Sometimes, characters may inherit or found a small settlement which they have partial or total authority over. Managing a settlement is expensive and risky, but potentially very rewarding.
The first thing every settlement requires is a government building. From here, a steward can manage the settlement according to the wishes of the character or characters in charge of the settlement, even when said characters are away adventuring.
Goods and services are provided by the buildings within the settlement and the residents who staff them.
Upkeep represents the costs and difficulties of running a settlement, including building maintenance, crime, economics, morale and resource distribution. Upkeep is modified by the buildings and residents in the settlement.
At the end of each workweek, a character rolls percentile dice and adds the settlement's upkeep score, then consults the Settlement Upkeep table below. If the treasury has fewer than 0cp in it, the settlement is in debt. For every 20gp in a settlement's debt, a character takes a -1 penalty to rolls made on the table.
Residents are the non player characters who call the settlement home.
Residents can come in multiple skill levels:
Nonworking residents are the children, the elderly, the infirm and the animals of the settlement, as well as guests and unemployed. They cannot work in any role.
Unskilled residents are the simple labourers of the settlement, such as farmers, miners and service workers. They can work in any unskilled role.
Skilled residents are specialist workers with training in specific roles. They can work in any unskilled role or in specific skilled roles. Some skilled residents may be incapable or unwilling to work in unskilled roles, such as a steward who is incapable of physical labour due to an injury or disability.
Expert residents are rare skilled workers with expertise in a particular role. While working in their expert role, they provide a +2 bonus to upkeep (in addition to other bonuses or penalties).
Residents impose a penalty to upkeep equal to their number divided by five (rounded down). Each resident that does not have access to housing, imposes an additional -1 penalty. These penalties represent the costs of providing basic supplies and services to residents, as well as reduced morale due to overcrowding or poor services.
For example, A settlement with 22 residents has a -4 penalty to upkeep, if 2 of those residents are homeless, an additional -2 penalty is imposed.
Buildings are the structures and spaces required for people to perform various jobs and provide goods and services to the settlement.
If the DM allows, some buildings may be combined in the same physical space. They are still treated as separate buildings for the purposes of managing the settlement. For example, an artisan building may be attached to a residential building where the artisan and their family live.
Most building will have a build cost. This represents the cost of building materials, labor and furnishings. This is base cost of building a simple and functional building, a larger, more elaborate building may be more expensive. For example, a simple wooden house may cost 500gp, while a full manor may cost upwards of 25000gp.
The DM may decide to reduce this cost if suitable resources can be expended instead or if a suitable artisan building exists to reduce need for importing materials. For example, a building costs 1000gp and settlement does not have that money. However, the residents have already shipped a large quantity of lumber from elsewhere and has a stone mason's workshop in the settlement that can provide bricks. The DM decides to half the build cost to 500gp.
Building on the site of an existing ruined building can also reduce the cost of building.
Most buildings will have a build time. This represents the time to design and build the building, as well as the time to acquire resources and laborers. This is base cost of building a simple and functional building, a larger, more elaborate building may be more expensive. For example, a simple wooden house may take 2 workweeks, while a full manor may take upwards of 20 workweeks.
Building on the site of an existing ruined building can also reduce the time of building.
Most buildings have a minimum staff requirement. This requirement must be met for the entirety of the workweek for the building to operate. If a building fails to meet this requirement, it becomes an Inoperable Building.
Most buildings also have a maximum staff requirement. If this requirement is met for the entire workweek, the building provides an additional +1 bonus to the settlement's upkeep modifier.
More information about each upgrade and their benefits can be found under Building Types.
Image may be outdated, see statblocks below for latest.
More information about each upgrade and their benefits can be found under Building Upgrades.
Image may be outdated, see statblocks below for latest.
Prerequisite: Government Building, at least one appropriate Resource Building or a Trading Post
Build Cost: 1000gp
Build Time: 2 workweeks
Minimum Staff: 1 skilled artisan
Maximum Staff: 2 skilled artisans, 2 unskilled
Base Upkeep Modifier: +4
Examples: Apothecary, Bowyer, Brewer, Carpenter, Cartographer, Cheesemaker, Cobbler, Cook, Fletcher, Glassblower, Jeweler, Leatherworker, Mason, Painter, Potter, Smith, Tailor, Tattoo Artist, Tinker
Artisan buildings provide the workshops and tools for arstisans to provide useful items and services using raw resources.
The artisan's buildings may provide multiple goods or services to the settlement as decided by the DM, some examples are included below.
The artisan sells items that the DM decides are appropriate for the type of artisan. The items are non-magical and cannot have a listed cost that is higher than 100 gp. You can purchase items from this artisan for 75% of the listed cost. For example, a blacksmith might sell metal armor and weapons while a carpenter might sell wooden shields and tools.
The arstisan can provide services that the DM decides are appropriate for the type of artisan. The DM also decides the cost for these services, if any. For example, a cobbler might provide the services mentioned in the description of Cobbler's Tools while an apothecary might provide those mentioned in the descriptions of Alchemist's Supplies and the Herbalism Kit.
The artisan may also provide additional benefits to the settlement at the DM's discretion. For example, a blacksmith might provide simple weapons and armor for all residents. Whereas a carpenter or mason may reduce the build cost of buildings in the settlement.
Prerequisite: Suitable Land
Build Cost: 25000gp
Build Time: 4 workweeks
Minimum Staff: 1 skilled steward, 1 skilled warrior
Maximum Staff: 1 skilled steward, 4 skilled warriors, 2 unskilled
Base Upkeep Modifier: -4
Examples: Longhouse, Manor, Small Fort, Town Hall
The government building is the central power of the settlement. From it, a steward can coordinate the construction of other buildings.
The government also houses the settlement treasury you can deposit or withdraw money from at will, provided the settlement ruler allows you to. When you build or upgrade a building in this settlement, the cost is deducted from the treasury.
The government building provides housing for up to ten residents.
The build costs given represent the minimum requirements for constructing a usable building. The DM may instead use the table for Downtime Activity: Building a Stronghold on pg.128 of the Dungeon Master's Guide for examples of more elaborate buildings.
A settlement can have a maximum of one government building.
Prerequisite: Government Building
Build Cost: Varies
Build Time: Varies
Minimum Staff: 1 skilled faction contact
Maximum Staff: 2 skilled faction contacts, 2 unskilled
Base Upkeep Modifier: -2
Examples: Embassy, Guild Hall, Mercenary Barracks, Safehouse
Prerequisite: None
Build Cost: N/A
Build Time: N/A
Minimum Staff: 0
Maximum Staff: 0
Base Upkeep Modifier: -1
Examples:
If a building fails to meet the minimum staff requirement, it becomes inoperable. An inoperable building still requires some maintenance. If the minimum staff requirement is met in future, it becomes its respective type again.
Alternatively, you can allow a building to fail into ruin at the end of the workweek and ignore the upkeep modifier. The building becomes a Ruined Building.
Prerequisite: Government Building
Build Cost: Varies
Build Time: Varies
Minimum Staff: 2 skilled warriors
Maximum Staff: 5 skilled warriors
Base Upkeep Modifier: 0
Examples: Archer Tower, Barracks, Battlements, Checkpoint, Dungeon, Jail, Lookout Tower, Prison, Training Grounds
Military buildings allow warriors to improve the settlement's defensive and offensive capabilities. Some defensive buildings, such as walls, do not require active staffing and are instead considered Passive buildings.
The DM decides the benefits provided by the building. Some examples are included in the list below.
Battlements. Built on top of a wall or other suitable building, battlements make it harder for assailants to climb the building as well. Crenellations or machicolations can provide cover for those on the battlements. Battlements may also provide space for siege weapons and suspended cauldrons.
Lookout Tower. Staff of this building have increased ability to spot and identify approaching visitors, both friendly and hostile.
Training Grounds. Residents can spend at least 4 workweeks here to earn the skilled warrior role. If they spend at least 2 years training here, they may become expert warriors.
Prerequisite: Government Building
Build Cost: Varies
Build Time: Varies
Minimum Staff: 0
Maximum Staff: 0
Base Upkeep Modifier: -1
Examples: Bridge, Fountain, Park, Square, Wall, Well
Passive buildings do not require active staff, but still require some occasional maintenance.
Prerequisite: Government Building
Build Cost: 500gp
Build Time: 1 workweek
Minimum Staff: 0
Maximum Staff: 0
Base Upkeep Modifier: -1
Examples: Burrows, Groups of Houses, Large House, Shacks, Tents
Residential buildings provide housing for up to five residents. This can be in one building or split across multiple buildings in a small area.
If the DM allows, multiple residential buildings can built into the same physical space to house more residents. For the purposes of cost and housing, these are considered separate buildings. For example, three residential buildings could be built on top of each other to make a large three-story house capable of housing 15 residents.
Prerequisite: Government Building
Build Cost: 500gp
Build Time: 1 workweek
Minimum Staff: 2 unskilled
Maximum Staff: 5 unskilled
Base Upkeep Modifier: 4
Examples: Farm, Fishing Boat, Hunting Lodge, Logging Camp, Ore Mine, Stone Quarry
Resource buildings provide resources for the settlement. Whatever resource you choose, the settlement must possess a suitable environment to harvest the resource from. For example, a logging camp requires an area of substantial woodland that is safe for loggers to work in.
A settlement can have a maximum of five resource buildings. The settlement cannot have multiple resource buildings of the same type.
Prerequisite: None
Build Cost: N/A
Build Time: N/A
Minimum Staff: 0
Maximum Staff: 0
Base Upkeep Modifier: 0
Examples: Fire damaged building
Sometimes, the building itself already exists, its just a matter of tidying it up, furnishing it and adding a new coat of paint. If a ruined building is structurally sound and appropriate for a specific purpose, you may convert it into a new building for half the cost and time it would take if you were building from scratch.
Prerequisite: Government Building, at least one appropriate Resource Building or a Trading Post
Build Cost: 2500gp
Build Time: 4
Minimum Staff: 1 skilled spellcaster, 1 unskilled
Maximum Staff: 2 skilled spellcaster, 2 unskilled
Base Upkeep Modifier: 4
Examples: Artificer's Workshop, Cleric's Temple, Magic Tattoo Parlor, Necromancer's Lair, Shaman Hut, Witch's Hut, Wizard's Tower
Spellcaster buildings are buildings dedicated to the study and practice of magic and magic items.
The spellcaster's building may provide multiple goods or services to the settlement, some examples are included below.
The spellcaster can sell common (and uncommon in a high magic setting) magic items that the DM deems appropriate. For example, an alchemist might sell potions and poisons while a tattoo artist might sell magic tattoos. The DM chooses the item prices (See the Magic Item Price Table from Xanathar's Guide to Everything as possible examples). Discount?
The spellcaster can cast spells of 5th-level or lower. The client must still provide material components. The DM decides what spells are available and the cost for these services, if any. For example, a temple might cast spells from the cleric or paladin spell lists while a necromancer's lair might cast spells from the necromancy school of magic.
The spellcaster may also provide additional benefits to the settlement at the DM's discretion. For example, a druid might improve the upkeep bonus of farms in the settlement.
Prerequisite: Government Building
Build Cost: 500gp
Build Time: 1 workweek
Minimum Staff: 1 skilled merchant, 1 skilled warrior
Maximum Staff: 2 skilled merchants, 2 skilled warriors, 2 unskilled
Base Upkeep Modifier: 2
Examples: Trading Post, Warehouse
Trading buildings manage the travels of trading caravans to and from the settlement, importing and exporting resources. For a trading post to operate, there must be a safe land route of 50 miles or less to another settlement that you are friendly with.
A settlement can have a maximum of three trading buildings in a settlement. Each external settlement traded with requires its own trading building.
If a settlement is on an island or in a setting with lots of islands, the DM may rule that all trade routes can be done over water. Upgrades will still increase the range and upkeep bonus.
Prerequisite: Government Building
Build Cost: Varies
Build Time: Varies
Minimum Staff: Varies (usually 2 or more)
Maximum Staff: Varies (usually 5 or less, including at least 1 skilled)
Base Upkeep Modifier: Varies (usually +1 to +4)
Examples: Aviary, Bathhouse, Brothel, Courier, Community Centre, General Store, Library, Mill, Observatory, School, Stable, Tavern, Undertaker
The DM decides the benefits provided by the building. Some examples are included in the list below.
Library. A library gives literate residents a place to read, write and study both for education and recreation. A library could provide a +2 bonus to upkeep and reduce the time needed to train skilled residents. It may also characters attempting to research particular topics.
School. A school can be used to give basic and advanced education. A resident can spend some workweeks training in specific skilled role, provided someone in the settlement can teach them. A school may also provide a +2 bonus to upkeep as it takes care of children while their families work.
Stable. A stable will care for animals, as well as possibly selling or renting them out to residents and travelers for transport and farm work.
Tavern. The tavern improves the morale of the settlement by providing a place for residents to relax and socialise. It may also provide accommodation for travelers. This morale boost, along with any generated revenue, provides a +4 bonus to upkeep.
Upgrade for: Artisan Building
Build Cost: 1500gp
Build Time: 2 workweeks
Additional Upkeep Modifier: +2
Improving the artisan's working space and tools allows them to produce items faster and better.
The artisan can now sell appropriate non-magical items regardless of the item's listed cost.
The artisan now sells items for 50% of the listed cost.
Upgrade for: Resource Building
Build Cost: 500gp
Build Time: 2 workweeks
Additional Upkeep Modifier: +2
Improving the tools of workers in a particular resource building improves their yield.
Upgrade for: Spellcaster Building
Build Cost: 2500gp
Build Time: 2 workweeks
Additional Upkeep Modifier: +2
The maximum rarity of magic items sold by the spellcaster is increased by one.
If the DM allows, this upgrade can be built multiple times, with the maximum rarity of sold items increasing each time (to a limit of very rare). Each time the build cost is multiplied by 20.
Upgrade for: Spellcaster Building
Build Cost: 2500gp
Build Time: 2 workweeks
Additional Upkeep Modifier: +2
The maximum spell level of spells cast by the spellcaster increases by 1.
If the DM allows, this upgrade can be built multiple times, with the maximum spell level increasing each time (to a limit of 8th-level). Each time the build cost is multiplied by 2.
Upgrade for: Trading Building
Build Cost: 1000gp
Build Time: 1 workweeks
Additional Upkeep Modifier: +2
The trading building can now perform trade route of 100 miles or fewer over land.
Upgrade for: Trading Building
Build Cost: 2000gp
Build Time: 2 workweeks
Additional Upkeep Modifier: +4
The trading building can now perform trade route of 200 miles or fewer over water.