Tier 3 (1 Point each)
Meditation Room: (300gp)
– Buff: Provides advantage on Wisdom saving throws for 24 hours after spending at least 1 hour meditating.
– Bonus: Allows once-per-day use of the Calm Emotions spell, usable by anyone who meditates in the room.
Weapons Workbench: (300gp)
– Buff: Advantage on crafting or repairing mundane weapons (requires proficiency in Smith’s Tools). Repairs take half the usual time.
– Bonus: Once per week, create a temporary +1 weapon that lasts for 24 hours.
Small Garden: (300gp)
– Buff: Provides materials to craft basic healing potions. Survival or Nature checks for identifying plants and herbs have advantage.
– Bonus: Once per week, harvest a rare herb that acts as a component for the Lesser Restoration spell.
Secure Storage Room: (500gp)
– Buff: Items stored in the room are protected from theft and scrying. The room has advantage on saving throws against magical theft (such as Teleportation Circle or similar spells).
Training Area: (300gp)
– Buff: Advantage on Strength (Athletics) or Dexterity (Acrobatics) checks after spending an hour training.
– Bonus: After training, gain temporary hit points equal to your proficiency bonus for the next combat encounter.
Basic Altar: (500gp)
– Buff: Once per day, use the altar to cast Bless (no components required).
– Bonus: Clerics and Paladins who pray at the altar can regain one expended spell slot of up to 2nd level once per long rest.
Scout’s Nest: (300gp)
– Buff: Advantage on Perception checks to spot threats within a 500-foot radius.
– Bonus: Once per day, gain the benefits of the Alarm spell (non-magical) while in the nest.
Tier 2 (2 Points each)
Greenhouse: (1000 gp)
– Buff: Provides constant access to fresh ingredients for Herbalism Kit checks and advantage on Nature checks involving plants.
– Bonus: Once per day, use harvested plants to create a Potion of Healing.
Crafting Room: (2000 gp)
– Buff: Advantage on crafting checks for potions, scrolls, or simple magic items (requires relevant tools).
– Bonus: Reduces crafting time for potions or magic items by 25%. Once per week, you can craft an uncommon magic item for free (DM’s choice).
Arcane Study: (2000 gp)
– Buff: Advantage on Arcana checks and advantage on Intelligence saving throws against magical effects after studying for 1 hour for the next 8 hours
– Bonus: Once per week, cast Identify or Detect Magic for free without using a spell slot.
Barracks: (1000 gp)
– Buff: Hirelings stationed here gain +1 to attack rolls while defending the base.
– Bonus: Once per day, roll 1d4 to add to your next Initiative roll.
Healer’s Chamber: (2000 gp)
– Buff: Provides advantage on Medicine checks while in this room. Medicine checks made to stabilize a creature always succeed.
– Bonus: Once per day, regain an additional 1d10 hit points when receiving magical healing within the chamber.
Armory: (2000 gp)
– Buff: Once per day, donning armor in the armory grants you +1 AC for the next 8 hours.
– Bonus: The armory can store magical weapons or armor, which can be enchanted once per month, adding a +1 bonus to the stored item (lasting for 7 days).
Training Yard: (2000 gp)
– Buff: Advantage on Strength (Athletics) or Dexterity (Acrobatics) checks for 24 hours after training here for an hour.
– Bonus: After training, you may reroll one failed attack roll or saving throw within the next 24 hours.
Summoning Circle: (2000gp)
– Buff: Advantage on Arcana checks related to summoning magic. Summoning spells last 1d10 minutes longer while in this room.
– Bonus: Once per week, summon a creature of CR 2 or lower for 10 minutes (DM’s choice of creature).
Tier 1 (3 Points each, need a dedicated hireling)
Alchemist’s Lab: (5000 gp)
– Buff: Advantage on crafting checks for alchemical items, potions, and poisons.
– Bonus: Once per day, craft a Potion of Greater Healing or a similar-tier alchemical item for free.
Smithy: (5000 gp)
– Buff: Advantage on crafting and repairing magical weapons and armor. All work here takes 25% less time.
– Bonus: Once per week, craft a magical weapon or armor (DM’s choice) that grants +1 to attack or AC for 7 days.
Grand Library: (8000 gp)
– Buff: Advantage on all knowledge checks (Arcana, History, Religion, etc.) after spending an hour studying.
– Bonus: Once per day, gain proficiency in a skill or tool for 24 hours after studying in the library.
Scribe’s Room: (5000 gp)
– Buff: Advantage on Intelligence checks related to scroll writing or document forgery. You can also transcribe one spell from a spellbook at half the normal cost.
– Bonus: Once per day, copy a spell scroll of up to 3rd level.
War Room: (4000 gp)
– Buff: After spending an hour planning in the War Room, you and your allies gain advantage on Initiative rolls for the next combat encounter.
– Bonus: Once per week, after planning a strategy, gain inspiration for one combat or encounter.
Magical Workshop: (6000 gp)
– Buff: Advantage on Arcana and crafting checks for magical items.
– Bonus: Once per week, imbue a weapon with a magical property (like elemental damage) for 24 hours.
Healing Sanctuary: (6000 gp)
– Buff: Advantage on Medicine checks and magical healing spells restore 25% more hit points when performed in the sanctuary.
– Bonus: Once per week, cast Greater Restoration without using a spell slot.
Teleportation Circle: (15000 gp)
– Buff: Can be used for safe long-distance travel once per day.
– Bonus: Reduces the cost of teleportation spells by 50% if cast within the circle.
Divination Chamber: (10000 gp)
– Buff: Advantage on Wisdom (Insight) and Intelligence (Investigation) checks for 24 hours after performing divination.
– Bonus: Once per day, cast Augury or Commune without using a spell slot.

