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. 

Eternity TTRPG Top Sellers



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.   
Eternity TTRPG Article Shop

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.


Curious about the Eternity TTRPG Game System?

If you're curious about trying out a new TTRPG, check out the Eternity TTRPG Game System where you can learn more about how the game's played, races, classes, and a host of resources for getting started.


Already interested, based on what you've read? Pick up an inexpensive PDF copy at the Eternity TTRPG shop. Eternity is a growing company, so your support is greatly appreciated! Let me know what you think of the game, and happy gaming.

Share This Article

Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

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


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


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

A book cover for dungeons & dragons forgotten realms adventures in faerun
By Jacob Tegtman July 24, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=pKV7iRcC31c&ab_channel=EternityTTRPG Transcription Wizards just dropped a bombshell—and no, it’s not another owlbear plushie. We’re finally heading back to the Forgotten Realms with a brand-new DM sourcebook—and it’s got survival horror, urban intrigue, and a ton of iconic locations. Welcome back to Eternity TTRPG, your go-to for all things Dungeons & Dragons—rules, reveals, and Realm-shaking updates. Let’s start with the basics. Adventures in Faerûn is the brand-new Dungeon Master expansion dropping this November, and it's built specifically for the new rules update. That means it plays nice with the shiny new Player’s Handbook and Dungeon Master’s Guide. But unlike previous setting books, this one’s taking a genre-first approach. Instead of just a map and a lore dump, each of the five featured regions is tailored to a unique style of play. Think ‘Baldur’s Gate’ as gritty urban fantasy. ‘Icewind Dale’? Full-on survival horror. Yes please. Here’s the lineup of iconic locales we’re getting tools for: Baldur’s Gate – which you probably know from all our favorite, Baldur’s Gate 3. There’s urban crime, political tension, and maybe a little devilry. Calimshan – from older renditions of the Forgotten Realms Lore. You’ll fine scheming nobles and arcane secrets in an Arabian-Nights-esque setting. The Dalelands – from both 2e and 3e Forgotten Realms lore. This is classic high fantasy with lots of room for heroic sagas. Moonshae Isles – from The Moonshae Isles Regional Guide. It comes with Celtic vibes and druidic magic—great for mystery and folklore campaigns. Icewind Dale – which you can read about in the Legend of Drizzt Novels, by R.A. Salvatore. Here, you can expect Frostbitten survival, isolation, and ancient horrors. Each region comes with new adventure hooks, genre tone guides, and NPC inspiration tailored to the vibe. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see what exactly being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. Here’s the cool part—some of this material with the Forgotten Realms hasn’t been touched in Fifth Edition. Like, ever. They’re digging into the deeper lore of Faerûn and even pulling some artistic cues from Baldur’s Gate 3. You might recognize a few faces—or infernal contracts—from the game. And while it’s not confirmed, early previews suggest the book might come with poster maps—yes, actual tearaway maps. Which awesome. My table is ready. Adventures in Faerûn officially releases on November 11th, 2025. But—if you pre-order through D&D Beyond or an early-access local game store, you’ll get the digital version weeks in advance. Price isn’t locked yet, but it’ll probably sit around the usual $50 USD mark—same ballpark as Phandelver & Below and Vecna: Eve of Ruin. Now, you know how Wizards rolls: we’ll likely get tie-in minis from WizKids, and there’s a good chance Beadle & Grimm's will cook up one of their deluxe kits—metal coins, props, the works. To wrap it all up, here’s why this book matters: 5e hasn’t had a full Realms guide since 2015’s Sword Coast Adventurer’s Guide. That’s nearly a decade without a dedicated Realms setting book. With the new rules and player guide dropping alongside it, this feels like Wizards’ attempt to make the Forgotten Realms fresh again—for new players and you experience, veteran gamer-grognards, alike. So, what do you think? Which of the five locations would you run a campaign in first? Is this genre-based format the future of setting books? Drop your take in the comments, smash that like button like it’s a mimic, and subscribe for more D&D news, lore, and spicy takes.  Until next time—may your dice roll high and your plot hooks land.
A poster that says starset the great dimming
By Jacob Tegtman July 22, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=qJt6sfuolo8&ab_channel=EternityTTRPG Transcription Civilization cut off. The solar system dimming. You’re not a hero—you’re just a soul, caught in the aftermath. Hey everyone! Today we’re unpacking Starset: The Great Dimming—the new 2nd‑edition tabletop RPG by Josiah Mork. It's a gritty, hope‑tinged sci‑fi RPG where ordinary lives shape the story. If you haven’t ever tried out TTRPGs besides D&D, this video is for you. I personally love finding the gems out there, especially from people who have fresh ideas in the RPG space. So, let’s dive into what makes this game truly unique. 1. Life‑Path Character Creation – “Your Story Shapes Your Stats” In most tabletop RPGs, you start by picking numbers—your strength, intelligence, gear, etc. Starset flips that completely. Here, you start with a life path : five origin stories to choose from— Combat , Common , Exploration , Mercenary , or Slave . These aren’t classes. They’re your character’s past. Were they a soldier in a forgotten war? A wanderer searching for hope? A prisoner stripped of identity? Once you’ve chosen, you roll dice to simulate major events in that character’s life. Each result gives you a moral choice , like “Did you steal the food to survive… or go hungry and keep your honor?” Your decision directly affects what skills, alliances, and scars your character carries—and even how old they are by the time the game begins. And yes, it’s possible to die before session one. That's how real and brutal the world of Starset is. You also collect keywords —these are mechanical tags that represent things like trauma, friendships, or defining traits. Some make you stronger. Others are burdens that shape how you grow. Either way, they evolve with you, like emotional milestones that actually change your abilities over time. In short: You don’t make a character—you live them. As creator Josiah Mork put it, this is “ backstory on mega-steroids. ” 2. Simultaneous Action Resolution – “It’s Not Your Turn—It’s Everyone’s Turn” In most tabletop RPGs, combat goes in turns: “You go, then I go, then the monster goes.” Starset changes the entire flow. Here’s how it works: Whenever someone targets you—say, with an attack or a persuasion attempt—that action is delayed until the end of your next turn . That delay is called a Floating Action . It gives you and your allies time to do something about it. Maybe you dodge out of the way. Maybe you talk them down . Maybe your teammate steps in with an assist , giving you a boost. These responses turn every round into a mini strategy session. So instead of sitting there waiting for your next turn, the idea is that you’re constantly engaged. Helping allies. Blocking threats. Choosing whether to defend, or risk it all. Your dice pool —which you use for actions—is also your health . Take a hit, and you lose dice. That means fewer options and more vulnerability next turn. The result? Combat is less “hit and wait” and more like chess with story beats— tactical, interactive, and team-driven. Even the quiet players at the table get a reason to act and shine. 3. Rich, Thought‑Provoking Worldbuilding – “Loneliness Is the Real Enemy” Starset isn’t just dark because it looks cool—it’s dark because it wants to say something. The game is set after a cosmic event collapses the Oort Cloud... did I pronounce that right? The Oort Cloud collapses, cutting off Earth from the rest of humanity. Civilization falls into chaos. Survivors are left scattered, alone, and desperate for connection. Every faction in the game is built around a different solution to loneliness : One turns to faith . Another to techno-utopia . One seeks control through power. Others build tight-knit communities . Each choice has promise… and danger. No side is “right”—they just reflect real human struggles. To support this, the game includes the 8 Edicts of Man , a set of philosophical rules that shape society post-collapse. The setting spans 1,000 years of history , giving Game Masters tons of material—from colony ships in deep space to dying cities on Earth. At the end of every game session, players earn experience not for killing monsters, but by sharing how their character helped others or fought against isolation . It’s a system that rewards empathy, as much as power. So yes, Starset is bleak—but it’s also hopeful. It’s a game about surviving the dark… by reaching for the light. Who Should Play Starset… and Why? So who is this game really for? Starset is for story lovers : If you're the kind of player who enjoys deep, emotional character arcs—where your decisions carry weight and shape your story—Starset was made for you. Every character is a layered person with a past, not just a collection of stats. Starset is for strategic thinkers : Starset rewards thoughtful play. Combat and problem-solving aren't just about rolling high—they're about making smart, team-based decisions. And because you’re always involved—even during someone else’s turn—there’s no dead time at the table. Starset is for sci-fi fans with a philosophical streak : Starset tackles big questions: How do we find connection in a broken world? What do we believe in when everything falls apart? If you love sci-fi that makes you think, you’ll feel right at home. And finally, Starset is for game masters who crave worldbuilding fuel : The game’s setting is rich with lore—factions, history, philosophy, politics. It's all there to spark story hooks, conversations, and custom adventures. Whether you’re building a gritty survival tale or a cosmic morality play, Starset gives you tools to explore both. To summarize, here’s Why Starset Stands Out You don’t just create a character—you live their backstory through interactive choices before the game even begins. The simultaneous action system keeps players engaged and reactive, almost all the time. Which is a fresh change to many D&D battles, if we’re being honest. The world of Starset is dark, yes—but it’s also filled with glimmers of hope , and it challenges you to explore themes like empathy, survival, and belief. And finally, every rule and system is designed to reward meaningful interaction —with the world and each other. The Bottom line? Starset doesn’t ask, “How do you win?” Instead, it asks, “What kind of person will you be when everything falls apart?” Intrigued? You can back it now on Kickstarter or check out the rulebook when it’s available.  And lastly, let me know what you think of new game coverage like this, in the comments below. Eternity TTRPG is still feeling out who we are as a channel, so your insight helps me connect you with the content you want most. Until next time!
A poster for arcane archer 2025 - unearthed arcana
By Jacob Tegtman July 15, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=BvX8XJ7leKc&t=1s&ab_channel=EternityTTRPG Transcription Meet the 2025 Arcane Archer—no longer just elves with bows. Now they can wield any ammo‑based weapon, deal scaling magic damage, and manipulate the battlefield like dedicated spellcasters. But does this overhaul truly hit the mark? Let’s find out. Hey everyone, welcome back to Eternity TTRPG. Today we’re shooting straight at the new Arcane Archer from Unearthed Arcana. Since 2017’s Xanathar’s Guide, this Fighter subclass has been overshadowed by melee‑centric options—but Wizards just buffed it hard in their latest UA Arcane Subclasses playtest. Time to ask: is this the ranged spotlight the subclass always deserved? Arcane Archer Lore now grants proficiency in both Arcana and Nature , plus either Prestidigitation or Druidcraft—strengthening its elven‑archer ancestry, but broadening its identity. Previously , Arcane Shot was limited to bows, and could only be used twice per rest. Now , you can channel effects through any Ammunition‑property weapon (blowguns, slings!), with uses tied to your Intelligence modifier , and feature a scaling “Arcane Shot Die.” This isn’t just incremental—it's a quantum leap in design. The subclass now scales with you, not sealed off after two shots. Here’s some other new, critical features to the class: Ever‑Ready Shot is now at Level 7 (instead of 15), giving Arcane Archers a much earlier safety net to stay magically effective in more fights. With this ability, when you roll initiative and have no uses of Arcane Shot left, you regain one use automatically. Improved/ Powerful/ and Masterful Shots: these are tiered upgrades to Arcane Shot that progressively increase your Arcane Shot Die from a d6 (base) to a d8 at level 10, a d10 at level 15, and a d12 at level 18—boosting the damage and effectiveness of every magical shot. These features didn’t exist in the 2017 version at all—this is a brand-new scaling mechanic to make the subclass’s magical damage grow meaningfully with your level. These two updates together ensure that each arcane archer level feels meaningful. The earlier and more frequent upgrades basically round out the subclass.” Just as a quick interjection, it’s worth noting as well that “Arcane Shot” is far more advanced than it was, say back in 3.5edition. Now, you have a variety of arcane shots, including “banishing shot” (which ads psychic damage and forces a Charisma save. On a fail, the target is banished until the end of their next turn). There’s also “seeking shot” (where you choose a creature you've seen in the past minute; the ammo seeks them out , flying around corners and ignoring cover) and a host of others that make your “arcane shots” do a huge number of interesting things both in and out of combat. When it comes to the upgrades to ever ready shot and masterful shots, Dungeon Mister has praised these changes, saying they’re: "quality of life improvements...[that] take what was a poor subclass, up to being a more decent one on par with the Battle Master.” Reddit users are also generally optimistic. The overall vibe is that the “New Arcane Archer looks good. Been waiting for that.” Okay, so the new Arcane Archer is packed with magical power—but like any subclass, it comes with a few strings attached. Issue #1: Intelligence Matters - Most Fighter builds focus on Strength or Dexterity to hit hard and take hits—but the Arcane Archer needs Intelligence too, because all your magical shots rely on it for saving throw DCs. If you don’t invest in Intelligence, enemies will resist your effects more often. And in campaigns nowadays where min-maxing is “so important,” where you have to spread out your stats too thin, your stat investments might feel wasted. Ok, on to Issue #2: Weapon Weirdness - One of the coolest changes is that you can now use any weapon with the Ammunition property—not just bows. That means blowguns, crossbows… even firearms, if your DM allows them. But here’s the catch: guns and ammo rules aren’t standard in every campaign. Your DM has to give the green light, and not every table runs with optional gear or rules. So while the subclass is a powerhouse on paper, it takes a thoughtful build and a cooperative DM to really make it shine. Without those, your arrows might fall a little short. Final verdict? Overall, the 2025 Arcane Archer nails the bullseye. It’s versatile, scales smoothly, has earlier impact, and remains flavorful—definitely the best version yet. It definitely has more combative oomph, and less tabletop baggage. If you want to test it, grab the Unearthed Arcana PDF and share your build ideas below. Don’t forget to like, subscribe, and ring the bell for more tabletop RPG coverage.
Show More