Haste 5e Strategies

If you’re looking for more speed, extra actions, and more defenses for your D&D 5e game, then the haste 5e spell must have caught your attention.


Haste is one of the game’s most iconic spells, from even the very first edition Dungeons and Dragons. Though the rules have changed slightly, nowadays, D&D’s haste 5e can give you an edge when battling monsters, allow you to escape dangerous situations, and give your teammates terrific mobility in key situations. Of all spells in any TTRPG, haste has to be one of my favorites, if for no other reason than how much fun it can be.


If you're ever playing a classless RPG (such as a system like Skyrim offers), then you know that haste is one spell that virtually everyone ends of choosing to enhance their character, at least by the end of the game.

 

So, want to know more about how haste 5e works in D&D, what classes can use the spell, when you can use it, or which scenarios the spell is most beneficial? Keep scrolling as I share with you how to maximize this great spell.

Eternity TTRPG Haste

How Haste 5e Works

The Haste 5e spell is a third-level transmutation spell. Transmutation spells cause changes in creatures’ physical properties, so if your wizard ally casts a haste spell on you, you’ll be remarkably fast, along with a host of other related benefits.

 

When casting haste 5e, you pick one willing creature that you can see within a 30-foot range. The speed of the target is then doubled. Apart from that, the target also enjoys a bonus +2 their AC, a dexterity saving throw advantage, and an extra action each turn as well, which the target can (only) use to hide, disengage, dash, use an object, or make one weapon attack.

 

Haste is a concentration spell, and lasts up to one minute. The spell also comes with a downside since when its effect ends, the target becomes exhausted and can’t take any further actions or move until their next turn.

 

What Classes Can Cast Haste?

Wizards, Sorcerers, and Artificers can all cast Haste 5e. Wizards and Sorcerers may learn the spell at fifth level, while Artificers have to wait a bit longer, and may only acquire the spell at ninth level. Several subclasses also have access to haste 5e though.


Ninth Level Subclasses: horizon walker rangers, oath of vengeance, and oath of glory paladins are all able to cast haste once they reach ninth level.


Thirteenth Level Subclasses: similarly, eldritch knights and arcane tricksters gain a third-level spell slot once they reach level 13, which they can use to acquire haste.


Fifteenth Level Subclasses: for blood hunters joining the order of the profane soul, haste becomes accessible at level 15.

Circle of the Lands Druids: this druid subclass is also able to cast the haste spell if they pick Grassland as their connection.



Rakdos Cultist

The only background that can offer the capacity to cast a haste spell is Rakdos Cultist. However, Rakdos Cultist is found in the Guildmaster’s Guide to Ravnica, which means that the campaign should be set in Ravnica to be legal for Adventurer’s League. Although for any other type of RPG campaign, most dungeon masters are likely to let it fly, regardless.


Characters with the Rakdos Cultist background should also make sure to have the Pact Magic class or a spellcasting capacity, too.


Rare Items

You can drink a Potion of Speed to get a one-minute haste effect that does not require concentration. However, this item is quite rare, so you shouldn’t count on always having one available during important moments of your campaign.


Speaking of rare items, there’s also the Infernal Machine of Lum the Mad, then the legendary weapon Blackrazor, which both allow players to caste the haste spell (though both also come with terrible risks).

D&D 5e Spell Card Decks

As a quick aside, if you haven't seen the spell cards they make for D&D now, they're worth checking out. If you're like me and my gaming group, you often have lengths of time where someone has to look up a spell's specific effect, which of course means piling rulebooks on the table. Normally, that's no big deal, but during a combat encounter - such as when you're actually using a spell like haste 5e - that can be a bit anti-climactic.


The D&D spell cards contain all the spell info you need to know for each class. When your players learn a new spell, just have them pick out that single card from the deck, and keep it next to their character sheet. Next time they need reminders on how to use it, they can quickly reference the spell without causing a hangup. Lastly, this particular bundle (if you want them all) will save you about $40 off the normal price for buying the spell cards separately.


How to Optimize the Haste 5e Spell

Since haste 5e comes with so many beneficial effects, there are actually numerous ways to optimize your use of the spell. Overall, I wouldn’t say that haste is necessarily a top-tier spell in D&D, so you really want to make sure when casting it that you are getting the most out of your efforts.


Buff Martial Classes

Compared to spellcasters, martial classes benefit much more from haste. Since you can’t use your additional action from haste 5e to cast a spell, haste’s offensive piece is basically wasted on a caster. Meanwhile, the melee brute or deadly ranger in your group actually benefit quite a bit from that extra attack per round that haste grants them.


Class-Specific Optimizations

Arcane tricker, eldritch knight, war mage, sword bard, or bladeslinger all have relatively low AC compared to other martial classes, yet still often find themselves on the front lines of any combat encounter. It’s a great idea if you’re playing one of these classes to get haste, as it not only increases your survivability and defense against area of effect spells, but also gives you more weapon attacks each turn.


Check out my post on some specific character ideas for your game that you might be able to fit in with a haste build. If you want to create a character or NPC based around a haste spell concept, that guide could be of some help for you.


Escort Missions

D&D is rife with quests where you need to protect someone during a journey, and let’s be honest – the ones you’re helping are usually pretty weak, and they’re often incapable in a fight. Thus, of course, why they hired your heroes in the first place.

When you get into any kind of battle during your escorting mission, protect important NPCs with haste, which of course gives them +2 AC, advantage on dexterity saving throws, and enough bonus on movement that they should be able to reposition themselves away from the main danger to stay relatively safe.


Of course, haste can come in handy for any number of quests and encounters. If you want to use it more in your game and need some ideas, check out these awesome D&D Quest Ideas for inspiration.


Insane Movement with Dash

In any situation where you or your ally wants to become faster and more evasive, haste is a good spell to cast. Hasted characters obviously get double movement speed, but they can also use their extra action for the turn to dash, which also doubles your movement speed for the turn. Most characters start with a speed of 30 feet, so dashing while hasted actually quadruples your speed to 120 feet (which is pretty insane).


Avoid TPKs

Worst-case scenario, the wizard in your group who's able to cast haste can probably survive most TPKs in D&D. So long as one person in your group survives (and your party's high enough level to afford such things), they can run back to town, and find a way to eventually resurrect everyone else. Since a hasted team member has extra defenses, and probably enough movement speed to outrun any danger, they can act as your last line of defense against a total party wipe.

Haste 5e

The Downsides of Haste 5e

Haste can be useful in terms of mobility and defense, but it’s also received some criticism from the D&D community, and for good reason. In the right situations, I still feel that haste 5e has its place, and so long as you use it in the situations provided above (or something similar), you should be fine. But to be honest, spells like Bless 5e actually have much more overall utility. Here’s why:


Losing Concentration is a Major Negative

The single biggest drawback to haste is the negative effect for losing concentration. According to the Player’s Handbook, after the haste spell ends, the spell’s target can’t move or take any action until after their next turn.


Honestly, concentration spells are kind of bad enough because:

  1. Each character can only maintain one spell at a time.
  2. And whenever you’re attacked while maintaining a spell, you have a chance to lose concentration of that spell, and thereby also lose its benefits.


However, with haste, two party members suffer the consequences of a failed concentration save, as the target character also loses an entire turn on top of the spell’s effects being lost. That’s pretty bad. Bad enough in many cases that it’s actually not even worth casting haste on someone to begin with, if you think there’s any chance at all that you might fail a concentration save.


Phantom Steed for Movement

There are also other several lower-level spells that provide the same benefits as haste, just broken up into separate effects. Phantom steed, for example, gives the target a speed of 100 feet (replacing that character’s normal speed value), meaning that phantom steed actually gives a substantially better movement speed boost than haste does, for most characters.


If the phantom steed is attacked, it fades, true, but most monsters won’t waste their time attacking the summon from a 1st-level spell slot. So, at least as far as movement speed goes, haste is definitely not the overall best option, even though it’s a 3rd-level spell.


Raw Damage from Spells like Fireball

Haste’s bonus attack that it gives is definitely nice for warrior-type classes, but when it comes to damage output, there are many better options. Haste takes 1 action to cast, and gives bonus damage over time. As an alternative, fireball, for example – also a 3rd-level spell – also takes 1 action to cast, but provides much, much greater damage, and right away.


Getting Silenced

It probably goes without saying, but haste has a verbal component to its spell casting requirements. So, if you get silenced, haste is a no-go for you, either for casting or maintaining it. As such, you simply need to be aware of enemies who can cast silence, and have countermeasures in place - if you plan to be successfully casting haste a lot, this is.

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Haste vs. Slow

Haste 5e and slow 5e are two sides of the same coin as slow produces effects opposite to haste. Instead of getting +2 AC, targets of slow have a -2 AC. Affected creatures can also only take an action or a bonus action each round, but not both, and they are not able to use reactions.


Slow also affects up to six creatures in range. However, the slow spell also requires a wisdom saving throw for it to initially hit, and gives affected targets an additional wisdom saving throw at the end of every round, to remove the effect. Meanwhile, the haste spell works automatically, given that you have solid concentration for the entire minute.

Rolling for Initiative 5e

Haste in D&D 5e vs. Eternity TTRPG

In D&D 5e, the haste spell provides several benefits that all emulate what may actually happen if a character suddenly sped up in time – at least, that’s how I think of it. The increased evasion (+2 AC), ability to quickly avoid area of effect attacks (advantage on dexterity saves), movement speed, and even an extra action per round.


In the Eternity TTRPG Game System, haste provides similar benefits, but is greatly simplified in terms of how it actually “works.” Of course, there are many games like DnD out there. In particular, I created haste in Eternity TTRPG to be more like what’s seen in the legendary video game, Final Fantasy Tactics, where the target of a haste spell simply gets to take their turn more often.   


Initiative in D&D 5e

Taking more actions in combat really brings up the topic of initiative, and taking turns in combat. The term “Static Initiative” when it comes to tabletop RPGs typically refers to the practice of using a set value for monster initiative, rather than rolling and adding a bonus for them. The reason dungeon masters do this is because it saves time at the start of combat from rolling for each and every monster. Meanwhile, when the players each roll for their initiative at the start of battle, that’s considered “Active Initiative.”


In my opinion though, the entire D&D system of initiative is, in fact, static. The reason? Simple. Each player rolls for initiative one time at the start of combat. After that, the order of who goes when is set in stone – more or less – making it static. It certainly isn’t dynamic, so let’s say that, if anyone disagrees.  

Initiative Tracker for Your Game

If you are going to use the basic D&D initiative tracking system (whether static or as-written), I've always found that it's great to have something visual to cue the players in my group.


When I'd first started dungeon mastering, I always just wrote players' initiative scores in my notebook, and let them know when it was their turn to go. However, nowadays, I let something fun and more engaging do the work for me, like this "sword" initiative tracker. Players seem to enjoy the aesthetic of the tracker, they're more easily able to tell when their turn's coming up, and it's just more fun than just keeping initiative in a notebook.


Initiative in Eternity TTRPG

In my opinion, one of the best game design elements of Eternity TTRPG, and the most innovative, is the use of a truly dynamic initiative tracker system.


In Eternity TTRPG, players roll for initiative at the start of every round of combat. Each round of combat, the players new initiative roll is added to their previous initiative value, creating an ever-increasing total. Then, players get to take a turn each time their total initiative passes certain thresholds (every multiple of 50 total initiative).


The system’s actually very intuitive (and easy to use, with the online initiative tracker), and results in some characters actually taking turns more often than other characters. The system makes initiative its own highly dynamic stat that allows for an incredible amount of strategy.


Haste in the Eternity TTRPG Game System

So, back to haste. In Eternity TTRPG, the haste spell gives targets a chance each turn to generate an additional turn (turns generated by haste can’t generate more haste turns). The reason this spell is so powerful is because it scales in value as the affected target’s initiative value increases.


Whereas haste is beneficial on a low-initiative target, still giving them extra actions every so often, the spell’s effect on a high-initiative target is multiplied so that they become a blur, sometimes taking 3-4 turns for every 1 turn that other characters end up taking.

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What Classes in Eternity TTRPG can Cast Haste?

Haste is decidedly a time magic spell, which falls within only the purview of the Archon (Eternity TTRPG Classes Expansion). However, there is also a relic called the Chronos Armlet which characters may equip to also gain the haste effect for themselves as an ongoing buff. The Chronos Armlet effectively makes the haste spell accessible for all characters and classes.


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 at the end of the Round, after every other character has gone. 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 16-20. 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 +4Faith 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.


Chronos Armlet – Relic

Note that relics come in three tiers of power, as shown for the Chronos Armlet, below. You may wear this relic in addition to the armor you already have equipped. “Chronos Armlet” cannot be used if you already have the “Haste” Spell maintained upon you.

Tier 1

4Range, on every one of your turns, roll d20. If you roll 19-20, take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Chronos Armlet” cannot trigger another Action from “Chronos Armlet.” Targets may not use any Wisdom during an Action gained from “Chronos Armlet.” Wearing this relic requires that you use either 2Intelligence, 2Inspiration, or 1Intelligence and 1Inspiration.

Tier 2

4Range, on every one of your turns, roll d20. If you roll 18-20, take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Chronos Armlet” cannot trigger another Action from “Chronos Armlet.” Targets may not use any Wisdom during an Action gained from “Chronos Armlet.” Wearing this relic requires that you use either 4Intelligence, 4Inspiration, or 2Intelligence and 2Inspiration.

Tier 3

4Range, on every one of your turns, roll d20. If you roll 16-20, take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Chronos Armlet” cannot trigger another Action from “Chronos Armlet.” Targets may not use any Wisdom during an Action gained from “Chronos Armlet.” Wearing this relic requires that you use either 6Intelligence, 6Inspiration, or 3Intelligence and 3Inspiration.

Haste 5e for Melee Characters

Other Haste-Like Effects

Even though the haste spell, specifically, is only accessible by the Archon class, many other classes are able to buff both themselves and others with initiative-increasing effects. As described above, since initiative in Eternity TTRPG is dynamic, any initiative increase comes with the wonderful possibility of actually increasing a character’s number of turns – very similarly to the actual haste spell.


Here are some of the most prominent classes, spells, and abilities that provide initiative buffs in Eternity TTRPG.


Judge – Core Class Spell

Vigilance: 4Range, the target gains +3Initiative. You can instead choose to continually maintain this Ability for 3Inspiration, per target.

  • (Voice of the Realm) Also, up to 3 enemies in 2Range of your target, Strike Bonus vs. Resilience or, Faith vs. Resilience, gives all affected targets -3Initiative. This Critical effect cannot Double-Hit or give a Block.
  • (Shield of Order) Gives +7Initiative. You can instead choose to continually maintain this Critical for 7Inspiration (and 0Wisdom), per target.
  • (Swift Justice) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.


Legionnaire – Specialization/ Critical Option

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.   

  • (Art of War) All affected allies also gain +7Initiative for 1turn.


Summoner – Specialization/ Critical Option

Eidolon (Magic): this Spell requires 2turns to cast, which do not need to be consecutive. You may “prepare” the first 1turn of this Spell even when no targets are in Range, then finish casting at any later time during the same battle that you’d like. You can only have one (1) summoner Spell “prepared” at any given time.

Up to 3 enemies in 4Range, -1Faith vs. Will, deals 1damage to all affected enemies.

           (Double-Hit): deals 2damage. You can only Double-Hit one target each time you cast this Spell.

  • (Enhanced Gateways) You also have +7Initiative while casting this Spell (for 2turns).
Haste 5e and Initiative

Counters to Haste in Eternity TTRPG

Haste may seem like it’s basically the best spell in the game since it not only provides characters with additional actions, but may even allow them to take more turns, overall, than their enemies.

 

However, the way that debuffs work in Eternity TTRPG – and especially damage over time effects – is that those effects either trigger, or have a chance to trigger, every time the target of the effect takes a turn. With a hasted character, since they’re probably taking far more turns than anyone else, they’re actually harmed quite a bit by debuffs.

 

So, if you’re fighting a difficult enemy who’s affected by haste, use some spell or ability on them that provides damage over time effects. Then, watch and laugh as all of their extra turns actually generate more damage to them than you could maybe ever do otherwise. With this simple counter, you can turn any high-initiative or hasted enemy into a liability for themselves.

 

Curious about the Eternity TTRPG Game System?

If you’ve read all this way and haven’t yet checked out Eternity TTRPG Game System yet, you may be very interested. What makes Eternity TTRPG different than other tabletop RPGs you’ve played?

 

Well, first off is the dynamic initiative system, which is wildly fun, and you just read about here. Second, Eternity is a multiple-game master system, meaning that everyone in the group may contribute as much (or as little) as they want to the game’s overall story, world, and more – all while playing their own character.

 

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

 

You can pick up an inexpensive PDF copy of Eternity TTRPG at the Eternity shop. We’re a small, family-owned company, with a game system and site that are beginning to get big. But, we’ll never get so big that your support won’t be greatly valued and appreciated. If you do decide to check out the game, let me know what you think! 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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A poster for crooked moon the crimson monastery
By Jacob Tegtman July 29, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=QklD9CbOoV0&ab_channel=EternityTTRPG Transcription “In the flames, there is purity and salvation. From the flames, she speaks…”  Those aren’t the words of a prophet. They’re the twisted scripture of a zealot. Deep in the mountains of Druskenvald, a crimson light spills from stained glass windows. It’s not salvation. It’s a warning. Today, we’re venturing into one of the darkest D&D adventures I’ve ever read—The Crimson Monastery, from my new personal favorite, Crooked Moon. Welcome back to Eternity TTRPG, your faithful companion through the wildest realms of Dungeons & Dragons. If you love your fantasy served with horror, vampires, and morally gray decisions, buckle in—we’re about to descend into a bloodstained cathedral of corruption. Let me tell you a story. Once, there was a noble knight named Marius Renathyr. A beacon of honor, clad in gold armor, championing justice in a cursed land. He loved a priestess of the Nightmother, and though they burned with passion, he kept his vows. But as his crusade wore on, so did his soul. Wrath replaced compassion. And that’s when she found him. Viraxys, a devil who fed on twisted souls, disguised her voice as that of a goddess—the Crimson Rose. On the verge of death, Marius accepted her offer of life eternal. But what she gave him was a curse. Now immortal, now a vampire, now a puppet to her whims, Marius returned to the world not as a hero… but as Father Renathyr, the Crimson Abbot. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. Father Renathyr took over a mountain monastery, corrupted its clergy, and built a religion around his devil’s false divinity. In the village below—Dawn’s Gate—the people tremble under his sermons. Refuse his faith, and you’ll be burned alive. Embrace it, and you may become something far worse. This isn’t just a dungeon crawl. It’s a full-blown crusade to take down a vampire cult… from the inside. The Crimon Monastery is awesome – there’s just so much to it. But let’s start out by saying that Father Renathyr’s not alone. His cult is sustained by three terrifying Priors, each with their own tragic backstory and twisted gifts: There’s Houndmaster Jaeger , Friar Olaf , and perhaps the most terrifying , Inquisitor Cromwell . Each of them appears human at first. But when defeated, their monstrous Night Creature forms are revealed for a brutal second phase. They’re more than lieutenants—they’re potential successors. If you don’t take out all three, the cult might survive… without Renathyr. And then there’s the monastery itself. It’s not just a setting. It’s a trap. The whole thing. The monastery’s walls are made of bloodstone—a cursed material that prevents blood from drying. If you’re wounded, you leave a visible trail, and stealth becomes nearly impossible. All around are red stained-glass windows arranged in rose-petal patterns. They bathe everything in an eerie light. Inside, the rituals are disturbing: bodies bled at the altar, corpses hanging in the Dead Larder, prayers whispered under a false god. Oh—and there’s no sunlight. A blessing from the Crimson Rose means that even magical sunlight won’t harm vampires within these walls. This is their stronghold. You’re not just breaking in to your usual dungeon crawl. With the Crimon Monastery, you’re invading a fortress of the damned. Finally, this story doesn’t end with one death. Kill Father Renathyr without wiping out his Priors? You start a civil war. The survivors fight for control, leading to bloodshed across the region. But what if you expose the truth—that the Crimson Rose is a devil—and show proof to the faithful? You could cause the entire cult to collapse in one dramatic showdown. The townsfolk revolt. The Bloodless turn on each other. The Crimson Monastery falls into ruin. You get to choose the ending. But be warned: leave even one thread intact, and the nightmare may rise again. So, adventurer... if you haven’t picked up the Crooked Moon yet, it might just be time. If you’ve liked what you’ve heard, the Crimson Monastery is only one of many adventures within this beautiful new book. So, let me know what path you’d take in the comments below. Like this video if you love dark, story-rich adventures. Subscribe for more deep dives into the shadowy corners of D&D, and let us know you want us to cover next. Until next time—stay safe, roll high, and never trust a rose without thorns.
A book cover for dungeons & dragons forgotten realms adventures in faerun
By Jacob Tegtman July 24, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=pKV7iRcC31c&ab_channel=EternityTTRPG Transcription Wizards just dropped a bombshell—and no, it’s not another owlbear plushie. We’re finally heading back to the Forgotten Realms with a brand-new DM sourcebook—and it’s got survival horror, urban intrigue, and a ton of iconic locations. Welcome back to Eternity TTRPG, your go-to for all things Dungeons & Dragons—rules, reveals, and Realm-shaking updates. Let’s start with the basics. Adventures in Faerûn is the brand-new Dungeon Master expansion dropping this November, and it's built specifically for the new rules update. That means it plays nice with the shiny new Player’s Handbook and Dungeon Master’s Guide. But unlike previous setting books, this one’s taking a genre-first approach. Instead of just a map and a lore dump, each of the five featured regions is tailored to a unique style of play. Think ‘Baldur’s Gate’ as gritty urban fantasy. ‘Icewind Dale’? Full-on survival horror. Yes please. Here’s the lineup of iconic locales we’re getting tools for: Baldur’s Gate – which you probably know from all our favorite, Baldur’s Gate 3. There’s urban crime, political tension, and maybe a little devilry. Calimshan – from older renditions of the Forgotten Realms Lore. You’ll fine scheming nobles and arcane secrets in an Arabian-Nights-esque setting. The Dalelands – from both 2e and 3e Forgotten Realms lore. This is classic high fantasy with lots of room for heroic sagas. Moonshae Isles – from The Moonshae Isles Regional Guide. It comes with Celtic vibes and druidic magic—great for mystery and folklore campaigns. Icewind Dale – which you can read about in the Legend of Drizzt Novels, by R.A. Salvatore. Here, you can expect Frostbitten survival, isolation, and ancient horrors. Each region comes with new adventure hooks, genre tone guides, and NPC inspiration tailored to the vibe. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see what exactly being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. Here’s the cool part—some of this material with the Forgotten Realms hasn’t been touched in Fifth Edition. Like, ever. They’re digging into the deeper lore of Faerûn and even pulling some artistic cues from Baldur’s Gate 3. You might recognize a few faces—or infernal contracts—from the game. And while it’s not confirmed, early previews suggest the book might come with poster maps—yes, actual tearaway maps. Which awesome. My table is ready. Adventures in Faerûn officially releases on November 11th, 2025. But—if you pre-order through D&D Beyond or an early-access local game store, you’ll get the digital version weeks in advance. Price isn’t locked yet, but it’ll probably sit around the usual $50 USD mark—same ballpark as Phandelver & Below and Vecna: Eve of Ruin. Now, you know how Wizards rolls: we’ll likely get tie-in minis from WizKids, and there’s a good chance Beadle & Grimm's will cook up one of their deluxe kits—metal coins, props, the works. To wrap it all up, here’s why this book matters: 5e hasn’t had a full Realms guide since 2015’s Sword Coast Adventurer’s Guide. That’s nearly a decade without a dedicated Realms setting book. With the new rules and player guide dropping alongside it, this feels like Wizards’ attempt to make the Forgotten Realms fresh again—for new players and you experience, veteran gamer-grognards, alike. So, what do you think? Which of the five locations would you run a campaign in first? Is this genre-based format the future of setting books? Drop your take in the comments, smash that like button like it’s a mimic, and subscribe for more D&D news, lore, and spicy takes.  Until next time—may your dice roll high and your plot hooks land.
A poster that says starset the great dimming
By Jacob Tegtman July 22, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=qJt6sfuolo8&ab_channel=EternityTTRPG Transcription Civilization cut off. The solar system dimming. You’re not a hero—you’re just a soul, caught in the aftermath. Hey everyone! Today we’re unpacking Starset: The Great Dimming—the new 2nd‑edition tabletop RPG by Josiah Mork. It's a gritty, hope‑tinged sci‑fi RPG where ordinary lives shape the story. If you haven’t ever tried out TTRPGs besides D&D, this video is for you. I personally love finding the gems out there, especially from people who have fresh ideas in the RPG space. So, let’s dive into what makes this game truly unique. 1. Life‑Path Character Creation – “Your Story Shapes Your Stats” In most tabletop RPGs, you start by picking numbers—your strength, intelligence, gear, etc. Starset flips that completely. Here, you start with a life path : five origin stories to choose from— Combat , Common , Exploration , Mercenary , or Slave . These aren’t classes. They’re your character’s past. Were they a soldier in a forgotten war? A wanderer searching for hope? A prisoner stripped of identity? Once you’ve chosen, you roll dice to simulate major events in that character’s life. Each result gives you a moral choice , like “Did you steal the food to survive… or go hungry and keep your honor?” Your decision directly affects what skills, alliances, and scars your character carries—and even how old they are by the time the game begins. And yes, it’s possible to die before session one. That's how real and brutal the world of Starset is. You also collect keywords —these are mechanical tags that represent things like trauma, friendships, or defining traits. Some make you stronger. Others are burdens that shape how you grow. Either way, they evolve with you, like emotional milestones that actually change your abilities over time. In short: You don’t make a character—you live them. As creator Josiah Mork put it, this is “ backstory on mega-steroids. ” 2. Simultaneous Action Resolution – “It’s Not Your Turn—It’s Everyone’s Turn” In most tabletop RPGs, combat goes in turns: “You go, then I go, then the monster goes.” Starset changes the entire flow. Here’s how it works: Whenever someone targets you—say, with an attack or a persuasion attempt—that action is delayed until the end of your next turn . That delay is called a Floating Action . It gives you and your allies time to do something about it. Maybe you dodge out of the way. Maybe you talk them down . Maybe your teammate steps in with an assist , giving you a boost. These responses turn every round into a mini strategy session. So instead of sitting there waiting for your next turn, the idea is that you’re constantly engaged. Helping allies. Blocking threats. Choosing whether to defend, or risk it all. Your dice pool —which you use for actions—is also your health . Take a hit, and you lose dice. That means fewer options and more vulnerability next turn. The result? Combat is less “hit and wait” and more like chess with story beats— tactical, interactive, and team-driven. Even the quiet players at the table get a reason to act and shine. 3. Rich, Thought‑Provoking Worldbuilding – “Loneliness Is the Real Enemy” Starset isn’t just dark because it looks cool—it’s dark because it wants to say something. The game is set after a cosmic event collapses the Oort Cloud... did I pronounce that right? The Oort Cloud collapses, cutting off Earth from the rest of humanity. Civilization falls into chaos. Survivors are left scattered, alone, and desperate for connection. Every faction in the game is built around a different solution to loneliness : One turns to faith . Another to techno-utopia . One seeks control through power. Others build tight-knit communities . Each choice has promise… and danger. No side is “right”—they just reflect real human struggles. To support this, the game includes the 8 Edicts of Man , a set of philosophical rules that shape society post-collapse. The setting spans 1,000 years of history , giving Game Masters tons of material—from colony ships in deep space to dying cities on Earth. At the end of every game session, players earn experience not for killing monsters, but by sharing how their character helped others or fought against isolation . It’s a system that rewards empathy, as much as power. So yes, Starset is bleak—but it’s also hopeful. It’s a game about surviving the dark… by reaching for the light. Who Should Play Starset… and Why? So who is this game really for? Starset is for story lovers : If you're the kind of player who enjoys deep, emotional character arcs—where your decisions carry weight and shape your story—Starset was made for you. Every character is a layered person with a past, not just a collection of stats. Starset is for strategic thinkers : Starset rewards thoughtful play. Combat and problem-solving aren't just about rolling high—they're about making smart, team-based decisions. And because you’re always involved—even during someone else’s turn—there’s no dead time at the table. Starset is for sci-fi fans with a philosophical streak : Starset tackles big questions: How do we find connection in a broken world? What do we believe in when everything falls apart? If you love sci-fi that makes you think, you’ll feel right at home. And finally, Starset is for game masters who crave worldbuilding fuel : The game’s setting is rich with lore—factions, history, philosophy, politics. It's all there to spark story hooks, conversations, and custom adventures. Whether you’re building a gritty survival tale or a cosmic morality play, Starset gives you tools to explore both. To summarize, here’s Why Starset Stands Out You don’t just create a character—you live their backstory through interactive choices before the game even begins. The simultaneous action system keeps players engaged and reactive, almost all the time. Which is a fresh change to many D&D battles, if we’re being honest. The world of Starset is dark, yes—but it’s also filled with glimmers of hope , and it challenges you to explore themes like empathy, survival, and belief. And finally, every rule and system is designed to reward meaningful interaction —with the world and each other. The Bottom line? Starset doesn’t ask, “How do you win?” Instead, it asks, “What kind of person will you be when everything falls apart?” Intrigued? You can back it now on Kickstarter or check out the rulebook when it’s available.  And lastly, let me know what you think of new game coverage like this, in the comments below. Eternity TTRPG is still feeling out who we are as a channel, so your insight helps me connect you with the content you want most. Until next time!
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