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.

Rethinking D&D Design Conversations
By Jacob Tegtman May 5, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=T2pHaAcKDbo Transcription [00:00:00] I want to start talking more about Dungeons Dragons and game design So far on this channel it's really been a news style kind of coverage where new things are happening new books are releasing and so forth But one of the things I've experienced and probably a lot of other people have as well is that Dungeons Dragons hasn't really improved as a game over the last many editions I started playing Dungeons Dragons at 3.5e Many of you probably were around the same time Maybe there's a lot of 5e players originals out there or there's you know basic or advanced Dungeons Dragons players I love Dungeons Dragons It was my introduction to the TTRPG hobby and TTRPGs are one of the main pillars of my life in a way I've spent most of my life making games creating supplemental [00:01:00] material for Dungeons Dragons exploring some of the lesser-known TTRPGs the indie games and trying to understand why I love it so much and then bring that joy to as many people as possible in as many ways as possible I think there's a lot of ways to play this hobby But one of the disappointing things to me is that D&D 3.5 compared to say 5.5e now is there's still a lot of things I prefer in 3.5 And as I've learned about basic and advanced D&D there's a lot of things I prefer even in those games So if you're not getting what you really want out of Dungeons Dragons this is kind of the direction I wanna take things I still love D&D This channel isn't gonna become about roasting D&D or even necessarily going to a ton of other TTRPGs and reviewing them And I mean there's a million other games out there you can try and a lot of them are great Pathfinder Daggerheart I've reviewed a [00:02:00] lot of them on the Eternity website But what I wanna do is present some of the ideas that myself as a game designer I've come up with over the last Well I I've probably been designing or editing games since I was about six Uh I think I was 12 when I first made a map where people could play through and you know actually engage in a a full-fledged game that I made So Let's say twenty-four years of game design experience for myself I'm a at this point a hobbyist so I'm not a professional I've never worked for Wizards of the Coast or any other publishing company I have published my own TTRPG and I'll be sharing that more in the future But all of that aside I wanna start talking about in this channel still some of the news things that are coming out but I wanna share it from the framework of here's maybe how you can take this and make it better There's a lot of elements in [00:03:00] D&D that I wanna be talking about that I think are cool but we could make a lot better So some of those topics number one being initiative I think initiative is very uninspired There's nothing wrong with it right Like the initiative system for D&D gives you everything you need to play a combat encounter It's very simple You roll a d20 you add your modifiers If you have like the alert feat in 5E Then you get to go faster and going faster typically means that you're gonna get like one extra turn than a lot of your other friends at the table or enemies that you're facing Because say you're you're seven rounds in you're taking your seventh turn they've only had six but then all the enemies are dead um that's kind of the the value of initiative right Like so going first does matter but it's not that exciting is it Like you just roll you add your bonus and then you're locked in like a static initiative for the rest of the battle [00:04:00] And these kind of issues with D&D lead to very stagnant situations where people take their turn and then they pull out their phone and they know that it doesn't really matter if they're engaged at the table because for the next five ten fifteen minutes going around the table for everybody to take their turn depending on how well the dungeon master runs a combat encounter they could have literally nothing to do especially if they don't have any reactions so forth So you kinda see this with initiative number one You see this w even with basic things like hit chance and these kinda tie in a lot because players will roll saves when it's not their turn and it gives them sort of something to do at least But with AC it's just a static value it's a situation where the dungeon master may not even need the player because a lot of DMs they write down their player's AC Before the battle even starts So they know when they're rolling behind their uh little table or you know whatever however they [00:05:00] use it maybe as a DM you're just rolling out in the open so anybody can see the D20 Other people hide that number but if they roll a five and the monster's got a plus ten or whatever they just know that they hit somebody who has a fourteen or lower right So they don't even really need the player You just Dungeon Master rolls you take X amount of damage and then all the player has to do is record that on their character sheet then they can get back to their iPhone right Like that's lame There's a lot of situations like this that could be improved I also think it's really interesting looking at old school D&D and other [00:06:00] channels talk about this kind of thing a lot and I think it's something that we could bring back to modern D&D with very good results would be things like the dungeon turn or random assigning of how enemies or NPCs feel towards the party I don't think that the critical role way of playing D&D the the theatrical way of playing D&D is necessarily the best way of playing D&D And I don't have anything against that I really like narrative gameplay A lot of the dungeons um a lot of the campaigns that I have dungeon mastered for have been fairly narratively driven And I really like I I've never written a novel but I like writing the the campaign style novels and then being free to adjust that as my players make decisions But I also think it it isn't necessarily the best way sometimes I've [00:07:00] been very inspired as a dungeon master and I've come up with great narrative plots that my players are super into and it makes for an amazing twenty-five to thirty-five session campaign over the course of a year year and a half that people love and we still talk about And there's been a lot of times as well where I'm not very inspired but I'm still trying to rely on those kind of plot points that older styles of D&D don't make you use because they generate a lot of that for you Emergent storytelling is the term I'm looking for where you don't necessarily know what plot is going to come out of the story but sometimes that's much better because at those moments in my own campaign creating where I haven't been the most inspired those campaigns can die really easily Those are the campaigns that last anywhere from two to seven sessions and just like you often hear about most campaigns die after seven sessions Those are the ones that don't make it [00:08:00] So I think that there are a lot of great older ideas that for some reason the newer versions of Dungeons Dragons didn't bring forward I also think that D&D being a fairly old game and don't get me wrong I love older games I play them all the time but it's surprising the lack of innovation I think that has been in the industry over the past What I mean when did D&D come out I Is it I can't think off the top of my head Is it forty fifty years I'm surprised there isn't better stuff Um and don't get me wrong I I love the other games too I love Pathfinder I love Daggerheart I think they're all cool but I think we can do better And so I'm not necessarily saying I have all the ideas for what could make it better but over my twenty years of designing games twenty plus I've come up with some very simple ideas that I wanna share with you and I think that when you try them out for yourself give me some feedback let me know what you think um I think together we can come up with something that is [00:09:00] substantially better And so that's my goal Everything from the mechanics of initiative in combat to the way campaigns develop narratively to player agency to things like allowing dungeon masters to also play characters in their own campaigns within limited scopes perhaps sharing the roles of dungeon master I think there's a lot of things that we could do to actually truly advance the TTRPG hobby genre beyond what we've seen so far So that's the direction that I plan to take with the channel moving forward I'm looking forward to some of these first videos We're gonna talk about the initiative system We're gonna talk about the hit chance system and I can't wait to get your feedback on it But hopefully this is a turn for me away from just new style stuff and towards stuff that you can use in your campaigns  [00:10:00] like tomorrow And I hope that you enjoy it and I hope to hear from you on topics that you want to see improved in your own D&D games And again I think together we can come up with some truly amazing improvements So until next time talk to you then.
“New Path of the Lich”
By Jacob Tegtman April 29, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=an8LlwVXGns Transcription Becoming a lich in D&D has – usually – been something reserved for villains. But in one of the latest Unearthed Arcana from early April, that line gets a little blurrier.  Really cool way that they approached this: there’s now a feat-based system that allows players to work toward lichdom for their characters, over time. So today, we’re going to walk through what becoming a Lich officially looks like—and whether it’s something you’d realistically use in a campaign. Because... you know... with the new D&D seasons releases, and Spring time being about the “horror genre,” nothing says “become a lich” like green trees and budding flowers. So, here we are! Welcome back to Eternity TTRPG—your go-to place for Dungeons & Dragons content, news, games, and updates. Today we’re looking at the Path of the Lich from the new Villainous Options playtest. To understand the system, it helps to start with the lore. A lich in D&D is a spellcaster who avoids death by binding their soul to an object—commonly called a phylactery, or in this case, a spirit jar. The process is intentionally grim. It involves creating that phylactery vessel, performing a ritual, and effectively dying—only to return as an undead being sustained by magic. Mechanically and narratively, liches are defined by two things: Their detachment from mortality And their dependence on that external object . Kind of like a horcrux, from Harry Potter. That phylactery is what makes a Lich difficult to destroy, and why they’ve historically been used as long-term antagonists, such as during one of my personal favorite adventures of all times: the original Tomb of Horrors. The Path of the Lich is part of a broader Unearthed Arcana release focused on “villainous” character options. Instead of a subclass, as a very interesting take on things, this is structured as a sequence of feats. Keeping the Lich path separate from any class means that no matter what you play as, you can make a Lich out of it! This means that your fighter, for example, could be a Lich, or your rogue (not that you’d ever play a rogue), and you can have that “undead character” without tying yourself to the traditional “Lich-as-a-spellcaster” archetype. The Lich progression looks like this: You begin by defining a Lich Rite , at any level, which is mostly narrative At level 4, you take Lich Initiate Between levels 5 and 11, you select at least one additional related feat, from the options of arcane restoration, transfer life, or undead grasp And then at level 12 or higher, you take Lich Ascension , to officially become a Lich So rather than a single transformation, your character goes through a gradual shift in both mechanics and tone, which is very based in D&D lore. The Lich Rite feat is worth discussing in some detail, even though it doesn’t have strict mechanical weight. This first feat in the Lich chain sets the narrative expectation for becoming a full-blown Lich, by providing the character with a sort of quest they must first complete, such as: Consuming a large number of souls Using magic to conceal yourself from the gods of death Brewing potions from slain foes Or severing your connection to any afterlife, entirely These aren’t small story beats. They really do imply a campaign where moral boundaries are actively being crossed—or at the very least, being questioned. So, before mechanics even come into play, there’s already a conversation to have at the table. Next, is the Lich Initiate feat. This is the foundation. You create your spirit jar , which functions as your anchor, the basis for your phylactery. You also gain Soul Siphon , allowing you to consume the soul of a defeated humanoid for a small damage boost. There’s also a risk component—if your spirit jar is destroyed, you suffer penalties until it’s replaced. You then choose how to build on your lich path with a third feat that improves soul siphon: Arcane Restoration lets you convert soul siphon uses into spell slot recovery Transfer Life turns soul siphon uses into temporary hit point bonuses for allies Undead Grasp adds a control option through paralysis These are fairly modular feats. They don’t radically change your role, such as by forcing you into becoming a full-fledged Lich spell caster, but they do add magical efficiency and utility depending on your build. Finally, at level 12, the transformation to Lichdom completes. You: Become Undead Gain resistance to necrotic and poison damage Get access to Fear without expending spell slots And gain a form of rejuvenation tied to your spirit jar That last point is the most significant mechanically. It introduces a conditional form of returning after death, assuming your phylactery remains intact. So, is the Path of the Lich actually worth taking? Mechanically, it’s solid. You’re getting: Incremental power increases Some resource flexibility And a strong late-game feature tied to survival But the bigger consideration isn’t mechanical—it’s contextual. This kind of progression assumes: A campaign that supports darker character arcs A group that’s comfortable with those themes And a DM willing to integrate the consequences of these morally very-dark-gray life choices In a more traditional heroic campaign, it may not fit at all. The path of the Lich feels less like a standard player option, and more like a tool for specific types of stories. If used carefully, it could support a long-term character arc focused on ambition, cost, and transformation. It allows players to experience some really interesting game mechanics that have long been reserved mainly for monsters or main campaign villains. If this feat path is used casually, it does risk feeling out of place—or undercutting the tone of the game. And let’s just remember, since it’s still Unearthed Arcana, parts of this entire path are also likely to change based on feedback. So the real question is: are you going to play a lich in your next campaign? Or do you think lichdom works better as something players confront… rather than become? Let me know in the comments. And if you want more D&D news and breakdowns like this, consider liking and subscribing. Thanks for watching!
“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
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