Characters can modify their bases with mundane and magical upgrades, which make their home a better place to live, rest, and defend.
Each upgrade costs a specific amount of salvage, which cannot be modified. When the characters first get their base, they can only purchase tier 1 upgrades. Other tiers become available as the characters increase in level.
Upgrades that are destroyed are lost, but replacements can be purchased. You can purchase the same upgrade more than once, purchasing a second upgrade of the same type when you do. (e.g. Purchasing the ballista upgrade twice gives a base two ballistae.)
When characters use salvage to purchase upgrades, they are actually building the upgrades from material they have found or trading that salvage in a place like Salvation for the materials they need to create the upgrade. The characters can decide the placement and cosmetic appearances of their upgrades.
Tier 1 Upgrades
These upgrades are available to all bases.
Ballista
Cost: 500 SalvageThis massive crossbow is mounted on a swivel and fires heavy bolts. See “Siege Equipment” in chapter 8 of the Dungeon Master’s Guide for more information. The ballista is unmanned unless crewed by characters or guards provided by the “Guardroom” tier 1 upgrade.
In addition to the cost of the ballista, it costs salvage to create one piece of ammunition for the siege weapon as described on the Ballista Ammunition table. Once a piece of ammunition is fired, it cannot be used again.
Ballista Ammunition
Cost | Ammunition |
---|---|
5 | Standard Bolt. Ranged Weapon Attack, +6 to hit, range 120/480 ft., one target. Hit. 16 (3d10) piercing damage |
10 | Enchanted Bolt. As standard bolt, but magical for the purposes of resistances |
20 | Explosive Bolt. This bolt can be fired up to 300 feet. Each creature in a 10-foot-radius sphere centered on the target point must make a DC 14 Dexterity saving throw. A target takes 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. |
Chapel
Cost: 500 salvageThis chapel is equipped with soothing accoutrements like incense bowls, candelabras, chimes, and more. When you and your allies spend an uninterrupted hour in meditation or prayer in this chamber, you each gain the benefit of a guidance spell with an extended duration of 24 hours. At the end of the hour, the chapel cannot be used to gain this benefit again until 20 salvage is spent to refresh the room’s supplies.
Dog Kennel
Cost: 500 salvage, plus 50 salvage per mastiffThis 20-foot-square kennel houses up to maximum of one mastiff per character assigned to the base. The kennel can be placed near or attached to the outside of the base. If a mastiff dies, it costs 25 gold to replace the animal.
This upgrade comes with a trainer, a commoner with a +4 bonus to Wisdom (Animal Handling) checks, who cares for the mastiffs. If needed, the trainer can accompany you on adventures and handle up to two mastiffs in the field. The trainer is controlled by the DM and leaves with the animals if the trainer or the mastiffs are frequently endangered or abused.
If the trainer dies or leaves, you must pay 100 gold to hire a new trainer.
Forge
Cost: 1,000 salvageYou can craft mundane weapons and armour in this blacksmith’s forge, with the following restrictions:
- Only weapons and armour listed in the Player’s Handbook or Eberron: Rising from the Last War can be constructed.
- Plate armour can only be constructed at Tier 2 or above.
Guardroom
Cost: 1,000 salvage, plus 100 salvage per guardThis room houses one guard per character assigned to the base. Guards are controlled by the DM and fight to defend the base if it is attacked. If needed, a guard can be assigned to operate one of the base’s siege weapons. Guards do not leave the safety of the base. As you improve your base, your guards also improve, as shown on the Guard Improvement table.
If a guard dies, you must pay 100 gold to hire a new guard.
Guard Improvement
Tier | Guard |
1 | Guard |
2 | Scout |
3 | Veteran |
4 | Gladiator |
Holding Cell
Cost: 500 salvageThis 10-foot-cubic steel holding cell has AC 19, 50 hit points, and immunity to poison and psychic damage. There is a single door on the cell. All characters assigned to the base have a key to the cell. Picking the lock on the cell door requires a successful DC 20 Dexterity check made with thieves’ tools, and forcing the door open requires a successful DC 25 Strength (Athletics) check.
If you purchase more than one holding cell, you can connect the cells to create a much larger single cell to hold enormous creatures. A larger cell has hit points equal to 50 multiplied by the number of smaller cells used to create it, but otherwise its statistics are the same.
Horse Stable
Cost: 500 salvage, plus 100 salvage per horseThis 30-foot-square stable houses one riding horse per character assigned to the base. The stable can be placed near or attached to the outside of the base. If a horse dies, it costs 100 salvage to replace the animal.
This upgrade comes with a groom, a commoner with a +4 bonus to Wisdom (Animal Handling) checks, who cares for the horses. The groom does not leave the safety of the base, and only fights in self-defense. The groom is controlled by the DM and leaves with the animals if the groom or the horses are frequently endangered or abused.
Library
Cost: 500 salvageThis organized collection of ancient tomes helps characters uncover the mysteries of the world. You gain advantage on Intelligence ability checks to recall knowledge if you spend at least 10 minutes in the library researching the subject as part of making the check.
Potion Laboratory
Cost: 2,000 salvageThis alchemical laboratory contains arcane supplies and magical formulae used for creating potions. The upgrade comes with an alchemist, a commoner with a +4 bonus to Intelligence (Arcana) checks and proficiency with alchemist’s supplies, who manufactures the potions. The alchemist does not leave the safety of the base, and only fights in self-defense. The alchemist is controlled by the DM and leaves if frequently endangered or abused. If the alchemist dies or leaves, you must pay 200 gold to hire a new alchemist.
The potion laboratory can be used to craft potions, with the salvage cost depending on the potion. This is also further limited by the tier of the party, a tier 1 party can only create common potions, for example. Potions can be crafted for salvage equal to their gold cost.
Mauriana's House
Cost: 2000 salvage
This house, shaped like a giant warforged head, is where Mauriana Teskely lives. She's an eccentric old woman and has magic dirt that grows goodberries, and thwapping spoon (which really hurts). She might be convinced to share her goodberries.
Secret Door
Cost: 250 salvageYou add a 5-foot-wide secret door to any wall in the base. Creatures can detect the door with a successful DC 15 Intelligence (Investigation) or Wisdom (Perception) check.
Suspended Cauldron
Cost: 500 salvageThis iron pot is suspended overtop an entrance or walkway of the base and can easily be tipped to pour burning oil onto invading enemies. See “Siege Equipment” in chapter 8 of the Dungeon Master’s Guide for more information. The cauldron is unmanned unless crewed by characters or guards provided by the “Guardroom” tier 1 upgrade. When the cauldron is emptied, 50 salvage must be spent to fill it with more oil.
Training Room
Cost: 500 salvageThe training room has exercise machines, weights, sparring dummies, and more used to train for combat. When you spend one hour training in this room, choose one of the following benefits, which disappears immediately after you use it:
- When you hit with an attack that deals damage, you can deal an extra amount of damage equal to your proficiency bonus.
- When you take damage from an attack, you can reduce the damage dealt to you by an amount equal to your proficiency bonus.
Tier 2 Upgrades
Tier 2 upgrades cannot be purchased until the characters spend 2,000 salvage to buy the tier 2 entry upgrade, which provides the following benefits:- The base’s doors and walls are reinforced with new, stronger material. The AC of each door and 5-foot-cubic section of wall is increased by 2, and they gain a damage threshold of 5.
- The base’s doors have upgraded locks. Picking a door’s lock requires a successful DC 17 Dexterity check made with thieves’ tools, and forcing a door open requires a successful DC 19 Strength (Athletics) check.
Arcane Manufactory
Cost: 2,000 salvageYou can spend 8 hours and 250 salvage in this arcane workshop to craft any magic item with a common rarity. If the item is a suit of magic armor, gemstone, weapon, or spellbook, you must pay the additional cost in gold for the base materials. For example, to manufacture a moon-touched sword, you must pay 250 salvage and 15 gp for a longsword.
The upgrade comes with an arcane crafter, a magewright (see Eberron: Rising from the Last War) who manufactures the items. The magewright does not leave the safety of the base and only fights in self-defense. The magewright is controlled by the DM and leaves if frequently endangered or abused. Instead of being paid in gold, the magewright demands to be paid in salvage. After each salvage mission you complete, the magewright takes a total of 50 salvage from the rewards earned for the base. If the magewright dies or leaves, you must pay 200 salvage to hire a new magewright.
Atelier
Cost: 1,000 salvageYou can spend 8 hours and 50 salvage in this clothing studio crafting an outfit for a Small or Medium creature made from fabric and leather. This outfit could be part of a disguise (e.g. a ranking military commander’s outfit). If you are proficient with cobbler’s or weaver’s tools, you can make the outfit in 4 hours for only 25 salvage.
Chamber of Whispers
Cost: 1,000 salvage
This small chamber is no larger than a closet and powered by dragonshard dust. You can enter this chamber and cast the sending spell. The chamber cannot be used to cast the spell again until 1 hour has passed and 100 salvage is spent to recover the consumed dragonshard dust.
Hawk Roost
Cost: 1,000 salvage, plus 100 salvage per hawkThis 10-foot-square roost houses one blood hawk per character assigned to the base. The roost can be placed near, on the roof of, or attached to the outside of the base. If a hawk dies, it costs 100 salvage to replace the animal.
This upgrade comes with a falconer, a commoner with a +4 bonus to Wisdom (Animal Handling) checks, who cares for the hawks. If needed, the falconer can accompany you on adventures and handle up to two hawks on the field of combat. The falconer is controlled by the DM and leaves if the falconer or the animals are frequently endangered or abused.
If the falconer dies or leaves, you must pay 200 salvage to hire a new falconer.
Kitchen
Cost: 1,000 salvageThis kitchen has everything a cook needs to make a delicious gourmet meal. You can spend 1 hour in the kitchen cooking food to make a delicious meal. As part of the cooking, 50 salvage per creature eating the meal must also be spent. Each creature that consumes the meal gains 1d10 + 5 temporary hit points. If you are proficient with cook’s utensils or have at least one servant (see the “Servant” tier 1 upgrade) working with you, you can make the meal in half the time using only 25 salvage per creature eating it.
Mangonel
Cost: 1,000 salvageThis catapult is mounted on a swivel and fires stones in high arc. See “Siege Equipment” in chapter 8 of the Dungeon Master’s Guide for more information. The mangonel is unmanned unless crewed by characters or guards provided by the “Guardroom” tier 1 upgrade.
Mangonel Ammunition
Cost | Ammunition |
---|---|
10 | Standard Stone. Ranged Weapon Attack, +5 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit. 27 (5d10) bludgeoning damage |
20 | Enchanted Stone. As standard stone, but magical for the purpose of overcoming damage resistances and immunities. |
40 | Explosive Stone. This stone can be hurled up to 500 feet. Each creature in a 20-foot-radius sphere centered on the target point must make a DC 15 Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. |
Messenger
Cost: 500 salvageThis messenger is a scout who travels to deliver messages and perform small errands for you, like buying new equipment. The messenger does not fight for you or follow you into dangerous areas. The messenger is controlled by the DM and leaves if frequently endangered or abused. The messenger can travel 30 miles a day.
Sawbones Chamber
Cost: 1,500 salvageThis room is outfitted with bandages, herbs, and other supplies. It comes with a physician, a commoner with a +6 bonus to Wisdom (Medicine) checks. The physician does not leave the safety of the base and only fights in self-defense. The physician leaves if frequently endangered or abused. If you take a long rest in this chamber while the physicians heals you, you regain all of your expended hit dice at the end of the rest and are cured of any nonmagical disease or poison that was affecting you. The chamber cannot be used again this way until 100 salvage is spent to restock supplies. If the physician dies or leaves, you must pay 500 salvage to hire a new one.
Speaking Coffin
Cost: 1,000 salvageThis enchanted coffin is carved with arcane runes. When the corpse of a Medium or smaller creature is placed in this coffin, you can spend 100 salvage to cast the speak with dead spell on the corpse. The spent salvage represents incense that must be burned and oils that must be sprinkled on the body for the coffin’s magic to work.
Workshop
Cost: 1,000 salvageYou can use this workshop to create objects using calligrapher’s or painter’s supplies, carpenter’s, jeweller's, glassblower’s, mason’s, potter’s, or woodcarver’s tools. You must invest a number of hours working equal to the price of the item divided by 2 (rounded down; minimum 1 hour) and pay half the item’s gp-cost in salvage (rounded down; minimum 1 salvage). For example, it would take 50 hours and 50 salvage to make a 100-gp magnifying glass. If you are proficient with the tools needed to make the item, the time and salvage needed to create the item are reduced by half.
Tier 3 Upgrades
Tier 3 upgrades cannot be purchased until the characters spend 4,000 salvage to buy the tier 3 entry upgrade, which provides the following benefits:- The base’s doors and walls are reinforced with new, stronger material. The AC of each door and 5-foot-cubic section of wall is increased by an additional 2, and they gain a damage threshold of 10.
- The base’s doors have upgraded locks. Picking a door’s lock requires a successful DC 19 Dexterity check made with thieves’ tools, and a forcing a door open requires a successful DC 21 Strength (Athletics) check.
Alchemy Lab
Cost: 4,000 salvageYou can use this alchemy lab to create acid, alchemist’s fire, antitoxin, or poison. You must invest a number of hours working equal to the price of the item divided by 2 (rounded down; minimum 1 hour) and pay half the item's gp-cost in salvage (rounded down; minimum 1 salvage). For example, it would take 12 hours and 12 salvage to make a 25-gp vial of acid. If you are proficient with alchemist’s or brewer’s supplies or an herbalism or poisoner’s kit, the time and salvage needed to create the item are reduced by half.
Beauty Parlor
Cost: 2,000 salvageYou can spend 2 hours and 200 salvage in this beauty parlor making yourself or another Small or Medium humanoid have a different physical appearance. This new look could be part of a disguise (e.g. giving yourself a false dragonmark to look like the member of a House Orien). If you are proficient with a disguise kit, you can create the new look in 1 hour for only 100 salvage.
Jester
Cost: 1,000 salvageThis jester is a commoner with a +4 bonus to Charisma (Performance) checks. When asked, the jester tells jokes, performs humorous dances, and makes merry. If the jester spends 1 hour entertaining a guest at the base, characters assigned to the base have advantage on Charisma checks made to influence that guest for the next 24 hours. The jester does not leave the safety of the base, and only fights in self-defense. The jester is controlled by the DM and leaves if frequently endangered or abused.
Mechanical Raven Roost
Cost: 2,000 salvageThe mechanical ravens in this 10-foot-square roost can carry letters and Tiny objects over long distances without tiring. The roost can be placed near, on the roof of, or attached to the outside of the base. If you give a raven a letter or object to deliver and a delivery address in Khorvaire, the raven makes the delivery as soon as possible. A mechanical raven has the statistics of a raven with the following changes:
- The raven’s type is construct.
- The raven is immune to poison and psychic damage as well as the charmed and poisoned condition and cannot gain levels of exhaustion.
- The raven does not need to eat, drink, or breathe.
Portcullis
Cost: 1,000 salvageThis 5-foot-wide iron gate can go in any hall or in front of or behind any door. Each character assigned to the base has a key to the portcullis. The portcullis has AC 19, 50 hit points, a damage threshold of 15, and immunity to poison and psychic damage. Picking a portcullis’s lock requires a successful DC 23 Dexterity check made with thieves’ tools, and forcing open a portcullis requires a successful DC 25 Strength (Athletics) check. You can create a portcullis wider than 5 feet by spending 1,000 salvage for every additional 5 feet.
Siberys Observatory
Cost: 4,000 salvageIt is said that the future is already written, and that its secrets can be found in the depths of Khyber and the eldritch storms of the Ring of Siberys. Over the course of millennia, dragons of Argonnessen and the Gatekeeper druids have constructed observatories to help track the movements and patterns of the Ring of Siberys. The observatories of Argonnessen are fantastic constructs of crystal and metal, lined with huge orreries designed for dragon claws to use. Druid observatories are assemblies of stone monoliths and twisted trees, carefully placed and mystically treated to catch the movement of the Ring. Despite their disparate appearances, both kinds of Siberys observatories have the same effects.
Operating a Siberys Observatory requires that the user be under the effects of the Ritual of Watchfulness, or a dragon. A Siberys Observatory can be used as a spellcasting focus for any divination spell. If you use a Siberys Observatory as a focus for scrying, you do so as if you have a body part belonging to the target.
Additionally, when within the Siberys Observatory, you can spend 500 salvage to cast Scrying.
Teleportation Circle
Cost: 4,000 salvageThis permanent teleportation circle works like the one described in the teleportation circle spell.
Trebuchet
Cost: 2,000 salvageThis enormous catapult can hurl stones over great distances. See “Siege Equipment” in chapter 8 of the Dungeon Master’s Guide for more information. The trebuchet is unmanned unless crewed by characters or guards provided by the “Guardroom” tier 1 upgrade.
In addition to the cost of the trebuchet, it costs salvage to create one piece of ammunition for the siege weapon as shown on the Trebuchet Ammunition table. Once a piece of ammunition is fired, it cannot be used again.
Trebuchet Ammunition
Cost | Ammunition |
---|---|
20 | Standard Stone. Ranged Weapon Attack, +5 to hit, range 300/1,200 ft. (can’t hit targets within 60 feet of it), one target. Hit: 44 (8d10) bludgeoning damage. |
40 | Enchanted Stone. As standard stone, but magical for the purpose of overcoming damage resistances and immunities |
60 | Explosive Stone. This stone can be hurled up to 800 feet. Each creature in a 20-foot-radius sphere centered on the target point must make a DC 15 Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. |
Tier 4 Upgrades
Tier 4 upgrades cannot be purchased until the characters spend 8,000 salvage to buy the tier 4 entry upgrade.
Bard
Cost: 2,000 salvageThis bard records your crew’s exploits, plays music, performs small shows, and generally keeps everyone in the base inspired. As a result, any base upgrades that allow you to create items, such as the atelier or alchemy lab, have their crafting time reduced by 1 hour (to a minimum of 1 hour), and any characters assigned to the base benefits from the effects of a heroism spell (+3 spellcasting ability modifier) while they can see and hear the bard. The bard does not leave the safety of the base, and only fights in self-defense. The bard is controlled by the DM and leaves if frequently endangered or abused.
Golem Workshop
Cost: 8,000 salvageYou can use this magic workshop to build a flesh golem that is loyal to you. To create a golem, you must spend 4,000 salvage and 60 days creating the golem. Each character assigned to the base may have no more than one golem. The magic of the workshop keeps the golems loyal. If they leave the base, they become disobedient and run away.
Heroes’ Pool
Cost: 4,000 salvageThis tub can hold one Medium or Small creature at a time and must be filled with a specific combination of magical liquids to reap its benefits. By spending 500 salvage and 1 hour soaking in the pool, you gain the benefit of the heroes’ feast spell.
Resurrection Altar
Cost: 8,000 salvageWhen the remains of a creature are placed on this altar, you can use an action and spend 1,000 salvage to bring the creature back from dead as if the resurrection spell had been cast on the remains.
Siege Staff
Cost: 8,000 salvageYour base now has a Siege Staff, as detailed in Exploring Eberron. You choose when purchasing this upgrade which model of Siege Staff to acquire.
Vault
Cost: 4,000 salvageThis secure 15-foot-square or smaller room has a leadlined adamantine door and walls (and can be placed behind a secret door if the base has one). Each character assigned to the base has a key to the vault. Each 5-foot-cubic section of wall and the vault doors have AC 25, 250 hit points, a damage threshold of 15, and immunity to poison and psychic damage. Picking a locked vault door requires a successful DC 25 Dexterity check made with thieves’ tools and forcing a door open requires a successful DC 30 Strength (Athletics) check. The vault is magically warded. Creatures and objects cannot teleport into or out of the vault or sense anything inside the vault from the outside using magic such as the scrying spell.