Silence 5e

Silence 5e (that is, the Silence spell in D&D 5th edition) is one of D&D’s most iconic spells. If you can believe it, Silence has been around even since D&D’s 1st edition, surviving nearly 50-years of game updates.


Silence is the type of spell that other TTRPG and video games have made wide use of, and it’s become synonymous in most games with the “inability to cast magic.” However, when it comes to D&D, the applications of Silence are actually much broader.

Overall, Silence 5e cuts off sound from the target. That is the spell’s only effect. Although, the implications and uses for that effect are numerous.


Silence 5e is pretty straightforward, but despite the simplicity of what it does, there is still some confusion about the ins and outs of Silence. I’m here to silence the confusion surrounding the Silence 5e spell, and help you get the most from it.

Learn all about the bits and pieces of this oldie-but-goodie spell for rangers, clerics, and bards. Also, stick around to the end to find out how you can best use Silence 5e for your next D&D game, and how Silence also works in the Eternity TTRPG game system.

Silence 5e Spell Effect

Silence 5e Spell Effect

2nd-level illusion (ritual)


Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 10 minutes


For the duration, no sound can be created within or pass through a 20-foot radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.


Silence 5e

What Exactly is Silence 5e? 

Silence 5e is a level 2 illusion spell. As an illusion spell, Silence distorts a character’s sense of sound. When cast upon them, Silence prevents affected characters from hearing and speaking.


Basically, characters under the spell won’t be able to perform ability checks or cast spells (and as you’ll soon see, much more). Talk about handy! 

 

How Does Silence Work in D&D 5e? 

Characters who are capable of casting Silence can cast the spell on either a 20-foot area, or on a person or object, with a 20-foot area around them. Silence 5e creates a sphere that mutes all sound.


Casters of Silence can deploy the spell 120-feet away from where they are. The spell remains in effect for 10-minutes. During this 10-minute window, your characters can capitalize on your enemy’s inability to cast spells, detect intruders by noise, communicate among themselves, and more. 

 

What 5e Classes Can Cast Silence? 

In the D&D 5e, three core classes and three additional subclasses have Silence at their disposal. The core classes are bards, clerics, and rangers. The subclasses are Druids from the Circle of the Land, Warlocks belonging to The Fathomless, and Warlocks in The Undying.

Game atmosphere for Silence 5e

I always like to play up the ambience for my tabletop games. Especially if you're building a session around a spell like Silence, it can be cool to "show" your players the mood you're describing, rather than just telling.

Strategies for using Silence in Your D&D Game

With Silence at your disposal, you can dominate the game in several ways. We’ll start with the spell’s most common uses:


Shut up Spellcasters 

With Silence in effect, spellcasting characters within the spell’s 20-foot sphere aren’t able to cast spells. Sure, not all spells in D&D require a verbal component, but most do — more than 96% of all spells, to be exact.


So, Silence is incredibly effective for shutting down enemy casters, and should always be on-hand for enemies of that type. 


Going Espionage on the Enemy

Silence isn’t just effective for shutting your enemies down. You can also use it on your own party, especially in scenarios where stealth is of the essence. 


Cast Silence in tunnels, lairs, or behind enemy lines, to prevent detection. You can even use it on your party if you’re firing something that makes a loud bang — like a heavy cannon perhaps. 


Another crafty way to use Silence 5e is to cast it on a tower where an enemy can sound the alarm. Even if the guard detects you, the alarm won’t be audible, with the Silence spell in effect. Even with an alarm frantically ringing, it’ll be as though you weren’t there. 

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Stifling Your Opponent’s Thunder

As mentioned earlier, the 20-foot sphere created by Silence deafens and mutes people inside of it. However, it also protects the targeted area from spells — particularly spells that inflict thunder damage to your party.


Since Silence removes all sound from its target area, it offers protection against sound-based attacks (thunder damage). Thunder damage constitutes anything from explosions to shockwaves, and many enemies are capable of inflicting such attacks.

If you’re looking to protect your party’s characters from thunder for at least the next ten minutes, cast Silence on your party’s location. It’s literally the perfect counter to any foe who deals heavy thunder damage.


If you cast Silence on your own party though, just keep in mind that you’ll be preventing your party from hearing... so, any enemy who may be able to sneak up on you will have an easier time.


Keep the Quiet Coming with Ritual Casting

Most players forget that it’s possible to cast Silence ritually in D&D 5e. With ritual casting, you don’t have to expend spell slots. The characters that can cast Silence 5e ritually are clerics, bards, and rangers. 


When planning for your game, keep in mind that warlocks and druids cannot cast Silence 5e ritually. Instead, these classes still need to use spell slots. 


Playing Ventriloquist by Pairing Silence 5e With Magic Mouth (My Personal Favorite) 

You might need your DM’s permission for this, but one of the rarer ways to use Silence is to pair it with another illusionary spell like Magic Mouth


First, cast Silence on the area of your choosing. From here, the enemy’s characters within the 20-foot sphere won’t be able to speak for ten minutes. 


Once you’ve muted the characters with Silence, cast Magic Mouth. After doing this, you’ll be able to put words in the character’s mouth (so to speak), creating the illusion that the character is saying something. 


As you can imagine, the resulting illusion opens up a ton of tactical opportunities that can deceive the enemy. 

Obviously, if Silence prevents all sound, then it’s suspect to allow Magic Mouth to do its... well magic. But, if you DM is feeling generous, this combo-usage is incredibly fun.

Counter to D&D 5e spell casters

Silence in D&D 5e vs. Eternity TTRPG

In D&D 5e, Silence mutes all sound within its target area, preventing spell casting, protecting against thunder damage, and preventing the usage of sound-based skills. In the Eternity TTRPG Game System, the use of Silence is narrower, though its varieties are greater.


As with most video game RPGs, Silence in Eternity TTRPG prevents spell casting, making it absolutely deadly to deal with for casting classes. Though Silence has no utility in Eternity TTRPG beyond shutting down spell casters, its uses are varied and extremely valuable in any battle.

 

What Classes in Eternity TTRPG can Cast Silence?

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


In Eternity TTRPG, the ways that Silence functions with each class capable of casting it vary greatly:


Cryomancer – Core Class Spell

Howling Winds (Magic): 4Range, Faith vs. Resilience, Silence for 3turns.  

(Double-Hit): Silence for an additional 3turns.

  • (Frost Knight) 8Range. You also have 8Range when casting this spell, for Battle Duration. 
  • (Spells of Everwinter) Up to 3 enemies in 4Range. *Double-Hit can only apply to one target hit with this critical.   
  • (Elemental Ice) +7Faith vs. Resilience, Silence for 4turns. This critical effect cannot Double-Hit or give a Block.


Witch Hunter – Core Class Spell

Exorcism (Magic): weapon Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience, Silences for 3turns. 

(Double-Hit): Silences for an additional 3turns.

  • (Curse Ender) Even if this spell misses, the next time the target tries to cast magic, you Instantly attack them again with this spell to interrupt them. Weapon Range, +3Strike Bonus vs. Resilience or 4Range, +3Faith vs. Resilience, Silences for 3turns. If you interrupt them with Silence, they may still take a different action.
  • (Hunter of Nightmares) 8Range. You also have 8Range when casting this spell, for Battle Duration. 
  • (Avenger) Weapon Range, +7Strike Bonus vs. Resilience or 4Range, +7Faith vs. Resilience, Silences for 4turns. This critical cannot Double-Hit or give a Block.

 

Alchemist – Specialization/ Critical Option

Homunculus (Magic): you summon a demi-human with 1HP and stats otherwise the same as the alchemist’s, except with -5Resilience, -5Dodge, and -5Will. On the “Homunculus’” turn, choose an enemy in 4Range, and roll d20. If you roll 18-20, “Homunculus” attacks, automatically causing the next attack that deals damage to the target to deal an additional +1damage. “Homunculus” may also use the “Charge” synergy (you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the alchemist’s Wisdom (if applicable). “Homunculus” acts on the same turn as the alchemist.

“Homunculus” always has the same

stats as the alchemist, whether from level increases, buffs, or debuffs. If the alchemist

receives a debuff, it also affects the “Homunculus.” However, “Homunculus” is immune to both Wisdom damage and debuffs that cause recurring damage.

It takes 15minutes to summon a

“Homunculus,” so a new “Homunculus” cannot be created during combat. You can only have one “Homunculus” active at a time. You continually maintain “Homunculus” for 3Inspiration.

  • (Decomposition) If “Homunculus” hits, +7Strike Bonus vs. Resilience or, +7Faith vs. Resilience, the target is also Silenced for 3turns. This critical effect cannot Double-Hit or give a Block. Your “Homunculus” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).

 

Dread Priest – Specialization/ Critical Option

Fatal Prayer (Magic): attack yourself with your Faith vs. your Will. If this spell hits, choose an enemy in 4Range, +7Faith vs. Will, deals 1damage to them (instead of you). If this spell misses, then nothing happens. “Fatal Prayer” cannot Double-Hit or give a Block. Battle Recharge.

  • (Prayers of the Abyss) Even if this spell misses, Faith vs. Resilience, Silence for 3turns.

 

Druid – Specialization/ Critical Option

Wind Tunnel (Magic): weapon Range, -3Strike Bonus vs. Dodge or 4Range, -3Faith vs. Will, throws the target up to your Speed value +2 in any direction.  

(Double-Hit): throws the target up to an additional (your) Speed value +2 in any direction.

  • (Nature’s Healing) If this spell hits, the target is also Silenced for 4turns.   
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Strategies for using Silence in Eternity TTRPG

As a powerful debuff against spell casters, Silence allows you to prevent magical healing, zero out enemy spell damage, and even interrupt ongoing magical buffs or debuffs.


Prevent Magical Healing

Unlike in most games, healing in Eternity TTRPG “Fatigues” targets, lowering their overall defenses. For this reason, healing classes do not provide uninterrupted healing. Instead, they tend to reserve healing for when a character’s getting low so that they don’t have to contend with lowered defenses throughout the entire fight.


So, if you Silence an enemy healer as their teammate drops into low health, you virtually guarantee the kill. It’s especially useful to Silence healers when you’re about to kill a very powerful enemy, who might otherwise be a big problem.


On the opposite end, having your own healer's magic shut down is a good way to have a TPK, so be careful when facing enemies who can Silence.


Zero Out Spell Damage

In the reverse situation, it’s an absolute life-saver to Silence an enemy spell caster when a teammate drops to low HP. Keeping an ally from falling to 0HP during a close fight, giving them even another turn or two of dealing damage, can literally turn a battle around.


I also often start battles by trying to Silence enemy spell casters. Since most casters don’t have high Resilience (and are easier to hit with status effects), you can ruin your enemy’s plans before the fight even truly begins.


Interrupt Magical Buffs or Debuffs

Ongoing magical effects can be “Interrupted” with Silence. This means that any particularly powerful buffs or debuffs, often keystones for an enemy’s strategy in battle, can be temporarily suppressed with Silence.


Silence normally shouldn’t be cast with the exclusive end in mind of interrupting effects, as they only delaying benefits. However, when fighting enemy casting classes that rely heavily on buffs or debuffs (classes like the sage or revenant/ witch), the value you gain from Silence nearly doubles.

Silence 5e vs Silence Eternity TTRPG

Counters to Silence in Eternity TTRPG

Of course, Silence is not without its counters. Here are a number of possible ways to deal with Silence if you’re on the receiving end of things. Or, if you simply want to think two steps ahead, here are some of the ways that characters you Silence might respond:


Removing Silence

Many classes have a version of “Dispel,” which can be used to remove negative status effects. Since Dispel is itself a magic spell, in most cases, a Silenced character can’t Dispel effects from themselves. However, allies can Dispel for each other. And Silenced characters can use the “Essence of Magic” item on themselves to achieve the same effect.


Greater Dispel (Magic): 4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or status effect from the target (excluding summons), at your choice. Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit.

This spell is cast on any target you’d

like, but the roll is made against the character who cast the spell or used the ability

you are attempting to remove, unless the target is a summon.

(Double-Hit): removes all stacks of 2

ongoing Magic or maintained effects (excluding summons). Or alternatively, if cast

at a summon, deals an additional 1damage to the summoned unit.

 

Essence of Magic (3 Uses): 6Range, automatically removes the “Silence” effect. A target can only benefit from this item once per battle.

You can alternatively use this item at

6Range, Strike Bonus vs. Resilience, or Faith vs. Resilience, Silences the target for

3turns. This item cannot Double-Hit or give a Block.

 

Casting through Silence

Certain spells have specialization/ critical options that allow them to be cast even while the character is Silenced. Some items also allow for a Silenced character to continue casting magic, although often at reduced effectiveness.


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 -3Resilience, -3Dodge, and -3Will for 1Day Duration (can stack without limit).

  • (Secrets of the Ancient Tomes) You can still cast this spell while Dazed, Locked, or Silenced. Also, roll d20. If you roll 11-20, you also remove that effect from yourself.

 

Arcane Staff: 2handed. 5Range, Faith vs. Will, deals 1damage. You gain +1Range when casting all spells that normally have 4Range or more. You can still attack using this weapon even while Silenced, but with -6Faith (though you still cannot cast spells). You cannot use the “Charge” synergy while wielding this weapon.

 

Making Best Use of Items

If no other options are available for a Silenced character, it’s always valuable to use the time while Silenced for healing, or other combat-boosting items. Silence effects can sometimes last quite a while (3 or even 4turns), so keeping consumable on-hand is a life-saver for any spell caster.

 

Kingstone (5 Uses): 4Range, roll d20. If you roll 5-20, heal +1HP. Healing from this item also Fatigues the target, giving -3Resilience, -3Dodge, and -3Will for 1Day Duration (can stack without limit). If you fail to hit with this item, it does not count as a “use.”

 

Powder of Bones (5 Uses): 4Range, you raise 3 undead, each with 1HP and stats otherwise the same as yours, except with -5Resilience, -5Dodge, and -5Will. On the undead’s turn, choose an enemy in 1Range, and roll d20. If you roll 20, the undead attacks, automatically dealing 1damage. Undead act on the same turn as you.

Undead raised from this spell do not

“take up spaces” (meaning other characters can occupy or move through spaces

they’re in). Undead take damage from healing spells, and heal from taking shadow damage.

Undead always have the same stats as

you, whether from level increases, buffs, or debuffs. If you receive a debuff, it also

affects the undead. However, undead are immune to both Wisdom damage and debuffs that cause recurring damage. You can control as many undead as you want.


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