Witch Bolt 5e – D&D 5th Edition Spellbook

Witch Bolt 5e

Witch Bolt 5e

1st-level evocation

 

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a twig from a tree that has been struck by lightning)

Duration: Concentration, up to 1 minute


A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12

for each slot level above 1st.


Spell details on Witch Bolt 5e come from the D&D Player's Handbook.


Classes That May Cast Witch Bolt 5e

The following classes from the D&D Player’s Handbook may cast Witch Bolt:


Witch Bolt is firmly a “main spellcaster” sort of magic. Though the spell isn’t incredibly useful (as you’ll see more about, below), 5e is pretty restrictive on allowing its acquisition to specific classes.


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Witch Bolt 5e

1st-level evocation

 

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a twig from a tree that has been struck by lightning)

Duration: Concentration, up to 1 minute


A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this

spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12

for each slot level above 1st.


Spell details on Witch Bolt 5e come from the D&D Player's Handbook.


Classes That May Cast Witch Bolt 5e

The following classes from the D&D Player’s Handbook may cast Witch Bolt:


Witch Bolt is firmly a “main spellcaster” sort of magic. Though the spell isn’t incredibly useful (as you’ll see more about, below), 5e is pretty restrictive on allowing its acquisition to specific classes.


Check Out the Eternity TTRPG Shop!

Witch Bolt 5e

1st-level evocation

 

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a twig from a tree that has been struck by lightning)

Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial

damage increases by 1d12 for each slot level above 1st.

Spell details on Witch Bolt 5e come from the D&D Player's Handbook.



Classes That May Cast Witch Bolt 5e

The following classes from the D&D Player’s Handbook may cast Witch Bolt:


Witch Bolt is firmly a “main spellcaster” sort of magic. Though the spell isn’t incredibly useful (as you’ll see more about, below), 5e is pretty restrictive on allowing its acquisition to specific classes.


Check Out the Eternity TTRPG Shop!



Witch Bolt Spell Damage

 Witch Bolt deals 1d12 damage when it hits, which scales by an additional 1d12 damage on the initial attack, for each spell level used.

  • 1st-Level Spell: 1d12 damage + 1d12 damage per turn (average 6.5 damage plus 6.5 damage per turn). A fighter of this level does an average of 11 damage per attack.
  • 2nd-Level Spell: 2d12 damage + 1d12 damage per turn (average 13 damage plus 6.5 damage per turn). A fighter of this level does an average of 15 damage per attack.
  • 3rd-Level Spell: 3d12 damage + 1d12 damage per turn (average 19.5 damage plus 6.5 damage per turn). A fighter of this level does an average of 19 damage per attack.
  • 4th-Level Spell: 4d12 damage + 1d12 damage per turn (average 26 damage plus 6.5 damage per turn). A fighter of this level does an average of 23 damage per attack.
  • 5th-Level Spell: 5d12 damage + 1d12 damage per turn (average 32.5 damage plus 6.5 damage per turn). A fighter of this level does an average of 27 damage per attack.
  • 6th-Level Spell: 6d12 damage + 1d12 damage per turn (average 39 damage plus 6.5 damage per turn). A fighter of this level does an average of 30.5 damage per attack.
  • 7th-Level Spell: 7d12 damage + 1d12 damage per turn (average 45.5 damage plus 6.5 damage per turn). A fighter of this level does an average of 34 damage per attack.
  • 8th-Level Spell: 8d12 damage + 1d12 damage per turn (average 52 damage plus 6.5 damage per turn). A fighter of this level does an average of 37.5 damage per attack.
  • 9th-Level Spell: 9d12 damage + 1d12 damage per turn (average 58.5 damage plus 6.5 damage per turn). A fighter of this level does an average of 41 damage per attack.


As you can see, Witch Bolt 5e scales terribly with higher spell levels. Perhaps if the spell continued to deal the higher damage per round, it could be a viable option. However, compared to other spells, even if Witch Bolt did scale better, it still does very little damage. Just consider that a fighter gets multiple attacks per round as they increase in levels, and you can imagine how easily Witch Bolt falls off.

 

Spell Damage Comparison

The spell damage listed above doesn’t account for hit chance, but purely shows damage dealt if attacks hit. Witch Bolt 5e is also compared to a fighter’s average damage per round (DRP), roughly estimated to match spell levels for Witch Bolt.


Witch Bolt 5e Usefulness

Truthfully, Witch Bolt 5e is an awful spell. The Witch Bolt name is cool, but that doesn’t make up for its lack of power.


Basically, compare Witch Bolt to spells like Burning Hands 5e (also a 1st-level evocation spell) or even Call Lightning 5e or Destructive Wave 5e, which can all deal area of effect spell damage. As I’ve mentioned in many articles, any spells in D&D 5e that may attack multiple targets at once are basically broken.


To give you the short version of my article on Burning Hands, if you hit 3-targets with that spell, you’ll deal anywhere from 31-damage (when cast as a 1st-level spell) all the way up to 115-damage (when cast as a 9th-level spell). Then, compare that to Witch Bolt 5e, which deals a pathetic 6.5-damage per turn, requiring multiple actions for additional damage.


The one saving grace about Witch Bolt is that the spell can by cast once but then deal continual damage each turn, for the cost of one action. In the right circumstances – by which I mean almost perfect circumstances – this spell could be somewhat useful.

Witch Bolt 5e Dungeon

Problems with Witch Bolt

Witch Bolt has many, many problems which keep it from being even a mid-tier spell. If, somehow, the designers of D&D decided to fix these issues in a future version of the game, then perhaps Witch Bolt could take its place in the game as a viable spell choice.


Until that time, however, I’d recommend that you stay away from using spell slots on Witch Bolt 5e – unfortunately.


Though I love the theme of this spell and its overall vibe could create some great DnD Quest Ideas, this is also the sort of spell that if you rely on it too much as a player, you may end up with a TPK.


Low Spell Damage

As mentioned, the pure damage of Witch Bolt 5e pales in comparison to many other D&D 5e spells.


Unless you’re basically out of spell slots, and you can guarantee that you’ll be able to continue conducting spell damage to your target for a large number of turns to come, Witch Bolt probably isn’t worth your time to save it into a spell slot.


Lightning Damage Resistance and Immunity

I always feel like it’s worth mentioning damage type resistance, immunity, and weakness. If you aren’t familiar, damage resistance in D&D 5e halves any damage dealt to the target (rounded down). Damage immunity renders all damage of that type completely null. And finally, damage weakness in D&D 5e doubles damage dealt to the target.


When it comes to Lightning damage, in the D&D Monster Manual, there are 35-creatures with Lightning damage resistance, 10-creatures with Lightning damage immunity, and fully 0-creatures with Lightning damage weakness.


So... uh, you can see where I’m going with this. If I’m going to possibly face 45-creatures with resistance or immunity to a damage type and there are no creatures with weakness, for me, I’m not going to choose that damage type, in most cases.


Of course, your dungeon master may decide to create a unique monster, creature, or enemy and specifically give them Lightning damage weakness for some reason. However, short of that, you just have to assume that any Lightning-based spell is going to be less effective than you’d like.


Taking Other Actions

Though you can continually deal damage each turn with Witch Bolt, you need to spend your action every turn doing so or the spell fades. In D&D, a lot can happen in a single round of combat. As such, I feel that it’s very rare where I can simply choose one single action to take every round.  


Realistically, once you start casting Witch Bolt, you’ll end up needing to switch to taking some other action or casting a different spell within a turn or two. Once you switch up your action in order to cover your combat needs though, Witch Bolt instantly ends. Major bummer.


It is worth noting though that you can use your Bonus Action each turn to do other things, besides casting Witch Bolt. 

Witch Bolt-Themed Dice

As a quick off-topic promo, I always like to point out that D&D is an experience, not just a rulebook and set of game rules. Or, at least, I should say that D&D is best when it's an experience. What I mean is that the more you put into your D&D game, the more you and your friends will get out from it.


Not that you always have to roleplay in character, use different voices for NPCs, or dress up in costume for your game sessions. However, if you make a little effort to help yourself and others become immersed in the game, then you will find yourself in the flow of your game's world and story more often than not.


When it comes to being a caster, especially when casting very themed spells like Witch Bolt, I like to bring a little something to the gaming environment. For example, these great blood-soaked dice by Heimdallr would make for great table aesthetics whenever you're casting a damaging spell.


I like the quality of Heimdallr's metal dice, and I like that their dice come in so many color and design options. It's the kind of thing that makes for great DnD Gifts!

Limited Spell Range

As if the spell’s low damage and limitations on actions weren’t bad enough, an enemy who wants to end your Witch Bolt spell can simply move out of spell range.


If Witch Bolt had, say, 120-foot spell range, then maybe it’d be difficult for enemies to escape your spell, or they’d at least have to really dedicate themselves to do so. However, with only a 30-foot spell range, virtually any enemy can easily walk outside of Witch Bolt’s area of coverage, and instantly end your spell.


Many spells in D&D have a lot more spell range than Witch Bolt’s mere 30-feet, so this point also factors in to why I think the spell is quite bad.


Taking Cover

Any enemy wishing to avoid your Witch Bolt 5e spell can simply take full cover. Now of course, taking full cover isn’t always possible depending the encounter environment.


There are no shields in D&D 5e that provide full cover as well, so taking full cover from a Witch Bolt isn’t always achievable. However, hiding behind just about any wall, boulder, or even large tree could easily end Witch Bolt 5e, making it a relatively poor choice even while battling outdoors. Indoors, it’s virtually guaranteed that an enemy could duck behind a corner and avoid your spell.


Spell Concentration

The list of problems with Witch Bolt 5e goes on... Spell concentration. If you are attacked while casting Witch Bolt, there’s a chance that your spell will end.


Yes, I know that your spell can already end from someone just walking out of spell range, or casually sauntering behind some form of full cover. Yes, I know it’s not fair. But in addition to those already problematic issues, if someone whacks you one, you could also lose your spell.


Great.


Also, since Witch Bolt is a concentration spell, that means that you cannot cast far superior spells, such as:


Normally, spells that require concentration come with some truly terrific bonuses, since there is that chance that your spell can end, when attacked. However, with Witch Bolt 5e, there doesn’t seem to be any of that customary beneficial trade-off.


Casting Witch Bolt at Higher Spell Levels

One of the truly unique and enjoyable parts about playing a spell caster in D&D is that you have the option with so many spells to cast magic using higher-than-normal spell levels.


Usually, when expending higher-level spell slots with magic, you get really dramatic bonuses. Take Aid 5e, for example, which increases temporary hit points to multiple targets for each spell level, effectively multiplying the spell’s value.


However, with Witch Bolt 5e, when you cast the spell at a higher level, you don’t multiply all damage dealt by the spell. Instead, you only increase the initial spell damage, when cast.


This means that even if you cast Witch Bolt 5e as a 9th-level spell, you deal 9d12 damage on your first turn. Thereafter, however, you still only deal 1d12 damage per turn! Talk about a major rip-off. 

Halloween Gaming Setup

Witch Bolt Combinations

I’ve love to say that there’s some saving grace to the Witch Bolt 5e spell, but there really isn’t any. You can use some of the following spell combinations to potentially get a little more out of using this effect, but in reality, it’s pretty much a lost cause.


  • Bless: since Witch Bolt is a ranged spell attack, it benefits from the additional +1d4 to attack rolls given from Bless 5e.
  • Color Spray: normally not the greatest spell, Color Spray 5e could help you avoid getting hit, and help you keep your Witch Bolt spell concentration going.
  • Haste: with Haste 5e, you get an extra Action every turn, which you could use to deal additional damage with Witch Bolt. This doesn’t add a ton of damage, but it does make a little difference.
  • Mage Armor: since Witch Bolt 5e is a concentration spell, if you can lower your chances of being hit by an attack, then you have a better chance of keeping the spell going. Depending on what armor you’re wearing, Mage Armor 5e can help you there.

 

Counters to Witch Bolt 5e

Aside from the aforementioned counters to Witch Bolt (full cover, moving out of range, and breaking spell concentration), there isn’t much left to go over. Of course, the counters against Witch Bolt 5e mentioned already are severe enough to make the spell clearly problematic, anyways.


However, since Witch Bolt is a ranged spell attack, it is affected by Bane 5e, which lowers attack rolls by 1d4. Additionally – and as with virtually every spell – Silence 5e is a counter as it prevents spell casting within its sphere of effect.


Maximize Witch Bolt

Even after reading about the many negatives of the Witch Bolt 5e spell you decide that you still want to give it a shot, try implementing the following tactics to maximize the spell.


  • Attack enemies with low AC: since Witch Bolt is a ranged spell attack, its hit chance goes against AC rather than Dexterity save or something similar.
  • Attack immobile enemies: if an enemy has severely-reduced or even zero movement speed, then they can’t walk out of range of Witch Bolt or move behind full cover.
  • Attack enemies focused on someone else: if you can prevent yourself from taking damage, then you can keep your spell concentration going. Use Witch Bolt when enemies are focused on one of your allies, and not you.


Scrolls of Witch Bolt 5e

Just a couple "spell scrolls" we made using printer paper, a little ink, and some random string I found lying around.

Concentration Damage Spells in D&D 5e vs. Eternity TTRPG

As far as a spell category goes, I’d put Witch Bolt 5e into the “concentration damage spell” group. It’s an effect that you can cast once, may be interrupted since it requires concentration, but then may deal additional damage every turn.


In the Eternity TTRPG Game System, there are a number of spells and effects that have a similar type of grouping to the “concentration damage spell” category.


In D&D 5e, once you hit with Witch Bolt 5e, you can automatically deal additional spell damage each turn, for the cost of an action. In Eternity TTRPG, aside from actual damage over time spells (which continue dealing damage passively, once they hit), all spells like Witch Bolt require attacking the target again, each round. However, the main difference is that in Eternity TTRPG, spells that continue attacking each round don’t require an action to do so. Instead, they become “Instant Actions,” and continue attacking without taking up your turn.


What Classes can Cast Concentration Damage Spells?

Though the “concentration damage spell” category isn’t one that fits neatly into the Eternity TTRPG Game System, it still functions as a good way to describe effects between both games.


To keep it simple though, there are a number of classes in Eternity TTRPG that have concentration damage spell effects, or something similar to Witch Bolt 5e.


Dragon Knight – Core Class Ability

Incinerating Breath: this ability can only be used if you have “Chromatic Breath” selected. This ability can also only be used by the “Dragon.”

After you use this ability on yourself, every time you cast “Chromatic Breath,” roll d20. If you roll 20, deal 1damage. With

each cast of “Chromatic Breath,” you roll 1 number lower to hit (can stack to 14-20 by the 7th use). You can only deal damage with this ability once per turn. If you critical this ability, you can’t use any more Wisdom this turn. You can instead choose to continually maintain this ability for 3Inspiration.

  • (Wings of Death) Roll 18-20 on the first “Chromatic Breath,” and 1 number lower to hit attack round after. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom).
  • (Knight of the Blood Oath) After you use this critical, every turn, you also roll to deal damage with “Incinerating Breath” to up to 3 enemies in 1Range of the “Dragon,” automatically. This critical also allows you to deal damage with “Incinerating Breath” twice per turn. You can instead choose to continually maintain this critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom). 
  • (Memories of Tarscisia) This effect also has a chance to hit whenever the “Dragon” (but not the dragon knight) uses “Eviscerate,” “Draconic Domination,” “Paralyzing Gaze,” or “Primordial Pressure.” However, using these abilities does not lower your chance to hit with “Incinerating Breath.” You can instead choose to continually maintain this critical for 4Inspiration (and 0Wisdom).


Each time the Dragon Knight’s Dragon uses its breath weapon, “Chromatic Breath,” you have an ever-increasing chance to deal additional damage from “Incinerating Breath.” Additionally, this ability may be maintained so that it does not require an action to use the effect.

Concentration Damage Spells in D&D 5e vs. Eternity TTRPG

As far as a spell category goes, I’d put Witch Bolt 5e into the “concentration damage spell” group. It’s an effect that you can cast once, may be interrupted since it requires concentration, but then may deal additional damage every turn.


In the Eternity TTRPG Game System, there are a number of spells and effects that have a similar type of grouping to the “concentration damage spell” category.


In D&D 5e, once you hit with Witch Bolt 5e, you can automatically deal additional spell damage each turn, for the cost of an action. In Eternity TTRPG, aside from actual damage over time spells (which continue dealing damage passively, once they hit), all spells like Witch Bolt require attacking the target again, each round. However, the main difference is that in Eternity TTRPG, spells that continue attacking each round don’t require an action to do so. Instead, they become “Instant Actions,” and continue attacking without taking up your turn.


What Classes can Cast Concentration Damage Spells?

Though the “concentration damage spell” category isn’t one that fits neatly into the Eternity TTRPG Game System, it still functions as a good way to describe effects between both games.


To keep it simple though, there are a number of classes in Eternity TTRPG that have concentration damage spell effects, or something similar to Witch Bolt 5e.


Dragon Knight – Core Class Ability

Incinerating Breath: this ability can only be used if you have “Chromatic Breath” selected. This ability can also only be used by the “Dragon.”

After you use this ability on yourself,

every time you cast “Chromatic Breath,” roll d20. If you roll 20, deal 1damage. With

each cast of “Chromatic Breath,” you roll 1 number lower to hit (can stack to 14-20 by the 7th use). You can only deal damage with this ability once per turn. If you critical this ability, you can’t use any more Wisdom this turn. You can instead choose to continually maintain this ability for 3Inspiration.

  • (Wings of Death) Roll 18-20 on the first “Chromatic Breath,” and 1 number lower to hit attack round after. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom).
  • (Knight of the Blood Oath) After you use this critical, every turn, you also roll to deal damage with “Incinerating Breath” to up to 3 enemies in 1Range of the “Dragon,” automatically. This critical also allows you to deal damage with “Incinerating Breath” twice per turn. You can instead choose to continually maintain this critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom). 
  • (Memories of Tarscisia) This effect also has a chance to hit whenever the “Dragon” (but not the dragon knight) uses “Eviscerate,” “Draconic Domination,” “Paralyzing Gaze,” or “Primordial Pressure.” However, using these abilities does not lower your chance to hit with “Incinerating Breath.” You can instead choose to continually maintain this critical for 4Inspiration (and 0Wisdom).


Each time the Dragon Knight’s Dragon uses its breath weapon, “Chromatic Breath,” you have an ever-increasing chance to deal additional damage from “Incinerating Breath.” Additionally, this ability may be maintained so that it does not require an action to use the effect.

Concentration Damage Spells in D&D 5e vs. Eternity TTRPG

As far as a spell category goes, I’d put Witch Bolt 5e into the “concentration damage spell” group. It’s an effect that you can cast once, may be interrupted since it requires concentration, but then may deal additional damage every turn.


In the Eternity TTRPG Game System, there are a number of spells and effects that have a similar type of grouping to the “concentration damage spell” category.


In D&D 5e, once you hit with Witch Bolt 5e, you can automatically deal additional spell damage each turn, for the cost of an action. In Eternity TTRPG, aside from actual damage over time spells (which continue dealing damage passively, once they hit), all spells like Witch Bolt require attacking the target again, each round. However, the main difference is that in Eternity TTRPG, spells that continue attacking each round don’t require an action to do so. Instead, they become “Instant Actions,” and continue attacking without taking up your turn.


What Classes can Cast Concentration Damage Spells?

Though the “concentration damage spell” category isn’t one that fits neatly into the Eternity TTRPG Game System, it still functions as a good way to describe effects between both games.


To keep it simple though, there are a number of classes in Eternity TTRPG that have concentration damage spell effects, or something similar to Witch Bolt 5e.


Dragon Knight – Core Class Ability

Incinerating Breath: this ability can only be used if you have “Chromatic Breath” selected. This ability can also only be used by the “Dragon.”

After you use this ability on yourself, every time you cast “Chromatic Breath,” roll d20. If you

roll 20, deal 1damage. With each cast of “Chromatic Breath,” you roll 1 number lower to hit (can stack to 14-20 by the 7th use). You can only deal damage with this ability once per turn. If you critical this ability, you can’t use any more Wisdom this turn. You can instead choose to continually maintain this ability for 3Inspiration.

  • (Wings of Death) Roll 18-20 on the first “Chromatic Breath,” and 1 number lower to hit attack round after. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom).
  • (Knight of the Blood Oath) After you use this critical, every turn, you also roll to deal damage with “Incinerating Breath” to up to 3 enemies in 1Range of the “Dragon,” automatically. This critical also allows you to deal damage with “Incinerating Breath” twice per turn. You can instead choose to continually maintain this critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom). 
  • (Memories of Tarscisia) This effect also has a chance to hit whenever the “Dragon” (but not the dragon knight) uses “Eviscerate,” “Draconic Domination,” “Paralyzing Gaze,” or “Primordial Pressure.” However, using these abilities does not lower your chance to hit with “Incinerating Breath.” You can instead choose to continually maintain this critical for 4Inspiration (and 0Wisdom).


Each time the Dragon Knight’s Dragon uses its breath weapon, “Chromatic Breath,” you have an ever-increasing chance to deal additional damage from “Incinerating Breath.” Additionally, this ability may be maintained so that it does not require an action to use the effect.

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Druid – Core Class Spell

Earth Blades (Magic): Weapon Range, Strike Bonus vs. Dodge or 4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. On the first turn, if you roll 19-20, they take 1damage. On each successive turn, roll 2 numbers lower to hit (can stack to 7-20 by the 7th turn). You can instead choose to continually maintain this Spell as an aura for 3Intelligence, making it an Instant Action at the start of every Battle.

(Double-Hit): roll 5 numbers lower to hit on the first turn (each turn after is still roll 2 numbers lower).

           (Dazed): the effect from “Earth Blades” is temporarily interrupted while you are Dazed.

  • (Nature’s Wrath) On the first turn, roll 14-20 (each turn after is still roll 2 numbers lower). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Nature’s Healing) If this Spell hits, the target also deals 1damage less the next time they deal damage. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Primal) Weapon Range +6, Strike Bonus vs. Dodge, or 10Range, Faith vs. Will. You also have these same Range bonuses when casting this Spell, for Battle Duration. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.

 

Once you hit with “Earth Blades,” you have an ever-increasing chance on each one of the target’s turns to deal damage to them. Additionally, this spell may be maintained so that it does not require an action to use the effect. 


Pyromancer – Critical Option

Abyssal Flare (Magic): 4Range, -2Faith vs. Will, deals 1damage (deals 2damage to cryomancers).

Even if this Spell misses, you also gain one (1) stack of “Inferno,” which gives you a chance to deal an additional 1damage

with certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to two (2) stacks. When casting “Abyssal Flare,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage: 1 stack of “Inferno” (19-20), 2 stacks of “Inferno” (17-20).

(Double-Hit): deals an additional 1damage.

  • (Elemental Fire) Every turn, Instantly cast this Spell with -10Faith vs. Will. Instantly casting “Abyssal Flare” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block.

 

“Abyssal Flare” only comes with a Witch Bolt-like effect when you select the “Elemental Fire” critical option which allows you to cast the spell again as an “Instant Action” ever turn, just with a lowered hit chance.

 

Revenant/ Witch – Core Class Spell

Familiar (Magic): you summon an animal companion with 1HP and stats otherwise the same as the revenant/ witch’s, except with -5Resilience, -5Dodge, and -5Will. On the “Familiar’s” turn, roll d20. If you roll 16-20, they cast any spell you have access to, using your stats. “Familiar” may not use criticals. “Familiar” acts on the same turn as the revenant/ witch.

“Familiar” does not count as a separate character for the purposes of stacking spell effects, and they may not stack the same effect as the revenant/ witch does upon a target, unless the spell specifically states that multiple stacks may be applied.

“Familiar” always has the same stats as the revenant/ witch, whether from level increases, buffs, or debuffs. If the

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

It takes 15minutes to summon/ tame a “Familiar,” so a new “Familiar” cannot be created during combat. You can only

have one “Familiar” active at a time. You continually maintain “Familiar” for 3Inspiration.

(Dazed): while you are Dazed, “Familiar” is also Dazed.

  • (Grimly Fated) Roll 12-20. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom).
  • (Of the Dread Vale) If your “Familiar” casts a spell at a target, +7Faith vs. Resilience against the same target, gives -3Range on any attacks or actions that normally have 2Range or more for 1turn, even if your familiar misses. This critical effect cannot Double-Hit or give a Block. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).
  • (Witch’s Coven) Spells that your familiar cast also apply poisons that you have added to your weapons, with either +7Strike Bonus vs. Resilience, or +7Faith vs. Resilience, and applies double effect. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).

 

“Familiar” is a summon that allows you to cast any spell available to you on turns where the creature gets to act. Though this spell is a bit different than Witch Bolt, it functions similarly, allowing you to continually casting spells. Additionally, summoned creatures must be maintained, meaning that you can essentially get free spell casts, without using an action. 

 

Vampire Mage – Core Class Spell

Mortal Flay (Magic): 4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. If you roll 16-20, they take 1damage. You can instead choose to continually maintain this Spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every Battle.

(Double-Hit): roll 5 numbers lower to hit.

(Dazed): the effect from “Mortal Flay” is temporarily interrupted while you are Dazed.

  • (Blood Magic) Roll 11-20. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Drain) Even if this Spell misses, roll Faith vs. Resilience, gives either -5Intelligence or -5Inspiration, at your choice. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Vampire’s Coven) If you roll 16-20, also heal yourself or an ally in 4Range +1HP. This Critical allows the affected target to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.

 

“Mortal Flay” is another damage over time effect that continues to pressure enemies long after you’ve initially cast the spell. Additionally, this spell may be maintained so that instead of requiring an action to use the effect, you may cast it as an “instant action” at the start of battle.

Druid – Core Class Spell

Earth Blades (Magic): Weapon Range, Strike Bonus vs. Dodge or 4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. On the first turn, if you roll 19-20, they take 1damage. On each successive turn, roll 2 numbers lower to hit (can stack to 7-20 by the 7th turn). You can instead choose to continually maintain this Spell as an aura for 3Intelligence, making it an Instant Action at the start of every Battle.

(Double-Hit): roll 5 numbers lower to

hit on the first turn (each turn after is still roll 2 numbers lower).

           (Dazed): the effect from “Earth Blades” is temporarily interrupted while you are Dazed.

  • (Nature’s Wrath) On the first turn, roll 14-20 (each turn after is still roll 2 numbers lower). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Nature’s Healing) If this Spell hits, the target also deals 1damage less the next time they deal damage. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Primal) Weapon Range +6, Strike Bonus vs. Dodge, or 10Range, Faith vs. Will. You also have these same Range bonuses when casting this Spell, for Battle Duration. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.

 

Once you hit with “Earth Blades,” you have an ever-increasing chance on each one of the target’s turns to deal damage to them. Additionally, this spell may be maintained so that it does not require an action to use the effect. 


Pyromancer – Critical Option

Abyssal Flare (Magic): 4Range, -2Faith vs. Will, deals 1damage (deals 2damage to cryomancers).

Even if this Spell misses, you also gain

one (1) stack of “Inferno,” which gives you a chance to deal an additional 1damage with certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to two (2) stacks. When casting “Abyssal Flare,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage: 1 stack of “Inferno” (19-20), 2 stacks of “Inferno” (17-20).

(Double-Hit): deals an additional 1damage.

  • (Elemental Fire) Every turn, Instantly cast this Spell with -10Faith vs. Will. Instantly casting “Abyssal Flare” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block.

 

“Abyssal Flare” only comes with a Witch Bolt-like effect when you select the “Elemental Fire” critical option which allows you to cast the spell again as an “Instant Action” ever turn, just with a lowered hit chance.

 

Revenant/ Witch – Core Class Spell

Familiar (Magic): you summon an animal companion with 1HP and stats otherwise the same as the revenant/ witch’s, except with -5Resilience, -5Dodge, and -5Will. On the “Familiar’s” turn, roll d20. If you roll 16-20, they cast any spell you have access to, using your stats. “Familiar” may not use criticals. “Familiar” acts on the same turn as the revenant/ witch.

“Familiar” does not count as a separate

character for the purposes of stacking spell effects, and they may not stack the same effect as the revenant/ witch does upon a target, unless the spell specifically states that multiple stacks may be applied.

“Familiar” always has the same stats as

the revenant/ witch, whether from level increases, buffs, or debuffs. If the revenant/ witch receives a debuff, it also affects the “Familiar.” However, the “Familiar” is immune to both Wisdom damage and debuffs that cause recurring damage.

It takes 15minutes to summon/ tame a

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

(Dazed): while you are Dazed, “Familiar” is also Dazed.

  • (Grimly Fated) Roll 12-20. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom).
  • (Of the Dread Vale) If your “Familiar” casts a spell at a target, +7Faith vs. Resilience against the same target, gives -3Range on any attacks or actions that normally have 2Range or more for 1turn, even if your familiar misses. This critical effect cannot Double-Hit or give a Block. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).
  • (Witch’s Coven) Spells that your familiar cast also apply poisons that you have added to your weapons, with either +7Strike Bonus vs. Resilience, or +7Faith vs. Resilience, and applies double effect. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).

 

“Familiar” is a summon that allows you to cast any spell available to you on turns where the creature gets to act. Though this spell is a bit different than Witch Bolt, it functions similarly, allowing you to continually casting spells. Additionally, summoned creatures must be maintained, meaning that you can essentially get free spell casts, without using an action. 

 

Vampire Mage – Core Class Spell

Mortal Flay (Magic): 4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. If you roll 16-20, they take 1damage. You can instead choose to continually maintain this Spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every Battle.

(Double-Hit): roll 5 numbers lower to hit.

(Dazed): the effect from “Mortal Flay” is temporarily interrupted while you are Dazed.

  • (Blood Magic) Roll 11-20. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Drain) Even if this Spell misses, roll Faith vs. Resilience, gives either -5Intelligence or -5Inspiration, at your choice. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Vampire’s Coven) If you roll 16-20, also heal yourself or an ally in 4Range +1HP. This Critical allows the affected target to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.

 

“Mortal Flay” is another damage over time effect that continues to pressure enemies long after you’ve initially cast the spell. Additionally, this spell may be maintained so that instead of requiring an action to use the effect, you may cast it as an “instant action” at the start of battle.

Druid – Core Class Spell

Earth Blades (Magic): Weapon Range, Strike Bonus vs. Dodge or 4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. On the first turn, if you roll 19-20, they take 1damage. On each successive turn, roll 2 numbers lower to hit (can stack to 7-20 by the 7th turn). You can instead choose to continually maintain this Spell as an aura for 3Intelligence, making it an Instant Action at the start of every Battle.

(Double-Hit): roll 5 numbers lower to hit on the first turn (each turn after is still roll 2

numbers lower).

           (Dazed): the effect from “Earth Blades” is temporarily interrupted while you are Dazed.

  • (Nature’s Wrath) On the first turn, roll 14-20 (each turn after is still roll 2 numbers lower). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Nature’s Healing) If this Spell hits, the target also deals 1damage less the next time they deal damage. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Primal) Weapon Range +6, Strike Bonus vs. Dodge, or 10Range, Faith vs. Will. You also have these same Range bonuses when casting this Spell, for Battle Duration. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.

 

Once you hit with “Earth Blades,” you have an ever-increasing chance on each one of the target’s turns to deal damage to them. Additionally, this spell may be maintained so that it does not require an action to use the effect. 


Pyromancer – Critical Option

Abyssal Flare (Magic): 4Range, -2Faith vs. Will, deals 1damage (deals 2damage to cryomancers).

Even if this Spell misses, you also gain one (1) stack of “Inferno,” which gives you a chance to

deal an additional 1damage with certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to two (2) stacks. When casting “Abyssal Flare,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage: 1 stack of “Inferno” (19-20), 2 stacks of “Inferno” (17-20).

(Double-Hit): deals an additional 1damage.

  • (Elemental Fire) Every turn, Instantly cast this Spell with -10Faith vs. Will. Instantly casting “Abyssal Flare” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block.

 

“Abyssal Flare” only comes with a Witch Bolt-like effect when you select the “Elemental Fire” critical option which allows you to cast the spell again as an “Instant Action” ever turn, just with a lowered hit chance.

 

Revenant/ Witch – Core Class Spell

Familiar (Magic): you summon an animal companion with 1HP and stats otherwise the same as the revenant/ witch’s, except with -5Resilience, -5Dodge, and -5Will. On the “Familiar’s” turn, roll d20. If you roll 16-20, they cast any spell you have access to, using your stats. “Familiar” may not use criticals. “Familiar” acts on the same turn as the revenant/ witch.

“Familiar” does not count as a separate character for the purposes of stacking spell effects, and they may not stack the same effect as the revenant/ witch does upon a target, unless the spell specifically states that multiple stacks may be applied.

“Familiar” always has the same stats as the revenant/ witch, whether from level increases,

buffs, or debuffs. If the revenant/ witch receives a debuff, it also affects the “Familiar.” However, the “Familiar” is immune to both Wisdom damage and debuffs that cause recurring damage.

It takes 15minutes to summon/ tame a “Familiar,” so a new “Familiar” cannot be created

during combat. You can only have one “Familiar” active at a time. You continually maintain “Familiar” for 3Inspiration.

(Dazed): while you are Dazed, “Familiar” is also Dazed.

  • (Grimly Fated) Roll 12-20. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom).
  • (Of the Dread Vale) If your “Familiar” casts a spell at a target, +7Faith vs. Resilience against the same target, gives -3Range on any attacks or actions that normally have 2Range or more for 1turn, even if your familiar misses. This critical effect cannot Double-Hit or give a Block. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).
  • (Witch’s Coven) Spells that your familiar cast also apply poisons that you have added to your weapons, with either +7Strike Bonus vs. Resilience, or +7Faith vs. Resilience, and applies double effect. Your “Familiar” also has 2HP. You can instead choose to continually maintain this critical for 3Intelligence (plus the base 3Inspiration, and 0Wisdom).

 

“Familiar” is a summon that allows you to cast any spell available to you on turns where the creature gets to act. Though this spell is a bit different than Witch Bolt, it functions similarly, allowing you to continually casting spells. Additionally, summoned creatures must be maintained, meaning that you can essentially get free spell casts, without using an action. 

 

Vampire Mage – Core Class Spell

Mortal Flay (Magic): 4Range, Faith vs. Will. If this Spell hits, on every one of the target’s turns, roll d20. If you roll 16-20, they take 1damage. You can instead choose to continually maintain this Spell as an aura for 3Intelligence, per target you want to cast at, making it an Instant Action at the start of every Battle.

(Double-Hit): roll 5 numbers lower to hit.

(Dazed): the effect from “Mortal Flay” is temporarily interrupted while you are Dazed.

  • (Blood Magic) Roll 11-20. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Drain) Even if this Spell misses, roll Faith vs. Resilience, gives either -5Intelligence or -5Inspiration, at your choice. You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.
  • (Vampire’s Coven) If you roll 16-20, also heal yourself or an ally in 4Range +1HP. This Critical allows the affected target to heal 1HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every Battle.

 

“Mortal Flay” is another damage over time effect that continues to pressure enemies long after you’ve initially cast the spell. Additionally, this spell may be maintained so that instead of requiring an action to use the effect, you may cast it as an “instant action” at the start of battle.

Witch Altar

In our Halloween game I had a second mini table set up for when players would get summoned to the "Witch's Altar."

Strategies for Using Continual Damage Spells

In Eternity TTRPG, since the game features a dynamic initiative system (see the Eternity TTRPG Initiative Tracker for an explanation of what that means, exactly), there’s a near-infinite number of ways to benefit from continual damage spells.


Target High-Initiative Enemies

Since damage over time effects always take place on your target’s turns, they’re the perfect counter to high-initiative enemies. Basically, you could build a high hit chance character with low initiative, DoT your target(s), then let their high initiative deal loads of continual damage to them.


Attack Fast or Ranged Enemies

In Eternity TTRPG, characters can build truly incredible amounts of movement speed or range for their attacks. In many cases, it’s possible for enemies to outrange you or simply become too fast to ever hunt down.


Particularly if you have a relatively slow character or fight in melee range, using a damage over time effect on your target could be the difference between life or death.


The idea is that once you hit them with a DoT, no matter how fast they run or how much range away they attack from, you’ll keep doing consistent damage to them.


Maximize Your Hit Chance

If you’re playing a pyromancer and utilizing the “Elemental Fire” critical option for spells like “Abyssal Flare,” whenever you increase your Faith (spell hit chance) you’re effectively getting double value.


For every Faith, you get +5% hit chance with your action each round. Then, you also get +5% hit chance with your instant cast of “Abyssal Flare” each turn. This sort of strategy gets you double value for every point of Faith your character has, making that high hit chance build absolutely devastating.

 

Interested in the Eternity TTRPG Game System?

I know you’ve probably been playing D&D for 10-years, and you know the game in and out. But, there are many great TTRPG systems out there, and the Eternity TTRPG Game System is one that I would like to shamelessly promote to you.


Eternity TTRPG allows for multiple game masters in your group (while still keeping your world and story chaos-free), every character/ class is balanced in and out of combat, and there aren’t worthless spells like Witch Bolt – to be frank.


If you want to check it out, the PDF version of the game is available for download.

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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.

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.
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