House (Stronghold)
A house provides you and your party a safe place to live. Houses range from small dwellings to opulent palaces filled with ballrooms and banquet halls. When out adventuring, you are able to bring with you some of the comforts of home.
Stronghold Feat: The urge to return to your home can help embolden the hearts of everyone who travels with you. You and your allies gain advantage on saving throws made against forced marches when on a journey to return to your house.
At Grade 2, once per week you and your party may gain the benefit of a long rest by taking a short rest . A creature cannot benefit from this more than once a week.
At Grade 4, once per month you are able to throw a lavish and impressive event in your house that draws the attention of people from all around. You gain a 1d6 expertise die on Intelligence, Wisdom, and Charisma checks made while hosting such an event.
At Grade 5, this expertise die increases to 1d8.
Best Suited For: Any
Minimum Size: 250 square feet (Grade 1)
Minimum Quality: Frugal
Followers Available: Cook, footpad, minstrel, porter, torchbearer