does not include the soldiers' equipment.
Artist Studio
Map: Link
Cost to Buy: 21,300 gp
Monthly Rent: 110 gp
Approx Sq. Ft.: 8,075 sq. ft.
Rooms/Parts: Basic Dining Hall (1)
Basic Kitchen (1)
Basic Shops (2)
Fancy Storages (3)
Basic Workshops (2)
Fancy Bedroom (1)
Fancy Bath (1)
Fancy Library (1)
Luxury Storage (1)
Staff (Minimum Staff):
1 Cook
2 Clerks
Minimum Wages:
18 gp/monthA nobles cottage with a full artist studio/shop. Includes a cellar with secret vault.
Banquet Hall, Basic
Map: Link
Cost to Buy: 14,500 gp
Monthly Rent: 81 gp
Approx Sq. Ft.: 7,200 sq. ft.
Rooms/Parts: Basic Dining Halls (3)
Basic Kitchens (3)
Servants' Quarters (2)
Basic Storage (1)
Staff (Minimum Staff):
3 Cooks
Minimum Wages:
6 gp/monthThis moderate-sized dining hall and kitchen complex feeds 90 people. Simple wooden tables and chairs are scattered about, and the décor is modest, with a few modest hunting trophies hanging around.
Banquet Hall, Fancy
Map: Link
Cost to Buy: 126,300 gp
Monthly Rent: 700 gp
Approx Sq. Ft.: 13,125 sq. ft.
Rooms/Parts: Fancy Dining Halls (5)
Fancy Kitchens (5)
Servants' Quarters (2)
Fancy Storages (3)
Staff (Minimum Staff):
5 Servants
10 Cooks
Minimum Wages:
18 gp/monthThis vast dining hall and kitchen complex feeds one hundred fifty people in a pleasant, richly appointed atmosphere.
Cavalry Base
Map: Link
Cost to Buy: 43,800 gp
Monthly Rent: 240 gp
Approx Sq. Ft.: 33,800 sq. ft.
Rooms/Parts: Barracks (10)
Combat Training Areas (5)
Guard Posts (3)
Basic Armorys (4)
Basic Dining Halls (2)
Basic Kitchens (3)
Servants' Quarters (1)
Basic Stables (16)
Basic Storages (2)
Staff (Minimum Staff):
3 Guards
3 Cooks
16 Animal tender/grooms
Minimum Wages:
20 gp/monthSimilar to an Army Base, but it also includes stables for up to one hundred cavalry units. Note that the cost listed does not include the soldiers' equipment.
Guard Tower
Map: Link
Cost to Buy: 800 gp
Monthly Rent: 4 gp
Approx Sq. Ft.: 800 sq. ft.
Rooms/Parts: Guard Post (1)
Basic Storage (1)
Staff (Minimum Staff):
1 Guard
Minimum Wages:
8 gp/monthThis independent 30-foot tall tower of hewn stone comes complete with a guard post on top. Note that the cost listed does not include the soldiers' equipment.
Inn
Map: Link
Cost to Buy: 23,400 gp
Monthly Rent: 130 gp
Approx Sq. Ft.: 8,025 sq. ft.
Rooms/Parts: Basic Taverns (2)
Basic Stables (2)
Basic Bedrooms (10)
Fancy Kitchen (1)
Servants' Quarters (1)
Basic Storage (1)
Staff (Minimum Staff):
4 Servants
2 Animal tender/grooms
2 Cooks
Minimum Wages:
30 gp/monthThis traveler's inn can comfortably host up to twenty guests and a dozen mounts.
Inn, Dockside
Cost to Buy: 22,900 gp
Monthly Rent: 120 gp
Approx Sq. Ft.: 7,525 sq. ft.
Rooms/Parts: Basic Taverns (2)
Basic Stable (1)
Basic Dock (1)
Basic Bedrooms (10)
Fancy Kitchen (1)
Servants' Quarters (1)
Basic Storage (1)
Staff (Minimum Staff):
4 Servants
1 Animal tender/groom
2 Laborers
2 Cooks
Minimum Wages:
42 gp/monthMuch like a basic inn, but this structure swaps out one of its stables for a small dock to service its boating customers.
Prison Complex
Map: Link
Cost to Buy: 14,400 gp
Monthly Rent: 80 gp
Approx Sq. Ft.: 8,200 sq. ft.
Rooms/Parts: Prison Cells (10)
Basic Kitchens (2)
Barracks (2)
Guard Posts (2)
Basic Study/Office (1)
Torture Chamber (1)
Staff (Minimum Staff):
10 Guards
2 Cooks
2 Guards
1 Torturer/Inquisitor
1 Guard
Minimum Wages:
42 gp/monthThis prison holds up to sixty captives. Note that the cost listed does not include the guards' equipment.
Residential Building, Basic
Cost to Buy: 12,500 gp
Monthly Rent: 69 gp
Approx Sq. Ft.: 5,825 sq. ft.
Rooms/Parts: Basic Bedrooms (8)
Basic Kitchens (2)
Basic Dining Hall (1)
Basic Bath (1)
Staff (Minimum Staff):
2 Cooks
Minimum Wages:
6 gp/monthThis structure provides for all the needs of thirty people in comfort, if not luxury. This cluster assumes that residents sleep two to a bedroom, and that the two kitchen servants share a bedroom of their own.
Residential Building, Fancy
Cost to Buy: 66,900 gp
Monthly Rent: 370 gp
Approx Sq. Ft.: 12,250 sq. ft.
Rooms/Parts: Fancy Bedrooms (10)
Fancy Kitchen (1)
Fancy Dining Hall (1)
Fancy Bath (1)
Servants' Quarters (1)
Staff (Minimum Staff):
2 Cooks
1 Servant
Minimum Wages:
18 gp/monthSimilar to a basic residential building, but the bedrooms, dining hall, and bath have nice art, architectural details, and high-quality furnishings. This structure holds thirty people comfortably; half get their own bed-rooms and half sleep two to a room.
Residential Building, Luxury
Cost to Buy: 411,600 gp
Monthly Rent: 2,200 gp
Approx Sq. Ft.: 30,400 sq. ft.
Rooms/Parts: Luxury Bedrooms (15)
Luxury Dining Hall (1)
Luxury Kitchen (1)
Luxury Bath (1)
Servants' Quarters (4)
Staff (Minimum Staff):
15 Valet/Lackeys
2 Servants
6 Cooks
1 Servant
1 Valet/Lackey
Minimum Wages:
66 gp/monthSimilar to the fancy residential structure, but thirty people live in the lap of opulent luxury.
Tavern (Luxurious)
Map: Link
Cost to Buy: 186,200 gp
Monthly Rent: 1,000 gp
Approx Sq. Ft.: 8,700 sq. ft.
Rooms/Parts: Luxury Taverns (6)
Fancy Stables (3)
Luxury Kitchen (1)
Servants' Quarters (3)
Luxury Storages (2)
Staff (Minimum Staff):
24 Servants
3 Animal tender/grooms
6 Cooks
Minimum Wages:
66 gp/monthA glamourous establishment for the elite, with plush padded furniture and ornately engraved tables. Plenty of space and privacy.
Tavern (Respected Establishment)
Map: Link
Cost to Buy: 31,800 gp
Monthly Rent: 170 gp
Approx Sq. Ft.: 5,225 sq. ft.
Rooms/Parts: Fancy Taverns (4)
Basic Stables (2)
Fancy Kitchen (1)
Servants' Quarters (2)
Fancy Storage (1)
Staff (Minimum Staff):
12 Servants
2 Animal tender/grooms
2 Cooks
Minimum Wages:
36 gp/monthA respectable tavern that caters to merchants and skilled craftsment, offering food and drink, with no bedrooms for lodging.
Tavern (Seedy and Poor)
Map: Link
Cost to Buy: 7,300 gp
Monthly Rent: 41 gp
Approx Sq. Ft.: 4,200 sq. ft.
Rooms/Parts: Basic Taverns (3)
Basic Stables (2)
Basic Kitchen (1)
Servants' Quarters (1)
Basic Storage (1)
Staff (Minimum Staff):
6 Servants
2 Animal tender/grooms
1 Cook
Minimum Wages:
24 gp/monthA simple tavern that caters to food and drink, with no bedrooms for lodging.
Temple, Small
Map: Link
Cost to Buy: 14,500 gp
Monthly Rent: 81 gp
Approx Sq. Ft.: 3,525 sq. ft.
Rooms/Parts: Fancy Chapel (1)
Fancy Library (1)
Fancy Study/Office (1)
Fancy Storage (1)
An elegant structure with a modest common worship area.
Wizard Tower
Map: Link
Cost to Buy: 31,800 gp
Monthly Rent: 170 gp
Approx Sq. Ft.: 5,950 sq. ft.
Rooms/Parts: Fancy Alchemical Laboratory (1)
Fancy Library (1)
Fancy Magic Laboratory (1)
Fancy Study/Office (1)
Fancy Kitchen (1)
Fancy Storages (2)
Basic Bedroom (1)
Fancy Bedroom (1)
Servants' Quarters (1)
Staff (Minimum Staff):
1 Alchemist
1 Apprentice spellcaster
2 Cooks
Minimum Wages:
132 gp/month
Components
Build Room-by-Room
This page is useful for building a stronghold room-by-room, or for adding rooms to an existing structure.
Below are the various rooms and components. The choice of components dictates the purpose of the stronghold, whether it's a palatial home, military fortress, or arcane nexus. Many of these components are individual rooms, but some may be combined to build larger structures (for example, the Basic Tavern is about 400 square feet and can seat around 15 people ... but two units can be combined to produce an 800 square foot tavern seating 30 people; and the tavern can be made more serviceable by adding a kitchen and additional storage area).
Walls:
Structures above ground are constructed with wooden walls by default, at no extra cost. Below ground walls are made of hewn stone at no extra cost. If other materials are used, additional fees can be incurred. You can select alternative materials from the cost modifiers below. More wall details can be found on our walls page.
Build Time:
Building a stronghold takes one week per 10,000 gp of total price (if materials and laborers are readily available). Optional Rule: For every 10% extra that is spent, it takes 10% less time to build, up to a maximum of a 70% "rush charge" to get the castle built in 30% of the usual time. The DM may rule that some strongholds shouldn't use this optional rule. For instance, if your stronghold price includes a large percentage of wondrous architecture, you might choose to construct such items separately.
| Component | Approx. Sq. Ft. | Sq. Room | Base Cost | Modified Cost | Prerequisites |
|---|---|---|---|---|---|
| Alchemical Laboratory, Basic | 400 sq. ft. | 20' x 20' | 750 gp | 750 gp | |
| Alchemical Laboratory, Fancy | 400 sq. ft. | 20' x 20' | 3,000 gp | 3,000 gp | Alchemist (1) |
| Armory, Basic | 400 sq. ft. | 20' x 20' | 500 gp | 500 gp | |
| Armory, Fancy | 400 sq. ft. | 20' x 20' | 2,000 gp | 2,000 gp | |
| Auditorium, Fancy | 900 sq. ft. | 30' x 30' | 3,000 gp | 3,000 gp | |
| Auditorium, Luxury | 900 sq. ft. | 30' x 30' | 10,000 gp | 10,000 gp | |
| Barbican | 400 sq. ft. | 20' x 20' | 1,500 gp | 1,500 gp | Guards (2) |
| Barracks | 900 sq. ft. | 30' x 30' | 800 gp | 800 gp | |
| Bath, Basic | 225 sq. ft. | 15' x 15' | 400 gp | 400 gp | |
| Bath, Fancy | 625 sq. ft. | 25' x 25' | 2,000 gp | 2,000 gp | |
| Bath, Luxury | 1600 sq. ft. | 40' x 40' | 10,000 gp | 10,000 gp | Servant (1), Valet (1) |
| Bedroom Suite, Basic | 900 sq. ft. | 30' x 30' | 800 gp | 800 gp | |
| Bedroom Suite, Fancy | 900 sq. ft. | 30' x 30' | 5,000 gp | 5,000 gp | |
| Bedroom Suite, Luxury | 1600 sq. ft. | 40' x 40' | 25,000 gp | 25,000 gp | Valet (1) |
| Bedroom, Basic | 400 sq. ft. | 20' x 20' | 700 gp | 700 gp | |
| Bedroom, Fancy | 900 sq. ft. | 30' x 30' | 4,000 gp | 4,000 gp | |
| Bedroom, Luxury | 1600 sq. ft. | 40' x 40' | 20,000 gp | 20,000 gp | Valet (1) |
| Chapel, Basic | 625 sq. ft. | 25' x 25' | 2,000 gp | 2,000 gp | |
| Chapel, Fancy | 1600 sq. ft. | 40' x 40' | 8,000 gp | 8,000 gp | Acolyte (1) |
| Chapel, Luxury | 2500 sq. ft. | 50' x 50' | 30,000 gp | 30,000 gp | Acolyte (2) |
| Common Area, Basic | 400 sq. ft. | 20' x 20' | 500 gp | 500 gp | |
| Common Area, Fancy | 400 sq. ft. | 20' x 20' | 3,000 gp | 3,000 gp | |
| Courtyard, Basic | 400 sq. ft. | 20' x 20' | 1,000 gp | 1,000 gp | |
| Courtyard, Fancy | 400 sq. ft. | 20' x 20' | 6,000 gp | 6,000 gp | |
| Courtyard, Luxury | 400 sq. ft. | 20' x 20' | 30,000 gp | 30,000 gp | Servant (1) |
| Dining Hall, Basic | 1600 sq. ft. | 40' x 40' | 2,500 gp | 2,500 gp | Kitchen |
| Dining Hall, Fancy | 1600 sq. ft. | 40' x 40' | 12,500 gp | 12,500 gp | Kitchen, Servant (1) |
| Dining Hall, Luxury | 1600 sq. ft. | 40' x 40' | 50,000 gp | 50,000 gp | Luxury Kitchen, Servants (2) |
| Dock, Basic | 400 sq. ft. | 20' x 20' | 500 gp | 500 gp | Laborers (2) |
| Dock, Extended | 1600 sq. ft. | 40' x 40' | 3,000 gp | 3,000 gp | Laborers (4) |
| Dock, Extended Dry | 1600 sq. ft. | 40' x 40' | 15,000 gp | 15,000 gp | Laborers (6) |
| Farm Plot, Small | 400 sq. ft. | 20' x 20' | 200 gp | 200 gp | |
| Gatehouse | 225 sq. ft. | 15' x 15' | 1,000 gp | 1,000 gp | |
| Guard Post | 400 sq. ft. | 20' x 20' | 300 gp | 300 gp | Guard (1) |
| Kitchen, Basic | 400 sq. ft. | 20' x 20' | 2,000 gp | 2,000 gp | Cook (1) |
| Kitchen, Fancy | 625 sq. ft. | 25' x 25' | 12,000 gp | 12,000 gp | Cooks (2) |
| Kitchen, Luxury | 1600 sq. ft. | 40' x 40' | 50,000 gp | 50,000 gp | Cooks (6) |
| Labyrinth | 400 sq. ft. | 20' x 20' | 500 gp | 500 gp | |
| Library, Basic | 400 sq. ft. | 20' x 20' | 500 gp | 500 gp | |
| Library, Fancy | 900 sq. ft. | 30' x 30' | 3,000 gp | 3,000 gp | |
| Library, Luxury | 1600 sq. ft. | 40' x 40' | 15,000 gp | 15,000 gp | Librarian (1) |
| Component | Approx. Sq. Ft. | Sq. Room | Base Cost | Modified Cost | Prerequisites |
|---|---|---|---|---|---|
| Magic Laboratory, Basic | 400 sq. ft. | 20' x 20' | 500 gp | 500 gp | |
| Magic Laboratory, Fancy | 900 sq. ft. | 30' x 30' | 3,000 gp | 3,000 gp | Apprentice Spellcaster (1) |
| Prison Cells | 400 sq. ft. | 20' x 20' | 500 gp | 500 gp | Guard (1) |
| Servants' Quarters | 400 sq. ft. | 20' x 20' | 400 gp | 400 gp | |
| Shop, Basic | 625 sq. ft. | 25' x 25' | 400 gp | 400 gp | Clerk (1) |
| Shop, Fancy | 900 sq. ft. | 30' x 30' | 4,000 gp | 4,000 gp | Clerks (2) |
| Shop, Luxury | 1600 sq. ft. | 40' x 40' | 16,000 gp | 16,000 gp | Clerks (2), Guards (2) |
| Smithy, Basic | 625 sq. ft. | 25' x 25' | 500 gp | 500 gp | Smith (1) |
| Smithy, Fancy | 625 sq. ft. | 25' x 25' | 2,000 gp | 2,000 gp | Smith (1) |
| Stable, Basic | 900 sq. ft. | 30' x 30' | 1,000 gp | 1,000 gp | Groom (1) |
| Stable, Fancy | 900 sq. ft. | 30' x 30' | 3,000 gp | 3,000 gp | Groom (1) |
| Stable, Luxury | 900 sq. ft. | 30' x 30' | 9,000 gp | 9,000 gp | Grooms (2) |
| Storage, Basic | 400 sq. ft. | 20' x 20' | 250 gp | 250 gp | |
| Storage, Fancy | 400 sq. ft. | 20' x 20' | 1,000 gp | 1,000 gp | |
| Storage, Luxury | 400 sq. ft. | 20' x 20' | 3,000 gp | 3,000 gp | |
| Study/Office, Basic | 400 sq. ft. | 20' x 20' | 200 gp | 200 gp | |
| Study/Office, Fancy | 625 sq. ft. | 25' x 25' | 2,500 gp | 2,500 gp | |
| Study/Office, Luxury | 900 sq. ft. | 30' x 30' | 15,000 gp | 15,000 gp | Clerk (1) |
| Tavern, Basic | 400 sq. ft. | 20' x 20' | 900 gp | 900 gp | Servants (2) |
| Tavern, Fancy | 400 sq. ft. | 20' x 20' | 4,000 gp | 4,000 gp | Servants (3) |
| Tavern, Luxury | 400 sq. ft. | 20' x 20' | 20,000 gp | 20,000 gp | Servants (4) |
| Throne Room, Basic | 400 sq. ft. | 20' x 20' | 2,000 gp | 2,000 gp | Servants (2) |
| Throne Room, Fancy | 400 sq. ft. | 20' x 20' | 12,000 gp | 12,000 gp | Servants (4) |
| Throne Room, Luxury | 1600 sq. ft. | 40' x 40' | 80,000 gp | 80,000 gp | Servants (6) |
| Torture Chamber | 400 sq. ft. | 20' x 20' | 3,000 gp | 3,000 gp | Torturer (1), Guard (1) |
| Training Area, Combat | 400 sq. ft. | 20' x 20' | 1,000 gp | 1,000 gp | |
| Training Area, Rogue | 400 sq. ft. | 20' x 20' | 2,000 gp | 2,000 gp | |
| Trophy Hall, Basic | 400 sq. ft. | 20' x 20' | 1,000 gp | 1,000 gp | |
| Trophy Hall, Fancy (Museum) | 400 sq. ft. | 20' x 20' | 6,000 gp | 6,000 gp | Guard (1) |
| Workshop, Basic | 400 sq. ft. | 20' x 20' | 500 gp | 500 gp | |
| Workshop, Fancy | 400 sq. ft. | 20' x 20' | 2,000 gp | 2,000 gp |
Basic Units of Measurement
Basic units of measurement in DnD are based on creature size — a 5ft square can hold a Medium-sized creature. Below is a small chart showing basic units of measurement converted into square feet (with a square room's dimensions). Note: a 40'x40' room occupies the same square feet as a 20'x80' room, so a "square" doesn't need to be used when building.
| Square Feet | Square Room (ft) | Square Room (5ft squares) |
|---|---|---|
| 400 sq. ft. | 20' x 20' | 4x4 5' squares |
| 625 sq. ft. | 25' x 25' | 5x5 5' squares |
| 900 sq. ft. | 30' x 30' | 6x6 5' squares |
| 1,225 sq. ft. | 35' x 35' | 7x7 5' squares |
| 1,600 sq. ft. | 40' x 40' | 8x8 5' squares |
Component
Alchemical Laboratory, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 750 gp
Modified Cost: 750 gp
All sorts of vials, flasks, beakers, burners, crucibles, scales, measuring devices, and other alchemical equipment fill this space. The room also includes a pair of basins and a ready supply of water in a barrel or two lining the wall. Along one wall stands a fireplace that not only heats the room but also provides the fire necessary for so many kinds of alchemical recipes.
The floor is rough wood or stone, often stained with chemicals. Shelves stocked with chemicals and alchemical reagents line the walls.
Using this lab gives a single character a +2 bonus on their Alchemy checks.
Alchemical Laboratory, Fancy
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 3,000 gp
Modified Cost: 3,000 gp
Prereq.: Alchemist (1)
With this laboratory, the alchemist has every tool he might ever need at his ready disposal. This includes all the things described above, plus an even broader selection of common ingredients and a larger number of tools.
The walls of this place are covered with blackboards upon which all sorts of arcane or obscure notes can be scrawled. The floor is made of rough tile, all the easier to clean chemical spills off while not being too slick to cause slips in such situations. The room includes four basins, each of which has a barrel of water suspended over it, complete with a tap to permit easy access at all times. An emergency barrel mounted on a hinged plat-form can be tilted to pour water over a person in case of emergency.
A single alchemist using this laboratory and having its resources all to themselves receives a +4 bonus on their Alchemy skill checks (including the assistance of a journeyman alchemist). Alternatively, up to four alchemists can share this space at the same time, and they each receive a +2 bonus on their Alchemy skill checks.
Armory, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 500 gp
Modified Cost: 500 gp
Racks of armor and weapons fill this simple room, which has enough space to hold equipment for 25 soldiers (though the price doesn't include such gear). If you need a greater capacity, you can purchase this component multiple times.
Armory, Fancy
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 2,000 gp
Modified Cost: 2,000 gp
Murals and other artwork depicting the glories of war cover the walls of this armory. As with the basic version, this area has sufficient armor and weapon racks to equip 25 soldiers, though the price doesn’t include any such gear. If you need a greater capacity, you can purchase this component multiple times.
Auditorium, Fancy
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 3,000 gp
Modified Cost: 3,000 gp
While any great hall can be used for performances, an auditorium is a space designed with acoustics and artistic appreciation in mind. Performance skill checks in this space receive a +2 bonus. Up to 30 people can fit in here for a service. If you need a greater capacity, purchase this component multiple times.
Auditorium, Luxury
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 10,000 gp
Modified Cost: 10,000 gp
A luxury auditorium offers plush and cushioned seating for the audience, and a stage that can be moved or adjusted as necessary for performance of theater, orchestra, or choir. Performance checks in this space receive a +2 bonus. Up to 30 people can fit in here for a service. If you need a greater capacity, purchase this component multiple times.
Barbican
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 1,500 gp
Modified Cost: 1,500 gp
Prereq.: Guards (2)
This room sits atop a gate or gatehouse, usually in an exterior wall. It features murder holes/arrow slits (included in the price) in the floor, through which the guards can attack those in the area below (little more than a hallway that usually includes a portcullis or sturdy door at each end).
The barbican requires two guards on duty at all times.
Barracks
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 800 gp
Modified Cost: 800 gp
This open room contains up to ten simple wooden beds with straw mattresses. A small footlocker sits at the end of each bed for personal belongings. This component includes a privy, though it need not be attached or adjacent to the barracks itself.
A barracks can hold ten people (usually guards or soldiers). If you need a greater capacity, you can purchase this component multiple times. (Each of the sample barracks depicted is actually a double-size barracks representing two components.)
If you want a higher class of quarters for officers, purchase bedroom components instead.
Bath, Basic
Sq. Ft.: 225 sq. ft.
Square Room: 15' x 15'
Base Cost: 400 gp
Modified Cost: 400 gp
This standard, sparsely furnished room contains a simple wooden or metal tub and a chamber pot or two, along with some rough wooden benches for seating.
Bath, Fancy
Sq. Ft.: 625 sq. ft.
Square Room: 25' x 25'
Base Cost: 2,000 gp
Modified Cost: 2,000 gp
A step up from the basic bathroom, this bathroom comes complete with a large tub, a chamber pot under a chair, and a means of disposing of the contents of the chamber pot easily. This can take the form of a chute to an underground disposal area, an open window over a gutter, or whatever you like.
A fireplace allows you to heat water for baths. A cabinet holds plenty of towels, and a dressing screen separates part of the room for privacy. Padded, upholstered benches allow comfortable seating. One corner holds a mirror and array of brushes and other grooming devices.
Bath, Luxury
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 10,000 gp
Modified Cost: 10,000 gp
Prereq.: Servant (1), Valet (1)
The ultimate in bathing luxury, this room features a tub large enough for two or three people to bathe in, plus a large fireplace for heating both the room and the water necessary for a warm bath. Two chamber pots with padded and upholstered leather chairs are here. Servants empty these on a regular basis.
An intricately carved cabinet holds a variety of thick towels, and a handsome wardrobe full of fine dressing gowns stands nearby. A gilt-framed, three-fold, full-length mirror takes up one corner, and another mirror sits above a gorgeous, polished grooming desk. The screen in this bathroom features intricately carved woods and the finest silks. Fine stuffed chairs are scattered about the place. The dressing table features three gilt-framed mirrors and the finest in grooming products, including aromatic perfumes and gilt-handled brushes. The walls are adorned with fine art, often of people bathing in large bath houses, in a river or lake, or at a beach.
A servant keeps the luxury bath clean, and a valet assists the bathers.
Bedroom Suite, Basic
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 800 gp
Modified Cost: 800 gp
This master bedroom includes a walk-in closet and privy. The furnishings are rough, but they include a straw bed on a low frame, two chests of drawers and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available. A couple of rough benches form a sitting area next to a small table.
Bedroom Suite, Fancy
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 5,000 gp
Modified Cost: 5,000 gp
This master bedroom comes complete with a well-appointed walk-in closet filled with fine clothing and a tastefully adorned privy. The bed rests on a handsome frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool. Two finely carved bureaus are here, in which are kept stylish clothes. A bell rests on each bed stand so that the occupants can easily call for the servants. The bedroom suite also includes a pair of upholstered benches and a small writing desk.
Bedroom Suite, Luxury
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 25,000 gp
Modified Cost: 25,000 gp
Prereq.: Valet (1)
No expenses were spared in creating this space. The walk-in closet features rows of shelves for boots and shoes, plus handmade hangers for the finest in clothing. The walk-in toilet allows two individuals to see to their privy needs in privacy and comfort.
In the main room, there are two marble-topped bureaus filled with clothes. The four-poster bed is made of the finest wood hung with the wispiest of linens, and the mattress and the blankets are stuffed with feathers. The sheets are silk. A pair of stuffed chairs sits in one corner. In another, a finely polished and fully stocked writing desk waits to be used.
The walls are adorned with fine art, often of people in positions of repose. Sometimes they feature dreamy scenes filled with pleasant nymphs or other fantastic or heavenly scenes.
The luxuriousness of the room requires a single valet.
Bedroom, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 700 gp
Modified Cost: 700 gp
This room contains two smaller bedrooms (or a single bedroom and a small living room), possibly with a connecting door. The furnishings in each room are rough, including a straw bed on a low frame, a single chest of drawers, and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available. Each room also has a rough bench sitting in front of a small table. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.
Bedroom, Fancy
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 4,000 gp
Modified Cost: 4,000 gp
This area contains two smaller bedrooms with a connecting door (or a bedroom and adjoining living room). Each room has a bed that rests on a hand-some frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool.
Each room has a finely carved bureau and a hand-some wardrobe. A bell rests on a bed stand next to each bed so that the occupants can easily call for the servants. In addition, there’s an upholstered bench and a small writing desk. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.
Bedroom, Luxury
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 20,000 gp
Modified Cost: 20,000 gp
Prereq.: Valet (1)
This area contains a large bedroom with an adjoining dressing and lounge area (or two smaller bedrooms with a connecting door). No expenses were spared in building or furnishing this space. The room features a marble-topped bureau and a gorgeous wardrobe. The four-poster bed is made of the finest wood hung with the wispiest of linens, and the mattress and the blankets are stuffed with feathers. The sheets are silk.
A stuffed chair sits in one corner. In another, a finely polished and fully stocked writing desk waits to be used. The walls are adorned with fine art, often of people in positions of repose. Sometimes they feature dreamy scenes filled with pleasant nymphs or other fantastic or heavenly scenes. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.
The luxuriousness of the room requires a single valet, who can be called with any of the bells positioned around the rooms.
Chapel, Basic
Sq. Ft.: 625 sq. ft.
Square Room: 25' x 25'
Base Cost: 2,000 gp
Modified Cost: 2,000 gp
This space is dedicated to the worship of the higher power of your choice. It includes a simple altar, some rough pews for the worshipers, and an icon of the power in question. There's also a closet for keeping religious supplies and garb in. While you don’t necessarily need a cleric around so that you can visit the place and pray in it, official services can only be run here by a person ordained by the higher power your character has chosen. The basic chapel has no magic extras, but most stronghold builders have their chapels hallowed or unhallowed.
Up to 30 people can fit in here for a service. If you need a greater capacity, purchase this component multiple times.
Chapel, Fancy
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 8,000 gp
Modified Cost: 8,000 gp
Prereq.: Acolyte (1)
This larger chapel features a polished stone altar, expertly finished pews, and stained glass in the windows. There's also a small dressing room for the cleric to prepare for services in, and a ward-robe for keeping religious garb and supplies in.
Up to 40 people can fit in here for a service. This place requires at least one acolyte to run properly. If you need a greater capacity, purchase this component multiple times.
Chapel, Luxury
Sq. Ft.: 2500 sq. ft.
Square Room: 50' x 50'
Base Cost: 30,000 gp
Modified Cost: 30,000 gp
Prereq.: Acolyte (2)
This enormous chapel features an altar set with gems and chased with precious metals, gilt-edged pews, and large stained-glass windows. Fine candelabra rest in separate prayer alcoves, and an elegant room with a wardrobe and large desk allows the presiding cleric to prepare for services in comfort. A supply closet holds extra prayer texts, altar cloths, candles, and other religious paraphernalia.
Up to 60 people can fit in here for a service. This place requires at least two acolytes to run properly. If you need a greater capacity, purchase this component multiple times.
Common Area, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 500 gp
Modified Cost: 500 gp
This plain room features bare floors with a few benches and walls with uninspiring artwork or tapestries. It might serve as a waiting room, a general meeting area, or an all-purpose room. Purchase this component multiple times if you want a larger common area.
Common Area, Fancy
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 3,000 gp
Modified Cost: 3,000 gp
This room features polished stone or wood floors with comfortable benches. The walls bear impressive murals and sound-dampening curtains. It might serve as a waiting room, a general meeting area, or an all-purpose room. Purchase this component multiple times if you want a larger common area.
Courtyard, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 1,000 gp
Modified Cost: 1,000 gp
Sometimes called a bailey, this large open space is surfaced either with gravel or patches of grass. It has no roof. Some flowers might appear around the edges of the area. Paths are worn through the center by people walking around the place. A rough bench or two sits here too. Purchase this component multiple times if you want a larger courtyard.
Courtyard, Fancy
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 6,000 gp
Modified Cost: 6,000 gp
This courtyard features some grass, but the paths are paved with cobblestones or bricks. Wrought-iron benches are placed strategically throughout the place, and a simple fountain sits in the center of the area, sur-rounded by paving stones as well. A bust or two stand on pedestals in strategic locations. Purchase this component multiple times if you want a larger courtyard.
Courtyard, Luxury
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 30,000 gp
Modified Cost: 30,000 gp
Prereq.: Servant (1)
This well-appointed courtyard is paved entirely with smoothly cut flagstones. A massive fountain forms the centerpiece, in which water pours endlessly from a masterfully carved statue dedicated to the higher power of the builder’s choice. Statuary is placed tastefully throughout the area, and cushioned benches (usually of iron or fine wood trimmed with gold) are scattered about the place.
At the builder's option, such a courtyard can be roofed, although this roof should be at least 20 feet above the floor. The roof can be made of reinforced glass, wood, or whatever material the builder wishes. Portions of the roof can be screwed open to let in fresh air and sunshine, or closed to keep out inclement weather.
Purchase this component multiple times if you want a larger courtyard. A servant handles gardening and other upkeep.
Dining Hall, Basic
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 2,500 gp
Modified Cost: 2,500 gp
Prereq.: Kitchen
Long, rough, rectangular tables and benches line this main hall, both at the edges and in the middle. A fireplace sits at one end of the place, providing warmth for all. The walls of such a place are often decorated with hanging weapons, animal heads, and the like. The floor is usually either made of worn wood or rough stone. This seats 30 people comfortably. Purchase this component multiple times if you want a larger dining hall.
Dining Hall, Fancy
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 12,500 gp
Modified Cost: 12,500 gp
Prereq.: Kitchen, Servant (1)
This upscale version of the standard dining hall includes finely made tables surrounded with chairs instead of benches. The fireplace usually dominates the center of the room, the smoke drawn into a stony hood that goes into the ceiling. This provides a more even distribution of heat (and more equitable comfort level) in the room. The mural-covered walls depict local legends or the pantheon of deities respected by the owner. The floor is made of fine flagstones or polished wood.
This seats 30 people comfortably. Purchase this component multiple times if you want a larger dining hall. One servant brings food and removes empty dishes.
Dining Hall, Luxury
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 50,000 gp
Modified Cost: 50,000 gp
Prereq.: Luxury Kitchen, Servants (2)
This well-appointed room is dedicated specifically for hosting large meals. In some cases, it features a long, polished wooden or marble-topped table stretching from one end of the place to another. An exquisitely carved chair at the head of the table traditionally faces the main entrance to the room, allowing the head of the household full view of the room.
Alternatively, you can furnish the hall with several smaller tables, either round or square, all of comparable quality to a larger one. The tables are covered with the finest linens, and the guests use the most treasured silverware to eat off the rarest china. Fine artwork lines the walls, and a beautiful chandelier provides plenty of light. Busts of prominent heroes throughout history sit near the serving tables that line the walls. The marble or parquet flooring provides additional beauty.
This seats 16 people at a long table or 30 if smaller tables are used. Purchase this component multiple times if you want a larger hall. Two servants bring food and remove empty dishes.
Dock, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 500 gp
Modified Cost: 500 gp
Prereq.: Laborers (2)
A dock allows ships to load or unload people or cargo from or to the stronghold. This component can support up to two rafts, keelboats, rowboats, or longships, but not warships or galleys. Purchase this component multiple times to allow additional ships to moor at the stronghold's docks.
It's common for storage spaces, shops, and taverns to be placed near the docks for the convenience of travelers and sailors. This structure is only appropriate for strongholds that overlook a river, sea, or other body of water.
Dock, Extended
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 3,000 gp
Modified Cost: 3,000 gp
Prereq.: Laborers (4)
Similar to the basic dock, this larger and more complete structure can accommodate up to two of the largest of vessels, such as galleys and warships, or four smaller craft. Purchase this component multiple times to allow additional ships to moor at the stronghold's docks. This structure is only appropriate for strongholds that overlook a river, sea, or other body of water.
Dock, Extended Dry
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 15,000 gp
Modified Cost: 15,000 gp
Prereq.: Laborers (6)
An extended dock fitted with a series of pulleys, lifts, and rigging, this extended dock not only allows for hasty unloading of cargo, but also for the lifting of vessels into the air to effect complete repairs, overhauls, or even construct new hulls. The extended dry dock can accommodate up two of the largest of vessels, such as galleys and warships, or four smaller craft. Purchase this component multiple times to allow additional ships to moor at the stronghold's docks.
Farm Plot, Small
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 200 gp
Modified Cost: 200 gp
A small farm plot consists of modest fencing surrounding a patch of tilled soil, and the tools to cultivate that land (hoe, rake, a modest amount of crude fertilizer). Multiple plots can be purchased for a larger farm.
1 acre (200ft. x 200ft., 20,000gp) equals approximately 100 small farm plots. At least 4 laborers are needed to work 1 acre of land (1 laborer per 50'x50' sq. ft. worth of farm plots).
There are many modifiers that can affect the price of farm land, so the DM should use their best judgement when determining the cost. It is not very costly to buy a small farm plot in rural communities where land is plentiful (1gp per square foot). In cities, where land is scarce, the price can go up drastically (10gp-100gp per square foot). In addition, fertile land can cost more (+50%) than barren, rocky soil (-25%), and deserts cost the least (-50%).
Gatehouse
Sq. Ft.: 225 sq. ft.
Square Room: 15' x 15'
Base Cost: 1,000 gp
Modified Cost: 1,000 gp
This space usually serves as a primary entrance into the stronghold (or one of many entrances). As its name suggests, the gatehouse includes a gate (and a drawbridge, if stationed adjacent to a moat). Defense can be enhanced with a portcullis.
Most gatehouses are fortified with a barbican, guard post, or both.
Guard Post
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 300 gp
Modified Cost: 300 gp
Prereq.: Guard (1)
This component allows guards to keep watch upon the surrounding environs. If part of the exterior wall, it includes free arrow slits instead of a window.
Kitchen, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 2,000 gp
Modified Cost: 2,000 gp
Prereq.: Cook (1)
This rudimentary stone- or wood-floored kitchen centers around a fireplace or stove. It includes a pantry, in which basic foodstuffs are stacked on shelves or hung from the ceiling. The kitchen includes pots and pans made of tin. A scullery provides storage for brooms and rags, along with a basin for washing dishes and laundry.
You can prepare meals for up to fifteen people in this space. In a pinch, you can avoid hiring a cook by preparing the meals yourself.
Kitchen, Fancy
Sq. Ft.: 625 sq. ft.
Square Room: 25' x 25'
Base Cost: 12,000 gp
Modified Cost: 12,000 gp
Prereq.: Cooks (2)
This well-appointed kitchen features an iron stove, complete with cooking griddle on top and oven beneath, and cast-iron cookware. The scullery keeps cleaning solutions in addition to other supplies. The flooring is often of polished wood or rough tile. Good food fills the well-stocked pantry.
Meals for up to 30 can be made in this place, but it requires a staff of at least two to run properly. If you need a greater capacity, purchase this kitchen multiple times. Profession (cook) checks made within this kitchen receive a +2 bonus.
Kitchen, Luxury
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 50,000 gp
Modified Cost: 50,000 gp
Prereq.: Cooks (6)
This massive kitchen includes two full-sized stoves, each with a griddle, stovetop, and large oven. An open fireplace allows the roasting of foods of any kind, up to and including a full pig. The scullery has two marble basins. The flooring is of polished marble or tile. The pots and pans are made of hammered copper.
This place can handle meals for up to 100 people. It requires a staff of six to be run properly. If you need a greater capacity, purchase this kitchen multiple times. Profession (cook) checks made within this kitchen receive a +4 bonus.
Labyrinth
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 500 gp
Modified Cost: 500 gp
Generally found only in dungeon strongholds, labyrinth components serve to confuse and bewilder foes, and perhaps trap them forever. Since a labyrinth, by definition, is nothing more than a series of dividing walls, each labyrinth component counts double when determining the price of walls (in other words, pay twice as much as normal for the walls of this space).
For a larger maze, purchase this component multiple times.
Library, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 500 gp
Modified Cost: 500 gp
Plain wooden shelves of books fill this room, arranged in any manner you desire. One or two small tables allow people to read the books, and a single lectern allows you to read a book while standing.
This library can hold up to two different lots of books on specific subjects. For example, it could contain books on religion and arcana. If you need a greater capacity, purchase this component multiple times.
Library, Fancy
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 3,000 gp
Modified Cost: 3,000 gp
Fine polished shelves extend from this chamber’s tile or wooden floor to the ceiling above. Several ladders allow access to upper shelves. Several small tables scattered throughout the place allow researchers space to work.
This library can hold up to three different lots of books on specific subjects. For example, it could contain books on religion, general knowledge, and the planes. If you need a greater capacity, purchase this component multiple times.
Library, Luxury
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 15,000 gp
Modified Cost: 15,000 gp
Prereq.: Librarian (1)
Floor-to-ceiling glass-fronted cabinets with top-hinged doors keep the books here in pristine condition. The ladders slide along on wheels and rails for both safety and convenience. The marble floor has symbols inlaid that denote the section of the library in which you stand. The library includes two private study carrels and a number of smaller tables. A single large table allows a researcher more space to spread out texts or large maps.
A full-time librarian working near the entrance maintains a card catalog that indexes the entire library. This index cuts any research time here by 25%.
In addition to the typical librarian, you can employ one or more sages to provide assistance with knowledge skill checks (+2, DM discretion).
This library can hold up to six different lots of books on specific subjects. For example, it could contain books on religion, general knowledge, the planes, arcana, nature, and history. If you need a greater capacity, purchase this component multiple times.
Magic Laboratory, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 500 gp
Modified Cost: 500 gp
This simple wood- or stone-floored laboratory contains a small mystical library, a writing desk, and a lab table for various magical experiments. The crude furnishings are made of rough wood. A basin sits in one corner, next to an open barrel of water. A fireplace squats against another wall, ready to provide heat as well as any fire that may be necessary.
Any character using of this laboratory can add a +2 bonus on Arcana checks made when crafting new spells and magic items.
Magic Laboratory, Fancy
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 3,000 gp
Modified Cost: 3,000 gp
Prereq.: Apprentice Spellcaster (1)
Similar but superior to the basic magic laboratory, this room has every tool the aspiring meddler in magic might need at his ready disposal. The walls of this place are covered with blackboards upon which all sorts of arcane or obscure notes can be scrawled. The rough tile floor allows easy cleaning while also preventing slips and falls. Four basins are in the place, each of which has a barrel of water suspended over it, complete with a tap to permit easy access. An emergency barrel mounted on a hinged platform can be tilted to pour water over a person in case of an emergency.
A single spellcaster using this laboratory and having its resources all to himself receives a +4 Arcana bonus when crafting new spells and magic items (including assistance from the apprentice spellcaster). Alternatively, up to four spellcasters can share this space at the same time and gain a +2 circumstance bonus on such checks.
An apprentice spellcaster is required to maintain the laboratory.
Prison Cells
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 500 gp
Modified Cost: 500 gp
Prereq.: Guard (1)
This cell includes iron shackles on the walls and hay mattresses strewn about. You can shackle up to six Medium-size prisoners in a communal cell. Alternatively, you can replace the communal cell with independent jail cells. In this arrangement, each prison cell component includes two to four small cells each capable of holding one or two Medium-size creatures.
If you need a greater capacity, purchase this component multiple times. You can get by with a single guard per two adjoining prison cell components.
The standard prison cell comes with six sets of manacles capable of binding a Medium-size creature. For an additional 250 gp, you can replace these with masterwork manacles. To slip free of manacles, a character must make a Dexterity check (DC 20 or DC 25 for masterwork manacles). To break free requires a Strength check (DC 20 or DC 25 for masterwork manacles). A creature proficient with Thieves' Tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 Hit Points.
A Small creature takes up half the space in a prison cell as a Medium-size creature. Manacles for Small creatures cost the same as for Medium-size creatures. Tiny and smaller creatures take up one-fourth the space, and their manacles cost 10 times normal. A Large creature takes up twice the space of a Medium-size creature, and a Huge creature four times the space. Manacles for Large creatures cost ten times the normal amount, and 100 times the normal amount for Huge creatures. Generally, you can’t keep Gargan-tuan or larger creatures in a simple prison cell, though by buying enough components you could get a large enough space. They require specially made manacles, which cost as much as 1,000 times the normal cost.
Servants' Quarters
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 400 gp
Modified Cost: 400 gp
These are basic, no-nonsense living quarters. Six slots exist in each such component, separated by thin walls that give the occupants some small semblance of privacy. Each slot has enough room for a bed, a chest of drawers with a small mirror atop it, a small table, and a chair. The furnishing and flooring are all rough but serviceable. Personal decorations hang from the walls. This component includes a privy, though it need not be attached or adjacent to the servants' quarters. Alternatively, this can be used as a rest area or common room for servants.
If you need a greater capacity, purchase this component multiple times. For especially important servants such as a butler, it's appropriate to put them in a basic bedroom or even a basic bedroom suite.
Shop, Basic
Sq. Ft.: 625 sq. ft.
Square Room: 25' x 25'
Base Cost: 400 gp
Modified Cost: 400 gp
Prereq.: Clerk (1)
This small, cheap storefront comes complete with wooden sign hanging from a pole out front. The main area includes rough shelves and a sales counter, and a back room offers a small amount of storage space.
Shop, Fancy
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 4,000 gp
Modified Cost: 4,000 gp
Prereq.: Clerks (2)
This shop has a large picture window in the front to draw the eyes of potential customers. The interior features polished wood floors, handsome shelves, and glass cases. The back room offers a small amount of storage. The shop requires two clean and well-dressed clerks.
Shop, Luxury
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 16,000 gp
Modified Cost: 16,000 gp
Prereq.: Clerks (2), Guards (2)
This marble-floored shop speaks of wealth, both from your side of the counter and that of your customers. A large display window shows off special items, and inside, custom-built locked cases display your wares. Customers can sip from fine wines you offer them while shopping, or rest in stuffed leather chairs when they tire. You sell only the finest merchandise here, and your prices are as high as your stellar quality.
The shop requires a staff of four to operate, including two clerks and two full-time guards. The clerks wait on customers hand and foot - Customer satisfaction remains their only reason for getting up in the morning.
Though the shop includes some storage, you may choose to abut this space with a larger storage area.
Alternatively, you can combine this component with a storage component to create a bank or moneychangers. Usually, these storage spaces are secured with fortified walls, locks, traps, or wondrous architecture.
Smithy, Basic
Sq. Ft.: 625 sq. ft.
Square Room: 25' x 25'
Base Cost: 500 gp
Modified Cost: 500 gp
Prereq.: Smith (1)
This basic smithy features a forge, an anvil, and a full set of metalworking tools. It has a barrel of water in which hot metal can be cooled. The stone walls and dirt or stone floors guard against accidental fires. This area requires the services of a smith.
Smithy, Fancy
Sq. Ft.: 625 sq. ft.
Square Room: 25' x 25'
Base Cost: 2,000 gp
Modified Cost: 2,000 gp
Prereq.: Smith (1)
Similar to the basic smithy, this area features a polished stone floor and marble-encased forge of the highest quality. This area requires the services of a smith, or can be operated by someone with a smithing skill (armorsmithing, blacksmithing, and weaponsmithing). Working in this smithy gives a character a +2 bonus on any of these smithing checks.
Stable, Basic
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 1,000 gp
Modified Cost: 1,000 gp
Prereq.: Groom (1)
This rough, wooden structure features stalls for up to four Large mounts, a wooden water trough, and hay covering the unfinished floor. Tack and saddles hang over the dividing walls between stalls. A stable requires the employment of a groom. If you need a greater capacity, you can purchase this component multiple times.
Stable, Fancy
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 3,000 gp
Modified Cost: 3,000 gp
Prereq.: Groom (1)
This stable has hay on the floor, but the ground is either wood or stone. The stables are lined with fresh hay, and each horse has access to its own water supply. The troughs are all made of stone, and there's even a small fireplace in here to keep things warm in the winter. A stable requires the employment of a groom.
This place can hold up to four Large steeds at a time, each in their own stall. If you need a greater capacity, you can purchase this component multiple times.
Stable, Luxury
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 9,000 gp
Modified Cost: 9,000 gp
Prereq.: Grooms (2)
This stable has polished floors, intricately carved and inlaid woodwork, and walls of finished wood or the finest plaster. Fresh hay fills the six stalls, which the grooms clean on an hourly basis. Each tack and saddle has its own custom-carved pedestal upon which to rest. The entire place is as clean as most people's kitchens.
Running this stable requires two grooms to keep it pristine and care for animals. They can care for up to four Large mounts at a time. If you need a greater capacity, you can purchase this component multiple times.
Storage, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 250 gp
Modified Cost: 250 gp
This empty room has rough walls and an unfinished (possibly dirt) floor. Due to the need for aisles and sensible stacking, a typical storage component offers about 2,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times.
You can turn a storage space into a vault with the addition of safeguards such as watchmen, strong walls, traps, locks, and wondrous architecture.
Storage, Fancy
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 1,000 gp
Modified Cost: 1,000 gp
This room includes shelves of every variety and a finished floor. The superior organization allows more efficient use of space than a basic storage component, so this space has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times.
Storage, Luxury
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 3,000 gp
Modified Cost: 3,000 gp
This marble-floored room includes well-built shelves and fine-quality cabinets. An overstuffed chair in the center allows you to sit in comfort while the clerk or other servants retrieve desired goods. The clerk here serves as a quartermaster and inventory manager. The area has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times.
You can turn a storage space into a vault with the addition of safeguards such as watchmen, strong walls, traps, locks, and wondrous architecture.
Study/Office, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 200 gp
Modified Cost: 200 gp
This space, also sometimes called a solar, comes complete with a desk, some shelves for books, a chair, and a closet for storage of things that should be close at hand, like paper, ink, and so on. The floor and furnishings are rough, but sturdy.
Study/Office, Fancy
Sq. Ft.: 625 sq. ft.
Square Room: 25' x 25'
Base Cost: 2,500 gp
Modified Cost: 2,500 gp
Much like the basic office/study, this room comes with furnishings of a higher quality. The floor is usually polished wood or smooth stone. The polished wood or stone-floored room includes a few upholstered chairs for visitors.
Study/Office, Luxury
Sq. Ft.: 900 sq. ft.
Square Room: 30' x 30'
Base Cost: 15,000 gp
Modified Cost: 15,000 gp
Prereq.: Clerk (1)
This room represents the ultimate in office luxury. A well-appointed waiting room features an exquisite couch and a polished wooden desk, behind which sits a full-time clerk versed in making life as easy for the owner as possible.
The main office features another stuffed couch and a set of comfortable chairs arrayed around a marble-topped desk. The walls are covered with fine art, including a portrait of the owner of the stronghold and any family he might have.
Tavern, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 900 gp
Modified Cost: 900 gp
Prereq.: Servants (2)
This rough place serves rough drinks to rough people. A fireplace sits in one wall, and a bar stands opposite it. Benches and tables fill the remainder of the place. Two servants run the bar and serve meals.
The cost of this component does not include any food or drink. A small 20x20 bar can seat 15 people comfortably (depending on the layout). If you need a greater capacity, you can purchase this component multiple times. A separate storage space is definitely recommended to maximize occupancy, and a kitchen is needed to serve food.
Tavern, Fancy
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 4,000 gp
Modified Cost: 4,000 gp
Prereq.: Servants (3)
This place serves wine as well as liquor and beer from its polished, marble-topped bar. The tables are round, with solid chairs, and there are a few booths lining the walls. Three servants run the bar and serve meals.
The cost of this component does not include any food or drink. A small 20x20 bar can seat 15 people comfortably (depending on the layout). If you need a greater capacity, you can purchase this component multiple times. A separate storage space is definitely recommended to maximize occupancy, and a kitchen is needed to serve food.
Tavern, Luxury
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 20,000 gp
Modified Cost: 20,000 gp
Prereq.: Servants (4)
This breathtaking tavern serves the finest drinks, and it even offers gourmet if there is access to a kitchen. It has a marble-topped bar, upholstered chairs, and tables covered with the finest linens and the best place settings. Gorgeous decorations festoon the walls, including art from the best-known painters in the land. Three servants run the bar and serve meals.
The cost of this component does not include any food or drink. A small 20x20 bar can seat 15 people (depending on the layout), but due to this luxurious setting 10 people are recommended for this space. If you need a greater capacity, you can purchase this component multiple times. A separate storage space is definitely recommended to maximize occupancy, and a kitchen is needed to serve food.
Throne Room, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 2,000 gp
Modified Cost: 2,000 gp
Prereq.: Servants (2)
This plain but respectable chamber serves as the throne room or receiving room for a local lord, merchant prince, baron, or a even monarch on hard times. Colorful tapestries cover the walls, brightening the chamber. The padded throne itself sits on a raised wooden platform. Beside and below the throne, several chairs offer a place for advisers or noble-blooded relatives to sit in places of honor. A long carpet or collection of animal skins shows the path for petitioners seeking to beseech the throne's good grace.
This room holds up to twenty guests in addition to the throne's occupant. Purchase this space multiple times for a larger area.
Throne Room, Fancy
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 12,000 gp
Modified Cost: 12,000 gp
Prereq.: Servants (4)
This ornate hall serves as the seat of authority for a powerful duke, crime lord, or respectable king or queen. Lovely and ornate murals cover the walls and ceiling, embracing artistic styles both modern and classical. Stone steps lead the way the polished throne of stone or iron, and a discreet distance provides the royal seat with greater authority. A long carpet dyed in rich red or purple leads to the throne’s magnificent seat.
Clever use of the space's natural advantages, art and architecture may provides the owner or ruling noble with bonuses to diplomacy-related checks. At the DM's discretion, any bonuses will probably have related building costs. For example, at the DMs discretion, the commission of an expensive mural of a peaceful meeting may provide bonuses to peace negotiations (persuasion +2).
Throne Room, Luxury
Sq. Ft.: 1600 sq. ft.
Square Room: 40' x 40'
Base Cost: 80,000 gp
Modified Cost: 80,000 gp
Prereq.: Servants (6)
Affordable only to the most puissant of emperors, queens, and absolute monarchs. This fine assembly of rooms, displays the ruler's wealth, power, and dispensation for the sweet comforts in life. This chamber spares no expense in impressing the visitor, whether a visiting ambassador, merchant, or the simplest commoner. The walls display a splash of colors that depict complementary themes of blue skies, splashing white-tipped and wave-filled oceans, white birds awing, and fish jumping into the air. Sparkling gems and precious metals adorn the enormous throne. Raised up on a dozen pink marble steps, the throne and its occupant gaze out on the chamber like an omnipotent ruler.
Clever use of the space's natural advantages, art and architecture may provides the owner or ruling noble with bonuses to diplomacy-related checks. At the DM's discretion, any bonuses will probably have related building costs. For example, at the DMs discretion, the commission of an expensive mural of a peaceful meeting may provide bonuses to peace negotiations (persuasion +4).
Torture Chamber
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 3,000 gp
Modified Cost: 3,000 gp
Prereq.: Torturer (1), Guard (1)
All sorts of pain-inducing devices fill this dark chamber, including an iron maiden, a rack, thumbscrews, vises, and so on. Wall-mounted shackles allow the torturer to dangle victims from chains, and a lockable cage in the center can hold a single Medium-size prisoner between sessions. A fireplace allows heating of brands, while a barrel of water stands nearby for extinguishing flames.
This chamber provides a +2 bonus on Intimidation checks. Unlike most verbal threats and bluffs, use of a torture chamber allows retries on Intimidate checks every hour against restrained and helpless opponents.
This place requires at least one torturer and one guard to run properly.
Training Area, Combat
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 1,000 gp
Modified Cost: 1,000 gp
This open area allows guards and soldiers to train in the art of war. It has a rack of wooden weapons and padded armor, archery targets, and practice dummies.
At the DMs discretion, this chamber can be used to train and gain experience. The training area can take the place of a professional trainer (though, without a trainer, the time to train is doubled and you can only gain experience, not learn new skills).
Training Area, Rogue
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 2,000 gp
Modified Cost: 2,000 gp
This area allows rogues to practice their skills of theft and dexterity. Padded dummies lined with powder, bells, or blades hang from the ceiling or on ropes and pulleys, allowing rogues to practice picking pockets and balancing in unusual positions. Dozens of locks of various quality levels are forged into the wall; some may spring needle or gas traps—harmless except to the ego. Walls of various difficulty allow climbing practice as well.
At the DMs discretion, this chamber can be used to train and gain experience. The training area can take the place of a professional trainer (though, without a trainer, the time to train is doubled and you can only gain experience, not learn new skills).
Trophy Hall, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 1,000 gp
Modified Cost: 1,000 gp
This glorified storage space allows you to display trophies won in your expeditions and adventures. Most trophies hang from the walls, while others line tables scattered throughout the room. If you need a greater capacity, you can purchase this component multiple times.
Trophy Hall, Fancy (Museum)
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 6,000 gp
Modified Cost: 6,000 gp
Prereq.: Guard (1)
More like a museum than a storage area, this polished wood- or stone-floored chamber holds its trophies in glass cases. Engravings detail each piece and its history. A guard stands watch over the valuables here at all times. If you need a greater capacity, you can purchase this component multiple times.
Workshop, Basic
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 500 gp
Modified Cost: 500 gp
Each workplace contains tools and equipment dedicated to a singular purpose, usually the application of a specific craft or professional skill. For example, you might build a carpenter's workshop, a painter's studio, or a brewer's distillery. Use this workspace for whatever you need, and you can add one or more assistants or servants as needed.
Workshop, Fancy
Sq. Ft.: 400 sq. ft.
Square Room: 20' x 20'
Base Cost: 2,000 gp
Modified Cost: 2,000 gp
This area resembles the basic workplace, but it has finer (masterwork) tools and equipment. When using the area for the appropriate purpose, it grants a +2 circumstance bonus on appropriate skill check or checks.
Staff & Hirelings
This page is useful for calculating staff wages and equipment. Most stronghold staff are commoners (level 0), although some are level 1 in specific classes (for example, guards are level 1 fighters). For a list of mercenaries, click here, or next page.
Wages:
Each staff member has a monthly wage, which must be paid promptly or your staff may seek employment elsewhere. Default cost for hiring unskilled labor is 2sp/day (6gp/month). This should be considered a "minimum wage" and is enough to pay for basic living expenses and not much else. This is considered a "Poor" lifestyle in D&D. In poor kingdoms this may be less (1sp/day) and in wealthy areas, this can more (as much as 5sp/day). The default cost for skilled labor is 2gp/day (60gp/month).
Uniforms and Gear:
Your staff can wear their regular clothing, but many choose to have their staff wear an appropriate uniform [common uniform (7sp), fancy uniform (5gp)]; Guards, soldiers and cavalry must be armed with the appropriate equipment (costs and items are listed below).
| Staff | Class | Skills | Equip Cost | Monthly Wage |
|---|---|---|---|---|
| Acolyte | Cleric | Religion (+5) | — | 60 gp |
| Alchemist | Alchemist's Supplies (+5) | — | 60 gp | |
| Animal tender/groom | Handle Animal (+5) | — | 6 gp | |
| Apprentice spellcaster | Wizard | Arcana (+5) | — | 60 gp |
| Architect/engineer | History (+3), Mason's Tools (+5) | — | 30 gp | |
| Artisan | Painter's Supplies (+5) / Mason's Tools (+5) | — | 25 gp | |
| Bartender/Innkeeper | Persuasion (+3) | — | 6 gp | |
| Butler | Diplomacy (+3), History (+2) | — | 12 gp | |
| Cavalry, Light | Fighter | Riding (Horse) (+5), Weapon and Armor Proficiencies | 682 gp | 20 gp |
| Clerk | Knowledge (History, Arcana or Religion) (+3) | — | 12 gp | |
| Cook | Cook's Utensils (+5) | — | 6 gp | |
| Entertainer/Performer | Bard | Performance (+5) and/or Musical Instrument (+5) | — | 12 gp |
| Guard | Fighter | Perception (+5), Weapon and Armor Proficiencies | 90 gp | 8 gp |
| Laborer | — | 6 gp | ||
| Librarian | Knowledge (History, Arcana or Religion) (+5) | — | 12 gp | |
| Maid | — | 6 gp | ||
| Craftsperson (i.e. Mason) | Associated Tools (+5) | — | 15 gp | |
| Officer, Military | Fighter | Level 2, Weapon and Armor Proficiencies, Persuasion (Diplomacy) (+5) | 427 gp | 30 gp |
| Sage | Knowledge (any) (+7) | — | 90 gp | |
| Scribe | Calligrapher's Tools (+3), History (any) (+3) | — | 12 gp | |
| Servant | — | 6 gp | ||
| Soldier, Archer | Fighter | Weapon and Armor Proficiencies | 63 gp | 8 gp |
| Smith | Smith's Tools (+5) | — | 20 gp | |
| Torturer/Inquisitor | Intimidation (+5), Medicine (+3) | — | 12 gp | |
| Valet/Lackey | — | 6 gp | ||
| Any PC Class | Varies | Varies | — | 60 gp |
| Soldier, Light Infantry | Fighter | Weapon and Armor Proficiencies | 75 gp | 8 gp |
| Soldier, Heavy Infantry | Fighter | Weapon and Armor Proficiencies | 225 gp | 8 gp |
| Soldier, Skirmisher | Fighter | Weapon and Armor Proficiencies | 106 gp | 8 gp |
| Cavalry, Heavy | Fighter | Riding (Horse) (+5), Weapon and Armor Proficiencies | 957 gp | 30 gp |
| Cavalry, Archer | Fighter | Riding (Horse) (+5), Weapon and Armor Proficiencies | 504 gp | 30 gp |
Mercenaries
(Optional Rule) A DM may allow the PCs to hire NPC mercenaries. The availability of these NPCs and their skill level is up to the DM. Below is a chart outlining recommended costs. After CR 1, to calculate the cost per day, square the CR. [formula: gold per day = (CR2)]
| CR | Monster Stat Block | Cost Per Day | Cost Per Month |
|---|---|---|---|
| 0 | Commoner (MM 345) | 2 sp | 6 gp |
| 1/8 | Guard* (MM 347), Bandit (MM 343), Cultist (MM 345) |
4 sp | 12 gp |
| 1/4 | Acolyte (MM 342), Thug [no multiattack, hp 22 (3d8+10)] (MM 350) |
1 gp | 30 gp |
| 1/2 | Thug (MM 350), Scout (MM 349) |
2 gp | 60 gp |
| 1 | Spy (MM 349) | 3 gp | 90 gp |
| 2 | Bandit Captain (MM 344), Berserker (MM 344), Priest (MM 348), Cult Fanatic (MM 345) |
4 gp | 120 gp |
| 3 | Knight (MM 347), Veteran (MM 350) |
9 gp | 270 gp |
Increasing Prices:
These prices might seem low, but it's important to note that they are the costs per day, and some NPCs might demand to be hired for a minimum consecutive time period. Hiring a knight may not cost 270 gp per day by default, but may require a minimum of 2,700 gp for 10 days of work. If they want to take them into some highly perilous environment, such as a dungeon, the price can increase 2x or 3x as much.
- Full-time guards for a stronghold get paid 8gp per month (just under 3sp per day). However, hiring a guard for short-term work (only a few days) can cost more.
List of Staff
Acolyte
Class: Cleric
Skills: Religion (+5)
Equip Cost: —
Monthly Wage: 60 gp
Alchemist
Class:
Skills: Alchemist's Supplies (+5)
Equip Cost: —
Monthly Wage: 60 gp
Animal tender/groom
Class:
Skills: Handle Animal (+5)
Equip Cost: —
Monthly Wage: 6 gp
Apprentice spellcaster
Class: Wizard
Skills: Arcana (+5)
Equip Cost: —
Monthly Wage: 60 gp
Architect/engineer
Class:
Skills: History (+3), Mason's Tools (+5)
Equip Cost: —
Monthly Wage: 30 gp
Artisan
Class:
Skills: Painter's Supplies (+5) / Mason's Tools (+5)
Equip Cost: —
Monthly Wage: 25 gp
Bartender/Innkeeper
Class:
Skills: Persuasion (+3)
Equip Cost: —
Monthly Wage: 6 gp
Butler
Class:
Skills: Diplomacy (+3), History (+2)
Equip Cost: —
Monthly Wage: 12 gp
Cavalry, Light
Class: Fighter
Skills: Riding (Horse) (+5), Weapon and Armor Proficiencies
Equip Cost: 682 gp
Monthly Wage: 20 gp
Equipment: light warhorse (400gp) with studded leather barding (180gp), bit and bridle (2gp), military saddle (20gp), scale mail armor (50gp), large wooden shield (10gp), heavy lance (10gp), light flail (10gp)
Clerk
Class:
Skills: Knowledge (History, Arcana or Religion) (+3)
Equip Cost: —
Monthly Wage: 12 gp
Cook
Class:
Skills: Cook's Utensils (+5)
Equip Cost: —
Monthly Wage: 6 gp
Entertainer/Performer
Class: Bard
Skills: Performance (+5) and/or Musical Instrument (+5)
Equip Cost: —
Monthly Wage: 12 gp
Guard
Class: Fighter
Skills: Perception (+5), Weapon and Armor Proficiencies
Equip Cost: 90 gp
Monthly Wage: 8 gp
Equipment: chainmail (75gp), guisarme (10gp), heavy pick (5gp)
Laborer
Class:
Skills:
Equip Cost: —
Monthly Wage: 6 gp
Librarian
Class:
Skills: Knowledge (History, Arcana or Religion) (+5)
Equip Cost: —
Monthly Wage: 12 gp
Maid
Class:
Skills:
Equip Cost: —
Monthly Wage: 6 gp
Craftsperson (i.e. Mason)
Class:
Skills: Associated Tools (+5)
Equip Cost: —
Monthly Wage: 15 gp
Officer, Military
Class: Fighter
Skills: Level 2, Weapon and Armor Proficiencies, Persuasion (Diplomacy) (+5)
Equip Cost: 427 gp
Monthly Wage: 30 gp
Equipment: breastplate (400gp), large steel shield (10gp), longsword (15gp), dagger (2gp)
Sage
Class:
Skills: Knowledge (any) (+7)
Equip Cost: —
Monthly Wage: 90 gp
Scribe
Class:
Skills: Calligrapher's Tools (+3), History (any) (+3)
Equip Cost: —
Monthly Wage: 12 gp
Servant
Class:
Skills:
Equip Cost: —
Monthly Wage: 6 gp
Soldier, Archer
Class: Fighter
Skills: Weapon and Armor Proficiencies
Equip Cost: 63 gp
Monthly Wage: 8 gp
Equipment: leather armor (10gp), longbow (50gp), 20 arrows (1gp), dagger (2gp)
Smith
Class:
Skills: Smith's Tools (+5)
Equip Cost: —
Monthly Wage: 20 gp
Torturer/Inquisitor
Class:
Skills: Intimidation (+5), Medicine (+3)
Equip Cost: —
Monthly Wage: 12 gp
Valet/Lackey
Class:
Skills:
Equip Cost: —
Monthly Wage: 6 gp
Any PC Class
Class: Varies
Skills: Varies
Equip Cost: —
Monthly Wage: 60 gp
Soldier, Light Infantry
Class: Fighter
Skills: Weapon and Armor Proficiencies
Equip Cost: 75 gp
Monthly Wage: 8 gp
Equipment: scale mail armor (50gp), large wooden shield (10gp), longsword (15gp)
Soldier, Heavy Infantry
Class: Fighter
Skills: Weapon and Armor Proficiencies
Equip Cost: 225 gp
Monthly Wage: 8 gp
Equipment: splint mail armor (200gp), large wooden shield (10gp), longsword (15gp)
Soldier, Skirmisher
Class: Fighter
Skills: Weapon and Armor Proficiencies
Equip Cost: 106 gp
Monthly Wage: 8 gp
Equipment: studded leather armor (45gp), buckler (10gp), shortbow (25gp), 20 arrows (1gp), scimitar (25gp)
Cavalry, Heavy
Class: Fighter
Skills: Riding (Horse) (+5), Weapon and Armor Proficiencies
Equip Cost: 957 gp
Monthly Wage: 30 gp
Equipment: heavy warhorse (400gp) with chainmail barding (300gp), bit and bridle (2gp), military saddle (20gp), banded mail (200gp), large wooden shield (10gp), heavy lance (10gp), longsword (15gp)
Cavalry, Archer
Class: Fighter
Skills: Riding (Horse) (+5), Weapon and Armor Proficiencies
Equip Cost: 504 gp
Monthly Wage: 30 gp
Equipment: light warhorse (400gp), bit and bridle (2gp), military saddle (20gp), studded leather armor (45gp), shortbow (25gp), 20 arrows (1gp), quiver (1gp), short sword (10gp)
Stronghold Walls
This page details stronghold and dungeon walls. Information includes thickness, hit points, damage threshhold and costs to build.
Structural Walls vs. Freestanding Walls: Structural walls are those that make up building, and can have different material on both the interior and exterior side. Freestanding walls are strong, protective walls that usually surround large cities, castles and courtyards.
Damage Threshhold: Certain wall materials have a Damage Threshhold. A wall with a Damage Threshold has immunity to all damage unless it takes an amount of damage from a single Attack or Effect equal to or greater than its Damage Threshold, in which case it takes damage as normal. For example: if a wall has a damage threshhold of 20, and is attacked for 17 damage, no damage is taken (since 17 is less than 20). However, if the same wall is attacked with 24 damage, it takes 24 damage (since 24 is greater than 20).
Augmenting Walls: Once a wall is built, it is possible to augment the walls. You can add razor wire, make the walls slippery or even add magical properties. For a list of augmentations, click here or after the walls.
Structural Walls
Structural walls are those that make up a building, such as a cottage or mansion. When above ground, structural walls can use different materials on the interior an exterior side of the wall, but many use the same material on both. Structural walls are different from freestanding walls, which are walls that surround areas (like the walls surrounding a city, castle, or courtward). For more information on freestanding walls, click here or below.
Structural Walls
| Wall Material | Thickness* | HP* | HP/in. | Dmg Thr | Climb DC | Cost per 5'* | Notes |
|---|---|---|---|---|---|---|---|
| Adamantine | 3 in. | 300 | 100/in. | 40 | 25 | 500 gp | |
| Bone | 1 ft. | 120 | 10/in. | 5 | 10 | 50 gp | May be difficult to acquire in Good kingdoms |
| Earth, Packed | 3 ft. | 36 | 1/in. | 0 | 10 | 2 gp | |
| Glass | 3 in. | 10 | 3/in. | 0 | 25 | 75 gp | Can be clear, or opaque. |
| Ice | 1 ft. | 120 | 10/in. | 0 | 25 | 50 gp | Half price in colder climates. |
| Iron | 3 in. | 150 | 50/in. | 20 | 20 | 200 gp | |
| Masonry | 1 ft. | 180 | 15/in. | 10 | 15 | 25 gp | |
| Masonry, Reinforced | 1 ft. | 288 | 24/in. | 15 | 15 | 75 gp | |
| Masonry, Superior | 1 ft. | 240 | 20/in. | 12 | 20 | 50 gp | |
| Mithral | 3 in. | 225 | 75/in. | 30 | 25 | 350 gp | |
| Stone, Hewn | 3 ft. | 1080 | 30/in. | 20 | 15 | 100 gp | |
| Stone, Unworked | 5 ft. | 2000 | 33/in. | 20 | 12 | 50 gp | |
| Wood | 6 in. | 60 | 10/in. | 5 | 20 | 10 gp | No cost for ground floor. -10% costs in forest terrain. |
| Wood, Living | 6 in. | 72 | 12/in. | 0 | 15 | 100 gp | Must be created using magic (wizard may cost extra). |
- Freestanding walls, like those that surround castles and keeps, are thicker, have more hit points and cost more. See the freestanding wall table below.
Wall Material
Adamantine
Thickness: 3 in.
HP: 300
HP per inch: 100/in.
Dmg Threshold: 40
Climb DC: 25
Cost per 5ft.: 500 gp
Adamantine is an extremely hard metal, used only rarely when building walls. The metal is very rare, and it may be difficult to find enough material. It may be even more difficult to find a blacksmith that can shape the metal into the appropriate beams and supports needed.
Bone
Thickness: 1 ft.
HP: 120
HP per inch: 10/in.
Dmg Threshold: 5
Climb DC: 10
Cost per 5ft.: 50 gp
May be difficult to acquire in Good kingdoms
Bone walls are made of a large quantity of bones, typically stuck together using a gray-white plaster. The bones can be placed to create a macabre mosaic, often used to create patterns, shapes, symbols and even letters.
Earth, Packed
Thickness: 3 ft.
HP: 36
HP per inch: 1/in.
Dmg Threshold: 0
Climb DC: 10
Cost per 5ft.: 2 gp
Often found in primitive structures, or as an extra layers between stone and masonry (to increase thickness at a lower cost). Earthen walls are not very aesthetic and tend to crumble after a few hits.
Glass
Thickness: 3 in.
HP: 10
HP per inch: 3/in.
Dmg Threshold: 0
Climb DC: 25
Cost per 5ft.: 75 gp
Can be clear, or opaque.
Glass craftsmen can be hard to find, especially those that can create large, thick panels. A master craftsman can create clear glass, while lesser glassworkers may only manage opaque sheets. While made of glass, a 3-inch thick panel is quite durable and may be able to withstand a few hits. Glass does not block detect magic spells.
Ice
Thickness: 1 ft.
HP: 120
HP per inch: 10/in.
Dmg Threshold: 0
Climb DC: 25
Cost per 5ft.: 50 gp
Half price in colder climates.
Ice walls are typically built from ice blocks (although some are solid blocks of ice). Water must be frozen and shaped into bricks, which are stacked atop each other. Strongholds made of ice are only viable in arctic climates or when protected with magic. Ice does not block detect magic spells.
Iron
Thickness: 3 in.
HP: 150
HP per inch: 50/in.
Dmg Threshold: 20
Climb DC: 20
Cost per 5ft.: 200 gp
Walls made of iron are very strong, and are typically used to secure banks and vaults.
Masonry
Thickness: 1 ft.
HP: 180
HP per inch: 15/in.
Dmg Threshold: 10
Climb DC: 15
Cost per 5ft.: 25 gp
Masonry is the use of stones piled atop one another, typically held together with mortar. Masonry blocks detect magic spells.
Masonry, Reinforced
Thickness: 1 ft.
HP: 288
HP per inch: 24/in.
Dmg Threshold: 15
Climb DC: 15
Cost per 5ft.: 75 gp
Reinforced masonry include iron bars on one or both sides of the wall, or placed within the wall itself, in order to strengthen it. Masonry blocks detect magic spells.
Masonry, Superior
Thickness: 1 ft.
HP: 240
HP per inch: 20/in.
Dmg Threshold: 12
Climb DC: 20
Cost per 5ft.: 50 gp
While basic masonry uses stacked stones, superior masonry uses tightly fitting stock bricks, with fewer cracks and crevasses. Masonry blocks detect magic spells.
Mithral
Thickness: 3 in.
HP: 225
HP per inch: 75/in.
Dmg Threshold: 30
Climb DC: 25
Cost per 5ft.: 350 gp
Harder than iron, this rare metal is often used to secure vaults and other protected areas.
Stone, Hewn
Thickness: 3 ft.
HP: 1080
HP per inch: 30/in.
Dmg Threshold: 20
Climb DC: 15
Cost per 5ft.: 100 gp
Hewn stone walls are typically used for underground structures, as stone is heavy and can be difficult to find in large sizes and quantities. Hewn stone typically involves taking large stones and boulders and carving them into walls.
Stone, Unworked
Thickness: 5 ft.
HP: 2000
HP per inch: 33/in.
Dmg Threshold: 20
Climb DC: 12
Cost per 5ft.: 50 gp
Unworked stone is typically used only in underground structures, and are most likely "found" naturally. They are rarely used in freestanding walls (as most freestanding unworked stone walls need to be created magically). The cost of unworked stone reflects the difficulty in finding natural caverns (or having them created magically) and leveling the floor (or increasing the height of the ceiling in smaller caverns).
Wood
Thickness: 6 in.
HP: 60
HP per inch: 10/in.
Dmg Threshold: 5
Climb DC: 20
Cost per 5ft.: 10 gp
No cost for ground floor. -10% costs in forest terrain.
Wooden walls are common in most aboveground structures (that are not intended to withstand an attack). Wood walls typically consist of several planks nailed together on perpendicular support beams.
Wood, Living
Thickness: 6 in.
HP: 72
HP per inch: 12/in.
Dmg Threshold: 0
Climb DC: 15
Cost per 5ft.: 100 gp
Must be created using magic (wizard may cost extra).
Calculate Structure Wall Costs
The website can be used to calculate the cost for building the interior and exterior walls for structures. For building freestanding walls, such as those that surround a castle, keep or city, use the form at the bottom of the page. This will calculate the cost of just building the walls of a room or area ... and does not include the cost of furniture, fixtures and decorations. For room builds, see our stronghold parts page, where you can build structures room by room. For complete structures, see our premade structures page.
Wall Materials
- Adamantine [500 gp per 5']
- Bone [50 gp per 5']
- Earth, Packed [2 gp per 5']
- Glass [75 gp per 5']
- Ice [50 gp per 5']
- Iron [200 gp per 5']
- Masonry [25 gp per 5']
- Masonry, Reinforced [75 gp per 5']
- Masonry, Superior [50 gp per 5']
- Mithral [350 gp per 5']
- Stone, Hewn [100 gp per 5']
- Stone, Unworked [50 gp per 5']
- Wood [10 gp per 5']
- Wood, Living [100 gp per 5']
Freestanding Walls
Freestanding walls are thick, protective walls that tend to surround cities, castles and courtyards. They are different from structural walls that make up buildings because they are thicker, stronger, cost more and can be built extremely high (For more information on structural walls, click here). Freestanding walls that are higher than 10 feet must add an extra layer of thickness to each lower layer in the stack. This addition is cumulative; For example, a 10ft tall wall will have a single panel (see thickness in the table below). A 20ft tall wall would have 2 thick panels, topped by a single panel. A 30ft tall wall would have 3 panels, topped by 2 panels, topped by a single panel. Etc.
Freestanding Walls
| Wall Material | Thickness* | HP* | HP/in. | Dmg Thr | Climb DC | Cost per 5'* | Notes |
|---|---|---|---|---|---|---|---|
| Adamantine | 6 in. | 600 | 100/in. | 40 | 25 | 1,000 gp | |
| Bone | 2 ft. | 240 | 10/in. | 5 | 10 | 100 gp | May be difficult to acquire in Good kingdoms |
| Earth, Packed | 6 ft. | 60 | 1/in. | 0 | 10 | 5 gp | |
| Glass | 6 in. | 25 | 4/in. | 0 | 25 | 150 gp | Can be clear, or opaque. |
| Ice | 2 ft. | 240 | 10/in. | 0 | 25 | 100 gp | Half price in colder climates. |
| Iron | 6 in. | 300 | 50/in. | 20 | 20 | 400 gp | |
| Masonry | 2 ft. | 360 | 15/in. | 10 | 15 | 50 gp | |
| Masonry, Reinforced | 2 ft. | 576 | 24/in. | 15 | 15 | 150 gp | |
| Masonry, Superior | 2 ft. | 480 | 20/in. | 12 | 20 | 100 gp | |
| Mithral | 6 in. | 450 | 75/in. | 30 | 25 | 700 gp | |
| Stone, Hewn | 6 ft. | 2160 | 30/in. | 20 | 15 | 200 gp | |
| Wood | 1 ft. | 120 | 10/in. | 5 | 20 | 20 gp | No cost for ground floor. -10% costs in forest terrain. |
| Wood, Living | 2 ft. | 288 | 12/in. | 0 | 15 | 200 gp | Must be created using magic (wizard may cost extra). |
Wall Augmentations
Once a wall is built, the walls may be augmented for an additional cost. The costs below are for each 5-foot wide by 10-foot tall wall section that is augmented. The augmentation effect also applies to any doors, windows, or other accessways through that wall. You can choose not to augement such entryways, though their area still counts toward the augmentation's area of effect (i.e. a non-augmented doorway next to a wall with a poisonous fog veil will have a poisonous fog in its path).
Some magical augmentation is extremely powerful — so powerful that a DM may decide that the base costs are not enough. In such a situation, the DM may decide that a quest is required before the augmentation can be applied. For example, before a wizard can begin to add a fog veil to a stronghold wall, they may need the party to retrieve an eversmoking bottle. Or, if the party wants a fiery wall, they may need to retrieve some rare spell components from the elemental plane of fire.
| Augmentation | Cost per 5' | Notes |
|---|---|---|
| Airtight | 30 gp | Prevents gases from passing through (but not over or around). |
| Ethereal Ward | 100 gp | Protects against ethereal intrusion. |
| Fiery | 3,000 gp | The wall is continually ablaze with magical fire. |
| Fireproof | 25 gp | The wall is impervious to fire. |
| Fog Veil | 1,000 gp | Conceals the wall with a veil of fog. |
| Fog Veil, Incendiary | 2,500 gp | Conceals the wall with a veil of hot gray fog that causes fire damage. |
| Fog Veil, Poisonous | 2,000 gp | Conceals the wall with a poisonous veil of green fog. |
| Fog Veil, Solid | 1,000 gp | Conceals the wall with a thick veil of fog that is difficult to move through. |
| Fog Veil, Stinking | 2,000 gp | Conceals the wall with a stinking veil of yellow fog. |
| Frostwall | 400 gp | A cold wall that causes frost damages to anyone passing through a broken portion. |
| Greased (Slippery) | 5 gp | This wall is slippery and difficult to climb. |
| Magic Warding | 500 gp | The wall has resistance to any damage caused by magic. |
| Magically Treated | 50 gp | The wall is granted a stronger damage threshold, making it harder to destroy. |
| Protection from Evil | 800 gp | This wall will provide warding against evil creatures, forcing them to make a Wisdom check or be turned. |
| Spiderclimb | 50 gp | This wall is extremely easy to climb. |
| Spiked Surface | 30 gp | The wall has sharp, jagged shards covering the face of the wall, making climbing dangerous. |
| Spiked Top | 5 gp | The wall is topped with sharp, jagged shards. |
| Tanglewood | 90 gp | This wood augmentation entangles invaders. |
| Thornwood | 30 gp | This wood augmentation causes damage to anyone that comes in contact with it's sharp thorns. |
| Topped with Razor Wire | 10 gp | The top of the wall is covered in a tangle of barbed wires. |
| Transparent | 75 gp | A transparent wall allows creatures to see through the wall to the other side. |
| Webbed | 40 gp | The walls are covered in a mass of thick, sticky webbing. |
Augmentation
Airtight
Cost per 5ft.: 30 gp
Notes: Prevents gases from passing through (but not over or around).
The wall is reinforced with airtight materials and sealed with special substances that prevent air and gases to pass through the wall. This augmentation is especially useful against gaseous form spells, but also blocks fog cloud, stinking cloud and incendiary cloud.
Ethereal Ward
Cost per 5ft.: 100 gp
Notes: Protects against ethereal intrusion.
Ethereal creatures, or those under an etherealness spell or ability, cannot pass through walls augmented in this fashion.
Fiery
Cost per 5ft.: 3,000 gp
Notes: The wall is continually ablaze with magical fire.
A magical flame covers one side of the wall, eminating heat in that direction. The fire is extremely hot, and causes 1d10 fire damage to any creature that starts their turn within 5 feet of the wall. Touching (or climbing) the wall is like touching scalding piece of metal, causing 5d8 damage each turn. Any 5'x5' section of wall that takes 20 or more points of cold damage in 1 round is extinguished for 24 hours. A dispel magic spell will have the same effect. This augmentation is rarely applied to interior walls, as smoke and fire damage can destroy structures and their contents.
Fireproof
Cost per 5ft.: 25 gp
Notes: The wall is impervious to fire.
The wall is coated with various alchemical substances that make it impervious to fire.
Fog Veil
Cost per 5ft.: 1,000 gp
Notes: Conceals the wall with a veil of fog.
The wall is covered in a veil of fog, and the area around the wall is considered to be heavily obscured for 20 feet. The fog disperses in a moderate wind (10+ mph) after 4 rounds. A strong wind (20+ mph) will disperse the veil after 1 round. Once the wind dies down, the fog returns in 1d4 rounds. Note: The fog veil must be cast on every length of a connected wall, with a minimum of 20 feet, in order for the wall to replenish (augmenting every 20 feet will not work).
Fog Veil, Incendiary
Cost per 5ft.: 2,500 gp
Notes: Conceals the wall with a veil of hot gray fog that causes fire damage.
The wall is covered in a veil of dark gray, burning smoke (similar to an incendiary cloud spell. The area around the wall is considered to be heavily obscured for 20 feet. Any creature that enters the fog or starts their turn in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The fog disperses in a moderate wind (10+ mph) after 4 rounds. A strong wind (20+ mph) will disperse the fog after 1 round. Once the wind dies down, the fog returns in 1d4 rounds.
Fog Veil, Poisonous
Cost per 5ft.: 2,000 gp
Notes: Conceals the wall with a poisonous veil of green fog.
The wall is covered in a veil of fog that is sickly green and poisonous. The area around the wall is considered to be heavily obscured for 20 feet. When a creature enters the fog for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog disperses in a moderate wind (10+ mph) after 4 rounds. A strong wind (20+ mph) will disperse the fog after 1 round. Once the wind dies down, the fog returns in 1d4 rounds.
Fog Veil, Solid
Cost per 5ft.: 1,000 gp
Notes: Conceals the wall with a thick veil of fog that is difficult to move through.
The wall is covered in a veil of thick fog — so thick that it is difficult to move through. The area around the wall is considered to be heavily obscured for 20 feet. Any creature that enters the fog or starts their turn in it, must make a DC 10 Strength check. If failed, the creature's movement is reduced by half for the rest of their turn. The fog disperses in a moderate wind (10+ mph) after 4 rounds. A strong wind (20+ mph) will disperse the fog after 1 round. Once the wind dies down, the fog returns in 1d4 rounds.
Fog Veil, Stinking
Cost per 5ft.: 2,000 gp
Notes: Conceals the wall with a stinking veil of yellow fog.
The wall is covered in a veil of nauseating yellow fog. The area around the wall is considered to be heavily obscured for 20 feet. The fog is similar to a stinking cloud spell. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The fog disperses in a moderate wind (10+ mph) after 4 rounds. A strong wind (20+ mph) will disperse the fog after 1 round. Once the wind dies down, the fog returns in 1d4 rounds.
Frostwall
Cost per 5ft.: 400 gp
Notes: A cold wall that causes frost damages to anyone passing through a broken portion.
A frostwall appears like a normal wall, though it is cold to the touch. If the wall is shattered or broken, anyone passing through the plane where the wall existed suffers damage as if it were a wall of ice (5d6 cold damage).
Greased (Slippery)
Cost per 5ft.: 5 gp
Notes: This wall is slippery and difficult to climb.
One side of the wall is covered in a slippery alchemical solution that makes it difficult to climb (+5 to the climbing DC).
Magic Warding
Cost per 5ft.: 500 gp
Notes: The wall has resistance to any damage caused by magic.
The wall is warded against magic, giving the wall resistance to magic damage (half damage). This spell us often used by kingdoms that want protection from siege spellcasters.
Magically Treated
Cost per 5ft.: 50 gp
Notes: The wall is granted a stronger damage threshold, making it harder to destroy.
The wall is magically treated with spells of protection, granting it a +5 to it's damage threshhold.
Protection from Evil
Cost per 5ft.: 800 gp
Notes: This wall will provide warding against evil creatures, forcing them to make a Wisdom check or be turned.
When this effect is applied to a wall, it has a similar effect to a cleric's Turn Undead ability. Each Undead that comes within 10 feet of the wall must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
Spiderclimb
Cost per 5ft.: 50 gp
Notes: This wall is extremely easy to climb.
This effect is usually applied to the interior side of a protective wall, allowing defenders to easily climb to the top (-10 to the climbing DC). While this spell alleviates the need for ladders and stairs, it is a costly replacement.
Spiked Surface
Cost per 5ft.: 30 gp
Notes: The wall has sharp, jagged shards covering the face of the wall, making climbing dangerous.
The wall has sharp, jagged shards covering the face of the wall. If a creature makes a successful climbing check, they must then make a DC 15 sleight of hand check to avoid the sharp edges. If they fail, they take 1d8 damage. If the creature fails their climbing check, they take standard fall damage (1d8 bludgeoning damage for every 10 feet), and an additional 1d8 slashing damage for every 10 feet as they scrape along the blades on their way down. Any creature pushed into the wall also takes 1d8 damage.
Spiked Top
Cost per 5ft.: 5 gp
Notes: The wall is topped with sharp, jagged shards.
The wall is topped with sharp, jagged shards. If a creature successfully climbs to the top of the wall and attempts to climb down the other side, they must make a DC 10 Sleight of Hand check to avoid the sharp edges at the top. If they fail, they take 1d6 damage.
Tanglewood
Cost per 5ft.: 90 gp
Notes: This wood augmentation entangles invaders.
This effect can only be added to walls of wood or living wood. When a creature moves within 5 feet of the outside of the wall, the wall animates and reaches out to restrain the creature. The creature must succeed on a Strength saving throw or be restrained. A restrained creature can use its action to make a DC 12 Strength check. On a success, it frees itself.
Thornwood
Cost per 5ft.: 30 gp
Notes: This wood augmentation causes damage to anyone that comes in contact with it's sharp thorns.
This augmentation can only be added to wood or living wood walls. The wall has sharp, thorn-like protrusions covering the face of the wall. If a creature makes a successful climbing check, they must then make a DC 15 sleight of hand check to avoid the sharp thorns. If they fail, they take 1d8 damage. If the creature fails their climbing check, they take standard fall damage (1d8 bludgeoning damage for every 10 feet), and an additional 1d8 slashing damage for every 10 feet as they scrape along the thorns on their way down. Any creature pushed into the wall also takes 1d8 damage.
Topped with Razor Wire
Cost per 5ft.: 10 gp
Notes: The top of the wall is covered in a tangle of barbed wires.
The top of the wall is covered in a tangle of barbed wires. Climbing the wall has the usual difficulty, but when a climbing creature attempts to pass over the top of the wall, they must make a DC 10 Acrobatics check to avoid the razor wire (the DM may allow a Sleight of Hand check instead). On a failed save, the creature becomes restrained and takes 1d6 damage. A creature restrained by the webs takes 1d6 damage at the start of each turn and can use its action to make a DC 10 Strength check to break free, or a DC 10 Sleight of Hand check to untangle the wire.
Transparent
Cost per 5ft.: 75 gp
Notes: A transparent wall allows creatures to see through the wall to the other side.
Transparent walls are ... transparent (though not actually invisible). Viewers on either side of the wall can see through it as if it were a window. This does not affect any other properties of the wall, nor does it affect anything hanging from the wall or painted, drawn, or scribed onto it.
Webbed
Cost per 5ft.: 40 gp
Notes: The walls are covered in a mass of thick, sticky webbing.
Siege Equipment
Siege equipment are large weapons, temporary structures, or pieces of equipment traditionally used to protect or besiege a castles or fortresses.
| Equipment | AC | HP | Range | Dmg * | Cost (buy) † | Cost (build) ‡ | Crew |
|---|---|---|---|---|---|---|---|
| Ballista | 15 | 50 | 120/480 ft. | 16 (3d10) | 300 gp | 50 gp & 4 days | 2 (1 min) |
| Cannon | 19 | 75 | 600/2400 ft. | 44 (8d10) | 1500 gp | 300 gp & 30 days | 2 (1 min) |
| Cauldron, Suspended | 19 | 20 | 10 (3d6) | 25 gp | 5 gp & 2 days | 2 (1 min) | |
| Mangonel (Catapult) | 15 | 100 | 200/800 ft. (60 ft. min) | 27 (5d10) | 500 gp | 75 gp & 7 days | 3 (2 min) |
| Ram | 15 | 100 | 16 (3d10) | 800 gp | 200 gp & 10 days | 8 (4 min) | |
| Siege Tower | 15 | 200 | — | 1200 gp | 200 gp & 10 days | 16 (10 min) | |
| Trebuchet | 15 | 150 | 300/1200 ft. (60 ft. min) | 44 (8d10) | 1500 gp | 300 gp & 30 days | 6 (4 min) |
- The damage from siege engines ignore the damage threshhold of wall materials (see walls)
† This is the cost to buy a fully assembled item. These may be rare to find already assembled and quantities should be limited.
‡ This is the cost for parts and labor, including the cost of an experienced siege engineer. This also includes the time it would take to find resources, obtain and make parts, and then assemble the entire device. Some construction costs include: wood and lumber; metal nails, clasps, springs and other mechanical pieces; the metalurgy and blacksmithing of parts.
Building Siege Engines
Siege engines are large devices, and often require a small labor force and a skilled siege engineer. Any character overlooking the building of a siege engine will need to make a DC 15 Intelligence check using the modifiers below. Each siege engine requires a crew in order to function (see "crew" above) — a full crew is the minimum number of people required to build any siege engine (with a minimum of 2).
| Condition | Roll Modifier | Time Modifier |
|---|---|---|
| Siege engineer involved | 5 | |
| Labor Force (see "crew") | ||
| ¼ of the labor force, or less (no less than 2) | -2 | x4 |
| ½ of the labor force (no less than 2) | -1 | x2 |
| Full labor force | 0 | No change |
| 2x labor force | 2 | -25% time |
| Lumber Availability | ||
| No lumber available (i.e. desert) | Can't Build | |
| Lumber supply limited* (i.e. plains with a few trees, far from settlement) | -2 | '+25% time (to find lumber source) |
| Full lumber supply (i.e. nearby forest or lumberyard) | 0 | |
| Metal Availability | ||
| No metal available † (no forge, no nearby settlement) | -4 | |
| Metal supply limited ‡ (i.e. high metal demand, far from settlement) | -2 | '+25% time (to find metal source) |
| Full metal supply (i.e. nearby city, mine) | 0 |
- The DM should use their discretion when deciding how scarce lumber is, and change the modifier and time as needed. The DM may also wish to add a cost modifier when lumber is scarce.
† The DM should decide if metal parts can be replaced with wooden parts. This may not be possible in a siege engine like a catapult (which requires a metal spring and coil), or a cast iron cauldron.
‡ Various factors can affect the metal supply, such as a kingdom being at war, a problem with trade routes, rust monster infestation. The DM may also wish to add a cost modifier when lumber is scarce.
Siege Attack
Siege Engine Attack Modifiers
Ranged siege engines are large devices that often require multiple people to use. As such, the DM may allow additional modifiers to the attack (see the table below).
| Condition | Modifier |
|---|---|
| No line of sight to target square | -5 |
| Successive shots (crew can see where most recent misses landed) | Cumulative +2 per previous miss (maximum +10) |
| Successive shots (crew can’t see where most recent misses landed, but observer is providing feedback) | Cumulative +1 per previous miss (maximum +5) |
Missed Siege Attack
Optional Rule: When a ranged siege attack misses their target, there is always a chance that it may hit another target. When the attack misses, the DM should roll a d8 to determine which direction (or quadrant) the projectile goes, and then roll a d10 to determine the exact square (on a 10, the projectile breaks or explodes in the air, and does not land).
Missed siege attack, quadrant and grid
-
Roll a d8 to choose a quadrant.
-
Roll a d10 to choose a specific 5 ft. tile within the quadrant.
(if a 10 is rolled, the projectile breaks/explodes in the air, and does not land)
Stronghold Spells
There are many spells that can be used to enhance strongholds. All the spells listed on this page are official D&D spells.
Permanency:
While all the spells have some duration, the DM can decide if that want to allow permanent spell effects in their campaign (or spells with an increase duration). It is important that the DM should emphasize to their players that making a spell effect permanent is extremely difficult to do. It takes years of study, knowledge of special rituals and expertise in certain magical schools (skills that average player characters don't have, since they are focused more on adventure and less on scholarly pursuits). The DM may also require a quest in order to find and hire a powerful wizard, retrieve rare spell components or find special magic item(s) that would aid in a permanency ritual.
From https://www.thievesguild.cc/stronghold/spells
Magic Spells
Below are a list of common stronghold spells with a cost to cast the original spell, optional information on casting a permanent version of the spell (DM discretion), and related magic items (for quests).
| Spell | Lev | Cost † (Regular) | Cost ‡ (Permanancy) | Rel. Magic Item * |
|---|---|---|---|---|
| Alarm | 1 | 10 gp | 500 gp | Sending Stones (DMG p199) |
| Arcane Lock | 2 | 90 gp | — | |
| Clone | 8 | 2840 gp | — | |
| Continual Flame | 2 | 140 gp | 400 gp | Everburning Torch |
| Dimension Door | 4 | 160 gp | 10000 gp | Helm of Teleportation (DMG p174) |
| Drawmij's Instant Summons | 6 | 2360 gp | — | |
| Feather Fall | 1 | 10 gp | 5000 gp | Ring of Feather Falling (DMG p191) |
| Fog Cloud | 1 | 10 gp | 2000 gp | Eversmoking Bottle (DMG p168) |
| Forbiddance | 6 | 460 gp | 14000 gp | |
| Glyph of Warding | 3 | 490 gp | — | |
| Guards and Wards | 6 | 361 gp | 130000 gp | |
| Gust of Wind | 2 | 40 gp | 500 gp | Wind Fan (DMG p213) |
| Hallucinatory Terrain | 4 | 160 gp | 4000 gp | Deck of Illusions (DMG p161) |
| Invisibility | 2 | 40 gp | 5000 gp | Ring of Invisibility (DMG p191) |
| Leomund's Secret Chest | 4 | 10260 gp | 30000 gp | Oil of Etherealness (DMG p183) |
| Levitate | 2 | 40 gp | 5000 gp | Boots of Levitation (DMG p155) |
| Light | Cantrip | 10 gp | 500 gp | Gem of Brightness (DMG p171) |
| Magic Mouth | 2 | 60 gp | 500 gp | |
| Major Image | 3 | 90 gp | — | Deck of Illusions (DMG p161) |
| Mirage Arcane | 7 | 490 gp | 10000 gp | Deck of Illusions (DMG p161) |
| Modify Memory | 5 | 250 gp | 2500 gp | Crystal Ball of Mind Reading (DMG p159) |
| Planar Binding | 5 | 2250 gp | — | Wand of Binding (DMG p209) |
| Programmed Illusion | 6 | 363 gp | — | Deck of Illusions (DMG p161) |
| Simulacrum | 7 | 3490 gp | — | |
| Stinking Cloud | 3 | 90 gp | 10000 gp | Eversmoking Bottle (DMG p168) |
| Symbol | 7 | 2490 gp | — | |
| Teleportation Circle | 5 | 350 gp | 125000 gp | Helm of Teleportation (DMG p174) |
| Unseen Servant | 1 | 10 gp | 10000 gp | |
| Wall of Fire | 4 | 160 gp | 20000 gp | Brazier of Commanding Fire Elementals (DMG p156) |
| Wall of Force | 5 | 250 gp | 50000 gp | Bead of Force (DMG p154) |
| Wall of Stone | 5 | 250 gp | — | |
| Wall of Thorns | 6 | 360 gp | 4000 gp | Quaal's Feather Token, Tree (DMG p188) |
| Web | 2 | 40 gp | 1000 gp | Wand of Web (DMG p212) |
† The regular cost of casting an item is the standard price that a wizard may charge for a single casting of the spell with no modifications (as written in the official spell description). The formula used for the standard cost of casting a spell is:
(Spell Level)2 x10 + (Consumed Materials)x2 + (Non-Consumed Materials)x(0.1)
† The permanent cost of casting a spell is an optional (homebrew) price that a wizard may charge for a single casting of the spell so that it lasts longer than the duration written in the official spell description.
- The magic items listed are related to the spell. A DM may require a quest to retrieve this item before a "permanant" spell can be cast.
From https://www.thievesguild.cc/stronghold/spells
New Spells for Structures
There is a section later that goes more in-depth on this, might to want rework this...
The following spells may be cast by any class with access to the required level of spell slots.
Spells table
| Level | Spell | School | Conc. | Ritual | Class |
|---|---|---|---|---|---|
| 0 | Buildmap | Illusion | Yes | No | Artificer, bard, cleric, warlock, witch, wizard |
| 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 |
*Witch class by Walrock Homebrew
Other Spells for Structures
Many other spells that already exist in the Player's Handbook are ideal for use with player-owned structures. The following is a list of spells to consider when building and maintaining a structure:
- Arcane Lock
- forbiddance
- glyph of warding
- guards and wards
- hallow
- mirage arcane
- Mordenkainen's faithful hound
- Mordenkainen's private sanctum
- programmed illusion
- symbol
- 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 30 days within a structure that you own.