Everything About Passive Perception 5e

Passive perception is a pretty interesting and unique game mechanic in D&D 5e. It reminds me of playing Kingdoms of Amalur, and the skill system from that great game.


I always enjoy when TTRPGs utilize simple systems that maintain the story’s flow.


That being said, because D&D is a pretty complex game, and passive perception doesn’t exactly fit cohesively with the way other skill checks work, there’s often a bit of confusion around the topic.


At the end of the day, there’s always more to learn about D&D, for both pros and beginners, and passive perception 5e is one of the most valuable tools, making it worthy of a full article!


 So, let’s dive into passive perception 5e and see how it can make your game more exciting.

Passive Perception 5e

As a dungeon master, I feel that good usage of Passive Perception begins with a cool atmosphere for players to passively perceive, during the game.

What Is Passive Perception 5e?

Passive perception 5e is a player character’s ability to observe their surroundings without making an active search. Passive perception is your character’s skill score “floor,” that represents keen senses – a passive check made through the perception skill modifier.


The higher your character’s passive perception score, the more likely you can notice the signs of an impending ambush, spot traps, and generally make it harder for your character to get surprise. Passive perception 5e is an excellent mechanic that decides how much your character notices, without rolling the dice or specifically looking for something.


And yes – that is correct – passive perception 5e does not require a dice roll. Instead, the dungeon master compares each player’s passive perception score to the DC (difficulty check) of hidden areas and objects.


Passive perception keeps the game moving, and only reveals hidden elements of the game world to keen characters. This mechanic also rewards players who have invested more into their character’s Wisdom ability score, and perception skill.



Passive Perception is often used by the DM to determine if the characters notice traps, secret doors, hidden enemies, or other subtle details in their surroundings. It allows for a more immersive and dynamic gameplay experience without requiring constant perception checks for every little detail.



How Does Passive Perception Work in D&D 5e?

The Dungeon Master (DM) compares the Passive Perception score of characters involved in a passive perception check to the Difficulty Class (DC) of any hidden or obscured objects or creatures in the environment.


If the Passive Perception score is equal to or higher than the DC, the character automatically notices the hidden or obscured thing without needing to roll a perception check. If the Passive Perception score is lower than the DC, the character remains unaware of the hidden or obscured thing unless they actively search for it and roll a perception check.


What is My Passive Perception Score?

The passive perception is 10+ the character’s wisdom modifier + their proficiency bonus if they are proficient in perception. Perception uses wisdom ability score by default, so you should add that when figuring out your passive perception.


The easiest way to look at it, is that your character's Passive Perception score is calculated by adding 10 to their Wisdom (Perception) skill modifier. For example, if a character has a Wisdom modifier of +2, their Passive Perception would be 12 (10 + 2).


Generally, you can find the box for your passive perception on your character sheet. It’s below your base ability scores in Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.


Passive perception 5e gets a little complex when you factor in advantages or disadvantages. Characters rolling a skill check with an advantage can add +5 to their passive check or subtract -5 with a disadvantage. But in reality, passive perception is more of a dungeon master thing anyways, so it’s really nothing players need to worry about.

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How Important Is Passive Perception?

I usually approach passive perception with a grain of salt... I would never say that passive perception 5e is so important, for example, that the party should have to worry about a TPK if they don't have high enough scores.


That being said, having a high Passive Perception score in D&D 5e is quite important for several reasons:

  1. Detect hidden or obscured objects: A high Passive Perception score increases the likelihood of noticing hidden traps, secret doors, or other concealed objects in the environment. This can help prevent potentially dangerous or harmful situations.
  2. Spot hidden enemies: A high Passive Perception score may allow characters to detect hidden or stealthy enemies before they have a chance to ambush or surprise the party. This can be crucial in combat encounters, as it gives characters a chance to prepare or strategize.
  3. Gather information: A high Passive Perception score helps characters gather important information about their surroundings. They may notice subtle details such as strange markings, hidden symbols, or unusual sounds, which can provide clues or hints about the world or ongoing events.
  4. Immersion and roleplaying: A high Passive Perception score can enhance the immersion and roleplaying aspects of the game. Characters with keen senses and high awareness are more likely to notice and interact with their environment, making the game world feel more alive and dynamic.


It's worth noting that while a high Passive Perception score is beneficial, it is not the only way to detect hidden or obscured creatures, items, or things.


Characters can still actively search for hidden objects or make perception checks when they suspect something is amiss, for example. Additionally, other abilities or spells, such as the spell "Detect Magic" or the Rogue class feature "Evasion," can also aid in detecting hidden or magical objects or creatures.


It should also be obvious - but as a side note, passive perception is not something that works for single player DnD. That being said, you can always put traps, NPCs, adventure ideas into a jar, and roll for "passive perception" DC to see if your character notices something important.

Eladrin 5e Druid Grove

Passive Perception 5e saves characters from the grim fate of Fireball traps...

20-Passive Perception Is Very Good

Generally, for an RPG campaign that’s well under way, a passive perception score of 20 is considered rock solid.


However, “good” passive perception really depends on what level your character’s currently at, and what you want your character to achieve. Getting to a passive perception score of 20 requires a high wisdom modifier, proficiency bonus, and taking the “Observant” feat.


15-Passive Perception is Usually Good Enough

Of course, I always want to have as high passive perception 5e as possible. But for me, a passive perception of 15 is “good enough,” for most campaigns.


I If you want to aim for 20 or even 32 passive perception, go for it! When it comes to D&D 5e though, you just really have to specialize to get to those kind of numbers.


For example, you can get to 32-passive perception if you have 20 wisdom (for +5), expertise for +12 at level 17, and the “Observant” feat for +5. Add these to your base 10, and you get 32-passive perception.


When you add up all these bonuses and really think about it, it’s not at all that easy to get a character to have 32-passive perception since you really have to give up a lot of otherwise valuable character perks to get there.


So, I recommend trying out 15-passive perception as a starting place, and see how that feels for your campaign.

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How to Boost Your Passive Perception

There are several ways to increase your passive perception. I’ll start with these four primary options:

  1. Have a high base wisdom modifier.
  2. Take the “Observant” feat.
  3. Gain proficiency in perception.
  4. Increase your character’s wisdom modifier with magic items.


Note that you can (normally) boost your passive perception up to a maximum score of 32, which is absolutely crazy levels of perception.


Imagine what you can do with passive perception 5e of that magnitude. Basically, your character could notice every single detail about every single place, person, and environment they ever visit...


Let’s dive deeper into the three passive perception 5e boosters.


Wisdom Modifier

Your wisdom modifier is a critical factor in passive perception. The higher your wisdom modifier, the higher passive perception you can have.


To increase this, you can take a feat or assign ability score points every four levels. Classes like clerics and druids tend to have higher wisdom modifiers, meaning they’re more likely to get higher passive perception scores.


You can also select a race that provides a base Wisdom modifier bonus, such as a wood elf, halfling, or water genasi.


Observant Feat

The observant feat gives your character a +5 bonus to passive perception 5e and investigation rolls. It also gives slight boosts to intelligence and wisdom scores! Basically, there are three advantages to taking this feat:

  1. Increase intelligence or wisdom by one, for each time you select this feat (to a maximum of 20).
  2. Read lips and interpreting what a creature/ person is saying, even from a distance, and even if you can’t actually hear them.
  3. Gain a +5 bonus to passive perception and investigation scores.


Skill Proficiency

Perhaps the best way to boost your passive perception in 5e is to ensure your proficiency in perception. Remember, you can always add your proficiency bonus to any check! Moreover, your proficiency bonus increases as you level up.


Proficiency bonus in 5e starts with a +2 and can go all the way up to +6. When it comes to passive perception, even a +2 is a big deal, while +6 is absolutely game-changing.


Magic Items

Finally, consider acquiring and equipping your character with items that can boost their wisdom score (and proficiency bonus, too). For example:

  • Ioun Stone of Mastery: sourced from the Dungeon Master’s Guide, this magic item adds a +1 proficiency bonus.
  • Deck of Many Things (Star): adds +1 to the ability score of your choice (up to a maximum of 24).
  • Tome of Clear Thought: adds +2 to wisdom.
Passive Perception 5e How it Works

Ondscioth had a Passive Perception of 16 - just barely high enough to notice the dimensional fangs located immediately below the "Dark Realm's" archway.

Classes That Benefit Most from Passive Perception 5e

Some classes benefit more from having a high passive perception score, than others. At the top of my list I’d include the Rogue and Bard, who both have the class feature, “Expertise,” which doubles the proficiency bonus awarded to their proficient skills.


Let’s play by the basic rules, and consider a max-level Bard or Rogue. Passive perception for a 20th-level Bard could look like:

  • 20 wisdom for +5.
  • The class feature, “Expertise,” for +12 at level 17.
  • The “Observant” feat for +5.
  • +5 from having advantage.
  • Add the base 10, totaling a passive perception of 37 (which actually goes far above the “normal” max passive perception of 32)!


Is Passive Perception the Most Important Passive Skill?

On basic DnD 5e character sheets, passive perception is actually the only passive skill. It’s the core mechanic for detecting environmental details, hidden creatures, secret doors, and more.


Having some degree of passive perception (again, a score of 15-20) is significantly important if you want your character to become a higher-level adventurer. It matters in many scenarios, and prevents a lot of encounters from becoming unduly dangerous.


However, depending on the D&D group you game with, the dungeon master may also have passive insight and/ or investigation checks. To me, these are basically the same as passive perception, which is probably “supposed” to be something like an umbrella mechanic.


If you have questions about passive skills for your campaign, it’s always just best to check in with your dungeon master on their preferred rules and methods.


Other Possible Passive Skill Checks

As the dungeon master, you can use passive perception 5e in other unique ways to make the game more interesting. Or alternatively, you may create other “passive” skill checks.


For example, you may allow players to use the following Skills, passively:

  • Feel magic nearby (Arcana).
  • Tell lies before a roll (Deception).
  • Gain knowledge on something examined (History and Religions).
  • Catch blatant lies (Insight).
  • Shut down minor confrontations (Intimidation).
  • Intuit complex machines (Investigation).
  • Recognize a monster (Nature).
  • Avoid getting lost (Survival).
Dungeon Master Passive Perception 5e

As the Dungeon Master, I always note each player character's Passive Perception, as part of my pre-game prep.

Passive Perception vs Active Perception

Let’s differentiate more between a perception check and passive perception.


Perception is a skill that allows your character to see, hear, or detect. A perception check is something you inform the DM about and roll your d20 for. It’s not a magical spell; it’s something you just do.


On the other hand, passive perception 5e is passive, meaning you actually do it without rolling.


Passive perception 5e is always “enabled,” and your character always has it going regardless of your intent to check something.


Passive Perception Check Example

Let’s say I’m the DM, and the party has just entered a room without bad guys nearby. I can apply passive perception instead of having everyone roll to tell what they see in the room.


Depending on the player characters’ passive perception 5e scores, they may be able to detect the collapsing column traps I have planned for the room, and more.


Active Perception Check Example

Unlike with a passive perception check, a player might say something like, “I check the ornate chest for traps,” and roll a d20.

So, the rogue cautiously examines the ornate chest. They roll a perception check, hoping to spot any hidden mechanisms. With a result of 19, they notice a faint pressure plate beneath the chest, avoiding a potentially deadly trap.

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Passive Perception vs Perception Check vs Investigation

There’s a lot of overlap between passive perception, active perception, and investigation. To make things easier, I always remember these two things:

  1. Perception checks use a character’s active senses.
  2. Investigation uses abstract abilities.


Perception checks also fall under wisdom, while investigation is intelligence-based.


With a perception check, players can – for example – see where something is out of place. With investigation, players can then put clues together to determine the location of that missing something.


When it comes to passive perception, it’s more about the character’s automatic ability of being always observant. It’s basically just a mechanic to emulate a person’s ability to see and notice details without actively searching for them.


Advantages of Using Passive Perception in Your Game

Passive perception 5e speeds up the game. For example, players don’t have to roll for passive perception, and dungeon masters don’t have to wait for those results.


Furthermore, passive perception allows DMs to keep secrets. Without this mechanic, your DM might ask everyone to make a perception check, tipping off the group that something big is about to happen. With a passive check, however, the group may get a big surprise.


Additionally, when individual players with high passive perception scores spot something like a group of goblins hiding in ambush, they can warn their allies and feel important that their character added something valuable to the group.


Basically, passive perception usage can protect players, and tip them off to upcoming quests, one-shot adventures, NPCs or characters, or even entire campaign story lines.

How Good is Passive Perception

Passive Perception basically has unlimited use potential. In this dungeon, players were ambushed by a series of dragons who were all arctic, and had been hiding under the heavy snow fall...

When to Use Passive Perception

As a DM, I don’t often ask for a perception roll; in my experience, passive perception is enough. It’s often convenient to check passive perception stats, compare them to passive perception DC, and then narrate the game.


However, in some situations, characters are especially suited to perceive something they wouldn’t otherwise notice with a passive perception. So as the DM, I may give players a chance to roll for perception, actively.


Dungeon master discretion decides when to roll perception checks, but passive perception 5e is the norm. As a DM, I take note of every player’s passive perception to avoid revealing information.


Can “This” be Passively Noticed?

A good question to ask yourself when the need for player character perception arises is, “Why should I roll to detect something that players could already notice passively?”


I often use passive perception to skip excessive or unnecessary rolls, to speed up the game.


For example, if players are walking through a forest, and I have some hidden element planned for the encounter, I always ask myself if it’s possible for their character to notice it passively.


If the answer is “yes,” then there’s really no need for an active perception roll.



As the dungeon master for your group, you can use passive perception 5e in any scenario where passive searching and noticing are possible, and advantageous. As a DM, you must be aware of passive perception scores and use them wisely, as they improve the overall “flow” of your game.

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Difficulty Classes for Passive Perception

If you’re the dungeon master for your group, understanding general DCs may help you decide what values to set for your gaming group in any given encounter.


Here’s a guide to setting DCs. More details on each difficulty level are provided, below:

  • Very Easy: DC5
  • Easy: DC10
  • Medium: DC15
  • Hard: DC20
  • Very Hard: DC25
  • Nearly Impossible: DC30


DCs guide Game Masters to determine how difficult checks should be. Just remember, if a player has a passive perception of 20, they can automatically pass “hard” checks.


Easy and Very Easy Checks

The DC of easy tasks is 10, meaning most characters have a passive perception that will automatically pass this check (along with “very easy” checks). The reason for this is that, as a reminder, the base passive perception score is 10.


However, if a character has a negative perception (or Wisdom modifier), they might fail to pass even “easy” passive perception checks.


Medium Checks

A DC of 15 requires higher proficiency, a bonus, or a combination of modifiers. It takes a lot of progress for a character to achieve a passive perception of 15.


If a player creates a wisdom-focused character, however, they can quickly get to this DC. A passive perception of 15 is already in what I would consider to be the “good enough” category of passive perception scores for probably an entire campaign.


Hard Checks

A DC of 20 is already the equivalent for a character of maxing out the wisdom modifier. Achieving a passive perception of 20 may also mean that the character also has a high proficiency bonus.


If you recall from earlier in the article, I rate a passive perception score of 20 as being in the “rock solid” category. Any character with a 20 can reasonable expect to save themselves from a literal ton of grief over the course of their campaign.


Very Hard and Nearly Impossible Checks

To achieve a passive perception score of 25+ requires the “Observant” feat, and quite a bit of specialization. It may be worth it for a single character in an adventuring group to max out, or nearly max out, their passive perception score in this way.


However, it certainly isn’t worthwhile for multiple characters in a group to do so.


It’s worth remembering that in games like DnD, difficulty levels are almost always on a bell curve.


For example, characters may face a few traps in their adventuring career with a DC of 10 or less. Then, they’ll come across a host of traps from DC 15-20. And finally, they’ll only come across a few traps above DC 25.


So, while it may take players a tremendous amount of effort to get their characters to attain a passive perception of 25 or more, the payoff may not be all that worthwhile, as the frequency of how often that high score will actually be utilized is likely to be quite low.

Passive Perception 5e Prevents TPKs

I usually don't let player characters die just because they failed a passive perception. But as the dungeon master, sometimes it's just part of the fun.

Examples of Passive Perception 5e Usage

The mechanic for passive perception 5e allow you and your gaming group to do the following, and more:

  • Detect secret doors.
  • Spot characters being pick-pocketed.
  • Detect traps.
  • See hidden or distant creatures.
  • Explore environments.


Maximize Passive Perception – as a Player

If you’re a player in your campaign, here are some tips to help you maximize your Passive Perception and make the most out of this important skill.


Invest in Your Passive Perception Score

Passive Perception is based on your Wisdom (Perception) skill modifier. Increasing your Wisdom score or taking proficiency in the Perception skill can significantly boost your Passive Perception.


Consider choosing a race or class that grants bonuses to Wisdom or Perception to further enhance your chances of noticing hidden details.


Be Mindful of Your Environment

Pay attention to description provided by the Dungeon Master. Take note of any hints, sounds, or visual cues that may indicate hidden objects or creatures. Keep in mind that Passive Perception is always active, so being observant of your surroundings can lead to valuable discoveries.


However, if you feel that your dungeon master may be hinting at something present in the environment but no further details are forthcoming, it may be time for an active perception check, just to be sure!


Collaborate with Your Party

Work together with your fellow players to cover more ground. Remember that so long as your party is adventuring together, really only one of you needs to have a high passive perception score.



You may consider talking with your party to determine which of you is best suited to optimize your passive perception score, allowing other characters in the group to specialize in other things.

Monster Passive Perception 5e

Remember, even monsters have Passive Perception. Especially "boss" monsters/ villains, like Eladriana, the Lich Empress.

Maximize Passive Perception – as a Dungeon Master

As a Dungeon Master in Dungeons & Dragons 5e, you play a crucial role in utilizing Passive Perception to create immersive and challenging gameplay. To keep track of things that require passive perception checks, I always recommend use of a DnD Campaign Planner.


That being said, here are some tips to help you maximize the use of Passive Perception in your campaigns, whether you're starting a new campaign, or adding to an existing one.


Set the Scene

When describing environments, be sure to include subtle details that may require a Passive Perception check. Mention the faint sound of dripping water, the faint glimmer of a hidden object, or the slight movement in the shadows.


These descriptions can prompt players to do more than rely on their Passive Perception, by engaging in an active check. More importantly, however, these small details enhance your players’ immersion into the game world, overall.


Vary DCs and Hidden Objects

Adjust the Difficulty Class (DC) for hidden objects or creatures based on their level of concealment or the importance of the discovery. This allows for a range of challenges, from easily spotted items to more elusive secrets that require higher Passive Perception scores.


Varying the DCs reminds players that investing in passive perception can be valuable, as those with higher scores are often “in-the-know” right away, while others have to wait for concealed information to be shared with them.


Use Passive Perception to Foreshadow

Passive Perception can be a powerful tool for foreshadowing upcoming events. By subtly hinting at hidden dangers or secrets through higher DCs, you can create an atmosphere of anticipation and curiosity.


This anticipation can build tension and excitement as players become more aware of potential threats or rewards lurking in the shadows.


Reward Observant Players

When a player's Passive Perception exceeds the DC for a hidden object or creature, reward their character with additional information or advantages. This can include providing extra details about the environment, granting advantage on subsequent checks, or even allowing them to take preemptive actions in combat encounters.


Rewarding attentive players encourages them to continue paying close attention to the game and reinforces the importance of being observant.


Give Monsters Passive Perception

Don't forget that the player's enemies can have passive perception, as well! Usually, I give my players the chance to roll for their stealth checks (or whatever they're trying to do), and then use that check's overall score as the DC for the passive perception of any nearby foes to try and beat.

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Common Mistakes to Avoid about Passive Perception

Here are some common mistakes and misunderstandings to be aware of when it comes to passive perception, to make sure you get the most from this important mechanic in your game, while avoiding its pitfalls.


Passive Perception Replaces Active Perception Checks

One common misconception is that Passive Perception completely replaces the need for active perception checks. This is not true. Passive Perception represents a character's baseline awareness, but active perception checks are still necessary in situations where characters are actively searching or focusing their attention on something specific.


Passive Perception is Always Active

Another mistake is assuming that Passive Perception is constantly active, even during combat or when characters are engaged in other tasks.


Passive Perception is primarily used outside of combat, and when characters are not specifically searching for something. You have to imagine for situations like during combat, for example, characters may be heavily distracted by what’s happening in the moment, which is why passive perception usually “fades” during battle.


Just remember that the DM determines when Passive Perception is relevant, and when it is not, and that passive perception cannot be 100% relied upon at all times.


Passive Perception Detects Everything

Passive Perception is not a catch-all ability that detects every hidden object or creature, automatically. Instead, passive perception only detects things that the DM determines are within the character's perception range and surpass the Difficulty Class (DC) set for the hidden object or creature.


Passive Perception is Solely Based on Wisdom

While Passive Perception is calculated using the Wisdom (Perception) skill modifier, it's not the only factor that affects a character's awareness.


As I’ve covered in this article, class traits, feats, proficiency, magic items, and more also have a profound effect on passive perception, when utilized.


Passive Perception is the Same for All Characters

Each character has their own Passive Perception score, which is determined by their Wisdom (Perception) skill modifier, traits, proficiency, feats, and more.


Each character has their own unique level of passive perception, and just because one character doesn’t notice something when they visit a important-seeming dungeon room doesn’t mean that another character wouldn’t find something!


Passive Perception is Infallible

Passive Perception is a valuable tool, but it isn’t infallible. Passive perception represents a character's baseline awareness, but doesn't guarantee that the character will notice every hidden detail.


There may be situations where even characters with high Passive Perception scores fail to detect something due to exceptional concealment, magical effects, or other factors.



Basically, it's important to remember that D&D is meant to be a challenging and unpredictable game, so passive perception failings may actually be a tool used by the dungeon master in certain cases, to heighten an encounter’s sense of drama.

Perception for Hidden Treasure

One of the most fun uses of Passive Perception is giving players access to hidden treasure boxes, and the like. Imagine someone's character finding and opening this oaken box of magical runes.

Happy Adventuring with Passive Perception

I know that’s a lot of info to take in. Really though, everything in D&D 5e is a lot to take in, at least until you get used to the game.

Passive perception 5e is the key to unlocking many hidden secrets in your tabletop adventure. There’s no one-size-fits-all answer to passive perception, so don’t hesitate to ask your dungeon master or other players about it.


Most importantly, keep playing. Happy 5e adventuring!


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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.


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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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