Bring Comfort (sage ability)

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A principle of building that proclaims the comfort of the occupant is of greatest importance, and that all conditions of the building's design must adhere to that principle. This argues that the building is like a living thing, and that it brings an innate sustenance, security and feeling of well-being, through its shape, its walls, its windows and stairways. The building, therefore, should be built exclusively for its occupants; no two occupants are alike and therefore no two interiors can be alike, in terms of shape, materials and aesthetics.

The character is imbued with an ability to obtain sufficient knowledge through meeting with the would-be occupant to design a residence of redoubtable comfort. Each occupant will have their own room, with common and work spaces, and access to other spaces as specified by the needs of the dwellers who will live there. Once the home is lived in for a month or more, the occupants will gain benefits as follows:

  • The home will provide the effects of aid rest, enabling individuals within to heal hit points and injuries as though two levels or hit dice higher than ordinary.
  • Ability checks are granted a +2 bonus if the instruction takes place within the home or its environs.
  • Reduces the degree of disease by one-half point, lessening the chance that a disease will be either severe or terminal in nature, so long as the sufferer is laid in the home.
  • Improves the chance of a successful fertility by 10%, if pregnancy is desired.
  • Widens the range of safe temperature from chilly to balmy if a malady check might be required.
  • Raises the charisma of all individuals by 1 point when at home.

These are benefits which can be enjoyed only by those persons for whom the home was specifically designed. As can be seen below, guests may be made comfortable by the home, but they would not accrue the benefits merely by dwelling there.


The total raw materials of the home to be built must equal 1,000 gold pieces (g.p.) per combined levels of all occupants of the dwelling who is to gain these benefits. Persons residing with the home, or its environs, who do not receive these benefits, but be allotted 250 additional g.p. per person, to build spaces that will not infringe upon the home's benefitting occupants. Adding occupants without these spaces will infringe on the intended occupants of the home, so that the benefits described above will not be enjoyed. This may also occur if the character's needs increase.

For example, a home is built for three 3rd level characters, who must each spend 3,000 g.p. towards the price of the home. They then spend an additional 750 g.p., enabling three other persons to live in the home, who will not benefit from it. However, should this number increase by one additional person, or should any of the characters gain even one level, the home will seem overcrowded and unsatisfying, and therefore the benefits for all will be lost. If one person were to move out, however, those remaining could share out the space again in a manner that would benefit the most persons.

It is therefore necessary for the would-be residents to plan for the future, not only in the needs they may one day possess, but also for the number of other persons they may wish to have live with them.

The number of g.p. above does not include the time or cost of property, labor and other insundries needed to build the home.

See Architectural Aesthetics