Falcon's Stronghold


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A B C D E F G H I J K L


Repair the stairs to access the second floor.

Cost: 50 gp

Time required: 5 days

This tower is two stories tall and includes a spiral staircase to the second floor. There are holes in the walls, and some vines have overtaken the rooms.

Build Empty

Cost: 375 gp

Time: 5 days

Add a Treasury

Cost: 5,000 gp

Time: 30 days

This room contains the means to store and defend gold and valuables. The owners of this structure can stash any amount of gold or reasonably- sized treasure here. Any costs of running the stronghold will be automatically deducted from this treasury once a month

If 5 Journeymen hirelings trained in either Insight or Investigation are hired to staff this room (300 gp/month), they can be instructed to manage the currency stored within, investing it or using it to make favorable trades. If this is the case, roll 1d4 every 30 days. On a roll of 2-4, the room generates an income equal to 5% of the total currency stored there. On a roll of 1, however, the investments don’t pay off, and 5% of the currency stored within the room is lost.

A large room and a circular tower in the north of the structure. some of the walls are collapsing.

Build Empty

Cost: 410 gp

Time: 7 days

Add a Dining Hall & Kitchen

Cost: 5,000 gp

Time: 30 days

If this room is staffed by at least 5 trainees and 3 journeymen (198 gp/month) proficient with cook’s utensils to be functional, once every 30 days, the owners of this structure can decide to hold a lavish banquet in this room. This banquet takes 1 hour to prepare, and 1 hour to consume.

The effects of this lavish banquet are identical to the effects of the heroes’ feast spell, save that it is able to feed twice as many creatures. Creatures only gain these benefits if they eat the food at the banquet itself, and this food loses its potency 24 hours after it begins its next battle.

Once a tenday, the staff can prepare a fine meal that increases the maximum hit points of any who eat it by 2d10. This hit point maximum lasts for 24 hours after it begins its next battle.

A small room. Mostly crumbling, barely keeping the second floor above it intact.

Build Empty

Cost: 350 gp

Time: 5 days

You can only add one additional structure to a room

Build A Chapel Build a Library Build a Shrine

Cost: 2,500 gp

Time: 15 days

The structure this room is in is affected by a version of the hallow spell with a permanent duration, the details of which are decided upon when the construction of this room is completed. The dispel magic spell can end this effect only if cast as an 7th-level spell or higher. If the room and structure still stand, the structure will again be affected by hallow after 30 days, its details again decided by the owners of the structure.

The hallow spell can be cast within this room, and if it is, it instead changes the effects of the hallow spell on the entire structure. Religion checks made here that deal with the lore surrounding the deity, philosophy, or religion the chapel is associated with have advantage.

Cost: 2,500 gp

Time: 15 days

When a creature takes at least 1 hour to peruse this room, it can choose to make an Intelligence or Wisdom based skill check to find specific knowledge within this room. Even if the creature does not (or cannot) succeed on this roll, it can typically uncover a hint as to where else in the world this information may be found.

If a Journeyman proficient in at least one Intelligence based skill is hired as a librarian, a creature requires only 1 minute instead of 1 hour to peruse the room, and the check the creature makes has advantage.

Cost: 2,500 gp

Time: 15 days

A creature visiting this shrine can present it with a nonmagical object as an offering, which is then placed in a position of import and destroyed, usually by supernaturally powerful fire. The creature then gains a blessing, based on the monetary worth of the destroyed object, as detailed on the table below. A creature can only gain one such blessing every 24 hours.

Object Value Blessing
5 gp or less Targeted by a casting of guidance with a duration of 24 hours. Once the guidance d4 is rolled, the spell ends.
6-10 gp As above, except the d4 can also be applied to an attack or saving throw, instead of an ability check.
10-25 gp As above, except the spell grants a total of 2d4, each die of which must be applied to a separate roll. After the last d4 is applied, the spell ends.
26-50 gp As above, except both d4s can be applied to the same roll.
51-100 gp As above, except the spell grants a total of 3d4 instead of 2d4.
101-200 gp As above, except the spell grants 3d6 instead of 3d4.
201-400 gp As above, except the spell grants 3d8 instead of 3d6.
401-700 gp As above, except the spell grants 3d10 instead of 3d8.
701-1000 gp As above, except the spell grants 3d12 instead of 3d10.
1000+ gp As above, except any attack that hits while its roll benefited from at least one of these dice becomes a critical hit.

A hallway between the tower of Section B and Room C. Both floors of the hallway are almost completely destroyed.

Build Empty

Cost: 50 gp

Time: 5 days

Add a Safe Room

Cost: 2,500 gp

Time: 15 days

This room is constructed from walls made of mithral with an AC of 21; 40 hit points; immunity to all damage except acid, fire, force, and necrotic; and that ignore any damage done to them from any one source that would not instantly reduce them to 0 hit points or below.

Entering this room, even via a secret passage, places you outside these mithral walls, which must be broken down or opened with a command word (known to the owners of the structure) to themselves be entered. All the amenities of life are contained within these mithral walls, allowing up to 8 creatures a limitless supply of pure water, preserved food, and clean air, along with bedding, waste disposal, and supplies to live a modest lifestyle without any cost.

The bottom floor of a circular tower. Some of the stones have fallen from the walls leaving large gaps in the masonry.

Build Empty

Cost: 145 gp

Time: 5 days

Add a Lecture Hall

Cost: 2,500 gp

Time: 15 days

Classes are held in this room, instructing those within on any number of topics.

Up to three Journeymen proficient with any set of tools or in any Wisdom or Intelligence skill, can be hired to act as teachers (60 gp, 120 gp, or 180 gp). Choose the amount to pay; the maintenance cost hires 1 teacher for 2 gp, 2 teachers for 4 gp, or 3 teachers for 6 gp.

Select a number of types of lessons to be taught in this room from the following list, equal to the number of teachers working in this room, as well as the specifics of what each lesson teaches. A single type of lesson can be chosen multiple times, but each must have a different subject (for example, “Language Lesson” can be chosen twice, but a different language must be selected for each).

  • Language Lesson. Teaches a language you choose. Skill Lesson. Teaches proficiency in a skill which the hireling teacher is proficient in.

  • Spell Lesson. Teaches a cantrip of your choice to a creature that can cast at least one spell with a spell level. The cantrip must be on the spell list of a class the creature belongs to, and doesn’t count against the number of cantrips the creature can know.

  • Tool Lesson. Teaches proficiency with a set of tools, a musical instrument, or a gaming set with which the hireling teacher is proficient.

  • Weapon Lesson. Teaches proficiency with a weapon you choose.

Each day, a creature in the structure can attend one lesson of its choice, which lasts for 6 hours that day. Once the creature has attended the class for a number of days equal to 30 minus twice its Intelligence modifier, the creature is considered to have learned the lesson.

Trainee Hirelings can be paid to take classes in this way to become Journeymen.

Income

If this room accepts students from the surrounding area and charges tuition, this room generates an income of 110 gp (or 1d10 × 20 gp) with 1 teacher, 220 gp (or 2d10 × 20 gp) with 2 teachers, or 330 gp (or 3d10 × 20 gp) with 3 teachers per day.

Once used as cells, this room is now full of rusted bars and has weeds growing through the floor.

Build Empty

Cost: 250 gp

Time: 5 days

Build a Secret Passage

Cost: 2,500 gp

Time: 15 days

A secret tunnel runs from a point in your structure you choose to another point outside within a mile, also of your choosing. This room automatically benefits from the Hidden improvement.

This area outside the walls is set aside for animal pens.

Cost: 5,000 gp

Time: 30 days

This area allows creatures to be held securely and safely, whether or not they desire to be, until you choose to release them. The creatures held here can be beasts, dragons, monstrosities, or other bestial creatures such as owlbears or displacer beasts.

This area can hold ten creatures sized Small, six sized Medium, two sized Large, or one sized Huge.

This area does not automatically include creatures, which must be acquired through other means.

This area is set aside for a garden

Cost: 2,500 gp

Time: 15 days

Contains an assortment of herbs and grown vegetables.

Income

Every 30 days, the garden grows an amount of herbs equal in worth to 225 gp (or 1d4 × 90 gp). A creature proficient in Nature or with the herbalism kit can harvest these herbs with 8 hours of effort.

Once harvested, the herbs can be sold for their worth in currency, or used as materials to craft any item (within reason), mundane or magical, that could be created with alchemist’s supplies, brewer’s supplies, cook’s utensils, or the poisoner’s kit. Typically this would include any drinkable items, non-meat edible items, poisons, or liquids listed under Equipment.

If you hire two journeymen (120 gp/month) either proficient in Nature or with the herbalist’s kit to act as gardeners, the garden instead produces herbs worth 450 gp (or 2d4 × 90 gp) every 30 days.

The area in front of the main gate can have a maze constructed in it.

Cost: 5,000 gp

Time: 30 days

Creatures attempting to navigate the maze succeed on 10 - DC 20 Intelligence (Investigation) or Wisdom (Survival) checks (their choice). Each of these checks takes 1 hour to complete, whether or not it is successful.

If creatures are traveling through the maze as a group, one member of their group can make a single check for all the creatures in the group, gaining advantage if it is aided by the Help action from another one of these creatures with proficiency in a relevant skill. The owners of this structure, their allies, creatures familiar with the maze, or any creature with a climb speed can make these checks with advantage.

If a creature succeeds on these checks, it finds itself at the entrance of the structure. If a creature fails 3 of these checks in a row, it becomes lost, resetting its number of successful checks to 0.

Each 10 foot segment of the walls of this maze has an AC of 17; 27 hit points; a height of 40 feet, and immunity to all damage except bludgeoning, slashing, acid, fire, force, thunder, necrotic, and damage from a pick. The walls ignore any damage done to them from any source that does not instantly reduce them to 0 hit points or below with a single damage roll.

In place of a check to navigate the maze, a creature can choose to attempt to damage the maze’s walls, using its Attack action or a spell to attempt to inflict the necessary damage. Successfully destroying a section of walls counts as a successful check, while failing to destroy a section of wall counts as a failed check. Destroyed walls magically repair themselves after 30 days.

If this structure also contains an Animal Pen, the captive creatures contained within them can be released into the maze. While these captive creatures are within the maze, the Animal Pen still counts as if they were occupied, and the captive creatures are unable to escape the maze. If any creatures attempting to navigate the maze fail two checks in a row, they encounter the captive creatures, which could result in combat depending on the inclinations of the creatures involved.

This section can be turned into a permanent teleportation circle.

Manually

You can spend a year casting a teleportation circle with the spell or utilize Circle Casting Permanency.

You can hire a 5th level spellcaster with the Teleportation spell on their class spell list to cast the spell every day for a year for the cost of the spell plus the cost of hiring the caster for a year.

Expedited

You can hire a group of adventurers to retrieve a teleportation circle from a destroyed circle and have it installed in your stronghold.

Cost: 50,000 gp

Time: 30 days

This area of your structure is set aside to house a smithy

Cost: 2,500 gp

Time: 15 days

This area is considered to always have the following sets of tools available: carpenter’s tools, jeweler’s tools, leatherworker’s tools, smith’s tools, tinker’s tools, and woodcarver’s tools. These tools are always present in this room, and individuals that are proficient with these tools can create items in half the normal time and with half the crafting cost while working in this room, using the existing crafting downtime activity rules.

You can hire a smith to work in your structure and craft items for you. Depending on their skill level, the smith is proficient in a number of tools or skills and can create items up to a certain rarity. In order for a crafter to create magical items, they must be proficient in the Arcana skill as well as have the tool proficiency to create the item.

The cost and time to craft the items remains the same, regardless of crafter level

Crafter

Item Rarity

Proficiencies

Crafting Modifier

Cost per month

Apprentice

Common

0

+3

6 gp

Journeyman

Uncommon

2

+5

60 gp

Artisan

Rare

2

+7

120 gp

Master

Very Rare

3

+9

240 gp

Grand Master

Legendary

4

+11

480 gp

This section of land is set up to house stables.

Cost: 2,500 gp

Time: 15 days

Your structure gains the ability to house and support horses or other Large or Medium beasts trained to be used as mounts, and can hold sixteen of these creatures. Mounts that receive a long rest within this room have their movement speed increased by 10 feet until their next long rest. This stable does not come equipped with mounts, and mounts must be acquired by other means.

Info on:

M N O P Q R


You can build bridges between the high points of your stronghold to make travel easier between areas. both rooms on either side of the bridge must be repaired before a bridge can be built.

Cost: 234 gp (78 gp/bridge)

Time: 12 days (4 days/bridge)

Once an area with a bedroom and a work area, the walls are crumbling, and you can see the sky through the roof.

Build Empty

Cost: 260 gp

Time: 5 days

Add an Enchanter's Studio

Cost: 5,000 gp

Time: 30 days

This room is considered to always have the following sets of tools available: carpenter’s tools, leatherworker’s tools, and woodcarver’s tools. These tools are always present in this room, and individuals that are proficient with these tools can create items in half the normal time and with half the crafting cost while working in this room, using the existing crafting downtime activity rulesA creature with spell slots can use this room to make any magic item that is not a potion or artifact, in half the normal time, and with half the normal materials cost. If the item would be an enchanted mundane object (such as a +1 longsword, for example), the mundane object must be created first, and its value can be deducted from the cost of the enchantment (before dividing it in half with the magical enchanter).

You can hire an enchanter to work in your structure and craft items for you. Depending on their skill level, the enchanter is proficient in a number of tools or skills and can create items up to a certain rarity. In order for a crafter to create magical items, they must be proficient in the Arcana skill as well as have the tool proficiency to create the item.

The cost and time to craft the items remains the same, regardless of crafter level

Crafter

Item Rarity

Proficiencies

Crafting Modifier

Cost per month

Apprentice

Common

1

+3

6 gp

Journeyman

Uncommon

2

+5

60 gp

Artisan

Rare

2

+7

120 gp

Master

Very Rare

3

+9

240 gp

Grand Master

Legendary

4

+11

480 gp

This area was once three rooms. A landing for the stairs, and two other rooms. There is minor damage to this structure, but you must complete Section B2 before building this.

Build Empty

Cost: 140 gp

Time: 10 days

Add Lodgings Add a Training Room

Cost: 2,500 gp

Time: 15 days

The northeast corner is set aside for visitor lodgings. While a structure is usually considered to have adequate lodging for its owners and its hireling staff, additional housing for guests, soldiers, or other visitors may be necessary. When visitors are present, the Lodgings require one trainee hireling per day (2 sp/day) to keep the area tidy for guests.

Cost: 2,500 gp

Time: 15 days

The southern half of the area is set aside for a training arena. A creature that spends a short rest sparring or training here becomes conditioned for battle, which lasts until its next battle. When a creature that is conditioned for battle rolls initiative, it has advantage on the roll, and on the first attack roll it makes on its first turn in combat.

A small room. Mostly crumbling, barely keeping the second floor above it intact.

Build Empty

Cost: 350 gp

Time: 5 days

You can only add one additional structure to a room

Build A Chapel Build a Library Build a Shrine

Cost: 2,500 gp

Time: 15 days

The structure this room is in is affected by a version of the hallow spell with a permanent duration, the details of which are decided upon when the construction of this room is completed. The dispel magic spell can end this effect only if cast as an 7th-level spell or higher. If the room and structure still stand, the structure will again be affected by hallow after 30 days, its details again decided by the owners of the structure.

The hallow spell can be cast within this room, and if it is, it instead changes the effects of the hallow spell on the entire structure. Religion checks made here that deal with the lore surrounding the deity, philosophy, or religion the chapel is associated with have advantage.

Cost: 2,500 gp

Time: 15 days

When a creature takes at least 1 hour to peruse this room, it can choose to make an Intelligence or Wisdom based skill check to find specific knowledge within this room. Even if the creature does not (or cannot) succeed on this roll, it can typically uncover a hint as to where else in the world this information may be found.

If a Journeyman proficient in at least one Intelligence based skill is hired as a librarian, a creature requires only 1 minute instead of 1 hour to peruse the room, and the check the creature makes has advantage.

Cost: 2,500 gp

Time: 15 days

A creature visiting this shrine can present it with a nonmagical object as an offering, which is then placed in a position of import and destroyed, usually by supernaturally powerful fire. The creature then gains a blessing, based on the monetary worth of the destroyed object, as detailed on the table below. A creature can only gain one such blessing every 24 hours.

Object Value Blessing
5 gp or less Targeted by a casting of guidance with a duration of 24 hours. Once the guidance d4 is rolled, the spell ends.
6-10 gp As above, except the d4 can also be applied to an attack or saving throw, instead of an ability check.
10-25 gp As above, except the spell grants a total of 2d4, each die of which must be applied to a separate roll. After the last d4 is applied, the spell ends.
26-50 gp As above, except both d4s can be applied to the same roll.
51-100 gp As above, except the spell grants a total of 3d4 instead of 2d4.
101-200 gp As above, except the spell grants 3d6 instead of 3d4.
201-400 gp As above, except the spell grants 3d8 instead of 3d6.
401-700 gp As above, except the spell grants 3d10 instead of 3d8.
701-1000 gp As above, except the spell grants 3d12 instead of 3d10.
1000+ gp As above, except any attack that hits while its roll benefited from at least one of these dice becomes a critical hit.

A round tower above the kitchen section of section B1, this tower is in disrepair with sky showing above. You must repair B1 in order to access this room.

Build Empty

Cost: 310 gp

Time: 5 days

Add a Rookery

Cost: 2,500 gp

Time: 15 days

This room houses 21 crows, ravens, pigeons, owls, hawks, or similar birds equal to your structure’s total room points. While in this room, a creature can attach a message to one of these birds and give it instructions for delivery. This acts identically to a casting of the animal messenger spell, save that the message is written, not spoken, can be up to 50 words, and is delivered in the form of a tiny scroll.

If you pay the maintenance cost to staff this room with a Journeyman proficient in Animal Handling (60 gp/month) who acts as a master of ravens, the room can instead hold 42 birds, and the duration of the room’s effect that mimics animal messenger is 48 hours instead of 24 hours.

A large upstairs area with a lot of extra room with some walls crumbling and a piece of the ceiling missing. This section can't be built until Room E1 is repaired.

Build Empty

Cost: 465 gp

Time: 10 days

Add a War Room:

Cost: 5,000 gp

Time: 30 days

This room plays a central role to any attempts at planning ahead of time. Generals from friendly factions can be invited here to share intelligence reports on an upcoming battle. Once a tenday, one member of the war council can make a intelligence check to determine what kind of information is gained.

DC 10: A general map of the area you are interested in attacking or infiltrating.

DC 15: Enemy forces and tactics information

DC 20: Enemy future plans information

DC 25: Your choice of infiltration blueprints or detailed enemy force recognizance.

This room has minor damage and sits atop the original jail cells. You must repair room F1 before you can repair this room.

Build Empty

Cost: 85 gp

Time: 5 days

Add an Alchemist's lab

Cost: 2,500 gp

Time: 15 days

This room comes equipped with alchemist’s supplies, a poisoner’s kit, and an herbalism kit that are all inherently part of its architecture. As such, each of these sets of tools is always considered to be present here.

Additionally, a creature proficient with alchemist’s supplies has a bonus to crafting magic items in the potion category while within this room. A creature proficient with the poisoner’s kit has this same bonus when crafting poisons. In either case, it takes the creature a quarter of the normal time to craft the item in question, and it costs half as much of the usual gold. This bonus is not cumulative with similar bonuses from class features or other sources.

You can hire an alchemist to work in your structure and craft items for you. Depending on their skill level, the alchemist is proficient in a number of tools or skills and can create items up to a certain rarity. In order for a crafter to create magical items, they must be proficient in the Arcana skill as well as have the tool proficiency to create the item.

The cost and time to craft the items remains the same, regardless of crafter level

Crafter

Item Rarity

Proficiencies

Crafting Modifier

Cost per month

Apprentice

Common

1

+3

6 gp

Journeyman

Uncommon

2

+5

60 gp

Artisan

Rare

2

+7

120 gp

Master

Very Rare

3

+9

240 gp

Grand Master

Legendary

4

+11

480 gp

Hirelings

You can hire people to work in your stronghold. Some of the rooms and areas you can build will gain abilities if you have people working in them. There are two main kinds of Hirelings

Trainees: aren't proficient in any skills or tools. The have no special skills to speak of, though they can clean, cook passably, and keep a structure cared for in ways that do not require a particular skillset.

Journeymen: each come proficient in one particular skill or set of tools, and have a +5 bonus to checks they make with this proficiency. This bonus is considered to include both the hireling’s relevant ability modifier and proficiency bonus. You determine which skill or set of tools the hireling is proficient with at the time you first hire them.

Trainees can be hired for 6 gp per month. Journeymen for 60 gp per month.

Spellcasters

You can hire spellcasters to work in the stronghold as well. The ability of the spellcaster determines their cost.

Caster Level Spell list Cost/month
Acolyte

1

Cleric 180 gp
Apprentice Wizard

1

Wizard 180 gp
Bard

2

Bard 420 gp
Barovian Witch

3

Wizard 240 gp
Cult Fanatic

4

Cleric 240 gp
Druid

4

Druid 240 gp
Frontline Medic

3

Cleric 180 gp
Horncaller

3

Druid 300 gp
Illusionist

7

Wizard 800 gp
Pirate Deck Wizard

4

Wizard 300 gp
Precognitive Mage

5

Wizard 600 gp
Priest

5

Cleric 420 gp
Rakdos Lampooner

4

Bard 420 gp
Sage

5

Wizard 600 gp

Upgrading Rooms

Extra Dimensional Hidden Secret Passage Teleportatin Rune Trapped Warded or Spell-bound

Individual room expansions can be built up, improved, and modified in a small variety of ways.

You can choose to purchase a modification from the list below for either a room expansion being built, or for one that has already been built. If the expansion is being built, the modification adds its construction time to the expansion’s total construction time. If a modification is purchased for an existing expansion, the modification’s building begins immediately, and the expansion does not provide a benefit until the modification is complete.

Some modifications have requirements, which the owners of the structure, or at least one of their allies within the structure, must be able to fulfill in order to build.

Extra Dimensional

The air inside the room seems somehow thicker, slightly more viscous. Outside shuttered windows, stars and comets cascade by, shining like a thousand diamonds against a swirling ethereal sky

Cost: 7,500 gp

Time: 30 days

Prerequisites: A creature that can cast at least one 7th-level spell

This room’s door is actually a portal to a pocket dimension, containing the room itself. The laws of time and gravity in the expansion are yours to set, within limit, only once when you first modify the expansion. Gravity can be half to twice as strong, and time can move at halfpace to double time, relative to the outside.

The room also has the immunity to scrying, tracking, and similar effects that being located on a different plane provides, and is considered to be infinitely far away from the rest of its structure for the purposes of spells and effects (though not for the benefits the structure itself and its other expansions provide).

This upgrade can only be applied to a room once.

Hidden

There’s no telling what secrets a cleverly-designed structure might hide. Behind tapestries, false book-cases, or hidden switches lurk chambers tucked away where none may find them, save those that know the secret to accessing them.

Cost: 2,500 gp

Time: 15 days

This modification is added onto any room to hide it from view. The owners of the structure and any allies they designate know the secret to enter the hidden room. Another creature attempting to enter the room must first make a DC 25 Intelligence (Investigation) check to discover the presence of a hidden chamber, followed by a DC 25 Dexterity (Sleight of Hand) check to uncover how to enter, once they are aware of its presence.

Secret Passage

An airy draft billows behind the walls of this room, traveling unseen from one room to the next. An astute few know the secret to accessing this passage, which remains hidden to all but the most observant.

Cost: 2,500 gp

Time: 25 days

Prerequisite: At least two completed room expansions

This modification is built in two rooms simultaneously, though it only requires one construction cost to be paid. A secret passage makes a hidden connection between these two rooms, behind walls, under floors, and generally out of view.

Similar to a hidden room, the owners of the structure and any allies they designate know how to enter this secret passage from either of its entrances, and can move freely between these two rooms. All others must first make a DC 25 Intelligence (Investigation) check to discover the presence of a secret passage, followed by a DC 25 Dexterity (Sleight of Hand) check to uncover how to enter, once they are aware of it.

You can built multiple secret passages into one room, but each passage must connect to a different room.

Teleportation Rune

A small rune resembling a gate is carved into a flagstone, support beam, or the underside of a table here. For those select few who know its true meaning, the rune is as functional as a doorway while being significantly more subtle.

Cost: 3,500 gp

Time: 25 days

Prerequisite: A creature who can cast at least one 5th-level spell.

When this rune is first created, choose a command word. Any creature that touches this rune and speaks its command word can instantly teleport to any other room of that creature’s choice in the same structure that also contains a copy of this rune built as a modification in that room.

All such runes within one structure share the same command word, and if only a single one of these runes exists within a structure, it does nothing until at least one other rune is built in a different room.

Trapped

This room hides a deadly secret, and only you know where it might be found.

This room contains one of the following traps, which you choose when you build this modification. This modification can be built multiple times in a single room for multiple traps, and the same trap can be selected multiple times. Each time you build this modification, you determine an appropriate location for the trap, which can change its overall effectiveness.

Trap

Cost

Time

Requirements

Bear Trap

50 gp

1 day

A creature proficient in either Survival or with smith’s tools.

Crossbow Trap

150 gp

1 day

A creature proficient in either Survival or with at least one type of crossbows.

Danse Macabre

3,500 gp

30 days

A creature who can cast at least one 6th-level spell.

Faceless Malice

2,000 gp

30 days

A creature who can cast at least one 5th-level spell

Falling Net

150 gp

1 day

A creature proficient either in Survival or with nets.

Falling Portcullis

250 gp

1 day

A creature proficient either in Survival or with smith's tools

Fire-breathing Statue

1,250 gp

7 days

A creature that can either cast one 2nd-level spell or is proficient in Alchemist's Supplies

Hunting Trap

5 gp

1 day

———

Pit, Simple

250 gp

1 day

———

Pit, Hidden

500 gp

1 day

A creature proficient in either Survival, carpenter's, or mason's tools.

Pit, Locking

1,500 gp

7 days

A creature proficient either in Sleight of Hand, or with smith‘s tools or thieves’ tools

Pit, Spiked

2,000 gp

7 days

A creature proficient either in Survival or with smith’s tools. If the pit is also hidden or locking, it must also meet their requirements, above.

Poison darts

1,250 gp

7 days

A creature proficient either in Survival or with the poisoner’s kit.

Poison needle

1,500 gp

7 days

A creature proficient either in Survival or with the poisoner’s kit.

Rolling Sphere

2,000 gp

30 days

A creature proficient either in Survival or with mason’s tools.

Scything blade

1,250 gp

7 days

A creature proficient in smith's tools.

Sphere of annihilation

5,000 gp

30 days

A creature that can cast at least one 7th level spell.

Sleep of ages

3,500 gp

30 days

A creature that can cast at least one 6th level spell.

Warded or Spell-Bound

The magical energy of a persistent spell suffuses this room, protecting it or providing some less obvious, more obscure benefit.

Time: 7 Days

Prerequisites: A creature that can cast the listed spell.

This room is constantly under the effect of one of the following spells, the details of which you decide when you build this modification and which can only be altered later by rebuilding this modification in the same room and paying the cost a second time.

The spell is considered to have a duration of permanent, and can be dispelled with a casting of dispel magic of 7th-level or greater. If a spell is dispelled in this way, it reasserts itself after 30 days.

These spells are always considered to fill the entire room and are cast at their lowest level possible, with the owners of the structure and those they designate considered to be the spell’s casters. Saves made against spells cast with this modification are made against a DC of 25.

You can build this modification in a single room multiple times, choosing a different spell for each time you construct it.

Spell

Cost

Details

Alarm

1,000 gp

———

Animate Objects

3,000 gp

This room is haunted by animated objects equal to one casting of this spell at its lowest level, which will automatically attack creatures hostile to the owners of this structure after they spend at least 1 minute in this room. The objects are capable of sensing the intentions of such creatures

Antimagic Field

4,500 gp

———

Circle of Power

3,000 gp

———

Dawn

2,000 gp

Only affects creatures who would damaged by natural sunlight.

Magic Circle

2,000 gp

———

Reverse Gravity

4,000 gp

———

Unseen Servant

500 gp*

Conjuring one unseen servant costs 500 gp. This cost can be paid up to 10 times when buying this modification, to cause the room to hold up to 10 unseen servants who respond to the wishes of the owner and their allies. Each unseen servant can replace an unskilled hireling, lowering your structure’s Total Cost per Day by 2 sp for each servant.

Zone of Truth

1,500 gp

When you build this modification, choose whether it affects all creatures, only the owners and their allies, or only the enemies of the owners.

Additional Spell Options

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, and teleportation circle are all spells that contribute well to an owned structure in different ways.

In addition, a spell that must be cast every day for a year to take permanent effect only needs to be cast every day for a 30 days within a structure that you own.