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.


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 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.

Eternity TTRPG Article Shop

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.

Share This Article

Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

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


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


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

Josiah Mork: Creator of Starset RPG and Pen RPG
By Jacob Tegtman March 27, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=9In5gaz65s8 Transcription Jacob Tegtman (00:01.848) Hey everyone, welcome back to Eternity TTRPG, where we cover really everything tabletop gaming related, Dungeons and Dragons. Now we're finally jumping into some of my favorite topics, which is game design and getting to spend some time with great game designers up and coming, people who are established. And today we're interviewing Josiah Mork, who is the owner and lead designer for Hoodwink Gaming. So welcome to the show. Thanks for being part of the channel. Josiah (00:33.142) Thanks, it's my pleasure. Yeah, it's been great working with you on eternity and getting to swap ideas. So I'm really looking forward to being able to talk through some of that process with you. Jacob Tegtman (00:44.478) Awesome, Ben. Yeah, I've been looking forward to talking with you. We always have a lot of fun when we catch up. I think this will be a really good conversation. There's so many parts of your mini games that I've wanted to ask you about for really such a long time. And it always felt like we were working on some project or discussing something. But now I have a really good excuse to just nail you down for maybe about an hour-ish and hopefully die. Josiah (00:50.028) for sure. Josiah (01:04.972) There's always something. Jacob Tegtman (01:14.352) dive into what you've been doing and why you've made some of the decisions you've made, which I think are really interesting. I'm sure, yeah. So do you just want to maybe start by introducing yourself more, know, who you are, what you've done, and yeah, where you're going? Josiah (01:20.968) Yeah, well, hopefully I've got good answers for you. We'll see. Josiah (01:32.756) Yeah, absolutely. yeah, like you said, I'm Josiah. I'm from Michigan, living just out of DC now. I've been designing and playing board games since my early teen years, I guess I would say. I love creative writing and storytelling. That's just been an amazing way that I've found to connect with people. My actually my undergrad and my grad degrees were in communication and looking at how communication connects us and strategies and stuff behind it. And so I find a storytelling a really compelling way to do that. But before I had gotten into school and whatnot, you know, I was homeschooled. I was in late middle school and I was reading this cartoon. Maybe you are some of your viewers have seen it. Foxtrot comics. And there are some. Have you seen it? Highly recommend, highly recommend. It's really funny. But there are these two characters, they're really nerdy middle schoolers and they were playing Dungeons and Dragons in the comic. And I just thought that was the coolest thing. But my parents, know, I'm a Christian, my family's Christian, fairly conservative. And so my parents were more familiar with like the 80s, like D &D scare, very like Stranger Things season four. And so they were not really like, yeah, not really D &D fans. And so I was like, well, okay, I'll create my own. And that's how it all got started, you know? And then it was a great way to make friends in my Boy Scout troop. You know, we would play, would swap ideas, we would... Jacob Tegtman (02:51.202) Yeah. Jacob Tegtman (02:55.042) Not too far ahead. Sure. Yeah, that's awesome. Jacob Tegtman (03:08.12) time. Josiah (03:09.972) you know, go on crazy adventures with rules that didn't quite work. And then over time, you know, I just realized that there were all of these cool avenues to explore and storytelling that D &D didn't necessarily do. And so I just felt really passionate that this is my way to connect with people and connect people with each other is through writing games. Jacob Tegtman (03:30.508) That's amazing, man. Yeah, it's funny, like the ways that we get into gaming too. Like you mentioned those comics. you ever see Dexter's Lab? Okay. Okay. Yeah, was probably a little bit before. Yeah. There was like an episode that was kind of based on Dungeons and Dragons and I saw it when I was like six and that's what got me into it as well. yeah. Josiah (03:39.616) Yeah, well, I've heard of it. Yeah, I've seen clips from it, yeah. Josiah (03:52.972) It's so funny how it seems like every show, know, Community, Gravity Falls, like, there are all these shows of every different genre, and they all have like a D &D episode for some reason. And I love it, you know, but it's so random. Jacob Tegtman (03:58.679) Yeah. Jacob Tegtman (04:05.302) Yeah, like all of them. Me too. Yeah, it is. Yeah. I also like the takes that different shows have on like nerdy board games. I think was like Parks and Rec had, I forget what the game was called. Yeah, you remember it. Yeah. Yeah. That's so cool, man. Josiah (04:20.81) The Cones of Dunshire, yeah. Love that, love those episodes. Jacob Tegtman (04:29.646) So I want to dive into really all of those things more, but what games do you currently have available then? And your website will post it in the show notes as well, but it is hoodwinkgaming.com for anybody who's interested. But yeah, tell us about some of your games. And again, I feel like I want to go into all of these in more detail, but yeah, give us the summary version at least for now. Josiah (04:55.05) Yeah, so it's a little deceptive at the moment. My original titles and kind of most of the games that I do are under the pen brand. So play easily now is the acronym. We have war game and role playing game. But actually neither of those are on the market at the moment. If you go to my website. Yeah, we've got a landing page for the war game and we've got a preview for the RPG. And I've actually I've got. Jacob Tegtman (05:12.95) really? I was actually, yeah, I was checking it out like yesterday, so. Josiah (05:24.422) know, prototypes of both of those here. But they are still in development because of various different reasons of wanting to refine some ideas or just kind of ended up having to move to other projects. So they're almost launch ready. But those are the ones that they're working on for the longest, just the newest editions aren't quite together yet. Jacob Tegtman (05:29.506) Yeah. Jacob Tegtman (05:39.96) Yeah, nice. Jacob Tegtman (05:46.04) Very cool. Josiah (05:46.164) And then the one that I've been working on most recently, and that we actually have a new project launching next month for, is Star Set. So that's a grimdark survival-oriented tabletop role-playing game that we launched initially a couple years ago, and then just did a relaunch for the second edition for, which is much more crunchy, much more mechanical, and much more narrative-based. So really looking forward to building that out. Jacob Tegtman (06:14.542) That's exciting. Yeah, I can attest that game is great. I really enjoyed reading through it. Everything from the design of the book to the art to the way that you have, especially character building in that, I find super fascinating. You can just tell, yeah, the amount of attention to detail in there is like out of this world. It really feels like you guys... Josiah (06:27.148) Well, thank you. Josiah (06:34.966) haha Jacob Tegtman (06:38.478) You took the lore of the game and you baked it into every part of the game. Whereas I think a lot of games like, you know, we'll talk about D &D later. D &D is like the game that's everything. So it's like if it's in a fantasy book or movie or anything, like we'll just jam it into D &D somehow. And, you know, that kind of has its place, but for building characters and stuff, you know, like you don't, I don't know. It's supposed to be able to fit many different genres and you're Josiah (06:42.72) Mm-hmm. Jacob Tegtman (07:08.612) I think what's so cool about is that when you're playing Star set you're playing Star set Because from the very first thing you do with your character and their background and their skills even it's all based on the lore of this whole universe so Josiah (07:19.902) Mm-hmm. Well, I really appreciate that. mean, that's really the heart behind it when we were working on it is, we had a story that we wanted to tell and really created the universe to tell that story. And one of the things, you know, that I picked up studying communication is that, you know, we are attracted to details. And even if it's details that, we haven't necessarily experienced in our own lives. Jacob Tegtman (07:24.963) Yeah. Jacob Tegtman (07:33.324) Yeah. Josiah (07:45.324) hearing vivid details or strong emotions in other people's stories lead us to be more connected with them. And so that was something that we really trying to flesh out in Star Set. hopefully, from the sound of it, it hopefully worked pretty well. Jacob Tegtman (08:00.352) I think so, yeah, absolutely. So, what do we talk about first, man? Like, what do you want to talk about first? Josiah (08:01.452) Thank you. Josiah (08:11.672) man, I could talk about games for hours and hours, so I better let you guide that conversation. Jacob Tegtman (08:14.944) You Okay, I just want to make sure we cover like the big things before we dive into the nitty gritty here. Yeah. Yeah. Josiah (08:24.332) Oh yeah, I mean, I kind of touched on, I guess I'll throw it out there. I'll throw it out there because it's really important to me and kind of the company into my story. you know, I really do, we're about to, you know, dig into the nitty gritty, like you said, and Dungeons and Dragons and all the different games that are out there. And I just think, you know, before whether you're a designer or a player, whenever you kind of step into a game, I think the most important thing and what's in the mission kind of a hoodwink that we try and do differently is that Jacob Tegtman (08:33.379) Yeah. Josiah (08:53.446) The games are just kind of an excuse. Really, the games are just an excuse to get together with people and to have FaceTime with people. And if working in social media has taught me anything, it's that people need that more than anything. And that's why we call it Hoodwink Games, because we kind of have all these substitutions. get hoodwinked into thinking that socializing is something that it's not. And really, it's just fellowshipping with people and joining community and FaceTime with people. and talking about the things that matter with people. And the way to do that from going from stranger to best friend is in my experience games. And so that's kind of the heart behind it. Jacob Tegtman (09:30.658) That's been a cool one. Yeah. You know, it's interesting you bring that up too, because this is something I've been thinking a lot about recently, especially as everybody's been seeing more AI come into their work, into their lives. And I feel that more than ever, people are wanting that human, real human interaction. And so as good as video games are looking nowadays and as fun as MMOs are and stuff like that, and I like all of those, I don't think I've Josiah (09:43.628) Mm-hmm. Josiah (09:53.004) Mm-hmm. Jacob Tegtman (10:03.53) found anything that's as fun is sitting around playing a tabletop role-playing game, especially in person. mean, even, you over FaceTime like this is fun, but something in person about it just makes it one of the best experiences. Josiah (10:09.729) video. Josiah (10:13.142) Mm-hmm. Josiah (10:18.686) It really does. It's those shared memories and those shared jokes. And, you know, I work in politics, doing social media for politics. And the thing that just aggravates me the most about politics, but also religion, people say don't talk about politics or religion because people care about it so much. And it's like those are things that we care about the most. So we should be able to share those with people. But you can't because as soon as you bring them up, you know, there are all these walls. Jacob Tegtman (10:39.48) Sure. Josiah (10:48.062) and games when you've played for a couple hours with somebody and slayed the dragon and made a couple jokes, then it's like, well, okay, now your opinion isn't the thing that I'm defining you on. The thing I'm defining you on is that, you know, you're a half drunk elf paladin or something like, and it just makes it easier. Jacob Tegtman (10:48.416) I guess. Jacob Tegtman (11:04.014) Yeah, that's so true. That's so true. Yeah, it definitely does break down those walls and give you that sense of shared history, even if it's like a shared mental history, theater of the mind. So, yeah. Josiah (11:17.27) Mm-hmm. Mm-hmm. It's great. Jacob Tegtman (11:21.428) I agree, man. Especially when you're doing... So I haven't read through all of the lore of Starseq. There's just so much in there. I've read through a good deal of it. But I think one of the things that also stands out about at least that game, because I know Penn's still in the work in progress... Josiah (11:38.599) the Jacob Tegtman (11:39.446) that, you know, it does cover a lot of political things and it covers a lot of religious things and you aren't like pushing a view on anybody, but just inherent to human life is politics and religion. so games let you approach these topics like in ways that allow you to explore what could be, but in a safe way and have conversations about what could be without feeling like you're being attacked or told. Josiah (11:53.856) Mm-hmm. Josiah (12:01.6) Thank you. Josiah (12:05.836) Mm-hmm. Yeah, that's really the, again, I'm really glad that you feel that way about the game, because that was one of the number one priorities of it, is there are just really hard conversations that should be had. And that game kind of came out of COVID, where there were a ton of hard conversations people were having. And I think you could spend every day, every minute of every day with people. Jacob Tegtman (12:14.306) Yeah, for sure. Jacob Tegtman (12:23.394) That's right. That's right. Yeah. Josiah (12:33.664) but if they're not people that you feel like you can have hard conversations with, then you haven't really been in community at all. And so having a medium like that, where, like you said, I don't wanna tell anybody what they should believe. There are things that I believe are true about God and about the world and about politics and stuff, but those things have to exist relationally for them to mean anything to you. so... Jacob Tegtman (12:39.788) Yeah. Jacob Tegtman (12:50.542) Sure. Josiah (12:58.954) to have that space to kind of explore and talk and then role play through just makes it fun for one thing, but also makes it so much more personal and so much more impactful, I think. Jacob Tegtman (12:59.374) Yeah. Jacob Tegtman (13:10.772) I agree. So what is the next thing that you said you're working on with StarCert? I think I missed that when you mentioned earlier. Yeah. Josiah (13:16.436) Yeah, so my co-writer, Emily, and her husband Ryan, who did some of the art for Star Set, they have actually written and illustrated the first campaign for it. It's called Echoes on Mars, and that's going to be launching on Kickstarter next month. Jacob Tegtman (13:31.822) Okay. Okay, cool. That's exciting, man. So what number of Kickstarter will this be for you? Josiah (13:38.092) Thank Josiah (13:42.294) That's Josiah (13:46.806) seven maybe six or seven. I'm doing this one well I should say the plan is to do it on Kickstarter but changing a lot of things. I'm still talking to them. My wife is behind me. I still want to talk through some of them with her because it had a lot of very negative Kickstarter experiences and learned a lot. So we're to do this one if we end up doing it on Kickstarter very slim down and very different than some of the other ones. So it's a constant learning experience. Jacob Tegtman (13:48.43) Sort of. Yeah. Jacob Tegtman (13:54.094) Sure. Jacob Tegtman (14:16.43) Yeah, I just remember I feel like every year or so I feel like you're launching something on Kickstarter successfully. So at least from the outsider's view looking in, it's like man Josiah just knows what he's doing with selling games. Josiah (14:30.208) You Well, I know a little bit more than I did last time and that's the goal. Yeah.
An anime-style character with long white hair
By Jacob Tegtman March 25, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=si26EW5kj4Q Transcription Summary Final Fantasy Legend Edition TTRPG discussion covered the game's high customization and free distribution via mythos inspiration and iterative research. Final Fantasy Legend Edition Origin Legend Edition is a medium-complexity TTRPG developed over 4 years to emulate the entire Final Fantasy mythos, avoiding a focus only on the SNES era. The core goal was to create a neutral sandbox emphasizing high customization that supports high fantasy, steampunk, and futuristic settings. Design Philosophy and Research The game is distributed for free to continue the tradition of high-quality, free fan-created content within the TTRPG community. Extensive research was conducted on the IP, including cut content and Ultimania books, which led to the design pillars of iteration and experimentation. Customization and Unique Features Character creation allows hybrid archetypes via the selection of 3 classes from over 50 available options with variable progression speeds. Unique Legend Edition features include row-based combat and active defenses, creating a tactical risk-reward system. Details Introduction to Final Fantasy Legend Edition Project : Jacob Tegtman welcomed Mildra The Monk, the lead designer and spearhead of the Final Fantasy Legend Edition project, to the Eternity TTRPG channel for their first interview of this kind. Mildra The Monk expressed appreciation for being hosted and agreed to begin by discussing their background and the nature of the project (00:00:00). Mildra The Monk's Background and TTRPG Contributions : Mildra The Monk introduced themself as a content creator who has reviewed games, run playtests, and conducted over a thousand interviews in the last five years. They cover third-party D\&D material, indie games, and fan games such as Naruto 5e and Dungeons of the Dragoning, the latter of which started as an April Fool's joke that combined five different RPGs (00:01:03). Most recently, they served as the lead designer and project lead for the Final Fantasy Legend Edition TTRPG (00:02:26). Running a Final Fantasy Legend Edition One-Shot : Mildra The Monk mentioned they had been running a one-shot using the Legend Edition for the past few weeks with rotating party members and ran one for Jacob Tegtman as they were planning content on the game (00:02:26). They noted that a community member has been developing a work-in-progress Roll20 sheet for the game, which had recently received a significant update (00:03:26). Virtual Tabletop Support for Legend Edition : When addressing the question of virtual tabletop support, Mildra The Monk stated that they have not done any real coding in at least ten years and lack the skill set to build a custom sheet from scratch for platforms like Roll20 or Foundry. They acknowledged the community's support, noting that people are using their own time to support the game with tools like the Roll20 sheet (00:03:26). Summary of Final Fantasy Legend Edition : Legend Edition is a medium-complexity TTRPG that took about four years to create, aimed at emulating the Final Fantasy mythos. The project originated from Mildra The Monk's pet peeve that previous tabletop versions of Final Fantasy heavily skewed toward the SNES era (IV, V, and VI), neglecting entries like VII, XIV, and XVI which appeal to newer generations of fans (00:04:21). The goal of Legend Edition is to use the recurring Final Fantasy mythos as a neutral sandbox for tables to build campaigns in any direction, prioritizing customization (00:06:43). Game Design Flexibility and High Customization : The game was designed to be equally viable in high fantasy settings, like Final Fantasy III or IV, as it is in steampunk settings, such as Final Fantasy VI or XIV, and futuristic entries, such as Final Fantasy VIII or XIII. Jacob Tegtman noted that playing the game demonstrated that the number of classes and intricate character details allow players to create characters fitting any Final Fantasy experience they desire (00:06:43). Reasoning Behind Free Distribution of Legend Edition : Mildra The Monk explained that the game is available for free because they came up as a tabletop player seeing high-quality fan games that were just as good as paid games, and they wanted to pass along that torch to the community (00:09:44). They expressed the desire for someone to take their work, hack it, and put up their own version, continuing the chain of free content (00:11:02). Research and Design Philosophy for Legend Edition : A major focus of the project was capturing the soul of Final Fantasy, which involved extensive research, including reviewing existing games, cut content from games, behind-the-scenes interviews, and Ultimania books (00:11:02). The core philosophy derived from this research was "iteration and experimentation," which led to the game's foundational design pillars (00:12:16). The Inspiration to Focus on Final Fantasy : Mildra The Monk is a devoted Final Fantasy fan, but other factors drove the project, including a desire to carry on the lineage of prior Final Fantasy TTRPG fan projects like the mid-90s Returners project (00:12:16). A core motivation was bridging the gap between video games and tabletop gaming, using Final Fantasy because its consistent mythology allows for adaptation that goes beyond merely replicating the video games (00:14:29). Avoiding the Trap of Literal IP Adaptation : Mildra The Monk highlighted a common problem with tabletop adaptations of existing IPs, where designers attempt to adapt the source material wholesale, citing the early TSR run of Indiana Jones as an example where they only allowed players to play as movie characters. Instead, people generally prefer to create their own character within the world, such as being a student at Xavier Academy rather than playing as the X-Men (00:15:49). Emulating the Mythos Over One Game : Mildra The Monk emphasized that designers should emulate the overall mythos of a franchise rather than hyperfocusing on one game or one era (00:17:00). For Final Fantasy, this is supported by recurring elements such as job names, play styles, spell names, summons, and abilities that maintain a consistent theme (00:18:09). Classes, Character Creation, and Flexibility : The customization in Legend Edition is demonstrated by the character creation system where players select three classes with different progression speeds, allowing for a unique hybrid character from over 50 classes (00:21:27). This approach is a compromise that provides the strong thematic elements of the job system without restricting player choices, such as customizing weapon lists to be setting-agnostic and avoid favoring one style of fantasy (00:20:06) (00:22:24). Key Design Pillars of Final Fantasy Legend Edition : Mildra The Monk outlined the three major pillars of the game's design: "mythos not setting," "customization is king," and the **phase structure** (00:24:24). The phase structure involves four acts—preparation, exploration, encounter, and downtime—which is loosely inspired by the Asian four-act format (kishōtenketsu) and the Town-Field-Dungeon trinity pioneered by Dragon Quest (00:25:34). The Research Process as a Favorite Part of the Project : Mildra The Monk stated that the research phase was one of their favorite parts, which allowed them to discover early concepts for the video games that were eventually cut (00:27:50). Examples included the early name for Materia being "spheres," which was later revisited for Final Fantasy X, and a puzzle tattoo mechanic for Final Fantasy X's sphere grid, which was cut (00:28:33). Inspirations and Creative Liberties in Design : The research led to design inspirations such as an unused Chocobo Lancer concept art from Final Fantasy XI resulting in the Chocobo Knight class in Legend Edition, addressing the long-desired idea of Chocobo cavalry (00:29:32). The team took certain liberties, like creating the speed-based Dervish to serve as an answer to the Berserker class, and the Ravager as a spell-spamming class, drawing from inspirations like Final Fantasy XIII (00:31:48). Development of the Yo-kai Class : The Yo-kai class began as an idea for a controllable summon, similar to the Aeons in Final Fantasy X, but was changed to avoid replicating one game (00:31:48). The final concept for the Yo-kai, as avatars for Eidolons, was inspired by the design of Yoko in Bravely Second and the concept of the rider or shioal spiritualist in Voodoo (00:32:43). Impact of Extensive Research on Project Quality : Jacob Tegtman acknowledged that the depth of research, spanning Final Fantasy lore, mythology, and diverse concepts like Voodoo, enabled Mildra The Monk to create over 50 classes, each with up to seven tiers of abilities, amounting to hundreds of unique mechanics that synergize well (00:33:58). Mildra The Monk affirmed that this extensive research, modeled after the preparation of Star Trek producer Harve Bennett before producing *Wrath of Khan*, was a necessary baseline (00:36:10). Historical Context of Final Fantasy Combat System : Mildra The Monk highlighted Hiroyuki Itto, the pioneer of the job system and the Active Time Battle (ATB) system, noting that he cited American football and Formula 1 as inspirations for ATB (00:39:09). Mildra The Monk asserted that the shift toward action-based combat, seen in games like Final Fantasy XV and XVI, was an evolution building on foundations laid decades ago by Itto, not a radical shift (00:40:15). Snapshot of Unique Legend Edition Features : For those unfamiliar with Legend Edition, Mildra The Monk listed key differentiators, including high customizability in the job system, easy creation of hybrid archetypes, fewer but more impactful skills, and multiple character creation/advancement methods (00:41:59). Jacob Tegtman added the unique row-based combat and active defenses, such as parrying and evading, which create a tactical, risk-reward philosophy in the design (00:43:17). Future Vision and Upcoming Projects for Mildra The Monk : Immediate future plans include overseeing support elements like new Excel and HTML solo-play sheets, as well as writing world book guides, which are lighter books focused on emulating individual Final Fantasy entries like FFIII or FFVIII (00:45:13). They are also considering TTRPGs based on 2D fighting games, aiming for a defined setting like a fighting game version of Night City, and they intend to create a fantasy-themed mech game and a Wuxia-themed RPG (00:46:24). Ongoing Efforts to Promote the TTRPG Community : Mildra The Monk is continuing their mission to showcase the totality of tabletop role-playing games by highlighting the international scene, including content from Brazil, Germany, and Sweden (00:50:01) (00:52:17). They mentioned forthcoming streams covering the Spanish Anima Universe, Sword World, and *We's Blade*, a game compared to *Panzer Dragoon* (00:51:15). Availability and Support for Mildra The Monk : Mildra The Monk can be found streaming regularly on YouTube and Twitch, on Twitter where they highlight artists and indie games, and in their personal Discord (00:55:07). While Legend Edition remains free, they have set up support mechanisms like Ko-fi for those who wish to leave a tip (00:56:19).
A gnarled, dark tree stands in a misty forest under a pale moon.
By Jacob Tegtman March 22, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=AuryVcZdp4Y Transcription There are kind two ends of the spectrum for D&D races. There’s Story-specific races: These come with a strong, built-in narrative that fits specific campaign worlds or settings, that almost tells you how to play them. Then there’s more Flexible races. These are much easier to slot anywhere because they don’t necessarily come with an expected tone or backstory. You can sort of fit them into any campaign with ease – like playing a human. Some D&D player races feel like they’re built for a specific kind of story. Others feel flexible enough to drop into almost any campaign. Gnarlborn from Crooked Moon… sit somewhere in between—and that’s kind of what makes them interesting. They have strong flavor, but they aren’t restrictive for your campaign. They come with built-in lore that gives you instant roleplay direction, but they aren’t so specific that you can only play them in your Crooked Moon campaign. Welcome back to Eternity TTRPG.  As you can already tell, today we’re looking at a lesser-known player option for playable races, which is the Gnarlborn from Crooked Moon. If you’ve seen my other videos on the topic, Crooked Moon has become one of my favorite D&D settings of all-time. We’re going through each of the races presented in Crooked Moon, and today getting to the treant-like Gnarlborn. Starting with the basics, Gnarlborn are – well, born – from the soil of a region called Ardengloom, a forest that’s less “peaceful woodland,” and more “haunted, thinking ecosystem.” The forest itself is filled with these massive trees called Elderwoods—each one housing lingering Fey spirits. Gnarlborn commune with these spirts and Elderwoods, forming an intricate and well-connected forest community. So yeah, you’re playing basically “a tree person.” But you’re also playing something that exists in a constant, low-level conversation with ancient, possibly unreliable spirits. That alone gives you a strong roleplay hook without needing a complicated backstory, as your tie to those spirits, and who/ what they are could gain any level of depth that you’d like, over the course of a campaign – or even a few adventures. Visually, Gnarlborn are humanoid, but like the trees in your yard, everything about them is asymmetrical—branches, moss instead of clothing accents, glowing hollows where a face might be. No two look the same. Some might feel ancient and slow, while others might come across as curious or even a little disconnected—like they’re only partially focused on the present. And since they can live for hundreds—sometimes thousands—of years, you can decide how much that actually affects your character. Are they wise because of their age, or are they just... slow? Ok, when it comes to core mechanics, let’s talk about what you actually get—because this is where Gnarlborn become very usable. First, we have: Deep Roots You get advantage on checks and saves to avoid being moved or knocked prone. This is simple, but it can be very useful against certain enemies. Next is: Elderwood Whispers After every long rest, you can pick up a new skill, tool proficiency, or even a language. Temporarily. This is probably the most interesting trait the Gnarlborn have. It’s not flashy, but it gives you day-to-day adaptability, which can be nice. It rewards players who like planning ahead—or improvising, based on expected challenges for the day. Third, we have what may be the Gnarlborn’s most *potentially powerful effect, which is: Grasping Branches As a Bonus action, you restrain a creature if they fail a Strength save. Or slow them if they succeed. The main issue here is the saving DC isn’t very high (it’s 8, plus your Constitution modifier, plus your proficiency bonus). But! Even on a successful save, the creature has half speed for a turn. So, grasping branches can be decent battlefield control without requiring you to be a spellcaster. And because this effect recharges on a short rest, you may just actually use it. It’s not overwhelming—but it’s consistently useful. Root Sense gives you tremorsense out to 60 feet. So, the ability to find Invisible enemies, Creatures behind walls, etc. And lastly, you have: Towering Size Which gives you advantage to end being grappled, and – if your group actually tracks carrying capacity, you can in fact carry more stuff. Nothing flashy—but admittedly, very practical. Playing a Gnarlborn definitely isn’t for every player. They don’t provide anything to spike damage, or even do anything unpredictable, really. But you are resisting disruption, controlling space, and adapting between sessions. They fit really well in parties that need consistency rather than specialization. From the roleplaying side, Gnarlborn also work really well in campaigns that lean into: Fey themes, Haunted environments, or Long timelines with ancient histories since they naturally connect to all of those. Gnarlborn feel connected to something bigger: whether that’s the Elderwoods, nature, fey-touched spirits, or an ancient grove deep in the dark woods. So, if you were to play a Gnarlborn, what direction would you take your character? Would you pick them for their subtle combat control, or more to explore their connection with the wilds? Whether you’ve played them in a campaign already, or you have ideas for what you might like to try, let me know in the comments. Thanks for watching, and I’ll catch you in my next Crooked Moon race guide.
Show More