Hellish Rebuke 5e: An Eye for an Eye

Sometimes in real life, someone does something to us that unleashes a fury of anger and resentment that feels almost supernatural. It’s a bit over the top, but what can we do? It happens!


Of course, we don’t use fire and brimstone to get back at someone in reality. However, if you’re playing Dungeons and Dragons, you can use the Hellish Rebuke 5e spell to do just that.


Disclaimer: I’m not encouraging any sort of real-life violence. I’m just explaining the power you have with this formidable spell. Hellish Rebuke 5e is one of countless DnD spells, and honestly, I think it doesn’t get enough credit. Let’s get to know this intense spell that every adventurer should be thankful for (or scared of).

Hellish Rebuke 5e

What Is Hellish Rebuke 5e?

Hellish Rebuke is a spell that was actually introduced in the fourth edition of Dungeons and Dragons. It’s a first-level evocation and reaction spell, which means it summons or manipulates magic energy to create something or cause an effect. According to the Player’s Handbook (page 250), Hellish Rebuke 5e stats and rules are as follows:


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • Range: 60 feet
  • Component: V, S
  • Duration: Instantaneous


“You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 damage on a failed save or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.”


Hellish Rebuke 5e Characteristics

Before your head starts spinning with energy, let’s break down the characteristics of Hellish Rebuke 5e.


First-Level Spell

First-level spells are prevalent assets at the beginning of a D&D RPG campaign. Therefore, Hellish Rebuke 5e is available right at character creation, and can be one of the cornerstone spells for your character’s magical journey.


Evocation and Reaction Spell

An evocation spell is one that calls upon magical energy to create an effect. They’re energy-based spells that you can use to create or cause something.


A reaction spell is one that someone casts in response to a particular trigger, such as being damaged by an enemy. These two types of spells combine to make the Hellish Rebuke 5e spell a powerful reaction that can cause substantial damage.



How Does Hellish Rebuke 5e Work?

Hellish Rebuke 5e is triggered when someone damages you. You can use your “reaction” action for that turn to unleash a fiery explosion of energy at the attacker. The spell deals 2d10 fire damage, plus an extra 1d10 for every slot level above the first. In other words, if you cast it at a higher level, Hellish Rebuke can deal some serious damage.


Also, being a "Reaction," casting Hellish Rebuke does not take up your Bonus Action for the round.


What I love about this spell is that it’s a great way to get revenge. When someone messes with you, Hellish Rebuke lets you take them down quickly and easily. It’s a great way to send the message of “don’t mess with me,” and give your attacker a taste back of what they’ve done.


Hellish Rebuke makes everyone think twice about their actions in combat: an eye for an eye, as they say.


Who Can Cast Hellish Rebuke?

Imagine if everyone could cast Hellish Rebuke. The adventure would become a lot more chaotic. Thankfully (or unfortunately), it’s only available to certain classes.


If you need some DnD character ideas, Hellish Rebuke 5e is accessible to all Warlocks, regardless of their Patron. Oathbreaker Paladins can also access it at third level. A Bard can cast the spell if they have the Magical Secrets feature.


Hellish Rebuke 5e is also available to tieflings who choose the Bloodline of Asmodeus. It becomes a second-level spell with the Infernal Legacy trait, dealing 3d10 fire damage. Tieflings can only cast their version of Hellish Rebuke 5e once per long rest though, even if it doesn’t burn a spell slot.

Hellish Rebuke 5e Classes

When and Where Should You Cast Hellish Rebuke 5e?

If you think the spell can’t get any better, think again. I personally believe that there’s no bad time to cast this chaotic spell. At least, I believe there’s no bad time. But, of course, there are optimal times and places to give your enemies a proper hellfire-infused rebuke.


First of all, you have to be damaged to cast the spell. It’s reaction-based, so there must be a trigger, or something must happen to you to react to it. For example, a creature damages you in your turn, casting a spell that requires a reaction point. You can use that reaction to cast Hellish Rebuke 5e in return. The spell ranges from 60 feet, so you have a great chance of hitting the creature who hit you! I love that, similar to Spiritual Weapon 5e, this spell allows me to attack enemies from a distance.


I cast Hellish Rebuke 5e whenever I find myself in the following situations:


Front-Liner

When you’re a front-liner, you inevitably receive damage near enemies. Generally, being a front-liner is bad for a spellcaster, but you can cause immense extra damage in a battle when using Hellish Rebuke 5e. Again, the range is 60 feet, so you have plenty of chances to make it a worthwhile spell.


Basically, think of yourself as a shield for your team, that has spikes. Whenever anyone attacks the shield (you), they take damage in return. With that thought in mind, you want everyone to attack you as often as possible – at least until you run out of spell slots.


Manipulate Saving Throws

I also cast Hellish Rebuke 5e with the help of another party member. For example, I can force an enemy to make a saving throw for the spell, and my party member can cast Silvery Barbs 5e if they succeed. Sure enough, the enemy will then often fail their save and take extra damage. The cantrip Mind Sliver 5e can also make the spell more effective by lowering the target’s next saving throw, so try to use it whenever possible.

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Hellish Rebuke 5e Tips

Hellish Rebuke is really a simple spell, but we all know that D&D can be complex, so here are some tips to get the most out of the spell:

  • Bypass fire resistance: if you’ve played D&D 5e for very long, you know there’s a lot of fire resistance in the game. Immunities can still prevent Hellish Rebuke 5e from happening, so use the Elemental Adept feat to gain an advantage.
  • Think twice when an enemy attacks from behind a wall: Hellish Rebuke 5e is less effective when attacking targets who have cover. Cast another spell if you can, or just wait for the next turn.
  • Pair it up with other spells: Hellish Rebuke 5e is powerful alone, but you can make it even scarier using other spells. For example, Armor of Agathys, a first-level Warlock spell, deals cold damage to anyone who strikes you while the effect is active. If you get attacked, your enemy takes cold damage then gets hit by your Hellish Rebuke, as well.
  • Choose Pact of the Blade: if you’re a Warlock, choosing the Pact of Blade allows you to unleash the flames of hell. Well, the spell is powerful regardless of your Patron, but it becomes a game-changer in melee range.
  • Be a Hexblade Warlock: besides Pact of the Blade, Hellish Rebuke 5e can also be a great pick for Hexblades. Hexblades are more likely to stay close to enemies, which results in more attacks against you, and more chances to use Hellish Rebuke.
  • Play with caution when silenced: if your main strategy is to draw in enemy attacks so that you can unleash Hellish Rebuke, be careful of Silence 5e effects. While Silenced, you won’t be able to cast spells, so you’ll either need countermeasures prepared, or you’ll need to make a quick retreat from the front lines of battle.
  • Trick the enemy: this tip is mostly flavor, but you can trick an enemy into thinking that the spell will be coming from another direction by pointing a finger away from them. The Player’s Handbook says, “You point a finger,” but not specifically “toward the creature,” so you can throw the enemy off balance. Give them a show because you can!
  • Communicate with your party and DM: always talk to your group and dungeon master about what spells are necessary during your adventures. If you want to just cast Hellish Rebuke without restraint, go for it. But if you want to really play as a team, communicate with other players to see how you can best plan spell slots to fill gaps in your party’s overall strategy.
  • Plan before casting: finally, I suggest taking a moment to consider the overall battle before casting Hellish Rebuke 5e. Try to time your spell for maximum effect, or think if there may be a better spell available for the situation. It can be entertaining to spam-cast Hellish Rebuke, but it pays to plan – especially during difficult battles.
Hellish Rebuke 5e Monsters

Own Your Revenge With Hellish Rebuke 5e

Let’s take a break from strict D&D rules, shall we? Remember that the game also has a roleplay aspect, and you can customize your revenge when it comes to the Hellish Rebuke 5e spell. You know that descriptions make role-playing even more fun, so come up with creative ways to describe the spell.


What the Spell Does for You

When someone hurts you in real life, how do you feel? Do you feel like combusting in rage? Ask the same questions when you’re in the D&D world, and use Hellish Rebuke to make your revenge fit with your character’s personality.


When thinking about the spell, imagine if your character is seeking vengeance or maybe just believes in an eye for an eye. It’s your story, so make the spell fit in with it.


What the Spell Does and Looks Like

When you hear the word “hell,” you might picture many things. There can be an eruption of flames, a blast of fire, or a ball of fire coming to your enemy. But even if “hell” is in the name of the spell, you don’t have to limit yourself. Use colors and ideas that fit with the character, the environment, and your story. Think about the scene you want and make sure that it looks cool.

Your party (and enemies) will be there to witness the spell, so make the spell’s aesthetics unique.


Change the Spell Damage Type

When running a D&D campaign, Hellish Rebuke 5e can be more than “fire damage.” It depends on your dungeon master’s ruling, but you could consider asking them if they’d consider allowing your Hellish Rebuke spell to deal a different type of damage, to better fit your character’s aesthetic, or personality.


If they’re game for it, perhaps you could even alter the spell to cause some kind of chaotic effect, rather than just straight up damage.

Level Up With an Awesome Dice Tower

Ok, this is a little off topic, but at the end of the day, tabletop RPGs are for having fun, right? If you're going to spend the time optimizing your character's strategies in combat, why not also maximize your game table aesthetics? Dice roll fine without a device to do it for you. But, having a dice tower can certainly add a lot to the feel of your game. Imagine rolling dice down this magical tower's steps. Between every dice roll, you have a prop that brings your D&D game to life that much more.


Check it out! Change up the color or find some of the other great dice tower options available. They make great DnD gifts for yourself or others.

Is Hellish Rebuke 5e Good?

Out of all the spells in the Player’s Handbook, Hellish Rebuke 5e is one spell that makes me say “Hell yes!” There’s no doubt that other spells can be even more powerful, but this one is definitely good. Especially for low-level Warlock spells, the Hellish Rebuke 5e is absolutely a must-have. I keep it ready for use at basically all times.


The spell’s range is an upside, along with scaling damage as you level up and use higher level spell slots. Also, even if your target makes a successful saving throw, the spell still deals some damage to them.


Warlocks and front-line characters are obviously easy targets for enemies, so Hellish Rebuke 5e can be an excellent way to avenge yourself. Generally, you can use it as an ace up your sleeve, as it’s a great spell that packs a punch. I’m sure you’ll use it more often than other spells once you get a taste for how fun it can be (like I did).


Rebuke Your Way to a Great Adventure

Again, I’m not encouraging violence, but in Dungeons and Dragons, Hellish Rebuke 5e is about giving your enemies a fitting punishment. With its long-range and scaling damage, you can finally feel like the badass spell caster that you are.


So, go out and find your adventure. And if the enemy gets too close for comfort, prepare to rebuke them with a show of fire and brimstone. And read on for how Hellish Rebuke effects work in the Eternity TTRPG Game System.


If you need DnD Quest Ideas, having an enemy that casts Hellish Rebuke is also honestly a great way to begin a series of adventures.

Hellish Rebuke in Eternity TTRPG

Hellish Rebuke in D&D 5e vs. Eternity TTRPG

In D&D 5e, Hellish Rebuke is a spell that effectively acts as a ranged, magical counterattack when you take damage. It’s useful whether you’re playing a caster or a front-line melee character (who has access to the spell, obviously).


In the Eternity TTRPG Game System, there is no exact equivalent of the Hellish Rebuke 5e spell, though there are many effects that fit into the same or similar categories. 


It’s also worth noting that in D&D, Hellish Rebuke 5e takes up a spell slot to cast. This means that any targets capable of casting Hellish Rebuke have a limited number of times they may cast the spell. Meanwhile, in Eternity TTRPG, counterattack effects do not have a limit to the number of times they may be used. So, characters capable of counterattacking may be very dangerous. 


What Classes in Eternity TTRPG Have a Hellish Rebuke Effect?

Cryomancer (Core Rulebook) and Witch Hunter (Classes Expansion) are the only classes that receive Silence as a core class spell. However, Alchemist, Dread Priest, and Druid all have specialization/ critical options that allow them to obtain Silence.

Eternity TTRPG Assassin

Assassin – Core Class Ability

First Strike: this Ability can only be used both 1) the first time you attack an enemy, and 2) the first time you are attacked by an enemy. Instant Action, roll d20. If you roll 18-20, deal 1damage. Battle Recharge after both uses.

  • (Life-Ender) You also gain +7Strike Bonus, +6Resilience, +6Dodge, and +6Will for 1turn.
  • (Infiltrator) You can move to the target of this Ability once during the rest of the Battle, as an Instant Action, up to your Speed value in Range away.
  • (Expert) You also gain +3Initiative.
Eternity TTRPG Berserker

Berserker – Core Class Ability

Vengeance: this Ability can only be used when you drop to 0HP. Instant Action. Take an attack Action against the target who dropped you to 0HP. After your Action, you still drop to 0HP. When you use or Critical this Ability, you can’t use any more Wisdom this turn. 1Day Recharge.

  • (Decimation) Your attack is made against up to 3 enemies in Weapon Range. *Double-Hit with this Critical only allows one of the attacks to cause additional effect.
  • (Recklessness) Even if your attack misses, up to 3 enemies in 4Range, +4Strike Bonus vs. Resilience, knocks back all affected targets up to your Speed value -2, in any direction. This Critical effect cannot Double-Hit or give a Block.
  • (Dauntless Fury) If your attack hits, +3Strike Bonus vs. Resilience, Daze for 2turns. The Daze effect from this Critical continues even after you drop to 0HP. This Critical effect cannot Double-Hit or give a Block.
Eternity TTRPG Fallen Paladin

Fallen Paladin – Critical Option

Blood Spiller (Magic): after you cast this Spell on yourself, every time you attack an enemy, roll d20. If you roll 18-20, deal 1damage. You can only deal damage with this Spell once per turn. You can instead choose to continually maintain this Spell for 3Inspiration.

  • (Shield of Corruption) Also roll to deal damage with “Blood Spiller” every time an enemy attacks you. This Critical also allows you to deal damage with “Blood Spiller” twice per turn. You can instead choose to continually maintain this Critical for 6Inspiration (and 0Wisdom).
Eternity TTRPG Royal Guard

Royal Guard – Core Class Ability

Counter-Slam: this Ability can only be used if you are wielding a shield. After you use this Ability on yourself, every time you are attacked by an adjacent enemy, roll d20. If you roll 18-20, +7Strike Bonus vs. Resilience, Daze for 1turn. You can only Daze with this Ability once per turn. “Counter-Slam” cannot Double-Hit or give a Block. You can instead choose to continually maintain this Ability for 1Inspiration.

(Dazed): the effect from “Counter-Slam” is temporarily interrupted while you are Dazed.

  • (Executor) If you roll 18-20, it also deals 1damage to the target. You can only deal damage with this Critical once per turn. You can instead choose to continually maintain this Critical for 4Inspiration (and 0Wisdom).
  • (Life-Sworn) Roll 15-20. You can instead choose to continually maintain this Critical for 2Inspiration (and 0Wisdom).
  • (Ancient Blade) Instant Action. You also gain +9Resilience, +9Dodge, and +9Will for 1turn. When you use this Critical, you can’t use any more Wisdom this turn.  
Eternity TTRPG Sage

Sage – Core Class Spell

Crimson Curse (Magic): up to 3 enemies in 4Range, +7Faith vs. Will. If this Spell hits, whenever an affected target deals damage, roll d20. If you roll 18-20, they also take 1damage. “Crimson Curse” cannot Double-Hit or give a Block. You can instead choose to continually maintain this Spell for 3Intelligence.
(Dazed):
the effect from “Crimson Curse” is temporarily interrupted while you are Dazed.

  • (Darkness and Light) Roll 16-20. You can instead choose to continually maintain this Critical for 5Intelligence (and 0Wisdom).
  • (Secrets of the Ancient Tomes) For one enemy who’s hit, instead roll 13-20 to hit. For all other enemies affected by this Spell, still roll 18-20 to hit. You can instead choose to continually maintain this Critical for 5Intelligence (and 0Wisdom).
  • (Powers of the Eternals) Whenever an affected target is healed, roll d20. If you roll 18-20, they heal an additional +1HP. This Critical cannot trigger itself. This Critical allows the affected target to heal 2HP above their normal max HP. 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 Critical for 2Inspiration (plus the base 3Intelligence, and 0Wisdom).
Eternity TTRPG Vanguard

Vanguard – Core Class Ability

Retribution: after you use this Ability on yourself, every time an enemy in Weapon Range attacks you, roll d20. If you roll 16-20, you Instantly counterattack that same target with a non- Critical attack or Ability of your choice, after their attack is finished.

You may also use “Quick Switch” just before your attack with Retribution, if you so choose. You can only attack an enemy with this Ability once per turn. You can instead choose to continually maintain this Ability for 3Inspiration.

(Dazed): the effect from “Retribution” is temporarily interrupted while you are Dazed.

  • (Tip of the Spear) Roll 11-20. You can instead choose to continually maintain this Critical for 5Intelligence (and 0Wisdom).
  • (Shock Troop) Whenever you attack with “Retribution,” you also gain +12Resilience, +12Dodge, and +12Will for 1turn. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Ranger) You also gain +3Initiative. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
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Strategies for using Counterattack Effects

As with D&D 5e, having counterattack spells and abilities in Eternity TTRPG can either be used to dissuade people from attacking you, or can be used after placing yourself in the battle’s most dangerous locations, to maximize your damage output.

In Eternity TTRPG, some attacks are rolled against the enemy’s defenses, while other attacks are considered to be “piercing,” and have a flat hit chance, no matter what.


Basically, characters with high Strike Bonus or Faith (physical or magical hit chance stats) should rely more on spells and abilities that utilize those stats, such as the Vanguard Retribution ability. Meanwhile, more defensive characters (tanks) should rely on counterattacks with piercing effects, such as the Fallen Paladin Blood Spiller spell.


Dissuade Attackers

If you build a character with very high hit chance and very low defenses, you do not want to be in the thick of battle where you may be attacked very often. Having a counterattack spell or ability for this kind of character can be very valuable, as the first enemy to attack you may just get obliterated in return.


If you can essentially make enemies fearful of attacking you, then you help to place more enemy attacks on (hopefully) your party’s tank.


With this strategy, you don’t really want to even use your counterattack spell or ability at all, as it requires you receiving an attack, first. However, having it there to dissuade attackers is extremely valuable.


Deal Damage Even as a Tank

The only way to really maximize your damage with counterattacks in Eternity TTRPG is either to have high hit chance and a dedicated healer who keeps you up during the battle, or to use pierce attacks.


If you build a tank character with a piercing counterattack spell or ability, then run directly into enemy lines, you’ll both draw a lot of attention to yourself (thereby protecting allies), and you’ll maximize your chances to deal damage with your counterattack.


Generally, tanks have terrible hit chances, so dealing damage isn’t really their thing. However, if you have a flat hit chance pierce attack, and you’re attacked a lot, then you maximize your chances to counter. Though this strategy will never deal substantial damage to single targets, its wonderful for crushing large groups of enemies.


Maximize Single Target Damage

Finally, if you have a dedicated healer in your party, it’s possible to use counterattacks as a way to really pour on big damage to a single target. Basically, you max out your character’s hit chances, knowing that you’ll be very vulnerable in battle. Then, you run directly at the single enemy, drawing their attention.


Because of your high hit chance, when you attack the enemy, you’ll deal damage. Similarly, when they attack you, you’ll also deal damage.


If you’re fighting very difficult enemies, you basically have to go in knowing that you’re walking a tightrope. High-difficulty enemies can deal multiple damage per attack, so purposefully putting yourself in the way of harm is risky. However, if you have someone to heal you, you’ll no doubt be able to deal substantial damage back to your adversary.

Fiery Effects for Your Tabletop

Countering Counterattacks

In any good tactical combat game, every counter has its counter. Here are a number of possible ways to deal with Hellish Rebuke-type effects if you’re on the receiving end of things. Or, if you simply want to think two steps ahead, here are some of the ways that characters you counterattack might respond:


Remove the Counterattack Effect

Many classes have a version of “Dispel,” which can be used to remove beneficial status effects from enemies. Characters that do not have their own class-based dispel effect may use dispel scrolls to achieve the same effect. Since most Hellish Rebuke, counterattack type effects in Eternity TTRPG are “maintained” effects, they can be dispelled.


It’s also worth noting that if a counterattack effect is dispelled, it can usually just be reactivated right away. However, if the effect is a critical and it keeps getting dispelled, it’s a good way to run out of wisdom, and be at a huge disadvantage for the battle.


Greater Dispel (Magic): 4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or status effect from the target (excluding summons), at your choice. Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit. This spell is cast on any target you’d like, but the roll is made against the character who cast the spell or used the ability you are attempting to remove, unless the target is a summon.

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


Mass Dispel Scroll (10 Uses): up to 3 targets in 4Range, -7Strike Bonus vs. Resilience or up to 3 targets in 4Range, -7Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or Status effect from each affected target (excluding summons). Or alternatively, up to 3 summons in 4Range, -2Strike Bonus vs. Resilience or up to 3 summons in 4Range, -2Faith vs. Resilience, deals 1damage. This Item is cast on any target you’d like, but the roll is made against the Character who cast the Spell or used the Ability you are attempting to remove, unless the target is a summon. This Item cannot Double-Hit or give a Block.

 

Don’t Attack Enemies Who Have Hellish Rebuke

Another obvious way to deal with enemies who use Hellish Rebuke-type effects is just to prioritize attacking other targets before finally dealing with them. Of course, enemies who counterattack may not want anyone to attack them, so ignoring them may actually play into their strategy.


However, the worst-case scenario when facing an enemy with Hellish-Rebuke-type effects is to get blasted with counterattack damage over and over again. If that target doesn’t have a personal healer, maybe you can kill them before they get in many high-damage counters. If the target does have a healer though, you may really want to deal with that healer before moving forward.


Try The Eternity TTRPG Game System

D&D has become synonymous with tabletop RPGs (TTRPG) for so long that sometimes people forget there are other options available. As with any genre of game, there’s the best-known games and lesser-known games.


The Eternity TTRPG Game System is a tabletop RPG similar to D&D, but with some big differences. The game allows for multiple game masters, provides more tools for immersive world-building, and features highly-tactical (yet easy-to-learn) combat.

Pick up an inexpensive PDF copy today at the Eternity TTRPG shop. Or check out more information at the Eternity TTRPG Game System page.

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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.

Woman with feathered wings, a dragon behind her
By Jacob Tegtman January 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6eg7cXmFUVU Transcription Hey everyone! Welcome back to Eternity TTRPG. Today we’re firing up our Mark of Finding to uncover something huge for Eberron fans — the beloved sourcebook Exploring Eberron has officially relaunched on D&D Beyond as a fully supported digital release. Originally released back in 2020 on the DMsGuild as a third-party best-selling supplement by Eberron’s creator Keith Baker, Exploring Eberron was one of the most successful community books ever — and now it’s come full-circle. That means it’s now officially available on D&D Beyond, fully updated to use with the current D&D rules and integrated into D&D Beyond’s digital tools like the Character Builder and Maps VTT . So, you’re probably wondering – what’s inside the book? I’d say it’s deep content, not just lore, that the book dives into: First, we have: Setting Races & Cultures Exploring Eberron digs deep into the cultures and mindsets of iconic Eberron peoples like Changelings, Warforged, Kalashtar, Shifters, and Aereni elves. Rather than focusing on mechanics, these sections emphasize identity, societal roles, and story hooks that help these species feel rooted in the setting. Then there’s Planes of Existence & Manifest Zones The book offers a detailed look at Eberron’s unique planar system, where planes wax and wane in influence rather than remaining static. Manifest zones tie those planes directly to the world, creating locations where reality bends in ways that can dramatically shape adventures, cities, and campaigns. Next up is: Character Options Exploring Eberron includes a wide array of character options, from lore-driven subclasses to new species, feats, and spells, all updated for compatibility with the 2024 ruleset on D&D Beyond. These options are tightly woven into the setting, making them feel less like generic power boosts and more like natural extensions of Eberron’s world. One of my favorites is: Magic Items & Monsters The magic items and monsters in the book are designed to reinforce Eberron’s themes of magical industry, ancient empires, and strange planar forces. Many entries come with built-in story hooks, making them also quite useful for DMs looking to spark plot threads. And finally, we have Expanded Eberron Lore At its core, Exploring Eberron expands on the setting’s foundational lore, diving into the aftermath of the Last War, the influence of the dragonmarked houses, and the uneasy relationship between magic and technology. It provides context and nuance that help DMs portray Eberron as a world shaped by innovation, conflict, and moral ambiguity. In total, the digital book includes 6 subclasses, 10 species, 12 feats, 4 spells, over 40 magic items, and 8 monster stat blocks — not bad value. On D&D Beyond the digital book retails at $30 — basically what you’d expect for a mid-sized sourcebook. If you already own the original 2020 PDF or print version on DMsGuild, the rules aren’t exactly the same, as the original used older rulesets obviously, but the lore is still gold. So, is it worth it? If you’re deep into Eberron, love D&D Beyond functionality, or want all your content integrated cleanly into the builder and VTT, then this is a no-brainer. But if you’re happy with the DMsGuild version and don’t use Beyond much? You might stick with what you have — it’s still solid and compatible. Nothing crazy groundbreaking here, to be honest. Exploring Eberron on D&D Beyond is a fantastic evolution of one of the setting’s best third-party books, and it’s great to see it finally fully supported and updated. There is a lot here to love. Well, that is it for today, my friends. Let me know in the comments — are you grabbing this on D&D Beyond? Or sticking with your original edition? Otherwise, hit like, subscribe, and may your dice always roll well!
Final Fantasy TRPG layout: Mana grid graphic
By Jacob Tegtman January 20, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=kPQfDB2cKSI Transcription Every Final Fantasy hero starts with a choice. Sword or spell. Raw power, or skill. But in Final Fantasy TRPG: Legend Edition, that choice doesn’t stop at your Class — it’s defined by the Jobs you choose from your class, the Circles you unlock, and the Limit Breaks that change the tide of battle. Today, we’re breaking down how Classes and Jobs actually work in Final Fantasy TRPG: Legend Edition — and how they shape your character from level one… to the final boss. Hey everyone, welcome back to Eternity TTRPG channel! If you caught one of my recent videos from before the holidays, we went deep into the Final Fantasy TRPG: Legend Edition core rulebook — and today we’re diving into one of the most iconic elements of any Final Fantasy system: Classes and Jobs ! Whether you’re planning your first character or optimizing a seasoned hero for this recently-released game, this guide has you covered. One of the longest-standing traditions in Final Fantasy is its Job system , and Legend Edition embraces this fully. Classes in this game are the framework or chassis of your character — they determine your character’s HP, MP, trained Skills, associated Jobs, and your Class Limit Break . Jobs are where the cool stuff really happens. Each Job is a set of abilities on a progression track, granting new Features at specific levels — these are called Circles . And you don’t just pick one — your character ends up with three Jobs (or four with optional full buy-in), each advancing at a different speed to give you abilities every level. There are four broad Classes you’ll choose from. Each class has what you could consider as subclasses – in Legend Edition, these are the “Jobs.” So, for example, some of the Warrior Jobs are berserker, dervish, dragoon, fighter, monk, samurai, and so on. So, let’s dive into the four classes: Number 1 - Warrior Masters of physical combat, Warriors excel in strength, endurance, and frontline fighting. Their Limit Break — Action Surge — lets them make extra attacks during an encounter, perfect for dealing burst damage. 2. Expert Battlefield manipulators and support roles go here. Experts rely on their wits and skill versatility, and their Limit Break — Savant — adds bonus dice to Skill rolls based on their level. 3. Mage If magic is your playstyle, Mages are your go-to. They lean into Spellcasting and area of effect mechanics. Their Turbo MP Limit Break doubles the effectiveness of MP spent on magical abilities during an encounter. And number four is Adept The hybrid class — versatile, adaptable, and capable of mixing physical and magical roles. Adepts don’t have a unique Limit Break; instead, they choose one from the other three classes, based on their job build. Now here’s where Legend Edition gets fun. Across the system are 50+ Jobs drawing inspiration from classic Final Fantasy favorites — think Black Mage , Dragoon , Thief , and more — giving you a huge palette of archetypes to mix and match. Each Job grants seven Features – called Circles – over its progression, spaced across levels based on whether the Job is on a Fast, Medium, or Slow advancement track — meaning strategic choices shape how your character evolves through the campaign. So, for example, you may choose the Warrior class because you like its HP, MP, and Skill point advancement numbers, you like its limit break, and you enjoy playing that overall archetype for your character. Then, you pick three Jobs to fill out your character. Say that you want a full warrior build, so you choose your three jobs to be: Dragoon, Knight, and Monk. From here, you’d decide which of those three jobs would be on your Fast advancement track, which should go on your Medium track, and which will be on your slow advancement. Important note here though: only one of your Jobs needs to be associated with your Class. That means the rest can actually be totally outside that box — so yes, you can be a Mage-warrior hybrid if it fits your concept! You could be a warrior class, with the Dragoon, Black Mage, and Chemist jobs. So, here’s the quick breakdown of Job progression: Fast Progression: Abilities at levels 1, 3, and every 3 levels thereafter Medium Progression: Abilities at levels 1, 4, and every 3 levels thereafter Slow Progression: Abilities at 2, 5, and every 3 levels thereafter This staggering system means every level feels like a growth moment. You get new Abilities (“Circles”) from all three of your jobs at the same cadence. But at the same time, you get Circles from the Jobs that are most important to you, at earlier levels. The rule book mentions this too, but if you do want to try out this awesome system, I’d recommend that you don’t stress too much about your first Job choices. There’s a ton of options here, which is great for replayability, and experimenting with side campaigns. But, there’s also too many Jobs to really nail down what you want to ideally play, the first time you try out this game. Probably instead, just pick classes that sound fun, and give it a whirl. To wrap up this video, I’m going to cover my personal favorite Job from each of the first three Classes. Since there’s over 50-jobs, there’s too many for me to dive into – at least today. But hopefully these quick snapshots give you a picture of how Jobs work, what kind of Abilities each provides, and some inspiration for your upcoming game: If I was to play a Warrior Job, I’d start with Dragoon: As you probably know, Dragoons are also often known as Dragon Knights . Dragoons are aerial combat specialists who use momentum for power. Originally trained to pierce the hides of massive foes like dragons, their style revolves around leaping high above the battlefield and crashing down with overwhelming force. Depending on the setting, Dragoons may hunt dragons, fight alongside them, or carry on their legacy after their extinction — but they’re almost always portrayed as guardians who stand against towering threats . In play, Dragoons are defined by the Jump and Blood of the Dragon Circles . Jump removes them from the battlefield for a round before returning with an automatic, high-impact strike. Meanwhile, critical hits generate Blood of the Dragon to fuel powerful Dragon Arts , which are the Dragoon’s situational combat techniques that modify your attacks, defenses, or Jump actions, for additional benefits. Next up, for the expert class, I’d probably start with Squire – I just have so many good memories from playing Final Fantasy Tactics: Instead of perfecting a single discipline, Squires develop adaptability through experience and improvisation. That flexibility makes Squires exceptional team players , able to step into gaps and support allies in many situation. Mechanically, the Squire revolves around Fundaments — where they grant short-term bonuses to allies based on that ally’s Class. Warriors hit harder, Experts perform better at skills, Mages cast more effectively, and Adepts can receive whichever boost fits the moment. As the Squire advances through their Circles, they can grant Fundaments to multiple allies at once, add secondary effects like increased damage or longer debuffs. I’m not always a team buffer kind of guy, but I do like the way Squires here make everyone else better , turning party coordination into a great strength. For my third Job, I’ll choose from the Mage class. This one’s really hard for me as I could see myself actually going like 3/3 mage, or maybe 2/3, at least. But, if I had to pick just one for my remaining Job slot, I’d go with Necromancer: Necromancers are reclusive magic-users whose art is inseparably tied to death and the Shadow. Often misunderstood or feared, they’re immediately recognizable by their Bone Commander — an undead construct that serves as both assistant and bodyguard. While some Necromancers lean into darker reputations, others act as shamans or intermediaries, communing with spirits to resolve unfinished business or bring peace to the dead. Their morality isn’t defined by their magic, but by how they choose to wield it. In play, Necromancers are spellcasters with access to the Necromancy spell list and a powerful Companion system . Their Bone Commander acts on their shared action economy, providing combat presence without needing its own stats or hit points. Their Limit Break, Friends on the Other Side , allows damage from the party to count as Shadow damage, supercharging Necromancer features and reinforcing their role as battlefield controllers who blur the line between ally and undead asset. So! There you have it. From adaptable Squires and sky-shattering Dragoons to shadow-touched Necromancers and beyond, Legend Edition’s Classes and Jobs are all about expression through choice . Your Class sets the foundation, but your Jobs — and how you progress them — define how your character actually plays at the table. Legend Edition feels... unmistakably Final Fantasy. What I really want to know is... from the 50+ jobs available in Legend Edition, what three Jobs would best define your Character? List your Jobs in the comments. Otherwise, thanks for watching! If you enjoyed this breakdown of Classes and Jobs in Final Fantasy TRPG: Legend Edition, hit that like button, subscribe for more content, and ring the bell so you don’t miss our next video.
By Jacob Tegtman January 15, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=QQLN8bvlo-Q Transcription If you’re like me, you just watched Stranger Things Season 5, and it was amazing. Personally, I felt like it really hit similarly to the first season – they did a great job. But you're watching Stranger Things, getting hyped about seeing D&D represented in mainstream media, when suddenly Mike declares he's casting a spell, as a paladin... at first level. And you're sitting there thinking, "Wait, that's not how that works." Well, you're not alone. Today we're diving deep into three quick, but glaring D&D mistakes – or, perhaps intentional and fun D&D alternations – that Stranger Things has made throughout its run. I love Stranger Things, so this is by no means a criticism of the show. If anything, some of these mistakes just makes me like it more. Because, let’s get real – most D&D games fudge something in the rules anyways. It’s part of the fun. And no one really wants to be a rules lawyer all the time. What's up, dice rollers! Welcome back to Eternity TTRPG where we explore everything that makes tabletop RPGs amazing. I'm your host, and today we're taking a critical but loving look at how Stranger Things – arguably the biggest mainstream representation of D&D we've ever had – got some pretty fundamental (and sometimes funny) things wrong about our favorite hobby. Now, before we dive in, let me be clear: I absolutely love that Stranger Things brought D&D into the spotlight. The show has introduced countless people to our hobby, and that's incredible. As D&D enthusiasts, we can appreciate the show while also having some fun pointing out where the Duffer Brothers maybe should have consulted their Player's Handbook a bit more carefully. So grab your dice, settle in, and let's explore three quick strange things that Stranger Things got wrong about D&D. Mistake #1: The Demogorgon Campaign Confusion I’m gonna call this “Mistake #1,” by the way, and you’ll find out why in just a minute. But let's start with this big one from Season 1. In the very first episode, we see the boys playing D&D, and Will's character encounters the Demogorgon. Now, the show treats this like it's some kind of final boss encounter, but here's the problem: a Demogorgon in D&D is a CR 26 creature. Basically, a Lv.26 monster. That's endgame content for level 20 characters. These kids are clearly playing low-level characters – probably somewhere between levels 1-5 based on their abilities and the campaign Mike’s describing. A real Demogorgon would obliterate their entire party in a single round without breaking a sweat. It would be like sending a group of mall security guards to fight Godzilla. What the show probably meant to use was a lesser demon or maybe just called it a "demogorgon" as a generic monster name. But for D&D players, it's like watching someone try to drive a car with a boat steering wheel – technically it's transportation equipment, but it's completely wrong for the situation. Is this really a mistake though? I’d say yes, technically. But also, we all know how kids get when playing games. Mike was probably like, “hey, you know what would be cool for my party of Lv.5 adventurers? Give them something that inspires them. Like this CR26 literal god.” It’s the type of move that every DM has done at some point – just go way, wayyy overboard. And again, that’s part of the fun with games like D&D. Mistake #2: The Paladin Spell Situation This one is really funny to me because it happens multiple times throughout the series. Mike's primarily the dungeon master for his group. But when he plays, his character is consistently referred to as a paladin, and we see him attempting to cast spells at what appears to be first level. Here's the issue: in every edition of D&D that would have been available when Stranger Things is set – we're talking late 70s to early 80s – paladins don't get spells until much higher levels. In AD&D (Advanced dungeons and dragons), paladins don't get their first spell until 9th level. Even in modern 5th Edition, paladins don't get spells until 2nd level. But the show has Mike casting spells right from the start. It's a small detail, but it shows a fundamental misunderstanding of how the class works. It would be like showing a wizard swinging a two-handed sword as their primary weapon – technically possible in some circumstances, but it misses the point of the class – for that level, at least – entirely. It’s another “mistake” though that many groups would make, probably especially kids. You want to play a character who can do cool things, at any level. So maybe this was another intentional move on the Duffer brothers’ part, showing not just the rules for D&D, but how people actually play. Mistake #3: The Dice Rolling Drama This one’s more about dramatic license. Throughout the series, we see characters making single dice rolls for incredibly complex situations, and the entire outcome hinges on that one roll. Real D&D involves a lot more dice rolling and a lot more back-and-forth between players and the DM. Combat isn't usually resolved with a single dramatic roll – it's a series of attack rolls, damage rolls, saving throws, and tactical decisions. The show makes it look like D&D is just "roll a d20 and see what happens," when the reality, as we all know, is much more nuanced. The most egregious example is in Season 1 when Will's fate seems to hinge entirely on a single d20 roll. While dramatic moments like this can happen in D&D, they're usually the culmination of a longer sequence of events, not the entire encounter. Of course, filming four kids rolling dozens of dice over and over doesn’t make for great visual episodes, I assume. This one is really more to point out that anyone who isn’t familiar with D&D may be a bit surprised walking into a real gaming session at how many dice really do get rolled. On platforms like Reddit, the D&D community's reaction to these inaccuracies has been... interesting. Players have been discussing these since the show premiered. One user pointed out in a popular thread: "I love that Stranger Things brought D&D to the mainstream, but I wish they'd gotten a consultant who actually understood the game mechanics. It's like they researched D&D by reading about it rather than playing it." Another user noted: "The show gets the emotional core of D&D right – the friendship, the collaborative storytelling, the escapism. But the mechanical details are so wrong that it's distracting for anyone who actually plays." Now, do these mistakes matter? I would argue they don't – Stranger Things is a TV show, not a D&D tutorial. People may come into the hobby with incorrect assumptions on how things work. But, if more people are getting into the hobby, then that's positive. And D&D – or let’s at least say tabletop roleplay games – have experienced unprecedented growth partly thanks to Stranger Things, and that's amazing for our community. So here's what I want to know from you: is there anything else fun or silly that I missed from Stranger Thing’s D&D inaccuracies? I’m sure there has to be more than just these three, so please hit me up in the comments and let me know what you’ve found! And that wraps up our dive into Stranger Things, for today. Remember, this comes from a place of love – both for the show and for D&D. If you enjoyed this quick video, make sure to hit that like button and subscribe for more D&D content. Whether you're fighting demogorgons in the Upside Down or just trying to survive your first dungeon crawl, keep those dice rolling!
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