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.


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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.

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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.

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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.


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Final Fantasy TRPG layout: Mana grid graphic
By Jacob Tegtman January 20, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=kPQfDB2cKSI Transcription Every Final Fantasy hero starts with a choice. Sword or spell. Raw power, or skill. But in Final Fantasy TRPG: Legend Edition, that choice doesn’t stop at your Class — it’s defined by the Jobs you choose from your class, the Circles you unlock, and the Limit Breaks that change the tide of battle. Today, we’re breaking down how Classes and Jobs actually work in Final Fantasy TRPG: Legend Edition — and how they shape your character from level one… to the final boss. Hey everyone, welcome back to Eternity TTRPG channel! If you caught one of my recent videos from before the holidays, we went deep into the Final Fantasy TRPG: Legend Edition core rulebook — and today we’re diving into one of the most iconic elements of any Final Fantasy system: Classes and Jobs ! Whether you’re planning your first character or optimizing a seasoned hero for this recently-released game, this guide has you covered. One of the longest-standing traditions in Final Fantasy is its Job system , and Legend Edition embraces this fully. Classes in this game are the framework or chassis of your character — they determine your character’s HP, MP, trained Skills, associated Jobs, and your Class Limit Break . Jobs are where the cool stuff really happens. Each Job is a set of abilities on a progression track, granting new Features at specific levels — these are called Circles . And you don’t just pick one — your character ends up with three Jobs (or four with optional full buy-in), each advancing at a different speed to give you abilities every level. There are four broad Classes you’ll choose from. Each class has what you could consider as subclasses – in Legend Edition, these are the “Jobs.” So, for example, some of the Warrior Jobs are berserker, dervish, dragoon, fighter, monk, samurai, and so on. So, let’s dive into the four classes: Number 1 - Warrior Masters of physical combat, Warriors excel in strength, endurance, and frontline fighting. Their Limit Break — Action Surge — lets them make extra attacks during an encounter, perfect for dealing burst damage. 2. Expert Battlefield manipulators and support roles go here. Experts rely on their wits and skill versatility, and their Limit Break — Savant — adds bonus dice to Skill rolls based on their level. 3. Mage If magic is your playstyle, Mages are your go-to. They lean into Spellcasting and area of effect mechanics. Their Turbo MP Limit Break doubles the effectiveness of MP spent on magical abilities during an encounter. And number four is Adept The hybrid class — versatile, adaptable, and capable of mixing physical and magical roles. Adepts don’t have a unique Limit Break; instead, they choose one from the other three classes, based on their job build. Now here’s where Legend Edition gets fun. Across the system are 50+ Jobs drawing inspiration from classic Final Fantasy favorites — think Black Mage , Dragoon , Thief , and more — giving you a huge palette of archetypes to mix and match. Each Job grants seven Features – called Circles – over its progression, spaced across levels based on whether the Job is on a Fast, Medium, or Slow advancement track — meaning strategic choices shape how your character evolves through the campaign. So, for example, you may choose the Warrior class because you like its HP, MP, and Skill point advancement numbers, you like its limit break, and you enjoy playing that overall archetype for your character. Then, you pick three Jobs to fill out your character. Say that you want a full warrior build, so you choose your three jobs to be: Dragoon, Knight, and Monk. From here, you’d decide which of those three jobs would be on your Fast advancement track, which should go on your Medium track, and which will be on your slow advancement. Important note here though: only one of your Jobs needs to be associated with your Class. That means the rest can actually be totally outside that box — so yes, you can be a Mage-warrior hybrid if it fits your concept! You could be a warrior class, with the Dragoon, Black Mage, and Chemist jobs. So, here’s the quick breakdown of Job progression: Fast Progression: Abilities at levels 1, 3, and every 3 levels thereafter Medium Progression: Abilities at levels 1, 4, and every 3 levels thereafter Slow Progression: Abilities at 2, 5, and every 3 levels thereafter This staggering system means every level feels like a growth moment. You get new Abilities (“Circles”) from all three of your jobs at the same cadence. But at the same time, you get Circles from the Jobs that are most important to you, at earlier levels. The rule book mentions this too, but if you do want to try out this awesome system, I’d recommend that you don’t stress too much about your first Job choices. There’s a ton of options here, which is great for replayability, and experimenting with side campaigns. But, there’s also too many Jobs to really nail down what you want to ideally play, the first time you try out this game. Probably instead, just pick classes that sound fun, and give it a whirl. To wrap up this video, I’m going to cover my personal favorite Job from each of the first three Classes. Since there’s over 50-jobs, there’s too many for me to dive into – at least today. But hopefully these quick snapshots give you a picture of how Jobs work, what kind of Abilities each provides, and some inspiration for your upcoming game: If I was to play a Warrior Job, I’d start with Dragoon: As you probably know, Dragoons are also often known as Dragon Knights . Dragoons are aerial combat specialists who use momentum for power. Originally trained to pierce the hides of massive foes like dragons, their style revolves around leaping high above the battlefield and crashing down with overwhelming force. Depending on the setting, Dragoons may hunt dragons, fight alongside them, or carry on their legacy after their extinction — but they’re almost always portrayed as guardians who stand against towering threats . In play, Dragoons are defined by the Jump and Blood of the Dragon Circles . Jump removes them from the battlefield for a round before returning with an automatic, high-impact strike. Meanwhile, critical hits generate Blood of the Dragon to fuel powerful Dragon Arts , which are the Dragoon’s situational combat techniques that modify your attacks, defenses, or Jump actions, for additional benefits. Next up, for the expert class, I’d probably start with Squire – I just have so many good memories from playing Final Fantasy Tactics: Instead of perfecting a single discipline, Squires develop adaptability through experience and improvisation. That flexibility makes Squires exceptional team players , able to step into gaps and support allies in many situation. Mechanically, the Squire revolves around Fundaments — where they grant short-term bonuses to allies based on that ally’s Class. Warriors hit harder, Experts perform better at skills, Mages cast more effectively, and Adepts can receive whichever boost fits the moment. As the Squire advances through their Circles, they can grant Fundaments to multiple allies at once, add secondary effects like increased damage or longer debuffs. I’m not always a team buffer kind of guy, but I do like the way Squires here make everyone else better , turning party coordination into a great strength. For my third Job, I’ll choose from the Mage class. This one’s really hard for me as I could see myself actually going like 3/3 mage, or maybe 2/3, at least. But, if I had to pick just one for my remaining Job slot, I’d go with Necromancer: Necromancers are reclusive magic-users whose art is inseparably tied to death and the Shadow. Often misunderstood or feared, they’re immediately recognizable by their Bone Commander — an undead construct that serves as both assistant and bodyguard. While some Necromancers lean into darker reputations, others act as shamans or intermediaries, communing with spirits to resolve unfinished business or bring peace to the dead. Their morality isn’t defined by their magic, but by how they choose to wield it. In play, Necromancers are spellcasters with access to the Necromancy spell list and a powerful Companion system . Their Bone Commander acts on their shared action economy, providing combat presence without needing its own stats or hit points. Their Limit Break, Friends on the Other Side , allows damage from the party to count as Shadow damage, supercharging Necromancer features and reinforcing their role as battlefield controllers who blur the line between ally and undead asset. So! There you have it. From adaptable Squires and sky-shattering Dragoons to shadow-touched Necromancers and beyond, Legend Edition’s Classes and Jobs are all about expression through choice . Your Class sets the foundation, but your Jobs — and how you progress them — define how your character actually plays at the table. Legend Edition feels... unmistakably Final Fantasy. What I really want to know is... from the 50+ jobs available in Legend Edition, what three Jobs would best define your Character? List your Jobs in the comments. Otherwise, thanks for watching! If you enjoyed this breakdown of Classes and Jobs in Final Fantasy TRPG: Legend Edition, hit that like button, subscribe for more content, and ring the bell so you don’t miss our next video.
By Jacob Tegtman January 15, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=QQLN8bvlo-Q Transcription If you’re like me, you just watched Stranger Things Season 5, and it was amazing. Personally, I felt like it really hit similarly to the first season – they did a great job. But you're watching Stranger Things, getting hyped about seeing D&D represented in mainstream media, when suddenly Mike declares he's casting a spell, as a paladin... at first level. And you're sitting there thinking, "Wait, that's not how that works." Well, you're not alone. Today we're diving deep into three quick, but glaring D&D mistakes – or, perhaps intentional and fun D&D alternations – that Stranger Things has made throughout its run. I love Stranger Things, so this is by no means a criticism of the show. If anything, some of these mistakes just makes me like it more. Because, let’s get real – most D&D games fudge something in the rules anyways. It’s part of the fun. And no one really wants to be a rules lawyer all the time. What's up, dice rollers! Welcome back to Eternity TTRPG where we explore everything that makes tabletop RPGs amazing. I'm your host, and today we're taking a critical but loving look at how Stranger Things – arguably the biggest mainstream representation of D&D we've ever had – got some pretty fundamental (and sometimes funny) things wrong about our favorite hobby. Now, before we dive in, let me be clear: I absolutely love that Stranger Things brought D&D into the spotlight. The show has introduced countless people to our hobby, and that's incredible. As D&D enthusiasts, we can appreciate the show while also having some fun pointing out where the Duffer Brothers maybe should have consulted their Player's Handbook a bit more carefully. So grab your dice, settle in, and let's explore three quick strange things that Stranger Things got wrong about D&D. Mistake #1: The Demogorgon Campaign Confusion I’m gonna call this “Mistake #1,” by the way, and you’ll find out why in just a minute. But let's start with this big one from Season 1. In the very first episode, we see the boys playing D&D, and Will's character encounters the Demogorgon. Now, the show treats this like it's some kind of final boss encounter, but here's the problem: a Demogorgon in D&D is a CR 26 creature. Basically, a Lv.26 monster. That's endgame content for level 20 characters. These kids are clearly playing low-level characters – probably somewhere between levels 1-5 based on their abilities and the campaign Mike’s describing. A real Demogorgon would obliterate their entire party in a single round without breaking a sweat. It would be like sending a group of mall security guards to fight Godzilla. What the show probably meant to use was a lesser demon or maybe just called it a "demogorgon" as a generic monster name. But for D&D players, it's like watching someone try to drive a car with a boat steering wheel – technically it's transportation equipment, but it's completely wrong for the situation. Is this really a mistake though? I’d say yes, technically. But also, we all know how kids get when playing games. Mike was probably like, “hey, you know what would be cool for my party of Lv.5 adventurers? Give them something that inspires them. Like this CR26 literal god.” It’s the type of move that every DM has done at some point – just go way, wayyy overboard. And again, that’s part of the fun with games like D&D. Mistake #2: The Paladin Spell Situation This one is really funny to me because it happens multiple times throughout the series. Mike's primarily the dungeon master for his group. But when he plays, his character is consistently referred to as a paladin, and we see him attempting to cast spells at what appears to be first level. Here's the issue: in every edition of D&D that would have been available when Stranger Things is set – we're talking late 70s to early 80s – paladins don't get spells until much higher levels. In AD&D (Advanced dungeons and dragons), paladins don't get their first spell until 9th level. Even in modern 5th Edition, paladins don't get spells until 2nd level. But the show has Mike casting spells right from the start. It's a small detail, but it shows a fundamental misunderstanding of how the class works. It would be like showing a wizard swinging a two-handed sword as their primary weapon – technically possible in some circumstances, but it misses the point of the class – for that level, at least – entirely. It’s another “mistake” though that many groups would make, probably especially kids. You want to play a character who can do cool things, at any level. So maybe this was another intentional move on the Duffer brothers’ part, showing not just the rules for D&D, but how people actually play. Mistake #3: The Dice Rolling Drama This one’s more about dramatic license. Throughout the series, we see characters making single dice rolls for incredibly complex situations, and the entire outcome hinges on that one roll. Real D&D involves a lot more dice rolling and a lot more back-and-forth between players and the DM. Combat isn't usually resolved with a single dramatic roll – it's a series of attack rolls, damage rolls, saving throws, and tactical decisions. The show makes it look like D&D is just "roll a d20 and see what happens," when the reality, as we all know, is much more nuanced. The most egregious example is in Season 1 when Will's fate seems to hinge entirely on a single d20 roll. While dramatic moments like this can happen in D&D, they're usually the culmination of a longer sequence of events, not the entire encounter. Of course, filming four kids rolling dozens of dice over and over doesn’t make for great visual episodes, I assume. This one is really more to point out that anyone who isn’t familiar with D&D may be a bit surprised walking into a real gaming session at how many dice really do get rolled. On platforms like Reddit, the D&D community's reaction to these inaccuracies has been... interesting. Players have been discussing these since the show premiered. One user pointed out in a popular thread: "I love that Stranger Things brought D&D to the mainstream, but I wish they'd gotten a consultant who actually understood the game mechanics. It's like they researched D&D by reading about it rather than playing it." Another user noted: "The show gets the emotional core of D&D right – the friendship, the collaborative storytelling, the escapism. But the mechanical details are so wrong that it's distracting for anyone who actually plays." Now, do these mistakes matter? I would argue they don't – Stranger Things is a TV show, not a D&D tutorial. People may come into the hobby with incorrect assumptions on how things work. But, if more people are getting into the hobby, then that's positive. And D&D – or let’s at least say tabletop roleplay games – have experienced unprecedented growth partly thanks to Stranger Things, and that's amazing for our community. So here's what I want to know from you: is there anything else fun or silly that I missed from Stranger Thing’s D&D inaccuracies? I’m sure there has to be more than just these three, so please hit me up in the comments and let me know what you’ve found! And that wraps up our dive into Stranger Things, for today. Remember, this comes from a place of love – both for the show and for D&D. If you enjoyed this quick video, make sure to hit that like button and subscribe for more D&D content. Whether you're fighting demogorgons in the Upside Down or just trying to survive your first dungeon crawl, keep those dice rolling!
Dragonlance
By Jacob Tegtman December 17, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=257fKzW8yzA Transcription Before there was Game of Thrones, Baldur’s Gate, and Critical Role.… there was Dragonlance .  A fantasy saga that defined an entire generation of D&D players — epic wars, tragic heroes, and dragons that actually felt like dragons. But if you aren’t familiar, what is Dragonlance — and why are we still talking about it in 2026? Well to answer that last question, the new “Legends Edition” which is the second Trilogy of Dragonlance is coming to Amazon in February. This is a big deal because getting new copies of the original Dragonlance Chronicles Trilogy, and now this second “Legends” Trilogy was becoming very difficult. I’m hoping these new prints rekindle the spark of one of the greatest D&D settings and novel series of all time, and introduce even more people to its magic. Welcome back to Eternity TTRPG, your home for D&D history, lore deep-dives, and the stories that shaped the game we play today. If you love tabletop RPGs, classic settings, and learning why D&D looks and plays the way it does today, you’re in the right place. So, let’s talk about one of my favorite fantasy settings – and fantasy book series of all times – Dragonlance . Dragonlance started as a bold idea from Tracy Hickman and Laura Hickman , later developed with Margaret Weis at TSR. To answer the burning question you may be having, right off the bat – yes, the Dragonlance adventures came before the book series. At the time, most D&D adventures were simple and modular. You’d kick in a dungeon door, fight some monsters, grab treasure, and move on. Dragonlance asked a very different question. What if Dungeons & Dragons could tell one long, epic story? Instead of disconnected adventures, the Dragonlance team wanted a campaign with a clear beginning, middle, and end. A single, continent-spanning war. A story that unfolded over time, not just session to session. To make that work, players wouldn’t create random characters. They’d play pre-generated heroes, each designed to fit directly into the narrative, with personal arcs baked into the plot. That idea became the original Dragonlance AD&D module series — eventually twelve linked adventures telling the story of the War of the Lance. On paper, it was revolutionary. At the table… it was complicated. The problem is simple. And honestly, you can probably pause the video here and tell me the problem, yourself, based on your own D&D games. It’s basically this: D&D games, and it’s players – are unpredictable. Dungeons & Dragons thrives on player choice, improvisation, and chaos. Dragonlance, on the other hand, needed players to be in very specific places, doing very specific things, at specific times. If the party ignored a hook, skipped a location, or made an unexpected choice, the entire story could fall apart. So the modules relied heavily on railroading — nudging, and sometimes outright forcing, players back onto the intended path. That tension made Dragonlance awkward to run as a campaign. The story was strong, but the format worked against the strengths of tabletop roleplaying. And that’s when Dragonlance found the form it was truly built for. To promote the modules, TSR (that is, the company founded by Gary Gygax and Don Kaye, to publish D&D) decided to release a trilogy of tie-in novels. That decision came late, the original author didn’t work out, and Margaret Weis and Tracy Hickman ended up writing the first book themselves — in roughly three months. The result was Dragons of Autumn Twilight, released in 1984. Which, even talking about almost brings a tear to my eye – the book was just that impactful to me in my teenage years. TSR expected modest sales. But instead, the book was a massive hit. For many readers, this wasn’t just their first Dragonlance novel — it was their first D&D novel. It introduced the idea that a D&D party could be the heart of a fantasy epic, with flawed characters, emotional arcs, and long-term consequences. This is basically why Dragonlance matters to D&D history. And not just a little bit. It matters – a LOT. Dragonlance proved that Dungeons & Dragons wasn’t just a game system — it was actually its own entire storytelling engine. If you haven’t read the novel series, I have some amazing news for you, shortly. But at its core, Dragonlance is about one idea: hope in darkness. The world of Krynn is broken. The gods are distant. War is everywhere. People are scared, tired, and cynical. But, the world of Dragonlance isn’t saved by a single chosen hero. Instead, this novel series tells you that the world can be saved when ordinary people choose to do the right thing, even when it’s hard, and even when it feels pointless. That philosophy shaped the tone of the setting. Dragonlance was darker than most TSR-era worlds, but it was never hopeless. Friendship mattered. Faith mattered. Sacrifice mattered. Umm, a lot. Those themes became incredibly influential, especially for party-focused storytelling in D&D campaigns. Dragonlance also changed how dragons were treated in D&D. Before this, dragons were often just very powerful monsters. Dangerous, sure — but still just another encounter. Dragonlance made dragons rare, mythical, and world-shaping. What becomes the mystical return of dragons isn’t just a side quest in this setting. It’s THE central event that changes the balance of power across the entire world. That idea — that dragons should feel legendary, and not just routine — stuck, and it still shapes how dragons are presented in modern D&D. After the success of the original trilogy, Weis and Hickman followed it with Dragonlance Legends, which is what I’ll be getting to more about in just a few minutes. Instead of escalating to an even bigger war, Legends zoomed in. It focused on the twins from the first trilogy: Raistlin and Caramon Majere, and on the topics of ambition, responsibility, and the cost of power. It introduced time travel – which to be honest, I don’t love – personal tragedy, and consequences that felt intimate. This trilogy, too, was a massive success, even hitting the New York Times bestseller list — a first for TSR. For a brief moment, Dragonlance wasn’t just a D&D setting. It actually became the face of D&D storytelling. But Dragonlance’s greatest strength eventually became its weakness. The setting was tightly bound to one story and one cast of characters. Once the War of the Lance was resolved, the world of Krynn felt… finished. New stories struggled to find the same weight. Bigger threats felt repetitive. New heroes had a hard time stepping out of the shadow of the originals. Unlike the Forgotten Realms, Krynn never felt like a neutral playground. It felt like a world where the most important story had already happened. And slowly, Dragonlance faded from the spotlight. Dragonlance went quiet after 2010. But in February 2026, we’re getting a new hardcover release of Dragonlance Legends — collecting the full trilogy with new behind-the-scenes material from Weis and Hickman. It’s not a full revival of the setting. It’s a reminder of an important moment in D&D history, when the game experimented with storytelling in a way that permanently changed how we think about campaigns. This trilogy about the twins: Raistlin and Caramon – is coming after the Chronicles trilogy was rereleased (I believe) just this last year – I got my copy from Margaret Weis at GenCon. These books haven’t been in print for some time. So, if you like what you’ve been hearing about Dragonlance, or you – like me – are a longtime fan, you may want to pick these up. You can get the original Chronicles Trilogy on Amazon now, and the second Trilogy – Legends – is coming out this February. Dragonlance asked a question that D&D is still trying to answer: Is this game about total freedom… or about telling powerful stories? Most tables today try to balance both. And whether you loved Dragonlance or bounced hard off its railroads, its influence is still baked into how D&D is played, written, and remembered. So I want to know — have you read Dragonlance, or played in a campaign set in Krynn? Would you run a Dragonlance campaign today, or does it feel too tied to its story? Let me know in the comments, like the video if you enjoyed it,subscribe for more D&D deep dives, and I’ll see you next time.
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