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      {
        "title": "FAQ",
        "url": "https://hawthorneguild.github.io/Guides/faq.html",
        "date": "",
        "headers": "                                    Categories                             Frequently Asked Questions                             General                             What is the Hawthorne Guild?                             What are the AC and the Allowed Content?                             The DM asked me if I am a New Hire or a Welcome Wagon. What do those mean?                             how do I subscribe / unsubscribe from a role to control what I get pinged for?                             I am completely new to DND. Is there somewhere I can learn before playing?                             Character Creation                             Can a 2024 character use any 2014 class / subclass / race / feat?                             Do I need to get my character approved?                             Do I roll for stats?                             Can a new character buy equipment?                             What level do characters start on the server?                             I do not have the DDB books, how do I add an item that is paywalled?                             Who do I ask if I have an issue with character creation?                             MAL                             What is a MAL?                             How do I access my MAL?                             Who do I ask if I have an issue with my MAL?                             Games                             Does the server play D&D 2014 or 2024 Games?                             In what timezones are the games run                             The listings ask for a token. Where do I make one?                             What platforms are used for playing here?                             How do I get into a game?                             I keep seeing “tiers” everywhere, or mentions of “T1/2/3/4”. What does that mean? How do I know which tier my character is?                             What happens if my character dies?                             I thought I’d be able to play in a regular campaign with the same team. Are these campaigns run on the server too?                             I have applied to many games and haven’t gotten in any. Is there anything I am doing wrong?                             I want to have a specific kind of session run for my character. Where do I ask about it?                             The DM said my character is softlocked/hardlocked for the sessions. What does that mean?                             What is PBP? How does it work?                             My character leveled up in this session. Does that mean it’s instantly official?                             Can I spectate Games                             Downtime                             How do I buy items?                             How do I craft items?                             DM                             Do I need to have played games to be a DM on the server?                             How do I become a DM on the server?                             What is the DMXP and GP?                             Rules                             What's server stance on use of AI images for characters?                             I wanna play a character with a mechanical change or quirk that is not mentioned in AC. How do I go about getting one?                             I’ve noticed this server has homebrew. Is there a way I can add my own homebrew into the server?                             Support                             Who do I ask if a situation is making me uncomfortable?                             How do I know if a situation is enough to warrant an Incident Report?               ",
        "content": " {      const text = item.textContent.toLowerCase();      return text.includes(this.searchTerm.toLowerCase());    });  }}'>            Categories                                                        General                                                Character Creation                                                MAL                                                Games                                                Downtime                                                DM                                                Rules                                                Support                                                Frequently Asked Questions                                                             General                                              What is the Hawthorne Guild?              This server is a D&amp;D 5e server where all games take place in a shared persistent world set in the Forgotten Realms and broader D&amp;D multiverse. Player characters are adventurers in the Hawthorne Guild, an adventurer’s guild based out of the Sword Coast, and head out on various adventures as ran by DMs. Adventure events and characters are persistent, with characters accruing XP, wealth, and loot between games, and starting at either level 3 or level 5.While not exactly that, it is similar to what some folks call a “Westmarches server.” In essence, you can create characters that participate in adventures ran by various DMs, with character progression and adventure events persisting between games. You can think of it as akin to an MMO, adventuring alongside various fellow players under various DMs, and able to participate in varying storylines DMs tell here.Most games are oneshots set in the same shared, connected game world, though there are also open multisessions, open campaigns, and traditional closed campaigns as well. We typically average around 6 games a day across various time zones, with games posted in our #⁠game-advertisement and ⁠#game-listings channel.                                                What are the AC and the Allowed Content?              They are one in the same, and the single most helpful document on the server.  The AC has basically all of the information as to what is allowed on the server, mechanics-wise.  Link to Allowed Content                                                The DM asked me if I am a New Hire or a Welcome Wagon. What do those mean?              The DM is checking to see if you have completed your first 10 games in Hawthorne. As long as you are on your first 10 games, you’re a new hire. Bear in mind, any session that goes longer than 6 hours will count as multiple games.                                                how do I subscribe / unsubscribe from a role to control what I get pinged for?              You can manage your ping subscriptions in #role-select                                                I am completely new to DND. Is there somewhere I can learn before playing?              There are semi-regular New Player Workshops, run by the Community Guides team.  Those frequently go over basic D&amp;D stuff.  Additionally, you can ask in #Rules Discussion if you have a couple of specific questions.  Aside from that, reading the Free Rules for the version you intend to play is a fantastic start.                                                                      Character Creation                                              Can a 2024 character use any 2014 class / subclass / race / feat?              If there is no 2024 version of it you may use the 2014 version, otherwise you must use the 2024 version.  For example:  2024 Cleric, 2014 Twilight Domain - Permitted,  2024 Cleric, 2014 Life Domain - Not Permitted                                                Do I need to get my character approved?              No, we operate on the honor system here! But you can post it in the #Character-Discussion channel to get it double checked if you’d like!                                                Do I roll for stats?              No, here we use point buy (27 points). Point Buy Calculator                                                Can a new character buy equipment?              Yes, you can buy anything listed under the Equipment Tab of the Allowed Content.                                                What level do characters start on the server?              Characters start at level 3 or level 5.  There is no limit to the number of characters you create, so you can create a level 3 and a level 5 character (or more…).  See Player’s Guide for character creation.                                                I do not have the DDB books, how do I add an item that is paywalled?              In the pins in the #Character Discussion channel are several links.  Bear in mind that all campaigns have some amount of homebrew that is of the creator’s own making and is not server allowed.  Before grabbing a homebrew thing from any of these areas, check on the Allowed Content to ensure it is permitted.                                                Who do I ask if I have an issue with character creation?              The community as a whole is very helpful here, you can ask in #Character Discussion channel.                                                                      MAL                                              What is a MAL?              Master Adventure Log, you may count it as a diary for the players in Hawthorne. It records your sessions, items, and downtime activities.  See Your MAL                                                How do I access my MAL?              You will be sent your MAL through email once you get your adventurer tag. If you can not find it in your inbox then check your spam folder. If it is not in your spam folder contact PR and they will resolve it.                                                Who do I ask if I have an issue with my MAL?              Depending on the issue, you can ask either the Auditors in Auditors Corner or the Player Relations team in #PR Couch.                                                                      Games                                              Does the server play D&D 2014 or 2024 Games?              There’s a number of DMs that run 2014 games and there’s a fair amount of older 2014 PCs among more tenured server members here. However, folks typically are curious and interested to try out the new options, so 2024 games are statistically more prevalent overall. To clarify and bear in mind as well, 2014 PCs can play without issue in either 2014 or 2024 games.                                                In what timezones are the games run              We have DMs from around the world!  There is a large population of North American-based DMs, but also DMs in Asia and Europe.  Games are typically advertised using a timestamp that automatically is converted to your own timezone.                                                The listings ask for a token. Where do I make one?              You can find many throughout the internet.  You can use any you like, but here are a couple of the more common ones:  Heroic Token or  Roll Advantage                                                What platforms are used for playing here?              Primarily, Voice games use Roll20, Foundry, and AboveVTT.  Play-by-Post games are typically run using Avrae.                                                How do I get into a game?              Getting into a game includes putting up an application in a game listing which can be found in Game Listing Channel. Your best bet is to find games in game advertisements however as not all listings are open games (i.e games that are open to everyone, as there are prefilled games for story purposes and etc.)                                                I keep seeing “tiers” everywhere, or mentions of “T1/2/3/4”. What does that mean? How do I know which tier my character is?              Tiers are mostly used to categorise games and decide rewards and difficulty of quests. Here are the character tiers:  T1 Lvl 4 and below  T2 Lvl 5 to 10  T3 Lvl 11 to 16  T4 Lvl 17 to 20                                                What happens if my character dies?              There are methods of revival, and you may also make a new character. If you are worried about character loss, do ask the DM before playing, as they will know whether losing your character will be likely or otherwise in their session.                                                I thought I’d be able to play in a regular campaign with the same team. Are these campaigns run on the server too?              They are indeed! But they are rare and you might need to establish a rapport with DMs to get into one, reason being that losing players in a westmarch server isnt a issue with 1 shots but losing a established PC in a campaign is quite a problem, furthermore having a rapport with the DM and other players will make the game fun for a long time, after all you will be seeing each other regularly!                                                I have applied to many games and haven’t gotten in any. Is there anything I am doing wrong?              The community has a ratio of more active players to active DMs, as a result, being picked for games isn’t guaranteed. In the meantime, although this doesn’t guarantee getting a game, interacting with the community outside of games can help establish a positive relationship for both your PC and yourself, which certainly does not hurt your chances!                                                I want to have a specific kind of session run for my character. Where do I ask about it?              There are a few methods for this. The best method is to let DMs who you have played with learn about your character’s motivations and why you want that session run. Should they be convinced or inspired will be the biggest factors to having such a session come to life.                                                The DM said my character is softlocked/hardlocked for the sessions. What does that mean?              Softlock = Can play in other games, however what you applied with into the session will not change, ie your lvl 6 character will be a lvl 6 character even if you hit lvl 13 outside of the sessions where they are softlocked.   Hardlock = Cannot play in any game apart from these sessions.                                                What is PBP? How does it work?              Play by post. Its done by text channels on our server, you would play it like a voice game except you now express your character’s actions in text!                                                My character leveled up in this session. Does that mean it’s instantly official?              No, until the session log is posted and you’ve logged it in your MAL, the XP, GP, DTP and loot gain is not official, and does not carry over to your next game.                                                Can I spectate Games              Most games on the server are open to spectators, if they aren’t the DM will list it in multiple places (including the lobby header.)  Typically, spectators observe the following courtesies for the DM and the game:  mute your discord input, so you’re prevented from accidentally interrupting the game with a sudden loud noise or something falling on your push to talk setup.  change your discord nickname to include a z at the beginning, so you appear last in the lobby, allowing the DM to at-a-glance know you’re a spectator and not to confuse you for a player while running a challenge or initiative                                                                      Downtime                                              How do I buy items?              You can buy items from NPCs if the item is on the Equipment tab of the AC and doesn’t say you can’t.  Items on the Loot Tab exclusively are only able to be obtained 3 ways: Drops from playing in or running a session; Trade from another player; Crafting the item.                                                How do I craft items?              The full Crafting rules are here, but the basics are that you must have a bastion with the right facility, the required tool proficiency, proficiency in the Arcana skill, and the ability to cast any spells yourself that the item can cast.                                                                      DM                                              Do I need to have played games to be a DM on the server?              You can apply to be a DM without having played a game yet, you just have to make a request in #⁠player-requests to PR and Auditors to check in with you after submitting the form. However, playing a few games first if possible is recommended to get to know folks and the server.                                                How do I become a DM on the server?              Fill in a DM Registration form                                                What is the DMXP and GP?              The table can be found in the DM’s Guide                                                                      Rules                                              What's server stance on use of AI images for characters?              The server takes no official stance on AI generated images. Players and DMs are allowed to use it in their own games and for their characters. Some players and DMs prefer not to play in games where AI generated images are present, which is typically indicated in a game ad. We do also have and promote several active Artists in our community, the nature of whose work is obviously entangled with the existence of AI generated images.                                                I wanna play a character with a mechanical change or quirk that is not mentioned in AC. How do I go about getting one?              We would suggest heading to the rules team and asking what needs to be done to get this mechanical change or quirk. Do remember that cosmetics changes for flavor is totally fine!                                                I’ve noticed this server has homebrew. Is there a way I can add my own homebrew into the server?              No                                                                      Support                                              Who do I ask if a situation is making me uncomfortable?              Ping the Player Relations team either in the thread where you are currently or in the #PR Couch channel to get in contact with us right away.  Alternatively, you can submit an Incident Report, found here.  Depending on your situation and comfort level, you are welcome to do either, or both, as you feel necessary.                                                How do I know if a situation is enough to warrant an Incident Report?              If something makes you uncomfortable on the server, then it is more than enough to be a reason to reach out to PR. All genuine concerns are taken seriously and addressed accordingly.  When in doubt, let us make the call on how to handle it.                                          "
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      {
        "title": "Hawthorne Monster Compendium",
        "url": "https://hawthorneguild.github.io/Guides/monsters/",
        "date": "",
        "headers": "                      ",
        "content": "    Loading Compendium..."
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      {
        "title": "Hawthorne Guild",
        "url": "https://hawthorneguild.github.io/Guides/",
        "date": "",
        "headers": "                                    Welcome to the Hawthorne Guild                                 Getting Started                               Rules & Registration                             About Hawthorne                             Important Links                                 For Players                               Player's Guide                             Hawthorne Arcana                             FAQ                                 For Dungeon Masters                               DM's Guide                             Monster Compendium                             Adventure Locations               ",
        "content": "  Welcome to the Hawthorne Guild      The Hawthorne Guild is a D&D 5e Server set in a persistent Forgotten Realms World offering both oneshots and    campaigns            Getting Started        New to Hawthorne? Start here to learn about our community and how to begin your adventure.                  Rules & Registration                          Review our Rules to help us maintain a fair and inclusive community ... then register to play!      Read Rules                  About Hawthorne                          About the Hawthorne City, its history, and the Hawthorne Guild      Learn More                  Important Links                          Important Links and Channels      Quick Links                For Players                  Player's Guide                          Everything you need to know to create characters and play on the Hawthorne D&D 5e Server      Read Guide                  Hawthorne Arcana                          Server approved homebrew races, classes, spells, and equipment            View        Arcana                  FAQ                          Frequently asked questions      FAQ                For Dungeon Masters                  DM's Guide                          Guide to applying & running games on the Hawthorne Server            Read Guide                  Monster Compendium                          Community created homebrew monsters for DM use      View Monsters                  Adventure Locations                          Locations adapted for Hawthorne Adventures in the Forgotten Realms Setting      View Locations      Art Credits"
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      {
        "title": "Map Editor",
        "url": "https://hawthorneguild.github.io/Guides/maps/map-editor.html",
        "date": "",
        "headers": "                                    🗺️ Map Editor                             ⛔ Access Denied                             📝 How to Use the Map Editor               ",
        "content": "            🗺️ Map Editor            Loading...                                        Login with Discord                                            Adventurer                                                                                                                                ⛔ Access Denied        You need to be logged in with Staff or Staff Apprentice permissions to use the Map Editor.        Please log in with an authorized account.                                                📝 How to Use the Map Editor                            Select a Map: Choose a map from the dropdown to begin editing                Add Pins: Right-click on the map to place a new location pin                Delete Pins: Click on a pin and use the \"Delete Pin\" button in the popup                Set Default View: Pan and zoom to your desired starting view, then click \"💾 Set Default View\"                Current Coordinates: Watch the bottom-left corner to see your current position and zoom level                                                                                Select Map:                                    -- Loading Maps --                                🔄 Refresh                                                    Map Name:                 Dimensions:                 Current Default View:                 Pin Count:                                                 Select a map to begin editing...            "
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      {
        "title": "Character Rework Tool",
        "url": "https://hawthorneguild.github.io/Guides/rework.html",
        "date": "",
        "headers": "                                    Character Rework Tool                             Original Character                             Character Origin                             Classes                             New Character                             Character Origin                             Classes                             Rework Details                             Rework Request Form                             ${cls} - Lvl ${milestone} ASI/Feat               ",
        "content": "    Character Rework Tool        Loading...                                        Login with Discord                                            Adventurer                                                                                                                Please log in to Save/Load WIP Reworks.                Input        Output                                                                                                                                Login                                 or type your Discord ID if you do not want to login                    (save/load feature disabled):                                                                             Save                    Load                    Delete                                            -- Load Saved Rework --                                                                        *Saved reworks are WIP only and are automatically deleted after 3 months. The #Character-Rework-Log on Discord is the only master record.                                                                                                                        Original Character                                    Character Origin                                                                        Character Name                                                                                                        Base Attributes (27 Point Buy)                                                                                        27 / 27 Pts                                                                                                        Race/Species                                                                                                        Racial Bonuses                                                                                                        Origin (Background)                                                                                                        Origin Feat                                                        Origin Feat Modifiers                                                                                                                            Classes                                        + Add                        Class                                                                        New Character                                    Character Origin                                                                        Character NameCopy                                                                                                        Base AttributesCopy                                                                                                                    27 / 27 Pts                                                                                                        Race/SpeciesCopy                                                                                                        Racial BonusesCopy                                                                                                                                    Origin (Background)Copy                                                                                                        Origin FeatCopy                                                                                    Origin Feat ModifiersCopy                                                                                                                            Classes                                        + Add                        Class                                                                        Rework Details                                                Rework Request Form                                            Copy to Clipboard                                    Please copy this statblock to                             #Character-Rework-Log                                    "
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      {
        "title": "Earth Nodes",
        "url": "https://hawthorneguild.github.io/Guides/fieldguide/earth-nodes/",
        "date": "2026-04-13",
        "headers": "                                    Features of Earth Nodes                             Properties of Earth Nodes                             Typical Earth Nodes Properties Based On Class</em                             Sensing Earth Nodes                             Studying Earth Nodes                             Powers of Earth Nodes                             Enhanced Spellcasting                             Magical Travel                             Teleporting to a Known Earth Node</em                             Teleporting to Other Earth Nodes</em                             Portals to Other Locations (Restricted)</em                             Portals to Other Planes of Existence</em                             Granted Spells (Restricted)                             Mystic Psi Points Consumed Per Spell Level</em                             Storing Items (Restricted)                             Node Locking (Restricted)</em                             Modifying Earth Nodes                             Creating Earth Nodes                             Other Properties of Earth Nodes                             Earth Nodes on Other Planes of Existence                             Other Kinds of Nodes                             Elemental Nodes                             Evil Nodes                             Sample Evil Node Spells</em                             Shadow Nodes                             Sample Shadow Node Spells</em                             Node Supernatural Gifts                             Node Spellcasting                             Node Manifestation                             Sources and Additional Reading                             Earth Nodes At a Glance                             Earth Node Master Table                             Earth Node Properties</em                             Credits               ",
        "content": "Beneath the surface of the earth run streams and currents of magical energy. This energy sometimes forms into nexuses that can create a number of magical effects and whose powers can be harnessed. These nexuses are known as earth nodes.This document provides information regarding earth nodes (as well as other kinds of nodes) that exist throughout the world and whose powers can be harnessed by both heroes and villains alike.For DMs, this document presents an optional ruleset and detailed mechanics for those wishing to incorporate such nodes into their storylines in appropriate adventure locations. The information is presented to provide a detailed set of guidelines and mechanics by which to utilize earth nodes in your storylines while also leaving freedom to customize or tailor earth nodes as they may pertain to your specific stories.For players, this document presents information regarding earth nodes as you may encounter them in the adventures your characters undergo, should your DM choose to utilize the content in this document. The information here can be referenced by players for interactions involving earth nodes in game sessions, as well as with respect to the Node Spellcasting and Node Manifestation Supernatural Gifts that can be acquired by player characters.This document describes a variety of mechanics associated with earth nodes, including their use in adventures and in downtime. A player character can only interact with and utilize the properties of an earth node in an adventure or during downtime given the permission of and as supervised by the DM that is utilizing the earth node in their storylines.Features of Earth NodesBeneath the earth, pools, and streams of invisible power sometimes collect and cross into a single location, creating an underground nexus of magical energy. Such areas are known as earth nodes. An earth node is not by itself visible to ordinary sight, but earth nodes are often located in places that are beautiful or bizarre. As an example, a large geode or an underground cavern in the Underdark might contain an earth node within it, but such sights aren’t always present.The power of an earth node isn’t limited by physical boundaries. Some earth nodes lie within large underground caverns, while others exist entirely within solid rock. Still other earth nodes may have a portion that lies within a cave or tunnel, while the rest extends into stone. Some earth nodes may extend partly or even fully into the surface above.Properties of Earth NodesEarth nodes come in different levels of strength and extent as indicated by their class. The higher a given earth node’s class, the more powerful the earth node is. The majority of earth nodes fall between class 1 and class 5, as weaker earth nodes are more common. It is believed that half of all earth nodes are class 1, one-quarter are class 2, and the majority of the remainder are class 3 or class 4.Earth nodes of class 2 or higher consist of multiple nested circular layers, with a number of layers equal to the class of the earth node. For example, a class 1 earth node has only a single layer, whereas a class 3 earth node has 3 distinct layers. Each layer of the earth node has its own individual class rating, with the innermost layer having the highest rating equal to the class rating of the earth node as a whole, and each layer beyond it having a class rating as one less than the layer before. For example, a class 3 earth node has an inner layer with a class rating of 3, a middle layer with a class rating of 2, and an outer layer with a class rating of 1.The power of an earth node can enhance spellcasting and create other magical effects. A creature that is aware of an earth node can attempt to utilize its powers, but the process of doing so requires effort. Creatures with the Node Spellcasting or Node Manifestation Supernatural Gifts have developed a heightened sense and ability for utilizing earth nodes, as detailed later in this location guide.The table below describes various associated properties of an earth node.Typical Earth Nodes Properties Based On ClassClassLayer WidthNode DiameterNode DC15 to 30 feet10 to 60 feet14210 to 40 feet40 to 160 feet16320 to 80 feet120 to 480 feet18430 to 120 feet240 to 960 feet20540 to 160 feet400 to 1,600 feet22650 to 200 feet600 to 2,400 feet24760 to 240 feet840 to 3,360 feet26870 to 280 feet1,120 to 4,480 feet28980 to 320 feet1,440 to 5,760 feet30Layer Width  : This value indicates the thickness of a given layer of the earth node.Node Diameter :This value indicates the diameter of the entire earth node.Node DC : This value indicates the DC for any ability checks associated with using the earth node's powers, as detailed below.  Modifying Earth Nodes by Wizards of the CoastSensing Earth NodesEarth nodes themselves are invisible to ordinary perception, but they can be detected as a sense of magic in the area. Any creature that approaches within 30 feet of an earth node or that enters the area can make a passive or active check (DC 15) as described below to notice the earth node and to recognize it as an earth node.  Non-Spellcasters make an Intelligence check.  Spellcasters make an ability check using their spellcasting ability.  Spellcasters with the Node Spellcasting Supernatural Gift make an Arcana check using their spellcasting ability.  Mystics make an Intelligence check.  Mystics with the Node Manifestation Supernatural Gift make an Intelligence (Arcana) check.A creature using the detect magic spell automatically detects and recognizes an earth node within the spell’s range.A creature that senses an earth node in this way is able to map out the earth node’s boundaries. The process requires time as it takes travel and observation to map out the boundaries of an earth node. As a guideline, without factoring in additional time due to physical barriers or other obstacles, it takes 10 minutes to map out the inner layer of an earth node. Each layer beyond the inner layer takes an additional 10 minutes for each layer before it.For example, a class 3 earth node has 3 layers: an inner, middle, and outer layer. It takes 10 minutes to map out the inner layer, 20 minutes to map out the middle layer, and 30 minutes to map out the outer layer. In total, it would take at least one hour to map out a class 3 earth node.The commune with nature spell can also be used to locate (but not map out) any earth nodes within the spell’s range.Studying Earth NodesUtilizing some of the powers associated with an earth node requires one to spend time and effort in study of a particular earth node and learning its specific pattern of magical energy. This can occur in the following two ways:  A creature that is aware of a given earth node can become proficient in their understanding of that earth node’s pattern of magical energy by spending a short rest within the area while studying its pattern of magical energy. At the end of the short rest, the creature can make an Intelligence (Arcana) check against the node DC of the earth node. On a success, the creature commits the earth node to memory as if it were the sigil sequence of a teleportation circle.  A creature with the Node Spellcasting Supernatural Gift that is also proficient in their understanding of a specific earth node’s pattern of magical energy can additionally acquire expertise in their understanding of that earth node’s pattern of magical energy. The creature can study the energies of a given earth node for a number of workweeks of downtime while in the area of the earth node, spending at least 8 hours each day engaged in the activity. At the end of each workweek, the creature must make an Arcana check using their spellcasting ability against the node DC of the earth node. The creature must acquire a number of total successes in this way equal to the earth node’s class rating. Each failure on this check reduces the number of accumulated successes by 1, but cannot reduce it below zero. For example, studying a class 3 earth node in this way requires 3 successful Arcana checks over a minimum of 3 workweeks but could require more if failures occur.Powers of Earth NodesEarth nodes are nexuses of magical energy, enhancing spellcasting and creating other magical effects. Those aware of an earth node are capable of taking advantage of its powers and capabilities.Certain powers can be accessed only by those practiced and experienced in utilizing the powers of an earth node, which are individuals with the Node Spellcasting and/or Node Manifestation Supernatural Gift. Powers which are restricted in this way are indicated below.Enhanced SpellcastingA creature that is aware of a given earth node while within its area can utilize it to enhance their own spellcasting.When casting a spell whilst in the area of a layer of a given earth node, a creature can make a check against the node DC of that earth node layer as part of the action of casting the spell.  Non-Spellcasters make an Intelligence check.  Spellcasters make an ability check using their spellcasting ability.  Spellcasters with the Node Spellcasting Supernatural Gift make an Arcana check using their spellcasting ability.On a success, the spell that is cast is treated as if it was cast at a number of levels higher equal to half the class rating of the earth node layer, rounded up. Spells cast at a higher level in this way still cannot be cast above 9th-level.For example, a creature that casts a 1st-level magic missile spell while within an earth node layer with a class rating of 3 that succeeds on the associated check against the node DC of 18 casts the spell as if it had been cast at two levels higher, thus casting the spell at 3rd-level.A creature may additionally choose to use less of the earth node’s power for a given earth node layer if they wish to, treating as if the creature was attempting the ability check against a node DC for a layer of a lower class rating of their choice and thereby cast the spell at a number of levels higher equal to half that class rating, rounded up.For example, a creature that casts a 1st-level magic missile spell while within an earth node layer with a class rating of 3 can choose to make the ability check against the node DC of an earth node layer with a class rating of 2 (node DC 16). On a success, the creature’s 1st-level magic missile would be treated as if it had been cast one level higher, casting the spell at 2nd-level.MysticsA creature with levels in the Mystic class that is aware of an earth node can use an action to gain a number of special psi points as if they had used their Psionic Mastery feature. (This does not count against the number of uses granted by their Psionic Mastery class feature.) The pool of psi points gained from this action is equal to 8 + the class rating of the earth node. A creature that uses this action can't do so again until 24 hours pass, and an earth node can grant this benefit up to a number of creatures equal to its class rating per day.A mystic with the Node Manifestation Supernatural Gift can instead use this action twice per day.Magical TravelEarth nodes can be utilized for purposes of magical travel to other locations, via the creation of portals to or from a given earth node.Teleporting to a Known Earth NodeAn earth node can be used as if it were a permanent teleportation circle as described by the teleportation circle spell. A creature that is proficient in their understanding of a specific earth node can use teleportation circle or similar magic to teleport within 5 feet of the origin point of the earth node, or the nearest unoccupied space if that space is occupied.Teleporting to Other Earth NodesEarth nodes can also be utilized to travel to other nearby earth nodes, even those one has not yet visited. After a creature becomes proficient in their understanding of a given earth node, a creature able to cast the teleportation circle spell can use it within the area of an earth node to attempt to create a portal to a nearby earth node.The specific earth node the portal leads to is determined by the DM. Some earth nodes are magically linked to a single earth node, whereas other earth nodes may randomly lead to any given other nearby earth node. As a general rule, the portal is linked to another earth node that is no farther from the original earth node than a number of miles equal to 100 x the class rating of the original earth node. If there are no such earth nodes nearby in range, nothing happens and the spell slot is wasted. For example, if using teleportation circle to create a portal from a class 3 earth node to a nearby earth node, one would arrive at an earth node no farther than 300 miles away from the original earth node.Portals to Other Locations (Restricted)This power can only be used by creatures with the Node Spellcasting Supernatural Gift. Earth nodes can also be used to travel to other locations on the same plane of existence. A creature that has expertise in their understanding of a specific earth node can use teleportation circle, teleport, or similar magic while within the area of an earth node to attempt to create a two-way portal to another location of the same plane of existence.Instead of the normal effect associated with using such magic, a portal is created, with a diameter in feet equal to 10 x half the class rating of the earth node (rounded up), and that lasts for a number of minutes equal to 2 x the class rating of the earth node - 1.  For example, a class 3 earth node can create a portal with a diameter of 20 feet and that lasts 5 minutes.The portal has a front and back on each location it appears, with travel through the portal only possible through the front. Anything that does so is instantly transported to the other location, appearing in the unoccupied space nearest to the portal. The portal is linked to a destination that is no farther from the original earth node than a number of miles equal to 200 x the class rating of the original earth node - 100. For example, a class 3 earth node can be used to create portals to destinations as far as 500 miles away.If one attempts to create a portal in this way to a destination outside of this range, nothing happens and the magic and any associated spell slot is wasted. The creature’s familiarity with the destination determines whether the portal successfully links to the intended destination. The DM rolls d100 and consults the table associated with the teleport spell. In the case of a Mishap, things crossing through the portal are affected by the Mishap on an individual basis. It is possible in this way for things to become separated if some ultimately end up on target, others off target, or others in a similar area as a result of the Mishap.Portals to Other Planes of ExistenceCertain earth nodes are charged with the energies of other planes of existence, allowing for the creation of portals that lead to them. Such portals lead to a fixed location on another plane of existence, most commonly in the Feywild or in the Inner Planes. After a creature becomes proficient in their understanding of a given earth node, a creature can also discover what plane of existence the earth node is linked to, if any. After determining this information, a creature can use gate, plane shift, or similar magic while within the area of an earth node to create a portal to another plane of existence that the earth node is tied to.The portal that is created is similar to portals to other locations as previously above, except that it links to a specific fixed location on another plane of existence as determined by the DM. Using the plane shift spell in this way does not require the spell’s material component.Cavern of Souls by Sam BurleyGranted Spells (Restricted)This power can only be used by creatures with the Node Spellcasting or Node Manifestation Supernatural Gift. Earth nodes resonate with magical energy and are capable of allowing those sensitive to node magic to access their power to cast a variety of spells. Earth nodes can grant a number of spells equal to their class rating, with a maximum spell level equal to its class rating and one spell per spell level in this way. Each earth node grants a specific list of spells in this way as determined by the DM.A creature with the Node Spellcasting Supernatural Gift that is aware of a given earth node can spend a short rest within the area bringing themselves in tune with the magical energy of the earth node.(This can be the same short rest spent becoming proficient in one’s understanding of that earth node.) At the end of the short rest, the creature can make an Arcana check using their spellcasting ability against the node DC of the earth node.On a success, the creature can cast the associated spells from the earth node using any spell slots of the appropriate level they have and using their spellcasting ability to do so; the creature can cast these spells in this way for the next 24 hours while they remain within the area of the earth node. On a failure, the creature is unable to cast these additional spells this way and cannot attempt to gain access to these spells again until 24 hours pass. The table below shows some typical spells that an earth node may grant as an example, though each individual earth node grants its own individual spells as determined by the DM.Sample Earth Node SpellsEarth Node Class / Maximum Spell LevelExample Spell1earth tremor2earthbind3erupting earth4stoneskin5wall of stone6move earth7reverse gravity8earthquake9meteor swarmA creature with levels in the Mystic class can still gain access to the spells granted by an earth node. A mystic with the Node Manifestation Supernatural Gift can instead make an Intelligence (Arcana) check at the end of the short rest spent attempting to gain access to the granted spells of an earth node. The mystic can cast these spells (using no components) for the next 24 hours and while within the area using psi points up to their psi limit as detailed in the table below, using Intelligence as the spellcasting ability. The mystic can benefit from the Enhanced Spellcasting property when casting these spells, making Intelligence (Arcana) checks to do so.Mystic Psi Points Consumed Per Spell LevelSpell Level of Granted Spell Psi Points Required to Cast1st2 psi points2nd3 psi points3rd5 psi points4th6 psi points5th7 psi pointsStoring Items (Restricted)This power can only be used by creatures with the Node Spellcasting or Node Manifestation Supernatural Gift. A creature skilled in the use of earth nodes can utilize them to store or retrieve objects within a hidden extradimensional space linked to a given earth node. An earth node can store any number of objects in this extradimensional space whose combined total volume does not exceed a number of cubic feet equal to 10 x (the earth node’s class)2. No objects can be stored in an earth node in excess of its storage capacity. For example, a class 3 earth node can store up to 90 cubic feet worth of objects.After a creature with the Node Spellcasting Supernatural Gift becomes proficient in their understanding of that earth node, the creature can use an action while in the area to discover how much total volume worth of objects is held within the earth node at the time. The creature does not learn the specific contents of the earth node, except for any objects the creature themselves had previously stored in it.After becoming proficient in their understanding of the earth node, the creature can attempt to store an object within an earth node by using an action to make an Arcana check using their spellcasting ability against the node DC of the earth node while they and the item are in the area of an earth node. On a success, the object is stored within the extradimensional space linked to the earth node and vanishes. On a failure, nothing happens and the creature can’t attempt to store that object again within that earth node until 24 hours pass.A creature with the Node Spellcasting Supernatural Gift that has stored items within an earth node can retrieve them from any earth node on the same plane of existence, not just the one where the item was originally stored. To do so, the creature can make an Arcana check as an action using their spellcasting ability against the node DC of the original earth node where the item was stored, while within the area of an earth node on the same plane of existence as the original earth node. On a success, the object harmlessly appears in the nearest unoccupied space by the creature.Provided that they’ve become proficient in their understanding of a given earth node, a creature with the Node Spellcasting Supernatural Gift can also retrieve items within that earth node that was stored by another creature. To retrieve an object that was stored in an earth node by another, the creature must make an Arcana check using their spellcasting ability while within the area of the earth node. The DC of the ability check is equal to the node DC of the earth node + the proficiency bonus of the creature who originally stored the object. (In the case multiple creatures had stored objects in a given earth node, the specific creature whose items are being retrieved is randomly determined.) On a success, a random object stored by the original creature within the earth node harmlessly appears in the nearest unoccupied space by the creature who succeeded on the ability check.A creature with levels in the Mystic class and the Node Manifestation Supernatural Gift can also store or retrieve objects from an earth node as described above. Such a mystic instead makes Intelligence (Arcana) checks to do so.Node Locking (Restricted)This power can only be used by creatures with the Node Spellcasting Supernatural Gift. A creature with the Node Spellcasting Supernatural Gift that has expertise in their understanding of a specific earth node is capable of warding that earth node against its use by other creatures. The creature can use the arcane lock spell targeting the earth node while in its area to attempt to magically secure it. Instead of the normal effect of the spell, arcane lock cast in this way magically “locks” the node by increasing the effective node DC of the earth node by 10 for any other creature that interacts with the earth node. Creatures can be additionally designated when casting arcane lock in this way to be able to interact with the earth node normally.This “node lock” can only be removed by means of a dispel magic spell in the area of the earth node, targeting a magical effect as if attempting to dispel a spell of the same level as the class rating of the earth node. For example, attempting use the dispel magic spell on a node lock present in a class 4 earth node would be treated as if trying to dispel a 4th-level spell.Modifying Earth Nodes      The area around an earth node can be modified, from incorporating an earth node into a structure to opening up an earth node that resides within solid rock. However, such modifications to the area may affect the integrity of the earth node situated within it.    Any physical project involving building around or modifying the area around an earth node takes the normal amount of time to accomplish such a project, as determined by the DM. However, ensuring that the earth node remains intact throughout this process requires supervision by a creature familiar with the earth node.    In the event that the project makes either no or at most minor modifications to the area in which the earth node is situated, then the earth node is unaffected by the project. However, projects which involve moderate or extensive changes to the area risk damaging the earth node.    At the end of each workweek associated with the project, a creature that has become proficient in their understanding of a given earth node can make an ability check using their spellcasting ability while within the area of that earth node. A creature with the Node Spellcasting Supernatural Gift can instead make an Arcana check using their spellcasting ability, and a creature with the Node Manifestation Supernatural Gift can make an Intelligence (Arcana) check. (A creature without a spellcasting ability instead makes an Intelligence check.) A creature proficient in mason's tools that is also overseeing the project can provide Help on the ability check.     The DC of the ability check is equal to the node DC if the project involves moderate changes to the area as determined by the DM. If the project involves extensive changes to the area as determined by the DM, the DC for the ability check is equal to the node DC + 5.    On a success, the creature is able to help reroute and smooth the flow of magical energy in the new physical arrangement as associated with the project. On a failure, the class rating of the earth node decreases by 1. An earth node whose class rating is reduced to 0 is destroyed.     If projects involving moderate or extensive changes aren't supervised, there is a cumulative 5% chance for each day of the project that the class rating of the node is reduced by 1. This chance resets to 5% after the node's class rating is reduced, before accumulating with each day once more.        Image: A Wizard summons the power of an earth node, Forgotten Realms UnderdarkIt is possible for an earth node to naturally repair itself over time, with a typical rate that a layer is regained after a number of years equal to 2 x (the earth node’s current class rating). For example, a class 3 earth node that was damaged down to class 1 takes 2 years to return to class 2 and another 4 years to return to class 3.  This process can sometimes proceed more rapidly or be magically assisted, as determined by the DM.In the case of the earth node’s destruction, it typically reconstitutes itself as a class 1 earth node within 1 mile of the original node after 2d10 days.Creating Earth NodesThe following section is intended to provide background information and guidelines for DMs looking to incorporate artificially created earth nodes as part of their storylines and is not intended to allow for the creation of artificial earth nodes by player characters.While earth nodes are typically natural phenomena, it is possible through means of powerful and esoteric magic to artificially create the nexus of magical energy that comprises an earth node. The creation of an artificial earth node requires powerful magic, on par with that of 9th-level spells, as well as the knowledge and skill by which to utilize the magic of nodes.The specific methods or magic by which an earth node can be artificially created varies. Certain artifacts, such as the fabled Axe of the Dwarvish Lords, are believed to have the capacity by which they could potentially be used by a creature skilled in node magic to forge an artificial earth node. Additionally, spellcasters capable of casting 9th-level spells may be able to conduct various rituals or the use of certain powerful magics by which to create an earth node. Finally, certain powerful supernatural creatures, such as some dragons or genies, have innate magical abilities to artificially create and cultivate earth nodes. A specific method by which to create an earth node is often a closely guarded secret and is difficult to acquire. Regardless of the method, only creatures with the Node Spellcasting Supernatural Gift are capable of creating an earth node at all, and earth nodes can generally only be created in areas that are at least partially if not wholly underground. (Any DM may modify a monster’s statblock to include the Node Spellcasting Supernatural Gift to accommodate this, as detailed in Section SuperNatural Gifts.)The following describes the most common procedure by which a spellcaster with the Node Spellcasting Supernatural Gift and the ability to cast 9th-level spells can utilize, known as the Node Genesis ritual. After learning of and internalizing the ritual, the spellcaster must stand at the intended origin point of the node to be created and conduct a ritual (requiring concentration as if concentrating on a spell) over the course of 8 uninterrupted hours, expending a 9th-level spell slot and at least 500 GP worth of adamantine in doing so. This ritual must be repeated for a full tenday in total, consuming the same material components (for a total of 5,000 GP worth of adamantine) and a 9th-level spell slot for each day. At the end of the process, a class 1 earth node is created at the location.The earth node slowly grows in size and strength over time, with a new layer added after a number of years equal to 2 x (the earth node’s current class rating), up to that of a class 5 earth node. For example, it would take a class 1 earth node 2 years to reach class 2, then 4 years to reach class 3, then 6 years to reach class 4, and then 8 years to reach class 5 (for a total of 20 years). The earth node functions as akin to any other earth node as described in this document and is subject to potential modification, damage, and destruction in the same ways. Improving the size and strength of an artificially created earth node in this way beyond class 5 requires even more esoteric knowledge and powerful magic beyond the scope of this ritual.Other Properties of Earth NodesBesides the properties and powers of earth nodes as mentioned and described above, it is possible for earth nodes to have other properties or idiosyncrasies as determined by the DM. Perhaps a particular earth node lacks some of the properties above, or grants additional powers, or may require a specific ritual to access. A DM should feel free to customize or alter the specifics of a particular earth node of their creation as suits their storyline beyond the guidelines mentioned in this document.Earth Nodes on Other Planes of ExistenceBesides earth nodes encountered on the Material Plane, other planes of existence can also contain earth nodes, most commonly the Feywild and the Shadowfell as reflections of the Material Plane. At times, an earth node in the Material Plane may be linked to a mirroring earth node on the Feywild or the Shadowfell. Earth nodes are also common in the Elemental Plane of Earth, wherever streams of magical energy form a nexus of power. Such earth nodes have many of the same properties and powers associated with earth nodes on the Material Plane, but often carry additional properties tied to the plane of existence in which they reside. For example, an earth node in the Feywild might act as a wild magic zone.Other Kinds of NodesEarth nodes are the most common kind of node that are encountered, but other kinds of nodes exist that act as nexuses of magical energy. The following describe some other kinds of nodes known to exist. These nodes have many of the same properties and powers as associated with earth nodes, but also have important features that distinguish them from earth nodes or other kinds of nodes.Elemental NodesAn elemental node in the Material Plane is a location where an Elemental Plane connects to and touches upon the Material Plane. There are four basic elemental nodes, each tied to one of the main Elemental Planes: elemental air nodes, elemental earth nodes, elemental fire nodes, and elemental water nodes. Elemental nodes are charged with the energy of the plane they are linked to and contain sustained portals that lead to and from the Elemental Plane they are connected to. The area around an elemental node is altered and resembles an area of the associated Elemental Plane and takes on the properties of that plane.For example, an elemental air node might feature powerful gusts of wind that run through a cavern whereas an elemental earth node might be situated in a cavern littered with crystals charged with elemental energy and the area may continually rumble. Likewise, an elemental fire node may lie within a magma chamber filled with sweltering heat, while an elemental water node may feature rivers and waterfalls of rapid and rushing waters.Particularly powerful elemental nodes can warp the environment around them to a degree so as to resemble natural disasters, generating tornados, earthquakes, wildfires, or even hurricanes in the region. In featuring such free-standing portals, elemental creatures hailing from the associated Elemental Plane can frequently be encountered.It is said that various cults dedicated to elemental powers such as elder elementals or even the Elemental Evils can harness the power of such elemental nodes to either act as a conduit to summon such powerful beings into the Material Plane or even to create magical weapons capable of wreaking widespread devastation.The properties and powers of elemental nodes function the same as earth nodes except as specified below.Elemental Nature The area of an elemental node is altered, reflecting the nature of the Elemental Plane it is linked to and with corresponding environmental effects and hazards. Elementals originating from the corresponding Elemental Plane can be found in the region and near the elemental node. The specifics of how an elemental node affects the region it is within is determined by the DM.Enhanced Spellcasting Spells whose type corresponds to a given elemental node (as determined by the DM) are easier to enhance with the node’s magic, with the DC of the ability check equal to the node DC - 5. For example, a fireball spell is easier to enhance with an elemental fire node’s magic.Teleporting to Other Nodes The portal created is linked to the nearest elemental node of the matching type that is within the portal’s range.Portals to Other Planes of Existence Given the nature of elemental nodes, elemental nodes contain a free-standing portal that leads to and from the Elemental Plane to which they are linked, located at the origin of the node. These portals last indefinitely but otherwise behave similarly to and have properties as described above regarding portals to other planes of existence in relation to earth nodes.Modifying Elemental Nodes Elemental nodes are sustained by the portals which lie at their origin. So long as the portal remains intact, an elemental node’s class rating cannot diminish nor can an elemental node be destroyed. It is far more likely for an elemental node’s presence to warp the nature and terrain of anything constructed around it than vice versa.Creating Elemental Nodes The creation of an artificial elemental node can be accomplished in a number of ways, as may be accomplished by certain powerful elemental entities present on the Material Plane or through invoking powerful elemental magic. It is rumored that certain apocalyptic elemental cults have sought out certain magical weapons tied to the Elemental Evils. Through the use of these magical items, these cults seek a means by which to establish a foothold for the Elemental Planes to make their presence manifest on the Material Plane and also to allow the elemental forces they revere to enter the Material Plane.Granted Spells The granted spells provided by an elemental node reflect the Elemental Plane to which the node is linked to. See the table below for a list of sample granted spells associated with each kind of elemental node.Sample Elemental Node SpellsNode Class / MaximumSpell LevelElementalAir Node SpellElementalEarth Node SpellElementalFire Node SpellElementalWater Node Spell1feather fallearth tremorburning handscreate or destroy water2skywriteMaximillian's earthen graspscorching rayRime's binding ice3flymeld into stonefireballtidal wave4storm spherestone shapewall of firecontrol water5control windstransmute rockimmolationmaelstrom6investiture of windinvestiture of stoneinvestiture of flameinvestiture of ice7whirlwindreverse gravityfire stormsimulacrum8control weatherearthquakeincendiary cloudtsunami9storm of vengeancemeteor swarmmeteor swarmstorm of vengeanceEvil NodesIn places where unspeakable acts of evil have occurred, where shrines to dark deities and others exist, or where an exceptionally evil entity had enacted its influence, a concentration of evil energy can pool to form an evil node.As sites of powerful evil, the area of an evil node echoes the wickedness associated with it. Shadows may linger or move of their own accord, spells cast in the area often take on macabre aspects unintended by their casters, distant cries and wails from no discernible source may sometimes be heard, low-hanging fog that can take on unsettling shapes may be present, and the very stones may bleed.The pervasive evil of an evil node also affects creatures within its area, as they often find themselves more tempted to commit misdeeds. Creatures that prolong their stay in the area of an evil node may suffer from disturbed sleep and nightmares or even have their alignments shifted towards evil over time. Good creatures, especially clerics and paladins dedicated to the cause of good, may find evil nodes especially repulsive and difficult to abide for extended periods of time.Dark cults or particularly evil entities often construct lairs around an evil node, using it strengthen to their own power and position. In the event an evil node becomes known of, evil entities often fight over control of such areas.The properties and powers of evil nodes function the same as earth nodes except as specified below.Evil Nature The area of an evil node is altered, reflecting the evils associated with it in the environment. Dark sights and sounds can be perceived, spells are altered to appear macabre, and the area is desecrated. An evil node also affects the mood and disposition of creatures in the area in various subtle or overt ways, with good creatures particularly troubled while remaining in the area for long.The specifics of how an evil node affects the region it is within as well as creatures in its area is determined by the DM.Enhanced Spellcasting Good creatures find it more difficult to make use of the enhanced spellcasting afforded by evil nodes, with the DC of the ability check equal to the node DC + 5 for good creatures.Teleporting to Other Nodes The portal created is linked to the nearest evil node that is within the portal’s range.Granted Spells Good creatures find it more difficult to access the granted spells associated with an evil node, with the DC of the ability check equal to the node DC + 5 for good creatures. The granted spells provided by an evil node are generally tied to a particular theme, such as death or darkness. See the table below for a list of sample granted spells associated with an evil node.Sample Evil Node Spells            Earth Node Class / Maximum Spell Level      Evil Node Spell                  1      inflict wounds              2      ray of enfeeblement              3      animate dead              4      blight              5      enervation              6      circle of death              7      finger of death              8      Abi-Dalzim’s horrid wilting              9      power word kill      Imprisonment Evil nodes can contain creatures following the same rules for storing items, with the following differences. An evil node can contain any number of creatures in its extradimensional space whose combined total Hit Dice does not exceed 3 x (the evil node’s class)2. (For example, a class 3 evil node can contain up to 27 Hit Dice worth of creatures) Storing creatures inside an evil node does not count against its capacity for storing objects nor vice versa.Only willing creatures can be imprisoned in an evil node, including those that have been charmed or possessed to be willing. An imprisoned creature is in a state of suspended animation as if under the effects of a sequester spell, except without a special end condition. The rules for storing or retrieving creatures from an evil node otherwise follows the same corresponding rules for storing and retrieving items.Modifying Evil Nodes Evil nodes are tied to forces of evil that linger long after the event or influence that precipitated them. Evil nodes in this regard are more likely and quicker to repair or reconstitute themselves, especially if strengthened by dark rituals or further acts of evil as determined by the DM.Using holy water or the hallow spell to purify desecrated ground may suppress the effects of an evil node in an area for no more than 24 hours, but is unlikely to permanently purify an evil node without extensive effort. Acts of singular and powerful goodness done in the area of an evil node may damage or destroy an evil node as determined by the DM.Node Manifestestation by Acidify ArtCreating Evil Nodes Just as acts of singular goodness can damage or destroy evil nodes, acts of prime or ultimate evil can help to create one. As evil nodes are tied to forces of evil that often result from the wicked choices of creatures, the question of whether or not an evil node arose naturally or inadvertently generally comes down to intent. Often, an evil node is created as a natural course of events owing to a concentration of evil energy that results from particularly wicked acts, shrines to dark deities and other entities, or due to the lingering presence of a particularly evil creature. However, certain foul and profane rituals are known to exist by which an evil node can be intentionally created, themselves often involving acts of horrific evil and sacrifice as a means by which to stain the landscape with a concentration of evil energy so as to create an evil node.Evil Nodes and Ravenloft In the Domains of Dread in Ravenloft, sites of powerful and insidious evil can create what are known as sinkholes of evil. Similar to evil nodes, sinkholes of evil are areas especially tainted by acts of evil, which are pronounced owing to the morphic nature of the Shadowfell and the influence of the Dark Powers.Sinkholes of evil can be of any size and have a number of different effects. Particularly powerful and evil creatures in the Domains of Dread, such as a darklord, may continually generate their own sinkholes of evil as an aura around them.Sinkholes of evil are desecrated areas which are difficult to impossible to purify by typical means. Whenever a non-evil creature enters the area of a sinkhole of evil for the first time in 24 hours, the creature must make a Wisdom saving throw or suffer from Shadowfell Despair (see Chapter 2 of the Dungeon Master’s Guide). The DC of the saving throw depends on strength of the sinkhole, as determined by the DM. While a non-evil creature remains within a sinkhole of evil, they have disadvantage on saving throws made to avoid being frightened or suffering from madness.A DM may wish to treat some sinkholes of evil in Ravenloft as evil nodes in their own right. In addition to the properties described before, undead in the region of such an evil node gain a bonus to their saving throws against being turned, equal to the class rating of the evil node. The DC for the Wisdom saving throw against Shadowfell Despair is equal to 10 + the class rating of the evil node.Shadow NodesA shadow node in the Material Plane is a lasting nexus of magical energy tied to the Shadowfell, in which the Plane of Shadow touches upon and connects to the Material Plane.  Shadow nodes can be found in areas removed from the sun and light, such as dark catacombs, dread caverns, or forgotten tombs. Some rare shadow nodes may exist exposed to the sky but continually shroud themselves in a miasma of darkness, obscuring the light of the sun to anything within.Shadow nodes are suffused with the energies of the Shadowfell, with the Plane of Shadow “bleeding” into the region of the Material Plane where the shadow node is located.A permanent shadow crossing exists as a portal at the origin of a shadow node. The area surrounding a shadow node takes on qualities of the Shadowfell itself, with light sources dampened, magic in the area altered, and creatures hailing from the Shadowfell lurking through the area.Some organizations and entities seek out shadow nodes as means by which to travel to and from the Shadowfell. Others incorporate them into lairs or shrines dedicated to deities of darkness and shadow, such as Mask, Shar, or the Raven Queen. It is rumored that some shadar-kai agents of the Raven Queen know of and maintain artificially created shadow nodes as a means by which to allow travel between the Material Plane and the Shadowfell.The properties and powers of shadow nodes function the same as earth nodes except as specified below.Dark Nature The area of a shadow node reflects the nature of the Shadowfell, with corresponding effects on the environment, magic, and the creatures within. Light struggles to shine, darkness is pervasive and overwhelming, and creatures in the area are susceptible to Shadowfell Despair. Sorrowsworn and other creatures of the Shadowfell can be commonly found in the area within and surrounding a shadow node. The specifics of how a shadow node affects the region it is within is determined by the DM.Dampened Light All light sources in the area of a shadow node, including magical light, emit half the amount of light they normally do and last half as long. Additionally, anyone in the area of a layer of a shadow node attempting to cast a spell which produces light must make an ability check using their spellcasting ability in order to successfully cast the spell, with the DC of the ability check equal to 10 + the class rating of the shadow node layer. (A creature without a spellcasting ability instead makes an Intelligence check) On a failure, the slot is wasted and the spell fails.Enhanced Spellcasting Illusion and necromancy spells as well as spells which can create areas of magical darkness or whose type corresponds to the Shadowfell (as determined by the DM) are easier to enhance with the node’s magic, with the DC of the ability check equal to the node DC - 5. However, it is impossible to enhance spells which produce light with the node’s magic. For example, a shadow blade spell is easier to enhance with a shadow node’s magic, but a wall of light spell cannot be so enhanced.Teleporting to Other Nodes The portal created is linked to the nearest shadow node that is within the portal’s range.Portals to Other Locations When creating a portal to another location, one can also choose to have the portal lead to the corresponding location in the Shadowfell, not the location on the Material Plane within the portal’s range.Portals to Other Planes of Existence Given the nature of shadow nodes, shadow nodes contain a free-standing portal that leads to and from the Shadowfell as a permanent shadow crossing.These portals last indefinitely but otherwise behave similarly to and have properties as described before regarding portals to other planes of existence in relation to earth nodes.Granted Spells The granted spells provided by a shadow node reflect the nature of the Shadowfell, often consisting of illusion or necromancy spells or spells which can create areas of magical darkness. A shadow node never grants spells which act to produce light. See the table below for a list of sample granted spells associated with a shadow node.Sample Shadow Node Spells            Earth Node Class / Maximum Spell Level      Shadow Node Spell                  1      silent image              2      darkness              3      summon shadowspawn              4      shadow of moil              5      creation              6      eyebite              7      mirage arcane              8      maddening darkness              9      weird      Empowerment  A creature with the Node Spellcasting or the Node Manifestation Supernatural Gift that has become proficient in their understanding of a given shadow node (following the same rules as described under “Studying Earth Nodes” ) can spend a short rest within the area attempting to draw upon its energy to strengthen themselves. At the end of the short rest, the creature can make an Arcana check using their spellcasting ability against the node DC of the shadow node. (A mystic can use their Intelligence modifier for the Arcana check)On a failure, nothing happens and the creature cannot attempt to empower themselves in this way again until 24 hours pass. On a success, the creature harnesses the power of the shadow node and for the next hour, the creature gains a bonus to their Strength, Dexterity, or Constitution score equal to the shadow node’s class rating. The creature’s ability scores may increase in this way beyond 20, but not 30. The creature can apply this bonus to one ability score or distribute among their Strength, Dexterity, or Constitution scores as they wish.A creature can additionally choose to use less of the shadow node’s power if they wish to, treating as if the creature was attempting the ability check against a node DC for a shadow node of a lower class rating of their choice and thereby gaining a bonus equal to that class rating.A creature can’t empower themselves in the same way again until 24 hours pass, and a shadow node can grant this benefit up to a number of creatures equal to its class rating per day.Modifying Shadow Nodes Most shadow nodes are susceptible to any modifications which expose the shadow node to the prolonged presence of light, especially sunlight. Such modifications can permanently damage or ultimately destroy a shadow node, as determined by the DM.Creating Shadow Nodes The creation of a shadow node can be accomplished by certain powerful entities with an intimate connection to the Shadowfell, such as balhannoths or darkweavers, using their own ability to warp and modify the environment so as to invoke the power of the Shadowfell. Spellcasters that are skilled and knowledgeable in shadow magic can utilize specific rituals akin to the Node Genesis ritual as a means by which to establish a shadow node in an appropriate location.Node Supernatural GiftsEarth nodes and other kinds of nodes create a number of different magical effects. However, accessing the full suite of powers associated with nodes requires extraordinary sense and training in using a node’s magics. Whether as a result of extensive exposure and study to the magic of nodes or due to other special circumstances, creatures that possess the Node Spellcasting or Node Manifestation Supernatural Gifts are able to take advantage of the full breadth of capabilities afforded by earth nodes and other kinds of nodes. These Supernatural Gifts follow the rules associated with the acquisition and use of Supernatural Gifts, as can be found in the Allowed ContentNode SpellcastingSupernatural Gift, T2 (can only be used by a spellcaster)You have learned to attune your senses and magical powers to the magic of nodes: nexuses of magical energy that exist throughout the world. You have gained a heightened sense and ability to utilize nodes, granting you access to various powers associated with nodes. While this Supernatural Gift is active, you gain the following benefits with respect to earth nodes and other nodes, as well as any other benefit that requires this Supernatural Gift in order to use.  Sensing Earth Nodes. When attempting to sense a node within 30 feet of you, you can make a DC 15 Arcana check using your spellcasting ability to do so.  Enhanced Spellcasting. When attempting to enhance your spells with a node’s magic, you can make an Arcana check using your spellcasting ability to do so.  Portals to Other Locations. You are able to spend time acquiring expertise in your understanding of a given earth node after your understanding of it has become proficient. After you’ve acquired such expertise, you are able to use teleportation circle, teleport or similar magic while within the area of the given earth node to attempt to create a two-way portal to another location on the same plane of existence.  Granted Spells. You can spend a short rest bringing yourself in tune with the magical energy of a node and, at the end of the short rest, make an Arcana check using your spellcasting ability against the node DC of the node to access the node’s granted spells for the next 24 hours. You can cast these spells using any spell slots of the appropriate level you have and using your spellcasting ability to do so.  Storing Items. You can store and retrieve items within the extradimensional space of a node, making Arcana checks using your spellcasting ability to do so.  Locking Nodes. After studying a node, you can use *arcane lock* to magically secure against its use by others.  Modifying Earth Nodes. You have a greater ability in helping to redirect the flow of energy of a node when supervising any project that involves modifying the area around a node and are able to make Arcana checks using your spellcasting ability to do so.Node Spellcasting and MonstersThe &gt;Node Spellcasting Supernatural Gift is intended for player characters, but certain powerful or notable spellcasting monsters may also be able to harness nodes as described in the Supernatural Gift. Any DM may give such monsters the benefits of the &gt;Node Spellcasting&gt; Supernatural Gift in order to use the full power of a node as part of an adventure. Such monsters should have proficiency or expertise in the Arcana skill. Monsters that don't have spell slots but have the Innate Spellcasting trait can still benefit from the Node Spellcasting Supernatural Gift in accessing the granted spells associated with a node. The monster can access the granted spells of a node, of spell level no greater than half the monster's Challenge Rating, rounded up. These spells are added to the list of spells in the monster's Innate Spellcasting trait and can be cast innately once per day using the monster's innate spellcasting ability. For example, a dao&gt; (CR 11) with the &gt;Node Spellcasting&gt; Supernatural Gift can access an earth node's granted spells up to 6th level as innate spells and using Charisma as its spellcasting ability.Node ManifestationSupernatural Gift, T2 (can only be used by a mystic)You have learned to attune your senses and psionic powers to the magic of nodes: nexuses of magical energy that exist throughout the world. You have gained a heightened sense and ability to utilize nodes, granting you access to various powers associated with nodes. While this Supernatural Gift is active, you gain the following benefits with respect to earth nodes and other nodes, as well as any other benefit that requires this Supernatural Gift in order to use.  Sensing Earth Nodes. When attempting to sense a node within 30 feet of you, you can make a DC 15 Intelligence (Arcana) check to do so.  Enhanced Spellcasting. You can take the action to draw on a node’s Psionic Mastery psi point pool twice per 24-hour period instead of once.  Granted Spells. You can spend a short rest bringing yourself in tune with the magical energy of a node and, at the end of the short rest, make an Intelligence (Arcana) against the node DC of the node to access the node’s granted spells for the next 24 hours. You can cast these spells without using any components by expending psi points up to your psi limit, with Intelligence as your spellcasting ability. You can benefit from a node’s Enhanced Spellcasting from any spells you cast in this way, making Intelligence (Arcana) checks to do so.  Storing Items. You can store and retrieve items within the extradimensional space of a node, making Intelligence (Arcana) checks to do so.  Modifying Earth Nodes. You have a greater ability in helping to redirect the flow of energy of a node when supervising any project that involves modifying the area around a node and are able to make Intelligence (Arcana) checks to do so.Node Manifestestation by Acidify ArtSources and Additional ReadingThe content contained in this document is adapted from the following source material listed below.Dungeons and Dragons, 3.5 Edition- Campbell, Brian, et al. Ravenloft Dungeon Master’s Guide. Arthaus, 2003. pp. 86 - 102.- Cordell, Bruce, et al. Underdark. Wizards of the Coast, 2003. pp. 49 - 52.- Crook, Jeff, et al. Champions of Ruin. Wizards of the Coast, 2005. pp. 95 - 98.Dungeons and Dragons, 4th Edition- Cordell, Bruce, et al. Forgotten Realms Campaign Guide. Wizards of the Coast, 2008. pp. 51 - 52.- Anderson, Dan and Lori Anderson. “Liberation.” Living Forgotten Realms. Wizards of the Coast, 2013.Dungeons and Dragons, 5th Edition - Baker, Richard, et al. Princes of the Apocalypse. Wizards of the Coast, 2015.Earth Nodes At a GlanceThe following summarizes information regarding the powers and properties of earth nodes. It serves as a “cheat sheet” and reference for players and DMs. For full details, refer to the section and corresponding to the entries below. For information regarding the modification or creation of nodes, refer to the corresponding sections of this document in detail.  Features of Earth Nodes Earth nodes are nexuses of magical energy that often dwell underground, though their power can extend partly or fully into the surface.  Properties of Earth Nodes Earth nodes come in classes from 1 - 9; the higher the class rating, the larger and stronger the earth node. Weaker earth nodes are more common than stronger earth nodes, with most earth nodes falling between class 1 to 5. Earth nodes of class 2 or higher consist of nested circular layers, with each layer having its own class layer. The innermost layer has the highest rating, equal to the class rating of the earth node as a whole, with each layer beyond it having a class rating of one less than the layer before it.  Sensing Earth Nodes Creatures that approach within 30 feet of an earth node can detect it with passive or active DC 15 spellcasting ability check or an Intelligence check if they aren’t spellcasters. Those with the Node Spellcasting Supernatural Gift can make an Arcana check. The detect magic and commune with nature spells automatically detect an earth node in range. Fully mapping an earth node’s boundaries and layers takes time depending on the earth node’s size.  Powers of Earth Nodes: Studying Earth Nodes Creatures can spend a short rest within an earth node and make an Intelligence (Arcana) check against the node DC of the earth node to learn its pattern of magical energy as if learning the sigil sequence of a teleportation circle, becoming proficient in their understanding of that earth node. A creature with the Node Spellcasting Supernatural Gift and that is proficient in their understanding of an earth node can gain expertise by making an Arcana check with their spellcasting ability against the node DC of the earth node at the end of each workweek until the number of total successes equals the earth node’s class rating. (Each failure deducts 1 success, but the total can’t go below 0)  Powers of Earth Nodes: Enhanced Spellcasting Creatures can enhance spells while in the area of an earth node by succeeding on a spellcasting ability check (or an Intelligence check if they aren’t spellcasters) against the node DC of the earth node layer they are in to increase the spell level their spells are cast at. This can be attempted against the node DC as if in a layer of a lower class rating for an easier check but less benefit. Those with the Node Spellcasting Supernatural Gift can make an Arcana check. Mystics instead can gain a pool of psi points with an action they can do 1/day as if they had used their Psionic Mastery (doesn’t count against the normal uses of the feature), with mystics with the Node Manifestation Supernatural Gift are able to take this action 2/day. (An earth node grants this benefit to a number of mystics per day up to its class rating)  Powers of Earth Nodes: Teleporting to a Known Earth Node Creatures that are proficient with an earth node can use teleportation circle or similar magic to teleport to that earth node.  Powers of Earth Nodes: Teleporting to Other Earth Nodes A creature that is proficient with an earth node can use the teleportation circle to create a teleportation circle portal to a specific or random earth node within a certain range.  Powers of Earth Nodes: Portals to Other Locations (Restricted) A creature with the Node Spellcasting Supernatural Gift and that has expertise with an earth node can, while in the earth node’s area, use spells like teleportation circle, or teleport to create two-way portals to other locations on the same plane of existence within a certain range.  Powers of Earth Nodes: Portals to Other Planes of Existence A creature that is proficient with an earth node learns what plane of existence beyond the Material Plane, if any, it is linked to. The creature can use spells or magic like gate or plane shift to open a two-way portal to that plane, with portals behaving similar to portals to other locations. Plane shift cast in this way doesn’t require material components.  Powers of Earth Nodes: Granted Spells (Restricted) A creature with the Node Spellcasting Supernatural Gift can spend a short rest within an earth node and make an Arcana check with their spellcasting ability against the node DC of the earth node to gain the ability to cast a number of spells using their spell slots for the next 24 hours. On a failure, nothing happens and they can’t attempt this again until 24 hours later. A mystic with the Node Manifestation Supernatural Gift makes an Intelligence (Arcana) check instead and can cast up to 5th-level granted spells without any components by using psi points.  Powers of Earth Nodes: Storing Items (Restricted) All functions associated with this power can only be used by creatures with the Node Spellcasting or Node Manifestation Supernatural Gift. Objects can be stored in an earth node up to its storage capacity, and creatures that have studied an earth node’s pattern of magcal energy can use an action to learn how much volume is being used up at that time. (The specific contents aren’t learned, except for objects the creatures had previously stored themselves) Creatures can store objects in an earth node by making an Arcana check using their spellcasting ability (Intelligence in the case of mystics) against the node DC of the earth node to do so, causing the object to go into an extradimensional space. On a failure, nothing happens and the creature can’t attempt to store that object again for 24 hours. Creatures can retrieve objects they’ve stored in an earth node from within the area of any earth node on the same plane of existence by using an action to make an Arcana check using their spellcasting ability (Intelligence in the case of mystics) against the node DC of the original earth node. Creatures can attempt to retrieve a random stored object they hadn’t stored while in an earth node by making an Arcana check using their spellcasting ability (Intelligence in the case of mystics) against the node DC of the earth node + the proficiency bonus of the creature who originally stored it.  Powers of Earth Nodes: Locking Nodes (Restricted) After a creature with the Node Spellcasting Supernatural Gift has gained expertise with an earth node, the creature can use the arcane lock spell while in the earth node’s area to magically secure it: the effective node DC of the earth node by 10 for other creatures that interact with the earth node. Other creatures can be designated at the time of casting to be able to normally interact with the earth node. Removing a node lock requires a dispel magic spell in the area targeting the magical effect, treated as if attempting to dispel a spell of a spell level equal to the earth node’s class rating.Earth Node Master TableThe table below summarizes the different quantities associated with earth nodes as mentioned and detailed in the document thus far, for use by players and DMs. For full information, players and DMs should refer to the associated sections of the document.Earth Node Properties            Class      Layer Width      Node Diameter      Node DC      Enhanced Spellcasting Bonus      Psionic Mastery Pool      Portal to Nearby Earth Node Range      Portal Diameter      Portal Duration                  1      5 to 30 feet      10 to 60 feet      14      +1 spell level      9 psi points      100 miles      10 feet      1 minute              2      10 to 40 feet      40 to 160 feet      16      +1 spell level      10 psi points      200 miles      10 feet      3 minutes              3      20 to 80 feet      120 to 480 feet      18      +2 spell levels      11 psi points      300 miles      20 feet      5 minutes              4      30 to 120 feet      240 to 960 feet      20      +2 spell levels      12 psi points      400 miles      20 feet      7 minutes              5      40 to 160 feet      400 to 1,600 feet      22      +3 spell levels      13 psi points      500 miles      30 feet      9 minutes              6      50 to 200 feet      600 to 2,400 feet      24      +3 spell levels      14 psi points      600 miles      30 feet      11 minutes              7      60 to 240 feet      840 to 3,360 feet      26      +4 spell levels      15 psi points      700 miles      40 feet      13 minutes              8      70 to 280 feet      1,120 to 4,480 feet      28      +4 spell levels      16 psi points      800 miles      40 feet      15 minutes              9      80 to 320 feet      1,440 to 5,760 feet      30      +5 spell levels      17 psi points      900 miles      50 feet      17 minutes      - Layer Width. This value indicates the thickness of a given layer of the earth node.- Node Diameter. This value indicates the diameter of the entire earth node.- Node DC. This value indicates the DC for any ability checks associated with using the earth node’s powers, as detailed above.- Enhanced Spellcasting Bonus. This value indicates how many spells levels higher a spell that has been enhanced by an earth node is cast at. (See “Enhanced Spellcasting” above.)- Psionic Mastery Pool. This value indicates how many psi points can be accessed as part of the special Psionic Mastery conferred by an earth node as accessed by a mystic. (See the sidebar of “Enhanced Spellcasting” above.)- Portal to Nearby Earth Node Range. This value indicates the maximum range that a nearby earth node could be located when teleporting from an earth node via the teleportation circle spell. (See “Teleporting to Other Earth Nodes” above.)- Portal Diameter. This value indicates the diameter of a portal to another location or plane of existence. (See “Portals to Other Locations” and “Portals to Other Planes of Existence” above.)- Portal Duration. This value indicates how long a portal to another location or plane of existence lasts. (See “Portals to Other Locations” and “Portals to Other Planes of Existence” above.)- Portal Max Range. This value indicates the maximum range that a portal to another location can reach on the same plane of existence. (See “Portals to Other Locations” above.)- Storage Capacity. This value indicates the maximum capacity that an earth node can store worth of objects. (See “Storing Items” above.)- Time to Map. This value indicates the typical amount of time it takes to fully map out an earth node’s boundaries and layers, without factoring in additional time due to physical barriers or other obstacles.CreditsThis document has been created by Luolang  in collaboration with the Lore Consultants and Rules Architects of the Hawthorne Dungeons &amp; Dragons Guild.Background Image: Crystal Cave by Jocelyn Tang"
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      {
        "title": "Contents",
        "url": "https://hawthorneguild.github.io/Guides/fieldguide/index/",
        "date": "2026-04-13",
        "headers": "                      ",
        "content": "White Blue Red clouds by Hangmoon Alexander Komorov                          Region of Dreams                              Split Tooth Mountain                              The Underwater District, Sultan Rezzo's Palace, and the Plane of Water                              Earth Nodes            "
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      {
        "title": "Region of Dreams",
        "url": "https://hawthorneguild.github.io/Guides/fieldguide/region-of-dreams/",
        "date": "2026-04-13",
        "headers": "                                    Dreamscapes                             Dreamscape Ruptures                             Ruptured Dreamscape                             Planar Traits                             Subjective Directional Gravity                             Flowing Time                             Infinite Size                             Highly Morphic                             Normal Magic                             Inhabitants                             The Quori                             Kalashtar                             Movement and Combat                             Reaching the Region of Dreams                             Veil of Sleep                             Physical Portals                             Powerful Entities                             Spellcasters                             The Nightmare Lands                             The Demiplane of Nightmares                             Interaction with Other Planes                             Ethereal Dreamscape Bulges                             Ethereal Dreambergs                             Astral Dreamstorms                             The Dreamheart                             Dreamheart Tempest                             The Eye of the Tempest                             Demiplane of Nightmares                             Description                             Inhabitants                             Rumors                             Adventures in the Region of Dreams                                                          References                                                          Credits                                            ",
        "content": "The Region of Dreams seems to be accessible from most of the planes, since creatures can sleep and dream anywhere. It is the placewhere dreams come to existence with complete disregard to the waking world. Whenever one falls asleep, its mind goes to the Region of Dreams. Ordinarily, dreams have little effect on either the dreamer or on the Region of Dreams itself. Dreams can affect the emotions of the dreamer, but little else. Once the dreamer wakes up, the dream fades away, but its echo forever resonates within the Region of Dreams.The Region of Dream is filled with undifferentiated dream-stuff, thus it would exist regardless of if creatures were dreaming or not. Its edges expand and contract continuously as dreamers sleep and wake, creating various dreamscapes. These dreamscapes last a short time and they rarely impinge on one another accidentally.Dreamland by Hangmoon Alexander KomarovDreamscapesWithin the Region of Dreams, dreamers participate in separate and extremely personal dream scenes of their own subconscious creation: the dreamscape.Most dreamscapes are small; representing a single building, a clearing in a forest, a misty road, or other limited area. On some occasions, some dreamscapes can extend over a few miles. They can contain all manner of oddities, architecture, scenery, and inhabitants. Dreamscapes vary wildly from one another, and they only share one feature: they have a dreamer who created it.The dreamer’s unconscious mind forms the dreamscape and moves through it, usually unconscious of the fact that they are dreaming at all. The dreamer alters large or small aspects of their personal dreamscape, though they never do so consciously. Dreamscapes usually burst as soon as the dreamer awakes, but on occasion, a dreamscape can linger or survive permanently under unusual circumstances or magic.Sometimes, dream elements from one dreamer’s personal experience may leak into the dream of another. The reason for this is unknown, though some speculate it has to do with the nature of the plane itself.Dreamscape RupturesIn extremely rare cases, a dreamscape can rupture, sending its pieces, dream-creatures and visitors into other dreamscapes, or other planes. These objects, which are made from dream-stuff, can retain a physical state for up to 1d100 hours after the dreamer has woken up. When that time has passed, the dream-stuff becomes undifferentiated once again and returns to the Region of Dreams. In 1% of these cases, these dream elements can achieve permanent reality. For example, this could happen in the case of a dreamer who is stuck in a permanent stasis, forever dreaming and never waking up. Under normal circumstances, if the dream-self was expelled with the rupture, the dreamer would wake up.While wandering on a plane, it is possible to ‘’walk in’’ a ruptured dreamscape. These ruptures usually appear as tattered 10-to-80-foot diameter openings. Those who have experienced Dreamscape Ruptures can attest to the dangers of these anomalies.Ruptured DreamscapePlanar travelers can come across and ‘’walk into’’ a ruptured dreamscape. These travelers who pass through the tattered edges of a ruptured dreamscape physically enter into the dream contained within, and they are therefore subject to the environment and conditions of that particular dream. (For more information on this subject see Dreamscape Ruptures above) Although this method doesn’t allow to reach the Region of Dreams itself, it allows for an individual to experience what it’s like to wander within a dreamscape.Planar TraitsThe Region of Dreams is of a mildly neutral alignment and has the following traits:Subjective Directional GravityWithin the Region of Dreams, the strength of gravity is the same as on the Material Plane. However, each dreamscape can pull in a different direction. In some rare cases, other dreamscapes can have different gravity traits.Flowing TimeFor every 10 minutes spent in the Region of Dreams, only 1 minute passes on the Material Plane, but the nature of this plane makes it so whatever one experiences there feels vague, blurry, and distant from reality. No matter what happens within the Region of Dreams, only memories remain when one leaves it. When dreaming, the dreamer cannot truly cast or learn spells, and items can’t be gained, nor lost.Infinite SizeThe Region of Dreams is infinite, but dreamscapes are finite. Most of the dreamscapes are small, although some can seem much larger depending on the nature of the individual dream.Highly MorphicDreamscapes within the Region of Dreams are strongly tied to their dreamers. Thus, dreamscapes vary wildly from one another. The Region of Dreams contains dream-stuff, which is, in its normal state, as ephemeral as a thought.  Dreamscapes are born from dream-stuff when a dreamer’s mind plunges into the Region of Dream and solidifies. From this point on, the Dreamscapes have the alterable morphic trait, similar to the Material Plane.Normal MagicSpells can be cast normally in a dream, but aren’t actually cast by the physical body. This means any spell slots expended while dreaming is regained upon waking up and the prepared spell list hasn’t been modified. Similarly, any spell that was still in effect immediately ends when the dreamer leaves the Region of Dreams.InhabitantsA wide variety of creatures can be found within the Region of Dreams. The creatures living within the dreamscapes are created through the whim of the dreamer. Whether it is an adorable bunny, or a horrifying cluster of the most grotesque creatures prancing around; anything is possible.Dark Land by Hangmoon Alexander KomarovThe QuoriSince the Quori come from the Eberron setting, they are reflavored here to fit within the Forgotten Realms setting.Their ‘’dream-lords’’ theme has been removed, but they remain dream creatures with the aberration type that are native to the Region of Dreams. They could also be found within the Demiplane of Nightmares.Within the Region of Dreams and Demiplane of Nightmares dwell creatures known as Quori. Under normal circumstances, these creatures are unable to escape the Region of Dreams or the Demiplane of Nightmares from which they are native. Quori are considered as aberrations, but their specific and special nature allows them to bond with a humanoid, with the body of the humanoid serving as acontainer for the Quori’s spirit. These instances are uncommon, but when a Quori wishes to escape its native place, it seeks to bond with a humanoid. A Quori and a humanoid can only bond if they are willing and the bonding will sever the connection of both to the Region of Dreams or Demiplane of Nightmares. Therefore, the Kalashtar don’t connect to the Region of Dreams when they sleep.KalashtarSince the Kalashtar come from the Eberron setting, they are reflavored here to fit within the Forgotten Realms setting.The Kalashtar are the descendants from humanoids who have offered their bodies as sanctuaries for a Quori wishing to escape the Region of Dreams or the Demiplane of Nightmares. This quori spirit is passed down the bloodline and will remain as long as one of the descendants of the original humanoid is alive. Although, this was quite uncommon, eventually it led down to a group of individuals who shared their bodies with the spirit of a Quori, thus creating the race known as the Kalashtar. The Kalashtararen’t native to the Region of Dreams by default, but some can be found wandering the Region of Dreams, seeking to learn more about the quori spirit residing within their body. The quori spirit is able to communicate with its host through dreams and visions. Kalashtar are usually seen as wise, spiritual and compassionate, but they also appear somewhat alien to others given their dual mind.Movement and CombatUsually, movement within the Region of Dreams and within a dreamscape is similar to that of the Material Plane. Evidently, this can vary from dreamscape to dreamscape. For example, in one dreamscape, it could be possible to travel only by flying, while in another, it could be done only by swimming.Traveling between dreamscapes is done only by those who have entered the Region of Dreams physically. Dreamscapes usually don’t overlap, but those who travel physically to the Region of Dreams can sometimes find areas where the borders are thin enough that a single step would transfer them from a dreamscape to the next. Therefore, a traveler can go from dreamscape to dreamscape or even reach the Dreamheart.The passage between dreamscapes happens gradually. As the traveler approaches the border of the dreamscape, the surroundings slowly fade away from the previous dreamscape and become more and more like the destination dreamscape until the traveler has passed completely into the new dreamscape.When a dreamer wakes up, the dreamscape bursts and any visitor is sent into the nearest dreamscape.Reaching the Region of DreamsSail Away by Hangmoon Alexander KomarovThere are a few methods to reach the Region of Dreams, whether it is consciously or not, and physically or not. A traveler choosing to travel there physically must know that they will be subjected to the whims of the dreams they enter and risk being injured or die, unlike an unconscious dreamer whose mind is within its own dreamscape. A physical traveler must also be aware they can stumble into the dreamscape of a powerful entity, and could potentially become trapped within it. (Note: Unlike the normal rules for dreaming, items used, spells cast, and other consumables are still gone when you return to the waking world after leaving the Region of Dreams if it was accessed physically. Likewise, items you gain and experience you accumulate while you were thereremain with you.)Veil of SleepWhen living creatures fall asleep, their mind wanders to the Region of Dreams via the Veil of Sleep without ever being conscious of it. The Veil of Sleep is a colorful expanse of energy that marks a planar boundary between the planes and the Region of Dreams. This shimmering curtain of vaporous color resembles the northern lights visible on the Material Plane and is also called the Wall of Color. Contrary to its name, the Wall of Color doesn’t present a physical impediment to movement. As such, those who have ventured beyond it prefer to call it by another name: the Veil of Sleep. This curtain resonates with the dreams of the inhabitants of the planes and could be described as a reflection of reality.  When an entity dreams, a portion of its inner being resonates with this reflection, creating a ‘’dream-self’’. This dream-self is connected both with the physical body and the dream occurring beyond the Veil of Sleep, within the Region of Dreams. This is similar to the way an Ethereal traveler exists both on the Border Ethereal and an adjacent plane simultaneously. The dream-self of the dreamer reaches its own dreamscape while its physical body remains on the original plane. Once the dreamer awakens, the mind returns to the body and the dreamscape usually fades back intoundifferentiated dream-stuff. Sometimes, dreamscapes linger or pass into the Dreamheart, taking on a more permanent reality. Only dreamers can pass beyond the Veil of Sleep and enter the Region of Dreams that exists within it. Under normal circumstances, someone traveling through the planes would never accidentally wander into a dream when passing through the Wall of Color. Although the Wall of Color serves as the boundary between the planes and the Region of Dreams, an observer gazing through the Wall of Color wouldn’t be able to see what dreams are occurring within. However, someone particularly sensitive could potentially hear distant voices or see some unexplainable movement.While sleeping, a creature’s mind reaches the Region of Dreams via the Veil of Sleep. While it isn’t possible to enter the Region of Dreams via the Veil of Sleep, it is possible to enter it by other means as described below:Physical PortalsIt is possible to physically enter the Region of Dreams by finding one of the extremely rare physical portals leading to it. These portals could look like anything or be anything. There is no existing tuning fork that can allow access to the Region of Dreams. If someone would want to Plane Shift to the region, they would need the ability to do so without the need for the material component for the spell.Powerful EntitiesGods or other powerful entities, can choose to interfere with the dreams of their followers, sending them visions or even transporting them in another’s dream. Certain dark powers of the Demiplane of Dread are well known for capturing dreamers and thrusting them into nightmarish dreamscapes on a whim. On other occasions, these entities could also choose to send living creatures physically to the Region of Dreams or a specific dreamscape for their own design.SpellcastersSome spellcasters are able to send dream images to others via the dream spell. Although the physical self of the messenger doesn’t go there directly, it sends the dream-self within the dream of another. Under normal circumstances, there are no risks to doing so for the messenger. However, it is not impossible, if there’s something else at play (as determined by the DM) that the dream-self could potentially become trapped if things go awry, which would leave the messenger’s body in a trance state.The Nightmare LandsAlthough this forsaken place doesn’t allow one to travel directly to the Region of Dreams, the unfortunate travelers who find themselves within the Nightmare Lands of the Demiplane of Dread can move through the demiplane and physically enter some of the horrific dreamscapes found there. However, most individuals who have wandered there have been rendered so insane they never came back to tell the tale.The Demiplane of NightmaresGiven the Demiplane of Nightmares is adjacent to the Region of Dreams, a traveler could move from one to the other.Interaction with Other PlanesWhen falling asleep, a creature manifests a ‘’dream-self’’, an echo of the self that moves through the mental landscape ofthe Regions of the Dream. This dream-self is a reflection of reality and is like the individual’s true self, with possible fewexceptions. Thus, a dreamer will appear in their dream as they are on the Material Plane. This means their abilities, ability scores, hit points, etc. remain the same as they were before falling asleep. They even gain dream-stuff equivalent to their usually carried or worn items.Normally, a dreamer dying within a dream would immediately wake up, unharmed, minus the possible increased heart rate from the anxiety caused by the thought of dying. Therefore, in most instances, a dreamer will wake from their dream without ever coming to harm.Regardless, accessing the Region of Dreams is not completely safe whether it is done consciously or not. On extremely rare occasions, a dreamer’s mind can be pulled within the Dreamheart and be slain there, which causes the dreamer to die, and worse, its soul is trapped within it as well. However, these cases are unusual and happen so infrequently not much is known about them in the Forgotten Realms. As such, these deaths, which amount to less than 1 per 2 millions deaths in the world, are usually ascribed to natural causes.Anyone physically traveling to the Region of Dreams could suffer injuries or harm as they would on the Material Plane.Ethereal Dreamscape BulgesFor unknown reasons, the Ethereal Plane and the Region of Dreams have weird interactions with one another. The chance of finding a portal to the Region of Dreams is slightly greater on the Ethereal Plane than any other plane, but remains rare. On the Ethereal Plane, a dream can sometimes gain a particular distinctiveness, forming a temporary convex bulge in the Wall of Color.This outgrowth usually appears to be no more than 5-10 feet in diameter, but within it is a full-fledged dreamscape.  Dreamscape Bulges typically form through extreme grief or happiness from the dreamer, magical effects (such as the dream spell), psionic ability, or the attention of a god who wishes to speak to a follower in a prophetic vision.  Because the Wall of Color is endless and Dreamscape Bulges are rare and short lived, most Ethereal travelers never encounter one. Dreamscape Bulges disappear when itsassociated dreamscape does. Dreamscapes usually “burst“ and dissolve when the dreamer within it awakens, although sometimes dreamscapes have extended or permanent durations if maintained by unusual circumstances or magic.Ethereal DreambergsUsually, the elements from a ruptured dreamscape will ‘’evaporate’’ too quickly for anyone to be noticed, but as mentioned earlier, it is not always the case. However, when the rupture occurs in relation with the Ethereal Plane, the rupture will be larger than it would be with any other plane, thus allowing a larger part of the dreamscape to break off from it. After passing through the rupture to make its way on the Ethereal Plane, it will usually remain for more than the usual 1d100 hours. These large clumps of landscape are called ‘’Ethereal Dreambergs’’ and the reason why it happens only on the Ethereal Plane is unknown.Astral DreamstormsThose who have ventured to the Astral Plane are well aware of the Psychic Winds (for more information on Psychic Winds, see the Dungeon Master’s Guide, WotC, p. 47).  Among the different types of Psychic Winds in the Astral Plane are the Astral Dreamstorms. The Astral Dreamstorms are fueled by the energy of dreams rather than conscious thought. They are rare, but when they blow through the Astral Plane, and sometimes through the planes that it borders, they can affect the sleepers they cross. Indeed, an Astral Dreamstorm can only affect creatures that are sleeping and they are the only known type of psychic wind that can affect someone not on the Astral Plane. When affected, the sleeper’s mind is filled with strange and unfamiliar images, suddenly dreaming someone else’s dream.The sleeper then wakes up the next day without feeling rested and must succeed on a DC 15 Intelligence saving throw or suffer one level of exhaustion. Additionally, depending on the nature of this intrusive dream, the sleeper may suffer a variety of different effects as determined by the DM. For example, a sleeper may wake and suffer from one or multiple of the following conditions/effects: frightened, madness, a long-lasting phobia related to the dream.  Planar Interactions  The Region of Dreams can interact in eerie ways with other planes. You can use the effects above as inspiration and feel free to create strange effects that could arise within another plane as a result of The Region of Dreams interacting with it.Moreover, a whole group of people sleeping during a dreamstorm could experience the same dream, which often results in mass hysteria and widespread paranoia.  Within the Realms, such occurence is often attributed to a dark omen or an augury of impending doom.The DreamheartThe dreamscapes, in all their infinite numbers, are only the edge of the Region of Dreams. They border the Dreamheart, a realm where dreamers can die in their dreams while their body is on another plane. The Dreamheart is a combination of all the dream-born landscapes and creatures that grow and vanish without any logical explanation. It is a chaotic place, where parts of some dreamscapes that were pulled in the Dreamheart after its dreamer wakes up, float adrift sometimes merged with one another.  No one account can accurately encompass the Dreamheart, much as no dreamer can completely understand all dreams.When within the Region of Dreams, one can physically travel into the Dreamheart, but should be wary; a random flare of fire or dream-born creature could just appear out of the chaos and take the life of an inexperienced traveler. Even when a dreamer’s physical body is safe and sound on the Material Plane, any harm that comes to its dream-self when in the Dreamheart affects its physical body as well. In simpler terms, if your dream-self dies within the Dreamheart, you die as well.  When the dream-self or a physical traveler dies within the Dreamheart, its soul becomes trapped within the Dreamheart forever. Any creature whose soul is trapped within the Dreamheart, can’t be revived by any means short of a wish spell, at the DM’s discretion. When inside the Dreamheart, one can encounter a devastating storm known as a Dreamheart Tempest.Dreamheart TempestA Dreamheart Tempest is a violent winding storm of chaotic raw energy which is harmful and difficult to endure. Because of their nature, the size and intensity of Dreamheart Tempests greatly vary from one another. Mechanically speaking, for each minute a creature is exposed to the Dreamheart Tempest, the creature takes (a minimum of) 3d6 force damage and must succeed on a DC 15 (or higher) Constitution saving throw or suffer a level of exhaustion. As it is noted in the parenthesis, the DC and damage presented in this paragraph are the minimum for a Dreamheart Tempest, thus it would be common to find Dreamheart Tempests that deal more damage and that have a higher DC.The Eye of the TempestLike any storm, each Dreamheart Tempest has an eye. A traveler can visit the Eye of a Dreamheart Tempest, but each visitor comes away with a completely different understanding of what hides within the Eye. Some meet deities, others find long-dead loved ones, and others achieve unparalleled personal insight. Of course, these meetings are more akin to visions or illusions rather than an actual meeting, but that isn’t perfectly clear to the visitors of the Eye.Demiplane of NightmaresAlthough it is called the Region of Dreams, the dreamscapes within it sometimes contain vile creatures, landscapes and images, charged with dark emotions. Sometimes, these elements rampage from dreamscape to dreamscape, giving rise to terrible nightmares. Whether these nightmares originate from dreamers’ dark thoughts or have been birthed by the near presence of the Demiplane of Nightmares is unclear, but one thing remains certain: the Demiplane of Nightmares is a place where one’s darkest thoughts and fears become reality.Nightmare by MIKAIL ILDescriptionThe Demiplane of Nightmares is an awful place, with nothing but horrible sights. Its particular landscape with eerie angles and anomalous geometry is particularly repulsive and uninviting to most non-natives.The Demiplane of Nightmares is located coterminously with the Region of Dreams, the Ethereal Plane and the Far Realm. The boundary between the Demiplane and the Far Realm is extremely thin, thus it is constantly tainted and corrupted by the influences of the Far Realm.InhabitantsThe majority of the inhabitants of the Demiplane of Nightmares are hostile and horrifying beings, creatures whose essence repels even the most twisted minded individuals that aren’t native to this demiplane. In turn, these creatures find non-natives to be disgusting.However, there aren’t only hostile and horrifying creatures within the Demiplane of Nightmares. Among these non-hostile creatures are the Diaboli. The Diaboli are fiendish looking humanoids who are native to the Demiplane of Nightmares and tend to value freedom and spontaneity. They are usually of a chaotic good alignment. They can sometimes be found on the Material Plane since some of them have left and formed communities there. (For more information read Dragon 327, “Diaboli”)RumorsThose who have found their way out of the Demiplane of Dread say that the dark powers must have pulled a portion of the Demiplane of Nightmares into Ravenloft. These Nightmare Lands are said to represent some of the most horrifying areas in Ravenloft. It is yet unknown whether these rumors are true or not, but one thing remains clear; those who went to the Nightmare Lands have been changed after their time spent there and are no longer the same now that they have been released.Adventures in the Region of Dreams  Players can enter the Region of Dreams physically or as their dream-self when they are asleep. When asleep, at a DM discretion, PCs could become aware that they are in a dream and have an adventure in the Region of Dreams as their dream-self. Please be aware that unless PCs enter the Region of Dreams physically, they cannot gain, nor lose items and they cannot learn spells.ReferencesThis document is an adaptation of various materials regarding the Region of Dreams made for our server and serves as canon for server play. Here is a list of the variousdocumentation that has been used to inspire and create this document.Advanced D&amp;D 2nd edition  Hensley, Shane Lacy and Bill Slavicsek. The Nightmare Lands. TSR, 1995.  Cordell, Bruce. A Guide to the Ethereal Plane. TSR, 1998. pp. 54 - 57.  Cook, Monte. A Guide to the Astral Plane. TSR, 1996. p.43D&amp;D 3rd edition  Cordell, Bruce, et al. Manual of the Planes. Wizards of the Coast, 2001. pp. 201 - 204.  Baker, Keith. “Living Nightmares: Dream Creatures of Dal Quor.” Dragon 324. Paizo, October 2004. pp. 44 - 54.  McArtor, Mike. “Diaboli.” Dragon 327. Paizo, January 2005. pp. 62 - 65.D&amp;D 5th edition  Crawford, Jeremy, et al. Eberron: Rising from the Last War.  Wizards of the Coast, 2019. pp. 29 - 31, 229, 305 - 307.Credits  This document has been created by Kathy in collaboration with Luolang and the Lore Consultants of the Hawthorne Dungeons &amp; Dragons Guild.Background Image: White Blue Red clouds by Hangmoon Alexander Komarov"
      }
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      {
        "title": "Split Tooth Mountain",
        "url": "https://hawthorneguild.github.io/Guides/fieldguide/split-tooth-mountain/",
        "date": "2026-04-13",
        "headers": "                                    Split Tooth Mountain                             The Artifacts                             The Cube of Rubex                             Dynakinetic Transmutation Matrix                             Split Tooth Dwellers                             Turlang                             Vedalken of New Nivix                             The Order of the Maze                             Particularities of the location                             Puzzles and traps                             Warped Landscape                             Absolute Territory                             No Escape                             Wild Magic (Optional)                             Cosmetic Alterations to Magic (Optional)                             Far Realm Rifts (Optional Rule)                             Loss of a Body Part                             Rifts to the Far Realm                             Cerebrotic Blots (Optional Rule)                             Minor Properties                             Split Tooth Mountain Adventuring Area Minor Properties Table                             Additional Reading                                                          Credits               ",
        "content": "Split Tooth MountainThe Split Tooth Mountain used to be located within Graypeaks Mountains. Irisen, the founder of the Hawthorne Guild has sealed a Titan named  Bohu there. As time passed, her hold on the seal was weakening, although she was positive she could do so for a while. Unbeknownst to her, various factions had slowly begun to discover this sealed titan, some before than others. Each of these factions was attempting to get to the Titan for their own ends. This served as the catalyst for the seal to be broken, and Bohu was unleashed upon Toril. Its body merged with the Split Tooth Mountain, and it rose, walking towards Hellgate Dell so that it could reach an area of powerful magic located north of it and finally bring his other half, still residing on the Far Realm, on the material plane. This would be the end of Toril as we know it.  In an epic battle, the adventurers of the Hawthorne Guild were able to seal it off once more.The ArtifactsThe Cube of RubexThe Cube of Rubex was used in the past by the Elder Elves in eons past as part of their efforts to create and manipulate the Vast Gate, an artificial portal into the Far Realm. Both the Vast Gate and the Cube of Rubex were made out of pieces of the Living Gate, the ancient barrier that had once sealed reality away from the Far Realm, but which has long since been shattered, allowing the Far Realm to influence our world. The Elder Elves had built the Vast Gate as part of their exploration into the planes, and they quickly regretted their actions. The Cube of Rubex has power over the planes, and has a particular tie to the Far Realm, able to both open planar connections to and close planar connections to the Far Realm. Somehow, it came into the possession of Anton, the Dungeon Master. It was used as a part of a ritual in conjunction with other artifacts to sever the Titan’s connection to the Material Plane and render it inert while the magic remains active, effectively sealing it away for now. It remains inside Split Tooth Mountain and is extremely well protected.Dynakinetic Transmutation MatrixThe Dynakinetic Transmutation Matrix was used during the ritual at Bohu’s core to synchronize the magics of the rituals occuring in Bohu’s head with the Codex of Infinite Planes and Bohu’s stomach with the Cube of Rubex as well as to manipulate the magic of the planes tying Bohu to the Material Plane. The adventurers that activated it were assisted by Vedalken soldiers and scientists of New Nivix to ensure everything went smoothly. This artifact remains at the core of the Split Tooth Mountain and New Nivix scientists and soldiers often do rounds to ensure the Dynakinetic Transmutation Matrix remains secure.Split Tooth DwellersWith the Titan’s body now present near Hellgate Dell, various groups have decided to remain either near Split Tooth Mountain or within the mountain.TurlangTurlang and the treants under his command have now taken to watching over the Titan’s body, the Split-Tooth Mountain,  along with Hellgate Dell itself.Vedalken of New NivixNew Nivix has also begun setting up a new outpost in the area to help keep an eye on the Dynakinetic Transmutation Matrix within the Titan and to watch for any signs of trouble.The Order of the MazeAnton, the Dungeon Master, and the Order of the Maze established themselves inside the gigantic mountain that served as the body of the Titan where they continued their worship of Ubtao. Both a burden and a blessing, they quickly began setting up puzzles and traps throughout the mountain, preventing people from easily getting to the Cube of Rubex while keeping an eye on it as well.Particularities of the locationBecause of the influence of the Far Realm, the Split Tooth Mountain’s appearance has been affected permanently. In the center of the mountain can be found the Cube of Rubex, one of the artifacts that was used to seal the titan.Puzzles and trapsIn addition to the strange environment, confusing pathways and dangerous caves, the Split Tooth Mountain is riddled with puzzles and traps. The Order of the Maze, led by Anton, is constantly creating various puzzles and traps, each more twisted than the last. This is both a blessing and a curse, since this makes it harder for the Hawthorne Guild to check up on the Cube of Rubex, but it also serves as a deterrent for whoever would want to mess with it as well.Warped LandscapeDepending on how deep one ventures inside the Split Tooth Mountain, the environment is warped in various ways:Regions of the affected area are overcome with strange, twisted growths.  The landscape is painted with unusual and vivid colors, the grass turns to blue, the tree stumps are dark red, giving it an utterly alien feel. The plants in the area have begun to warp or melt with one another. Some have grown eyes, tentacles, mouth, teeth, and some even ooze strange, poisonous mucus. Anyone touching the mucus with their bare skin must make a DC 13 Constitution saving throw or be poisoned for 1d4 hours. The creature is paralyzed while poisoned in this way. Aberrations are immune to this effect.Bone Spire by logan-felicianoAbsolute TerritoryFor the purpose of spells or effects whose results change across or are blocked by planar boundaries (such as sending), this area is considered its own plane. These restrictions apply to magic items and artifacts that have properties that transport, banish, or summon creatures to or from other locations or planes or that have properties to create portals to other locations or planes of existence.No EscapeThis area is magically sealed off from other locations throughout the world and throughout the planes. No spell or effect—not even wish—allows creatures or objects to magically transport into, within, or out from the area. Astral projection, teleport, plane shift, and similar spells or effects that are for purpose of entering, leaving, or travelling within the area simply fail, as do effects that dismiss or banish a creature or object to another plane of existence or summon a creature or object from another location or plane of existence, as well as the portals created by arcane gate, demiplane, gate, or other similar spells or effects. Summoned creatures brought into the area no longer return to their native plane if the associated spell or effect that summoned the creature expires while the creature is within the affected area; the summoned creature remains on the plane but is no longer under the caster’s control. Aberrations are immune to this effect.Wild Magic (Optional)While in the area affected by Eldritch Veil, when a creature casts a spell of 1st-level or higher, the DM may choose to roll a 1d20, rolling with advantage if the spell is a conjuration or divination spell. On a 20 on the roll, the creature must roll on the Wild Magic Surge table (see the Player’s Handbook, page 104). This effect applies to magic items and artifacts that have properties that allow one to cast spells from it. Aberrations can choose to ignore this effect.Cosmetic Alterations to Magic (Optional)At the DM’s discretion, spells and other magical effects can be modified cosmetically to enhance the strange and eldritch atmosphere. Here are some examples:  Alarm: Instead of hearing a mental ping when the alarm is triggered, the caster hears a scream.  Bigby’s hand: The conjured hand appears as a wriggling swarm of tentacles in the shape of a hand.  Find the path: A spirit in the form of a warped aberration of the DM’s choice appears and guides the caster to the desired location. The spirit can’t be harmed and doesn’t speak.  Fog cloud: The cloud takes the form of an eerie, obscuring starscape.  Gust of wind: A ghastly moan accompanies the summoned wind.  Mage hand: The summoned hand resembles an ectoplasmic appendage.  Phantom steed: The steed resembles a neogi.  Rary’s telepathic bond: Characters linked together by the spell can’t shake the feeling that something vile is telepathically eavesdropping on them.  Revivify: A creature restored to life by a revivify spell screams upon regaining consciousness, as though waking from some horrible nightmare.  Spirit guardians: The spirits appear as grotesque aberrations of the DM’s choice.  Wall of stone: A wall created by the spell resembles warped, living flesh, with appendages, eyes, and mouths strewn haphazardly across the surface.Far Realm Rifts (Optional Rule)Because the area has been touched by the Far Realm, some rare rifts still open once in a while which lets aberrations come through to the material plane. This makes the Split Tooth Mountain fairly dangerous since no one can really tell when and where this can happen. Although aberrations can definitely be encountered in the Split Tooth Mountain, there may be other types of creatures lurking around the area. These rifts are unstable and sporadic in appearance and longevity. Contact with one of these rifts can have dangerous and perhaps irreversible consequences for those unfortunate or foolish enough to contact it. If a creature’s space overlaps with the area of a Rift to the Far Realm, the creature must make a DC 17 Dexterity saving throw or come into contact with the rift. If a creature comes into contact with a Rift to the Far Realm, roll a d4 and use the table titled “Rifts to the Far Realm.”Loss of a Body Part            d10      Effect                  1-5      Arm. The creature loses an arm of the DM’s choice. The creature can no longer hold anything in two hands and can hold only a single object at a time.              6-9      Leg. The creature loses a leg of the DM’s choice. The creature’s walking speed is halved, and the creature must use a cane or crutch to move unless the creature has a peg leg or other prosthesis. The creature falls prone after taking the Dash action. The creature has disadvantage on Dexterity ability checks made to balance.              10      Head. The creature loses its head. The creature dies if it cannot survive without its head. A creature is immune to this effect if it doesn’t have or need a head, has legendary actions, or if the DM decides it is too big for its head to be destroyed in this way. Such a creature instead takes an additional 6d10 force damage.      Rifts to the Far Realm            d4      Effect                  1      The creature must make a DC 17 Charisma saving throw. On a success, the creature takes 6d10 force damage and is hurled 1d6 x 10 feet away from the Rift in a random direction. On a failure, the creature is forcibly pulled through the Rift into the Far Realm. The process is not clean and there is a 50% chance that the creature dies in the process of being pulled through. In this case, enough residue of the victim remains behind to serve as the basis of a reincarnate spell or similar magic.              2      The creature must make a DC 17 Dexterity saving throw. On a failed save, a random body part of the creature comes into contact with the rift and is annihilated, and the creature takes 6d10 force damage. On a success, the creature takes half as much damage and does not have a body part annihilated. On either success or failure, the creature is then hurled 1d6 x 10 feet away from the Rift in a random direction. To determine the severity of the loss of a body part, roll a d10 and use the table titled ‘‘Loss of a body part.’’              3      The creature must make a DC 17 Wisdom saving throw. On a failed save, the creature learns some terrible truth about the upcoming apocalypse and is blinded. On either success or failure, the creature is then hurled 1d6 x 10 feet away from the Rift in a random direction. A DC 13 Wisdom (Medicine) check reveals that the blindness is not due to any physical cause, such as damage to the eyes. If the creature is cured of being blinded in this way by lesser restoration or similar magic, the creature no longer remembers the terrible truth they had learned. If the creature attempts to communicate this truth to others, others will hear only incomprehensible babbling or read illegible gibberish or the like.              4      The creature rolls once on the Wild Magic Surge Table (see the Player’s Handbook, page 104). The creature is then hurled 1d6 x 10 feet away from the Rift in a random direction.      Cerebrotic Blots (Optional Rule)Random cerebrotic blots linked to the Far Realm can be encountered and explored throughout the affected area. Cerebrotic blots are areas where the Far Realm overlaps with reality. They are comprised of two regions: the periphery and the marrow, with the core consisting of a persisting Rift to the Far Realm.Cerebrotic Periphery  “The first time, I didn’t realize what it was before it was too late. You can’t see it at first sight. It’s not immediately distinct from normal reality; instead a subtle influence pervades the area, overlaying it with an unnerving sense of dread.”The periphery’s shape is not necessarily a symmetrical circle enclosing a smaller marrow, but may be made of river-like swathes or even be discontinuous. Peripheries can enclose areas miles wide, can be completely or partially above or underground, and expand or contract unpredictably in accord with unknowable tides.The periphery of a cerebrotic blot is not immediately noticeable. The first sign is the unshakable sense of dread one feels upon walking inside its area. As one gets closer to the marrow, the landscape becomes increasingly warped as per Warped Landscape as described throughout the stages. The boundaries of a cerebrotic blot can be ascertained with a successful DC 15 Wisdom (Perception) check made over the course of an hour. Despite a periphery’s discontinuous nature, a periphery always possesses one or more “foci” that anchors the periphery and also allows access to the marrow of the cerebrotic blot.  While the periphery of a cerebrotic blot exists “in phase” with reality as normally experienced, the marrow of a cerebrotic blot is “out of phase” and cannot be accessed by simply walking through the periphery towards its “center” as conventional reason would dictate. Instead, access to the marrow of a cerebrotic blot is restricted to a few chokepoints throughout the periphery in a region.Foci can take any number of forms, from strange phosphorescent growths, freestanding archs of crystal, or more.  To the traveler, it seems the path inward is continuous while to observers they appear to fade to translucence before disappearing entirely.The environmental effect in the Cerebrotic Periphery is as follows:  A field of corruption pervades each cerebrotic periphery, invisible to the naked eye or to magical or psionic perception. Creatures who succeed on a DC 10 Wisdom (Insight) check however can feel an indefinable sense of “wrongness” while within the periphery of a cerebrotic blot.Cerebrotic MarrowOnce a creature uses the focus to cross from the periphery to the marrow, the hidden awfulness of the blot becomes apparent. The nature of the marrow reflects the lawless and unpredictable nature of the Far Realm itself, with anything from warped landscapes to terrifying dungeons possible to encounter within. The sky above can shift and warp, raining down amoebic rain, the ground can shake, and creatures of nightmare are prevalent.Typical marrow can be as much as 20 miles square in size, with foci scattered about allowing passage from the marrow back to the periphery and vice versa. The environmental effect in the Cerebrotic Marrow is as follows:  The interior of the cerebrotic marrow of a cerebrotic blot is as chaotic and unpredictable as the Far Realm, ranging from warped landscapes of grotesque flora to crystalline dungeons to more can possibly be encountered. The interior of the cerebrotic marrow can take virtually any form.Cerebriotic Core. At the center of the marrow lies a persisting Rift to the Far Realm, which itself can take any number of nightmarish forms, such as black voids or portals with tentacles sprouting from within.Dragon Magazine #300Minor PropertiesIf a DM wishes to add an extra minor property to one of the items obtained in this area, it is possible to select a property from the list. The items must follow the guidelines for minor properties in the Hawthorne DM Guidelines.Split Tooth Mountain Adventuring Area Minor Properties Table            d10      Minor Property                  1      Stained. This item appears to  be stained. No matter how much it is washed, the stain never goes off.              2      Destructive. This item amplifies the destructive impulses in its bearer. When the bearer of this item reduces a creature to 0 hit points with a melee attack, they cannot choose to knock the creature out.              3      Paracusia. The bearer of this item experiences auditory hallucinations at unpredictable times, with the hallucinations often of a threatening or unsettling nature.              4      Translucent. The item is translucent. While in physical contact with the item, the bearer’s skin becomes translucent, making their blood vessels apparent to sight.              5      Warped. The item is twisted into an unnatural shape. While bearing the item, a tumorous growth appears on the bearer’s body within 1d4 hours since first bearing it. If the item is separated from the bearer for a period of at least 24 hours, the growth disappears.              6      Paranoia. The bearer of this item finds themself more inclined to distrust others and has their sense of suspicion heightened, regardless of whether their suspicions are justified or not.              7      Disturbed. Being in the presence of the item is extremely disturbing. Whenever the bearer of the item takes a long rest, they must make a DC 12 Wisdom saving throw or take 1d6 psychic damage.              8      Alien. The item seems to be made of a strange material of a grotesque organic or crystalline nature. Its durability is unaffected.              9      Madness. The item threatens its bearer’s sense of reality while in their possession. While bearing this item, the bearer suffers from an indefinite madness as selected by the DM. This indefinite madness lasts until the bearer is separated from the item for at least 24 hours. The use of greater restoration or similar magic made to cure an indefinite madness suppresses this effect for 24 hours.              10      Lingering Presence. While bearing this item, the bearer gets the sensation of being followed by a strange creature and can even see tentacle like appendages in the corner of their eyes. Whenever they turn around to look, there is nothing there. No one else is affected by this.      Additional ReadingFor DMs wanting to learn more about the Far Realm and add their own effects or monsters to the location, we recommend reading the following material for inspiration.Advanced D&amp;D 2nd Edition  Cordell, Bruce. Gates of Firestorm Peak. TSR, 1996.D&amp;D 3rd edition  Baker, Richard, et al. Lords of Madness. Wizards of the Coast, 2005.  Cordell, Bruce, et al. Manual of the Planes. Wizards of the Coast, 2001. pp. 211 - 213.  Cordell, Bruce. “Enter the Far Realm.” Dragon 330. Paizo, April 2005. pp. 21 - 40.  Jacobs, James. “The Ecology of the Kaorti.” Dragon 358. Paizo, August 2007. pp. 58 - 63.D&amp;D 4th edition  Baker, Richard, et al. Manual of the Planes. Wizards of the Coast, 2008. p. 30.  Schwalb, Robert. Book of Vile Darkness. Wizards of the Coast, 2011.  Shea, Michael E. “Far Realm Fiends.” Dungeon 201. Wizards of the Coast, April 2012. pp. 1 - 5.D&amp;D 5th Edition  Crawford, Jeremy, et al. Dungeon Master’s Guide. Wizards of the Coast, 2014. p. 68.CreditsThis document has been created by Kathy in collaboration with Luolang and the Lore Consultants of the Hawthorne Dungeons &amp; Dragons Guild.Background Image: Fantasy Landscape with a Walking Moutain by Martin Hatala"
      }
      ,
    
  
    

      
      

      {
        "title": "The Underwater District, Sultan Rezzo's Palace, and the Plane of Water",
        "url": "https://hawthorneguild.github.io/Guides/fieldguide/under-water-district/",
        "date": "2026-04-13",
        "headers": "                                    The Underwater District                             The Cave                             The Portal                             The Elemental Plane of Water                             Adventures in the Elemental Plane of Water                             Elemental Enhancement: Water                             Elemental Opposition: Fire                             Currents                             Hot Spots and Ice Pockets                             Burn Water                             Red Tide                             Sultan Rezzo the Marvelous                             Sultan Rezzo’s Palace                             Roleplaying Sultan Rezzo                             Additional Notes                             Additional Information                             Minor Properties                             Plane of Water Minor Properties Table                             Additional Reading                             AD&amp;D 2nd edition</strong                             D&amp;D 3rd edition</strong                             D&amp;D 4th Edition</strong                             D&amp;D 5th Edition</strong                                                          Credits               ",
        "content": "The Underwater DistrictThe Underwater District location was discovered in 1495 DR after strange disappearances and theft, followed by attacks from Water Elementals overwhelmed the town of Hawthorne. Many groups of adventurers were involved in solving the mystery. After all was said and done, it was discovered that a Morkoth who had gained control of its island was responsible for the disappearances and the theft. Its island was hidden in a cave underneath Hawthorne. The Morkoth had positioned its island just above the waterline in the cave, and had found a way to magically connect its island to Hawthorne in a way that would allow it to steal people and objects from the town. The Water Elementals were due to Sultan Rezzo the Marvelous’ attempt to retrieve some artifact that had been stolen from him in the past by the Morkoth.An alliance was forged between the Sultan and the guild, and the guild sent a group of adventurers to deal with the Morkoth once and for all. They weren’t able to defeat the Morkoth, but they were able to drive it away and to recover the missing persons and the Sultan’s artifact. As a token of his gratitude, the Sultan has agreed to allow safe passage in the portal leading to the Elemental Plane of Water that was found in the cave underneath Hawthorne and which led near the Sultan’s palace. In order to expand the town, enhance its safety and to allow for its amphibious citizens to have an underwater home, the Hawthorne Guild gathered resources and worked to establish a new  residential district in this underground cave, now known as the Underwater District.The CaveThe entrance of the cave is located about 500 feet underwater, underneath Hawthorne Harbor which is located in the Harbor District in the western area of the town. The cave itself can be divided in two sections: the top section, and the bottom section. The bottom section accounts for three quarters of the volume of the cave and is filled with water. The top section accounts for a quarter of the volume and is filled with damp, breathable air, with a small island floating at the surface of the water of the bottom section.The majority of this district serves as a residential area, but a few shops and inns have been built there as well. The buildings of the district are mostly made of more exotic material like coral, or other water resistant material.  Most houses of this district are built in the bottom section, underwater, whereas the shops and inns are located on the island of the top section, outside the water. Only those that can breathe underwater and are comfortable underwater can live in the underwater portion of the district.The PortalAt the bottom of the cave, on the south-eastern side, a portal leading to the Elemental Plane of Water can be found. The portal to the Elemental Plane of Water is now guarded and secured for all Hawthorne Guild members to go through for adventures. The Sultan himself also gives missions to Hawthorne Adventurers whenever he needs something done via two of his emissaries that occasionally travel to and from Sultan Rezzo’s palace through the portal. These emissaries are Aukai, the Wanderer, a sea elf, and Brooke, the Swift, a water genasi.The Elemental Plane of WaterThe Inner Planes surround the Material Plane, the Shadowfell and the Feywild. They provide the substance from which the world was made. They are also known as the Elemental Planes. One of these planes is the Plane of Water, an endless sea with a warm sun across the sky and a plane in which the weather varies extremely. Throughout this plane are scattered gigantic coral reefs stretching out underneath the sea and above it, forming various islands. For more information on the Elemental Plane of Water, please refer to the Dungeon Master’s Guide, pp. 56 - 57.Adventures in the Elemental Plane of WaterDMs looking to run adventures in the Elemental Plane of Water are advised to refer to its corresponding section in the Dungeon Master’s Guide, pp. 56 - 57, as well as to refer to the rules for swimming and underwater adventuring and combat present in the Player’s Handbook and in the Dungeon Master’s Guide. Additional related rules regarding the use of ships and adventuring in nautical environments can be found in Ghosts of Saltmarsh, pp. 186 - 228. In addition to these official resources, DMs can also, at their discretion, utilize the following optional mechanics and rules below to reflect the challenges faced in adventures occurring in the Elemental Plane of Water.Elemental Enhancement: WaterSpells which create, affect, or utilize water in some way (as determined by the DM) are enhanced when cast within the Elemental Plane of Water. Such spells when cast are treated as if they were cast at one spell slot level higher and their normal duration is doubled, to a maximum duration of 24 hours. For example, an ice storm spell cast using a 4th-level spell slot in the Elemental Plane of Water is treated as if it had been cast at 5th-level, and a control water spell cast in the Elemental Plane of Water has a duration of 20 minutes.Elemental Opposition: FireSpells which deal fire damage or that create, affect, or utilize fire in some way (as determined by the DM) are more difficult to successfully cast within the Elemental Plane of Water. A creature attempting to cast such spells must make a DC 10 ability check using their spellcasting ability when casting the spell in order to successfully cast it. On a failed check, the spell fails and has no effect, and the attempt is wasted. This impedance does not apply to spells cast from magic items.CurrentsA variety of powerful currents run across the Elemental Plane of Water. DMs can utilize the rules for currents as described in Ghosts of Saltmarsh, pg. 203 for the purposes of incorporating currents and their mechanics in an adventure. Certain currents within the Elemental Plane of Water are particularly dangerous, capable of forming whirlpools or tidal bores. DMs can utilize the rules for whirlpools as described in Ghosts of Saltmarsh, pp. 206 - 207 or as per the control water spell for purposes of incorporating whirlpools and their mechanics in an adventure.Tidal bores are massive currents that sweep across the Elemental Plane of Water, sowing destruction in their wake. DMs can utilize the rules for the tsunami spell, additionally affecting and damaging ships and nonmagical objects that aren’t worn or carried, for purposes of incorporating tidal bores and their mechanics in an adventure.Hot Spots and Ice PocketsThe majority of the Elemental Plane of Water is neither particularly cold nor warm across the surface of its endless sea. However, certain regions of the Elemental Plane of Water can form what are known as “hot spots” or “ice pockets.”Hot spots are areas of water whose temperature exceeds 100 degrees Fahrenheit, creating areas of extreme heat (see “Weather” in chapter 5 of the Dungeon Master’s Guide). Certain hot spots are extraordinarily hot, often containing vortices linked to the Elemental Plane of Fire. Creatures submerged in the regions of such hot spots must make a DC 15 Constitution saving throw for each minute spent in such areas, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.Ice pockets are areas of water whose temperature falls below 0 degrees Fahrenheit, creating areas of frigid water (see “Wilderness Hazards” in chapter 5 of the Dungeon Master’s Guide). Certain ice pockets are exceptionally cold, containing areas of solid ice and potentially connections to the Plane of Ice. Creatures submerged in the regions of such ice pockets must make a DC 15 Constitution saving throw for each minute spent in such areas, taking 11 (2d10) cold damage on a failed save, or half as much damage on a successful one.Hot spots and ice pockets range in size, typically anywhere from 300 feet to 1 mile across. While such hazardous regions are usually difficult to perceive via sight, temperature often gradually changes when approaching the boundary of a hot spot or ice pocket. Creatures with a passive Perception of 10 or higher can usually determine they are approaching a hot spot or ice pocket and can attempt to maneuver around the area.Burn WaterContrary to its name, burn water isn’t actually hot, but is instead acidic in nature. Burn water consists of rare regions within the Elemental Plane of Water where portions of the Plane of Ooze form elemental pockets within the Elemental Plane of Water. Burn water is more commonly encountered by the Silt Flats which lie on the border between the Plane of Water and the Plane of Ooze, but can also be found in other portions of the Plane of Water. Such regions can range anywhere from a few yards to thousands of miles in size.A creature caught in an area of burn water must make a DC 15 Constitution saving throw for each minute it spends in the area, taking 5 (1d10) acid damage on a failed save, or half as much damage on a successful one. A nonmagical object that isn’t being worn or carried also takes the damage if it is in the area.Red TideRed tides are rare but dangerous patches of infected water. A creature caught in an area of red tide must make a DC 15 Constitution saving throw each minute it spends in the area. On a failed save, the creature suffers from the effects of the blinding sickness disease (as per the contagion spell) for the next 7 days: pain grips the creature’s mind as its eyes turn milky white, and the creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.As blinding sickness is a natural disease, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to the target.Sultan Rezzo the MarvelousSultan Rezzo is a noble marid (see  Sultan Rezzo’s Statblock  ) who reigns in a magnificent palace in the Elemental Plane of Water. He occasionally gives quests to Hawthorne Guild members. As long as the Hawthorne Guild remains in good standing with the Sultan, the guild will have freedom of access to the portal leading to an area near his palace in the Elemental Plane of Water. Sultan Rezzo is a kind and benevolent Marid as long as he is given the respect he considers himself to deserve. Otherwise, his fury can be as violent as the ocean when a storm causes waves to crash and sink ships and anyone inside it. He is the benevolent ruler of his palace, he gives his slaves many liberties and treats them fairly well. He is more interested in having slaves for the sake of ownership than actually making them do anything they wouldn’t want to. However, it seems pretty clear that his slaves are quite happy with their lives and are staying in the palace of their own will. Among those slaves, his two favorites are Brooke the Swift, a water genasi, and Aukai the Wanderer, a sea elf. They often serve as his messengers and emissaries.Sultan Rezzo’s PalaceSultan Rezzo’s palace is a grandiose building covered in coral and algae. It is filled with wonders and sensory delights that goes beyond one’s wildest dreams. This opulent palace floats in a deep part of the Plane of Water and contains many luxurious chambers and rooms filled with air for his guests or slaves.Roleplaying Sultan RezzoRezzo is a Marid who sees himself as a superior being and expects to be treated as such. He wears fine and colorful clothes that resemble outfits usually seen in the Calimshan region.Rezzo has a great sense of self-importance, and considers himself, as well as other Marids, above all other kinds of genies. He tolerates djinn, dislikes dao, and despises efreet. Bribery and flattery are the best means for a humanoid to earn Rezzo’s favor. In an adventuring group, whoever praises him the most will be seen by Rezzo as the most intelligent or worthy of the group and assume they are the leader. Rezzo loves to tell stories about himself or legends he knows, and although he will not directly lie about the events he recounts, he will greatly embellish them. He hates being interrupted while telling his stories, and will only offer a single warning before unleashing his wrath should this great offense be done to him.   Sultan Rezzo’s Statblock Personality Trait. There’s nothing I like more than finding a new skillful slave.Ideal. Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)Bond. I will do anything to prove myself superior to other genies.Flaw. Flattery brings down my defenses and I tend to be less cautious of those who compliment me.Quirk. I will always invite the one I deem most worthy in an adventuring group to join my kingdom as a slave.Additional Notes  Sultan Rezzo’s crown is a helm of telepathy. He frequently scans the surface thoughts of his guests to try and gauge them.  Rezzo is a difficult individual to gauge or read and attempts to magically discern his thoughts or know if he is lying are foiled by his ring of mind shielding.  He continually maintains the tongues spell on himself to be able to speak with all manner of visitors from across the planes without issue.  He has three sending stones linked to servants of his court on his person at all times.Additional InformationMinor PropertiesIf a DM wishes to add an extra minor property to one of the items obtained in the Elemental Plane of Water, or have their origins in the Elemental Plane of Water, it is possible to select a property from the list. The items must follow the guidelines for minor properties in the Hawthorne DM Guidelines.Plane of Water Minor Properties Table            d10      Minor Property                  1      Aqua Affinity. While holding this item you can hold your breath for twice as long while underwater.              2      Aqua Sight.  The wielder of this item can see normally in clear water, following the rules for visibility outdoors.              3      Steamy.  While holding this item underwater, the water around the bearer appears to be boiling. While holding this item while not underwater, vapor seems to rise around the bearer, as if steaming.  However, this item doesn’t modify the temperature of the environment.              4      Bioluminescent.  The item is riddled with bioluminescent organisms that can shed a dim blue light. The bearer can use a bonus action to cause the organisms to shed dim blue light in a 15-foot radius, or to extinguish the light.              5      Sailor Compass.  The wielder can use an action to learn which way is the nearest solid land.              6      Moist.  This item is always wet to the touch.              7      Salty Air.  While holding this item, the bearer always smells like the sea.              8      Lure.  While holding this item underwater, small fish are attracted to the bearer.              9      Deep Diver. The wielder of this item can spend twice as long as normal swimming underwater at depths greater than 100 feet below the surface.              10      Bubbly. While holding this item, a constant stream of small bubbles emerge from the bearer’s body. Each bubble pops after a few seconds and has no other effect.      Additional ReadingFor DMs wanting to learn more about the Inner Planes and the Elemental Plane of Water, we recommend reading the following material for inspiration.AD&amp;D 2nd edition  Baur, Wolfgang and Steve Kurtz. Monstrous Compendium Al-Qadim Appendix. TSR, 1992. pp.  Baur, Wolfgang. Secrets of the Lamp. TSR, 1993. pp. 23 - 24.  Beach, Tim, et al. Monstrous Manual. TSR, 1993. pp. 126 - 129.  Cook, Monte and William W. Conners. The Inner Planes. TSR, 1998. pp. 50 - 59.D&amp;D 3rd edition  Cordell, Bruce, et al. Manual of the Planes. Wizards of the Coast, 2001. pp. 77 - 80, 172 - 174.D&amp;D 4th Edition  Hyatt, Doug. “Bestiary: The Dao and the Marid.” Dungeon 199. Wizards of the Coast, February 2012. pp. 56 - 59.  Pozas, Claudio. “Elemental Patrons and Palaces.” Dragon 408. Wizards of the Coast, February 2012. pp. 19 - 27.D&amp;D 5th Edition  Crawford, Jeremy, et al. Dungeon Master’s Guide. Wizards of the Coast, 2014. pp. 52 - 57.  Crawford, Jeremy, et al. Monster Manual. Wizards of the Coast, 2014. pp. 141 - 146.  Mearls, Mike, et al. Ghosts of Saltmarsh. Wizards of the Coast, 2019. pp. 186 - 228.CreditsThis document has been created by Kathy in collaboration with Luolang and the Lore Consultants of the Hawthorne Dungeons &amp; Dragons Guild.Background Image: Depth by Shoonyah"
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      {
        "title": "Discord Login Guide",
        "url": "https://hawthorneguild.github.io/Guides/help/discord-login/",
        "date": "2026-04-13",
        "headers": "                                    Functional Design                             Workflow                             Engineering Notes                             Key Files &amp; Components                             Integration Guide               ",
        "content": "Discord Auth Engineering NotesThe site authentication system has been implemented using Supabase Auth with Discord as the OAuth provider. This allows users to log in using their existing Discord credentials, enabling the site to recognize guild members and eventually gate content or features based on roles.Functional Design  Provider: Authentication is handled strictly via Discord OAuth2.  Session Management: Sessions are persisted via Supabase, meaning users stay logged in even after refreshing the page.  UI Integration: The login widget is a self-contained “include” that can be placed on any page. It automatically toggles between a “Login” button and a “User Profile” panel based on the current session state.  Zero-Backend Logic: The entire flow is client-side. The browser talks directly to Supabase, which talks to Discord, and then returns the user to the site with a session token.Workflow  Initiation: User clicks “Login with Discord”.  Redirect: The site redirects the user to Discord’s authorization page.  Authentication: Discord verifies the user and sends them back to the site with an access code.  Verification: Supabase exchanges the code for a Session Token.  State Update: The auth-manager.js script detects the new session and updates the UI to show the user’s avatar and username.Engineering NotesThe architecture uses ES6 Modules to maintain a clean separation between configuration, logic, and UI.Key Files &amp; Components            File      Location      Description                  Auth Header      _includes/auth-header.html      The UI Widget. Contains the HTML for the button and profile card, plus CSS for styling. It uses a “polling” script to wait for the manager to load.              Auth Manager      /assets/js/auth-manager.js      The Controller. An ES6 Module that handles the logic. It initializes the session, handles login/logout clicks, and updates the UI. It attaches itself to window.authManager so the HTML can access it.              Supabase Client      /assets/js/supabaseClient.js      The Config. A single source of truth for API Keys and the Supabase Client instance. It is imported by the Manager.              Default Layout      _layouts/default.html      The Loader. Loads the Auth Manager script as a type=\"module\" so that it can use imports.      Integration GuideTo add the login widget to a new page, simply add the following Liquid tag:```liquid    Loading...                                        Login with Discord                                            Adventurer                                                                                                            "
      }
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      {
        "title": "About Hawthorne",
        "url": "https://hawthorneguild.github.io/Guides/playersguide/about-hawthorne/",
        "date": "2026-04-13",
        "headers": "                                    Hawthorne Guild: A History                             The City of Hawthorne                             Hawthorne Location on Faerun’s Sword Coast                             Hawthorne Guild Rules               ",
        "content": "Hawthorne Guild: A HistoryIn 1491 DR, the drow sorceress Irisen Rhuvali and her adventuring companions established a settlement near the Delimbyr River and the Greypeak Mountains, for the purposes of creating a new adventurers’ guild. What started as a haphazard collection of tents and makeshift homes occupied by adventurers and villagers soon became the town of Lerwick, home of the newly created Hawthorne Guild.Lerwick steadily grew as adventurers flocked to join the guild, with the guild and its adventurers tackling threats in the region in its early days. Over the next two years, it became a notable force in the Savage Frontier.  However, in 1494 DR, the guild faced an unprecedented threat: it was learned that the Split Tooth Mountain at the heart of the Greypeak Mountains in truth contained the titan Bohu, one of the primordial beings who had warred with the gods at the dawn of the universe.Through the use of powerful magic and sacrifice on her part, Irisen had kept Bohu sealed and had established the guild to watch over the area. However, the seal had been weakening over time and nefarious apocalyptic forces had conspired to further compromise the seal in the hopes of unleashing Bohu. The seal ultimately broke, with the titan breaking free and destroying both the Greypeak Mountains and Lerwick.Thankfully, many inhabitants of Lerwick had been evacuated beforehand. The surviving adventurers of the Hawthorne Guild then banded together and, with the aid of other factions of Faerûn, took the fight to Bohu and its allies. The Hawthorne Guild ultimately triumphed and Bohu was sealed once more.However, with the destruction of Lerwick and Bohu’s influence in the area still lingering, the guild needed a new home. Thus the town of Hawthorne was created in the Sword Coast, south of the Trollbark Forest and Winding Water. With Irisen still suffering from the backlash of the broken seal, an old friend of hers returned to act as the guild’s new leader. In the time since, Hawthorne has grown into a small port city and adventurers of the Hawthorne Guild have adventured across Faerûn and even the planes beyond.The current year is now 1499 DR, and the next chapter of the guild’s story is up to adventurers like you and others to decide.The City of HawthorneThe city of Hawthorne, located on the Sword Coast south of the Trollbark Forest and Winding Water, is the current headquarters of the guild. As a small port city with a population of over 5,000, Hawthorne enjoys traffic and trade with other towns and cities along the Sword Coast and beyond.The city contains multiple districts, including a Residential and Trades District. The city’s Central District contains the guild hall and guild tavern, an All-Faiths Temple, and Hawthorne Yard, headquarters of the city watch. The Central District also has a teleportation hub with a permanent circle for visitors and returning guild members to use to teleport into the city.The city’s Campus District contains Hawthorne University and the Children of Mercy Hospital, local institutions that offer education and medical aid. The city’s Harbor District not only contains its docks, but beneath the waters is an Underwater District connected to the Elemental Plane of Water. A coliseum is present outside of the city near its gates, for guild members to test their skills against each other in a safe and supervised environment. The city outskirts and surrounding countryside are patrolled by local scouts, the Hawthorne Roses.Hawthorne is ruled by a council under the leadership of the current guild leader, Bael “Blank” Kaenerra.  While Hawthorne’s individual adventurers largely act independently at their own discretion, the guild itself enjoys good relations with the Emerald Enclave, the Order of the Gauntlet, and the city of New Nivix as a result of mutual assistance offered during past events, including the fight against the titan Bohu.Hawthorne Location on Faerun’s Sword CoastZoomable Map of Faerûn showing the location of Hawthorne.  Map of Faerun by Wizards of the Coast, edited with Hawthorne location by @salah_ad_dinHawthorne Guild Rules      The Hawthorne Guild is known for an unusually tolerant and egalitarian policy in accepting prospective adventurers of any alignment, affiliation, creed, or species provided they agree to cooperate with other Hawthorne adventurers on missions and to follow the guild’s laws and code of conduct. In this regard, it is not unusual to find traditionally “monstrous” species as among the guild’s ranks, which has become a recognizable quality of the guild across Faerûn.    Any prospective adventurer that wishes to join the guild must first provide some of their blood or another body part (such as hair) as to be used for Scrying or similar magic during emergencies. Guild members are furnished with a distinctive badge of a hawthorn tree (right), a symbol now known across Faerûn.      The city of Hawthorne has a list of laws that guild members are nominally expected to know and follow, but enforcement of specific laws can vary and often is relaxed owing to the rowdy antics that adventurers can often get up to. However, all guild members are expected to adhere to the following guidelines that make up the guild’s code of conduct:  Cooperate with other guild members on missions.  Don’t harm other guild members.  Don’t harm the guild’s reputation.  Don’t act against the guild’s interests.Flagrant or repeated violations of the guild’s code of conduct can be grounds for imprisonment, exile, or even execution. Beyond that, the guild tolerates a wide array of activities from its members.  IMPORTANT  In addition to the guild rules above, please also ensure you have fully read and agree to the Server Rules"
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      {
        "title": "Appendix: 2024 PCs & Games",
        "url": "https://hawthorneguild.github.io/Guides/playersguide/appendices/2024-games/",
        "date": "2026-04-13",
        "headers": "                                    2024 Characters                             2024 Games                             2024 Change Log               ",
        "content": "2024 CharactersAs a player, you can create 2024 characters using the rules in the 2024 PHB and as per the character creation rules in this document described above and bearing the following in mind:      Compatibility. Only 2024 PCs can use 2024 character options.        Older Options. You must use the 2024 version of any character option and can’t use an older version unless no 2024 replacement of it exists. This includes classes, subclasses, species, feats, and spells (but does not apply to backgrounds as discussed below).        Languages. You know Common and your choice of two other languages from the Allowed Content document except for Class Languages. You still can learn one free Ethnic Language in addition to this.        Customizing Backgrounds. You can customize the listed 2024 Backgrounds:          Replace the listed ASIs with +2/+1 to two different ability scores or +1/+1/+1 to three different ability scores.      Choose an Origin Feat.      Choose two different skills to be proficient in.      Choose a tool proficiency to be proficient in.            Older Backgrounds. You can use older background options (including 2014 background options reprinted in 2024) and use the 2014 rules on Customizing a Background. If you use an older background option in this way, you gain +2/+1 to two different ability scores or +1/+1/+1 to three different ability scores. You also gain an Origin Feat (unless the selected background already provides a Feat).        Older Species. If you use an eligible older species option, including Lineages from Van Richten’s Guide to Ravenloft, don’t apply any racial ASI bonuses.        Official Updates. Any 2024 characters created are subject to change as new source material is released by WOTC and players will receive a free full rework for affected characters as the need arises.  2024 GamesDMs can run games using the D&amp;D 2024 ruleset described in the 2024 PHB and new sourcebooks as per the following:  Game Version. DMs must indicate the ruleset to be used in the game by adding Game Version: 2014 or Game Version: 2024 to their ad in #game-advertisement.  Player Characters. Both PCs created using the 2014 or 2024 character options can play in a 2024 game.  2024 characters cannot play in 2014 games without versioning or the DM’s permission.  Spells. The revised version of spells updated in the 2024 ruleset must be used in 2024 games. 2014 characters can use the older version of spells they cast at DM discretion. Outside of games, a character uses the version of the spell corresponding to their PC’s game version, unless no equivalent exists.2024 Change LogTo help gain familiarity with the 2024 ruleset compared to the older ruleset, players and DMs should refer to the D&amp;D Beyond PHB 2024 Update, as well as the server’s D&amp;D 2024 Changelog document."
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      {
        "title": "Appendix: Bastions",
        "url": "https://hawthorneguild.github.io/Guides/playersguide/appendices/bastions/",
        "date": "2026-04-13",
        "headers": "                                    Building Bastions                             Combining and Sharing Bastions                             Bastion Hirelings                             Bastion Turns                             Bastion Events                             Additional Bastions                             Bastions from Adventures                             Bastions and Reworking                             Hawthorne Housing and Hirelings                             Bastion Statblocks               ",
        "content": "Player characters can acquire and use Bastions as described in the 2024 Dungeon Master’s Guide and as follows. See Allowed Content for more details.Building BastionsBastions aren’t gained from levelling up, but instead must be built in downtime using gold and DTP, with costs listed in Allowed Content for more details. Your initial Bastion must consist of two Basic Facilities (one Cramped and one Roomy) and two Special Facilities. You must be level 5+ to build and benefit from a Bastion.You must meet the prerequisites of any Special Facility in order to build and benefit from it, and the maximum number of Special Facilities your Bastion can have at any given time depends on your character level.            Level      Special Facilities              5 - 8      2              9 - 12      4              13 - 16      5              17 - 20      6      For any facility or component built as part of a Bastion, you can choose to tear it down and refund 50% of its gold cost. Your Bastion must still contain at least two Basic Facilities (including one Cramped and one Roomy) and two Special Facilities afterward to be useable. You can also replace a Special Facility with another Special Facility you qualify for by expending gold and DTP for the new facility, but the full gold cost of the old facility contributes towards the new one.You can only build Bastions either a) near Hawthorne or a guild outpost or b) another world location if you are able to claim a parcel of land or stronghold as part of an adventure as determined by the DM.Combining and Sharing BastionsYou can combine your Bastion with Bastions built by PCs of other players into a single structure as written in 2024 Dungeon Master’s Guide (p. 334). Each participating PC can mutually contribute gold and DTP in building and expanding Bastions in this way. Two or more PCs of other players can instead build and expand a shared Bastion: see Allowed Content for details.Bastion HirelingsYou can flavor and assign names and personalities to any Bastion hirelings you have, which can’t provide any benefits beyond what’s written for their associated facility. Bastion hirelings don’t have statblocks, but can be assigned an NPC statblock by a DM during an adventure, with a CR of 3 or less.Bastion TurnsYou can take a Bastion Turn in downtime by expending 7 DTP and issuing orders as written to one or more Special Facilities of the Bastion (except for Maintain).Your character must either be present at the Bastion or have a way to communicate with Bastion hirelings (e.g. the Sending spell) to issue orders other than Maintain.  Bastion Events  Bastion Events can’t occur during downtime as the Maintain order can’t be issued in downtime. However, a DM can use Bastion Events for adventures they run that can include your Bastion. Unless the Maintain order is issued, you must still expend 7 DTP for Bastion Turns taken during adventures unless the benefits are limited to the scope of the adventure.Additional BastionsA PC can only ever own and benefit from one Bastion at a time. If you want to make a new Bastion elsewhere, you must pay the full cost in gold and DTP to do so. You must tear down the preexisting Bastion and regain 50% of its gold cost. Alternatively, you can retire the previous Bastion and allow it to continue existing narratively, though you can gain no mechanical benefits from it as a Bastion, and must note this in #downtime-logs.Bastions from AdventuresDMs can also award a Bastion as part of an adventure, which doesn’t count against the adventure’s gold allotment or item slots. The number of Special Facilities and their level prerequisites must adhere to the previous table, using the Average Party Level (APL). These Bastions can’t be used in downtime or otherwise altered or expanded; however, Bastion Turns can be taken during adventures with a DM’s permission. (Items crafted and effects gained at these Bastions can’t persist beyond an adventure.) You can however claim an awarded Bastion as your new Bastion (which can be used in downtime) by using the rules for Additional Bastions and expending the full cost in gold and DTP for the awarded Bastion’s facilities. You must have the original DM’s permission to do so, which must be noted in the session log originally or as later edited.Bastions and ReworkingIf you rework your character into another character, the new character can retain your existing Bastion.  If your character’s level drops below the required level for the number of Special Facilities due to a rework, you must choose a number of those facilities corresponding to your level to benefit from and can’t benefit from any other existing facilities until you reach the appropriate level. Log these chosen facilities as part of any rework that drops your level.Hawthorne Housing and HirelingsThe previous Hawthorne Housing and Hawthorne Hirelings documents are retired. Players that utilized these systems are eligible to refund gold and DTP they spent as part of those systems, as well as for any permanent spells or effects at those locations. Any such refund must be logged in #player-requests for approval by the Auditors. Any such houses and NPCs narratively continue to exist but mechanically provide no benefit until rebuilt using the rules for Bastions.Bastion Statblocks"
      }
      ,
    
  
    

      
      

      {
        "title": "Appendix: DnD Beyond Settings",
        "url": "https://hawthorneguild.github.io/Guides/playersguide/appendices/dndb/",
        "date": "2026-04-13",
        "headers": "                                    D&amp;D Beyond Character Sheet: Recommended Settings                             Beyond 20 Settings                             Credit               ",
        "content": "D&amp;D Beyond Character Sheet: Recommended SettingsD&amp;D Beyond is a popular way to create and use your character sheets, but it is not mandatory.  But if you do use D&amp;D Beyond, these are the recommended settings:Beyond 20 SettingsBeyond 20 is a Chrome add on that allows you to use your D&amp;DBeyond character sheet to make rolls and send those rolls to other VTTs like Roll20 and Foundry.The chrome add-on can be found here:  Beyond 20 Chrome ExtensionOnce installed, these are the recommended settings for Beyond20:CreditThese D&amp;D Beyond recommended settings courtesy of @don2347"
      }
      ,
    
  
    

      
      

      {
        "title": "Players Guide Appendices",
        "url": "https://hawthorneguild.github.io/Guides/playersguide/appendices/index/",
        "date": "2026-04-13",
        "headers": "                      ",
        "content": "                          Appendix: 2024 PCs &amp; Games                              Appendix: Bastions                              Appendix: DnD Beyond Settings            "
      }
      ,
    
  
    

      
      

      {
        "title": "Character Creation",
        "url": "https://hawthorneguild.github.io/Guides/playersguide/character-creation/",
        "date": "2026-04-13",
        "headers": "                                                                                              Notes               ",
        "content": "You can create characters using the rules in the Player’s Handbook and per the rules below. The Allowed Content document contains all available options for use on the server for character creation. There is no limit on the number of characters you can create and control, but each character must have their own sheet in your server folder as well as a MAL entry.Any document that captures and clearly conveys all key character information can serve as a character sheet, but you can use the MPMB sheet that is provided.  If you elect to use DnDBeyond (DNDB), please refer to Appendix on DNDB for recommended settings.If you are new to DND and do not have access to the rule books yet, a lot of the “core” rules are legally available for download under creative commons and published here:D&amp;D System Reference Document  If you have questions about character creation, or want to get input on a character idea, #character-discussion is the place to ask!The following additional rules apply during character creation beyond the official rules for character creation                                      Version      You can create characters using the ruleset in either the 2014 or 2024 Player’s Handbook (PHB). For 2024 characters, refer to the rules and guidelines in Appendix A: 2024 PC &amp; Games              Starting Level      Characters are created with a starting level of either level 3 or level 5 (your choice). Follow the rules to create a level 1 PC and level them up to your desired starting level. Note: Some campaigns may require you to start at level 1; your PC is treated as level 3 for purposes of all other server rules.              Allowed Content      Only the character options listed in  Allowed Content (Races, Classes, Backgrounds, Languages, Feats and Spells tabs) can be used. Server specific rulings and rule changes (known as Rage Advice) are present as line items next to listed options.              Origin      Characters must fit within the server setting of the Forgotten Realms and broader 5e multiverse.  You may choose to have a PC not native to Toril but bear in mind that if your character is banished back to their plane of origin, they can’t be played again unless they are rescued during an adventure or if they can travel back to Toril (e.g. Plane Shift).              Guild Membership      Any character you create and can play must be a member of the guild, which includes being willing to provide blood or another body part as well as being willing to adhere to the guild code of conduct as described earlier              Age      Your character must be at least a young adult for their species (16 years or older for humans)              Race / Species      You can’t reflavor your character’s chosen species except as follows: your character can narratively be a mixture of species listed in Allowed Content and choosing the statistics of one of the species to play (e.g. a half-elf, half-dwarf, played using the Elf statistics).              Customizing Your Origin      The Tasha’s Cauldron of Everything rules for Customizing Your Origin can be used, except that your chosen racial languages must include Common. Custom Lineage isn’t allowed.              Lineages      You can choose to apply Van Richten’s Guide to Ravenloft Lineages to another allowed species at character creation, retaining only skill proficiencies and climbing, swimming, or flying speed from the original species as written.              Ability Scores      Only point buy (27) or standard array can be used. This calculator can be used for point buy.              Background      You can customize your background as written in the 2014 PHB.              Languages      All characters must know Common.  Your character can also know one Ethnic Language of your choice (see Allowed Content) for free.              Hit Points      Use only the fixed HP value for your character’s class(es) to determine their HP.              Starting Equipment      Your character’s background and initial class determines this. Rolling for gold is not allowed. Note: A character that starts at level 5 starts with an additional 600 GP.              Renown      Renown. You can start with a Renown score of 3 as a respected member of a group in the setting, including associated Renown rewards. See Allowed Content Content for details.      Notes  There is no limit to the number of characters you wish to create as long as they adhere to the rules above!  Once you receive your adventure’s Google Drive, please save a copy of each of your character’s sheet there (e.g. save a PDF onto the Google Drive)  Each character must have a corresponding entry in your Master Adventurer’s Log (MAL).  See next page for details."
      }
      ,
    
  
    

      
      

      {
        "title": "Downtime",
        "url": "https://hawthorneguild.github.io/Guides/playersguide/downtime/",
        "date": "2026-04-13",
        "headers": "                                    Downtime Points                             Downtime Activities                             Buying and Selling                             Bastions                             Crafting                             Research                             Reworking                             Spellcasting                             Spellcasting Services                             Trading                             Training                             Traveling               ",
        "content": "Downtime PointsBetween adventures, you can use Downtime Points (DTP) to perform different downtime activities. DTP is accrued by both players and DMs from sessions at a rate of 5 DTP per hour of the game (2 DTP for half hour). You can’t spend the same DTP on more than one activity, and DTP is player bound, meaning all of your PCs share a common pool of DTP. Except where otherwise stated, the minimum DTP for any activity is 1.All DTP and gold expenditure must be logged in #downtime-logs, with a corresponding update in your MAL. (Some activities are logged in other channels)Downtime ActivitiesThe following is a summary of available Downtime Activities. For details on each activity, refer to the Downtime sheet of the Allowed Content document.Buying and SellingYou can buy and sell items as listed. The purchase limit in Hawthorne is 15,000GP, with more expensive items available in Waterdeep or other major cities.  Purchasing items on the equipment list in the Allowed Content can be logged in #downtime-logs and in your MAL under downtime.PlayerDiscord as Character (level) purchases &lt;list items&gt; for &lt;amount&gt; gpBastionsYou can construct and use a Bastion and its facilities. See Appendix: Bastions and Allowed Content for details.CraftingYou can craft equipment and magic items. Except where otherwise stated, crafting equipment requires proficiency in a corresponding tool, costs DTP equal to the item cost / 25, and costs half the item price in gold, plus additional DTP for crafting magical items.   You must have a bastion with the requisite facilities and your character must have the requisite tool skills to craft items.  For crafting items that produce spell effects (e.g. spellwrought tattoos or wands), your character must be able to cast that spell.Only T1 or below items are craftable.See Allowed Content under Equipment or Loot to see crafting requirements per item.ResearchYou can conduct Research as described in Xanathar’s Guide to Everything as presided over by a DM.ReworkingYou can rework your character in the listed ways. All reworks must be logged in #character-rework-log for approval by an Auditor, with all reworks logged in your MAL in the session section. You can fully refund any rework prior to your first game played or DMPCed with that character, as well as a partial refund (50% GP and DTP recouped) prior to your 3rd game. Log the refund in #character-rework-log for approval by an Auditor.SpellcastingYou can cast a spell with a lasting effect or copy a spell.  Note that Hawthorne has a community spellbook to copy spells from and into located at Hawthorne University. See the #hawthorne-university channel.Spellcasting ServicesYou can purchase spellcasting services for the listed level 0 - 5 spells in Hawthorne. Outside of Hawthorne, villages offer up to level 2 spells and towns and cities offer up to level 5 spells.TradingYou can trade items with other PCs. Only PCs in the same location can trade with each other and any items you obtain via trading with another PC must be of your PC’s tier or lower. All trades must be logged in #trade-logs and both players’ MALs must be updated with the corresponding entries.Note: You can’t trade gold or equipment that can be sold for gold between your PCs, even by proxy or cross character trade (such as trading an item from one of your PCs and receiving an item on another PC).You can list your items for trade in #trade-listing.  But please observe the rules for posts in this channel.TrainingYou learn a new language, tool proficiency, or acquire expertise with a tool. Another PC that knows a language or tool proficiency can teach you provided they’re in the same location, with you expending the DTP but no gold, while the teacher expends half the DTP.TravelingYou travel to another location of the world. Travel costs 1 DTP and 1 GP per day and uses the rules in the PHB and DMG for traveling at a normal pace for a maximum of 8 hours per day. A list of common locations is below.            Destination             Distance (mi.)             Distance by Road / Days of Travel (Foot)             Distance by Sea / Days of Travel (Ship)                  Baldur’s Gate             160 mi.             160 mi. / 7 days             200 mi. / 5 days              Candlekeep             285 mi.             325 mi. / 14 days             —              Daggerford             295 mi.             485 mi. / 21 days             —              Lerwick Outpost             510 mi.             1120 mi. / 51 days             —              Loudwater             445 mi.             1145 mi. / 48 days             —              Luskan             845 mi.             1090 mi. / 46 days             860 mi. / 18 days              Neverwinter             715 mi.             955 mi. / 40 days             725 mi. / 16 days              Parnast             555 mi.             1375 mi. / 58 days             —              Phlan             1240 mi.             2235 mi. / 94 days             —              Scornubel             400 mi.             405 mi. / 17 days             —              Secomber             340 mi.             995 mi. / 42 days             —              Silverymoon             760 mi.             1190 mi. / 50 days             —              Waterdeep             380 mi.             590 mi. / 25 days             380 mi. / 8 days      "
      }
      ,
    
  
    

      
      

      {
        "title": "Contents",
        "url": "https://hawthorneguild.github.io/Guides/playersguide/index/",
        "date": "2026-04-13",
        "headers": "                      ",
        "content": "Tavern Brawl - Art by Velinov                    Players Guide Appendices                                    About Hawthorne                              Character Creation                              Your MAL                              Playing Games                              Downtime                              Appendix: 2024 PCs &amp; Games                              Appendix: Bastions                              Appendix: DnD Beyond Settings            "
      }
      ,
    
  
    

      
      

      {
        "title": "Playing Games",
        "url": "https://hawthorneguild.github.io/Guides/playersguide/playing-games/",
        "date": "2026-04-13",
        "headers": "                                    Type of Games                             Finding Games                                                          During the Games                             Ruling                             Item Sharing                             Summons and Controlled Creatures                             Tiered Resources                                                          After the Game                             Rewards and Logging                             Death                             Other Consequences                                                          Text Role Play               ",
        "content": "Type of GamesA variety of games are offered on the Hawthorne Server:  Voice Games.  The most popular, games are run on a virtual table top (VTT) and use discord for voice chat.  Play-by-Post (PBP).  These are also known as asynchronous (not in real-time) where the game is run in discord in a text channel.  Pacing depends on the players and DM (from one post-per-day to multiple posts per day)  Live Synchronous Text.  These are like PBP, but all players are online at the same time and type in real-time.Finding GamesDMs advertise games in the #game-advertisement channel, with instructions on how to apply in  #game-listings.  You must apply for games, and it is solely up to the DM’s discretion on the players they pick.  DMs are incentivized to take on new players; but if you are not picked, please be patient - you will get into a game soon!Most games occur in voice, with an associated session channel and lobby in the game ad; however some games are ran in text as a Play-By-Post (PbP) and will have its own associated text channel listed in the game ad.Many games also use a Virtual Tabletop (VTT) such as Roll20 in conjunction with voice. Follow the instructions on the game ad to apply to games, review any listed house rules, and talk with the DM if you have questions.All games and content on the server use the Tiers of Play. Game ads will indicate what tier(s) the game is for.  Tier 1 (T1) covers character levels 1 - 4  Tier 2 (T2) covers character levels 5 - 10  Tier 3 (T3) covers character levels 11 - 16  Tier 4 (T4) covers character levels 17 - 20During the GamesAfter you have been accepted into a game, be sure to arrive on time and remain for the session’s duration. The server’s Code of Conduct applies both during and outside of games, and participating characters should work together for the sake of the mission.RulingIn general, the hierarchy of rulings proceeds as follows:Rage Advice and server rulings &gt; Sage Advice &gt; Rules as Written.However, during a game, the DM’s house rules and rulings take precedence. The DM’s word is law during the session: save any issues you have with a DM’s ruling for during a break or after the game.Item SharingYou can only bring items you own into games. Another PC outside of the game cannot give you an item for the sake of the session unless the item has been traded or loaned to you per the trading rules. You can still share items with other PCs during the game.Summons and Controlled CreaturesYou can freely bring into games creatures you control due to a core class feature (e.g. a Beast Master’s animal companion or an Artificer’s mechanical servant) or from the find familiar, find steed, or related spells. Any other summons or creatures you control can be brought into a game only if the DM permits it (e.g. a Simulacrum or a creature under the effects of Planar Binding).All creatures you control either way have a maximum of 3 attunement slots shared across all such creatures.Tiered ResourcesBoth during and between games, your character can only benefit from items and lasting effects that are within their tier of play (except for resurrection and restorative magic). For example, a T3 character can’t have a Simulacrum of a T4 character.After the GameRewards and LoggingAt the end of each game, each character receives Experience Points (XP) and Downtime Points (DTP). The amount of XP gained depends on each character’s level and the session length as described in the DM Guidelines, and the amount of DTP gained depends on the session length (5 x the hourly duration). If you wish to not gain experience for the game, inform the DM, who will log the lack of XP gain in the session log.There is a bot that can help you calculate your XP based on the level./hgexp [your character's level] [hours played]Any gold and loot you find should be fairly split among the party and as presided over by the DM. As a general rule of thumb, a PC that can use or “needs” an item has priority over others that don’t. Disputes over loot are often resolved with opposed 1d100 rolls.Some DM’s will ask for a “stat block” - this is the record that your rewards and outcomes from the game. A statblock typically looks like this:```@player_discord_id as  (character level) gains ## XP, ## DTP, ## Gold and (loot rewards).  They use (used items)```&lt;/code&gt;It will look like this on discord:@player as Robin Hood (5) gains 1800XP, 15DTP, 600GP and 1 +1 shortsword.  They used 1 healing potionThe DM will log all such rewards for the game in the #session-log channel and you must log the same as an entry in your MAL.Example:DeathIf your character dies and remains dead at the end of the game, the DM will log the death in the #death-log channel. Bodies brought back to Hawthorne are often kept at the Children of Mercy Hospital, which places dead bodies under the effects of Gentle Repose. If your PC’s body and items weren’t recovered by the end of the game, they can’t be recovered except as part of another adventure.The following additional rules apply:      Resurrection. Your character can be resurrected in downtime via resurrection magic used by another PC or as a spellcasting service in Hawthorne unless there is an effect preventing your resurrection as determined by the DM. The resurrection is logged in #death-log by the DM.        Divine Intervention. A character can only benefit from one successful Divine Intervention (2014) in their career to be resurrected, replicating True Resurrection without any components.        Disintegration. A character that has been disintegrated can only be returned to life via True Resurrection or Wish.  If you decide to let your character remain dead, you can retire the character and distribute their possessions to other PCs as part of a will if you wish in the #trade-logs channel. The character will be buried in the graveyard if there is a body and you may roleplay them as a ghost in the roleplay channels, though they can’t leave the graveyard.Other ConsequencesOther events besides death can occur during a game that prevents you from playing your character in another game (e.g. being imprisoned by a villain). The character either becomes a Non-Player Character (NPC) or can’t be played until the consequence is reversed as determined by the DM. The DM can at their discretion allow the character to be played for the purpose of an adventure to reverse the consequence (e.g. a prison break). If your character has become an NPC, the DM may allow you to continue to roleplay that character within limits they set out. Any such consequences should likewise be logged in the #death-log by the DM.The rules below apply to the following specific situations:  Monstrous Transformation. A PC that contracts an effect that transforms them into a monster under the DM’s control can’t be played in another game until the transformation is reversed (e.g. Remove Curse for lycanthropy or True Resurrection for vampirism).  Leaving the Guild. A PC that leaves the guild either willingly or unwillingly becomes an NPC and relinquishes their guild badge. A PC that leaves the guild on good terms can have the blood or body part they initially gave returned to them or destroyed.  Retirement. A PC that retires from adventuring becomes an NPC. (This can often occur as part of full character reworks)Text Role PlayBetween adventures, your PC can roleplay with other PCs in text in the roleplay channels. Both the Server Code of Conduct as well as the guild code of conduct still apply to text roleplay. If there are any rules disputes, resolve rulings in priority of Rage Advice and server rulings &gt; Sage Advice &gt; Rules as Written. Text roleplay is not mandatory but can be a good way to flesh out your PC and their relationships with other PCs.Note: While romantic roleplay between consenting PCs is allowed, explicit erotic roleplay (ERP) is not allowed. As a rule of thumb, keep things PG-13"
      }
      ,
    
  
    

      
      

      {
        "title": "Your MAL",
        "url": "https://hawthorneguild.github.io/Guides/playersguide/your-mal/",
        "date": "2026-04-13",
        "headers": "                                    What is your Master Adventurer’s Log (MAL) ?                             What do you need to log in your MAL                             Your first MAL entry                                                          Example Character Creation MAL                                                          Initial Equipment purchases               ",
        "content": "What is your Master Adventurer’s Log (MAL) ?Your MAL is the single-source-of truth logging all pertinent activity for your character on the server.  Everything you gain (xp, gold, equipment) and spend on your character is logged here, so that we can make sure that we have a fair and even playing ground for everyone.What do you need to log in your MAL  Session Logs  The results of a game session, including XP and DTP earned, gold and items gained (or used, etc.)  Downtime Logs Downtime activities such as equipment purchases, crafting, bastion activities, etc.  Trade Logs Trades with other members of the communityYour first MAL entryOnce you’ve created your first character sheet, you should add the character in your MAL.  The first row of each character should be a “character creation” session, which logs the character’s initial XP and GP (depending on whether they start at level 3 or level 5), and starting equipment.  The MAL already defaults to starting level 3.  If you wish to create a level 5 character, add 5600XP and 600GP in your character creation entry.  If you decided to purchase additional equipment (from the equipment tab on the Allowed Content), log the purchase under Downtime Log and add the inventory in the inventory sections.Example Character Creation MALInitial Equipment purchasesYour character comes with initial gold and equipment based on the rules of the PHB.  You can purchase everything under the Equipment Tab of the Allowed Content (some conditions may apply - please read the item details).  In order to do so, you will need to make an entry in both your MAL and declare the transaction in #downtime-logs.Equipment Purchase Log:In the inventory section of your MAL, add your equipment:Then in discord in #downtime-logs, add an entry like this:mydiscord_id as character-name (level) spends xx GP to purchase goodsExample:@player1 as Robin Hood (5) spends 35GP to purchase 1x Shortbow and 1x Leather ArmorNote: that reselling equipment to the general market is at 50% value of the original purchase price.  You can also buy and sell goods to other players.  See section on Trades in Downtime Activities for more details."
      }
      ,
    
  
    

      
      

      {
        "title": "PDF Versions of the Guides",
        "url": "https://hawthorneguild.github.io/Guides/resources/PDF-guides/",
        "date": "2026-04-13",
        "headers": "                      ",
        "content": "Please find below the PDF versions of the Guides:  Hawthorne Guild Player Guidelines  Hawthorne Arcana  Hawthorne DM Guidelines  Hawthorne Field Guide"
      }
      ,
    
  
    

      
      

      {
        "title": "Credits",
        "url": "https://hawthorneguild.github.io/Guides/resources/credits/",
        "date": "2026-04-13",
        "headers": "                                    Image Credits                             Home Page Thumbnails                             Background and Embedded Images                                                          Site Credits               ",
        "content": "Image CreditsHome Page Thumbnails  Tavern Brawl Image - Art by velinov  TSR Jam Image - Art by Todd Lockwood  Goblin Chaos - Art by Daryl Mandrytk  The Dungeon Master - Art by MoulinBleu  Candlekeep Mysteries - Art by ClintCearley  Adventurer Traverses the landscape 2 - Art by Tirinium1   White Blue Red clouds by Hangmoon Alexander Komorov  The Contract - Art by Exphrasis  Magic the Gathering - OmenPath Arc concept art - Art by Leon TukkerBackground and Embedded ImagesAdditional image credits are credited within specific pages as well.Site CreditsThis site was developed primarily by @CoconutSwallow with support from @Lina304 (content migration) and @_forseti (Quality Assurance).Content was primarily migrated from PDF versions documents created by Hawthorne Staff."
      }
      ,
    
  
    

      
      

      {
        "title": "Important Links",
        "url": "https://hawthorneguild.github.io/Guides/resources/important-links/",
        "date": "2026-04-13",
        "headers": "                                    Important Links                             Important Discord Commands                             Important Channels               ",
        "content": "Important Links            Resource      Description                  Google Drive      The server’s Google Drive              Allowed Content      List of usable content on the server              DM Registration      Form to register as a Trial DM              Hawthorne Award Nomination      Form to nominate a community member for a Hawthorne Award              Hawthorne Incident Report      Form to report an incident to be reviewed by the PR team      Important Discord Commands            Discord Command             Description                  /register             to register as an Adventurer              /hgexp             to determine the XP earned for a game              /hglookup             to lookup entries in Allowed Content              /hgtzset             to set your home location timezone for /hgtimestamp              /hgtimestamp             to look up and get discord markdown time (so other sees the pasted date/time adjusted to their own timezones)              /hgenloot             to roll for loot in #treasure-log by DMs      Important Channels            Channel      Purpose                  #announcements      for major announcements              #game-listings      to find and apply to games              #game-advertisements      to get game ad alerts              #looking-for-game      to organize getting a game              #general      for general server conversation              #resources      to find all major server documents              #session-log      to find logs of completed games              #downtime-logs      to log downtime activities              #trade-logs      to log trades with other characters              #character-rework-log      to log character reworks              #downtime-planning      to discuss downtime activities              #character-discussion      to discuss character creation              #heroes-hall      to showcase and view characters              #auditors-corner      for all Auditing needs              #pr-couch      for all PR related needs              #lore-discussion      for all Lore questions              #rules-discussion      for all Rules questions              #trade-chat      to arrange item trades with others              #art-share      to share and view D&amp;D related art              #patch-notes      for server changelogs and feedback              #suggestions-log      to post server suggestions      "
      }
      ,
    
  
    

      
      

      {
        "title": "Contents",
        "url": "https://hawthorneguild.github.io/Guides/resources/index/",
        "date": "2026-04-13",
        "headers": "                      ",
        "content": "                          Important Links                              PDF Versions of the Guides                              Credits            "
      }
      ,
    
  
    

      
      

      {
        "title": "How to Register",
        "url": "https://hawthorneguild.github.io/Guides/rules/how-to-register/",
        "date": "2026-04-13",
        "headers": "                      ",
        "content": "Now that you’ve read all the rules, it’s time to register as an adventurer!  Here are the steps:      Register to be an Adventurer. You can do so via the /register command in #⁠pr-couch on the Hawthorne Guild Discord server.  You will want to have the Player’s Handbook ready.        Mention the @Player Relations team in the #⁠pr-couch channel when you have finished your application, and one of its members will get with you as soon as they can to get you officially registered as an Adventurer and also set you up with your own Google folder on the drive for your character sheets and Master Adventure Log.        While you’re waiting to get your Player Folder, feel free to brainstorm or consider characters you’d like to make!  See Character Creation for more details.        After a member of the Player Relations team gets you set up and you’ve got your character built out, check out our ⁠#looking-for-game and #⁠game-advertisement channels to find available games advertised by DMs and to coordinate with other players to work on getting you into your first game, hopefully the first of many to come!  "
      }
      ,
    
  
    

      
      

      {
        "title": "Contents",
        "url": "https://hawthorneguild.github.io/Guides/rules/index/",
        "date": "2026-04-13",
        "headers": "                      ",
        "content": "                          Server Rules                              Server Roles and Hierarchy                              Privacy Policy                              How to Register            "
      }
      ,
    
  
    

      
      

      {
        "title": "Privacy Policy",
        "url": "https://hawthorneguild.github.io/Guides/rules/privacy-policy/",
        "date": "2026-04-13",
        "headers": "                                    Who Are We                             What Information Do we Collect?                             How do we use personal information?                             What legal basis do we have for processing your personal data?                             When do we share your personal data?                             Where do we process and store personal data?                             How do we secure personal data?                             How long do we keep your personal data?                             Your rights in relation to personal data                             How to contact us?               ",
        "content": "Your privacy is important to us and we collect only data necessary for the running of the server and guild. This applies to use of the Discord server, the Google Drive and Kanka. This document lays out the processes by which we collect, use and store your data. Please read this document carefully and contact a member of the Admin team if you have any questions.Who Are WeHawthorne Guild is a Discord-based multiplayer DnD 5e server comprising players from all over the world.  The server is maintained by volunteer staff from several countries. The data controller is Espy42, contactable on Discord via Direct Message.What Information Do we Collect?We collect the following information through Discord:  Discord Username  Email (Discord)  Any messages posted on the Hawthorne Guild Discord  Any information publicly available via your Google or Discord accounts will also be visible to us.How do we use personal information?This information is held and used to maintain the running and security of the Discord server. Emails are collected to give access to the Google Drive for purposes of logging and auditing your character progress and logging access and changes to the Drive.Discord Usernames are also held for character logging purposes. Emails are held alongside Discord usernames for easier searching. We retain this information indefinitely. Emails may also be used for access to additional services such as, but not limited to, Kanka, in the future.What legal basis do we have for processing your personal data?By registering as an Adventurer, you are giving consent for us to obtain, process and store this information.  Please contact a member of the Admin or Player Relations teams to expressly request if you wish to withdraw this consent and have us remove any records of your data. Please note that you will no longer be able to use our service without this consent.When do we share your personal data?Your personal data is treated confidentially. Adventurer data is only shared and used for the purposes mentioned above. Discord Usernames may be held in a character database accessible only by staff. Staff emails are held in a database accessible only by admins.  Incident reports and adventurer registrations are accessible by Admins and members of the Player Relations team.By nature of the services we use, your data is also held by Google Drive. Please check their privacy policies for more information.Where do we process and store personal data?Data is stored across Google Drive and Discord.How do we secure personal data?We minimize the collection of and access to personal data to only that which is necessary for the running of the server. We only use trusted services to store such data.How long do we keep your personal data?Data will be held on the Drive and Discord until such a time as either a) you request its removal, or b) the server collapses.Your rights in relation to personal dataYou have the right to access your personal information, which is possible via the Google Drive. You have the right to request correction or deletion of your information, including withdrawal of consent, via an Admin, and we will do so. Please note that this will affect your usage of the server.How to contact us?If you have any further questions, please contact a member of the admin team via Direct Message on Discord."
      }
      ,
    
  
    

      
      

      {
        "title": "Server Roles and Hierarchy",
        "url": "https://hawthorneguild.github.io/Guides/rules/server-roles/",
        "date": "2026-04-13",
        "headers": "                                    Server Roles and Hierarchy                             Staff Teams                             Channel Roles               ",
        "content": "Server Roles and HierarchyAll registered members of the server have the Adventurer role. Adventurers that have played at least one game on the server can register as a DM and obtain the Trial DM role. Trial DMs that have run several games on the server can apply for and obtain the Full DM role, granting additional DMing privileges on the server. In addition to players and DMs are members of Staff that help oversee and manage different aspects of the server.Staff TeamsThere are six Staff teams:      Auditors and Auditor Apprentices oversee character reworks and help ensure server logs are accurate.        Lore Consultants and Lore Apprentices handle all matters about setting and server specific lore and assist players and DMs in being consistent with both.        Player Relations oversees player/DM registration as well as handling server disputes and incident reports, including disciplinary action if necessary.        Rule Architects and Rule Apprentices handles all matters about official and server specific rules and mechanics, as well as allowed content on the server.        Engineers and Engineers Apprentices maintain the server’s bots and backend and sites.        Admins oversee the running and management of the server in collaboration with the other Staff teams.  Channel RolesIn the Channels &amp; Roles feature in discord, you can select and change what you would like to be pinged for, including game advertising (by type and character tier) or other such as text role-play."
      }
      ,
    
  
    

      
      

      {
        "title": "Server Rules",
        "url": "https://hawthorneguild.github.io/Guides/rules/server-rules/",
        "date": "2026-04-13",
        "headers": "                                    Basic Rules                             Server Code of Conduct                             Respect                             Privacy                             Integrity                             PvP Requires Affirmative Consent                             Useable Content                             Contacting Player Relations                             Disciplinary Actions                             Guild Membership Rules               ",
        "content": "Basic Rules      Be nice and treat each other with respect.        The DM’s word is law in session.        Don’t share private messages without permission except to PR if you feel someone is in danger or as evidence of harassment.        PvP requires mutual affirmative informed consent.        Follow the guild’s code of conduct.        Don’t cheat.  Server Code of ConductCompliance with Discord RulesAll server members must comply with the Discord Community Guidelines and Terms of Service.  Violations can result in immediate server ban.RespectAll server members should treat each other with respect. You are not required to be friends but should treat each other in ways that help create an atmosphere of positivity and integrity.No Harassment. Harassment of other players is not tolerated, which includes: name calling, spreading rumors, publicly disparaging others, abuse of Discord’s private message or pinging features, stalking, trolling, or passive aggressive comments.Sexual harassment is grounds for immediate server ban, including unwelcome sexual advances, requests for sexual favors, and persistent conduct of a sexual nature despite objections from the affected party.No Disruptive Behavior.  Disruptive behavior includes racism, sexism, bigotry of any kind, backseat DMing, and interrupting another player’s scene or injecting yourself into it without the DM or player’s consent.PrivacyDo not share the personal information or private messages of others without their permission. The only exceptions are to contact PR with this information if there is a concern for the health and safety of another player or to provide evidence if you are being harassed.The server’s Privacy Policy can be found here.IntegrityAll server members must avoid cheating. Cheating includes: reworking your character sheet without Auditor approval, falsifying or neglecting your MAL, and intentionally misrepresenting the contents of your character sheet or MAL to DMs or other players.PvP Requires Affirmative ConsentPlayer vs Player (PvP) activity, whether in session or in the roleplay channels, requires affirmative informed consent from all parties. Initiating PvP also means you consent to PvP in retaliation. Anyone wishing to engage in PvP must talk to other involved players and the DM if there is one and the resolution of PvP activities must be mutually agreed upon by all involved players.Useable ContentContent created on the server was designed by server members for use on the server. A server member that steals original content on the server to publish elsewhere or as part of a competing Discord server can be subject to a PR investigation and server ban.Contacting Player RelationsIf you ever have a concern that another player is violating the Code of Conduct or if you and another player are in a dispute that makes treating each other with Respect difficult, please message a member of PR to communicate your concerns so they can help resolve the issue instead of infighting. You can additionally file an Incident Report to be reviewed by PR.Disciplinary ActionsIn the event a server member repeatedly or intentionally violates the Code of Conduct above, the PR team may open an investigation, contacting affected parties in order to determine a course of action. The following potential disciplinary outcomes are listed in order of severity.            Action      Description                  Verbal Counseling      The PR team discusses and mediates the matter with affected parties in order to resolve the issue and provides steps to avoid repeat incidents without additional disciplinary measures.              Timeout      A Discord timeout up to 1 week, due to disruptive behavior or Code of Conduct violation.              Warning      A warning period up to 6 months, due to Code of Conduct breach and/or failure in mediation or verbal counseling to achieve desired results. This warning can be accompanied by other disciplinary actions, with further incidents prompting discussion and vote for removal of DM or Staff tags, extension of the warning period, Suspension, Removal from the Server, or other disciplinary actions.              Suspension      A server ban up to 180 days, which can be coupled with a Warning consecutively afterward.              Removal from the Server      A server ban lasting at least 180 days.      Guild Membership RulesIn addition to the server rules, members of the Hawthorne Guild must adhere to the Guild rules"
      }
      
    
  
]