Spiritual Weapon 5e Tactics

Spiritual Weapon 5e is the choice spell for players who want to deal effective force damage to enemies from a distance — a great spell that (surprisingly) isn’t concentration based, and only costs a bonus action.


Picture this scenario: you’re a cleric exploring the grimy streets of the kingdom’s destitute reaches. You see a woman being cornered into an alley, the brigands planning to beat her and take her money. They ignore your shouts, so you instead cast a powerful evocation spell. When the woman opens her eyes, she sees you and a floating broadsword — and the brigands lying unconscious (or dead) on the ground. 


What did you do? You cast Spiritual Weapon 5e, a classic 2nd-level evocation spell that lets you make a ranged attack. If you’re a new player to TTRPGs or a dungeon master in training, I’ll share a guide about the Spiritual Weapon 5e effect and how you can use it to your advantage in this 5e strategy guide.

Spiritual Weapon 5e Villain

What Is the Spiritual Weapon 5e Spell?

According to the D&D 5th Edition Handbook, these are the official stats of the Spiritual Weapon 5e spell: 


  • Level: 2
  • School: Evocation
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute


You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.


For a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The spectral weapon can appear however you want it to. If your character is a cleric of a deity that is known for a specific weapon or weapon style, the spell can resemble that weapon. 


Casting Spiritual Weapon using a 3rd Level or higher spell slot increases the damage by 1d8 for every two slot levels above the 2nd.


The spell’s range of 60 feet is usually enough to attack a wide range of enemies, including flying creatures. The range also works for those who have limited movement. However, you may not be able to cast the spell while restrained, given how it requires somatic and verbal components.



How Spiritual Weapon 5e Works

Spiritual Weapon belongs to the cleric spell list and lasts for only one minute. It’s best used for melee attacks against creatures within five feet of the spectral weapon, but it's basically perfect for almost every RPG campaign.


I want to emphasize that the spell only works on creatures – including humans and humanoids – and that technically, you can’t use it on objects like doors or walls. If your dungeon master is kind though, you should be able to get around this technicality.


In terms of damage, Spiritual Weapon applies a 1d8+ ability modifier. Since clerics usually have a higher Wisdom modifier, you should get in solid damage on every hit. 


Of course, you don’t have to focus all of your attacks on a single enemy. The advantage of the Spiritual Weapon 5e spell is that it can attack a different target on each bonus action. Plus, you can move it 20 feet further on every turn, as part of that same Bonus Action 5e.


The good stuff doesn’t end there. If you cast Spiritual Weapon with a high-level spell slot, the damage increases significantly. You can reduce your enemy’s hit points dramatically while you’re staying well away from their reach!


What Classes Can Use the Spiritual Weapon 5e Spell?

By default, clerics have the unique ability to cast Spiritual Weapon — a fitting spell for their divine magic. However, other classes can also pick up, learn, or acquire the spell:


  • College of Lore: Bards, in general, can eventually learn Spiritual Weapon as they learn bits and pieces of magic through Magical Secrets. Lore bards have additional secret choices at the 6th Level, so you can choose Spiritual Weapon as a new spell.
  • Divine Soul: Sorcerers under the Divine Soul subclass have access to either the cleric or sorcerer spell list (hence, why the subclass is extremely popular, but that’s just my personal observation). A Divine Soul sorcerer can learn Spiritual Weapon 5e as early as a cleric, at Level 3.
  • Oath of Conquest: Paladins belonging to the Oath of Conquest subclass can learn Spiritual Weapon at Level 5. This addition makes sense because Oath of Conquest paladins are often combative in nature. However, you still have to wait two more levels before your character can fully exploit the spell. Giving a paladin a ranged attack makes them even better at offense. 
Spiritual Weapon 5e

Spiritual Weapon For Players

As a spell that deals force damage, Spiritual Weapon is an ability to be reckoned with. Most other classes cannot resist force damage, making it effective at reducing the hit points of enemies, even if they have numerous other resistances. 


As a non-concentration-based spell, Spiritual Weapon also allows you to cast other long-duration spells along with it, such as Bless 5e or Haste 5e. Similarly, you can also cast cantrip spells like Sacred Flame.


Since Spiritual Weapon is a bonus action, you’re free to use spell slots to further increase your damage against enemies, or provide protection and healing to allies, such as with Cure Wounds 5e. Thanks to these combinations, your character becomes a formidable opponent that your enemies will tremble to behold.


Though Spiritual Weapon 5e may have a little less of a "surprise" factor if you're playing single player DnD, it's also the type of spell that's valuable even if you aren't playing with a gaming group, or adventuring in a party.


Can Spiritual Weapons Critical Strike? 

Seeing how the conjured weapon is spectral in nature, I understand why this is a frequent question among players. The short answer? Yes! Spiritual Weapon can critically strike since, by all technicalities, it’s still a melee spell attack. If you roll a natural 20, you’ll be able to hit with double damage. This condition applies even to subsequent attacks.


Ending the Spell

Each cast of Spiritual Weapon only lasts for a minute. But even though the duration is short, the conjured weapon cannot be destroyed. It doesn’t have hit points, nor can it take damage. In addition, Spiritual Weapon doesn’t stop if the caster is incapacitated or unconscious. The spell only ends after the set duration, or if it moves far enough away from the caster.


Counters to Spiritual Weapon 5e

As with virtually every spell in D&D, there are possible counters to the Spiritual Weapon effect. For example, if you are affected by Silence 5e, you won't be able to cast the spell to begin with. If you're affected by Cause Fear 5e or Charm Person 5e, similarly, you won't be able to attack your intended target, even if you have Spiritual Weapon already active.

Use Your Spiritual D&D Bag

Whether you're a player or a dungeon master, check out this awesome carrying bag designed for tabletop roleplaying. These bags have separate pouches for holding minis, dice, books, character sheets, space for maps, and even laptops.


If you're like me, you sometimes have a lot of things that you use for your tabletop gaming, and it's extremely convenient to have and carry everything in one compact space. You can also carry your DnD campaign planner in the bag to make your tabletop gaming experience complete.


Make your games stylish and easy to manage with a bag made for you, and that comes in custom colors that fit your play style.

Spiritual Weapon 5e For Dungeon Masters

As far as Dungeon Master tools go, you can grant the use of a Spiritual Weapon or use the spell to boost the destructive capabilities of any monster or foe. Because Spiritual Weapon is such a versatile spell, and naturally comes with many applications, it’s a sure value-added to any villain or their henchmen.


Allowing Players to Flank with Spiritual Weapon

It may seem like the Spiritual Weapon spell can serve as a tool for flanking, or when two allies are within five feet of an enemy’s opposite sides.


Flanking is a great way to get a melee attack advantage. However, this strategy requires creatures to be on either side of the opponent. Some players may argue that the Spiritual Weapon, sent by the caster to the opposite side of the enemy, counts as flanking. I’ll be clear though: it’s not. Technically.


You need allied creatures to get the melee attack advantage from flanking. Technically. Seeing as Spiritual Weapon is simply a weapon, it doesn’t meet the qualifications. If your players attempt to get extra damage through “flanking” with the spell, don’t grant it unless you plan to allow Spiritual Weapon to quite significantly increase in power.

Epic World Builder

Spiritual Weapon Aesthetics

The type of weapon a cleric or Divine Soul sorcerer can summon adds flavor to your DnD characters and DnD campaign ideas. Since these classes primarily use Divine Magic and are associated with a religious figure, you can make it so that their Spiritual Weapon manifests into something associated with their religion. For example, a cleric that follows Thor can have a Spiritual Weapon that looks like his hammer.


For Lore bards who eventually learn the spell, the weapon could deal thunder damage when used with other spells innate to the caster. You can also include demigods, divine emissaries, and lesser gods who can cast Spiritual Weapon.


Allowing Enemies to Cast Spiritual Weapon 5e

Consider challenging your players by including enemies that can cast Spiritual Weapon 5e.


In some of the official settings, you have characters that can perform the spell like the Mummy Lord, Choldrith, and Sahuagin Priestess. If you need some DnD quest ideas or ideas for DnD one shots, you can also add similar characters to your campaign and have them cast Spiritual Weapon too, for an added surprise to your players.


Utilize Spiritual Weapon for Additional Excitement

Spiritual Weapon is a great ranged spell attack, hitting enemies as far as 60 feet away. Since it’s also cast with a bonus action, Spiritual Weapon can be used with cantrips and other spells to enhance either one’s effects. This spell is thus a handy skill to learn for clerics, Divine Soul sorcerers, Lore bards, and Oath of Conquest paladins.


Since the spell can effectively attack from a range (from the player's perspective), it's also excellent for helping to avoid a TPK DnD.


With the details and strategies I shared, you can hopefully take advantage of this versatile spell for your upcoming campaigns. Your character, depending on the class, needs to only be at least Level 3 to cast it — which should be easy enough to achieve in longer campaigns.

Spiritual Weapon 5e Combat

Spiritual Weapon in D&D 5e vs. Eternity TTRPG

Though Spiritual Weapon is a distinctly D&D 5e spell, the Eternity TTRPG Game System offers many spell and ability effects that closely resemble Spiritual Weapon 5e.


In D&D 5e, Spiritual Weapon creates a magical weapon that floats around according to the caster’s will, and strikes at enemies every round when a Bonus Action is expended. Similarly, in the Eternity TTRPG Game System, numerous spells and abilities may be “maintained,” which allow for extra attacks or damage each round of combat.


What Classes in Eternity TTRPG Use Spiritual Weapon?

There are many core classes and expansion classes that can use spiritual weapon-like effects, and many more classes that also gain similar effects through their spell and ability critical options.


Though most of these spell and ability effects are not the exact same as spiritual weapon, you’ll notice how similarly they act, as far as mechanics go – creating a mobile attacking unit, effectively.


Dragon Knight – Core Class Ability

Dragon Heart: you forever soul-bind with a dragon, becoming its lifelong companion.

The “Dragon” and dragon knight share

HP and Wisdom, and the “Dragon” has stats otherwise the same as the dragon

knight. However, due to the immense effort it requires to maintain mental connection with the “Dragon,” you permanently have -10Initiative.

On the “Dragon’s” turn, it may use any

Action, spell, or ability, available to the dragon knight. The “Dragon” acts on the

same turn as the dragon knight. 

The “Dragon” always has the same stats

as the dragon knight, whether from level increases, buffs, or debuffs. If the “Dragon” or dragon knight receives a buff or debuff, it also affects the other. “Dragon” does not count as a summoned unit. Once this ability is chosen it becomes a passive effect, always active, and cannot be dispelled.

  • (Winged Death) You instead have only -9Initiative. You can choose to maintain this critical for 2Inspiration (and 0Wisdom).
  • (Knight of the Blood Oath) You also gain +3Resilience, +3Dodge, and +3Will. You can instead choose to maintain this critical for 3Inspiration (and 0Wisdom).
  • (Memories of Tarscisia) If either the dragon knight or “Dragon” is Dazed, Afraid, or Taunted, the other is not affected. You can instead choose to maintain this critical for 3Inspiration (and 0Wisdom). 
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Druid – Core Class Ability

Spirit Animal: you summon an animal companion with 1HP and Stats otherwise the same as the druid’s, except with -5Resilience, -5Dodge, and -5Will. On “Spirit Animal’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Spirit Animal” attacks, automatically dealing 1damage. “Spirit Animal” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the druid’s Wisdom. “Spirit Animal” acts on the same turn as the druid.

“Spirit Animal” always has the same

Stats as the druid, whether from level increases, buffs, or debuffs. If the druid

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

It takes 15minutes to summon/ tame a

“Spirit Animal,” so a new “Spirit Animal” cannot be created during Combat. You

can only have one “Spirit Animal” active at a time. You continually maintain “Spirit Animal” for 3Inspiration.

(Dazed): while you are Dazed, “Spirit

Animal” is also Dazed.

  • (Nature’s Wrath) You instead have two (2) “Spirit Animals” active at a time, and they each only have -1Reslience, -1Dodge, and -1Will. You continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Nature’s Healing) Your “Spirit Animal” instead has 2HP. The next time you or an ally take damage while adjacent to your “Spirit Animal,” roll d20. If you roll 6-20, your “Spirit Animal” instead takes that damage.
  • (Primal) Your “Spirit Animal” instead has 2HP, and has +4Strike Bonus when using “Charge.” You continually maintain this Critical for 5Inspiration (and 0Wisdom).

 

Nether Knight – Core Class Spell

Phantom Image (Magic): 1Range, creates a “Phantom Image” of yourself. Allies and enemies are able to tell which is you and which is your “Phantom Image.”

If a “Phantom Image” is attacked, it is

automatically dispelled. “Phantom Images” have the same Speed as the nether knight. In order for a “Phantom Image” to attack, it must be within a number of spaces of the nether knight equal to the nether knight’s Speed value. If that condition is met, on “Phantom Image’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, “Phantom Image” attacks, automatically dealing 1damage. “Phantom Images” act on the same turn as the nether knight.

If the nether knight receives a debuff, it

also affects “Phantom Images.” However, “Phantom Images” are immune to both

Wisdom damage and debuffs that cause recurring damage.

You can create and control an

unlimited number of “Phantom Images.”

(Dazed): while you are Dazed,

“Phantom Images” are also Dazed.

  • (Fallen Star) Creates two (2) “Phantom Images.”
  • (Phantom Soul) Move up to your Speed value before or after casting this spell. You can also move up to 4Speed before or after casting this spell, for Battle Duration.
  • (Elemental Chaos) Also, any time any of your “Phantom Images” is attacked, roll d20. If you roll 16-20, they are not dispelled. This critical effect stacks with the effect from “Phantom Mists.” 


Summoner – Core Class Spell

Summon (Magic): you create a wondrous beast of your choice with 1HP and Stats otherwise the same as the summoner’s, except with -5Resilience, -5Dodge, and -5Will. On the “Summon’s” turn, choose an enemy in 1Range, and roll d20. If you roll 18-20, the “Summon” attacks, automatically dealing 1damage. “Summon” may also use “Charge” (see Chapter 14, “Additional Actions” - you may use Faith vs. Resilience to do so, if you so choose), but doing so reduces the summoner’s Wisdom. “Summon” acts on the same turn as the summoner.

“Summon” always has the same Stats

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

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

“Summon” uses at least 3Intelligence to

maintain. For every additional 3Intelligence used to individually maintain a

“Summon,” the “Summon” roll 3 numbers lower to deal damage, and gains +1HP.

It takes 15minutes to create a new

“Summon,” so a new “Summon” cannot be created during Combat. You can only have one “Summon” active at a time, until you reach 21+ Intelligence used.

(Dazed): while you are Dazed, your

“Summon” is also Dazed.

  • (Summoning) All “Summons” also have 2Range with their attacks. You can instead choose to continually maintain this Critical for 1Inspiration (plus the base Intelligence used per “Summon,” and 0Wisdom).
  • (Mystic Infusion) Every turn, one of your “Summons,” at your choice, rolls a d20. If you roll 18-20, they either heal you (at any distance), themself or one ally in 4Range +1HP, at your choice. This Critical allows affected targets to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical for 2Inspiration (plus the base Intelligence used per “Summon,” and 0Wisdom).
  • (Enhanced Gateways) This Critical can only be used if one of your “Summons” drops to 0HP or is dispelled. Instant Action. Create another “Summon” within 12Range of you that has 1HP left. This effect still applies if you intentionally dispel your “Summon.” 1Day Recharge.
Spiritual Light

Strategies for using Spiritual Weapon-Like Effects

In D&D, Spiritual Weapon 5e is technically not a “summoned unit,” like its likeness is in the Eternity TTRPG Game System. With the Eternity TTRPG equivalents being summons, however, they come with a host of beneficial options, when it comes to combat (and more).


Cause Additional Damage

The most obvious way to utilize summons is to position them near enemies so that they can attack them with you every round. It Eternity TTRPG, summons also deal “pierce damage,” meaning that targets of their attacks do not get to make a defensive roll to dodge the attack.


Summons are also therefore especially wonderful choices for healers or support characters in a team, as their summons can move around and deal damage in a fight, without the need for any attack-based stats on the summoner.


Daze Enemies with a Charge

One of the absolute best parts of summons is their ability to “Charge” enemies. On a successful Charge, the summoned unit not only moves adjacent to the enemy they’re attacking, but they also “Daze” them for 2turns.


While Dazed, character’s effects are generally interrupted, and they aren’t generally able to move, attack, or cast spells, but only defend (or in some cases, use items).


If you can have your summon successfully Charge an enemy for you, then you can meanwhile spend your turn dealing damage to that enemy, or using other vital spells or abilities that benefit your group.


Soak Up Damage for the Group

One of the other big benefits of using summons is that you can position them in the way of enemies. Rather than yourself or an ally taking damage in an important fight, why not have your summon soak up some damage instead?


Utilize Summons for Scouting

Finally, any sentient being can provide scouting, especially if they are “expendable” summons. Though this point wouldn’t be applicable in D&D 5e, as Spiritual Weapon isn’t itself a conscious being, summons in Eternity TTRPG may run recon for the adventuring group, or even sacrifice themselves down a hallway of traps.

 

Interested in the Eternity TTRPG Game System?

If you’ve been playing D&D for years, and have been thinking about checking out a new tabletop RPG system, take a look at Eternity TTRPG.


The Eternity TTRPG Game System probably falls somewhere between D&D 5e and D&D 4e, in terms of game mechanics and how it’s played. The game features highly tactical combat encounters, and allows groups the options (rules included) for multiple DMs.


Eternity TTRPG is also currently getting an upgrade to the core rulebook’s graphic design and artwork. If you purchase today, we’ll be sure to send you the latest version as soon as it’s ready (should be around Christmas time this year). Happy gaming!

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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.

Final Fantasy TRPG layout: Mana grid graphic
By Jacob Tegtman January 20, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=kPQfDB2cKSI Transcription Every Final Fantasy hero starts with a choice. Sword or spell. Raw power, or skill. But in Final Fantasy TRPG: Legend Edition, that choice doesn’t stop at your Class — it’s defined by the Jobs you choose from your class, the Circles you unlock, and the Limit Breaks that change the tide of battle. Today, we’re breaking down how Classes and Jobs actually work in Final Fantasy TRPG: Legend Edition — and how they shape your character from level one… to the final boss. Hey everyone, welcome back to Eternity TTRPG channel! If you caught one of my recent videos from before the holidays, we went deep into the Final Fantasy TRPG: Legend Edition core rulebook — and today we’re diving into one of the most iconic elements of any Final Fantasy system: Classes and Jobs ! Whether you’re planning your first character or optimizing a seasoned hero for this recently-released game, this guide has you covered. One of the longest-standing traditions in Final Fantasy is its Job system , and Legend Edition embraces this fully. Classes in this game are the framework or chassis of your character — they determine your character’s HP, MP, trained Skills, associated Jobs, and your Class Limit Break . Jobs are where the cool stuff really happens. Each Job is a set of abilities on a progression track, granting new Features at specific levels — these are called Circles . And you don’t just pick one — your character ends up with three Jobs (or four with optional full buy-in), each advancing at a different speed to give you abilities every level. There are four broad Classes you’ll choose from. Each class has what you could consider as subclasses – in Legend Edition, these are the “Jobs.” So, for example, some of the Warrior Jobs are berserker, dervish, dragoon, fighter, monk, samurai, and so on. So, let’s dive into the four classes: Number 1 - Warrior Masters of physical combat, Warriors excel in strength, endurance, and frontline fighting. Their Limit Break — Action Surge — lets them make extra attacks during an encounter, perfect for dealing burst damage. 2. Expert Battlefield manipulators and support roles go here. Experts rely on their wits and skill versatility, and their Limit Break — Savant — adds bonus dice to Skill rolls based on their level. 3. Mage If magic is your playstyle, Mages are your go-to. They lean into Spellcasting and area of effect mechanics. Their Turbo MP Limit Break doubles the effectiveness of MP spent on magical abilities during an encounter. And number four is Adept The hybrid class — versatile, adaptable, and capable of mixing physical and magical roles. Adepts don’t have a unique Limit Break; instead, they choose one from the other three classes, based on their job build. Now here’s where Legend Edition gets fun. Across the system are 50+ Jobs drawing inspiration from classic Final Fantasy favorites — think Black Mage , Dragoon , Thief , and more — giving you a huge palette of archetypes to mix and match. Each Job grants seven Features – called Circles – over its progression, spaced across levels based on whether the Job is on a Fast, Medium, or Slow advancement track — meaning strategic choices shape how your character evolves through the campaign. So, for example, you may choose the Warrior class because you like its HP, MP, and Skill point advancement numbers, you like its limit break, and you enjoy playing that overall archetype for your character. Then, you pick three Jobs to fill out your character. Say that you want a full warrior build, so you choose your three jobs to be: Dragoon, Knight, and Monk. From here, you’d decide which of those three jobs would be on your Fast advancement track, which should go on your Medium track, and which will be on your slow advancement. Important note here though: only one of your Jobs needs to be associated with your Class. That means the rest can actually be totally outside that box — so yes, you can be a Mage-warrior hybrid if it fits your concept! You could be a warrior class, with the Dragoon, Black Mage, and Chemist jobs. So, here’s the quick breakdown of Job progression: Fast Progression: Abilities at levels 1, 3, and every 3 levels thereafter Medium Progression: Abilities at levels 1, 4, and every 3 levels thereafter Slow Progression: Abilities at 2, 5, and every 3 levels thereafter This staggering system means every level feels like a growth moment. You get new Abilities (“Circles”) from all three of your jobs at the same cadence. But at the same time, you get Circles from the Jobs that are most important to you, at earlier levels. The rule book mentions this too, but if you do want to try out this awesome system, I’d recommend that you don’t stress too much about your first Job choices. There’s a ton of options here, which is great for replayability, and experimenting with side campaigns. But, there’s also too many Jobs to really nail down what you want to ideally play, the first time you try out this game. Probably instead, just pick classes that sound fun, and give it a whirl. To wrap up this video, I’m going to cover my personal favorite Job from each of the first three Classes. Since there’s over 50-jobs, there’s too many for me to dive into – at least today. But hopefully these quick snapshots give you a picture of how Jobs work, what kind of Abilities each provides, and some inspiration for your upcoming game: If I was to play a Warrior Job, I’d start with Dragoon: As you probably know, Dragoons are also often known as Dragon Knights . Dragoons are aerial combat specialists who use momentum for power. Originally trained to pierce the hides of massive foes like dragons, their style revolves around leaping high above the battlefield and crashing down with overwhelming force. Depending on the setting, Dragoons may hunt dragons, fight alongside them, or carry on their legacy after their extinction — but they’re almost always portrayed as guardians who stand against towering threats . In play, Dragoons are defined by the Jump and Blood of the Dragon Circles . Jump removes them from the battlefield for a round before returning with an automatic, high-impact strike. Meanwhile, critical hits generate Blood of the Dragon to fuel powerful Dragon Arts , which are the Dragoon’s situational combat techniques that modify your attacks, defenses, or Jump actions, for additional benefits. Next up, for the expert class, I’d probably start with Squire – I just have so many good memories from playing Final Fantasy Tactics: Instead of perfecting a single discipline, Squires develop adaptability through experience and improvisation. That flexibility makes Squires exceptional team players , able to step into gaps and support allies in many situation. Mechanically, the Squire revolves around Fundaments — where they grant short-term bonuses to allies based on that ally’s Class. Warriors hit harder, Experts perform better at skills, Mages cast more effectively, and Adepts can receive whichever boost fits the moment. As the Squire advances through their Circles, they can grant Fundaments to multiple allies at once, add secondary effects like increased damage or longer debuffs. I’m not always a team buffer kind of guy, but I do like the way Squires here make everyone else better , turning party coordination into a great strength. For my third Job, I’ll choose from the Mage class. This one’s really hard for me as I could see myself actually going like 3/3 mage, or maybe 2/3, at least. But, if I had to pick just one for my remaining Job slot, I’d go with Necromancer: Necromancers are reclusive magic-users whose art is inseparably tied to death and the Shadow. Often misunderstood or feared, they’re immediately recognizable by their Bone Commander — an undead construct that serves as both assistant and bodyguard. While some Necromancers lean into darker reputations, others act as shamans or intermediaries, communing with spirits to resolve unfinished business or bring peace to the dead. Their morality isn’t defined by their magic, but by how they choose to wield it. In play, Necromancers are spellcasters with access to the Necromancy spell list and a powerful Companion system . Their Bone Commander acts on their shared action economy, providing combat presence without needing its own stats or hit points. Their Limit Break, Friends on the Other Side , allows damage from the party to count as Shadow damage, supercharging Necromancer features and reinforcing their role as battlefield controllers who blur the line between ally and undead asset. So! There you have it. From adaptable Squires and sky-shattering Dragoons to shadow-touched Necromancers and beyond, Legend Edition’s Classes and Jobs are all about expression through choice . Your Class sets the foundation, but your Jobs — and how you progress them — define how your character actually plays at the table. Legend Edition feels... unmistakably Final Fantasy. What I really want to know is... from the 50+ jobs available in Legend Edition, what three Jobs would best define your Character? List your Jobs in the comments. Otherwise, thanks for watching! If you enjoyed this breakdown of Classes and Jobs in Final Fantasy TRPG: Legend Edition, hit that like button, subscribe for more content, and ring the bell so you don’t miss our next video.
By Jacob Tegtman January 15, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=QQLN8bvlo-Q Transcription If you’re like me, you just watched Stranger Things Season 5, and it was amazing. Personally, I felt like it really hit similarly to the first season – they did a great job. But you're watching Stranger Things, getting hyped about seeing D&D represented in mainstream media, when suddenly Mike declares he's casting a spell, as a paladin... at first level. And you're sitting there thinking, "Wait, that's not how that works." Well, you're not alone. Today we're diving deep into three quick, but glaring D&D mistakes – or, perhaps intentional and fun D&D alternations – that Stranger Things has made throughout its run. I love Stranger Things, so this is by no means a criticism of the show. If anything, some of these mistakes just makes me like it more. Because, let’s get real – most D&D games fudge something in the rules anyways. It’s part of the fun. And no one really wants to be a rules lawyer all the time. What's up, dice rollers! Welcome back to Eternity TTRPG where we explore everything that makes tabletop RPGs amazing. I'm your host, and today we're taking a critical but loving look at how Stranger Things – arguably the biggest mainstream representation of D&D we've ever had – got some pretty fundamental (and sometimes funny) things wrong about our favorite hobby. Now, before we dive in, let me be clear: I absolutely love that Stranger Things brought D&D into the spotlight. The show has introduced countless people to our hobby, and that's incredible. As D&D enthusiasts, we can appreciate the show while also having some fun pointing out where the Duffer Brothers maybe should have consulted their Player's Handbook a bit more carefully. So grab your dice, settle in, and let's explore three quick strange things that Stranger Things got wrong about D&D. Mistake #1: The Demogorgon Campaign Confusion I’m gonna call this “Mistake #1,” by the way, and you’ll find out why in just a minute. But let's start with this big one from Season 1. In the very first episode, we see the boys playing D&D, and Will's character encounters the Demogorgon. Now, the show treats this like it's some kind of final boss encounter, but here's the problem: a Demogorgon in D&D is a CR 26 creature. Basically, a Lv.26 monster. That's endgame content for level 20 characters. These kids are clearly playing low-level characters – probably somewhere between levels 1-5 based on their abilities and the campaign Mike’s describing. A real Demogorgon would obliterate their entire party in a single round without breaking a sweat. It would be like sending a group of mall security guards to fight Godzilla. What the show probably meant to use was a lesser demon or maybe just called it a "demogorgon" as a generic monster name. But for D&D players, it's like watching someone try to drive a car with a boat steering wheel – technically it's transportation equipment, but it's completely wrong for the situation. Is this really a mistake though? I’d say yes, technically. But also, we all know how kids get when playing games. Mike was probably like, “hey, you know what would be cool for my party of Lv.5 adventurers? Give them something that inspires them. Like this CR26 literal god.” It’s the type of move that every DM has done at some point – just go way, wayyy overboard. And again, that’s part of the fun with games like D&D. Mistake #2: The Paladin Spell Situation This one is really funny to me because it happens multiple times throughout the series. Mike's primarily the dungeon master for his group. But when he plays, his character is consistently referred to as a paladin, and we see him attempting to cast spells at what appears to be first level. Here's the issue: in every edition of D&D that would have been available when Stranger Things is set – we're talking late 70s to early 80s – paladins don't get spells until much higher levels. In AD&D (Advanced dungeons and dragons), paladins don't get their first spell until 9th level. Even in modern 5th Edition, paladins don't get spells until 2nd level. But the show has Mike casting spells right from the start. It's a small detail, but it shows a fundamental misunderstanding of how the class works. It would be like showing a wizard swinging a two-handed sword as their primary weapon – technically possible in some circumstances, but it misses the point of the class – for that level, at least – entirely. It’s another “mistake” though that many groups would make, probably especially kids. You want to play a character who can do cool things, at any level. So maybe this was another intentional move on the Duffer brothers’ part, showing not just the rules for D&D, but how people actually play. Mistake #3: The Dice Rolling Drama This one’s more about dramatic license. Throughout the series, we see characters making single dice rolls for incredibly complex situations, and the entire outcome hinges on that one roll. Real D&D involves a lot more dice rolling and a lot more back-and-forth between players and the DM. Combat isn't usually resolved with a single dramatic roll – it's a series of attack rolls, damage rolls, saving throws, and tactical decisions. The show makes it look like D&D is just "roll a d20 and see what happens," when the reality, as we all know, is much more nuanced. The most egregious example is in Season 1 when Will's fate seems to hinge entirely on a single d20 roll. While dramatic moments like this can happen in D&D, they're usually the culmination of a longer sequence of events, not the entire encounter. Of course, filming four kids rolling dozens of dice over and over doesn’t make for great visual episodes, I assume. This one is really more to point out that anyone who isn’t familiar with D&D may be a bit surprised walking into a real gaming session at how many dice really do get rolled. On platforms like Reddit, the D&D community's reaction to these inaccuracies has been... interesting. Players have been discussing these since the show premiered. One user pointed out in a popular thread: "I love that Stranger Things brought D&D to the mainstream, but I wish they'd gotten a consultant who actually understood the game mechanics. It's like they researched D&D by reading about it rather than playing it." Another user noted: "The show gets the emotional core of D&D right – the friendship, the collaborative storytelling, the escapism. But the mechanical details are so wrong that it's distracting for anyone who actually plays." Now, do these mistakes matter? I would argue they don't – Stranger Things is a TV show, not a D&D tutorial. People may come into the hobby with incorrect assumptions on how things work. But, if more people are getting into the hobby, then that's positive. And D&D – or let’s at least say tabletop roleplay games – have experienced unprecedented growth partly thanks to Stranger Things, and that's amazing for our community. So here's what I want to know from you: is there anything else fun or silly that I missed from Stranger Thing’s D&D inaccuracies? I’m sure there has to be more than just these three, so please hit me up in the comments and let me know what you’ve found! And that wraps up our dive into Stranger Things, for today. Remember, this comes from a place of love – both for the show and for D&D. If you enjoyed this quick video, make sure to hit that like button and subscribe for more D&D content. Whether you're fighting demogorgons in the Upside Down or just trying to survive your first dungeon crawl, keep those dice rolling!
Dragonlance
By Jacob Tegtman December 17, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=257fKzW8yzA Transcription Before there was Game of Thrones, Baldur’s Gate, and Critical Role.… there was Dragonlance .  A fantasy saga that defined an entire generation of D&D players — epic wars, tragic heroes, and dragons that actually felt like dragons. But if you aren’t familiar, what is Dragonlance — and why are we still talking about it in 2026? Well to answer that last question, the new “Legends Edition” which is the second Trilogy of Dragonlance is coming to Amazon in February. This is a big deal because getting new copies of the original Dragonlance Chronicles Trilogy, and now this second “Legends” Trilogy was becoming very difficult. I’m hoping these new prints rekindle the spark of one of the greatest D&D settings and novel series of all time, and introduce even more people to its magic. Welcome back to Eternity TTRPG, your home for D&D history, lore deep-dives, and the stories that shaped the game we play today. If you love tabletop RPGs, classic settings, and learning why D&D looks and plays the way it does today, you’re in the right place. So, let’s talk about one of my favorite fantasy settings – and fantasy book series of all times – Dragonlance . Dragonlance started as a bold idea from Tracy Hickman and Laura Hickman , later developed with Margaret Weis at TSR. To answer the burning question you may be having, right off the bat – yes, the Dragonlance adventures came before the book series. At the time, most D&D adventures were simple and modular. You’d kick in a dungeon door, fight some monsters, grab treasure, and move on. Dragonlance asked a very different question. What if Dungeons & Dragons could tell one long, epic story? Instead of disconnected adventures, the Dragonlance team wanted a campaign with a clear beginning, middle, and end. A single, continent-spanning war. A story that unfolded over time, not just session to session. To make that work, players wouldn’t create random characters. They’d play pre-generated heroes, each designed to fit directly into the narrative, with personal arcs baked into the plot. That idea became the original Dragonlance AD&D module series — eventually twelve linked adventures telling the story of the War of the Lance. On paper, it was revolutionary. At the table… it was complicated. The problem is simple. And honestly, you can probably pause the video here and tell me the problem, yourself, based on your own D&D games. It’s basically this: D&D games, and it’s players – are unpredictable. Dungeons & Dragons thrives on player choice, improvisation, and chaos. Dragonlance, on the other hand, needed players to be in very specific places, doing very specific things, at specific times. If the party ignored a hook, skipped a location, or made an unexpected choice, the entire story could fall apart. So the modules relied heavily on railroading — nudging, and sometimes outright forcing, players back onto the intended path. That tension made Dragonlance awkward to run as a campaign. The story was strong, but the format worked against the strengths of tabletop roleplaying. And that’s when Dragonlance found the form it was truly built for. To promote the modules, TSR (that is, the company founded by Gary Gygax and Don Kaye, to publish D&D) decided to release a trilogy of tie-in novels. That decision came late, the original author didn’t work out, and Margaret Weis and Tracy Hickman ended up writing the first book themselves — in roughly three months. The result was Dragons of Autumn Twilight, released in 1984. Which, even talking about almost brings a tear to my eye – the book was just that impactful to me in my teenage years. TSR expected modest sales. But instead, the book was a massive hit. For many readers, this wasn’t just their first Dragonlance novel — it was their first D&D novel. It introduced the idea that a D&D party could be the heart of a fantasy epic, with flawed characters, emotional arcs, and long-term consequences. This is basically why Dragonlance matters to D&D history. And not just a little bit. It matters – a LOT. Dragonlance proved that Dungeons & Dragons wasn’t just a game system — it was actually its own entire storytelling engine. If you haven’t read the novel series, I have some amazing news for you, shortly. But at its core, Dragonlance is about one idea: hope in darkness. The world of Krynn is broken. The gods are distant. War is everywhere. People are scared, tired, and cynical. But, the world of Dragonlance isn’t saved by a single chosen hero. Instead, this novel series tells you that the world can be saved when ordinary people choose to do the right thing, even when it’s hard, and even when it feels pointless. That philosophy shaped the tone of the setting. Dragonlance was darker than most TSR-era worlds, but it was never hopeless. Friendship mattered. Faith mattered. Sacrifice mattered. Umm, a lot. Those themes became incredibly influential, especially for party-focused storytelling in D&D campaigns. Dragonlance also changed how dragons were treated in D&D. Before this, dragons were often just very powerful monsters. Dangerous, sure — but still just another encounter. Dragonlance made dragons rare, mythical, and world-shaping. What becomes the mystical return of dragons isn’t just a side quest in this setting. It’s THE central event that changes the balance of power across the entire world. That idea — that dragons should feel legendary, and not just routine — stuck, and it still shapes how dragons are presented in modern D&D. After the success of the original trilogy, Weis and Hickman followed it with Dragonlance Legends, which is what I’ll be getting to more about in just a few minutes. Instead of escalating to an even bigger war, Legends zoomed in. It focused on the twins from the first trilogy: Raistlin and Caramon Majere, and on the topics of ambition, responsibility, and the cost of power. It introduced time travel – which to be honest, I don’t love – personal tragedy, and consequences that felt intimate. This trilogy, too, was a massive success, even hitting the New York Times bestseller list — a first for TSR. For a brief moment, Dragonlance wasn’t just a D&D setting. It actually became the face of D&D storytelling. But Dragonlance’s greatest strength eventually became its weakness. The setting was tightly bound to one story and one cast of characters. Once the War of the Lance was resolved, the world of Krynn felt… finished. New stories struggled to find the same weight. Bigger threats felt repetitive. New heroes had a hard time stepping out of the shadow of the originals. Unlike the Forgotten Realms, Krynn never felt like a neutral playground. It felt like a world where the most important story had already happened. And slowly, Dragonlance faded from the spotlight. Dragonlance went quiet after 2010. But in February 2026, we’re getting a new hardcover release of Dragonlance Legends — collecting the full trilogy with new behind-the-scenes material from Weis and Hickman. It’s not a full revival of the setting. It’s a reminder of an important moment in D&D history, when the game experimented with storytelling in a way that permanently changed how we think about campaigns. This trilogy about the twins: Raistlin and Caramon – is coming after the Chronicles trilogy was rereleased (I believe) just this last year – I got my copy from Margaret Weis at GenCon. These books haven’t been in print for some time. So, if you like what you’ve been hearing about Dragonlance, or you – like me – are a longtime fan, you may want to pick these up. You can get the original Chronicles Trilogy on Amazon now, and the second Trilogy – Legends – is coming out this February. Dragonlance asked a question that D&D is still trying to answer: Is this game about total freedom… or about telling powerful stories? Most tables today try to balance both. And whether you loved Dragonlance or bounced hard off its railroads, its influence is still baked into how D&D is played, written, and remembered. So I want to know — have you read Dragonlance, or played in a campaign set in Krynn? Would you run a Dragonlance campaign today, or does it feel too tied to its story? Let me know in the comments, like the video if you enjoyed it,subscribe for more D&D deep dives, and I’ll see you next time.
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