| Lifestyle | Price/Day |
|---|---|
| Wretched | – |
| Squalid | 1 sp |
| Poor | 2 sp |
| Modest | 1 gp |
| Comfortable | 2 gp |
| Wealthy | 4 gp |
| Aristocratic | 10 gp minimum |
| Lifestyle | Effects |
| Wretched | Brief: -4 HP each morning. Extended: -3 HP (min 1) per Hit Die rolled while resting. Gain 1 level of Exhaustion. Cannot regain Exhaustion. Cannot Long Rest |
| Squalid | Brief: -3 HP each morning. Extended: Cannot regain your last level of Exhaustion. -2 HP (min 1) per Hit Die rolled while resting, -2 Hit Die recovered from long rest. After 2 weeks of living in this life style gain 1 level of Exhaustion. |
| Poor | Brief: -2 HP each morning. Extended: -1 HP (min 1) per Hit Die rolled while resting. -1 Hit Die recovered from long rest. Cannot regain your last level of Exhaustion |
| Modest | Gain 1 temporary Hit Point each morning. |
| Comfortable | Brief: Gain 2 temporary Hit Points each morning Extended: Gain +1 HP per Hit Die rolled |
| Wealthy | Brief: Gain 3 temporary Hit Points each morning, and for 1 week afterwards. Extended: Gain +2 HP per Hit Die rolled, +1 Hit Die recovered. Gain 1 Sanity per week living this lifestyle. Gain +2 to all social interaction rolls. |
| Aristocratic | Brief: Gain 4 temporary Hit Points each morning, and for 1 week afterwards. your Hit Point Maximum is raised by 1/2 your Hit Dice. This effect lasts while living at this level and for 1 week afterwards. Regain 2 level’s of Exhaustion per Hit Die spent in rest instead of one Extended: Gain +3 HP per Hit Die rolled, +2 Hit Die recovered. Gain Inspiration each morning while living at this level. Gain 2 Sanity per week living this lifestyle. Gain +3 to all social interaction rolls. |