Housing Guide: Wondrous Architecture

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To create wondrous architecture (stationary or bulky versions of wondrous items), the character needs the proper tools and equipment to work on the item in question, whatever it may be. In other words, each piece of wondrous architecture requires some sort of quest to acquire the essential part for it’s construction, on top of the cost.

### Ambassador’s Chamber

**Price:** 10,500 gp

This stronghold space favourably shifts the attitude of any creature entering towards the owner of the stronghold, as if by the spell *calm emotions* spell, DC 16.

### Bed of Regeneration

**Price:** 91,000 gp

Any subject missing a limb or other extremity can lie in this bed and find his body restored to its original state. If the severed parts are available and touching the subject, this healing takes place in 4 full rounds. Otherwise, it takes 2d10+3 rounds. If the subject does not want to be healed, they can make a Constitution saving throw (DC 20) to negate the effect.

### Bed of Restoration, Lesser

**Price:** 6,000 gp

This bed casts lesser restoration on any person who lies on it for 3 consecutive rounds. It can function only on a single target at once. If the subject does not want to be healed, they can make a Wisdom saving throw (DC 13) to negate the effect.

### Bed of Restoration

**Price:** 38,000 gp

This bed casts greater restoration on any person who lies on it for 3 consecutive rounds. It can function only on a single target at once. If the subject does not want to be healed, they can make a Wisdom saving throw (DC 13) to negate the effect.

### Bed of Wellness

**Price:** 15,000gp

This bed casts remove curse on any person who lies on it for 3 consecutive rounds. It can function only on a single target at once. If the subject does not want to be healed, they can make a Wisdom saving throw (DC 13) to negate the effect.

### Bier of Inquisition

**Price:** 7,500 gp

This large stone platform casts *speak with dead* on any corpse lain upon it. After the effect expires, the bier of inquisition will not work on that same corpse for a full week, nor will a standard *speak with dead* spell.

### Black Luminary

**Price:** 6,000 gp

This large (3-foot-wide) steel orb sheds darkness in a 20-foot radius around itself. The creator of the orb can choose to include a shutter that will block the darkness when closed.

### Brazier of Bright Bursts

**Price:** 6,000gp

While lit, this massive brazier (5 feet wide) can cause the fireworks version of pyrotechnics with but a word from its user. All those who can see the brazier, who are within 120 feet of it, and who fail to make a Constitution saving throw (DC 13) are blinded by the fireworks blasting out of the brazier. This effect lasts 1d4+1 rounds. Those who know that the brazier’s power is about to be activated can gain advantage on their save.

Many guardhouses keep a brazier of bright bursts nearby, for two key purposes. First and most obvious, guards can use it to blind intruders, and it works against all of them within range, no matter the number. This can give the guards valuable, needed time to shut the gates and secure the stronghold.

Second, the fireworks serve as a signal to everyone else in the castle of brewing trouble. The fireworks make a great deal of noise as well as light. Anyone within 200 feet of the brazier can hear this easily.

The fire in the brazier is not itself magical, although the brazier is. The fire is extinguished by the activation of the brazier. Relighting a brazier of bright bursts requires a full action.

### Bright Luminary

**Price:** 6,000 gp

This large (4-foot-wide) steel half-orb sheds daylight in a 60-foot radius around itself. The creator of the orb can choose to include a shutter that will block the light when closed.

### Cabinet of Stasis

**Price:** 66,000 gp

This cabinet stands 8 feet tall by 3 feet deep by 4 feet wide. Any creature placed fully within it is immediately placed into a state of suspended animation (no save), slowing its life functions to the point where they essentially halt as per the spell *sequester*. Creatures inside the cabinet only awaken if pulled from the cabinet by someone outside.

### Cacophonous Chamber

**Price:** 14,000 gp

Whenever someone enters this stronghold space, the very walls scream at them at an eardrum-bursting volume. The creature must make a Constitution saving throw (DC 16) when they first enter the room, and for every turn thereafter, or be or be deafened for the duration of their time in the room.This effect cannot penetrate magical silence.

The hall of noise is extremely loud and so works effectively as an alarm. Anyone within 200 feet of the place can hear the noise easily.

### Chamber of Airy Water

**Price:** 8,500 gp

Anyone in this stronghold space can breathe water as if it were air. Just about every underwater stronghold has at least one such chamber in which to entertain surface-dwelling guests. More ambitious underwater builders use this feature in as much of their stronghold as possible, leaving only the most private areas alone. Some air-breathing builders even use this feature to create underwater portions their strongholds.

### Chamber of Climbing

**Price:** 1,500gp

Anyone who enters this stronghold space can suddenly traverse walls and ceilings as if a *spider climb* spell had been cast on them. This effect only lasts on any particular subject as long as they are actually in the room. This extra is often added to rooms with trapdoors in the ceiling or secret doors placed high in the wall. The chamber of climbing’s effect isn’t obvious, so intruders probably won’t think to try walking up a wall.

### Chamber of Comfort

**Price:** 7,500 gp

The temperature in this stronghold space is always a cozy 70°F. Additionally, the room magically circulates fresh air in and out of the room. The smoke from a fire lit in the room draws directly into the ceiling and then disappears. The place is never stuffy, always feeling like a soft breeze is flowing through the place, even if it’s airtight.

### Chamber of Courage

**Price:** 1,500 gp

Any creature friendly to the stronghold creator in this stronghold space gains immunity to fear effects while in the room. This also lasts for 10 minutes after the subject leaves the room. If a subject suffering from a fear effect enters the room, they may make a saving throw with advantage.

### Chamber of the Earthbound

**Price:** 14,000 gp

Within the walls of this chamber, the *fly* spell does not function, nor does the flight function of any magic item that has fly as a prerequisite. Characters flying before entering the chamber float to the ground as if the spell’s duration had expired. If any creature with an innate fly speed enters, it’s flying speed is reduced to 0 feet. An airborne creature affected by this safely descends at 60 feet per round until it reaches the ground. Upon leaving the chamber, any *fly* spells or effects whose duration has not expired returns to normal efficacy.

### Chamber of Guidance

**Price:** 750 gp

Anyone who speaks the proper command word (usually engraved on a wall) while in this chamber receives a 1d4 bonus on a single attack roll, saving throw, or skill check made in the next hour. Each user can only take advantage of this effect once per day.

### Chamber of Safety

**Price:** 9,000 gp

This extra provides anything in this stronghold space damage resistance against ranged weapons.

### Chamber of Safety, Greater

**Price:** 50,000 gp

This wondrous architecture is identical to the standard chamber of safety, except that ranged ammunition that misses a target within this stronghold space is reversed in midair. It then flies back to the original attacker, making a ranged attack with an attack bonus equal to the original attackers.

### Chamber of Seeing

**Price:** 7,500 gp

Any invisible creature that enters this stronghold space instantly becomes visible.

### Chamber of Sloth

**Price:** 7,500 gp

Any creature hostile to the stronghold's creator, upon entering this stronghold space, falls under the influence of a *slow* spell (DC 14 Wisdom saving throw).

### Chamber of Speed

**Price:** 15,000 gp

Any creature friendly to the strongholds creator, upon entering this room, acts as if under the influence of a haste spell.

### Chamber of the Unliving

**Price:** 33,000 gp

The entire stronghold space is under the influence of an *antilife shell*, with the sole exclusion of the strongholds creator.

### Everful Basin

**Price:** 4,500 gp

This enchanted basin always has six gallons of water in it, no matter how many times it might be dipped into. However, if the everful basin is ever emptied completely, such as by tipping it over, it ceases to work until righted and refilled with another six gallons manually.

### Ever-Full Larder

**Price:** 15,000 gp

Whenever opened, this magical larder produces simple, nourishing food for five people. If removed from the larder and not immediately consumed, the food becomes inedible after 24 hours.

### Garden of Understanding

**Price:** 7,500 gp

Any character that enters this stronghold space can understand and communicate with all plants (including plant creatures) in the space. This works like a *speak with plants* spell, although the effect ends as soon as either the character or the plant leaves the space. While this bit of wondrous architecture is most often created as part of a garden—all the better to find plants in—it can just as easily be worked into any other place in which the owner might wish to communicate with plants. Some stronghold owners have this effect placed upon any space and then place potted plants about the area. Later, the owner can go back and converse with the plants to see if they have learned or simply overheard anything while she was away.

### Guardian Statue

**Price:** 3,000 gp

This item looks like nothing more than a standard piece of statuary. However, if someone comes within 5 feet without giving the password, it lets out with an alarming cry. The creator can make this either a mental alarm or an audible alarm, which can be heard up to 300 feet away. A *silence* spell cast on the guardian statue defeats the audible alarm.

### Hall of Babbling

**Price:** 7,500 gp

Anyone who enters this stronghold space must make a Wisdom saving throw (DC 14) or have any words that they speaks come out as an unintelligible mess. The creator of this magic item determines the exact nature of the transmuted sounds at the time of creation. This makes it impossible for anyone in the room to communicate verbally with anyone else. Additionally, it prevents a spellcaster from casting a spell that requires a verbal component. Any affected creature may make another wisdom saving throw at the beginning of their turn.

### Hall of Despair

**Price:** 14,000 gp

Any creature that enters this stronghold space suffers a -1d4 penalty on saving throws, attack rolls, ability checks and skill checks as long as they remain within the chamber as if affected by the spell *bane*, unless they make a Charisma saving throw (DC 16).

### Hall of Friendship

**Price:** 60,000 gp

Any humanoid entering this stronghold space while the owner is also within the space becomes charmed by the stronghold’s owner, as if by the *charm person* spell, unless they make a Wisdom saving throw (DC 16). This lasts as long as the charmed person remains within the stronghold space. Many throne rooms or negotiation chambers include this wondrous architecture. Tread carefully, though, since the effect fades as soon as the target leaves the affected area. Those who realize that they have been charmed may not be happy about it.

### Hall of Holiness

**Price:** 60,000 gp

A brilliant divine radiance surrounds all good characters in this stronghold space. This grants them a +4 bonus to AC and a +4 bonus on saving throws.

### Hall of Hope

**Price:** 10,500 gp

Any creature friendly to the creator of the stronghold that enters this stronghold space gains a +1d4 morale bonus on saving throws, attack rolls, ability checks and skill checks while in the stronghold space (as if affected by the spell *bless*).

### Hall of Silence

**Price:** 3,000 gp

All sounds made within this stronghold space are negated (as if by a silence spell) Stronghold builders often use this wondrous architecture in libraries. It can also quiet extremely noisy places in a stronghold-- such as a smithy --so that those nearby can hear themselves think.

### Hall of Speech

**Price:** 4,000 gp

Anyone who enters this stronghold space can understand any spoken words heard, no matter the language. Similarly, the subject can speak in any language, although they can only use one at a time. This wondrous architecture can be especially useful when used in conjunction with *scrying* magic. Often a character can spy on someone else magically but not be able to understand what is being said. When the scrying character is in this hall, such a situation is not a problem.

### Hall of Truth

**Price:** 3,000 gp

Those who enter this stronghold space are unable to speak deliberate and intentional lies unless they make a Wisdom saving throw (DC 13). Those affected by the enchantment are aware of it, so they cannot be tricked into saying something they would rather not. This effect only lasts as long as the subject is in the space. If a subject leaves the space and re-enters it later, they must make another saving throw.

### Hole of Hiding

**Price:** 3,000 gp

This addition is effectively a permanent *rope trick* set into the ceiling of a stronghold space. Alternatively, if there is no ceiling, it leads up to 30 feet above the space. The hole of hiding is an extradimensional space with a rope attached to its entry. You climb up the rope to enter the space. Up to seven people and the rope can fit in the space, or eight people if you let the rope hang out. Once you pull up the rope, the space is undetectable. Inside the hole of hiding you can see out into the real world as if you are looking out a 3-foot-by-5-foot window centered on the rope. Spells cannot cross this window, nor can area effects work across it.

### Hurricane’s Eye

**Price:** 75,000 gp

This large (5-foot-wide) crystal orb maintains hurricane-force winds of 5 foot thick (as per the *whirlwind* spell) around the outside your stronghold at all times. Properly placed within a stronghold, the eye of the hurricane (the safe, calm part) can encompass up to twelve stronghold spaces clustered around the orb. If your stronghold is larger than this, you can purchase multiple orbs and link them together by overlapping the eyes. Any single hurricane’s eye can be calibrated to create an eye in a smaller number of spaces too. The only caveat is that these spaces must all be clustered tightly together. The strongholds creator and any creatures they designate may pass through freely, including any mounts etc.

### Illusory Landscape

**Price:** 14,000 gp

The creator designs a permanent illusory terrain capable of changing the terrain around a stronghold. This can make a foreboding or dangerous land look friendly and peaceful, or vice versa. Some stronghold owners put an illusory landscape into place before they even break ground. This helps prevent later visitors from knowing the true nature of the surrounding terrain. Note, however, that the spell only affects natural terrain.

Structures, equipment. and creatures within the area cannot be hidden by the illusory landscape or have their appearance changed. An illusory landscape can cover up the existence of a river or a moat. It could even make a floating stronghold look as though it sits on the ground, or make a regular stronghold look as though it hovers over the open land.

### Inscriptions of Concealment

**Price:** 45,500 gp

Every object and creature within this stronghold space (except for the walls, floor, and ceiling) becomes undetectable to any kind of divination spells.

Alternatively, when created, the creator specifies what appears to be going on in the room instead. You must state this in general terms, and once you set the conditions, you cannot change them. Attempts to scry into the area automatically see the programmed illusion.

Most stronghold builders who include this wondrous architecture use it to disguise the nature and contents of a treasure or trophy room.

### Inscriptions of Privacy

**Price:** 14,000 gp

This wondrous architecture places arcane sigils throughout the walls and ceiling of a room. They can be as subtle or outlandish as the creator likes. However, when anyone tries to spy upon anyone in the room by means of clairvoyance, scrying, a crystal ball, or any other method of scrying, including detect thoughts, the inscriptions glow softly. If the scrying attempt originates within the stronghold space, the person attempting it begins glowing as well.

### Invisible Helper

**Price:** 1,500 gp

This permanent *unseen servant* is anchored to a single stronghold space and cannot leave that space. If it takes enough damage to be destroyed, it reappears at the next dawn.

Many stronghold owners use one or more invisible helpers to supplement their more traditional servants. They never tire and can work endlessly, but due to their lack of smarts, they are a poor substitute for the real thing when it comes to complex tasks or real responsibility. In general, an invisible helper can replace any servant whose role is typically filled by an unskilled worker.

Anyone in the space can command the invisible helper. If the helper receives conflicting commands, the helper obeys the owner of the stronghold.

### Jester’s Theater

**Price:** 3,000 gp

Upon entering this stronghold space, a subject must make a Wisdom saving throw (DC 13) or fall into a fit of uncontrollable laughter as per the *Tasha’s hideous laughter* spell. The strongholds creator is immune to this effect.. Unless they voluntarily submit. If the subject leaves and re-enters, they must make the save again.

### Map of Guidance

**Price:** 18,000 gp

When created, this magic item is keyed specifically to a certain stronghold. As long as it hangs in that stronghold, it magically depicts the layout of that stronghold. The map can be as crude or ornate as the creator desires. The map will faithfully depict all areas and elements of the stronghold on the same plane as the map (even additions made after the map is created), though the creator can designate certain areas not to be shown on the map (such as secret vaults). Whenever the user touches a room on the map, they instantly knows the shortest, most direct route to get from where they is to the location touched on the map. The creator can also choose for the map of guidance to instill knowledge of how to bypass any traps or dangerous locations (such as passwords or trap bypasses).

The map must be carved into stone, steel, or some other durable substance, and measures at least 4 feet × 3 feet.

### Map of Tactics

**Price:** 18,000 gp

This table (at least 5 feet ×5 feet) features a topographical map of the stronghold and the outlying area to a distance of one mile from the stronghold.

When a person touches the map, a glowing icon representing them appears at the appropriate location on the map. The person can then leave the room and wander as they like. As long as they stay within the region represented on the map of tactics, the map shows where they are. If they leave the area and then returns, the map immediately picks up their presence again.

The map can track up to three people at a time for up to 9 hours each. The icon gives more than just location data on the tracked subjects. It also renders their status: unharmed, wounded, dying, disabled, unconscious, stunned, dead, and so on. Anyone within 5 feet of the map instantly understands how to read these icons properly.

If the maximum number of people are already being tracked, no additional people can be tracked until the time limit one or more of the current subjects expires or unless one of the current subjects returns to the map and touches it again.

### Map of Tactics, Greater

**Price:** 36,000 gp

This item works like the Map of Tactics, except that it can track up to six subjects at a time and for up to 18 hours each.

### Pantry of Preservation

**Price:** 3,000 gp

This stronghold space is enchanted with a permanent version of *gentle repose*. This prevents the remains of dead creatures from decaying, making for the ultimate in meat preservation. No fine kitchen goes without it.

When used to store the bodies of deceased humans and humanoids, such a place is called a morgue of preservation. While these spaces are sometimes used to keep many bodies in perfect storage, they are just as often used to keep fresh the body of a notable person that is lying in state. Often these bodies are placed in a glass case to prevent other damage, then put out (usually under heavy guard) where people can visit the place to pay their respects to the dead.

### Oaken Guardian

**Price:** 33,000 gp

This magic item is a large oak tree that can transform into a treant. The creator of an oaken guardian gives it an 11-word trigger phrase that transforms the tree and tells the treant what to do and when. You must create the oaken guardian within 300 feet of something it is meant to protect.

The oaken guardian returns to its treelike state when it has accomplished its objective. If it is killed, it is no more. However, if it is only damaged, it can heal normally—as a treant would, not a tree—even in its treelike state.

### Orb of Pleasant Breezes

**Price:** 33,000 gp

This large (4-foot-wide) crystal orb keeps the weather in a two-mile radius around the stronghold mild and pleasant no matter the time of year. Anyone attempting to magically alter the weather in this area must make an opposed check using their own spellcasting ability against the spell save DC of the stronghold owner to succeed.

### Path of Watery Solidity

**Price:** 7,500 gp

This effect covers up to eight contiguous 5-foot-by-5-foot squares on the surface of a liquid. Any creature that walks on the enchanted area treats the liquid as if it were entirely solid, as per the *water walk* spell.

### Platform of Jaunting

**Price:** 14,000 gp

By stepping on this 10-foot round platform—which is affixed to the floor—the user is immediately transported to any other locale within 500 feet, as per the spell *dimension door*. You always arrive at exactly the right spot.

### Platform of Levitation

**Price:** 6,000 gp (lesser), 40,000 gp (greater)

Anyone standing upon this square platform can cause it to levitate up or down at a rate of 20 feet per round. If more than one person attempts to direct the platform of levitation at once, the winner of an opposed Wisdom check gains control for that round. In the case of a tie, the platform stays remains in place for 1 round. When not in use, the levitates in place.

The lesser platform of levitation measures 5 feet on a side and can lift up to 250 pounds of material in addition to the platform itself, while the greater platform (10 feet by 10 feet) can lift a full 2000 pounds in addition to itself. A lesser platform of levitation usually serves used as a magic elevator, bringing beings and light goods from one level of a stronghold to another. Greater platforms of levitation often serve as freight elevators, used to haul heavy things up and down between levels in a stronghold. They can even move large weaponry into place at the top of a tower.

### Pool of Scrying

**Price:** 12,000 gp

This shallow pool forms a reflective surface in which the user can scry on others. This works like the standard scrying spell. The spell DC is the DC of the stronghold owner, and is thus unusable if the owner is not a spellcaster. While the pool can be shallow, it must be at least 2 feet ×4 feet. It can be formed into the top of a large pedestal, but these items are just as often found in a room’s floor.

### Sanctum Sanctorum

**Price:** 1,500 gp

Each creature designated by the stronghold’s creator entering this stronghold space becomes protected by a sanctuary spell (DC 14).

### Sigils of Antimagic

**Price:** 66,000 gp

An antimagic field fills the entire stronghold space, as indicated by the arcane sigils inscribed upon the walls. No magical effects, including spells, spell-like abilities, or supernatural abilities, work within this space.  If a summoned or conjured creature enters the space, it winks out.

The sigils of antimagic have no effect on artifacts and creatures of demigod or higher status.

### Speaking Stones

**Price:** 33,000 gp

Any character that enters this stronghold space can understand and communicate with the stone and rock in the space, whether natural or worked. While this bit of wondrous architecture is most often created as part of an open courtyard lined with rocks or floored with stones, you can just as easily work it into an any other place in which you might wish to speak with rocks. Some stronghold owners place this upon a vault or other important room, allowing them to question the walls themselves about intruders.

### Stable of Understanding

**Price:** 3,000 gp

Any character in this stronghold space can understand and communicate with animals in the space. This works like a *speak with animals* spell, although the effect ends as soon as either the character or the animal leave the space.

### Table of Feasting

**Price:** 43,200 gp

This banquet table seats twelve and magically delivers three fantastic meals per day, each of which works as a heroes’ feast. Each feast requires an hour to eat, and any interruption of the feast ruins the effects.

### Table of Freshness

**Price:** 3,000 gp

This table (which seats up to 12 people) automatically purifies any food or drink put upon it (as the *purify food and drink* spell). This makes it safe to consume, no matter how spoiled or poisonous.

### Touchstone of Faith

**Price:** 1,500 gp

The 5-foot-square touchstone grants a +2 bonus to AC to any single creature standing upon it. Stronghold builders often add this to key guard posts or other areas important to the defense of a stronghold

If more than one creature attempts to use this simultaneously (for instance, if two grappling creatures stand atop it), the item grants no AC bonus.

### Touchstone of Safety

**Price:** 3,000 gp

The 5-foot-square touchstone grants damage resistance against ranged weapons, magic or otherwise, to any single creature standing upon it. Stronghold builders often add this to key guard posts or other areas important to the defense of a stronghold. If more than one creature attempts to use this simultaneously (for instance, if two grappling creatures stand atop it), the item has no effect.

### Tree of Jaunting

**Price:** 33,000 gp

This Medium-size or larger tree looks like an ordinary member of its species. However, a user can step into the tree and instantly teleport to another tree of the same species, regardless of the distance between the two, similar to the *tree stride* spell. You need only specify a direction and distance or location as you enter the greater tree of jaunting, and it brings you to the closest possible tree of the same species. You can’t teleport into a dead tree, nor can you use a treelike plant creature (such as a treant).

### Vegetative Trap

**Price:** 1,500 gp

The plant material in this stronghold space reaches up to snare anyone not designated by the strongholds creator, who enters the area, much like an *entangle* spell.

Any creature within the vegetative trap must make a Dexterity saving throw (DC 14). If it succeeds, the area still counts as difficult terrain.

### Warding Bell

**Price:** 7,200 gp

When this enormous bell is rung (requiring an action), it immediately activates a *guards and wards* spell, with the difference that ‘other spell effects’ are not programmed in.

The warding bell must be somewhere in the area to be warded. The fog and web effects work normally. The arcane lock effect allows the stronghold’s owner to open the doors normally, but no one else.

Some stronghold owners place a warding bell at the stronghold’s front gate. In this way, the guards at the gate can activate the security system at a moment’s notice.

A single warding bell can protect up to six contiguous stronghold spaces. To protect larger strongholds, you must include multiple warding bells (each within the area they protect).

The warding bell only functions once per day, and the effects last 24 hours or until the stronghold owner voluntarily dismisses them.

### Well of Falling

**Price:** 1,500 gp

This fixture is not actually a well so much as a sneaky way to get from one part of a multilevel stronghold to another. It looks like an open well at the top, but at the bottom, the well opens out into another room. Anyone passing through the stone rim of the well (up to 10 feet in diameter) falls slowly to the bottom, as if under the effect of a *feather fall* spell. You can make the well of falling up to 100 feet deep (pay for multiple wells if you need a deeper one).

Most stronghold builders use a well of falling as a way to get from one part of a stronghold to another safely and quickly. Many builders choose to conceal the door into the bottom of the well (treat as a secret door).

### Well of Flying

**Price:** 7,500 gp

As with the well of falling, this is not a well so much as a sneaky way to get from one part of a multilevel stronghold to another. Unlike the well of falling, the well of flying can (and usually does) include multiple entrances to the shaft. Anyone entering the well can fly at a speed of 90 (or 60 if wearing medium or heavy armor) while in the well.

If 10 feet wide, the well of flying can be up to 50 feet deep. If only 5 feet wide, it can be up to 100 feet deep. You can link multiple wells of flying to create a deeper shaft.