This enchanted object—usually appearing as a smooth, rune-etched stone cube—unfolds into a fully functional, extradimensional structure tailored to the needs of its summoner. The structure resembles an ornate manor, modest cottage, tactical command post, healing temple, or anything in between.
When activated by a creature attuned to it, the cube unfolds into a 40x40 foot magical dwelling. The interior is larger than the exterior and morphs in response to the emotional or practical needs of its summoner. The exterior remains mundane and nearly invisible to anyone not explicitly allowed inside.
The House includes:
-
Comfortable beds (up to 6)
-
Clean water and food for one long rest
-
A magical hearth that provides warmth or cooling as needed
-
Shifting décor and tools based on perceived need (bookshelves, armory racks, medical tables, etc.)
The structure lasts for 8 hours or until dismissed by the attuned user. Once used, it cannot be summoned again until the next dawn.
If dispelled, the house folds in on itself and returns to cube form, preserving any personal items left within.
of adamantine disguised as wood and slate, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the inn (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Balenvoord was a wizard-architect who believed a rest stop should be more than a place to sleep—it should adapt to the traveler’s journey. This wondrous item, refined by planar engineers, serves not just as shelter but as a trusted companion that shifts and transforms, ready to meet the needs of any mission, hardship, or celebration.
Notes: If summoned on a non-flat surface, it creates stilts on the area it doesn’t touch. It contains a staff of echoes, (see echoes) that serve you, and the disappear when the inn disappears. They can only walk 5 feet away from the inn., Requires attunement by a creature with spellcasting ability or Wisdom 13+, as the item requires intent and mental clarity to operate., Utility, Warding, Warm
Comments