Overnaturlige Gaver & Belonninger
Velsignelser, gunstbevisninger, talismaner, forbannelser og andre overnaturlige gaver
Abbey
FT&SA religious retreat for those so inclined. Often dedicated to a particular deity or holy or monastic order. Made plain or ornate, befitting its order, out of local stone or wood. Contains mostly communal living quarters for up to 100 persons.
- Room Points:
6
- Construction Cost:
50,000 gp
- Construction Time:
400 days
- Approx. Sq. Footage:
30,000 sq. ft.
- Bonus Expansion:
- Skilled Hirelings:
5
- Unskilled Hirelings:
25
- Total Cost per Day:
20 gp
A religious retreat for those so inclined. Often dedicated to a particular deity or holy or monastic order. Made plain or ornate, befitting its order, out of local stone or wood. Contains mostly communal living quarters for up to 100 persons.
Acceptance
ObojimaTallGrassThose who have gone through a deep and harrowing journey and came to face a truth so difficult that it hurt to accept it—and yet they did it anyways and eventually came to peace with that truth.
When making a skill check you can choose to add a +5 bonus to the roll. Once you use this boon, you can't do so again until you finish a long rest.
Characteristics:
Those who have gone through a deep and harrowing journey and came to face a truth so difficult that it hurt to accept it—and yet they did it anyways and eventually came to peace with that truth.
Boon Ability:
When making a skill check you can choose to add a +5 bonus to the roll. Once you use this boon, you can't do so again until you finish a long rest.
Adamantine Skin
KCAAConstruct graft, legendary
Construct graft, legendary
Adamantine skin grafts are made from the same living adamantine plating as some warforged, and replace the recipient's skin, which must be flayed prior to grafting.
Procedure
To graft adamantine skin, the recipient creature must suffer from a 30-point reduction in their maximum hit points. The creature performing the grafting procedure must be proficient in Medicine and Arcana, and succeed on a DC 21 Wisdom (Medicine) check after 8 uninterrupted hours of concentrating on the procedure to successfully complete the graft.
Benefit
The adamantine skin grants the recipient an Armor Class of 15 + their Dexterity modifier (max +4). Additionally, the recipient gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't made from adamantine.
Finally, the recipient of an adamantine skin graft can attune to and attach warforged components to their chest, head, neck, and waist as if they were a warforged.
Alchemist's Lab
FT&SGlass-blown tubes, alembics, piping, and jars line the walls in dusty candle-lit shelves. The air is musky with the smell of dried herbs, as to the side a cauldron bubbles rhythmically atop an open flame.
Glass-blown tubes, alembics, piping, and jars line the walls in dusty candle-lit shelves. The air is musky with the smell of dried herbs, as to the side a cauldron bubbles rhythmically atop an open flame.
- Size Cost:
1 room point
- Construction Cost:
2,500 gp
- Construction Time:
15 days
- Can Also Be:
Apothecary, herbalist
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 of rare quality or lesser while within this room. A creature proficient with the poisoner's kit has this same bonus when crafting poisons within this room, such as Basic Poison or any of the poisons listed on pages 257-258 of the Dungeon Master's Guide. 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.
Ancient Seal
VRGRThis curse protects the resting place of a long-dead ruler and punishes any who disturb the ruler's remains or plunder the treasures.
This curse protects the resting place of a long-dead ruler and punishes any who disturb the ruler's remains or plunder the treasures.
Pronouncement
Carved into the stone of the crypt door are the words "Relentless death follows those who disturb the sovereign's rest."
Burden
Each character that gains the curse is hunted by a wraith that appears at sunset and vanishes at dawn, pursuing the single-minded goal of slaying the cursed individual. The wraith manifests in an unoccupied space within 30 feet of its victim. Destroying the wraith grants a temporary reprieve; it doesn't reform for 10 days. You can scale this curse for lower- and higher-level characters by choosing another kind of creature.
Resolution
The cursed character sets right what they disturbed; stolen treasure must be returned, and if the ruler's body was disturbed, it must be reinterred with proper observances.
Animal Pen
FT&SA large pen made to securely hold willing or unwilling beasts. A small nearby larder ensures food will not be in short supply, should the creature find itself hungry.
A large pen made to securely hold willing or unwilling beasts. A small nearby larder ensures food will not be in short supply, should the creature find itself hungry.
- Size Cost:
1 or 2 room points
- Construction Cost:
2,500 or 5,000 gp
- Construction Time:
15 or 30 days
- Can Also Be:
Aviary, barn, dragon trap, griffin roost, monster cage, petting zoo
This room 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 room can hold five creatures sized Small, three sized Medium, or one sized Large. If built using two room points, this capacity is doubled, and the pens can also instead house one Huge creature.
This room does not automatically include creatures, which must be acquired through other means. You can buy and construct this room multiple times
Aqueous Body
KCAAElemental graft (water), uncommon
Elemental graft (water), uncommon
The process of grafting the essential essence of a water elemental replaces most of the recipient's blood. This primal elemental water then seeps into the majority of the recipient's body through their circulatory system, granting several benefits.
Procedure
To receive an aqueous body graft, the recipient creature must suffer from a 6-point reduction in their maximum hit points and have 500 gp worth of powdered, refined khybershards transfused into their circulatory system along with the elemental water. The creature performing the grafting procedure must be proficient in Medicine and Arcana, and succeed on a DC 13 Wisdom (Medicine) check after 8 uninterrupted hours of concentrating on the procedure, and must know the secret of elemental binding (see Binding Elementals sidebar in Chapter 2) and cast planar binding on the recipient to successfully complete the graft.
Benefit
The recipient of an aqueous body graft can no longer be dehydrated. This precludes the necessity to drink to avoid exhaustion, and grants the recipient immunity to Abi-Dalzim's Horrid Wilting, blight, and any other spell or effect that relies on harming the target due to dehydration or removing moisture from the target.
Additionally, when submerged in water, the recipient's body becomes mostly translucent, allowing them to make Dexterity (Stealth) checks to hide even if they are not obscured or behind cover.
Arcane Study Charm
XDMGAfter spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.
After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.
Arcanist's Study
FT&SNothing in the multiverse is stranger or more dangerous than the study of a dyed-in-the-wool magic user. Oddities adorn every murky wooden shelf, from a relatively-usual human skull to a planar vortex in a jar or a preening pseudodragon atop a bookcase. The air reeks of spell components, and books of specific lore cover seemingly every surface.
Nothing in the multiverse is stranger or more dangerous than the study of a dyed-in-the-wool magic user. Oddities adorn every murky wooden shelf, from a relatively-usual human skull to a planar vortex in a jar or a preening pseudodragon atop a bookcase. The air reeks of spell components, and books of specific lore cover seemingly every surface.
- Size Cost:
1 room point
- Construction Cost:
2,500 gp
- Construction Time:
15 days
- Can Also Be:
Binding circle, ritual circle, mirror maze
Spells of any school with the ritual tag can be cast as rituals in half the usual time here without expending any components that do not have an associated cost in gold. If a ritual has components with a gold cost, this cost is halved when the ritual is performed in this room. While here, the owners of this structure and their allies have advantage on all rolls required by rituals.
Additionally, choose two schools of magic. While present within this room, spells in a chosen school cast by the owners of this structure and their allies have twice their normal duration, and half their normal materials cost (for materials with a gold cost). Arcana checks made here that deal with a chosen school of magic have advantage.
This room can be built multiple times, and each time different schools must be chosen
Arm of the Ancestor
KCAADeathless graft, rare
Deathless graft, rare
An Arm of the Ancestor graft is either an entire arm, or extensive amounts of muscle, skin, and sinew from the arm of a donor deathless elf of the Undying Court. The recipient gains not only the strength of the deathless elf, but also the ability to channel the healing energies of Irian.
Procedure
To graft an Arm of the Ancestor, the recipient creature must suffer from a 5-point reduction in their maximum hit points. The creature performing the grafting procedure must be an elf who worships the Undying Court and be proficient in Medicine and Religion, and succeed on a DC 17 Wisdom (Medicine) check after 8 uninterrupted hours of concentrating on the procedure to successfully complete the graft.
Benefit
The recipient of an Arm of the Ancestor graft has a +1 bonus on attack and damage rolls made with weapons held with it, or unarmed strikes made with it.
Additionally, the recipient has a pool of healing power that replenishes when they take a long rest. With that pool, they can restore a number of hit points equal to 2 x their level.
As an action, they can touch a creature with the Arm of the Ancestor and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in their pool.
If the recipient is a paladin, they can combine this pool with the pool granted to them by their Lay on Hands feature, and spend points from it in additional ways as described in that feature.
However, the Arm of the Ancestor has a reduced sense of touch compared to a normal arm. The recipient has disadvantage on ability checks made to use tools and any Dexterity checks involving the arm (such as Sleight of Hand checks with the arm's hand). Finally, the recipient can not make use of a weapon's finesse property if it is held in the Arm of the Ancestor's hand.
Armory
FT&SA stockpile of common weapons and armor, an armory provides defenses to the defenseless, as well as granting common people the ability to strike back and defend their home.
A stockpile of common weapons and armor, an armory provides defenses to the defenseless, as well as granting common people the ability to strike back and defend their home.
- Size Cost:
1 room point
- Construction Cost:
2,500 gp
- Construction Time:
15 days
When the structure is under attack, any hireling that is not a spellcaster or soldier and that the structure requires for maintenance can visit the armory and afterwards count as a guard (MM, p. 347), up to a maximum number of hirelings equal to 5 × your structure's room points.
Hirelings equipped in this way can also be used offensively rather than simply in defense of the structure. Doing so deprives a structure of its hireling staff, however, and removing more than a quarter of your structure's hirelings from its grounds will cause any other benefits the structure provides to cease, as the hirelings left behind struggle to cover for those absent.
Athreos's Devotee
MOTPiety 3+ Athreos trait
Piety 3+ Athreos trait
Your life is intertwined with the fate of the dead. You can cast gentle repose with this trait, requiring no material components, a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest. Wisdom is your spellcasting ability for this spell.
Athreos's Disciple
MOTPiety 25+ Athreos trait
Piety 25+ Athreos trait
You can cast false life with this trait, requiring no material components. When you do so, you gain an additional 25 temporary hit points. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.
Athreos's Votary
MOTPiety 10+ Athreos trait
Piety 10+ Athreos trait
You can cast speak with dead with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Wisdom is your spellcasting ability for this spell.
Azorius Charm
GGRWhen you activate this charm, you can cast the hold person (3rd-level version), command, or counterspell spell. The charm vanishes after you activate it.
When you activate this charm, you can cast the hold person (3rd-level version), command, or counterspell spell. The charm vanishes after you activate it.
Bank
FT&SAn enormous room filled with shining marble, brass, and heavily locked vaults, a bank does an excellent job of containing coinage and valuables, using money to make money.
An enormous room filled with shining marble, brass, and heavily locked vaults, a bank does an excellent job of containing coinage and valuables, using money to make money.
- Size Cost:
2 room points
- Construction Cost:
5,000 gp
- Construction Time:
30 days
- Daily Maintenance Cost
10 gp per day (optional)
- Can Also Be:
Treasure hoard
This room contains four 30-foot by 40-foot vaults, each with a 20-foot tall ceiling. The owners of this structure and their allies can stash any amount of gold or reasonably-sized treasure in one of the vaults, which requires a key to access (one key comes standard with each vault).
Unguarded vaults can be broken into by making five successful DC 15 Dexterity (Thieves' Tools) checks, each of which takes 10 minutes. The vault doors are a three-foot thick, 5-foot radius circle of steel by default, with an AC of 19 and 25 hit points.
When you first build this room, or as a room modification at a later time, you can expend an additional 2,500 gp and 15 days of effort to build mithral doors (AC of 21, 50 hit points) for the vaults, or you can expend an additional 5,000 gp and 30 days of effort to build the vaults with adamantine doors (AC of 23, 100 hit points)
Income. If the maintenance cost for this room is paid in order to staff this room with 5 skilled hirelings trained in either Insight or Investigation, 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.
Baths
FT&SSteam rises and settles over a series of intricate, beautifully tiled pools. The trickling of water echoes throughout, and soft lights refract off lightly perfumed waves, creating a most relaxing atmosphere for those within.
Steam rises and settles over a series of intricate, beautifully tiled pools. The trickling of water echoes throughout, and soft lights refract off lightly perfumed waves, creating a most relaxing atmosphere for those within.
- Size Cost:
1 room point
- Construction Cost:
2,500 gp
- Construction Time:
15 days
- Can Also Be:
Festhall, sauna, sweat lodge
Creatures that take a short rest within this room gain a number of temporary hit points equal to twice the structure's total room points (maximum 30). These temporary hit points last until they are lost, or until the creature finishes a long rest.
While a creature has these temporary hit points, it has advantage on saving throws against spells and effects that would cause it to be frightened or charmed.
Battle Ring
FT&SA dusty ring of honor stands, lined with racks of weapons, as a test of mettle for those who enter Win or lose, sparring teaches everyone a little something.
A dusty ring of honor stands, lined with racks of weapons, as a test of mettle for those who enter Win or lose, sparring teaches everyone a little something.
- Size Cost:
1 room point
- Construction Cost:
2,500 gp
- Construction Time:
15 days
- Can Also Be:
Arena
A creature that spends a short rest sparring or training here becomes conditioned for battle, which lasts until its next long rest. 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
Beloved of Valarian
EpicBoonsPrerequisite: You must be female, a follower of Valarian the unicorn god
Prerequisite: You must be female, a follower of Valarian the unicorn god
You are bound to the service of a unicorn mount you can summon as an action. If the unicorn dies can be summoned again after 1 day.
Bestial Awakening
CrookedMoon24The feral world calls to your soul, howling for you to join it. You can give in to the call and transform into a beast, but the touch of silver bites you more deeply than the sharpest fang.
The feral world calls to your soul, howling for you to join it. You can give in to the call and transform into a beast, but the touch of silver bites you more deeply than the sharpest fang.
Beast Skin
You always have the Polymorph spell prepared. You can cast it once without a spell slot or spell components but can target only yourself, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast it using slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spell when you cast it without a spell slot (choose the ability when you select this Dark Bargain).
Searing Silver
Damage from Silvered Weapons ignores any Resistance or Immunity to damage you have. If you take damage from a Silvered Weapon or touch silver with your bare skin (or its equivalent), you can't regain Hit Points until you finish a Short or Long Rest.
Blessing of Bloody Might
BMTYour Strength score increases by 2, to a maximum of 22.
Your Strength score increases by 2, to a maximum of 22.
Consequence
The character is cursed with werewolf lycanthropy (see the Monster Manual) until the blessing ends on them. On nights when the moon is full, the cursed character flies into a rage that lasts until dawn; while in this state, the character becomes an NPC under the DM's control.
Blessing of Dumathoin
PaBTSOYour eyes become keen enough to pick out hidden secrets. You gain darkvision. If you already had darkvision, you can see in color in the dark. In addition, you can use an action to gain truesight for 1 minute. Once you gain truesight in this way, you can't do so again until you finish a long rest.
Your eyes become keen enough to pick out hidden secrets. You gain darkvision. If you already had darkvision, you can see in color in the dark. In addition, you can use an action to gain truesight for 1 minute. Once you gain truesight in this way, you can't do so again until you finish a long rest.
Blessing of Health
DMGYour Constitution score increases by 2, up to a maximum of 22.
Your Constitution score increases by 2, up to a maximum of 22.
Blessing of Health
XDMGYour Constitution score increases by 2, up to a maximum of 22.
Your Constitution score increases by 2, up to a maximum of 22.