Housing System

It is highly recommended to check in with the World builders before buying an house.

Your character is able to build , purchase or expand an house within or just outside of Phandalin for the prices below.

Alternatively, your character can buy a Small house in Waterdeep. You can choose the ward you want it in and it's location, after discussing with the World Builders to see if the spot is available. Prices are the same in most wards of the city except for houses within the Sea Ward of Waterdeep, which are exceptionally more expensive due to the higher property value of the area. These houses cost 50% more gold than houses in other wards, though the downtime cost remains the same. The Small houses in Waterdeep are cheaper, but they can not be upgraded in size. Exceptions to this can exist by requesting a session to the World builders, who will attempt to find a willing DM to run a session regarding some alternative way of acquiring a house by a price the World builders see fit.

To do so, please detail your purchase in the downtime activities log channel in the discord server. Please also keep track of the room points you're using and have remaining when you do.

## Base Homes

Small Building in Waterdeep:

* Room Points: 2
* Cost: 1300 gp and 25 downtime days
* These houses can not be upgraded in size

Small Building in The Sea Ward:

* Room Points: 2
* Cost: 1,950 gp and 25 downtime days
* These houses can not be upgraded in size

Small Building in Phandalin or it's outskirts:

* Room Points: 2
* Cost: 2,000gp and 25 downtime days

Medium Building in Phandalin or it's outskirts:

* Room Points: 4
* Cost: 5,000gp and 50 downtime days

Large Building in Phandalin or it's outskirts:

* Room Points: 6
* Cost: 10,000gp and 75 downtime days

## Expansion

### Floors:

You can add floors to your home, which gives you additional room points and is less costly than upgrading the size of your home.

Small Building Floor:

* Adds 1 room point to a small home.
* Cost: 1,000gp and 20 downtime days
* Limit: Small homes can have up to 1 additional floor.

Medium Building Floor:

* Adds 2 room points to a medium home
* Cost: 2,500gp and 40 downtime days
* Limit: Medium homes can have up to 2 additional floors.

Large Building Floor:

* Adds 3 room points to a large home
* Cost: 5,000gp and 60 downtime days
* Limit: Large homes can have up to 3 additional floors.

### Size:

While costly, you can upgrade your home's size to benefit from more room points.

Small to Medium Upgrade:

* Cost: 4,000gp and 30 downtime days

Medium to Large Upgrade:

* Cost: 6,000gp and 30 downtime days

## Rooms with Mechanical Benefits

Each style of home has a number of room points which you can use to add mechanical benefits to your home. You may have a number of additional rooms that reflect the size of your home. Each room add on must be purchased separately at the cost listed.

*Note that the mechanical benefit only applies to the character who purchased the home, and cannot be shared regardless of who else may live in the house in an RP context unless specified in the benefits description.*

### Animal Pen

* Cost: 2,500gp and 10 downtime days
* Benefits: This room allows you to house creatures safely and securely. You can hold 20 tiny creatures, 10 small creatures, 6 medium creatures, or 2 large creatures. Examples of these creatures can be found in Chapter 5 of the Player's Handbook, and you can purchase this room multiple times.

### Arcanist's Study

* Cost: 2,500gp and 10 downtime days
* Benefits: Upon construction, pick between Abjuration, Conjuration, Evocation, Enchantment, Divination, Necromancy, Transmutation or Illusion. If a spell within the chosen school is cast within the room, it has twice the duration and half of any material costs. Additionally, Arcana (Intelligence) checks made within this room related to the chosen school have advantage. You can purchase this room multiple times, but each time must be for a different school of magic.
* The following spells do not get a price reduction: Clone, Simulacrum and any revival magic.

### Battle Ring

* Cost: 2,500gp and 10 downtime days
* Benefits: This room is blessed by clerics of Tyr, allowing honorable duels between PCs to take place upon entering. When knocked to 0 hit points while in this room, a Player Character is instantly stabilized and brought to 1 hit point. Does not work with NPCs.

### Chapel

* Cost: 2,500gp and 10 downtime days
* Benefits: The chapel is under a permanent hallow spell, the effects of which are chosen at creation. You may also pick one deity. Religion (Intelligence) checks you make regarding the chosen deity have advantage. This room may be purchased multiple times, but each must be for a different deity.

### Crafter's Workstation

* Cost: 2,500gp and 10 downtime days
* Benefits: Upon construction, pick an artisan tool. This room gives access to the chosen tool and reduces downtime days spent on crafting items in the Crafter's Workstation by 5 (minimum of one). You can purchase this room multiple times, but each time must be for a different artisan tool. If Alchemist’s Supplies are chosen for this room, the benefits also apply to crafting using the Herbalism Kit.

### Dining Hall

* Cost: 2,500gp and 10 downtime days
* Benefits: At the start of an adventure, you may spend a few hours in the dining hall before you leave. If you have proficiency in cook's utensils, every person who attends gains an inspiration die of 1d4. If you have expertise in cook's utensils, this is increased to 1d6.

### Library:

* Cost: 2,500gp and 10 downtime days
* Benefits: When a creature spends at least 1 hour in this room, they gain advantage on the next Intelligence check (Nature, History, Arcana, Religion) made within 24 hours.

### Stables:

* Cost: 2,500gp and 10 downtime days
* Benefits: You have the capabilities to house and support up to 3 horses and other mounts no bigger than large. Mounts that stay in this stable for a long rest reduce travel times by 1⁄4 for up to 10 days, as well as gaining 10 more movement speed.

### Theatre:

* Cost: 2,500gp and 10 downtime days
* Benefits: Charisma (Performance) and Dexterity (Acrobatics) checks made on the stage are rolled with advantage. This room gives access to all musical instruments and the Disguise Kit. The Theatre comes equipped with 10 sets of costume clothes for use in performances.

### War Room:

* Cost: 2,500gp and 10 downtime days
* Benefits: When this room is used for planning before an adventure, any humanoids involved in the planning can add a d4 to their next initiative check. This room gives access to Cartographer's Tools and characters with proficiency in Cartographer's Tools can chart the area being travelled to, gaining basic knowledge of features and people in that area.

### Workshop:

* Cost: 2,500gp and 10 downtime days
* Benefits: Gain advantage on the use of tinker’s tools and reduces the use of downtime days by 5 for any house or room construction that uses 10 or more downtime days.

### Ritual Circle:

* Cost: 2,500gp and 10 downtime days
* Benefits: Spells may be cast as rituals in half the usual time. If it has a gold cost it is halved. While here, owners and allies have advantage in ritual saving throws.

## Magical Modifications

Rooms with mechanical effects and rooms without may be modified to contain one or more of the following enchantments.

### Alarm

* Cost: 1,000gp
* This gives the owner the permanent benefit of the Alarm spell located around any and all entrances to the room this modification is placed in.

### Animate Objects

* Cost: 3,000gp
* All household objects in this room will animate to the owner's bidding, able to do simple tasks as well as act as a defense system to any intruders.

### Antimagic Field

* Cost: 4,500gp
* No magic may be used in this room. (As a result, this enchantment does not stack with any others listed here.)

### Circle of Power

* Cost: 3,000gp
* While in this room, you have advantage on all saving throws against magic.

### Reverse Gravity:

* Cost: 4,000gp
* Gravity in this room is reversed.

### Magic Circle:

* Cost: 3,000gp
* This room contains a magic circle, detailed in the spell description.

*Note that as of now, no other magical enchantments are offered as room addons. If a spell specifies that it can be permanent, an equal number of downtime days and gold must be spent to do so, as if you would normally cast the spell.*