Sacred Flame 5e - Dominate Demons and Undead

Sacred Flame 5e is one of those old-but-gold spells in D&D. If you have the experience of being the cleric or warlock of your party, you’ll probably agree with me.


Sacred Flame 5e is a spell that turns up the divine heat on your adversaries. Cast it within 60 feet of your target, and you’ll scorch and singe your way to victory with this vengeful power of light. 

Sacred Flame 5e Spell Details

Sacred Flame 5e Spell Details

Cantrip Evocation


Casting Time: 1 action

Range: 60 feet

Target: A creature that you can see within range

Components: V, S

Duration: Instantaneous

Primary Classes: Cleric


Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.


This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Sacred Flame is an effective spell to have when you’re economical about the spells you cast. Since it’s a Cantrip spell, you won’t spend spell slots. You can keep casting even when your other spells run dry, allowing you to deal damage from a range, and without needing to run towards your enemies.


In short, the effects of this classic spell are simple enough — it burns your enemies to oblivion. However, is there more to it than that? You bet.


What Is Sacred Flame 5e?

Sacred Flame is in the 5th edition and earlier iterations of D&D, so you’ll find it in the D&D Player’s Handbook, given its mainstay status. 


As in the earlier editions, Sacred Flame in the 5th edition of D&D is a Cantrip spell. As a Cantrip, it’s a low-level spell that clerics and other magic-wielding characters can cast an indefinite number of times. 


Sacred Flame 5e has a radiant effect — not fire. Why does this distinction matter? The spell’s radiant damage and effect make it particularly effective for campaigns that feature many undead opponents, and its damage is not reduced by a target’s fire resistance. 


Though Sacred Flame's damage isn't incredible, trust me - you won't need passive perception to notice the overall value this spell can bring to your character.



What Classes Can Cast Sacred Flame? 

Here's a good way to start your next DnD character ideas or concepts - pick a party where at least someone has access to either Sacred Flame, or at least access to dealing some form of radiant damage. You'll be happy that your party rounds out in this important way, when the time comes.


By default, clerics have full reign over Sacred Flame 5e. However, keep in mind that the amount of damage a cleric can dish out with Sacred Flame 5e depends greatly on the character’s level. The higher the level, the higher the radiant damage the spell will have on any unfortunate opponent. 


Does your party lack a cleric? Don’t worry. Other classes are capable of learning the spell, mastering it, and using it to full devastating effect. Here are the other classes that can cast Sacred Flame 5e. 


Paladins

A Cantrip spell like Sacred Flame 5e is effective for undead enemies and demons — just what a warrior of light like a paladin needs. 


Paladins are among several magic-wielding classes that are capable of learning and using Sacred Flame 5e. If our party has a paladin that has learned the spell, you’ve got someone with close-quarter abilities coupled with the ability to deal radiant damage from a distance. Great combo. 


I particularly like the idea of a warforged 5e paladin using Sacred Flame, as they gain added durability from their race which can help out a lot for the general in-your-face style of battle I'm talking about here.


Warlocks

Warlocks can also acquire Sacred Flame 5e. Because warlocks are masters of magic and spell-casting, they’re more versatile in their use of Cantrip spells than other mix-type classes, like paladins. Warlocks may become one of, or the most versatile spell-casting class in your party if they add Sacred Flame 5e to their arsenal, as it allows them access to more spell damage types. 


While we're talking about optimization, as well, I'd recommend some combination like an Eladrin 5e warlock. That way, you'll gain the "Fey Step" racial trait, which lets you move in and out of combat more easily. Combine that with the varying spell damage type that Sacred Flame offers, and you'll be in a good place as far as versatility is concerned.


Sorcerers

Lastly, we’ve got sorcerers. Sorcerers boast innate magical abilities due to their connection to the magical forces of the universe. Despite their innate abilities, they lack certain spells. One of these spells – normally – is Sacred Flame 5e. 


Basically, not every sorcerer can acquire the spell. However, when a sorcerer gets this spell down, the party to which the sorcerer belongs will be formidable, to say the least. 


Sorcerers can cast Sacred Flame without a verbal component. This means that Silence 5e does not affect the sorcerer’s ability to scorch their foes with radiant fire. 

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Best Uses for Sacred Flame

As a single-target spell, Sacred Flame 5e works on creatures within 60 feet of the caster. Spell-casters technically can’t use the spell on objects or obstacles. 


The spell may inflict significant radiant damage on creatures, depending on caster level. In particular, Sacred Flame 5e works best against enemies that have a low tolerance against radiant damage, like undead enemies such as zombies, skeletons, and even vampires. 


Sacred Flame 5e also works against devils and demons, so have this spell handy when your DM comes up with the quest idea for your party to ventures into the Abyss.


Is Sacred Flame 5e a Good Spell? 

Always remember that in games like DnD, cantrips are basically a spell-casting class’ main method of dealing ongoing damage, much in the way that a barbarian swings a sword. So, in terms of raw damage, no, sacred flame is not a “good” spell, when compared to spells that actually take up a spell level slot.


However, Sacred Flame 5e is an effective spell if you run out of spell slots, or against demons and undead enemies, in general. It can be an especially useful spell to have if you encounter these kinds of opponents regularly. 


Undead Foes

Sacred Flame works for two reasons — and both concern undead enemies. Think of Sacred Flame as your TPK avoidance strategy, so far as fighting undead is concerned.


First, undead enemies like zombies are vulnerable to radiant spells like Sacred Flame. Second, these types enemies have low dexterity scores. Why does this matter? 


Whenever a spell-caster casts Sacred Flame 5e, the only way for a target to prevent taking damage is by performing a Dexterity Saving Throw. Regularly succeeding on Dexterity Saving Throws is only possible for creatures with high dexterity scores — something undead enemies often lack. 


Whenever a cleric or paladin casts Sacred Flame, the spell will almost always inflict damage on undead opponents, and will usually benefit from increased damage, once the spell hits. 


So, is Sacred Flame “good”? I think it mostly depends on the situation. It’s always “good” to have the ability to deal radiant damage at your disposal. Against an enemy (such as the undead) who isn’t weak to radiant damage though, Sacred Flame is probably mediocre at best.

Behold, the undead horde - this version includes undead wolf things, with their Lich Queen. Unpainted, but that just leaves more fun to come.

Sacred Flame 5e Strategies

With Sacred Flame in your spell toolkit, you can gain the upper hand in your next D&D game. Here are some of my favorite tactics for using the spell. 


Set the “Clumsy” Ablaze (Everyone’s Go-To Tactic)

One of the most common yet effective ways to use Sacred Flame is to cast it on low-dexterity enemies. For the most part, enemies that fit the bill include zombies and skeletons. Once you cast Sacred Flame 5e, your low-dexterity opponents won’t be able to succeed at their Dexterity Saving Throws, to protect themselves. As a result, you set them ablaze and leave a trail of scorched zombies and skeletons in your wake.


If you've ever wondered about how to write a D&D campaign, by the way, I recommend starting with some fun concept such as having the party mow down hordes of undead - which of course, fits in perfectly with Sacred Flame. Win, win.


The Old Sun-and-Done Approach

Many opponents are particularly vulnerable to radiant damage. Besides undead enemies, vulnerable opponents also include demons and demonic beasts.


When you cast Sacred Flame on these demonic baddies, you’ll give them their dose of holy sunshine — burning them to a crisp. 

Keep in mind though that not all opponents are vulnerable to Sacred Flame’s rad radiance, but the spell should do well against the following enemies: 

  • Shadows
  • Flying Horrors
  • Puppeteer Parasites
  • Shadow Demons
  • Gideon Lightward
  • Auril’s First Form


And by the way, if you're ever trying to think up some DnD One Shot ideas, why not start with the concept of Sacred Flame and undead/ demons? Maybe that can act as a starting point for some fun inspiration.


Plan B: When Other Spells Fail

Did your paladin or cleric just dish out fire and cold spells only for the enemy to still come at you smiling? When all else fails, Sacred Flame 5e is an excellent fallback option. 


Sacred Flame 5e still inflicts damage on enemies who are immune to fire damage (or other common damage types that are non-radiant, for that matter). Just remember that Sacred Flame deals radiant damage (not fire damage). And when it comes to D&D, having access to multiple damage types can be a life-saver.


When you’re in a demonic realm battling undead foes who don’t mind the heat or cold, singe them with Sacred Flame 5e’s holy light! 

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For Close-Range, Damage-Dealing Action

Sacred Flame 5e is effective up to 60 feet in range. This means that any undead or demonic opponent that gets within 60 feet of your party can fall victim to the spell. 


60 feet isn’t a long distance, exactly, but it isn’t terribly short, either. An effective way to use the spell is to maximize its range at the start of a fight, and then switch to using it during close-quarter situations, when needed.

This is where a paladin comes in. 


A paladin is one of the most effective classes for close-quarter combat in D&D 5e. With Sacred Flame 5e, your paladin will dish out physical attacks and deal damage targets who are just out of reach for a Maul or Greatsword.


If I really had to say how to play this strategy, too, I'd recommend buffing the paladin with Haste 5e. That way, they have additional speed, AC, and bonuses to saving throws for when they get right in the action.


Scorch the Undead and Demonic Enemies 

Sacred Flame 5e is one of the best Cantrip spells your cleric or magic-wielding character can learn, master, and cast. It quickly dispatches undead and demonic opponents as they fall prey to the spell’s instant radiant damage effect.


Sacred Flame can come in handy for your next D&D game, especially if you’re heading into demonic terrain. Have this spell ready for your DnD campaign, and you’ll keep the undead and demonic hordes at bay.

Dungeons for Sacred Flame Adventures

Dungeons like this one are often the perfect opportunity to flex your Sacred Flame 5e skills against waves of undead and demons.

Sacred Flame in D&D 5e vs. Eternity TTRPG

In D&D 5e, Sacred Flame is a pretty basic spell. It is a cantrip, of course, so the spell’s simple effect makes sense.

 

Basically, Sacred Flame gives you a 60-foot range to deal minor radiant damage (low enough damage that a single cure wounds 5e spell is probably enough to more than heal its effect). Radiant damage is most effective against undead and demons, and Sacred Flame is most effective against low-Dexterity foes.

 

At the end of the day, that’s all there really is to it.

 

In the Eternity TTRPG Game System, the equivalent of radiant damage is “light” damage, which is effective not only against undead and demons, but all “Shadow Aura Units,” which could be actually just about anything.

 

Light and Shadow Aura Units

Eternity TTRPG does not have a purely “set” bestiary, like D&D 5e. As you probably know, D&D takes the kind of approach where DMs choose monsters that match the party’s level, and those monsters have set stats, skills, and spells, etc.

 

For Eternity TTRPG, Game Designers (the equivalent of the DM) creates foes for the party by mixing together their level, general type, and then if desired, giving them a “class” (just like players get) that comes with its own preset turn-by-turn spell/ ability instructions.

 

Game Designers can thereby give any monster/ enemy a “Shadow Aura” – by making them a Fallen Paladin, Revenant/ Witch, or Vampire Mage. Then, whenever the party’s heroes deal light damage to those enemies, that damage is increased.

 

Fun Monster Examples

Eternity TTRPG offers a great deal of customization for players, especially when it comes to world creation, storytelling, and of course, combat design.

 

Image the heroes coming across a chimaera – a unique monster battle that you’ve been building up to for a long time.

 

Instead of just using a generic “Chimaera” stat block, however, you custom-design its stats and “class,” using the simple monster-creation process that Eternity TTRPG provides.

 

Engaging in battle with the chimaera, your party is shocked to discover that the beast deals shadow damage with its sharp talons, and is weak to the sage’s holy spells.

Sacred Flame 5e Monsters

Why not turn your adventure's dragon or other iconic monster into something your party wouldn't ever expect?

What Classes can use Sacred Flame Effects?

With Sacred Flame 5e’s equivalent in Eternity TTRPG being “Light Damage,” there are three primary classes that can always use this type of effect:

  • Paladin
  • Sage
  • Witch Hunter

 

Additionally, two other classes may be able to deal light damage, under the right circumstances/ player choices:

  • Dragon Knight – temporarily, by also making themselves vulnerable to shadow damage.
  • Monk – incapable of dealing light damage, but they can protect themselves against either light or shadow damage.

 

Paladin – Core Class Ability

Holy Blaze: Weapon Range, +5Strike Bonus vs. Dodge or 4Range, +5Faith vs. Will. If this attack hits, and the target attacks any target but you during their next 2turns, they take 1light damage (deals 2damage to Shadow Aura Units). “Holy Blaze” cannot Double-Hit or give a Block.

Even if this Ability misses, you also gain one (1) stack of “Divine Defender,” which increases your hit chance with certain

paladin Abilities. Stacks are not consumed when used, and you can gain up to two (2) stacks. When using “Holy Blaze,” you gain +2Strike Bonus (SB) and +2Faith (Fa) for each stack of “Divine Defender."

1 stack, +2SB/Fa (for a total of +7SB/ Fa); 2 stacks, +4SB/Fa (for a total of +9SB/ Fa).

  • (Divine Sword): If this Ability hits, it also deals 1damage right away.
  • (Healing Light): Even if this Ability misses, heal yourself or an ally in 4Range +1HP. This Critical allows the affected target to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit). Roll d20 to determine the amount of Fatigue.
  • (Self-Sacrificing): Weapon Range +4, +5Strike Bonus vs. Dodge, or 8Range, +5Faith vs. Will. You also have these same Range bonuses when using this Ability, for Battle Duration.  
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Sage – Core Class Spell (1st Option)

Blessed Light (Magic): 4Range, the target heals +1HP. This Spell allows the target to heal 1HP above their normal max HP. This effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit). Roll d20 to determine the amount of Fatigue.

  • (Darkness and Light): Also, up to 3 enemies in 4Range of your target, -7Faith vs. Will, deals 1light damage (deals 2damage to Shadow Aura units). This critical cannot Double-Hit or give a Block.
  • (Secrets of the Ancient Tomes): You can still cast this Spell while Dazed, Locked, or Silenced. Also, roll d20. If you roll 15-20, you also remove that effect from yourself.
  • (Powers of the Eternals): +2HP. This Critical allows the target to heal 2HP above their normal max HP. This effect also Fatigues the target, giving -3Resilience, -3Dodge, and -3Will for 1Day Duration (can stack without limit).


Witch Hunter – Core Class Ability

Inquisition: after you use this ability on yourself, gain +1Initiative, plus an additional +1Initiative every turn (can stack to +7Initiative). Your weapon attacks also deal light damage (dealing 2damage to “Shadow Aura” units) while “Inquisition” is active. You can instead choose to continually maintain this ability for 3Inspiration.

(Dazed): gaining additional Initiative each turn from “Inquisition” is temporarily interrupted while you are Dazed.

  • (Curse-Ender): You also heal +1HP. This critical allows you to heal 1HP above your normal max HP. Healing from this effect also Fatigues you, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit).
  • (Zeal): You are also immune to the next three (3) Speed-, Initiative-, or Range-reducing effects used on you (this effect still applies if you intentionally Immobilize yourself using “Divine Frenzy”), or alternatively, you can automatically remove one (1) Speed-, Initiative-, or Range-reducing effect from yourself.
  • (Blade and Heresy): You may also take an additional non-critical Instant Action the next time you attack a target. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom), until this effect takes place.

 

Dragon Knight – Light Damage Option

Chromatic Breath: this ability can only be used by the “Dragon,” as a breath weapon.

4Range, Faith vs. Will, deals 1damage. When you use this ability, you must give it one of the following elements:

  • Fire: deals +1damage to cryomancers.
  • Ice: deals +1damage to pyromancers.
  • Light: deals +1damage to shadow aura units.
  • Shadow: deals +1damage to light aura units.


This ability also causes both “Dragon” and dragon knight to become immune to your chosen element for 1turn. However, you also count as being the following type of unit for 1turn when it comes to weaknesses.

(Double-Hit): deals 2damage.

  • (Wings of Death): Up to 3 enemies in 4Range.
  • (Knight of the Blood Oath): Even if this ability misses, any target in 4Range, +7Faith vs. Resilience, Taunts the target for 2turns. 
  • (Memories of Tarscisia): Move up to your Speed value before or after using this ability. You can also move up to 4Speed before or after using this ability, for Battle Duration.
Sacred Flame 5e

Games are better when you have a host of monsters/ villains with light damage weaknesses, or other unique ways for players to defeat them.

Monk – Specialization/ Critical Option (Divine Body)

If you do not use a weapon, shield, or armor, choose one of the following permanent bonuses. You can also apply rare metals and gems directly to your body (armor) and fists (weapon). “Divine Body” selections cannot Double-Hit or give a Block.  


Void Body

Permanently gain +8Strike Bonus. When you finish a Move Action adjacent to an enemy, roll d20. If you roll 12-20, roll +7Strike Bonus vs. Resilience, Lock for 1turn. You can only Lock with this ability once per turn. “Void Body” cannot Double-Hit or give a Block.


Chaos Body

Permanently gain +8Initiative. When you finish a Move Action adjacent to an enemy, roll d20. If you roll 16-20, roll +7Strike Bonus vs. Resilience, Daze for 1turn. You can only Daze with this ability once per turn. “Chaos Body” cannot Double-Hit or give a Block.


Eternal Body

Permanently gain +1HP, +3Resilience, +3Dodge, and +3Will. When you finish a Move Action adjacent to an enemy, roll d20. If you roll 12-20, roll +7Strike Bonus vs. Resilience, Taunt for 1turn. You can only Taunt with this ability once per turn. “Eternal Body” cannot Double-Hit or give a Block.


Eternal Specialization Upgrade

You are now permanently immune to light damage. Every turn, roll d20. If you roll 19-20, you automatically heal +1HP to yourself or an ally in 4Range. This critical allows targets to heal 1HP 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). Once chosen, this critical becomes a passive effect, always active, and cannot be dispelled.

DnD 5e try Eternity TTRPG

Whatever you do, always do your best to make your game special. You always want to bring your best to the game so you leave your group always wanting more.

Strategies for using Light Damage

As powerful as light damage can be against shadow aura enemies (since damage is doubled), players need to take precautions against taking that same level of damage in return.

 

The best way to use light damage is to pair it with specific enchantments, as shown immediately below.

 

Durandal Enchant

4Range, the target’s Weapon gains the light element. Once Enchanted, they have +7Strike Bonus or +7Faith when attacking with their Weapon against targets with a Shadow Aura, for 1Hour Duration. This item has 10-uses.

 

This effect allows non-light aura units to also deal light damage, without the downside of also being vulnerable to shadow damage.

 

Of course, the Durandal Enchant does not provide as much offensive benefit as natural light aura units have against shadow aura units, but it’s a wonderful option to maximize the party’s damage against certain foes.

 

Unholy Armor Enchant

4Range, the target’s Armor gains the shadow element. Once Enchanted, they have +7Resilience, +7Dodge, and +7Will when attacked by the shadow element, for 1Hour Duration. This item has 10-uses.

 

The unholy armor enchant allows even light aura units to instead take on the equivalent of a “shadow aura,” becoming immune to shadow damage. With this enchantment, players can deal the insane levels of light damage innate to their class without fear from shadow aura classes.

 

This enchant has the added benefit of not actually providing the user with a shadow aura. This means that though the user is immune to shadow damage, they are then not vulnerable to light damage, as a normal shadow aura would provide.

 

This important distinction (shadow damage immune vs. having an actual shadow aura) makes the Unholy Armor Enchant one of the best items in the game for light aura units. Though the cost of this item is quite high, it’s benefit is certainly worth the cost.

 

Try Eternity TTRPG for Yourself

If you're looking to explore a new TTRPG experience, consider taking a look at the Eternity TTRPG Game System. It’s a great alternative to D&D 5e that offers both the depth of D&D and the versatility, for players and DMs.


You can also check out the Eternity TTRPG Game System page to discover a wealth of information on gameplay, races, classes, and numerous resources to help you get started.


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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


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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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