Housing

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

Alternatively, your character can buy a home elsewhere or in another town. You can choose its location, after discussing with a DM to see if the spot is available. Prices are the same in most places except for houses within The Nice part of town, which are exceptionally more expensive due to the higher property value of the area. These houses cost more gold, though the CUP cost remains the same. Small houses are cheaper, but they cannot be upgraded in size. Exceptions to this can exist by requesting a game from a DM to run a session regarding some alternative way of acquiring a house by a price the dm sees fit.

To do so, please detail your purchase in the #cup-logs  channel. Please also keep track of the room points you're using and have remaining when you do.

## Base Homes

Shack/Hut

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

Small Building on Town map

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

Small Building in Town or outskirts

* Room Points: 2
* Cost: 2,000gp and 25 CUPS

Medium Building in Town or outskirts

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

Large Building in Town or outskirts:

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

## 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 CUPS
* 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 CUPS
* 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 CUPS
* 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 CUPS

Medium to Large Upgrade:

* Cost: 6,000gp and 30 CUPS

## Rooms with Benefits ;D

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 benefits 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 CUPS
* 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 CUPS
* 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 CUPS
* 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 CUPS
* 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 CUPS
* 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 CUPS
* 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 CUPS
* 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.

### Research Room

* Cost: 2,500gp and 10 CUPS
* Benefits: The research room allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic. Conducting research requires Cups depending on what Quest Rank you're researching for. For example, you spend 2 Cups for Bronze, 3 Cups for Silver, 4 for Gold, and finally 5 Cups for Platinum's and beyond. If what you're researching for isn't tied to a job, then the amount of Cups you use equals 4. At least 50gp is needed for materials, bribes, gifts, and other expenses.

The character declares the focus of the research- a standardized list of what can be researched is found below. The character makes a Deception(CHA), History([NT), Insight(WIS), Intimidation (CHA),
Investigation(INT), Persuasion(CHA), or Survival(WIS) check A character can gain an additional +1 bonus, up to six times, for every 50gp spent beyond the initial 50gp. At max, someone can get a +6 by spending 350gp.

 11-17
 18-24
 25+

**Research Topics:** The following examples are things that you can research:

Terrain - You can ask for the terrain the job will take in, potentially including the environmental hazards that you might face. This could extend to asking for a map of the area, or perhaps a look at a location they are likely to face difficulty.

Type of Creatures One Might Face - A general look at the creatures of the area, whether they are fiends, constructs, beasts, etc. This should be an overview and not specific names or stat blocks.

Motivations - The likes and dislikes of an important NPC, or perhaps this looks at the goals of the group that can give the party further insights into what is going on.

Items - You may allow a party to know in advance what the items might be rewarded, or perhaps this gives the party information on a particular artifact or treasure important in the mission.

Strength or Weakness - A more detailed look at one creature, in particular, perhaps the boss. Perhaps

it's an important underling. You may even ask for the names of specific enemies or PCs involved in the mission. You could also ask if a certain enemy has resistances and/or immunities.

Traps One Might Face - You can delve deeper into the potential environmental hazards you might face on the job. This extends to the nature of the traps, how deadly they are, and what damage type they deal. You can even search for a method on how to disarm them if you so wish.

Hidden Pathways - If you want to take a stealthy approach you could search for a passage to navigate past an encounter when possible, perhaps approaching a battle map from a different direction, giving the enemies a less advantageous position.

### Stables

* Cost: 2,500gp and 10 CUPS
* 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 CUPS
* 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 CUPS
* 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 CUPS
* 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 CUPS
* 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.*