Walls for D&D Stronghold
D&D Strongholds, Bases and Hideouts

Stronghold Walls

This page details stronghold and dungeon walls. Information includes thickness, hit points, damage threshhold and costs to build.

Structural Walls vs. Freestanding Walls: Structural walls are those that make up building, and can have different material on both the interior and exterior side. Freestanding walls are strong, protective walls that usually surround large cities, castles and courtyards.

Damage Threshhold: Certain wall materials have a Damage Threshhold. A wall with a Damage Threshold has immunity to all damage unless it takes an amount of damage from a single Attack or Effect equal to or greater than its Damage Threshold, in which case it takes damage as normal. For example: if a wall has a damage threshhold of 20, and is attacked for 17 damage, no damage is taken (since 17 is less than 20). However, if the same wall is attacked with 24 damage, it takes 24 damage (since 24 is greater than 20).

Augmenting Walls: Once a wall is built, it is possible to augment the walls. You can add razor wire, make the walls slippery or even add magical properties. For a list of augmentations, click here.

Structural Walls

Structural walls are those that make up a building, such as a cottage or mansion. When above ground, structural walls can use different materials on the interior an exterior side of the wall, but many use the same material on both. Structural walls are different from freestanding walls, which are walls that surround areas (like the walls surrounding a city, castle, or courtward). For more information on freestanding walls, click here.

Wall Material
Thickness*
HP*
HP/in.
Dmg Thr
Climb DC
Cost per 5'*
Notes
Thickness: 3 in.
HP: 300
HP per inch: 100/in.
Dmg Threshhold: 40
Climb DC: 25
Cost per 5ft.: 500 gp
Adamantine is an extremely hard metal, used only rarely when building walls. The metal is very rare, and it may be difficult to find enough material. It may be even more difficult to find a blacksmith that can shape the metal into the appropriate beams and supports needed.
Thickness: 1 ft.
HP: 120
HP per inch: 10/in.
Dmg Threshhold: 5
Climb DC: 10
Cost per 5ft.: 50 gp
May be difficult to acquire in Good kingdoms
Bone walls are made of a large quantity of bones, typically stuck together using a gray-white plaster. The bones can be placed to create a macabre mosaic, often used to create patterns, shapes, symbols and even letters.
Thickness: 3 ft.
HP: 36
HP per inch: 1/in.
Dmg Threshhold: 0
Climb DC: 10
Cost per 5ft.: 2 gp
Often found in primitive structures, or as an extra layers between stone and masonry (to increase thickness at a lower cost). Earthen walls are not very aesthetic and tend to crumble after a few hits.
Thickness: 3 in.
HP: 10
HP per inch: 3/in.
Dmg Threshhold: 0
Climb DC: 25
Cost per 5ft.: 75 gp
Can be clear, or opaque.
Glass craftsmen can be hard to find, especially those that can create large, thick panels. A master craftsman can create clear glass, while lesser glassworkers may only manage opaque sheets. While made of glass, a 3-inch thick panel is quite durable and may be able to withstand a few hits. Glass does not block detect magic spells.
Ice
Thickness: 1 ft.
HP: 120
HP per inch: 10/in.
Dmg Threshhold: 0
Climb DC: 25
Cost per 5ft.: 50 gp
Half price in colder climates.
Ice walls are typically built from ice blocks (although some are solid blocks of ice). Water must be frozen and shaped into bricks, which are stacked atop each other. Strongholds made of ice are only viable in arctic climates or when protected with magic. Ice does not block detect magic spells.
Thickness: 3 in.
HP: 150
HP per inch: 50/in.
Dmg Threshhold: 20
Climb DC: 20
Cost per 5ft.: 200 gp
Walls made of iron are very strong, and are typically used to secure banks and vaults.
Thickness: 1 ft.
HP: 180
HP per inch: 15/in.
Dmg Threshhold: 10
Climb DC: 15
Cost per 5ft.: 25 gp
Masonry is the use of stones piled atop one another, typically held together with mortar. Masonry blocks detect magic spells.
Thickness: 1 ft.
HP: 288
HP per inch: 24/in.
Dmg Threshhold: 15
Climb DC: 15
Cost per 5ft.: 75 gp
Reinforced masonry include iron bars on one or both sides of the wall, or placed within the wall itself, in order to strengthen it. Masonry blocks detect magic spells.
Thickness: 1 ft.
HP: 240
HP per inch: 20/in.
Dmg Threshhold: 12
Climb DC: 20
Cost per 5ft.: 50 gp
While basic masonry uses stacked stones, superior masonry uses tightly fitting stock bricks, with fewer cracks and crevasses. Masonry blocks detect magic spells.
Thickness: 3 in.
HP: 225
HP per inch: 75/in.
Dmg Threshhold: 30
Climb DC: 25
Cost per 5ft.: 350 gp
Harder than iron, this rare metal is often used to secure vaults and other protected areas.
Thickness: 3 ft.
HP: 1080
HP per inch: 30/in.
Dmg Threshhold: 20
Climb DC: 15
Cost per 5ft.: 100 gp
Hewn stone walls are typically used for underground structures, as stone is heavy and can be difficult to find in large sizes and quantities. Hewn stone typically involves taking large stones and boulders and carving them into walls.
Thickness: 5 ft.
HP: 2000
HP per inch: 33/in.
Dmg Threshhold: 20
Climb DC: 12
Cost per 5ft.: 50 gp
Unworked stone is typically used only in underground structures, and are most likely "found" naturally. They are rarely used in freestanding walls (as most freestanding unworked stone walls need to be created magically). The cost of unworked stone reflects the difficulty in finding natural caverns (or having them created magically) and leveling the floor (or increasing the height of the ceiling in smaller caverns).
Thickness: 6 in.
HP: 60
HP per inch: 10/in.
Dmg Threshhold: 5
Climb DC: 20
Cost per 5ft.: 10 gp
No cost for ground floor. -10% costs in forest terrain.
Wooden walls are common in most aboveground structures (that are not intended to withstand an attack). Wood walls typically consist of several planks nailed together on perpendicular support beams.
Thickness: 6 in.
HP: 72
HP per inch: 12/in.
Dmg Threshhold: 0
Climb DC: 15
Cost per 5ft.: 100 gp
Must be created using magic (wizard may cost extra).
Living wood is a special material, that must be grown and shaped into the wall itself by specialty wizards (elven wizards, called treesingers, are especially adept at this task). The magically treated wood blocks detect magic spells.
* Freestanding walls, like those that surround castles and keeps, are thicker, have more hit points and cost more. See the freestanding wall table below.

Calculate Structure Wall Costs

Below are options used to calculate the cost for building the interior and exterior walls for structures. For building freestanding walls, such as those that surround a castle, keep or city, use the form at the bottom of the page. This will calculate the cost of just building the walls of a room or area ... and does not include the cost of furniture, fixtures and decorations. For room builds, see our stronghold parts page, where you can build structures room by room. For complete structures, see our premade structures page.

Structure Wall Length (in Feet):
Interior Wall Material:
Exterior Wall Material:

Freestanding Walls

Freestanding walls are thick, protective walls that tend to surround cities, castles and courtyards. They are different from structural walls that make up buildings because they are thicker, stronger, cost more and can be built extremely high (For more information on structural walls, click here). Freestanding walls that are higher than 10 feet must add an extra layer of thickness to each lower layer in the stack. This addition is cumulative; For example, a 10ft tall wall will have a single panel (see thickness in the table below). A 20ft tall wall would have 2 thick panels, topped by a single panel. A 30ft tall wall would have 3 panels, topped by 2 panels, topped by a single panel. Etc.

Wall Material
Thickness*
HP*
HP/in.
Dmg Thr
Climb DC
Cost per 5'*
Notes
Thickness: 6 in.
HP: 600
HP per inch: 100/in.
Dmg Threshhold: 40
Climb DC: 25
Cost per 5ft.: 1,000 gp
Adamantine is an extremely hard metal, used only rarely when building walls. The metal is very rare, and it may be difficult to find enough material. It may be even more difficult to find a blacksmith that can shape the metal into the appropriate beams and supports needed.
Thickness: 2 ft.
HP: 240
HP per inch: 10/in.
Dmg Threshhold: 5
Climb DC: 10
Cost per 5ft.: 100 gp
May be difficult to acquire in Good kingdoms
Bone walls are made of a large quantity of bones, typically stuck together using a gray-white plaster. The bones can be placed to create a macabre mosaic, often used to create patterns, shapes, symbols and even letters.
Thickness: 6 ft.
HP: 60
HP per inch: 1/in.
Dmg Threshhold: 0
Climb DC: 10
Cost per 5ft.: 5 gp
Often found in primitive structures, or as an extra layers between stone and masonry (to increase thickness at a lower cost). Earthen walls are not very aesthetic and tend to crumble after a few hits.
Thickness: 6 in.
HP: 25
HP per inch: 4/in.
Dmg Threshhold: 0
Climb DC: 25
Cost per 5ft.: 150 gp
Can be clear, or opaque.
Glass craftsmen can be hard to find, especially those that can create large, thick panels. A master craftsman can create clear glass, while lesser glassworkers may only manage opaque sheets. While made of glass, a 3-inch thick panel is quite durable and may be able to withstand a few hits. Glass does not block detect magic spells.
Ice
Thickness: 2 ft.
HP: 240
HP per inch: 10/in.
Dmg Threshhold: 0
Climb DC: 25
Cost per 5ft.: 100 gp
Half price in colder climates.
Ice walls are typically built from ice blocks (although some are solid blocks of ice). Water must be frozen and shaped into bricks, which are stacked atop each other. Strongholds made of ice are only viable in arctic climates or when protected with magic. Ice does not block detect magic spells.
Thickness: 6 in.
HP: 300
HP per inch: 50/in.
Dmg Threshhold: 20
Climb DC: 20
Cost per 5ft.: 400 gp
Walls made of iron are very strong, and are typically used to secure banks and vaults.
Thickness: 2 ft.
HP: 360
HP per inch: 15/in.
Dmg Threshhold: 10
Climb DC: 15
Cost per 5ft.: 50 gp
Masonry is the use of stones piled atop one another, typically held together with mortar. Masonry blocks detect magic spells.
Thickness: 2 ft.
HP: 576
HP per inch: 24/in.
Dmg Threshhold: 15
Climb DC: 15
Cost per 5ft.: 150 gp
Reinforced masonry include iron bars on one or both sides of the wall, or placed within the wall itself, in order to strengthen it. Masonry blocks detect magic spells.
Thickness: 2 ft.
HP: 480
HP per inch: 20/in.
Dmg Threshhold: 12
Climb DC: 20
Cost per 5ft.: 100 gp
While basic masonry uses stacked stones, superior masonry uses tightly fitting stock bricks, with fewer cracks and crevasses. Masonry blocks detect magic spells.
Thickness: 6 in.
HP: 450
HP per inch: 75/in.
Dmg Threshhold: 30
Climb DC: 25
Cost per 5ft.: 700 gp
Harder than iron, this rare metal is often used to secure vaults and other protected areas.
Thickness: 6 ft.
HP: 2160
HP per inch: 30/in.
Dmg Threshhold: 20
Climb DC: 15
Cost per 5ft.: 200 gp
Hewn stone walls are typically used for underground structures, as stone is heavy and can be difficult to find in large sizes and quantities. Hewn stone typically involves taking large stones and boulders and carving them into walls.
Thickness: 1 ft.
HP: 120
HP per inch: 10/in.
Dmg Threshhold: 5
Climb DC: 20
Cost per 5ft.: 20 gp
No cost for ground floor. -10% costs in forest terrain.
Wooden walls are common in most aboveground structures (that are not intended to withstand an attack). Wood walls typically consist of several planks nailed together on perpendicular support beams.
Thickness: 2 ft.
HP: 288
HP per inch: 12/in.
Dmg Threshhold: 0
Climb DC: 15
Cost per 5ft.: 200 gp
Must be created using magic (wizard may cost extra).
Living wood is a special material, that must be grown and shaped into the wall itself by specialty wizards (elven wizards, called treesingers, are especially adept at this task). The magically treated wood blocks detect magic spells.
* Structural walls, like those used to make buildings, are thinner, have fewer hit points and cost more. See the structural wall table above.

Calculate Freestanding Wall Costs

Below are options used to calculate the cost for building freestanding walls that typically surround a castle, keep or city. For building walls for structures and rooms, use the form above. Freestanding walls are 2x thicker than the structural walls (in the table above) and cost more. For room builds, see our stronghold parts page, where you can build structures room by room. For complete structures, see our premade structures page.

Wall Length (in Feet):
Wall Height:
Freestanding Wall Material:
Wall Augmentation:

Wall Augmentation

Once a wall is built, the walls may be augmented for an additional cost. The costs below are for each 5-foot wide by 10-foot tall wall section that is augmented. The augmentation effect also applies to any doors, windows, or other accessways through that wall. You can choose not to augement such entryways, though their area still counts toward the augmentation's area of effect (i.e. a non-augmented doorway next to a wall with a poisonous fog veil will have a poisonous fog in its path).

Some magical augmentation is extremely powerful — so powerful that a DM may decide that the base costs are not enough. In such a situation, the DM may decide that a quest is required before the augmentation can be applied. For example, before a wizard can begin to add a fog veil to a stronghold wall, they may need the party to retrieve an eversmoking bottle. Or, if the party wants a fiery wall, they may need to retrieve some rare spell components from the elemental plane of fire.

Augmentation
Cost per 5'
Notes
Cost per 5ft.: 30 gp
Notes: Prevents gases from passing through (but not over or around).
The wall is reinforced with airtight materials and sealed with special substances that prevent air and gases to pass through the wall. This augmentation is especially useful against gaseous form spells, but also blocks fog cloud, stinking cloud and incendiary cloud.
Cost per 5ft.: 100 gp
Notes: Protects against ethereal intrusion.
Ethereal creatures, or those under an etherealness spell or ability, cannot pass through walls augmented in this fashion.
Cost per 5ft.: 3,000 gp
Notes: The wall is continually ablaze with magical fire.
A magical flame covers one side of the wall, eminating heat in that direction. The fire is extremely hot, and causes 1d10 fire damage to any creature that starts their turn within 5 feet of the wall. Touching (or climbing) the wall is like touching scalding piece of metal, causing 5d8 damage each turn. Any 5'x5' section of wall that takes 20 or more points of cold damage in 1 round is extinguished for 24 hours. A dispel magic spell will have the same effect. This augmentation is rarely applied to interior walls, as smoke and fire damage can destroy structures and their contents.
Cost per 5ft.: 25 gp
Notes: The wall is impervious to fire.
The wall is coated with various alchemical substances that make it impervious to fire.
Cost per 5ft.: 1,000 gp
Notes: Conceals the wall with a veil of fog.
The wall is covered in a veil of fog, and the area around the wall is considered to be heavily obscured for 20 feet. The fog disperses in a moderate wind (10+ mph) after 4 rounds. A strong wind (20+ mph) will disperse the veil after 1 round. Once the wind dies down, the fog returns in 1d4 rounds. Note: The fog veil must be cast on every length of a connected wall, with a minimum of 20 feet, in order for the wall to replenish (augmenting every 20 feet will not work).
Cost per 5ft.: 2,500 gp
Notes: Conceals the wall with a veil of hot gray fog that causes fire damage.
The wall is covered in a veil of dark gray, burning smoke (similar to an incendiary cloud spell. The area around the wall is considered to be heavily obscured for 20 feet. Any creature that enters the fog or starts their turn in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The fog disperses in a moderate wind (10+ mph) after 4 rounds. A strong wind (20+ mph) will disperse the fog after 1 round. Once the wind dies down, the fog returns in 1d4 rounds.
Cost per 5ft.: 2,000 gp
Notes: Conceals the wall with a poisonous veil of green fog.
The wall is covered in a veil of fog that is sickly green and poisonous. The area around the wall is considered to be heavily obscured for 20 feet. When a creature enters the fog for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog disperses in a moderate wind (10+ mph) after 4 rounds. A strong wind (20+ mph) will disperse the fog after 1 round. Once the wind dies down, the fog returns in 1d4 rounds.
Cost per 5ft.: 1,000 gp
Notes: Conceals the wall with a thick veil of fog that is difficult to move through.
The wall is covered in a veil of thick fog — so thick that it is difficult to move through. The area around the wall is considered to be heavily obscured for 20 feet. Any creature that enters the fog or starts their turn in it, must make a DC 10 Strength check. If failed, the creature's movement is reduced by half for the rest of their turn. The fog disperses in a moderate wind (10+ mph) after 4 rounds. A strong wind (20+ mph) will disperse the fog after 1 round. Once the wind dies down, the fog returns in 1d4 rounds.
Cost per 5ft.: 2,000 gp
Notes: Conceals the wall with a stinking veil of yellow fog.
The wall is covered in a veil of nauseating yellow fog. The area around the wall is considered to be heavily obscured for 20 feet. The fog is similar to a stinking cloud spell. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The fog disperses in a moderate wind (10+ mph) after 4 rounds. A strong wind (20+ mph) will disperse the fog after 1 round. Once the wind dies down, the fog returns in 1d4 rounds.
Cost per 5ft.: 400 gp
Notes: A cold wall that causes frost damages to anyone passing through a broken portion.
A frostwall appears like a normal wall, though it is cold to the touch. If the wall is shattered or broken, anyone passing through the plane where the wall existed suffers damage as if it were a wall of ice (5d6 cold damage).
Cost per 5ft.: 5 gp
Notes: This wall is slippery and difficult to climb.
One side of the wall is covered in a slippery alchemical solution that makes it difficult to climb (+5 to the climbing DC).
Cost per 5ft.: 500 gp
Notes: The wall has resistance to any damage caused by magic.
The wall is warded against magic, giving the wall resistance to magic damage (half damage). This spell us often used by kingdoms that want protection from siege spellcasters.
Cost per 5ft.: 50 gp
Notes: The wall is granted a stronger damage threshold, making it harder to destroy.
The wall is magically treated with spells of protection, granting it a +5 to it's damage threshhold.
Cost per 5ft.: 800 gp
Notes: This wall will provide warding against evil creatures, forcing them to make a Wisdom check or be turned.
When this effect is applied to a wall, it has a similar effect to a cleric's Turn Undead ability. Each Undead that comes within 10 feet of the wall must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
Cost per 5ft.: 50 gp
Notes: This wall is extremely easy to climb.
This effect is usually applied to the interior side of a protective wall, allowing defenders to easily climb to the top (-10 to the climbing DC). While this spell alleviates the need for ladders and stairs, it is a costly replacement.
Cost per 5ft.: 30 gp
Notes: The wall has sharp, jagged shards covering the face of the wall, making climbing dangerous.
The wall has sharp, jagged shards covering the face of the wall. If a creature makes a successful climbing check, they must then make a DC 15 sleight of hand check to avoid the sharp edges. If they fail, they take 1d8 damage. If the creature fails their climbing check, they take standard fall damage (1d8 bludgeoning damage for every 10 feet), and an additional 1d8 slashing damage for every 10 feet as they scrape along the blades on their way down. Any creature pushed into the wall also takes 1d8 damage.
Cost per 5ft.: 5 gp
Notes: The wall is topped with sharp, jagged shards.
The wall is topped with sharp, jagged shards. If a creature successfully climbs to the top of the wall and attempts to climb down the other side, they must make a DC 10 Sleight of Hand check to avoid the sharp edges at the top. If they fail, they take 1d6 damage.
Cost per 5ft.: 90 gp
Notes: This wood augmentation entangles invaders.
This effect can only be added to walls of wood or living wood. When a creature moves within 5 feet of the outside of the wall, the wall animates and reaches out to restrain the creature. The creature must succeed on a Strength saving throw or be restrained. A restrained creature can use its action to make a DC 12 Strength check. On a success, it frees itself.
Cost per 5ft.: 30 gp
Notes: This wood augmentation causes damage to anyone that comes in contact with it's sharp thorns.
This augmentation can only be added to wood or living wood walls. The wall has sharp, thorn-like protrusions covering the face of the wall. If a creature makes a successful climbing check, they must then make a DC 15 sleight of hand check to avoid the sharp thorns. If they fail, they take 1d8 damage. If the creature fails their climbing check, they take standard fall damage (1d8 bludgeoning damage for every 10 feet), and an additional 1d8 slashing damage for every 10 feet as they scrape along the thorns on their way down. Any creature pushed into the wall also takes 1d8 damage.
Cost per 5ft.: 10 gp
Notes: The top of the wall is covered in a tangle of barbed wires.
The top of the wall is covered in a tangle of barbed wires. Climbing the wall has the usual difficulty, but when a climbing creature attempts to pass over the top of the wall, they must make a DC 10 Acrobatics check to avoid the razor wire (the DM may allow a Sleight of Hand check instead). On a failed save, the creature becomes restrained and takes 1d6 damage. A creature restrained by the webs takes 1d6 damage at the start of each turn and can use its action to make a DC 10 Strength check to break free, or a DC 10 Sleight of Hand check to untangle the wire.
Cost per 5ft.: 75 gp
Notes: A transparent wall allows creatures to see through the wall to the other side.
Transparent walls are ... transparent (though not actually invisible). Viewers on either side of the wall can see through it as if it were a window. This does not affect any other properties of the wall, nor does it affect anything hanging from the wall or painted, drawn, or scribed onto it.
Cost per 5ft.: 40 gp
Notes: The walls are covered in a mass of thick, sticky webbing.
The walls are covered in a mass of thick, sticky webbing, and are considered difficult terrain. Each creature that begins climbing a webbed wall, or starts their turn climbing one, must make a DC 12 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a DC 10 Strength check. If it succeeds, it is no longer restrained. Any damaged or burned section of webs automati-cally reforms 24 hours later.


ADVERTISING - PLEASE SUPPORT THIS SITE
Visit the Thieves Guild for more Resources
www.thievesguild.cc