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.

Rethinking D&D Design Conversations
By Jacob Tegtman May 5, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=T2pHaAcKDbo Transcription [00:00:00] I want to start talking more about Dungeons Dragons and game design So far on this channel it's really been a news style kind of coverage where new things are happening new books are releasing and so forth But one of the things I've experienced and probably a lot of other people have as well is that Dungeons Dragons hasn't really improved as a game over the last many editions I started playing Dungeons Dragons at 3.5e Many of you probably were around the same time Maybe there's a lot of 5e players originals out there or there's you know basic or advanced Dungeons Dragons players I love Dungeons Dragons It was my introduction to the TTRPG hobby and TTRPGs are one of the main pillars of my life in a way I've spent most of my life making games creating supplemental [00:01:00] material for Dungeons Dragons exploring some of the lesser-known TTRPGs the indie games and trying to understand why I love it so much and then bring that joy to as many people as possible in as many ways as possible I think there's a lot of ways to play this hobby But one of the disappointing things to me is that D&D 3.5 compared to say 5.5e now is there's still a lot of things I prefer in 3.5 And as I've learned about basic and advanced D&D there's a lot of things I prefer even in those games So if you're not getting what you really want out of Dungeons Dragons this is kind of the direction I wanna take things I still love D&D This channel isn't gonna become about roasting D&D or even necessarily going to a ton of other TTRPGs and reviewing them And I mean there's a million other games out there you can try and a lot of them are great Pathfinder Daggerheart I've reviewed a [00:02:00] lot of them on the Eternity website But what I wanna do is present some of the ideas that myself as a game designer I've come up with over the last Well I I've probably been designing or editing games since I was about six Uh I think I was 12 when I first made a map where people could play through and you know actually engage in a a full-fledged game that I made So Let's say twenty-four years of game design experience for myself I'm a at this point a hobbyist so I'm not a professional I've never worked for Wizards of the Coast or any other publishing company I have published my own TTRPG and I'll be sharing that more in the future But all of that aside I wanna start talking about in this channel still some of the news things that are coming out but I wanna share it from the framework of here's maybe how you can take this and make it better There's a lot of elements in [00:03:00] D&D that I wanna be talking about that I think are cool but we could make a lot better So some of those topics number one being initiative I think initiative is very uninspired There's nothing wrong with it right Like the initiative system for D&D gives you everything you need to play a combat encounter It's very simple You roll a d20 you add your modifiers If you have like the alert feat in 5E Then you get to go faster and going faster typically means that you're gonna get like one extra turn than a lot of your other friends at the table or enemies that you're facing Because say you're you're seven rounds in you're taking your seventh turn they've only had six but then all the enemies are dead um that's kind of the the value of initiative right Like so going first does matter but it's not that exciting is it Like you just roll you add your bonus and then you're locked in like a static initiative for the rest of the battle [00:04:00] And these kind of issues with D&D lead to very stagnant situations where people take their turn and then they pull out their phone and they know that it doesn't really matter if they're engaged at the table because for the next five ten fifteen minutes going around the table for everybody to take their turn depending on how well the dungeon master runs a combat encounter they could have literally nothing to do especially if they don't have any reactions so forth So you kinda see this with initiative number one You see this w even with basic things like hit chance and these kinda tie in a lot because players will roll saves when it's not their turn and it gives them sort of something to do at least But with AC it's just a static value it's a situation where the dungeon master may not even need the player because a lot of DMs they write down their player's AC Before the battle even starts So they know when they're rolling behind their uh little table or you know whatever however they [00:05:00] use it maybe as a DM you're just rolling out in the open so anybody can see the D20 Other people hide that number but if they roll a five and the monster's got a plus ten or whatever they just know that they hit somebody who has a fourteen or lower right So they don't even really need the player You just Dungeon Master rolls you take X amount of damage and then all the player has to do is record that on their character sheet then they can get back to their iPhone right Like that's lame There's a lot of situations like this that could be improved I also think it's really interesting looking at old school D&D and other [00:06:00] channels talk about this kind of thing a lot and I think it's something that we could bring back to modern D&D with very good results would be things like the dungeon turn or random assigning of how enemies or NPCs feel towards the party I don't think that the critical role way of playing D&D the the theatrical way of playing D&D is necessarily the best way of playing D&D And I don't have anything against that I really like narrative gameplay A lot of the dungeons um a lot of the campaigns that I have dungeon mastered for have been fairly narratively driven And I really like I I've never written a novel but I like writing the the campaign style novels and then being free to adjust that as my players make decisions But I also think it it isn't necessarily the best way sometimes I've [00:07:00] been very inspired as a dungeon master and I've come up with great narrative plots that my players are super into and it makes for an amazing twenty-five to thirty-five session campaign over the course of a year year and a half that people love and we still talk about And there's been a lot of times as well where I'm not very inspired but I'm still trying to rely on those kind of plot points that older styles of D&D don't make you use because they generate a lot of that for you Emergent storytelling is the term I'm looking for where you don't necessarily know what plot is going to come out of the story but sometimes that's much better because at those moments in my own campaign creating where I haven't been the most inspired those campaigns can die really easily Those are the campaigns that last anywhere from two to seven sessions and just like you often hear about most campaigns die after seven sessions Those are the ones that don't make it [00:08:00] So I think that there are a lot of great older ideas that for some reason the newer versions of Dungeons Dragons didn't bring forward I also think that D&D being a fairly old game and don't get me wrong I love older games I play them all the time but it's surprising the lack of innovation I think that has been in the industry over the past What I mean when did D&D come out I Is it I can't think off the top of my head Is it forty fifty years I'm surprised there isn't better stuff Um and don't get me wrong I I love the other games too I love Pathfinder I love Daggerheart I think they're all cool but I think we can do better And so I'm not necessarily saying I have all the ideas for what could make it better but over my twenty years of designing games twenty plus I've come up with some very simple ideas that I wanna share with you and I think that when you try them out for yourself give me some feedback let me know what you think um I think together we can come up with something that is [00:09:00] substantially better And so that's my goal Everything from the mechanics of initiative in combat to the way campaigns develop narratively to player agency to things like allowing dungeon masters to also play characters in their own campaigns within limited scopes perhaps sharing the roles of dungeon master I think there's a lot of things that we could do to actually truly advance the TTRPG hobby genre beyond what we've seen so far So that's the direction that I plan to take with the channel moving forward I'm looking forward to some of these first videos We're gonna talk about the initiative system We're gonna talk about the hit chance system and I can't wait to get your feedback on it But hopefully this is a turn for me away from just new style stuff and towards stuff that you can use in your campaigns  [00:10:00] like tomorrow And I hope that you enjoy it and I hope to hear from you on topics that you want to see improved in your own D&D games And again I think together we can come up with some truly amazing improvements So until next time talk to you then.
“New Path of the Lich”
By Jacob Tegtman April 29, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=an8LlwVXGns Transcription Becoming a lich in D&D has – usually – been something reserved for villains. But in one of the latest Unearthed Arcana from early April, that line gets a little blurrier.  Really cool way that they approached this: there’s now a feat-based system that allows players to work toward lichdom for their characters, over time. So today, we’re going to walk through what becoming a Lich officially looks like—and whether it’s something you’d realistically use in a campaign. Because... you know... with the new D&D seasons releases, and Spring time being about the “horror genre,” nothing says “become a lich” like green trees and budding flowers. So, here we are! Welcome back to Eternity TTRPG—your go-to place for Dungeons & Dragons content, news, games, and updates. Today we’re looking at the Path of the Lich from the new Villainous Options playtest. To understand the system, it helps to start with the lore. A lich in D&D is a spellcaster who avoids death by binding their soul to an object—commonly called a phylactery, or in this case, a spirit jar. The process is intentionally grim. It involves creating that phylactery vessel, performing a ritual, and effectively dying—only to return as an undead being sustained by magic. Mechanically and narratively, liches are defined by two things: Their detachment from mortality And their dependence on that external object . Kind of like a horcrux, from Harry Potter. That phylactery is what makes a Lich difficult to destroy, and why they’ve historically been used as long-term antagonists, such as during one of my personal favorite adventures of all times: the original Tomb of Horrors. The Path of the Lich is part of a broader Unearthed Arcana release focused on “villainous” character options. Instead of a subclass, as a very interesting take on things, this is structured as a sequence of feats. Keeping the Lich path separate from any class means that no matter what you play as, you can make a Lich out of it! This means that your fighter, for example, could be a Lich, or your rogue (not that you’d ever play a rogue), and you can have that “undead character” without tying yourself to the traditional “Lich-as-a-spellcaster” archetype. The Lich progression looks like this: You begin by defining a Lich Rite , at any level, which is mostly narrative At level 4, you take Lich Initiate Between levels 5 and 11, you select at least one additional related feat, from the options of arcane restoration, transfer life, or undead grasp And then at level 12 or higher, you take Lich Ascension , to officially become a Lich So rather than a single transformation, your character goes through a gradual shift in both mechanics and tone, which is very based in D&D lore. The Lich Rite feat is worth discussing in some detail, even though it doesn’t have strict mechanical weight. This first feat in the Lich chain sets the narrative expectation for becoming a full-blown Lich, by providing the character with a sort of quest they must first complete, such as: Consuming a large number of souls Using magic to conceal yourself from the gods of death Brewing potions from slain foes Or severing your connection to any afterlife, entirely These aren’t small story beats. They really do imply a campaign where moral boundaries are actively being crossed—or at the very least, being questioned. So, before mechanics even come into play, there’s already a conversation to have at the table. Next, is the Lich Initiate feat. This is the foundation. You create your spirit jar , which functions as your anchor, the basis for your phylactery. You also gain Soul Siphon , allowing you to consume the soul of a defeated humanoid for a small damage boost. There’s also a risk component—if your spirit jar is destroyed, you suffer penalties until it’s replaced. You then choose how to build on your lich path with a third feat that improves soul siphon: Arcane Restoration lets you convert soul siphon uses into spell slot recovery Transfer Life turns soul siphon uses into temporary hit point bonuses for allies Undead Grasp adds a control option through paralysis These are fairly modular feats. They don’t radically change your role, such as by forcing you into becoming a full-fledged Lich spell caster, but they do add magical efficiency and utility depending on your build. Finally, at level 12, the transformation to Lichdom completes. You: Become Undead Gain resistance to necrotic and poison damage Get access to Fear without expending spell slots And gain a form of rejuvenation tied to your spirit jar That last point is the most significant mechanically. It introduces a conditional form of returning after death, assuming your phylactery remains intact. So, is the Path of the Lich actually worth taking? Mechanically, it’s solid. You’re getting: Incremental power increases Some resource flexibility And a strong late-game feature tied to survival But the bigger consideration isn’t mechanical—it’s contextual. This kind of progression assumes: A campaign that supports darker character arcs A group that’s comfortable with those themes And a DM willing to integrate the consequences of these morally very-dark-gray life choices In a more traditional heroic campaign, it may not fit at all. The path of the Lich feels less like a standard player option, and more like a tool for specific types of stories. If used carefully, it could support a long-term character arc focused on ambition, cost, and transformation. It allows players to experience some really interesting game mechanics that have long been reserved mainly for monsters or main campaign villains. If this feat path is used casually, it does risk feeling out of place—or undercutting the tone of the game. And let’s just remember, since it’s still Unearthed Arcana, parts of this entire path are also likely to change based on feedback. So the real question is: are you going to play a lich in your next campaign? Or do you think lichdom works better as something players confront… rather than become? Let me know in the comments. And if you want more D&D news and breakdowns like this, consider liking and subscribing. Thanks for watching!
“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
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