Differences on Player Housing
==== Eligibility ====
* **Acquisition:** Obtain housing after completing your first major quest.
* **Acquisition Method:** Purchase or build your home through in-game actions (e.g., buying property, completing a building project).
==== Housing Eligibility ====
**When You Can Acquire Housing**
Players may purchase or build housing after completing their first major quest or upon reaching Level 3 (or higher).
Housing must be obtained through in-character (IC) means, such as purchasing property in Frosthaven, Ironhearth, or another settlement.
**Housing Types:**
Players can choose from predefined options (e.g., small apartments, shared barracks, or standalone homes) or work with the DM to create custom housing options.
==== HousingTypes & Costs ====
---- Initial Purchase ----
Costs vary based on location, size, and features.
Examples:
**SmallBasic ----
* Shared Room (Shared Barracks or Inn):**Inn/Barracks): 50-100 gold.
**Modest Apartment:**p (purchase), 1-2 gp/month (maintenance)
* Small Apartment: 200-500 gold.
**Standalone House:**p (purchase), 5-10 gp/month (maintenance)
---- Mid-Tier ----
* Standalone House: 800-1,500 gold.
**Luxurious Manor:**p (purchase), 15-25 gp/month (maintenance)
---- Luxury ----
* Manor: 5,000+ gold (requires DM approval).
---- Maintenance Costs ----
Monthly upkeep includes taxes, repairs, and utilities.
**Small Room:** 1-2 gold/month.
**Modest Apartment:** 5-10 gold/month.
**Standalone House:** 15-25 gold/month.
**Luxurious Manor:**p (purchase), 50+ gold/month.p/month (maintenance) (Requires GM approval)
==== Customization Options ====
---- Functional Upgrades ----
* Crafting Workshop: 200 gp (bonus to crafting rolls)
* Enchanted Vault: 500 gp (secure storage)
* Stable: 150 gp (houses mounts/constructs)
---- Aesthetic Improvements ----
* Fine Furniture: 50-300 gp
* Frostglass Windows: 200 gp
* Decorative Trophies: 25-100 gp each
==== Housing Benefits ====
* Storage: Secure storage for equipment and resources.
* Rest & Recovery: +1 to Constitution saves against exhaustion for the next day.
* Reduced long rest downtime (DM's discretion).
* Crafting/Research Bonuses: Workshops provide bonuses to relevant skills.
* Social Hub: A place to meet with allies and other adventurers.
==== Housing Mechanics ====
---- Security ----
Basic security included.
**Enhancements:**
* Reinforced Door (+5 to break-in DC): 50 gp
* Basic Alarm Spell: 300 gp
* Custom Magical Ward: 500-1,000 gp (varies by effect)
==== Maintenance ====
Failure to pay upkeep may result in penalties, such as loss of thefines or property loss.
* Damage: Significant events (sieges, etc.) may cause damage, requiring repairs.
* Renting/Subletting: Players can rent out their property to NPCs (rental income determined by DM).
* Faction/Guild Housing: Access may be granted to faction-specific housing based on membership (e.g., Vanguard barracks, Forge Assembly workshop).
==== Upgrades & Expansion ====
* Expand: Add floors, rooms, or fines.
==== Customization ====outbuildings (requires significant resources and GM approval).
* Examples: Second floor: 500-1,000 gp; Secret room: 300-800 gp; Teleportation Circle: 1,500 gp (requires significant magic).
Players can upgrade or customize their homes to suit their characters' need**GM Approval: All housing purchases and preferences.
Examples:
---- Functional Upgrades ----
**Crafting Workshop:** 200 gold (gives a bonus to crafting rolls).
**Enchanted Vault:** 500 gold (securely stores valuable items).
**Stable:** 150 gold (houses mounts or constructs).
---- Aesthetic Improvements ----
**Fine Furniture:** 50-300 gold.
**Frostglass Windows:** 200 gold.
**Decorative Trophies:** 25-100 gold each (based on acquired trophies).
==== Benefits of Housing ====
**Storage:** Players can securely store equipment, loot, and resources in their homes.
**Rest and Recovery:** Sleeping in a personal home provides bonuses, such as:
* +1 to Constitution saves against exhaustion for the next day.
* Reduced downtime required for long rests (DM discretion).
**Crafting and Research:** Homes with workshops, libraries, or similar upgrades provide bonuses to relevant activities.
**Social Hub:** Housing can serve as a meeting place for party members or allies.
==== Housing Mechanics ====
---- Property Security ----
By default, housing is assumed to be reasonably secure. Players may add additional defenses, such as locks, traps, or magical wards, at an additional cost.
For example:
**Reinforced Door:** 50 gold (increases DC to break in by +5).
**Basic Alarm Spell (permanent):** 300 gold.
**Custom Magical Ward:** 500-1,000 gold (varies by effect).
---- Property Damage ----
If the house is attacked or caught in a significant event (e.g., siege, Abyssal incursion), it may sustain damage. Repairs willmodifications require time and gold, depending on the extent of the damage.
---- Renting or Subletting ----
Players can rent out their property to NPCs when traveling. Rental income is determined by the DM based on the property’s location and quality.
==== Faction or Guild Housing ====
Players aligned with factions or guilds may gain access to faction-specific housing as part of their membership.
Example: The Frosthaven Vanguard may offer free barracks accommodations.
**Example:** The Forge Assembly may grant access to a workshop within Ironhearth for contributing artisans.
==== Upgrades and Expansion ====
Players can expand their housing over time, adding new features as their resources grow. Expansion requires gold, materials, and potentially in-character downtime.
**Examples:**
* Adding a second floor to a house: 500-1,000 gold.
* Building a secret room or escape tunnel: 300-800 gold.
* Installing a teleportation circle: 1,500 gold and DM approval (requires magical assistance).GM approval.**