Homesteading in Sanctuary
How to Become a Homeowner
Homesteading only becomes available once a Character has settled into the city and gotten enough of a reputation to purchase on the open market. This is represented by a level of Clout. The first level of Homesteading becomes available at 25 Clout. Homes may be available for gold, trade goods, or even as reward for services rendered. Once purchased upgrades become available dependent on the size of your home. Individual homes and their relevant locations and information will be made available on the Homesteading channel on discord. Specific homes may have lore associated with them, or just be a pretty ordinary housing opportunity. Making a home can sometimes mean a legacy that last longer than you do. When characters die their homes continue on. They can be granted by Will to a friendly Player Character or NPC, or the home (with all upgrades and flavorful description) becomes available at auction.Types of Homes
Tent - This is the default, if you have a tent you can set it up various places throughout the city just to survive. Its not a good idea to leave valuables behind and no upgrades are available for these temporary dwellings. Room/Shack - You can get a single room as part of a larger shared building or an embarrassing shack you don't want to bring guests to. Includes 1 Small Room. Base Value 500gp. Apartment - You'll have your own entrance and enough space to make home. Includes 1 Large Room and 1 Small Room. Base Value 1200gp. House - A freestanding building, upgrades that require access to the outdoors can be installed here. Includes 2 Large Rooms and 2 Small Rooms. Base Value 2400gp. (Requires Advanced Homesteading) Estate - Live comfortably while others crowd, this is a sizable home suitable for many purposes. Includes 3 Large Rooms and 3 Small Rooms. Base Value 3600gp. (Requires Advanced Homesteading)Location, Location, Location
The Neighborhood you live in will determine certain things about your home as well. You can look for in depth information about each neighborhood in the sidebar of the Sanctuary article. For the purposes of homesteading they are split into two groups, The Uppers and The Lowers. The Uppers - This includes the neighborhoods on the top side of the cliff, Naturenook , Old Town , Scribe’s Rise and Diamond District . Homes in these areas have access to the finer things in the city, but also have a greater presence of nosy neighbors and the dreaded homeowners association. The Lowers - This includes the neighborhoods below the cliff and closer to the river, Underbelch , Ashworks , The Wash and Castaway Catch . Homes in these areas are at increased risk of burglary and damage from floods.Neighborhood Benefits
Living in each neighborhood comes at a cost multiplier, as well as having a special effect.Diamond District - This is the most expensive of the neighborhoods. It boasts more open space and exclusivity as well as the best views in Sanctuary. Cost: 3x, only Apartments, Houses, and Estates available. Benefit: Spacious. The first home you acquire in the Diamond District has an additional Small room.
Cliffrim - Situated halfway between the Uppers and Lowers, and home to the upper echeleon of Sanctuary's nouveau riche, this neighborhood is carved into the cliffside itself. Claustrophobic for some, but by far the most peaceful place to live in town... if you can get in. Cost: 2x, only Houses and Estates available. You must apply and be accepted by the neighborhood HOA to purchase land here. Benefit: Secluded. The thick stone of the cliffside insulates sound -- not to mention that there's few places for windows. Barring magical spying, anything that happens in your home is assured to be private.
Scribe's Rise - A neighborhood ideal for entertaining, music, intellectuals, combined with the proximity to wealth make for pleasant and engaging gatherings. Nights to remember. Cost: 1.5x, only Shacks, Apartments, Houses, and Estates available Benefit: Sociable. When you gain a friend through carousing, you may roll twice and gain two friends. This does not apply to enemy rolls.
Old Town -Here you are near the Sapphire Hold and the protection of the guard. Making this one of the safest neighborhoods in town. Cost: 1x, all housing options available Benefit: Secure. If you would roll "robbery" on the carousing table, roll 1d3. On a 3, ignore the result. On a 2, get robbed as normal. On a 1, the guard caught you doing something dumb: you get Community Service instead.
Naturenook - The sylvan styled architecture lends well to the walkability and storefronts of this neighborhood. Often bustling, which is good for business. Cost: 1x, all housing options available Benefit: Shoppers. This is where people go for their mercantile needs. Storefronts you run here give a +5 to your job rolls.
Underbelch - The ground squishes, the shadow of the cliffs comes earlier here than anywhere else. Its dark, damp, dangerous. And affordable. Cost: 0.5x, only Tents, Shacks, Apartments, and Houses available Benefit: Grukstuuk's Eye. Recent colonizers from the deep dwarven city of Grukstruuk have taken upon themselves to clean up the Underbelch. It is good for business and law. When you roll being robbed on the carousing table, you instead are saved by invisible duager soulblades. But you must bribe them half of what would have been stolen as a thank you.
Ashworks - A crowded, industrial neighborhood. Aside from the slums between the factories, the housing is fairly nice. But the noise and the smell of industry drive prices down, and the weather eats away at just about everything. Cost: 0.7x, all housing options available Benefit: Sooty. The ash and soot has a way of corroding things over time. Outdoor fixtures (such as Cableway Nodes or Home Refugiums) cost 30% more, as they need to be built sturdier
The Wash - The area right at the falls has some inhabitants, but not many. It is a rough place to live and so oft ignored that no one would even know you've gone missing from it. Cost: 0.6x, only Tents, Shacks, and Apartments available Benefit: Flotsam. You may roll on the The Wash Trinket Table once per IRL week.
Castaway Catch - The sprawling outer district of Sanctuary, impoverished and overcrowded. Ramshackle apartment blocks tower over muddy streets, teeming with some of Sanctuary's least fortunate. It's like a little town of its own: for better and worse. These homes are basically built right on top of one another. There is little space at all, and just lots of people. Privacy is a myth here. Cost: 0.6x, all housing options available Benefit: Sleighted. The crime rate is enormous. If you'd roll "robbery" on the Carousing table, roll 4d6 and drop the lowest, instead of 3d6, for the money you lose
The Surface - Wild, untamed, and completely unfit for humanoid habitation. Despite strange creatures, toxic rains, food shortages, and all matter of other hazards, the few people who choose to live up here fiercely defend their claims. Cost: 1.5x, only Tents, Shacks, Apartments, and Houses available Benefit: Neighborhood Watch. Your neighbors on the surface watch out for you. They will make sure your house is free from encroaching critters. You may also use housing upgrades while on the surface.
Wintercrag - Not truly part of Sanctuary, but a neighbor. Wintercrag is ruled by the frozen unicorn patron, the Rimekeeper, and falls under their protection and icy blessing. Cost: 1x, all housing options available. All structures can be built out of ice at no additional cost. Benefit: Ice, Ice, Baby. As a resident, you are protected by the Rimekeeper. While in Wintercrag you have immunity to Cold damage, as do any pets that you keep in your home here. Additionally, after you spend a Long Rest in Wintercrag you gain Resistance to Cold for one hour, which begins as soon as you leave Wintercrag that day.
Necromancer's Grotto - The living are simply not permitted here. Undead only, or at least those who can show they wield adequate necromantic powers. This place is friendly to Vrykolokas and must remain secret from Sanctuary at large. Cost: 2x, Apartments, Houses, and Manors available. Bone construction is encouraged and doors and windows may be necromantically animated at no additional charge. Benefit: Lichfriend. By providing an offering valued at 50gp or more at Vrykul's Grasp, you may petition the lich of the Unders for a favor. This could be a vision, an answer to a question, or a more specific blessing. Petitions can be made up to once per IRL week. More interesting sacrificial offerings will net greater favor.
Secret Underwater Lotl Colony - This cave cannot be known to the public at large! This is one of the last refuges of the Cave Lotls who have been displaced by changes and incursions into their environment. The entire place is underwater, which poses some logistical challenges. Residents are responsible for their own means of breathing. Cost: 2x, Apartments Only, structures are built with coral fused structures which filter the water and keep it always in light flow. Benefit: TBD. This must be unlocked through plot advancement!
Upgrades
Upgrades require space within your home, the number of Large and Small rooms in your home will determine how much space you have to add upgrades. One Large Room may be used to house two Upgrades that would otherwise require a Small Room. Upgrades can be replaced as part of the construction time of the new upgrade. In order to install many upgrades to your home will require proficiency in particular tools. If you do not have the proficiency yourself, you can attempt to hire an artisan (see specific DMs for details, but no less than 2gp/day in cost for their time), or you may contract out another PC with the relevant proficiency. When Contracting out another PC there is no additional cost. But the contracted PC may take 25% of value of the upgrade as a 'material surplus'. For example, on an masonry upgrade costing 500gp, there is 125gp worth of marble or stone left over which serves as payment for the PC doing the work.Small Room Upgrades
Refugium
Generic Variant
Common
Installation Guide: 1 Small RoomUpgrades Available
Xylemspring. Running water fed by the tree. Revives lost pets. Sanctified Connection. Grow a totemic plant which serves to improve your spells.
Refugium
This space is as good as a garden if not better. Through the use of magical lights and enchanted seed beds you create the ideal circumstances for life to thrive. This refuge is ideal for both animal and plant. The populations of plants and animals reinforce one another and create a contained ecosystem in this room.
The Refugium allows for the planting and growth of up to two dozen plants, including those with special survival requirements. Gain Advantage on Herbalism Kit checks made within the refugium if you have at least four plants growing.
Additionally the Refugium allows for the keeping of animals. Up to two Large or six Medium creatures can be kept. Smaller pets can be kept at twice the capacity for each size category down. This space includes everything you need for the feeding, care, and grooming of these animals. Gain Advantage on Animal Handling checks made within the refugium if you have at least two pets.
Xylemspring
Running water, cool and crisp, flows through the xylem of the Tree who Dreamed. To be tapped into it is an honor and a responsibility to protect it. Your refugium is fed by this purest of water. Resting within the pools and stream that flow through your refugium. Once per month one of your pets can be laid to rest in these waters. If they passed within the last 24 hours the water of the Xylemspring can restore them to life, but only once for each pet.
The Xylemspring can be your option of crisp cold water, or hot steaming water. By arranging stones you can easily make a pool and a slice of paradise here.
Sanctified Connection
The natrual connection that you have to your garden here is supernatural. Once a month one of the plants or animals that you keep here produces a totemic item. This varies, it could be a branch from woody plant, a fruit or flower. A shed horn from a creature, or woven wool shorn from its back. The flavor depends on what you keep. But the effect is the same. But attuning to this object and holding it your hand, you gain +1 to spell attacks and spell save DCs (similar to how the Rod of the Pact Keeper works, but no extra spell slot)
You may further improve this totem's bonus to a maximum of +2 by spending 20 Clout.
Cost: 250 gp, +250gp for Xylemspring, +850gp for Sanctified Connection
Artist’s Loft
Generic Variant
Common
Installation Guide: Requires 1 Small RoomUpgrades Available
Enchanter's Loft - Unlock access to +2 enchanting of your weapons and armor with Clout
Description
An Artist’s Loft gives you the space needed to use Glassblowing, Painting, Calligrapher, Forgery, Jewelcrafter, Pottery, Leathercrafter, Masonry, Woodcarver, and Weaving Tools. You can augment the normal tools with larger things to help with your trade, things like kilns for potters, furnaces for glassblowers, looms and dye baths for weavers and the like. Choose up to two tools this loft applies to. If installed in a Large Room you make choose up to four tools for it to apply to.
You may use your Limited Downtime to craft art for sale and commission. Make a roll with the appropriate tool at advantage. Gain gold pieces equal to twice your result. (You may sell to other PCs without it counting against your trade cap.)
Additionally, you gain advantage on checks to examine objects and works of art related to the tool when you bring them to your loft. Here you have the tools to determine finer qualities and gain additional insight.
Enchanter's Loft
The works of your loft have been improved. Through investments in enchanted tools, inscriptions and prayers upon the walls as is appropriate to your magical source, you improve your space. You have exactly the tools needed for precision work in your field. You are now able to improve weapons and armor that has been previously improved by use of Clout to +2 of quality through an additional expenditure of 20 Clout.
Cost: 250 gp, +2250gp for Enchanter's Loft
Ghost Kitchen
Generic Variant
Rare Necromancy
Installation Guide: 1 Small RoomUpgrades Available
Signature Dish -Create a uniquely flavored Potion of Resistance. Select the kind of resistance it offers at the time of selecting this upgrade. A stock of 2 of your Potions of Resistance become available at the Guild Quartermaster for 75gp each. And you have a refillable Potion for yourself, at the start of each week it automatically refills.
A Ghost Kitchen has everything you need to cook for a large group of people. Gain Advantage on Brewer’s and Cook’s Utensils checks when made in this space. Once installed, you can use this kitchen in order to perform your job downtime by making meals and delivering them around town.
The Ghost Kitchen gets its name from the central cutting block island in the room. Inside of it can be placed an urn or a skull. The enchantment of cutting block allows the spirit of the interred to aid you (at their opt in will) around the kitchen as though they have cast the Unseen Servant spell. This Unseen Servant is not under your control, but that of the spirit.
Signature Dish
As a chef of some skill, and with the ideal kitchen arrangement you can create your own culinary masterpiece. Detail and describe a meal that you prepare that is so good that it confers magical benefits. You have mastered the art of making a Potion of Resistance. At the time of installing this upgrade you must decide to which element the resistance applies. From then on, your expert cooking is available for all in the guild. Every week the Quartermaster picks up 2 Potions with your Unique flavor and name and they become available in the guild shop for 75gp each. Additionally you gain a replenishing potion bottle, every week if it is empty it will refill with a Potion of Resistance of the appropriate type for this kitchen.
Cost: 500 gp, +350gp for Signature Dish
Storefront
Generic Variant
Common
Installation Guide: Requires 1 Small Room, 21 Days of crafting time with any artisan tool.
The Storefront allows you to sell goods and items you discover on adventures.
The first 200gp of loot you sell for gold each IRL week can be sold for 75% value instead of 50%.
Once per IRL week you can attempt to find a better class of customer for one individual item or trade good you’d like to sell. Make a Persuasion check from anywhere in your home to discuss the values and history of whatever you are looking to sell.
DC 15 - 10% increase in sale price.
DC 25 - 25% increase in sale price.
DC 30 - 50% increase
These DCs increase by 5 if you are selling an object that would normally be reserved to the black market, but the bonus to sale price is doubled.
You may use your storefront to do a Job DTA.
Cost: 200 gp
Pig Iron Prison
Generic Variant
Uncommon
Installation Guide: One Small Room, 21 Days of downtime using Smiths, Tinkers, or Masons Tools
You can convert one small room into a holding cell. The walls reinforced with iron bars, the room turned into an effective cage. At the time of installation you can decide to include optional dividers, making up to four individual cells. Each comes with a lock (DC 20 to pick), and iron cell doors (DC 25 to break by sheer strength).
Note that windows are optional, but lack of airflow may be dangerous to the health of those imprisoned.
Cost: 450gp
Tunnel Access
Generic Variant
Rare
Installation Guide: One Small Room, at least 21 Days of downtime using an Underminer’s Pick. Requires assistance by a PC with proficiency in the Spelunker’s Sextant.
Beneath Sanctuary there lie a crisscross of caverns, as well as the entry to The Unders. By mining directly through the ground, under the guidance of someone who can navigate the cave systems properly, you can build a tunnel for direct access to the Unders. The length of time it will take is determined by a check using the Spelunker’s Sextant and Intelligence.
DC | Length of Time |
---|---|
5 | 84 Days |
10 | 63 Days |
15 | 42 Days |
20 | 21 Days |
Note that while installing this upgrade, you must use the Underminer’s Pick daily, you begin all adventures during this time with one level of Exhaustion.
Cost: 300gp
Private Hot Spring
Generic Variant
Rare Conjuration
Installation Guide: Requires one Small Room, 42 Days of downtime using Masons, Water Vehicles, or Carpenters
There is nothing more decadent than a private Hot Spring bath, and with time and the right pipes this dream can be yours.
By spending an hour in the baths the rejuvenating minerals and the hot water work their magic on you, giving the same effect as if someone has cast Lesser Restoration.
You also have the option of making your baths extra cleansing, by buying specialized bath salts, oils and minerals giving a few different effect. It takes time for the bath to cleanse out the residue and so you have to wait at least one irl week between each special blend, but up to four people can partake.
50 gp/person - Remove curse (Homeowner must be 3rd level or higher)
150 gp /person - Greater Restoration (Homeowner must be 7th level or higher)
(More blends might be discovered or researched)
If you have a Botanical Refugium and a Personal Laboratory you cut the cost of the treatments in half by making them yourself (no crafting time necessary).
Cost: 600gp
Large Room Upgrades
Private Parlor
Generic Variant
Uncommon
Installation Guide: Requires 1 Large RoomUpgrades Available
Séance Sanctified. This room is raised in value to 1000gp and functions as an appropriate focus for the Scrying spell. You gain a relic imbued with a spirit that is connected to your sanctified space. Once per week you can perform a ritual in this room cast Clairaudience within 300 feet of the relic's location.
This conversation pit of a room is ideal for gatherings. The perfect place to host co-conspirators, allies, or friends. Ensured to be private, this plush room feels resilient to listening in. It contains a nice drink cabinet suitable for keeping wines and beverages boasting a small Chest of Preserving that holds up to 2 cubic feet.
You have Advantage on Deception, Persuasion, and Performance checks within your home if you have this upgrade.
A lonely glowing rose grows in the center of the room. If its petals are plucked it fills the room with a soft green sparkle. It protects everyone and everything within the room from Divinations of 5th level and below. Even though divinations of higher level work, they cannot be done secretly, the sparkling green dust glows purple in the presence of any divination magic. This effect can be triggered once per day for up to 2 hours.
Séance Sanctified
With the preparation of fine tapestries with iconography fitting your beliefs and astrological understanding, and focuses of arcane and theatrical import you prepare this room for actual magic. As well as you have learned to protect yourself from divinations you are now granted the ability to perform some of your own.
Select a small item of no more than 1 pound. This Relic is imbued with a spirit that is bound to this room. This Relic is technically worthless, and can be replaced up to once a month through a ritual. But it serves as a focus for divinations. While in the room, you may cast Clairaudience once per week targeting any location within 300ft of your Relic. Your Relic need not be on your person when you use this ability.
Cost: 500 gp, +500gp for Séance Sanctified
Library
Generic Variant
Uncommon
Installation Guide: Requires One Large RoomUpgrades Available
Forbidden Section. While handling these books within your library you gain proficiency in Deep Speech. You gain the benefits of the Darkvision spell, but for 12 hours after consulting these tomes. The golden cage around the Forbidden Section protects it from Divinations of 5th level and below. It is locked with a DC 22 quality lock. ----------------------------------------
This room is suitable for all manner of research purpose. With tables meant for spreading books out on out, space for maps and diagrams, as well as space for up to 300 books on the ample shelves this is a bookworms dream. Installation costs also include your first fifty books. These are all common books without rare or spectacular knowledge. But they form a basis of reference for you on any topic.
Arcana, Religion, History, and Nature checks may be made at advantage while in your library. Additionally, whenever you roll a natural 20 you discover a new book to add to your collection on the relevant topic.
Forbidden Section
These tomes of dark knowledge were exhumed from beneath the sea's surface. They continue to smell of brine and depth. Around them, a high quality cage, meant as much to contain them as to keep others out. The cage is gold and creates a magical barrier that prevents divinations of 5th level or lower from passing through it. And, all spells of 3rd level or lower from functioning at all. A fine gold lock, with only two copies of the key bars the books from removal from their shelves.
By referencing these tomes your eyes turn to pools of black, and you gain sight into the darkness. You speak only in Deep Speech while you are physically handling the books, but can remember and understand what you read and said after setting down the tome. Your darkvision persists for 12 hours.
During any full moon (let's just say the first week of the month) you may perform a ritual from these putrid tomes and conjure an emissary. A small shadow pet follows you and is friendly towards you. They have only 1 hit point, but much like an unseen servant can only be harmed by environmental and area damage. Their form depends on the dark source referenced in your forbidden tomes, selected at the time of installation. It can be changed at the cost of a Limited Downtime and 2 Clout.
The Mollusk Lord
An inky black flying cuttlefish, about four inches long. It can create a shadowy ink spill that functions as Darkness with a 10ft radius once per week.
Lophiiformes
A deep sea creature of teeth and bone, rendered in shadow. From its face protrudes and dangles a bulb that functions as the Light cantrip.
The Prison
A miniature dragon, with curling trails of shadow on its wings as it flies. It can Shape Water but only to freeze it, and only 3 times a day.
Graspillax
A hand with four fingers. Thumbs on opposing sides with two fingers in the middle. The skin is mucous washed and smooth, not like any humanoid you know to live on land. It can be used as a Mage Hand for up to 5 rounds per day.
Cost: 500 gp, +800gp for the Forbidden Section
Banquet Hall
Generic Variant
Uncommon
Installation Guide: Requires one Large Room, 42 Days of Downtime using Woodcarvers, Potters, Masons, or Cook’s Utensils
The Banquet Hall is the perfect place to host a feast and celebration. There is room enough for many people to sit and eat. You can host up to 20 people comfortably and have appropriate flatware, seating, and glasswares for all of your guests.
Meals hosted here grant 1d10 hit points during a Short Rest. Once per week owner of the home may tap a glass with a knife and cause this room to come under the effects of the Calm Emotions spell for 6 hours.
Cost: 750 gp
Personal Laboratory
Generic Variant
Uncommon
Installation Guide: Requires 1 Large RoomAvailable Upgrade
Craftsman's Touch: Using the integrated tools, a selection of simple magical items can be constructed. Observatory. Witness the stars and other places.
Personal Laboratory
This room is suitable for all manner of experimentation in the arcane and alchemical. Shelves line the walls to contain countless labeled (or unlabeled if you prefer) containers for herbs, minerals, arcane and rare dusts of all manner that you need to perform your work. When it is built, you may select two Tools, Musical Instruments, Disguise Kit, or Forgery Kit to integrate into the lab.
Arcana and Investigation checks may be made at advantage while in your laboratory. Checks using the Tool or Musical Instrument integrated into the lab also may be made at advantage. You may use the facilities of your laboratory to cast Detect Magic or Identify as a ritual while within it, without requiring further material components. You can determine the creature type and plane of origin of samples brought to your lab with the use of a Limited Downtime.
Craftsman's Touch
By improving your laboratory beyond the meager mundane you have gained the ability to create one of the following magical items. When you gain this upgrade you get one of the item for yourself and additionally a stock of one per week becomes available to all guildmembers through the Quartermaster. The items made are tied to the tools which you have integrated into your laboratory.
Alchemist: Pyroconverger (250gp)
Brewer: Tankard of Plenty or Bottle of Boundless Coffee (100gp)
Calligrapher: Enduring Spellbook (100gp)
Carpenter: Chest of Preserving (100gp)
Cartographer: Orb of Direction (50gp)
Cobbler: Boots of Striding and Springing (500gp)
Cook: Dust of Deliciousness (160gp)
Glassblower: Spellshard (100gp)
Jeweler: Ruby of the Warmage (100gp)
Leatherworker: Mask of the Beast (200gp)
Mason: Sending Stones (500gp)
Painter: Moodmark Paint (50gp)
Potter: Pot of Awakening (85gp)
Smith: Helm of Comprehending Languages (500gp)
Tinker: Clockwork Amulet (100gp)
Weaver: Shiftweave (100gp)
Woodcarver: Patientwood Spies' Murmur (450gp)
Disguise Kit: Dust of Disappearance (200gp)
Forgery Kit: Scribes Pen - Keyed to Guild Members instead of the Mark of Scribing (100gp)
Musical Instrument: Instrument of Illusions (100gp)
Observatory
Adding a large telescope to the roof of your home gives you a beautiful portal through which to see the stars. This telescope is too large to be moved, but in turn it is able to see things far more distant than even a normal spyglass would be able to. There is a rumor that there is a mirror on one of the moons, and once a month even a non-caster using this telescope can Scry as the spell Scrying on another person on this plane. Additionally, twice per month you may use the telescope to cast Sending by flashing signals against the moon mirror to anyone you know. They'll see it without fail and be able to respond. This telescope is appropriate as the material component for the Scrying spell if you have the means to cast it yourself.
Cost: 700gp, Craftman's Touch 250gp+the cost of the related item(s), 1200gp for the Observatory
Bunk Beds
Generic Variant
Common
Installation Guide: One Large Room, 42 Days of downtime using Masons, Carpenters, or Weavers
You can convert one large room into appropriate accommodations for you and three additional people to have their own private bedroom space. The rooms made are modest but comfortable. All occupants can now make use of the upgrades in the house.
Cost: 700gp
Add Ons for Upgraded Homes
Cableway Node
Generic Variant
Uncommon
Installation Guide:
Requires a Home located in the Uppers, or double the price for any home located in the Lowers.
21 Days of work using Tinker's Tools
Cableway Box - Receive local messages transmitted by Cableway to your home within fifteen minutes of when it is sent. This includes any correspondence from within Sanctuary. Messages from further afield will be delivered as transit allows. You may also send messages from your home.
Cost: 300 gp
Hidden Safe
Generic Variant
Uncommon
Installation Guide: Limit 1, can be added to a Large Room.
Art is a critical piece of any home. But it is also critical for hiding your valuables. The tool used determines what sort of large obfuscating artwork you can produce. Weaving Tools can produce a tapestry or rug. Painting can produce a Portrait or Landscape. Glassblowing can produce a Mirror or Stained Glass Window. Behind it you have a secure safe which is otherwise hidden away.
The Safe comes installed with a lock, either combination or with a set of two keys.
Make a crating check using any artisan tool and the mental stat of your choice. This determines the DC to pick the lock as well as the Investigation DC to discover the safe.
Cost: 250 gp
Secret Passage
Generic Variant
Uncommon
Installation Guide: Can be added between any adjacent Large and Small rooms. 21 Days of Downtime using Carpentry or Masonry Tools.
Your Secret Passage is built into a simple wall or floor with a trigger object somewhere in the room. You can use any trinket placed within the room to act as the trigger. It takes an item interaction to use the trinket, and an action to push through the rotating section of wall so it resets.
The Investigation DC for finding the passage is set by the crafting check with Carpentry or Masonry Tools using Dexterity. This is also the DC for attempting to open the doorway directly using Thieves Tools with Strength.
Cost: 250 gp
Restauranteur License
Generic Variant
Uncommon
If your home contains both a Ghost Kitchen and a Banquet Hall this upgrade grants Fine Dining Establishment feature. When purchased select a name for your restaurant so it can be added to the map during the next update.
Fine Dining Establishment: Your eatery brings people to your neighborhood and as such you have garnered the respect of the other business owners in the area. Once per IRL month you can ask someone local to your neighborhood for aid. This may come in the form of a discount on good and services, as information, or in rare instances direct help. Locals tend to like you, pride in their neighborhood and all.
You can use your Cook's Utensils to do your weekly job DTAs.
You may also create a Signature Dish
The flavor is up to you. Perhaps these are buttercream cupcakes, mushroom soup, or batwing tarts. Whatever they are they are incredible and only you are able to make them. As a unique and incredible dish, it has special properties.
At the time that you create your Restaurant you may select between acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder. Once selected it can never be changed. Your Signature Dish functions as a Potion of Resistance to the damage type selected.
Every month you gain one Reflavored Potion of Resistance for yourself. And you may sell up to 6 per month to your fellow players for 75gp each without counting against the trade limit.
Cost: 400 gp
Deed of Title
Scroll
Rare
This legal document grants the homeowner the ability to magically inscribe their mark on their gate or entryway. It can only be used on a home with at least four rooms. Upon uttering the incantation the rightful owner of the home can bestow a title. A sign forms out of appropriate materials and decor for the home's aesthetic spelling out the name of choice, (up to 40 Letters).
This name and a brief description of the home can be added to the Sanctuary Map
Having left a permanent mark on Sanctuary you gain the Local Flavor feature.
Local Flavor. Within your neighborhood you have a positive relationship with the local shops and amenities. They'll keep an eye out for you and let you know what people are saying about you if it seems important. They expect you'll do the same for them. You have advantage on Perception checks while in your home neighborhood. There may be other advantages and accesses granted dependent on the specific neighborhood. See the Sanctuary article to learn about them individually.
Cost: Varies. 800 gp base cost adjusted by the appropriate Neighborhood Cost Multiplier. Can also be granted as a Quest Reward
Fancy Purring Roach Motel
Generic Variant
Rare Enchantment, Transmutation, Divination Requires Attunement
If you have both a Home Refugium and either a Library or Laboratory you may purchase a ‘Fancy Purring Roach Motel’ at Exo's Vermin and begin breeding your very own fancy cockroaches.
Every IRL month you can roll for cockroach. Roll 1d100 and add your bonus for any one of Arcana, Alchemist’s with Charisma, or Religion.
D100+Skill | Resulting Fancy Purring Cockroach |
---|---|
1-35 | Two Purring Roaches of Blue, Green, Purple, or Classic color (PC Choice) |
36-55 | One roach with a novel color, any one color (PC Choice) |
56-85 | One Vellumwing Cockroach with a spell chosen at random from those listed in the creature entry |
86-95 | EUREKA! One Vellumwing Cockroach with a novel spell of your choice, a result of your personal research. This spell will be added to the creature entry. |
96-99 | Two Vellumwing Cockroaches each with your choice of spell already listed in the creature entry. |
100+ | Minor Magical Roach, see a DM for details |
Attunement is only required while spending an average minimum of 2 hours a day in your Library, Laboratory, or Refugium. Focusing on the Roaches as they mature helps them gain the traces of magic required to breed Vellumwing Roaches.
Foodstuffs of incredible and magical origin, such as meat from enchanted beasts and monsters, can be fed to the Roaches to give a bonus on the roll ranging from +1 minorly magical monsters to +10 for the most magically infused creatures.
Additionally you may now craft scrolls as Vellumwing Roaches yourself. When you do so whatever spell you inscribe into the roach will be added to the community pool of available spells on Vellumwing.
Cost: 150 gp
Fascade
Generic Variant
Uncommon
Installation Guide: Can be applied to any dwelling, 9 days of downtime for an Apartment/Room or 21 days of downtime for a House/Estate with Disguise Kit or Carpentry Tools.
By changing the exterior of the house you can hide what is within. This allows for turning all entry doors into Hidden Doors, requiring an Investigation check to even find them. The DC is set by a check done with Disguise Kit or Carpentry at the completion of the upgrade. Make your home appear on the outside however you like. Anonymous, ostentatious, or otherwise.
Cost: 250gp
Snugum's Petshoppe
Fluffwetzel Spire
Generic Variant
Uncommon
Installation Guide: Can be added onto any home, 3 days of downtime to get it positioned juuuuust right.
This spire is the perfect habitat for Fluffwetzels. They'll gladly stay around a home that boasts one or more of these spires on its exterior. Its a new thing to see around Sanctuary, Fluffwetzels are easy prey for bats, but the population of bats has declined over the last years and mosquito populations have risen. Fluffwetzels are slow moving, soft, and colorful enough to picked out easily by anything dangerous. But they are excellent insectivores. Consuming any small bugs they can get to. Any home that has managed to retain Fluffwetzels is sure to be free of biting pests and insects.
Precautions must be taken by roachkeepers
Cost: 50gp
Skinkwets Guppy Farm
Generic Variant
Rare Enchantment, Transmutation, Divination
Can be added to a Home Refugium, Laboratory, or Courtyard. Gain a home aquarium consisting of many glass spheres, tanks and pipes.
Every IRL week you can roll for guppies. Roll 1d100 and add your bonus for any one of: Arcana, Animal Handling, Alchemist’s with Charisma, Herbalism with Wisdom, Nature, or Religion.
D100+Skill | Resulting Guppy |
---|---|
1-35 | Two Very Pretty Guppies. You may choose up to three colors for each fish. These can be used as +2 Bait when Fishing. |
36-55 | One Crimson Longfinned Flaskfish. If kept in a glass bottle it becomes a Potion of Greater Healing. |
56-85 | Mossball. Must be kept in water, but when thrown to the ground allows the user to Cast Entangle. |
86-95 | Shrimp Colony! Choose any single color. Your shrimp live in happy harmony. If brought with you in a glass bottle, they will give themselves to allow you to cast Bless once. |
96-99 | Sought After Cultivar! This trio of fish is incredible. It is worthy of having a special name as a new kind of breed. You decide the name and the appearance. These fish are your signature and you can sell 1d10 gp worth of them every week from now on, without depleting your original set. Up to five different Cultivars can be maintained. |
100+ | Minor Magical Fish! This incredible guppy has magical properties that can be brought out if it is used as a material component in crafting. Valued at 250gp individually, if you collect multiple Minor Magical Fish, you may combine their value on an individual project. Uses can include: Enchanted dyes for Leatherworking, Weaving, Calligraphers, Forgery. Scales and oily finishes for Jewelcrafting, Blacksmithing, Carpentry, Woodcarving. Or components for using Herbalism Kit to produce Healing Potions. Enchanted ingredients for Cooking, Poisoners, or any general Potion-craft desires. Additionally this fish can be used as +8 Bait when Fishing |
Foodstuffs of incredible and magical origin, such as meat from enchanted beasts and monsters, can be fed to the ravenous little guppies to give a bonus on the roll ranging from +1 for minorly magical monsters to +10 for the most magically infused creatures.
Cost: 250 gp (requires Refugium, Laboratory, or Courtyard)