Cure Wounds 5e: A Blessing or a Curse?

In any RPG you play, it’s impossible not to meet a character whose primary purpose in life is to heal their teammates. Let’s say the marksman is just one hit away from being slain. The healer can break that tension with a single move, and the team can keep going. Of course, healing differs in each RPG. But usually, a spell that helps restore precious hit points is often the weapon of choice for these healers, and in the case of Dungeons and Dragons, that spell is Cure Wounds.


Cure Wounds 5e is one of the hundreds of spells in the Player’s Handbook and one of the first that D&D beginners learn about. Well, not all beginners, but I’m pretty sure many will agree. Cure Wounds 5e was one of the first spells I learned. And after years of playing D&D in both DnD One Shots and RPG Campaigns, I’ve witnessed pretty significant changes in the role of the spell.


So, let’s get into what Cure Wounds 5e actually is and how it can affect your adventures.

cure wounds 5e

What Is Cure Wounds 5e?

Cure Wounds 5e is a spell that allows a character to heal themselves or another target. It has a variety of uses, from healing an injured character after a fight, to topping off the party’s hit points before they embark on their next journey. Basically, it's the bread-and-butter spell that prevents a TPK.


According to the Player’s Handbook (page 230), Cure Wounds provides the following effect:


“A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.”


The spell’s stats are as follows:

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous


How Does Cure Wounds 5e Work?

It’s not really that complicated. You simply spend an action topping off another creature with sweet, sweet hit points. The amount depends on your spellcasting ability modifier and the level of the spell slot you’re using.


So, for example, your friend is unconscious. You can cast Cure Wounds 5e on them, and they will regain 1d8+ your spellcasting ability modifier hit points. If you use a higher-level spell slot, the healing increases. And just like that, your friend is back on their feet and ready to continue the adventure.


Of course, the spell has its limitations, like any other. It won’t work on undead or constructs, and to be honest, it doesn’t really heal all that much. So, you must be careful when using it in certain situations. In all reality, it’s pretty great between battles, but due to its limited amount of healing, it’s a bit underwhelming during combat.



Which Classes can Cast Cure Wounds?

Now, here’s where the Cure Wounds 5e plot twist comes in. This staple healing spell has changed throughout the years, so I’m here to help you keep up.


Previous Editions of D&D

Cure Wounds used to be the “Cleric” spell. In my D&D journey (which I’m sure is similar to other players), I was the Cleric more times than I can count, especially when I was a beginner. It’s unsurprising; Clerics used to be the only class with access to Cure Wounds, because it’s what they do. They cure wounds, and they heal.


I didn’t necessarily want to be the Cleric again and again, but it was the easiest class to play as a beginner. Basically, I just had to save the day, each and every adventure, with a few heals and buffs now and then while the rest of my team did the real work. So, Cure Wounds was the main spell. Honestly, many times, it could feel like the only spell.


D&D 5th Edition

Enter D&D 5e, and Clerics have turned into more than doctors, nurses, and healers; they’ve now become more fleshed-out characters, meaning that Cure Wounds 5e is no longer a major limitation for them.


Nowadays, Artificers, Bards, Clerics, Druids, and Paladins access the spell at level one. When the Rangers are at level two, they can access the Spellcasting feature and take the Cure Wounds 5e, too. It’s also possible for Divine Soul Sorcerers and Celestial Warlocks to access Cure Wounds.


Now, that list makes Cure Wounds 5e a spell that’s accessible to a variety of classes. It’s no longer limited to the “Cleric spell” as it was in the past. Is that a good or a bad thing? We’ll get to that soon…


When You Should Go for Cure Wounds 5e

Clueless players would say, “I’ll use Cure Wounds 5e whenever I need it, or my party needs it.” Who wouldn’t want to be a glorified healer, right? But keep in mind that Cure Wounds 5e takes one full action to cast. What I’m getting at is that you could use that one full turn for something else – something more… important.


Don’t get me wrong, healing is important. But for D&D 5e specifically, there are many more significant actions than healing (an average of) 4HP per spell level. As a result, knowing when you should NOT cast Cure Wounds becomes more crucial, actually, than knowing when you should cast it.


So, here’s a rule of thumb: if your allies aren’t unconscious or really, really, really close to becoming unconscious, use your action for other spells, instead.


If your party can pick off enemies in one go, pick them off and reduce their damage per round, instead of healing. And for Paladins, the Cure Wounds 5e is available, but you also have Lay On Hands, which probably offers a better heal anyways.

Remember, in D&D 5e, your spell slots are extremely limited, so save as many as possible to instead unleash truly meaningful spells like Divine Smite. In short – at least during combat – it’s honestly best not to cast a Cure Wounds 5e spell at all…


One major exception is if you happen to enjoy Single Player DnD. If so, then having a spell like Cure Wounds 5e is probably your best friend, and you can essentially ignore all of the downsides of the spell, as it will at least keep you alive!

Cure Wounds 5e Classes

Similar Spells to Cure Wounds 5e

Speaking of spells that are significantly more meaningful than cure wounds, there’s another spell that players interested in healing should instead consider: Healing Word. The Player’s Handbook (page 250) says:


“A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot above the 1st.”


And when it comes to stats:

  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous


If your goal is to keep your allies alive, we can compare the two spells and immediately know which one is more practical.

Healing Word has a longer range than Cure Wounds 5e (which requires you to be close to the target). If it only takes one point of magical healing to keep an ally in the fight, casting the Healing Word instead of Cure Wounds allows you to heal someone without putting yourself in danger. That’s impossible with Cure Wounds 5e, as you have to literally touch your front-line tanks in order to provide them with healing.


Additionally, Healing Word is a Bonus Action 5e, meaning that it can be cast in addition to taking another action during a round. Meanwhile, Cure Wounds 5e requires – as I mentioned before – an entire action to cast.


The only downside is that not all classes have access to Healing Word. In fact, there are much fewer casters who can access it than Cure Wounds!


Ultimately, when choosing your healing spells load-out, it’s all about knowing when to use each spell and when not to use them.

Dungeon A Day Article

Bottom Line: Is Cure Wounds 5e Good?

At this point, you might wonder if Cure Wounds 5e is still useful at all. There seem to be more disadvantages than advantages to casting it, regardless of if you’re a Cleric, Ranger, or any other type of caster.


Well, Cure Wounds 5e is still helpful in some situations. Remember, dead allies can’t help you win the game, so any healing spell is better than none, if it allows you to keep your allies active. Plus, when your ally drops to 0HP, they actually have a chance to die, which – yes – is a bummer.


Finally, Cure Wounds 5e is still a great healing spell to use in between combat encounters. If your adventuring party is exploring a cavernous dungeon, where many battles await, it’s always useful to heal everyone up between each battle.


To Cure or Not to Cure

Cure Wounds 5e can be a blessing or a curse, an opportunity or a trap, and a boon or a bane, depending on your use. If you can see the bigger picture and make smart decisions, Cure Wounds 5e can be a lifesaver for your party. On the other hand, if you just use it as a “healing spell,” you could be doing more harm than good.


When healing, you also need to be very wary of enemies with spells such as Silence 5e, Cause Fear 5e, and Charm Person 5e. If you as the healer get caught in any kind of incapacitating effect like these, even if you're in a situation where healing would be a great choice, you may run into some major problems without other healing effects available to you as backups.


Bottom line: you and your allies will need healing at some point. In the past, Cure Wounds might’ve been the default spell, but hey, times have changed. And still, Cure Wounds 5e remains a reliable healing spell in the current edition of D&D.

Cure Wounds 5e Scrolls

You know how some people on Pinterest create "Healing Potions" out of red liquid in small glass jars? Why not get some fancy yarn and some sheets of paper to create "Healing Scrolls?"

Healing in D&D 5e vs. Eternity TTRPG

In D&D, as with most TTRPG systems, video games, and everything based on the RPG genre, healing is a vital part of gameplay. Entire classes are designated as “healers,” and though specifically the cleric class isn’t a must-have for modern D&D parties, per-se, the role itself is still so important that the game basically can’t be played without them.

 

In fact, the only restriction to healing in D&D 5e is that healing spells take up limited-availability spell slots, and healing items are often consumed upon use.

 

Healing in the Eternity TTRPG game system is actually very different, as no healer is required. Having methods of healing is still important and valuable, especially for game sessions, adventures, and dungeons where multiple fights take place, often back-to-back. However, healing in Eternity TTRPG isn’t as “unlimited” as it often feels in other RPGs.

 

In the Eternity TTRPG game system, healing is quite a bit more powerful than most attacks can deal in damage. However, every heal gives the target “Fatigue” from the accelerated healing, which lowers all of their defenses.

 

What Classes in Eternity TTRPG can Cure Wounds?

Of the 30 classes in Eternity TTRPG, fully 9 of them offer some kind of healing spells or abilities:

  •  Alchemist
  • Dread Priest
  • Druid
  • Fallen Paladin
  • Paladin
  • Sage
  • Summoner
  • Vampire Mage
  • Witch Hunter

 

In Eternity TTRPG, I didn’t want any single player to feel like they had to be the “healer” for the group, and then get stuck casting cure wounds every turn in battle. Instead, many classes have some way they can heal themselves or allies, and then players have a choice to specialize in one or more of their healing powers, if they want.

 

Since there are too many cure wounds-like spells and abilities in the game to list, here’s a sample of some of the game’s most iconic core class healing effects. You can tell with even a brief look that each class has highly specific ways of providing HP restoration.

Eternity TTRPG Article Shop

Druid – Core Class Spell

Seed of Healing (Magic): 4Range, on every one of the target’s turns, roll d20. If you roll 18-20, they heal +1HP. This spell allows the affected target to heal 1HP above their normal max HP. Every time your target heals with this effect, they are also Fatigued, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this spell for 2Inspiration.

  • (Nature’s Wrath) You gain either +4Strike Bonus or +4Faith against the first enemy that attacks the target of this spell. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom).
  • (Nature’s Healing) Roll 15-20. You can instead choose to continually maintain this critical for 4Inspiration (and 0Wisdom).
  • (Primal) Instant Action. Your target also gains +1Speed while affected by “Seed of Healing.” When you use this critical, you can’t use any more Wisdom this turn. 1turn Recharge.

 

Paladin – Core Class Spell

Peacekeeper (Magic): 4Range, every time the target is attacked, roll d20. If you roll 18-20, they heal +1HP. This spell allows the target to heal 1HP above their normal max HP. You can only cause healing with this spell once per turn, per affected target. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this spell for 2Inspiration, per target.

  • (Divine Sword) When your target is attacked, you also gain either +4Strike Bonus or +4Faith, at your choice, against their attacker for the next attack you make against them. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom), per target.
  • (Healing Light) Roll 15-20. You can instead choose to continually maintain this critical for 4Inspiration (and 0Wisdom), per target.
  • (Self-Sacrificing) Up to 3 allies in 4Range. You also gain +4Resilience, +4Dodge, and +4Will for 1turn.  

 

Sage – Core Class Spell

Blessed Light (Magic):  4Range, the target heals +1HP. This spell allows the target to heal 1HP above their normal max HP. This effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit).

  • (Darkness and Light) Also, up to 3 enemies in 4Range of your target, -7Faith vs. Will, deals 1light damage (deals 2damage to Shadow Aura units).
  • (Secrets of the Ancient Tomes) You can still cast this spell while Dazed, Locked, or Silenced. Also, roll d20. If you roll 15-20, you also remove that effect from yourself.
  • (Powers of the Eternals) +2HP. This critical allows the target to heal 2HP above their normal max HP. This effect also Fatigues the target.

 

Vampire Mage – Core Class Spell

Drain Life (Magic): 4Range, -5Faith vs. Will, deals 1damage and heals any ally in 4Range, +1HP. This spell allows the target to heal 2HP above their normal max HP.

           For every stack you have of “Blood Healing” from casting “Blood Funnel,” “Blood Rush,” or other effects, you gain +4Faith when casting “Drain Life.” Each stack has a one-time use, but lasts for 1Hour Duration or until use. You can use as many stacks as you’d like at a time.

           Healing from “Drain Life” also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).

           (Double-Hit): heals +2HP (but still only deals 1damage). This Double-Hit effect also Fatigues the target, giving -2Resilience, -2Dodge, and -2Will for 1Day Duration (can stack without limit).

  • (Blood Magic) +3Faith vs. Will.
  • (Drain) Even if this spell misses, +7Faith vs. Resilience, gives -3Speed. This critical effect cannot Double-Hit or give a Block.
  • (Vampire’s Coven) Up to 2 enemies in 4Range. Any stacks of “Blood Healing” used with this critical only give +2Faith each, instead of +4. *Double-Hit with this critical only allows one of the attacks to cause additional healing.
Vampire Mage Healing Effects

Making the Most Out of Healing in Eternity TTRPG

In the Eternity TTRPG game system, since (almost) all healing effects give the target some degree of Fatigue, it’s actually often best to only provide healing when they’re at low HP. Some effects, like “Seed of Healing” and “Peacekeeper” from the examples above, are useful to cast throughout the battle, as the amount of Fatigue they give is so low, but spells like that are typically the exception.

 

Since healers don’t provide as much benefit in Eternity TTRPG when healing targets who are at nearly full HP, they can save their cure wounds spell actions for later into a battle. This allows them to cast all kinds of other spells in the meantime.

 

When it comes to RPGs, healing is really only fun when you’re saving yourself or an ally from death. The excitement comes when your target’s at low HP, and you give them a huge heal. However, healing isn’t that fun up until that point. That’s why in Eternity TTRPG, healers get their real value when saving an ally’s life – when the Fatigue doesn’t matter as much. Otherwise, they’re free to play their character however they want, using all the other spells, abilities, and actions available to them, as they’d like.

 

Curious about the Eternity TTRPG Game System?

Healing is a huge topic in any TTRPG. It can be amazingly fun to play as the healer for a group, but as you probably already know, it can be a huge drag, as well.

 

So, why not try the Eternity TTRPG Game System, where you can play a heroic healer, but still play the overall character you want to play? Eternity TTRPG will never lock you into spam-casting cure wounds.

 

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.


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.

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By Jacob Tegtman December 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1GBbHsUFBR8 Transcription Visit the Final Fantasy Tabletop Roleplaying Legend Edition Website . Final Fantasy fans… it’s finally happening. A brand-new tabletop RPG built specifically to capture the tactical, job-swapping, limit-breaking chaos we love from the Final Fantasy series. But… for those of you who are familiar with Final Fantasy d20, and other predecessors to this Legend Edition, why make a whole new system when Final Fantasy Tabletop RPGs have already existed in the past? And what makes the Final Fantasy Legend Edition so special? Today, we’re diving in to the game that aims to become the definitive way to play in Ivalice—or any Final Fantasy world—at your table. Oh, and did I mention that this is a professionally-designed game book and PDF assets for every conceivable part of your game – and it’s all 100% free? That’s right, free. This is a passion project brought to you by Mildra the Monk and his amazing team that they’ve been working on for years. It’s absolutely incredible what they’ve put together, and you can get it for your table today – at no cost. Hey everyone, welcome back to ETTRPG—your home for tabletop news, deep dives, and world-building inspiration. If you love Final Fantasy, Tactics-style combat, or job systems with way too many builds to ever be able to properly enjoy it all, today’s video is for you. So, Final Fantasy TRPG: Legend Edition is a spiritual successor to the long-running Returners’ Final Fantasy RPG and its offshoots like Final Fantasy 4e and Omega Fantasy. But this isn’t just a rehash—this is a completely modernized, research-driven rebuild of the whole system. The devs, among them Mildra the Monk, who has been a big supporter of us at Eternity TTRPG for years, spent three years dissecting the games, the lore, the combat, and all the unique systems that Final Fantasy fans love. The result? An intermediate-complexity tabletop RPG laser-focused on recreating the true Final Fantasy experience – at the table—without any confusing crunch, or decade-old legacy rules. Ok, as I mentioned, there are other Final Fantasy tabletop systems already. But here’s what it boils down to for why it was worth it for Mildra and his team to create this new system. Number one: Simplicity None of the previous games fully capture the mythos of Final Fantasy while still giving players complete setting freedom . Where earlier systems often tied you to a specific world, tone, or era, Legend Edition was built around a single core design principle, which is: “Mythos over setting.” This means the rules capture the soul of Final Fantasy—Summons, Jobs, elemental affinities, cinematic abilities—but they don’t lock you to Ivalice, Gaia, Spira, or any one timeline. Using this game system, you can: Recreate your favorite Final Fantasy world. Mash up multiple games. Or build your own world entirely from scratch. This is FF energy, but not FF rails , that makes it such a big deal. So, moving on, What Makes Legend Edition Stand Out? The first piece is: Ridiculously Modular Character Building. In the future, I plan to do more videos on Final Fantasy Legend Edition. But let’s content ourselves today by summarizing – at least for this section – that there’s 50+ Jobs drawn from across the franchise. Included are fan favorites and long-time classics such as Dragoon, Black Mage, Thief, Time Mage, Gunbreaker, and dozens more. Using these 50+ Jobs, you do in fact have over 25,000 job combinations available to you, as a player. And these aren't “same-y” class splashes. The track-based advancement system makes each mix feel meaningful, distinct, and highly customizable. Oh—and there are 14 playable races taken from the Final Fantasy universe , each with their own unique ability. This is one of the most flexible JRPG-inspired character engines out there. The second big item that makes the Legend Edition Stand Out is Streamlined, Row-Based Combat, like your favorite Final Fantasy games from back in the day. Legend Edition offers an easy-to-learn row-based combat system that keeps the spirit of classic Final Fantasy battles while speeding everything up. You still get things like: Elemental affinities, Status effects, Skills with cinematic alt uses, And powerful Limit break moments. But, the math is way smoother than you’d expect. You won’t need a calculator, like if you took Final Fantasy I directly to your table. Next up is that the book provide you with Mythos-Driven Campaign Systems. Final Fantasy stories, across all games even back to the originals, are political. Big factions, world tension, and meaningful alliances are core to the franchise. Legend Edition builds this directly into play with: A Reputation & Affiliation system . You also have what’s called “The Holdings system” to build your very own base. The game comes with expanded NPC creation rules, and a robust Skill Game system for non-combat set pieces. This is the stuff that makes your campaign feel like a Final Fantasy game, not just another “game like D&D,” but with a “Final Fantasy” sticker slapped on their for flavor. As if all of the core game’s features are not enough, The Expansion Books Are pretty Wild. The Ultimania Expansion adds: 28 new races , 4 new jobs , 300+ sample items , Airship & Mecha creation systems , plus More Skill Games and Affiliations. Meanwhile, the Enemy Intel Field Guide brings you 200 full NPC stat blocks , a Fully detailed bestiary, and Drop-in encounter prep tools. Basically, everything you need as a Dungeon Master to prep your game with maximum Final Fantasy feel, and minimal effort. Additionally, if you want to run FF Tactics, FFIX, FFX, or even a fully original world—these books give you all the toys for each of those specific settings. Wrapping it all up, Legend Edition emulates the cinematic spirit of Final Fantasy with its Big narrative beats, Cutscene-worthy skill moments, Dramatic faction politics, Summons that feel truly mythic, and Job classes that are meaningful extensions of character identity. If you’ve ever said “I wish Final Fantasy had a premier tabletop version,” this is the game you need to try out at your table, next. So, if you’ve made it this far, I think you and I both know it’s time for you to download your free copy of Final Fantasy Legends Edition. I’ve got that link in the video description below. But I want to hear from you: what do you think? Does Legend Edition finally deliver that top-quality Final Fantasy tabletop experience we’ve all been waiting for? And if so, what will be the first Job class you’ll try out? Let me know in the comments. Hit like, subscribe, and share this video with your party. Let’s get Mildra and his team the recognition on this masterpiece that they truly deserve. Until next time—may your crits be big, and your summons be even bigger.
Undead figures in a city at night, with one playing a stringed instrument under a large, crescent moon.
By Jacob Tegtman December 6, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RwDiy7u-wUo Transcription In Kalero, the canyon walls sing.  Not literally — but if you listen closely, as the desert wind slips through the stone crypts and carved tombs, you’ll hear something. A rhythm. A pulse. A beat. And when the Crooked Moon dips behind the cliffs, figures begin to emerge — their bones glowing with blue light, their skulls crowned with curls or braids, their steps half-dance, half-swagger. These are the Relicborn — the living memories of Kalero. Dressed in vibrant fabrics, lacquered patterns, and sometimes… a flashy swashbuckler’s cape or rapier at their side. Today on Eternity TTRPG, we’re diving into one of the most joyful, most soulful, and most stylish ancestries in all of Druskenvald. Crooked Moon continues to be one of my favorite adventure supplements of all time, and you can pick it up on D&D Beyond. Whether you’re a player wanting a character with flair, you’re a DM craving new cultural flavor for your campaign, or you’re just a lore-nerd who loves stylish undead — this one’s for you. The Relicborn are a species native to Kalero, a province lined with towering canyon walls carved into catacombs and mausoleums. But despite being born from tombs, they are anything but gloomy. These are living skeletons , decorated with any number of colors, hand-painted motifs, and glowing patterns. Their bones are encased in a translucent magical substance that gives them full humanoid shape. And if your Relicborn wants big curly swashbuckler hair? Yes. They can actually grow it from their skulls. Where they come from is unique: they’re formed in the crypts of Kalero, rising from ancestral memory and celebratory magic rather than necromancy. Theirs is not a culture of undeath — it’s a culture of joy , reflection , and honoring the past through celebration. Every Relicborn is essentially a walking festival — a living memory kept alive through music, dance, and stories. Relicborn society is built on a delicate balance: the energy of a vibrant celebration and the quiet reflection of ancestral remembrance. Imagine communities built along canyons, with lantern-lit walkways leading into ancient tomb-shrines. Families gather at night to play music, tell stories, and dance under blue and purple moonlight — while their ancestors' spirits look on. Their festivals can last days. Their moments of silence last just as long. They thrive in community — in the stories of who came before, and who they themselves will become. Relicborn live roughly 250 years , and when their time ends… they simply collapse gracefully into a pile of bones, returning to the crypts that first birthed them. All of the fun roleplaying stuff aside, let’s break down how their mechanics reflect their culture, starting with the most signature ability: Dance of Death As a bonus action, you make a DC 15 Charisma Performance or Instrument check. If you succeed, your next attack roll this turn has advantage . If you succeed by 5 or more? You roll one of your Hit Dice (without spending it!) and gain temporary hit points . This is perfect for swashbucklers, bards, rogues — anyone who wants to flavor combat like a deadly dance. Next, they have: Eternal Party Relicborn don’t sleep. Instead, they complete a long rest in four hours so long as they spend it in revelry — music, storytelling, gentle dancing, or shared celebrations. Imagine your party taking a rest and your Relicborn swashbuckler quietly jamming with a bone flute while keeping watch. This one’s pretty good: Moment of Remembrance When a creature you see within 30 feet fails a d20 test, you can use your reaction to add 1d4 to their roll. Once you turn a failure into a success, you can’t use it again until a rest. Relicborn are bursting with character potential. They have Incredible aesthetics. From glowing bones to swashbuckler outfits — you can lean into a Day-of-the-Dead style undead, a pirate, a festival style, or something Gothic. If you were to play a Relicborn… What would your glowing bones look like when you’re afraid, happy, or angry? And when your long life ends — what do you hope those you care about remember about you? Drop your ideas in the comments. And if you enjoyed this deep dive into the Relicborn, hit like, subscribe, ring the bell, and join me next time as we explore another Crooked Moon ancestry. Until then — Keep the music playing. Keep the celebrations bright. And may every memory lead you to your next dance.
Dark illustration of a crooked, spooky house under a full moon. Title
By Jacob Tegtman December 2, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Kl3c6djcgbo Transcription Imagine your character in a folk-horror saga — not just another adventurer, but someone with a personal fate, a hidden thread that drags them deeper into shadows and tragedy… or redemption. That’s exactly what Fateweaving brings to Druskenvald in The Crooked Moon. The Crooked Moon isn’t just another D&D book. It’s a 600-plus-page folk-horror campaign that plops players into a sun-starved realm of nightmares, rituals, and haunted rails. Welcome back to Eternity TTRPG, your home for deep-dive D&D news breakdowns, world-building insights, and tools to level up your tabletop storytelling. Whether you’re a forever-DM, a lore-monster, or someone who appreciates a well-crafted adventure, we tackle the big ideas behind the games you love. And today, as with many videos I’ve created over the past several months, The Crooked Moon gives us plenty to sink our teeth into. What sets Crooked Moon’s System apart from the standard “roll dice, then fight monsters” is the optional system called Fateweaving — a way to bind each character’s past, motivations, and desires directly into the core of the campaign. Fateweaving gives each character a Thread of Fate — one of 13 possible personal arcs. At character creation (or early on), each player picks a Thread that defines a personal goal: lost memories, cursed lineage, spiritual duty, monstrous ambition — you name it. Then, throughout the campaign’s story, the GM weaves in six Narrative Touchpoints specific to that Thread. These form a full character arc , culminating in a personal climax and catharsis that runs parallel to the main story – they’re something much greater than just “side quests.” The first touchpoint, Incitement , ties a character’s personal quest to the campaign’s opening (often aboard the spectral Ghostlight Express or within the Crooked House). As the story progresses, the character meets allies or NPCs connected to their fate, uncovers secrets, faces a personal trial, then pushes through to their own climax — all while the main horror unfolds. In the end, during the epilogue, each character receives Catharsis — the emotional and narrative payoff for their arc. This means every player is actively living their own horror-tale inside the larger one of your full campaign. You might ask: why bother with all this Fate Weaving stuff? It does add potential complexity to your campaign, after all. So why not just run a normal campaign? It’s because Fateweaving transforms The Crooked Moon – or, any campaign you’re running –into a deeply personal story, for the players. It gives each character agency and meaning — their choices and their backstories matter. It increases emotional engagement for players : horror, hope, tragedy — when stakes are personal, every failure and every success resonates. It helps GMs balance player spotlight : with distinct Threads, you can weave in scenes tailored to each player without derailing the main plot. For players who love roleplay and character development — this is the sweet spot. Let’s pick an example Fateweaving Thread — say the Thread of Deliverance – and run through it really quick, just to give you an idea for how this works. The character begins lost, ejected from the spectral train, given only a broken compass. (this is the “Incitement” step) Later, at a trading post, a shady merchant hints he knows of strange artifacts. (this then, is the “Connection” step) On a creepy riverboat, the character recovers the first piece of a broken family heirloom. (with the “Discovery” step) In a haunted cemetery sanctuary, they wrestle the second piece from a statue’s grasp. (the “Confrontation” step) After the final boss — the Crooked Queen — they reclaim the last piece, reforge the heirloom, and choose either to become a ferryman of souls… or walk away free. (culminating in the “Climax + Catharsis” step) Suddenly, your campaign isn’t just “we stopped the big bad.” It’s the players’ story. Their redemption. Their choices. And in this case – even their soul. If you want to try out Crooked Moon’s Fateweaving system, here’s some very easy ways to get started: L et your players pick Threads early in the campaign – or, if you’re already running one, let them pick at your next session – then collaborate to weave their backstories into the world you’re running. Keep the Touchpoints flexible: treat them as narrative prompts — adapt to what your players do rather than forcing them. Be generous with spotlight time: Fateweaving only works if each character actually plays their arc, and gets to express their character through each important moment. Use Touchpoint rewards to drive engagement: use boons, stat bonuses, and narrative closure — they reinforce the importance of the arc. Don’t be afraid to deviate: mix endings, merge threads, or create custom ones — Crooked Moon’s Fateweaving system is meant as building blocks for you, not a cage you have to live in. If you run your next horror campaign in Druskenvald — or any other world where Crooked Moon’s spooky setting fits — consider using Fateweaving. It’s not just good for story… it’s the kind of DM fuel that turns players into protagonists, and campaigns into personal sagas . That’s it for today! If you enjoyed this breakdown, don’t forget to hit like, subscribe, and ring the bell for more RPG-craft content. And hey — maybe share in the comments which Threads of Fate you’d gravitate toward first. Thanks for watching.
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