8 DnD Character Ideas and Backstories to Make Your Next Game the Best Ever

One of the best parts about DnD is creating a new character for a one-shot adventure, or for an entirely new campaign. To help you develop your best character yet, here's some DnD character ideas for you to play with.

Whatever DnD character ideas you have for your game can take on a life of their own. You can create your unique character with the most tragic backstory, OP skills, involved in the most unique plots. You can even design an entire world based on your imagination and just roll with it. There’s nothing stopping you.


If need some help coming up with some DnD character ideas to provide inspiration, this article is for you. Take one of these ideas and run with it as-is, or combine pieces from several of them to synthesize something all your own. Feel free to tweak these ideas in any way you want. After all, DnD is the most fun when you’re playing it entirely your own way.

DnD Character Ideas

  • Alrien Animus: Royal Guard with a Change of Heart
  • Valerian Raigor: A Skilled but Young Ranger
  • Trystan Onlin: The Bard Who Lost His Homeland


Fun DnD Character Ideas

  • Talliser Firebrand: Monk-In-Training
  • Triella Eboncrest: the Unwilling Warlock

D&D Character Concepts

  • Visitor from Another World
  • Ambitious Commoner
  • The Hero-Villain


DnD Backstory

  • Mysterious Hooded Figure
  • An Unknown Curse

Some of the following DnD character ideas are complete ideas you can take and use in your own game. Others are simply concepts or backstory ideas that are meant to help you piece together your own unique character idea.


If you need DnD Quest Ideas or DnD Campaign Ideas for your game, or by the way, be sure to take a look at those articles! They can be a great addition to this guide for DnD character ideas. You can also even use these DnD character ideas with Single Player DnD if you'd like to do some solo gaming. The only limit is your own creativity!

DnD Character Ideas

Captain Smack - one of my gaming group's more entertaining DnD character ideas. Smack was an NPC who became a legend. In a way, he was so unique that he became like a second PC for the player who came up with him.

DnD Character Ideas

Want to start your next campaign with a fully-designed character? Or, want to figure out how to instill more development for your current character? Here are a few of my in-depth DnD character ideas, covering everything from goals to personality, skills, background, and more.


Alrien Animus - Royal Guard with a Change of Heart

Your family is composed of a long line of fighters that have served the royal family for centuries. Your family's position is known as the "Royal Guard" - those who protect the royal famly at all costs. You were raised to believe that your sole purpose was to fight for your kingdom and serve the royal family, even if it meant sacrificing your life. After being raised in such a manner, you eventually grew up to be one of the kingdom’s greatest warriors. Because of your expertise in battle, you made your way up the ranks and eventually gained the royal family’s favor, along with a place of honor among your own family of notable warriors.


As you gain a higher position in the kingdom’s army, you are stationed in the royal palace itself. The longer you work in the palace, however, the more you notice strange occurrences. Guarding the royal palace seems to not be as glamorous of a position as you had dreamed. The reason is that - as much as you might try to ignore the fact - townsfolk and commoners are invited into the royal palace, never to be seen again. Instead, locked carriages exit the palace gates hours after the person's arrival, the same evening.


Before arriving at the palace, you had believed that no deed could be considered too harsh or inhumane if it was being done for the greater good of your king and country. However, the regular reports of missing persons, plus the locked carriages are beginning to change your mind. Townspeople are frightened, and commoners of the kingdom are on edge following the disappearances. Plus, there are rumors - of course - that the royal family is to be blamed. You want to talk, but your oaths as a royal guard prohibit you.


These key moments make you question everything you've lived for up to this point. With each new carriage that leaves the palace, your inner beliefs break a little more. Recently, the very foundations of what you thought you lived for, up to this point, have begun to crack.


One night, you made a decision to find out the truth. You stumbled upon an ominous room, filled with clues about where those missing villagers had gone. You'd probably known all along, but now the proof is irrefutable. You begin to accept that perhaps loyalty to your land is not enough of a reason to turn a blind eye to its crimes. From there, you abandoned your post, snuck out of the palace, and followed the carriage.


That one choice to embarking on this journey will lead you to uncover your kingdom’s darkest secret...

Eternity TTRPG Top Sellers



Valerian Raigor: A Skilled but Young Ranger

For this character, you’ll be playing a skilled ranger that lives in a small village located on the outskirts of your kingdom. You are one of the youngest, but most skilled rangers in your village. You are quite young, but you have often been called a prodigy. All the praise goes to your head just a little bit, allowing you to become more confident in your abilities, though perhaps a little childish and proud at times.


For centuries, your village folk have protected a sacred artifact that has brought prosperity and peace to your land. But everything changes overnight when the artifact is stolen. With the artifact missing, the crops of your village become desolate, and the animals within the forest becomes ridden with disease.


With this new development, the village decides to send a team of their most skilled rangers on an expedition to recover the artifact. As one of the best, you are naturally selected as a member of the team. Although you are wary, and somewhat scared of traveling, and possibly fighting, you begin your journey to find the sacred artifact that brings so much good to the village.


Your greatest fear is that the members of your village have only called you skilled - a prodigy even - because you're as good as the village's best. But in a small village, you know that there's only so much competition. So, what will happen when you face true danger, against the best that the wider world has to offer? What if you aren't capable of supporting your team of rangers, and worse yet, what if you all fail to retrieve the artifact?

Trystan Onlin: The Bard Who Lost His Homeland

Ah, the life of a traveling bard. You go from one place to another, never staying in a village for more than a few days. Villagers and townsfolk enjoy the tunes you play on your lyre, and by the end of your performances, you can always expect a crowd and a round of applause. No one really knows your name or recognizes the songs you play, but you never stay long enough for anyone to ask. This life is at least peaceful, fun, and full of variety.


Though your days are full of mirth and music, the night sometimes brings too many memories. After all, the music you perform hails from your native land. It was once a small, but powerful kingdom, that has since perished. After your performances for the crowds, you perform your own lamentations for only yourself of the mysterious attack that destroyed your kinsmen and kingdom. You remember, each night, how you narrowly escaped the attack. How you've been constantly on the move to secure your survival, ever since.


In your dreams each night, you see yourself again casting spells of elemental magic, carried out through your music. But, when you awake each morning, you tell yourself to not use the elements again. Since the technique and aura of your elemental spells can only be cast by  members of your homeland, you've decided to stick with ordinary folk songs to prevent your identity from being revealed. You’ve accepted that you will have to stay an ordinary traveling musician, perhaps for the rest of your life.


If it means survival, then the choice is worth the loss, of course. 


That all changes, however, when you’re approached by a mysterious hooded figure who seems to know the tunes you play, and more importantly, their origins. It turns out that you’re not the only surviving member of your homeland. And it turns out that you actually know this hooded figure, and have often thought of her since the kingdom's fall.


From there, you’re roped into an epic journey to discover the secrets of the attack on your kingdom. You may just yet restore your sense of purpose, again awaken the elemental powers inherent within you, and bring about a peaceful conclusion to your kingdom's tragic past.

Fun DnD Character Ideas

You can sometimes make some fantastic DnD character ideas from minis you find at your local gaming store. This one was a source of huge inspiration for my girlfriend's latest character.

Fun DnD Character Ideas

Sometimes a fun DnD character idea is one that isn't necessarily meant to be played for the long-term. These types of character ideas are great for DnD One Shots. Of course, with a little bit of extra work into these kinds of characters, they can still be great for an entire RPG campaign. It's all up to you!


One thing's for sure though. These are definitely some fun DnD character ideas:


Talliser Firebrand: Highly-Competitive Monk-in-Training

You’re a monk-in-training, one of the newest recruits under your teacher’s supervision. You’re pretty good for a newbie. You already have a basic knowledge in combat that was taught to you by family friends in your village, but nothing too fancy. You’re not good at fighting, exactly, but you’re not bad either.


What is really comes down to is that your skills are terribly inconsistent. Your movements might be calculated and skilled one moment, only to be completely clumsy and infective the next. Entering into a fight with you is essentially a gamble, for both you and your opponent. So, through your training and adventures beyond, you're sort of "stuck" as a half-competent, demi-liability.


However, you can never say no to a good fight, no matter how high your odds of winning are. In both training and adventuring, you simply cannot walk away from any kind of fight. In fact, you start them. All the time. Despite the fact that you may very well lose - and drag your allies with you into a losing fight - you just have to test yourself.


You know why you always pick fights. It's to see if there's some reason why you're incompetent half the time. Why are you able to defeat enemies with ease one moment, but cause more harm than good to yourself and your allies, the next? It's your mission to find out. And when you do, to become the greatest warrior these lands have ever seen.


An Ongoing Campaign with Talliser Firebrand

If you choose to take this DnD character idea even further, you're going to have to figure out what's going on with your ups-and-downs. Is there something bigger going on that causes you to be terrific in battle one moment, but terrible the next? Could it be some kind of curse? Perhaps some kind of family curse, even? Whatever path you take for figuring out what's going on with you, it could lead to an entire series of adventures. 

DnD Character Ideas and Dice

Triella Eboncrest: Unwilling Warlock

You initially had no interest in becoming a warlock. Instead, you were content with living out your days as a fisherman’s child in a small village. You had plans of following in your father's footsteps, and eventually having a family of your own with children who are destined for the same, typical future.


You had no interest in gaining "power" or magical abilities of any kind. That sort of thing made you nervous. But somehow, your fate changed when you stumbled upon a shadowed entity along the shoreline. The entity seemed to fade in and out of your vision, but was certainly real. Though you were initially frightened of the being, it began practically begging you to make a pact with it. Which, of course, made it seem quite a bit less frightening.


After giving the entity a resolute "no" for an answer, you simply left it on the beach, resolving never to be involved with magic again. However, the entity began showing up near midnight in your room each night, pestering you for the pact. At the end of several months of sleep-disturbed nights, you began to waiver in your commitment to non-magic. When your father told you to stop making up stories, you saw no other way back to peaceful sleep. Eventually, you agreed to the entity's pact - whatever that actually meant.


Of course, the pact did give you magical powers that became difficult to hide. After a mishap in your village forced you to reveal the extent of your powers, you were unwillingly roped into an adventure by a group of magicians that desperately require your help. How will you ever get back to peaceful sleep and your former mundane life of fishing, now? All you want is to stop having magic at all.


An Ongoing Campaign with Triella Eboncrest

If you choose to take this DnD character idea even further, Triella will eventually have to contend with the powers she'd rather avoid. Whereas in a single adventure, Triella may not want to cast any magic during the gaming session, and may not want to be part of the story at hand at all, an ongoing campaign will force her into those very things. She'll probably have to figure out exactly what kind of shadowed entity she's dealing with, the true nature of the "pact" she formed, and contend with her own altered destiny.

D&D Character Concepts

It can sometimes be fun to base your character idea around a theme or concept so that he/ she comes built in with a kind of backstory, or at least place in the game's story.

D&D Character Concepts

Sometimes, all you need is a bit of inspiration to get the gears in your head turning. These D&D character concepts are meant to provide you with the basic foundations of an interesting character, while leaving you with enough space to fill in your own details. Feel free to try out these D&D character concepts for your next campaign.


As a quick note, another great way to start with D&D character concepts is to use the pre-generated DnD character sheets provided by Wizards.


Visitor from Another World

Now, this is a character that I think everyone can have fun with. In this concept, you will be playing a person that has transmigrated into an alternate universe. Think about something like the movie "Spirited Away." Suddenly, a character from "our" normal world shows up in a fantasy world like DnD provides.


Of course, to play a character of this nature in your campaign, you'll really need to discuss with your dungeon master. If they don't feel that this DnD character idea fits for the campaign they're running, then you'll have to either adapt it or try something else, altogether. If you are able to play this type of character though, here's how it would work.


With only vague memories and fragments of your past life, you are suddenly thrown into a whole new world of wizards, warlocks, and intimidating warriors who look like they could snap you in half. Alternatively, you could remember your past life, and simply try to return to your own world. In either case, this new realm should shock and astound you. Everything that seems normal to other players' characters (magic spells, grand knights, castles, fantastic lands, etc.) should be basically unbelievable to you.


Over time, you - of course - discover that you aren’t just a bystander in this strange universe. Even in your previous life, you had always felt strange energy flowing within you. But in this world, the energy seems to have a way to travel through you. In a surprising moment, you create a burst of arcane power, narrowly saving yourself from a dangerous situation. It’s then that you begin feeling that perhaps you aren't so foreign to this new land, after all.

Ambitious Commoner

You’re sick and tired of living in the slums. You’re willing to jump at any opportunity that would aid you in making it big, getting rich, and finally being able to afford a decent lifestyle for yourself and your family. It’s then that you stumble upon an ad promoting a huge tournament between the greatest warriors in your land. The promotion captures your attention with the large sum of gold listed as its prize.


This is to be a battle of the fittest, and after staring at the poster for quite some time, sudden realization strikes you. A solution! Actually... no. Never mind. You know perfectly well that you have absolutely no chance of winning, seeing as you no experience in battle, whatsoever. Furthermore, you're a lover of food, and your fitness level essentially prohibits you from competing in any sort of physical contest.


But, desperate times call for desperate measures. You know that a man's will is greater than his circumstances. And your circumstances are no longer acceptable to you. Thus, these thoughts lead you to a second realization. Recently, you've heard rumors from the next town over about a vampire sighting...


If you could somehow persuade this vampire - assuming he or she was real, to begin with - to turn you. And if you could somehow hide the fact that you had yourself become a vampire. Then perhaps you could skip years of hard work, and simply shortcut to peak physical condition. As a vampire, surely you could best any mortal in a test of strength and stamina.


What would it mean, being a vampire though? Would you have to leave behind the family you love? Would you still be "yourself?" Screw it. You're sick and tired of being sick and tired. It's time for a change, no matter what the cost may be.

The Hero-Villain

If you've played DnD for any stretch of time, you've probably either thought about, or have seen someone else play a hero-villain. This D&D character concept is basically chaotic-neutral. They aren't evil, exactly, but they definitely aren't "good" either. Instead, they're free-spirited in a way that's potentially dangerous to others.


For example, the idea of a Fallen Paladin fits perfectly for this character. Of course, a fallen paladin could be outright evil. However, they could alternatively be - well, alternative. If a paladin order has a set of moral codes, a fallen paladin wouldn't necessarily have to break those codes, outright. They could, instead, set about accomplishing the same standards as everyone else, but have an "unorthodox" way of going about things.


In short, a hero-villain, at least sometimes, tries to do "good" things. But they often end up doing good things in a way that actually harms others along the way. They may stop an ancient evil from harming the land, but do so by creating a pact with the evil to "come back later, fiercer and stronger," rather than actually slaying the beast. They may also help an impoverished widow by stealing from her equally-impoverished neighbor, who themself has but 1 loaf of bread.


Alternatively, the hero-villain could be simply a villain, through-and-through. Being a "hero," after all, is only a matter of which side you're on, right? So, be a hero to yourself. Do the things you've always wanted to do. Instead of trying to stop evil all the time, live it up a little. Enjoy the DnD experience to the full by enacting your own sinister plans upon the world. Give the dark side a try as the dungeon master is forced to send wave after wave of "heroes" at you, while you're likewise forced to slaughter them all, one gaming session after another.

DnD Character Ideas DnD Backstory

A character with a backstory brings more depth to the game's story, and often results in more fun for the player!

DnD Backstory

If you liked some of the fun DnD character ideas and D&D character concepts listed above, then you can definitely use them in either short adventures or in ongoing campaigns. It's important to note that virtually any character can be used in a full campaign if you end up detailing the character's DnD backstory. With a backstory, even an average character becomes something worthy of attention.


If you want to expand your character’s full potential, take a look at this DnD backstory list. These DnD backstory ideas are actually additions to some of the DnD character ideas, listed above. Use these with those existing characters, or mix them into your own ideas. Either way, you're sure to get more from the experience of playing your character:


Mysterious Hooded Figure

Here’s a DnD backstory that goes well with the traveling bard that I mentioned, above. The bard’s story takes a great turn when he’s approached by the mysterious hooded figure, who - it turns out - was from his destroyed homeland. In this first encounter, you find out that you are not the only remaining survivor of your fallen land. Furthermore, this woman was formerly a love interest of yours. The fire in your heart for her was put out only because you thought her to be dead.


At the time of your kingdom's fall, she was a knight of the realm. Indeed, she was one of the most promising warriors of the time. Though she probably knew nothing of you, often had you written songs of her, from afar. Now, it turns out, she may serve as the key to restoring the kingdom. And not only that, but since she's recognized your music, she wants you to enjoin her in the quest. She believes that the elemental powers inherent in bards from your homeland may play an irreplaceable role in the events to come.


Of course, you can't tell her "no," as your heart simply won't allow it. The problem is that your spirit, in regards to your homeland, at least, is broken. You saw many horrible events, when the kingdom fell. You saw many people die, and you experienced much suffering. Though you want to help, you're inwardly conflicted. In the end, the only thing that pulls you forward is the light that this woman exudes when talking about possibilities of the future. Not simply vengeance, but a peaceful conclusion to your kingdom's tragic past.


Even as you question about what may happen with your fallen kingdom, a question of equal importance keeps coming to you: "will this woman I love - have loved from afar for many years - ever feel the same for me?"

DnD Backstory Villain

Sometimes, I like to to base my character's backstory on a villain. A compelling villain provides a built-in goal for my character, along with adversity, and purpose. Everything you need, really, to get a new character started.

An Unknown Curse

This DnD backstory accompanies the idea of Talliser Firebrand: the highly-competitive monk. I think Talliser can be fun to use in a one-shot adventure, but can also become more interesting and enjoyable in the long run once you add more detail and plot to his backstory.


The character idea from before mentions that the monk is both cursed and blessed with inconsistent skills that can be dangerous for him and his opponents. In this scenario, one of the best ways to add some depth to the story is to identify the reason behind the inconsistency.


It could be, for example, that his skills were a result of a long-running curse within his bloodline. You can decide on the criteria for the curse, but it will essentially be caused by one of his ancestors losing a gamble against a powerful being. In this story, your ancestor would have been obsessed with the thrill of the gamble, and was desperate enough to cheat his way into winning against the being.


Obviously, the gamble of cheating didn’t work out for him. As a result of your ancestor’s actions, your family was cursed with the strange skill of being extremely good at something, or not being good at it at all, depending on the fate of the moment.


It could even be that your family lineage became monks after they realized the curse bestowed upon them. Perhaps they thought through strict inner discipline, self-understanding, and moral choices, they could free themselves of the curse. Generation after generation in your family, they have thus sought and failed to achieve, freedom.


For years, you have wondered at your own fate. But unbeknownst to you, your family's tradition has been to share about the curse on a family member's 20th birthday. A year, they believe, when the individual has matured enough to process the news, and potentially help in dispelling the curse. As fate would have it, today is your 20th birthday, and your life is about to change.

Create Your Own Character Today

Feel free to use these characters or take inspiration from them. At the end of the day, TTRPGs are all about having fun in your campaign, with characters that represent either who you want to be, or explore pieces of yourself that may never otherwise show themselves.


Remember, too, that there are many TTRPGs out there. Though DnD is by far the most well-known, and one of the best, it may not be the game that you ultimately find is your favorite! If you're interested in trying out a character idea in a new game, take a look at Eternity TTRPG's self-published game. In the Eternity TTRPG tabletop RPG, you get to play a character while sharing the roles of a dungeon master. It allows you to roleplay a character while still building the world and story you play in.


Give it a try today! No matter what game you play though, have fun making memorable characters and exploring fantastic worlds.

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.

Dungeons & Dragons logo with text:
By Jacob Tegtman March 4, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=9vE0niUm8vU Transcription Wizards of the Coast has finally done it. After years of calling it “One D&D(?)”… then “D&D 2024”… and pretending it wasn’t a new edition, while kind of also insisting that it was… They’ve now officially named it what I had assumed the community at-large has been referring to it as now for probably at least a year, which is: D&D 5.5e. Was this the right call? Did, in fact, the community already decide this for them? And does this mean we’ve now officially entered into an edition war era again? Let’s talk about it. Welcome back to Eternity TTRPG — your go-to source for all things Dungeons & Dragons. Today we’re breaking down Wizards of the Coast’s official confirmation that the latest, 2024 rules update is now officially known as D&D 5.5e , what it means for the community, and whether this name change actually does anything. So, after years of brand confusion, Wizards of the Coast has indeed officially confirmed via a detailed FAQ that the 2024 rules update will now be called: Dungeons & Dragons 5.5 Edition. On D&D Beyond, all 2024 material will carry a “5.5e” tag, while legacy 2014 content will simply remain labeled “5e.” According to the FAQ, the reasoning is simple: Players mixing 2014 and 2024 content were confused about which rules applied. Which, yeah. No kidding. And honestly? If you’ve ever tried building a character using mixed subclasses, spells, and feats… you know that confusion is real. For years this thing – this edition – has had an identity crisis. First it was called One D&D — for some reason – positioned as “the future of D&D.” Then marketing shifted heavily toward “D&D 2024.” And now? We’re back to the old-school edition numbering convention. Wizards of the Coast says using “5e” and “5.5e” makes it quicker and easier to tell what rules you’re using — especially on digital platforms. Which, I agree. I actually got my start into D&D during the 3.5e era, so nothing crazy there for my generation. From a UX standpoint I think this also makes sense, especially as D&D continues to push their online gaming and presence. D&D Beyond has kind of always been a bit of a mess, to be honest. So any naming convention upgrade to simplify is kind of a win in itself. But here’s where it gets interesting… Wizards claims that “5.5e” matches how the community already talks about the game. But, to my surprise, it turns out the data tells a slightly different story. According to Google Keyword Planner data (March 2, 2026) — filtered across the US, Canada, UK, and Australia — here’s how the search terms stack up: “dnd 2024” – 6,600 monthly searches (+50% Year over year growth) “dnd 5.5e” – 1,300 monthly searches (+19% Year over year growth) “dnd 5.5” – 1,000 monthly searches “d&d 5.5e” – 140 monthly searches So while “5.5e” and its variant search options is growing… “D&D 2024” absolutely dominates search volume — almost 2.5x higher, and growing substantially faster, it turns out. Now, that doesn’t mean 5.5e won’t become standard over time. Especially with this “official switch,” it will. But this is an interesting choice since – this admittedly limited data, shows – that people were perhaps by-and-large finally beginning to actually adopt the “D&D 2024” title. So, I don’t think I’ve ever mentioned this on the channel, but my main profession is marketing. One small thing that immediately comes to mind is social media hashtags. You can’t use a period in hashtags. That means: #dnd5.5e – that’s out So is it #dnd55e then (?) #dnd2024, however, totally fine All this to say is that from a modern branding and searchability standpoint, “D&D 2024” is cleaner. It’s more searchable. More social friendly. Maybe a little easier to type. So this decision feels less like a marketing move… and more like a database clarity move. This is about tagging systems. Cataloging. Digital sorting. I think D&D is still having a bit of an identity crisis, basically. And with all this, here’s the bigger philosophical question. If it’s called 5.5e… Does that mean it’s officially a half-edition? Historically, we’ve seen this before. Like I’ve referred to a couple times already, Wizards of the Coast released 3.5e back in 2003 — and that absolutely felt like a mechanical overhaul. But 5.5e? Is... more like a systemic refinement. Core math remains largely intact. Bounded accuracy is still king. Monsters hit differently, classes are tuned, spells adjusted… But I’m not sure I’d say it’s such a huge departure from 5e, like perhaps 3.5e was from 3e. The community sentiment is mixed. Some players are relieved there’s finally more clarity. Others feel like the branding mess could have been avoided entirely, and I certainly agree with that. And then there’s the group that’s been calling it 5.5e for two years going, saying: “I told you so.” Ultimately though? The name doesn’t change the gameplay. By most metrics, the 2024 rules have been widely adopted and actively played. Which means whether you call it: 5.5e 5e 2024 One D&D Or “The Patch Update” The dice still roll the same. This move feels like an administrative correction. Maybe it’s helpful for clarity, but isn’t really what D&D needs to move forward right now after all of the mixed feelings people have had about D&D, Wizards, and Hasbro. Wizards of the Coast is aligning the digital ecosystem with how people track rules versions internally. Will 5.5e stick? Probably. Will people still Google “D&D 2024” for years to come? Absolutely. You know they will. But at the end of the day… A game by any other name still crits on a 20. So, what are you calling 5.5e at your table? Thanks for watching today! If you want more weekly D&D news, rule updates, and community deep dives — make sure you like, subscribe, and ring the bell. Otherwise, I’ll see you next session.
D&D book cover: adventurers face a huge monster with a snowy-white head. Emerald and blue hues create a forest scene.
By Jacob Tegtman March 1, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=BvU0p3UMOiU Transcription What if I told you there’s a brand-new D&D book…  where your party is supposed to die? Not “might.” Not “if you roll badly.” But guaranteed total party annihilation. And now it’s officially on D&D Beyond . Today we’re diving into Faster, Purple Worm! Everybody Dies, Vol. 1 — the adventure anthology where death isn’t a failure… it’s the feature. Let’s talk about what’s inside, what’s new, and whether this is actually one of the best low-level chaos tools of 2026. It’s been a minute guys, but welcome back to Eternity TTRPG, your go-to source for all things Dungeons & Dragons — from rule shakeups to purple worm-sized chaos. Last summer, third-party RPG publisher Beadle & Grimm’s released something… deeply unhinged. A 138-page anthology. 15 one-shot adventures. All for level 1 characters. All playable in 1–2 hours. And every single one ends in a Total Party Kill. Not “balanced.” Not “scalable.” Not “talk it out with the villain.” Just. Dead. The book ties directly into the actual play series Faster, Purple Worm! Kill! Kill! , which features celebrity players like Deborah Ann Woll , Seth Green , Anjali Bhimani , and co-founder Matthew Lillard . The whole concept? Lean into the absurdity of low-level adventurers making catastrophically bad decisions… and go full cinematic disaster mode. And honestly? That’s kind of genius. Because most tables never actually experience a true TPK. And this book says, “Cool. Let’s make that the entire point.” So what’s new now that it’s on D&D Beyond ? Mechanically? Same 15 adventures. But digitally? It’s juiced up. You get: 11 Quickplay Maps integrated into the Maps VTT 25 monster stat blocks (9 brand-new creatures + 16 variants) 17 new magic items ready to drop into character sheets 8 shareable handouts That’s actually pretty solid integration. And here’s the real surprise… The price. On D&D Beyond? $19.99. Compare that to: $45 for print $25 for PDF $50 for bundle That’s… unusually reasonable. For D&D... to be honest. Which is not something we say often about digital toolsets. Content-wise, it also leans into classic D&D chaos — including trips to Strahd von Zarovich in Barovia , and even tangling with the beholder crime lord Xanathar . Level 1 characters. Against that. You already know how that ends. If you’re newer to the scene, Beadle & Grimm is known for their ultra-premium boxed editions of official 5E books. We’re talking: Physical handouts In-world props Encounter cards Massive maps High-end collector-tier stuff. Founded in 2018 by Matthew Lillard and partners, they built a reputation on premium experiences. But this anthology? This is original content. Not just luxury packaging. And that’s interesting. Because it signals something bigger: Third-party publishers integrating more directly into official digital ecosystems. That’s a big deal. Here’s why this isn’t just a novelty book. It’s low-commitment D&D. Perfect for new players. It reframes failure as entertainment. Which is actually very healthy for the hobby. We can all take a solid step away from min-maxing, and pretending like we all need to be “good” at our favorite hobby, which to me is often besides the point of “having fun.” Three - It gives DMs a safe sandbox for chaos. Ever wanted to: Drop a meteor? Let the villain monologue uninterrupted? Run a trap that is wildly unfair? Now you can. Because the players know. They signed the waiver. And weirdly? That kind of expectation-setting creates some of the most memorable tables. This also feels very aligned with modern D&D culture — faster, punchier, content-friendly sessions. And for $20 digital? This might quietly become one of the best pickup party-night modules out there. We’ve seen serious campaigns. And they’re awesome. We’ve seen grimdark epics. And they’re also awesome. But this? This is D&D saying: “What if we just lean into the madness?” And honestly… I love it. Would you run a guaranteed TPK night at your table? Or is that sacrilege? Let me know in the comments. If you enjoy weekly D&D news, breakdowns, and community chaos — hit like, subscribe, and ring the bell. And tell me: What’s the wildest TPK you’ve ever experienced? That’s it for today! Until next time all, I’ll see you next session.
Mythical winged beast with horns stands amid fire, titled
By Jacob Tegtman February 3, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Uajygh5mWSM Transcription “I once knew the kiss of the sun… Now, all that remains is annihilation.” This is how Crooked Moon ends. Not with a dungeon crawl. Not with a mystery. But with a reckoning—between a fallen god, a broken man, and the land they’re both about to destroy. Hey everyone, welcome back to Eternity TTRPG. If you’re new here, I break down tabletop RPGs and the great stories they tell—what they’re actually about, why they work at the table, and whether they’re worth your time. Today, we’re looking at one of my favorite campaign books of all time – and jumping right in to one of the best parts, which is the final chapter of Crooked Moon —the climactic conclusion everything in this campaign has been building toward. Jumping right in: the Wytchwood bends beneath the will of Kehlenn, the Crooked Queen —once the Green Queen, an archfey goddess of rebirth. Long ago, she ruled a world without people. A brutal, cyclical wilderness where life was short, terrifying… and natural. Then Phillip Druskenvald arrived. Somehow empowered, somehow victorious, he shattered her, buried her bones beneath a crooked oak, and reshaped the land into something civilized. Cities rose. People multiplied. And Kehlenn, broken, but somehow still alive, or conscious – remembered every second of it. Centuries of hatred twisted her into something new—not a goddess of renewal, but of vengeance. Her plan has been unfolding slowly, patiently, sacrifice by sacrifice… until now. Because Phillip has finally broken. Phillip Druskenvald was once the most powerful being in the land. Now he’s a grieving man who has lost everything. After the massacre at Rowan’s Rise earlier in the campaign book—and the death of Adela, the love of his life—Phillip retreats to the Green Queen Inn. There, surrounded by the stench of burned flesh and desperation, he turns to forbidden magic. The Old Ways. Resurrection. It fails. And in that failure, Kehlenn finally reaches him. She promises what no one else can: Adela’s soul. Redemption. A chance to undo his sins. So Phillip walks into the Wytchwood like a sacrifice that doesn’t yet know he’s already dead. This is where the players come in. They follow. The Wytchwood isn’t just a forest—it’s ancient, hostile, and alive. And it isn’t empty. Stalking the trees is The Horned King : a three-eyed, whispering embodiment of sin. A creature born from Phillip’s own soul, shaped by Kehlenn to be her consort and executioner. He doesn’t attack, but he tempts. He speaks to characters about their desires. Their doubts. Their secrets. He promises comfort. Power. Relief. This chapter isn’t just about fighting evil—it’s about confronting what your characters want most… and whether they’ll pay the price to get that desire. The whole Wytchwood is like this for the players – numerous challenging encounters, interwoven with direct and indirect influence from the shadowy horned king. Through it all, and finally, at the heart of the forest stands the Crooked Tree . Beneath it, in a root-choked barrow, Phillip kneels—bound, broken, and waiting. Kehlenn doesn’t hide anymore. She tells her story plainly. She was robbed. Forgotten. Replaced. And now, she will unmake everything Phillip built. Civilization. Memory. And identity itself. Phillip’s death, for her, will not be just vengeance—but it’s actually the final ingredient. The roots tighten. Phillip’s last word is a whisper. “Please… Adela.” And then he’s torn upward—into the tree. At this point, The true Horned King is born, with Phillip’s body and soul being the final missing piece. No longer a shadow, but a colossal, winged, horned monstrosity—part goat, part dragon, part man. Kehlenn watches from the bark of the Crooked Tree itself as the final battle begins. This is the end of Crooked Moon as a campaign. Players get to experience an amazing multi-phase fight. There’s ritual circle burning beneath a grinning moon. And, of course, a god screaming encouragement as her consort tries to tear the world apart. And when the Horned King finally falls—when his massive body collapses into blood, bone, and a single goat skull—it still isn’t over. Kehlenn still clings to the land. Sensing this, from the remains of the Horned King, a goat’s skull lies in the burning ritual circle, before the tree —cracked, it whispers to the characters, speaking with Phillip Druskenvald’s voice. Phillip, his soul barely intact, understands that killing the Horned King wasn’t enough. In reality, Kehlenn’s bond to the land still remains. Phillip’s soul, which helped fuel both the Horned King and Kehlenn’s ritual, is no longer fully consumed . So, what’s left of Phillip lingers in the goat skull as a final, conscious remnant. And in that moment, Phillip realizes that Kehlenn can only be severed from the land through sacrifice , not violence. So, the skull speaks, guiding the players toward the only remaining solution. The sacrifice to unbind Kehlenn requires that each character give something up—something meaningful. Fail, and the ritual completes. The Horned King returns. And most importantly, the world ends crooked: it continues, but in a more or less permanently corrupted state where the living are doomed to short, terrifying lives, but in an endless cycle. Succeed, however, and the Crooked Tree burns. If this happens, Kehlenn is bound to the moon she worshipped. Phillip and Adela fade together at last, their story finally at rest. Druskenvald survives. It carries the scars of what happened, and it will never be the same. And this is why Crooked Moon lands so powerfully. The finale is built on tragedy, temptation, and consequence, with an ending shaped by sacrifice rather than spectacle. What matters most is what the players are willing to give up to save the world – not just their combat stats. If you’re looking for a campaign that builds steadily toward a meaningful conclusion—one that rewards emotional investment and delivers a true sense of finality—this is the ending waiting for you in Crooked Moon. No matter how much time I spend in the Crooked Moon campaign setting, I continue to be ever more impressed. If you pick it up for yourself, I’d love to hear what experiences you have with your games! Lastly, to wrap up today’s video, I have a host of other Crooked Moon videos you may want to check out, that give greater context to this awesome campaign conclusion: race deep-dives, other adventures in the book, monstrous playable characters, the bestiary of boss monsters – and so much more. So, be sure to check out those videos if they interest you! Otherwise, thanks for watching, and I’ll see you in the next one.
Show More