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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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.

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By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. 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 exactly what 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. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
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