Bless 5e: the Single Best 1st Level Spell in D&D

When playing Dungeons and Dragons, getting an extra oomph of power makes all the difference. While some players think Bless 5e is a little basic, the reality is it can be a powerful and valuable spell that should never be underestimated.


If used strategically, Bless can be potent, and can significantly increase your party’s chance of success. If you aren’t terribly familiar, let me tell you what Bless 5e does, and how to use it for greatest effect to give your team an edge.

Bless 5e

What Exactly Is Bless 5e?

According to the D&D Basic Rules, Bless is a first-level enchantment spell that affects up to three creatures of your choice that are within 30 feet of range. It takes one action to cast the spell, and Verbal, Somatic, and Material components must be used. The material component is some holy water, which you sprinkle before the target characters.


The targets of the spell gain a +1d4 bonus to attack rolls and saving throws. Its concentration effect lasts for one minute (10 rounds), giving your party a massive advantage in combat scenarios. When you cast Bless 5e using a 2nd-level slot or higher, you can cover an additional target character for every slot level above the first level.


Right off the bat, a +1d4 bonus to attack and saving rolls may not seem like much. However, when do a little math, that results in a 10% damage boost for your party, and 10% increased resistances to basically any attack that doesn’t go directly against armor class.


For a mere 1st level enchantment, Bless 5e provides some serious benefits.


With any TTRPG, having Bless-like effects are absolute game-changers, whether for a single combat encounter, or your ongoing RPG Campaign.


How Does Bless Work?

Bless is an excellent spell when your party needs an extra push in battle. It’s almost like having an invisible guardian angel by your side, granting you bonuses.


The only real downsides of Bless 5e is that it does require concentration. While concentrating on a spell, you cannot cast another spell that also requires concentration (such as Cause Fear 5e or others with ongoing effects). Additionally, while concentrating, if you take damage, you must make a concentration check to see if it interrupts your spell.


Does Bless Affect Damage Rolls?

Bless 5e does not directly affect damage rolls; it only affects attack rolls and saving throws. Of course, it would be nice if Bless also increased damage rolls, but just remember that for a single 1st level spell, you’re already increasing the hit chance for three allies.


Is Bless a Bonus Action?

No, Bless 5e is not a Bonus Action. It requires one action to cast, and the effect lasts 10 rounds or one minute, so long as you remain concentrating on the spell. It’s probably best to cast Bless at the start of a battle, so that your party gains the full benefit for every attack and saving throw they make, throughout.


Does Bless Affect Death Saving Throws?

Yes, Bless 5e does affect death saving throws, which the Player’s Handbook defines as a “special saving throw” that isn’t linked to any ability score. When a character is reduced to 0 hit points, they must make death-saving throws as their last chance to survive, and this means that Bless gives players an extra chance at surviving when they are near death.

I actually increased my own valuation of Bless when I realized that its +1d4 value applied to death saving throws, as keeping allies alive is obviously a major deal. Honestly, by itself, Bless can help prevent a TPK.



What Classes Can Use Bless or Related Effects?

Bless is essentially a Cleric spell, but Paladins, being holy warriors, also have access to the spell. Bards may also use Bless if they have the Magical Secrets ability at 10th level, or if they are Bards of the College of Lore at 6th level. Additionally, even Sorcerers that have the Divine Soul origin can cast Bless 5e, making it one of the most widely-accessible buffs in D&D.


Bless vs. Bane

Bless and Bane are two very similar spells with opposite effects, but virtually identical results. While Bless grants a +1d4 bonus to attack rolls and saving throws, Bane inflicts a -1d4 penalty on attack rolls and saving throws.

While Bless is typically available to Clerics and Paladins, Bane is usually available to Clerics and Bards, and is also accessible to Divine Soul Sorcerers.


If you want to focus on assisting your party, then Bless is the better option, and it will help your party members hit more often and succeed in saving throws. On the other hand, if you want to debuff your opponents, Bane is an excellent choice to stop your opponent’s attacks and weaken their saving throws.


Your party will immensely benefit if you have characters in your party who can cast both Bless and Bane. This way, you can cast Bless to give your party an extra boost and Bane to damage your enemies as needed!


How Can You Optimize Casting Bless?

The best way to optimize Bless 5e is to cast it on targets already proficient with a weapon or skill. Since the spell grants a +1d4 bonus to attack, if the spell’s target has proficiency in their weapon, they’re basically getting a multiplier to their damage.

When it comes to D&D, you want to find situations where you can multiply your results, and negate enemy actions. So, you should cast Bless on the people in your party who already do the most damage. That way, you’re adding a 10% multiplier to a higher base value.


Additionally, it’s very valuable to give Bless defensively to people in your adventuring group who have particularly weak saving throws against whatever enemy you’re fighting. Thinking about a 10% bonus per turn is definitely nice, but what if that extra +1d4 roll actually stops one of your allies from having Charm Person 5e cast on them? If you can prevent even a single major spell effect on someone, then Bless more than pays for itself.


Scenarios Where Bless May Be Most Beneficial

Bless is overall one of the most powerful buffs in D&D, but here are some specific scenarios where you can maximize its effect to gain an upper hand:


  • Using multiple attacks: if your party has a creature that can attack multiple times (e.g., a fighter with various attack actions), Bless gives them more chances to land attacks. This takes full advantage of the “multiplication” idea, as you’re actually giving your ally +1d4 multiple times per round (once for each attack they make).
  • Amplifying spell attacks: similar to physical attacks, Bless also gives its damage bonus to spell attacks. If you’re allied with a warlock or a wizard that can cast spells that deal incredible damage (such as Meteor Swarm), giving them Bless can significantly increase the level of devastation.
  • Attacking with a penalty: attack penalty refers to the disadvantage mechanic when attacking at a range or in different light conditions (e.g., dim light). If your party faces a monster under such circumstances, Bless can compensate for this penalty and increase the chances of landing an attack.


Dungeon A Day Article

Can a Character Cast Bless on Themselves?

Yes. Generally, it’s possible to cast Bless on your own character. The Player’s Handbook states that most spells that “target a creature” can be cast on yourself, as long as it’s not indicated otherwise in the spell description. Some spells might require a unique condition to be cast, so be cautious of those details.


As stated in the Bless spell, you can cast up to three creatures within a 30 feet range. By all technicalities, you’ll always be within that 30 feet range, so casting Bless on yourself is basically a given.


Can You Bless Twice in 5e?

Sadly, casting Bless twice on the same creature, to give then +2d4 to their attack and saving throw rolls, is impossible. For example, if you (a Paladin) cast Bless on a fighter and your ally (a Cleric) both cast Bless on the same creature, the effects of the spells won’t overlap. Instead, the spell with the highest bonus will apply, and the other will be canceled.


As stated in the spell’s description, you can bless up to three creatures (including yourself) within a 30 feet range. You can also expand the number of target creatures affected by your spell by using higher-level spell slots. But even higher-level spells do not allow for stacking Bless effects.


D&D Takeaways

Bless 5E is an indispensable spell for a party in a combat situation. It can give your team the extra edge you need to outwit and outplay your opponents, making it an invaluable asset. Whether it’s a battle against a mighty enemy or trying to succeed at an essential task, Bless can tip the odds in your favor.

Bless 5e value in large combat encounters

Bless in D&D 5e vs. Eternity TTRPG

Obviously, there are many ongoing buff-type effects in D&D, with Bless simply being one of the most iconic (and best). It’s such a useful spell precisely because it provides a significant bonus to attack and defense, and even does so for multiple members in an adventuring party.

 

In the Eternity TTRPG Game System, there are also many concentrate-like spell and ability effects that provide similar attack and/ or defense buffs.

 

Before getting into specific spells and abilities, the biggest difference between D&D and the Eternity TTRPG game system is that in D&D, a spell caster can only “concentrate” on one spell at a time. In Eternity TTRPG, each character has both “Inspiration” and “Intelligence” stats which can be used to maintain buffs on allies and debuffs on enemies (respectively), as a concentrated spell might function, except that the only limit to the number of maintained spells and effects is the character’s stat values.

 

What Classes in Eternity TTRPG can Use Bless-Like Effects?

Of the 30 classes in Eternity TTRPG, basically every single one of them has access to a maintained spell or ability that can boost their own attack or defense, at least to some degree.

 

Of those 30 classes, 10 of them (with some overlap from the healing classes from my Cure Wounds 5e article) have spells or abilities that also aim at increasing party members’ combat abilities:

  • Alchemist
  • Archon
  • Cryomancer
  • Dread Priest
  • Lancer
  • Legionnaire
  • Nether Knight
  • Oracle
  • Pyromancer
  • Sage

 

Since there are too many Bless-like spells and abilities in the game to list, here’s a sample of some of the game’s most iconic core class buff effects.

Eternity TTRPG Article Shop

Archon – Core Class Spell

Haste (Magic): 4Range, after this spell has been cast, on every one of the target’s turns, roll d20. If they roll 18-20, the target gets to take an additional 1 Action on their turn. An Action triggered from “Haste” cannot trigger another Action from “Haste.” Targets may not use any Wisdom during an Action gained from “Haste.” You can instead choose to continually maintain this spell for 3Inspiration, per target.

  • (Zenith) Whenever your target gets an additional Action from “Haste,” they also heal +1Wisdom. This critical allows affected targets to heal 1Wisdom above their normal max Wisdom. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom), per target.
  • (Spells of True Weaving) Roll 15-20. You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom), per target.
  • (Chrono Mage) Also, up to 3 enemies in 4Range of your target, roll your +7Faith vs. Resilience. If this critical hits, on every one of each affected enemy’s turns, roll d20. If you roll 20, that target loses their turn. If the enemy is already affected by or becomes affected by “Slow,” this effect instead allows you to roll 1 lower to hit with that spell. This critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom), per target.

 

Cryomancer – Core Class Spell

Ice Augmentation (Magic): augment your own or an ally’s weapon in 4Range. Whenever the augmented weapon hits a target, roll your +7Faith vs. the target’s Resilience, gives -3Initiative (can stack to -6Initiative after two applications – gives -6Initiative against pyromancers). “Ice Augmentation” cannot Double-Hit or give a Block. You can instead choose to continually maintain this spell for 3Inspiration, per target.

  • (Frost Knight) Your ally also gains immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).
  • (Spells of Everwinter) Instant Action. When you use this critical, you can’t use any more Wisdom this turn. 1turn Recharge.
  • (Elemental Ice) Gives -6Initiative You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom), per target.


Lancer – Core Class Ability

Valiance: 4Range, after this ability has been used, the target gains +3Inspiration, also allowing them to Instantly maintain any additional spell or ability that the additional Inspiration allows them to use.

  • (Mounted Advantage) Move up to your Speed value before or after using this ability. You can also move up to 4Speed before or after using this ability, for Battle Duration.
  • (Elite Knight) Your target also gains either +3Strike Bonus or +3Faith, at their choice. 
  • (Armored Warfare) Gives +6Inspiration.

 

Legionnaire – Core Class Ability

Superiority: up to 3 allies in 4Range, each move your respective Speed values -2 (rounded down). You (but not allies) can instead choose to move 2 spaces (regardless of current Speed value), if you prefer. 3turn Recharge.   

  • (Bringer of Balance) Speed value.
  • (Art of War) All affected allies also gain +7Initiative for 1turn.
  • (Blade Disciple) You can also only use this critical if you have “War Tactics” selected and it is not on Recharge. All affected allies also use a non-critical “War Tactics” in the same turn. When you use this critical, you can’t use any more Wisdom this turn.

 

Oracle – Core Class Spell

Premonition (Magic): 4Range, the target gains +20Resilience, +20Dodge, and +20Will for 1turn. Starting the turn after this effect fades, this effect then Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can cast this spell twice per Battle before it goes on a Battle Recharge.

  • (Blessings of the Eternals of Light) 2turns. This effect also Fatigues the target, giving -2Resilience, -2Dodge, and -2Will for 1Day Duration (can stack without limit).
  • (Blessings of the Eternals of Shadow) The next enemy who attacks your target, roll +7Faith vs. Resilience, they have -7Strike Bonus and -7Faith for the next two (2) attacks, spells, or abilities that they use. This critical effect cannot Double-Hit or give a Block.
  • (Memories of Eternity) You can also only use this critical if you have “Omen” selected. You also cast a non-critical “Omen” in the same turn. When you use this critical, you can’t use any more Wisdom this turn.  

 

Pyromancer – Core Class Spell

Fire Augmentation (Magic):  augment your own or an ally’s weapon in 4Range. Whenever the augmented weapon hits a target, roll your +7Faith vs. the target’s Will. If this spell hits, on every one of the target’s turns, roll d20. If you roll 18-20, they take 1damage (can stack to 15-20 after two applications – deals 2damage to cryomancers). “Fire Augmentation” cannot Double-Hit or give a Block. You can instead choose to continually maintain this spell for 3Inspiration, per target.

  • (Flames of the Abyss) Roll 15-20. You can instead choose to continually maintain this critical for 6Inspiration, per target.
  • (Magic of the Silver Lands) The target also gains +3Initiative. You can instead choose to continually maintain this critical for 6Inspiration, per target.
  • (Elemental Fire) Instant Action. When you use this critical, you can’t use any more Wisdom this turn. 1turn Recharge.


Concentrate spells to win battles

Counters to Buff Effects in Eternity TTRPG

Of course, buff effects are not without its counters. Here are a number of counters that your enemies may have against your party’s buff effects, or ways that you can deal with effects that they’re maintaining against you:

 

Greater Dispel (Magic): 4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or status effect from the target (excluding summons), at your choice. Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit.

This spell is cast on any target you’d like, but the roll is made against the character who cast the spell or used the ability

you are attempting to remove, unless the target is a summon.

(Double-Hit): removes all stacks of 2 ongoing Magic or maintained effects (excluding summons). Or alternatively, if cast at a summon, deals an additional 1damage to the summoned unit.

 

Essence of Magic (3 Uses): 6Range, Strike Bonus vs. Resilience, or Faith vs. Resilience, Silences the target for 3turns. This item cannot Double-Hit or give a Block.

*Essence of Magic can interrupt magically-maintained effects, such as “Haste” or “Fire Augmentation,” above, but do not have effect on maintained abilities (non-magical effects).

 

Curious about the Eternity TTRPG Game System?

I’ve always loved D&D, and played quite a bit back in 3.5th edition. D&D has inspired me in so many ways, including creating my own tabletop RPG: the Eternity TTRPG Game System.

 

Eternity TTRPG has many of the classical RPG elements you’d expect from any game of its kind, but it also features GM-Less gaming (or more like, multiple game masters), and has what I believe to be really fantastic strategic and tactical combat encounters.

 

If you're curious about trying out a new TTRPG, check out the Eternity TTRPG Game System. You can learn how the game's played, see races, classes, and a host of resources for getting started.

 

Already interested in the game, based on what you've read? Pick up an inexpensive PDF copy at the Eternity TTRPG shop. Eternity is a growing company, so your support is greatly appreciated! Let me know what you think of the game, and happy gaming.

Share This Article

Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Rethinking D&D Design Conversations
By Jacob Tegtman May 5, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=T2pHaAcKDbo Transcription [00:00:00] I want to start talking more about Dungeons Dragons and game design So far on this channel it's really been a news style kind of coverage where new things are happening new books are releasing and so forth But one of the things I've experienced and probably a lot of other people have as well is that Dungeons Dragons hasn't really improved as a game over the last many editions I started playing Dungeons Dragons at 3.5e Many of you probably were around the same time Maybe there's a lot of 5e players originals out there or there's you know basic or advanced Dungeons Dragons players I love Dungeons Dragons It was my introduction to the TTRPG hobby and TTRPGs are one of the main pillars of my life in a way I've spent most of my life making games creating supplemental [00:01:00] material for Dungeons Dragons exploring some of the lesser-known TTRPGs the indie games and trying to understand why I love it so much and then bring that joy to as many people as possible in as many ways as possible I think there's a lot of ways to play this hobby But one of the disappointing things to me is that D&D 3.5 compared to say 5.5e now is there's still a lot of things I prefer in 3.5 And as I've learned about basic and advanced D&D there's a lot of things I prefer even in those games So if you're not getting what you really want out of Dungeons Dragons this is kind of the direction I wanna take things I still love D&D This channel isn't gonna become about roasting D&D or even necessarily going to a ton of other TTRPGs and reviewing them And I mean there's a million other games out there you can try and a lot of them are great Pathfinder Daggerheart I've reviewed a [00:02:00] lot of them on the Eternity website But what I wanna do is present some of the ideas that myself as a game designer I've come up with over the last Well I I've probably been designing or editing games since I was about six Uh I think I was 12 when I first made a map where people could play through and you know actually engage in a a full-fledged game that I made So Let's say twenty-four years of game design experience for myself I'm a at this point a hobbyist so I'm not a professional I've never worked for Wizards of the Coast or any other publishing company I have published my own TTRPG and I'll be sharing that more in the future But all of that aside I wanna start talking about in this channel still some of the news things that are coming out but I wanna share it from the framework of here's maybe how you can take this and make it better There's a lot of elements in [00:03:00] D&D that I wanna be talking about that I think are cool but we could make a lot better So some of those topics number one being initiative I think initiative is very uninspired There's nothing wrong with it right Like the initiative system for D&D gives you everything you need to play a combat encounter It's very simple You roll a d20 you add your modifiers If you have like the alert feat in 5E Then you get to go faster and going faster typically means that you're gonna get like one extra turn than a lot of your other friends at the table or enemies that you're facing Because say you're you're seven rounds in you're taking your seventh turn they've only had six but then all the enemies are dead um that's kind of the the value of initiative right Like so going first does matter but it's not that exciting is it Like you just roll you add your bonus and then you're locked in like a static initiative for the rest of the battle [00:04:00] And these kind of issues with D&D lead to very stagnant situations where people take their turn and then they pull out their phone and they know that it doesn't really matter if they're engaged at the table because for the next five ten fifteen minutes going around the table for everybody to take their turn depending on how well the dungeon master runs a combat encounter they could have literally nothing to do especially if they don't have any reactions so forth So you kinda see this with initiative number one You see this w even with basic things like hit chance and these kinda tie in a lot because players will roll saves when it's not their turn and it gives them sort of something to do at least But with AC it's just a static value it's a situation where the dungeon master may not even need the player because a lot of DMs they write down their player's AC Before the battle even starts So they know when they're rolling behind their uh little table or you know whatever however they [00:05:00] use it maybe as a DM you're just rolling out in the open so anybody can see the D20 Other people hide that number but if they roll a five and the monster's got a plus ten or whatever they just know that they hit somebody who has a fourteen or lower right So they don't even really need the player You just Dungeon Master rolls you take X amount of damage and then all the player has to do is record that on their character sheet then they can get back to their iPhone right Like that's lame There's a lot of situations like this that could be improved I also think it's really interesting looking at old school D&D and other [00:06:00] channels talk about this kind of thing a lot and I think it's something that we could bring back to modern D&D with very good results would be things like the dungeon turn or random assigning of how enemies or NPCs feel towards the party I don't think that the critical role way of playing D&D the the theatrical way of playing D&D is necessarily the best way of playing D&D And I don't have anything against that I really like narrative gameplay A lot of the dungeons um a lot of the campaigns that I have dungeon mastered for have been fairly narratively driven And I really like I I've never written a novel but I like writing the the campaign style novels and then being free to adjust that as my players make decisions But I also think it it isn't necessarily the best way sometimes I've [00:07:00] been very inspired as a dungeon master and I've come up with great narrative plots that my players are super into and it makes for an amazing twenty-five to thirty-five session campaign over the course of a year year and a half that people love and we still talk about And there's been a lot of times as well where I'm not very inspired but I'm still trying to rely on those kind of plot points that older styles of D&D don't make you use because they generate a lot of that for you Emergent storytelling is the term I'm looking for where you don't necessarily know what plot is going to come out of the story but sometimes that's much better because at those moments in my own campaign creating where I haven't been the most inspired those campaigns can die really easily Those are the campaigns that last anywhere from two to seven sessions and just like you often hear about most campaigns die after seven sessions Those are the ones that don't make it [00:08:00] So I think that there are a lot of great older ideas that for some reason the newer versions of Dungeons Dragons didn't bring forward I also think that D&D being a fairly old game and don't get me wrong I love older games I play them all the time but it's surprising the lack of innovation I think that has been in the industry over the past What I mean when did D&D come out I Is it I can't think off the top of my head Is it forty fifty years I'm surprised there isn't better stuff Um and don't get me wrong I I love the other games too I love Pathfinder I love Daggerheart I think they're all cool but I think we can do better And so I'm not necessarily saying I have all the ideas for what could make it better but over my twenty years of designing games twenty plus I've come up with some very simple ideas that I wanna share with you and I think that when you try them out for yourself give me some feedback let me know what you think um I think together we can come up with something that is [00:09:00] substantially better And so that's my goal Everything from the mechanics of initiative in combat to the way campaigns develop narratively to player agency to things like allowing dungeon masters to also play characters in their own campaigns within limited scopes perhaps sharing the roles of dungeon master I think there's a lot of things that we could do to actually truly advance the TTRPG hobby genre beyond what we've seen so far So that's the direction that I plan to take with the channel moving forward I'm looking forward to some of these first videos We're gonna talk about the initiative system We're gonna talk about the hit chance system and I can't wait to get your feedback on it But hopefully this is a turn for me away from just new style stuff and towards stuff that you can use in your campaigns  [00:10:00] like tomorrow And I hope that you enjoy it and I hope to hear from you on topics that you want to see improved in your own D&D games And again I think together we can come up with some truly amazing improvements So until next time talk to you then.
“New Path of the Lich”
By Jacob Tegtman April 29, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=an8LlwVXGns Transcription Becoming a lich in D&D has – usually – been something reserved for villains. But in one of the latest Unearthed Arcana from early April, that line gets a little blurrier.  Really cool way that they approached this: there’s now a feat-based system that allows players to work toward lichdom for their characters, over time. So today, we’re going to walk through what becoming a Lich officially looks like—and whether it’s something you’d realistically use in a campaign. Because... you know... with the new D&D seasons releases, and Spring time being about the “horror genre,” nothing says “become a lich” like green trees and budding flowers. So, here we are! Welcome back to Eternity TTRPG—your go-to place for Dungeons & Dragons content, news, games, and updates. Today we’re looking at the Path of the Lich from the new Villainous Options playtest. To understand the system, it helps to start with the lore. A lich in D&D is a spellcaster who avoids death by binding their soul to an object—commonly called a phylactery, or in this case, a spirit jar. The process is intentionally grim. It involves creating that phylactery vessel, performing a ritual, and effectively dying—only to return as an undead being sustained by magic. Mechanically and narratively, liches are defined by two things: Their detachment from mortality And their dependence on that external object . Kind of like a horcrux, from Harry Potter. That phylactery is what makes a Lich difficult to destroy, and why they’ve historically been used as long-term antagonists, such as during one of my personal favorite adventures of all times: the original Tomb of Horrors. The Path of the Lich is part of a broader Unearthed Arcana release focused on “villainous” character options. Instead of a subclass, as a very interesting take on things, this is structured as a sequence of feats. Keeping the Lich path separate from any class means that no matter what you play as, you can make a Lich out of it! This means that your fighter, for example, could be a Lich, or your rogue (not that you’d ever play a rogue), and you can have that “undead character” without tying yourself to the traditional “Lich-as-a-spellcaster” archetype. The Lich progression looks like this: You begin by defining a Lich Rite , at any level, which is mostly narrative At level 4, you take Lich Initiate Between levels 5 and 11, you select at least one additional related feat, from the options of arcane restoration, transfer life, or undead grasp And then at level 12 or higher, you take Lich Ascension , to officially become a Lich So rather than a single transformation, your character goes through a gradual shift in both mechanics and tone, which is very based in D&D lore. The Lich Rite feat is worth discussing in some detail, even though it doesn’t have strict mechanical weight. This first feat in the Lich chain sets the narrative expectation for becoming a full-blown Lich, by providing the character with a sort of quest they must first complete, such as: Consuming a large number of souls Using magic to conceal yourself from the gods of death Brewing potions from slain foes Or severing your connection to any afterlife, entirely These aren’t small story beats. They really do imply a campaign where moral boundaries are actively being crossed—or at the very least, being questioned. So, before mechanics even come into play, there’s already a conversation to have at the table. Next, is the Lich Initiate feat. This is the foundation. You create your spirit jar , which functions as your anchor, the basis for your phylactery. You also gain Soul Siphon , allowing you to consume the soul of a defeated humanoid for a small damage boost. There’s also a risk component—if your spirit jar is destroyed, you suffer penalties until it’s replaced. You then choose how to build on your lich path with a third feat that improves soul siphon: Arcane Restoration lets you convert soul siphon uses into spell slot recovery Transfer Life turns soul siphon uses into temporary hit point bonuses for allies Undead Grasp adds a control option through paralysis These are fairly modular feats. They don’t radically change your role, such as by forcing you into becoming a full-fledged Lich spell caster, but they do add magical efficiency and utility depending on your build. Finally, at level 12, the transformation to Lichdom completes. You: Become Undead Gain resistance to necrotic and poison damage Get access to Fear without expending spell slots And gain a form of rejuvenation tied to your spirit jar That last point is the most significant mechanically. It introduces a conditional form of returning after death, assuming your phylactery remains intact. So, is the Path of the Lich actually worth taking? Mechanically, it’s solid. You’re getting: Incremental power increases Some resource flexibility And a strong late-game feature tied to survival But the bigger consideration isn’t mechanical—it’s contextual. This kind of progression assumes: A campaign that supports darker character arcs A group that’s comfortable with those themes And a DM willing to integrate the consequences of these morally very-dark-gray life choices In a more traditional heroic campaign, it may not fit at all. The path of the Lich feels less like a standard player option, and more like a tool for specific types of stories. If used carefully, it could support a long-term character arc focused on ambition, cost, and transformation. It allows players to experience some really interesting game mechanics that have long been reserved mainly for monsters or main campaign villains. If this feat path is used casually, it does risk feeling out of place—or undercutting the tone of the game. And let’s just remember, since it’s still Unearthed Arcana, parts of this entire path are also likely to change based on feedback. So the real question is: are you going to play a lich in your next campaign? Or do you think lichdom works better as something players confront… rather than become? Let me know in the comments. And if you want more D&D news and breakdowns like this, consider liking and subscribing. Thanks for watching!
“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
Show More