Mage Armor 5e: Aka How to Not Die

Mage Armor 5e – or simply the Mage Armor spell in D&D 5th edition – is an easy and long-lasting spell that helps protect otherwise unarmored characters. This 1st level spell is also popular among players, and is really a must-have in every caster’s arsenal. 


One of the absolute big things you need to keep an eye out for in every D&D campaign is character hit points. When it comes to combat, it's - clearly - just about the only important thing. Obviously, you need to be aware of your group’s current HP, too. But what I’m talking about is that wizard-types need to select spells that take their group’s max HP into account, and plan defensive spells accordingly.


For example, spell casters, in particular, are notorious for their fragility. Compared to bulky Barbarians and Paladins, Wizards and Sorcerers are vulnerable to really any level of damage. From a roleplay perspective, they’ve sacrificed their Constitution and Dexterity so that they’re able to maximize their spell casting stats (spending long hours in the library instead of long hours in the field, training, like a warrior).


Spell casters are a beloved part of any TTRPG, and their archetype inspires great quest ideas and character ideas, but their frailty often does leave them needing some help.

Mage Armor 5e

Mage Armor 5e Keeps Spell Casters Alive

Having low HP and (basically) the inability to wear armor, for a wizard, is not the end of the world. In most cases, spell casters are able to stay in the back line during combat encounters, allowing their stronger frontline allies to keep them safe.


However, there are times when even spell casters get targeted, so thankfully there are options to increase survivability. One of the best defensive options for Sorcerer or Wizard classes is the Mage Armor spell.


It’s a handy little effect that protects fragile characters from continuous blows. The +3 to AC (basically) may not seem like a big deal, but for a frail wizard, it can be a literal lifesaver. Try it and see; your character will no longer be the punching bag!


For the uninitiated or Dungeon Masters-in-training, you’ll want to know the basics of this spell. Those who’ve already finished dozens of campaigns may also be looking for novel ways to use the Mage Armor spell in their strategies. For this article, I’m here to share some arcane (but not really) knowledge with those who seek it. Keep reading to learn more about mage armor 5e.


What Is Mage Armor?

Here are the stats of the Mage Armor spell from the D&D 5th Edition Handbook:


1st-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a piece of cured leather)

Duration: 8 hours


“You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.”


Mage Armor 5e is one of the first abjuration spells you’ll encounter in the handbook. Under this school of magic, you can cast spells that provide various forms of protection, not just the physical barrier that Mage Armor creates. Other abjuration spells can negate harmful effects, shield the mind, and create magical barriers.


As for Mage Armor, you’re essentially creating a magical force that surrounds characters which increases their armor class. A higher number for AC represents better protection, lowering the chances that an enemy will hit your character.



Using Mage Armor

Since it’s a 1st-level abjuration spell, Mage Armor 5e is relatively easy to cast. It takes one action to create the spell, but the magical barrier lasts for eight hours. So long as your character doesn’t wear any other armor, or you don’t dismiss the effect, then the spell will endure.


To cast mage armor, you need to touch an unarmored creature who’s willing to receive the spell. “Unarmored” is critical here, so don’t just cast the spell on any character that you think needs an AC buff. Only those who aren’t wearing any kind of armor can benefit from mage armor’s effect. Remember: even a shield is considered armor in D&D.


Another critical component of casting the Mage Armor spell is consent. You can only cast the spell on the character if they are willing. Otherwise, the spell will fail and you waste an action. Once these conditions are followed, the spell’s magical force will surround the character and provide protection.


Effects of Mage Armor

Since the Mage Armor spell lasts for eight hours after it takes effect, it’s an ideal and convenient spell choice for long campaigns. Especially if your group will be entering on long journeys exploring hidden forests, abandoned castles, forbidden dungeons, and other campaign idea settings.


On the more technical side of things, Mage Armor modifies the character’s base AC to 13 + Dexterity modifier. Creatures normally have only AC of 10 + their Dexterity modifier when they’re not wearing armor. With the Mage Armor spell, you effectively add three more points to the creature’s AC.


For example, normally, if a sorcerer had a Dexterity modifier of + 2, their total AC would be 12. With the Mage Armor, however, the base would be 13, so their total AC would then add up to 15. In this instance (which is probably pretty common), the sorcerer’s 25% increase in AC is significant, and anyone playing that character will definitely notice the spell’s effects.


One of the absolute best features of Mage Armor is that it’s not a concentration spell. This means that the spellcaster doesn’t need to focus on keeping the armor intact for its entire duration. Since concentration spells can fade when the spell caster takes damage (and concentration spells are quite common), mage armor actually gets a huge boost in value from lasting regardless of concentration.


Needless to say, you still have to be cautious when using Mage Armor though, as the spell isn’t so amazing that it’ll make you invulnerable.

Mage Armor 5e Potion Bottles

Have you ever seen the "Potion" bottles people make on Instagram? I made these from glass "rocks" and small bottles you can find at Hobby Lobby. Imagine a Potion that contains the Mage Armor spell.

Classes that can Cast Mage Armor 5e

As mentioned, only two classes can cast Mage Armor 5e, the Sorcerer and Wizard. These two are the only classes without any armor proficiency, so you best believe it when I say that Mage Armor is an essential spell for them.


There is a third class that doesn’t have armor proficiency: the Monk Class. However, this limitation is compensated by the Monk’s Unarmored Defense feature. For Monks, in addition to their base AC and Dexterity modifier, they get to add an additional Wisdom modifier. Thanks to unarmored defense, Monks are generally tougher than Wizards and Sorcerers, at least until Mage Armor is cast, that is.


Subclasses that can Cast Mage Armor

Certain subclasses have the ability to learn spells that are usually available to only Wizards and Sorcerers, such as Mage Armor 5e.

  • Clockwork Soul Sorcerer: while this subclass belongs to the Sorcerer class, the Clockwork Soul Sorcerer has something called a Clockwork Magic feature. With this ability, you can access more spells, and you can also change one spell you gained from the sorcerer spell list with every level up. This ability means you can change one spell into Mage Armor, if you skipped acquiring the spell at an earlier level.
  • Arcane Trickster Rogue: this subclass has the ability to access spells from a Wizard. So, an Arcane Trickster Rogue can use Mage Armor, though the value for this class may not be as high since they already have light armor proficiency.
  • Eldritch Knight Fighter: the Eldritch Knight Fighter can use spell books, so they can cast spells so long as they follow the standard rules for spellcasting. However, Mage Armor doesn’t do much in terms of boosting AC for them either, given that the Fighter class also already has armor proficiencies, by default.


Mark of Warding Dwarves

Aside from classes and subclasses, some races can cast also Mage Armor — the Mark of Warding Dwarves, in particular. The race has a Wards and Seals feature that allows them to cast Mage Armor 5e. The only caveat is that dwarves can only accomplish the feat once after a long period of rest. In addition, Mark of Warding Dwarves do not need any materials to cast Mage Armor, which is a nice little perk.


Eldritch Invocation

The last method of casting Mage Armor can be accomplished by the Warlock class. These characters have access to forbidden knowledge thanks to dealings with mysterious beings. With this forbidden knowledge, they can cast Mage Armor on others and themselves.


Additionally, the best thing about Warlocks casting Mage Armor is that they don’t need to expend a spell slot, nor do they need the spell’s material components.

Spell Card Decks for Mage Armor and Everything Else

As a quick aside, I always find it valuable to have my game's spells and abilities printed out in some way or another. Nothing's worse than rolling for initiative against a major adversary only to have the wizard say, "wait a second, I have to look that up." To keep your game moving faster and keep your players in the game's flow, check out these D&D 5e spell decks through Amazon. You can either purchase them all together, or separately, if you just need one or two. I definitely recommend them for faster, more in-the-flow gameplay.

Is Mage Armor 5e Any Good?

Before laying down my thoughts on the effectiveness of Mage Armor, I just want to say that no spell is “good” or “bad” – as an overall rule, that is. What’s important is to consider how you can apply a spell to fit your strategy and make it worth any drawbacks. There are plenty of spells, such as Silence, Cause Fear, Charm Person, Bless, and Haste that are all excellent when used in the right scenario – and actually kind of awful when used incorrectly.


Mage Armor, in particular, has been the subject of debate among D&D veterans and casual players alike. Still, it all boils down to each players’ preferences and how they plan to use the spell.


Here are two scenarios that can help you figure out how to best employ Mage Armor 5e for your upcoming RPG campaigns.


Increase in AC

Say that Wizard starts with a base AC of 10 + 2 Dexterity modifier for a total of 12 in AC. With these values, the character has a 45% chance of getting hit by an enemy with +0 hit chance to their weapon attack. The truth is though that many monsters have more than a +1 hit chance modifier, so the chance of being hit is actually much higher, on average.


When Mage Armor is cast, the boost in the same example results in an AC of 15. This significantly reduces the chances of a character taking a hit, giving them only a 30% chance of being hit by a +0 hit chance enemy.


The reduction to being hit is already great, but what makes Mage Armor 5e even better is that you’re casting it on characters with low AC and no armor proficiency, meaning that the armor boost is actually sort of more dramatic. The spell reduces the chances of getting hit from one in every two attacks to one in three.


Preservation of Spell Slots

One of the common arguments against Mage Armor is that its relatively low boost to AC (which again, see above) is not worth the spell slot it takes. Given how characters at lower levels have limited spell slots, the trade-off may not seem worth it.


There is an alternative to Mage Armor, which would be to cast the Shield Spell. While this effect offers a higher + 5 boost in AC, it only lasts for a single round. Mage Armor, meanwhile, lasts for practically an entire day of adventuring, including every battle you may have during that time.


Since the Shield spell only lasts 1 round, you may need to cast it fairly often. Casting more spells is problematic, as low-level characters (of course) don’t have a lot of spells that they’re able to cast each day. So, why not just cast Mage Armor one time and call it good?

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Comparing Mage Armor to Other Types of Armor

Finally, I think it’s valuable to compare the three armor classifications in D&D with Mage Armor. The Light, Medium, and Heavy Armor types all make use of an equipped item, ranging from Leather to Plate armor.


Light Armor

The top tier of light armor is Studded Leather, which turns your base AC of 10 into a base AC of 12. Mage Armor, meanwhile, turns your base AC to 13, meaning that it’s actually slightly more advantageous than light armor, on the whole.


Medium Armor

Medium armor is where equipped armor actually begins to surpass Mage Armor. Though the lower-tier of medium armor, Hide, only provides a base AC of 12, Half Plate goes much higher at a base AC of 15.  


Of course, you have to remember that Wizards and Sorcerers may not equip medium armor, so they won’t be able to wield the non-magical armor without spell casting penalties. That being accounted for, when it comes to spell casters, Mage Armor 5e provides a little less protection than medium armor, but is still a better fit for them, overall.


Heavy Armor

Generally, Heavy Armor items easily outclass Mage Armor’s defenses. The caveat is that a character needs to reach relatively high levels of strength to equip Heavy Armor without sacrificing speed. In addition, Heavy Armor reduces stealth, which can sometimes be valuable for spell casting classes.


I don’t advise using Heavy Armor for spell casters since they usually don’t have the strength to carry the items, not to mention the lack of armor proficiency. Even though Plate Armor provides a base AC of 18, I still think Mage Armor is the better choice for casters, by far.


Final Thoughts on the Mage Armor 5e Spell

Mage Armor’s really a simple spell, but hopefully you can still take advantage of using its effects to the maximum. It’s an easy and long-lasting spell that helps your weaker spell casters avoid damage. With the right strategy, this effect will let you preserve spell slots while managing dangers at the same time.


Mage Armor 5e is also a great way to protect to help spell casters maintain concentration spells such as Bless 5e, Cause Fear 5e, Charm Person 5e, and Haste 5e. It's also an excellent way to keep healers alive for those beautiful spells like Cure Wounds 5e.


So long as a spell caster's still alive, they can keep pushing out value for the group. And when it comes to tough fights, even 1 point of AC can make all the difference.

Mage Armor 5e for Villains

Mage Armor in D&D 5e vs. Eternity TTRPG

In D&D, the Mage Armor 5e spell is pretty unique, and is practically a god-send to many spell casting classes. In the Eternity TTRPG Game System, most classes have multiple ways – both large and small – of increasing their defenses. The options are so much wider in Eternity TTRPG for spell casting classes to protect themselves, actually, that the two games almost can’t be compared, in this particular way.


For example, in Eternity TTRPG, any class can upgrade their defenses upon level up. Spell casting classes are typically not able to improve their defenses as much as some melee classes, by comparison, but they can still increase their durability even without defensive spells being cast.


When it comes to actual spells and abilities, however, Eternity TTRPG provides classes with numerous defense-boosting choices. Though not every class has a spell like Mage Armor, per se, they usually have critical options which they may select that provide the same (or often, better) protection.  

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What Classes in Eternity TTRPG can Cast a Version of Mage Armor?

In the Eternity TTRPG Game System, I wanted players to have choice in creating the characters they wanted to play, not only for roleplaying, but also for combat. In traditional TTRPGs like D&D 5e, class archetypes are fairly set, and though players have choices of spells, feats, and stat upgrades, those choices aren’t always extremely broad.


As a side note, I do think D&D 5e has improved player choice with their implementation of character backgrounds and what amounts to class specializations, but the choices are still fairly limited.


In Eternity TTRPG, players can literally create a “tanky” spell caster, or a magical fighter, often without needing to select one special class to fill that role. Instead (and even though there are 30-total classes in Eternity TTRPG), players may adjust their characters as they see fit, with very few limitations.


Cryomancer – Core Class Spell

Flash Freeze (Magic): Instant Action. 4Range, the target gains +13Resilience, +13Dodge, and +13Will for 1turn. When you cast or Critical this Spell, you can’t use any more Wisdom this turn. 1Day Recharge.

  • (Frost Knight) Lasts for 2turns.
  • (Spells of Everwinter) After this Critical has been used on the target, the next time a debuff or negative Status effect is cast at or used against the target, roll d20. If you roll 6-20, that debuff or negative Status effect is automatically Reflected back upon the attacker. Debuffs or negative effects that are Reflected cannot be dispelled. 3turn Duration.
  • (Elemental Ice) The next enemy who attacks your target, -3Faith vs. Resilience. If this Critical hits, the target is Dazed for 2turns, after their attack. This Critical effect cannot Double-Hit or give a Block.


Fallen Paladin – Core Class Spell

Wicked Armor (Magic): 4Range, after this Spell has been cast, the target gains +3Will. When you cast this Spell on yourself, you instead gain +4Will. You can instead choose to continually maintain this Spell for 1Inspiration, per target.

  • (Sword of Shadows) If a target attacks you while you are affected by “Wicked Armor,” you gain either +4Strike Bonus or +4Faith against that target. You can instead choose to continually maintain this Critical for 4Inspiration (and 0Wisdom), per target.
  • (Shield of Corruption) Gives +7Will. When you use this Critical on yourself, you instead gain +8Will. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
  • (Blood Healing) The target gains immunity to all damage and negative effects the next time they are attacked. This effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).


Judge – Core Class Ability

Relentless Lawbringer: 4Range, gain +1Dodge, plus an additional +1Dodge every turn (can stack to +7Dodge). You can instead choose to continually maintain this Ability for 1Inspiration, per target.

(Dazed): gaining additional stats each turn from “Relentless Lawbringer” is temporarily interrupted while you are Dazed.

  • (Voice of the Realm) Also, Weapon Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience. If this Critical hits, that target has -3Resilience, -3Dodge, and -3Will. This Critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this Critical as an aura for 3Intelligence (plus the base 1nspiration, and 0Wisdom), making it an Instant Action at the start of every Battle.
  • (Shield of Order) Also, gain +1Resilience every turn for the rest of the Battle (can stack to +7Resilience). You can instead choose to continually maintain this Critical for 2Inspiration, per target.
  • (Swift Justice) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.


Pyromancer – Core Class Spell

Magma (Magic): creates a “Magma” space in every space adjacent to you, that remains for Battle Duration. Any target who begins their turn in, or moves through each “Magma” space, roll d20. If you roll 18-20, deals 1damage (can stack to 15-20 after two applications – deals 2damage to cryomancers). You also gain +3Resilience, +3Dodge, and +3Will, but have -3Initiative, for 2turns.

  • (Flames of the Abyss) Roll 15-20.
  • (Magic of the Silver Lands) Also, up to 3 enemies in 2Range, -4Faith vs. Resilience, throws affected targets target up to your Speed value in any direction.
  • (Elemental Fire) You can only use this Critical if you have “Phoenix Flame” selected. You also cast a non- Critical “Phoenix Flame” in the same turn. When you use this Critical, you can’t use any more Wisdom this turn.

 

Royal Guard – Core Class Ability

Stoicism: 4Range, the target gains +3Resilience. You can instead choose to continually maintain this Ability for 1Inspiration, per target.

  • (Executor) Gain +3Strike Bonus while “Stoicism” is active on yourself. You can instead choose to continually maintain this Critical for 4Inspiration (and 0Wisdom).
  • (Life-Sworn) Gives +6Resilience. You can instead choose to continually maintain this Critical for 2Inspiration (and 0Wisdom), per target.
  • (Ancient Blade) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.


Sage – Core Class Spell

White Aegis (Magic): 4Range, after this Spell has been cast, the target gains +3Dodge. When you cast this Spell on yourself, you instead gain +4Dodge. You can instead choose to continually maintain this Spell for 1Inspiration, per target.

  • (Darkness and Light) You also gain +3Faith while “White Aegis” is active on yourself. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
  • (Secrets of the Ancient Tomes) Gives +7Dodge. When you use this Critical on yourself, you instead gain +8Dodge. You can instead choose to continually maintain this Critical for 3Inspiration (and 0Wisdom), per target.
  • (Powers of the Eternals) Whenever the target is healed, roll d20. If you roll 14-20, they heal an additional +1HP. You can only cause additional healing with this Critical once per turn. 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 3Inspiration (and 0Wisdom), per target.
Mage Armor Keeps Wizards Alive

So long as a spell caster has 1HP left, they can cause incredible damage to almost any enemy. That's why Mage Armor is so valuable. Even if it just provides barely enough protection, it's all worth it.

When to Focus on Armor in Eternity TTRPG

In most RPG campaigns using Eternity TTRPG, spell casters probably won’t opt for heavy defenses, thereby placing offense as a low priority. Unless the spell caster is by nature a healing or buffing class, spell casters in Eternity TTRPG are still most often best-suited for aggression, damage, and debuffing enemies.


As with most games, spell casters in Eternity TTRPG should focus on defense if they’re often finding themselves as the target of enemy attacks. The only difference with Eternity TTRPG as compared to D&D 5e and other games is that there are many more options for spell casters who want to defend themselves, than just one spell like Mage Armor.

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Counters to Mage Armor in Eternity TTRPG

If basically every class in Eternity TTRPG can use some version of a Mage Armor spell, you may be wondering what the point even is to attacking anyone, at all. If spell casters are archetypically the frailer classes and so many of them can gain substantial armor, doesn’t that kind of ruin basic strategies such as rushing spell casters?


As with all great tactical games, Eternity TTRPG also provides counters to highly-armored enemies so that even spell casters focused on defense are not unkillable. It’s also worth noting that enemies in the game never have insane defenses, and most enemies with defense-boosting spells and abilities do not use them 24/7, so a typical campaign never runs into the situation of a highly-armored caster.


In most cases, if anything, the players are most capable of building armored casters, and enemies need counters to them.


Dispelling Mage Armor

One great way to deal with mage armor-like spells is to simply get rid of them. Many spell casting classes have some form of “dispel,” though there are also dispel scrolls available to even fighting classes.


White Whispers (Magic): 4Range, -7Faith vs. Resilience, removes all stacks of all ongoing Magic, maintained effects, or Status effects from the target (excluding summons). 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): also, deal 1damage to the target.


Dispel Scroll : 4Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or Status effect from the target (excluding summons). Or alternatively, 4Range +5Strike Bonus vs. Resilience or 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. This Item cannot Double-Hit or give a Block.


Tank Breakers

For cases when dispelling is not an option, every class additionally has their own version of what’s known as a “tank breaker,” which are spells and abilities specifically designed to combat heavily armored enemies. If for some reason a spell caster opted to really boost their defenses, a tank breaker may be the perfect way to counter them.


Berserker – Core Class Ability

Mania: after you use this Ability on yourself, at the end of every one of your turns, roll d20 against up to 3 enemies who were within 2Range at any point during your turn. If you roll 19-20, you deal 1damage. You can instead choose to continually maintain this Ability for 3Inspiration.

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

  • (Decimation) Instead roll 17-20. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Recklessness) You also have +3Initiative while “Mania” is active on yourself. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Dauntless Fury) Also roll to deal damage with “Mania” two (2) times against every enemy within 2Range who attacks you. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).

 

Oracle – Core Class Spell

Doom (Magic): 4Range, if the target currently has 1HP at the end of their 3rd upcoming turn,

they die. Use the following chart to modify hit chances based on the target’s current HP:
2HP 8-20 4-5HP 18-20 7-10HP 20 3HP 14-20 6HP 19-20 11HP+ Can’t Doom

You can instead choose to continually maintain this Spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every Battle.

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

  • (Blessings of the Eternals of Light) 10Range. You also have 10Range when casting this Spell, for Battle Duration.
  • (Blessings of the Eternals of Shadows) When you initially cast this Spell, the target also automatically has either -3Strike Bonus or -3Faith, at your choice. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Memories of Eternity) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.


Try out Mage Armor in Eternity TTRPG

If you like D&D 5e but you’ve often felt like it doesn’t provide the level of options you want when it comes to combat, I created the Eternity TTRPG Game System for that very reason. I love D&D but always felt like I couldn’t quite “do” what I wanted with my characters, and wanted something more tactically satisfying – something that even felt a little chess-like, at times.


Want to play a truly mage armored spell caster? You can do that in Eternity TTRPG and see for yourself how fun it is.

If you want more information first, you can check out my page on the Eternity TTRPG Game System. See the game’s races, classes, and resources for getting started with the game.


You can also purchase an inexpensive PDF copy of the game at the Eternity TTRPG shop. Though the Eternity TTRPG site and game are comparatively small now, we’re growing quickly. With that growth is coming more and improved artwork, an upcoming release of a print version of the game, better graphic design, etc.


If you choose to check out the game or even purchase, let me know what you think! I’d love to hear from you.

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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.

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