Bonus Action 5e Insights and Strategies

In D&D 5th edition, bonus actions are a crucial part of combat and gameplay. They provide players the ability to take an additional action during their turn, allowing use of unique abilities, spells, and other features that can be used to turn the tide of battle.


While not every turn in battle will involve the use of a bonus action, understanding how to use them effectively can be the key to victory in many challenging encounters. Whether you’re a seasoned player or new to the game, it’s important to master the use of bonus actions. The bottom line is that they’re a fun and rewarding aspect of gameplay that can help you get the most from your DnD one shots or ongoing RPG campaign.

Bonus Action 5e

Get Ahead in D&D: Understanding Bonus Actions 5e

The use of bonus actions in D&D 5e can be a game-changer. Whether you’re a wizard looking to cast a quickened spell, or a fighter hoping to get in an extra attack, understanding when and how to use bonus actions can greatly enhance your effectiveness in the game.


Examples of Bonus Actions by Class

Classes and subclasses have specific features and abilities that can be used as bonus actions, allowing players to customize play style and tactics. Here are some examples of bonus actions for each class:


  • Barbarian: Rage, Second Wind
  • Bard: Bardic Inspiration, Healing Word
  • Cleric: Spiritual Weapon, Healing Word
  • Druid: Shillelagh, Wild Shape (when applicable)
  • Fighter: Second Wind, Shield Master’s Shove
  • Monk: Flurry of Blows, Patient Defense
  • Paladin: Lay on Hands, Divine Smite
  • Ranger: Hunter’s Mark, Two-Weapon Fighting
  • Rogue: Cunning Action, Second Wind (if your subclass permits)
  • Sorcerer: Quickened Spell, Metamagic
  • Warlock: Hex, Eldritch Blast (with Agonizing Blast invocation)
  • Wizard: Arcane Recovery, Quickened Spell (if your subclass permits)


Primary Types of Bonus Actions

Bonus actions can be used in various scenarios. Of course, there are primary categories for what bonus actions actually “do,” so we’ll take a look at those first.


Dealing Additional Damage

One of the most common and effective uses of a bonus action 5e is to deal additional damage to enemies on your turn. Several classes have bonus action abilities and spells that allow for explosive turns. The rogue’s Sneak Attack or the cleric’s Spiritual Weapon, for example, allow you to maximize your character’s damage output, and take down enemies more quickly.


Healing and Support

Bonus actions can also be used to provide healing and support to allies. Several classes have abilities that allow them to use their bonus actions to heal themselves or other party members, such as the paladin’s Lay on Hands or the cleric’s Healing Word. Even though bonus action heals aren’t as powerful as those from primary actions, they’re still incredibly useful, especially during difficult encounters, and can absolutely help your party avoid a TPK.


Movement and Positioning

Oftentimes, battles can be won or lost simply because the party has superior positioning over their foes, or they’re simply able to attack, when their enemies are not. Several classes have abilities that allow players to use their bonus actions to disengage, dash, or hide, such as the rogue’s Cunning Action, or the monk’s Step of the Wind.


Buffs and Debuffs

One of the best ways to take advantage of your bonus action 5e is to buff yourself or allies, or debuff enemies. Several classes have abilities that allow them to use their bonus actions to cast spells or abilities that provide buffs or debuffs, such as the bard’s Bardic Inspiration or the warlock’s Hex. Though buff and debuff modifiers are often quite small, they certainly add up over the course of a combat encounter.


Interactions and Utility

Bonus actions also allow players to interact with their environment in unique ways, and perform utility actions. Several classes have abilities that allow them to use their bonus actions to use object or open doors, without “using up” primary actions, such as with the rogue’s Fast Hands.



Unleashing Devastation: Bonus Action Combos

Some bonus actions can be optimized by combining them with other actions or features:


  • A fighter might use Shield Master’s Shove as a bonus action to knock an enemy prone, and then follow up with an attack as their regular action with advantage.
  • A sorcerer might use Quickened Spell to cast a spell as a bonus action and then follow up with a regular spell as their primary action.
  • A rogue could use their Cunning Action bonus action 5e to hide and then use their Sneak Attack feature to deal extra damage to an enemy.
  • A paladin may use their Lay on Hands ability to heal themselves as a bonus action and then use their Divine Smite ability to deal extra damage on their regular attack.


Powerful Bonus Action Combos with Your Allies

Combining bonus actions between classes can also be an even more powerful strategy in D&D. Certain classes complement each other well, and combining their bonus actions can result in devastating effects.


These are just a few examples of the many possible combinations of bonus actions between classes. The key is to look for ways to complement each other’s strengths and abilities and to communicate and coordinate effectively with your party. By doing so, you can create powerful synergies and make the most of your bonus actions in D&D 5e.


Rogue and Ranger

The rogue can use their bonus action to hide, which grants them advantage on their next attack. The ranger, in turn, can use their bonus action to attack with advantage, resulting in both classes unleashing a big turn of increased damage.


If you can combo with your ally to deal a burst of damage to an enemy, it increases the chances they won’t receive healing or defensive effects in time to save them, which can end the fight with a flair.


Cleric and Paladin

On the defensive side, a cleric and paladin can synergize very well together to keep allies alive.


The cleric can use their bonus action to cast a spell that grants temporary hit points or healing to an ally. Meanwhile, the paladin can use their bonus action to provide additional healing. Together, especially if primary actions are used to heal or defend allies, the two can practically bring an ally back from the brink of death, in even a single turn.


Sorcerer and Warlock

Spell casters come with a wide variety of effects they can employ. For example, a sorcerer can use their bonus action to cast a quickened spell, which allows them to cast a spell as a bonus action instead of a normal action. The warlock, in turn, can use their bonus action to activate an Eldritch Invocation, such as Hex or Armor of Shadows. This combination allows the casting team to deal additional damage to foes and also buff themselves, or debuff enemies, in the same turn.


Fighter and Barbarian

For raw, in your face damage output, a fighter and barbarian team are almost unmatched. The fighter can use their bonus action to make an additional attack thanks to their Action Surge ability. The barbarian can then use their bonus action to rage, which grants them resistance to damage and increases their damage dealt.


Against enemies who are within reach of your physical attacks, Action Surge and Rage provide an intimidating increase to your offensive capabilities.

Bonus Action 5e Undead Nemesis

What Are Bonus Actions in D&D 5e?

Ok, back to the basics for a second, in case you need to learn these facts. A bonus action 5e is a special type of action that players can take during their turn in addition to their regular action. Bonus actions are typically shorter and less powerful than regular actions, but can be used to perform specific actions that can give players an edge in combat or other situations.


How Do Bonus Actions Work?

Players can take one bonus action per turn, provided they have a valid action to use it with. Additionally, abilities, spells, and features may have specific requirements or triggers to use bonus actions, so it’s important to read the description of each bonus action carefully.


Players should also note that bonus actions cannot be used to take the same action that was used for their regular action, meaning that they cannot cast the same spell twice – as an example.


Timing Is Key: When to Use Bonus Actions in D&D 5e

When it comes to using bonus actions in D&D 5e, timing is everything. You should carefully evaluate your options on a turn-by-turn basis. While bonus actions can provide powerful benefits, they’re limited in availability, so it’s important to determine when to use your bonus actions to gain an advantage. Many bonus actions require a short rest, per use, and characters can only use one bonus action per turn.

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Bonus Actions in D&D 5e vs. Eternity TTRPG

In D&D, bonus actions often require some kind of recharge period (usually a short rest) between uses, meaning that many bonus actions can only be used once per battle. Additionally, players only get one bonus action per turn.

 

In the Eternity TTRPG Game System, the term is different, and the restrictions are actually less, but the concept of a bonus action is the same. In Eternity TTRPG, an “Instant Action” is any action that can be used – as the name suggests – instantly. In some cases, instant actions are restricted to being used on your character’s turn, but in most cases, they can be used at literally any time.

 

Since Eternity TTRPG also uses a dynamic Initiative Tracker for combat (as opposed to a “static initiative, where everyone’s turns are in a stable order once combat begins), instant actions provide a great deal of things your character – or other peoples’ characters – can “do” even when it isn’t specifically your turn.

 

What Classes in Eternity TTRPG have Bonus Actions?

Being able to engage with the game directly, even when it isn’t your “turn,” is one of the core game design concepts of the Eternity TTRPG Game System. So, every single class has an instant action/ bonus action of some kind. Probably half of all classes have a bonus action that provides only a self-buff, but at least half of all classes have a very dynamic bonus action that can be used offensively, to heal allies, move, increase range on attacks, etc.

 

Since there are simply too many instant actions to list, here’s a sample of some of the game’s most iconic bonus action-like core class spells and abilities:

 

Assassin – Core Class Ability

Ambush: this ability can only be used at the start of a battle, before Initiative is rolled. Instant Action, take one Action of any kind. When you use or critical this ability, you can’t use any more Wisdom this turn. 1Day Recharge.

  • (Life-Ender) You also gain two (2) stacks of “Lethality.” 
  • (Infiltrator) You also move your Speed value.
  • (Expert) You can use this ability twice before it goes on Recharge (but not during the same battle). This Critical still takes only 1Wisdom to use.

 

Cryomancer – Core Class Ability

Icy Enervation (Magic): 4Range, this spell automatically hits. Every time the target attacks, roll d20. If you roll 18-20, they take 1damage (deals 2damage to pyromancers). You can only deal damage with this spell once per turn, per target. 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. 

  • (Frost Knight) The target also has -13Strike Bonus and -13Faith for their next attack.
  • (Spells of Everwinter) Up to 3 enemies in 4Range.
  • (Elemental Ice) Roll 15-20. You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.

 

Legionnaire – Core Class Ability

Blood Draw: weapon Range, Strike Bonus vs. Dodge. If this ability hits, roll d20 on every one of the target’s turns. If you roll 18-20, they take 1damage. Once the target drops to half of their max HP (rounded up), this ability cannot be dispelled or removed in any way, and you only need to roll 14-20 to hit, causing them to take 1damage. You can instead choose to continually maintain this ability as an aura for 3Intelligence, per target you want to use it on, making it an Instant Action at the start of every battle.   

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

  • (Bringer of Balance) Roll 15-20 when the target has more than half of their max HP (rounded up). Roll 7-20 when the target has only half of their max HP left (rounded up). You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to use it on, making it an Instant Action at the start of every battle.
  • (Art of War) Even if this ability misses, +7Strike Bonus vs. Resilience, Taunts the target for 2turns. This critical effect cannot Double-Hit or give a Block.
  • (Blade Disciple) Even if this ability misses, +7Strike Bonus vs. Resilience, the target also has -3Speed. You can instead choose to continually maintain this critical as an aura for 6Intelligence (and 0Wisdom), per target you want to use it on, making it an Instant Action at the start of every battle. 

 

Pyromancer – Core Class Ability

Meltdown (Magic): Instant Action. 4Range, -7Faith vs. Resilience, the target is Locked for 1turn. If you hit with this spell while you are affected by “Fire Augmentation,” it also allows you the chance to apply that effect.

           If you critical this spell, you can’t use any more Wisdom this turn. “Meltdown” cannot Double-Hit or give a Block. 3turn Recharge.

  • (Flames of the Abyss) Even if this spell misses, you gain +3Faith.
  • (Magic of the Silver Lands) Up to 3 enemies in 4Range, Faith vs. Resilience, all affected targets are Locked for 3turns.
  • (Elemental Fire) You can only use this critical if you have “Arcane” selected. You also attack the enemy using a non-critical “Arcane Burn” in the same turn.
Heroes are made with Bonus Actions

Additionally, here are some of Eternity TTRPG’s most iconic specialization/ critical option instant actions:

 

Berserker – Specialization/ Critical Option

Mortal Throw: throw your main hand and off-hand weapons 4Range, -7Strike Bonus vs. Dodge to hit (Strike Bonus not debuffed by “Dual-Wield”), deals 1damage. Move your Speed value -3 before or after this attack. After you throw your weapon, it returns to you, even if the attack misses.

           (Double-Hit): deals 2damage.   

  • (Dauntless Fury) You can use this critical as an Instant Action when you drop to 0HP. When you use this critical, you can’t use any more Wisdom this turn.

 

Fallen Paladin – Specialization/ Critical Option

Life Eater (Magic): after you cast this spell on yourself, whenever an ally or enemy in 12Range takes damage, roll d20. If you roll 16-20, heal one ally in 4Range, +1HP. This spell allows the target to heal 1HP above their normal max HP. You can only cause healing with this spell once per turn. 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 spell for 2Inspiration.

  • (Sword of Shadows) You also take an additional non-critical Instant Action the next time you attack a target. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom), until this effect takes place.

 

Judge – Specialization/ Critical Option

God Save the King (Magic): weapon Range, +7Strike Bonus vs. Resilience or 4Range, +7Faith vs. Resilience, Taunts the target for 2turns. “God Save the King” cannot Double-Hit or give a Block.

  • (Swift Justice) You can use this critical if an ally takes damage. Instant Action. When you use this critical, you can’t use any more Wisdom for 1turn. 1turn Recharge.

 

Oracle – Specialization/ Critical Option

Greater Dispel (Magic): 4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or status effect from the target (excluding summons), at your choice. Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit.

           This spell is cast on any target you’d like, but the roll is made against the character who cast the spell or used the ability you are attempting to remove, unless the target is a summon.

           (Double-Hit): removes all stacks of 2 ongoing Magic or maintained effects (excluding summons). Or alternatively, if cast at a summon, deals an additional 1damage to the summoned unit.

  • (Memories of Eternity) Instant Action. When you use this critical, you can’t use any more Wisdom this turn. 1turn Recharge.
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Strategies for using Bonus Actions in Eternity TTRPG

As a powerful debuff against spell casters, Silence allows you to prevent magical healing, zero out enemy spell damage, and even interrupt ongoing magical buffs or debuffs.

 

Immediately Buff Yourself and Allies

In the Eternity TTRPG Game System, it’s basic to start off every fight with maxed out buffs, based on your character’s stats. Since buffs can be “Maintained” via your character’s “Inspiration” stat, you can effectively instant action buff yourself at the start of every fight – and you absolutely should, as you can count on enemies doing the same.

 

Cast Debuffs at the Perfect Time

Sometimes, it’s best to instant action debuffs on enemies from the very start of every combat encounter, especially if that debuff compounds in power over time. However, it’s sometimes best to wait until your enemy’s about to cast a big spell or unleash a powerful attack on your or an ally to lower their attack chance, for example.

 

With instant actions, you can choose when to interrupt spells, abilities, attacks, movement – really anything you want. The only limit to finding the perfect timing for breaking down your enemy’s strategy is your own creativity.

 

Overwhelm Enemies

I personally enjoy building characters with super low initiative. The reason is that by avoiding any stats increases into initiative, I can load up on other stats like my hit chance or defenses. Plus, it doesn’t matter that I have low initiative, so long as you build with instant actions.

 

Classes like the revenant, for example, have all kinds of status effects they can bonus action cast on enemies, all simultaneously. So, even though my character is super slow, I may actually start every battle with 3-4 instant cast spells. Finally, in Eternity TTRPG, debuffs also trigger every time the target of your spell takes their turn, meaning that if I’m slow and they take turns more often than me, they actually get almost double-debuffed from my spells.

 

Give Yourself Force Multipliers

Consider situations where you can multiply the beneficial effects that you gain from instant cast spells and abilities. For example, the “Haste” archon spell gives you extra turns. Well, if you also give yourself a relic that provides you with the fallen paladin “Blood Spiller” ability, then you get a chance to deal extra damage whenever you attack, plus you get extra turns that also give you the “Blood Spiller” effect, again.

 

Finish Off Powerful Enemies

Healing in Eternity TTRPG is pretty simple, and it’s powerful. It does come with some long-term drawbacks, but if you’re fighting a major villain who has henchmen that can heal him when he drops to low HP, you may have a problem on your hands.

 

One of the best ways to use instant/ bonus actions is to quickly deal a burst of damage large enough to drop the enemy to 0HP in one fell swoop. If you can save your instant action burst for an opportune moment, though you may be itching to use it through the entire encounter, you’ll be the hero of the battle once that final blow is dealt.

 

Save Allies from the Brink of Death

As defensive powers, instant actions are also game-changers. Some classes, such as the paladin, have instant heal effects that bring an ally back from 0HP. These effects are also incredibly useful as they heal an ally back to 1HP even if they took damage from a massive attack that would otherwise have left them far in the negatives.

 

Try Out the Eternity TTRPG Game System

Whether you’ve played D&D for many years or you’re new to TTRPGs, check out the Eternity TTRPG Game System. Eternity is a self-published game that I created back in college, and even now, continues to receive regular updates.

 

Eternity TTRPG is a GM-less game where all players at the table can contribute to the game’s world, overall story, and overall individual quests as much or little as they like. You can pick up a PDF copy at the Eternity TTRPG shop.

 

Finally, I know that getting into a new game system comes with a bit of a learning curve. However, if you enjoy the idea of contributing to your game’s story without always being the sole dungeon master, and if you like highly tactical combat, then I know you’ll enjoy Eternity. Happy gaming!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

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


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


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

Critical Role episode 3 summary graphic. Four fantasy characters stand before a golden logo.
By Jacob Tegtman November 22, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=ZRQRNqRGVMs Transcription Hey everyone, welcome back to Eternity TTRPG.  With the last recap of Critical Role’s fourth campaign, in episode 2, the Falconer’s Rebellion echoed through Dol-Makjar, and an angel’s bloodline rewrote what faith looks like in the series. This third episode — The Snipping of Shears — pulls those threads tight: divine secrets, infernal bargains, and a murder that changes everything. As a quick note before jumping in, if you haven’t seen my prior recaps of this Critical Role campaign, you should know that A LOT happens in these 4.5hr-ish episodes. Cutting all of that down to about 10minutes means that there will be a lot of summarization. If there’s anything you don’t quite follow, check out my previous recaps for more context. This episode opens with Teor Pridesire, the soldier trying to live quietly under the banner of the Candescent Creed. Sir Filoneus Halovar hires him as Wick Halovar’s new bodyguard and sends him to the Mercanaud Couturier — a tailor’s shop with more whispers than fabric. In the bustling Ogrimok Market, where magic is forbidden, Teor runs into Sir Julien Davinos, who’s searching for Occtis Tachonis. Julien recognizes the Couturier’s name — they make problems disappear for the Halovars. Teor, unaware, walks straight toward them. Back in Villa Aurora, Wick faces a truth that upends everything he believes. Photarch Yanessa Halovar reveals that the chained celestial beneath their temple — Aetheon — is his grandfather. After the gods fell, she took Aetheon’s blood and wished for a child touched by the sun. That child became Godard, Wick’s father — and the foundation of the Candescent Creed. The Halovars turned divine theft into religion. Yanessa built her empire of light to survive a world without gods — and tells Wick the rules of faith are for others. His duty is legacy: marry well, expand Filament, and remember that true power runs in the family’s blood. For Wick, his prior belief has just curdled into this sickening feeling of betrayal. Reeling from the truth, Wick turns to the only person who’s ever been somewhat(?) fully honest with him — his demon companion, Tyranny. She was crafted by the Prince of Demonkind, to serve the Creed’s image, and bargain for souls. But Tyranny hates her purpose. She’s bound to Wick alone, and begs him not to send her back to the Pit. They realize they’re both trapped by family expectations — a believer and a demon chained by faith and fear. Wick promises she’ll stay free, and together they plan to rescue Teor before the Halovars decide that he’s expendable. In another corner of Dol-Makjar, the hunt for Occtis grows dangerous. At the Penteveral, Murray Mag’nesson stands up to Primus Tachonis himself — and is promptly cursed for it. Meanwhile, Occtis, Thimble, and Kattigan are ambushed by the Crow Keepers in the Guard Tower. Vaelus bursts in mid-fight, saving Thimble from a grisly end. The gang learns that Casimir — Thimble’s former ally — had been stealing from the Crow Keepers, paid his debt in blood, and left behind a deed to a fortress, now stolen by Cyd. It’s one more piece in a spreading puzzle of betrayal. While others fight and scheme, Thaisha and Hal Fang build something new — the Hallowed Round, a theatre rising from Dol-Makjar’s old scars. Once a temple of oppression, it’s now reclaimed for art and community. An orc musician reminds Thaisha that rebellion isn’t just war — it’s creation. At the Couturier, Teor meets the Mercanaud brothers — charming, unsettling, and reeking of infernal power. Before he can act, he’s trapped in a circle carved into the floor — a nine-pointed star that reeks of sulfur. Calastro Mercanaud begins cutting Teor’s shadow apart, piece by piece, with silver shears. Then, salvation: Wick and Tyranny arrive under false orders, bluff their way in, and free Teor. The three escape, but Tyranny’s terror says everything — they’ve just angered something far darker than House Halovar. At Hal’s home, the pieces finally align. Hal attunes to Thjazi’s sword — the Liar’s Blade — and sends Thimble north to avenge their brother. Wick, Tyranny, Teor, Thimble, and Kattigan form a small band: the Soldier’s Table. Azune watches them ride out, whispering the names of the fallen. It feels like history beginning again. At the Palazzo Davinos, the story turns from politics to nightmare. Julien watches in frozen horror as an invisible assassin reaches into his father’s skull and pulls it free. Upstairs, Occtis and Aranessa are trapped by silence as his brother Ethrand arrives — holding the Stone of Nightsong. He orders the ghouls to open Occtis’s chest and put the stone ‘where it belongs.’ And then? Fade to black. Alright — here’s why The Snipping of Shears hits so hard, and what you can learn from it for your own table.” 1. Secrets mean more when they’re personal. When Wick learns that his faith is built on a lie — that his family’s light was stolen from a fallen celestial — it’s devastating not just because it’s awesome lore, but because it’s his grandmother telling him the truth. That’s the lesson: don’t dump exposition from an old scroll. Deliver it through someone the character trusts. When revelations come from family, mentors, or companions, the heartbreak feels real, and the fallout drives roleplay for sessions to come. 2. Make corruption generational. The Halovars inherited sin. Yanessa’s wish twisted faith into an empire, Godard’s blood carries celestial power as a burden, and Wick now bears that legacy whether he wants it – or in this case, definitely not. And that’s the power of it. Tyranny’s existence also mirrors that cycle — a demon born into a contract she never chose. If you want emotional weight, make power in your world come with ancestry, or family, attached. Maybe a magic sword remembers every life it’s taken, or a player’s bloodline is blessed by something they don’t believe in. Legacy as corruption creates tension between destiny and free will — one of the best engines for storytelling in D&D. 3. Mix horror with heart. The Couturier scene in this episode works because of what’s being taken. Teor’s shadow — his literal sense of self — is being cut apart. It’s a nightmare. And it is the kind of horror that lingers. When using horror at your table, think beyond monsters. Ask, ‘What does this threaten about who the character is, at their core?’ A curse that erases memories, a haunting that whispers a player’s thoughts back to them — those are the scares that deepen character growth. And that’s it for Episode 3. Celestial secrets, infernal contracts, and one unforgettable assassination. What do you think — is Wick destined for redemption or ruin? Drop your theories below, and join me next time as we follow the Soldier’s Table north. Until then — let your dice fly, and may your stories be legendary.
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By Jacob Tegtman November 22, 2025
Know someone who’s a D&D fan? Not sure what to get them for Christmas? Or are you a D&D player and want to treat yourself?
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By Jacob Tegtman November 18, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6BYfKn3_nXc Transcription What if I told you that Dark Sun , the brutal, sun-scorched D&D campaign setting, might be making a serious comeback … not with a full book yet, but through new Unearthed Arcana subclasses? That’s exactly what’s happening — and today, we’re breaking down those four apocalyptic subclasses and what they might mean for the future of Athas.  First, some context. Dark Sun is one of D&D’s grimmest, most apocalyptic settings — magic is destructive, the world is a harsh desert wasteland, and mighty Sorcerer-Kings rule with an iron fist. That desolation comes from the fact that in Dark Sun, magic doesn’t just draw power — it devours life . That’s why many mages, called defilers, siphon life from the land or even from living beings to fuel their spells. Historically, Dark Sun has also leaned heavily into psionics , making it very distinct among D&D worlds. Now, Wizards of the Coast has dropped a new Unearthed Arcana (UA) called “Apocalyptic Subclasses” , and all four subclasses in it feel very Dark Sun-inspired. Fans are interpreting that as a possible signal that a full on 5.5E Dark Sun sourcebook could be coming. To understand these Apocalyptic Subclasses, picture yourself stepping onto the cracked earth of a dying world. The sun hangs low and cruel, magic scorches the life around you, and survival is never guaranteed. That’s the energy these four subclasses channel. So let’s break them down — not just what they do, but how each one captures a different piece of Dark Sun’s brutal legacy. 1.Circle of Preservation Druid These druids focus on restoring life. In an apocalyptic wasteland, they represent the fragile hope — trying to heal and revitalize what’s left. Their mechanics emphasize “purifying” conditions or restoring vitality, meaning that they actively reverse the environmental damage caused by defiling magic — turning dead ground fertile again, cleansing blighted areas, and preserving what little life remains. Roleplay-wise: these could be preservers in the classic Dark Sun sense, using magic to bring back life instead of destroying it. 2. Gladiator Fighter A charismatic, show-man-warrior. Gladiators are huge in Dark Sun lore — arenas, duels, brutal spectacles. Mechanically, this subclass leans into “performance + combat.” According to community feedback, it uses weapon mastery and charisma in interesting ways, intimidating foes, rousing allies, and performing daring maneuvers that blend martial prowess with theatrical flair. In a Dark Sun campaign, gladiators could be slaves, champions of sorcerer-kings, or rebels. 3. Defiled Sorcery (Sorcerer) Now this is very Dark Sun. These sorcerers draw life energy — either from the environment or even from other creatures (hit dice) — to fuel their magic. The risk/reward is huge: you get powerful magic, but at a terrible cost. Perfect for a wasteland where magic is taboo and destructive. 4. Sorcerer-King Patron (Warlock) Warlocks who’ve made a pact with a Sorcerer-King — those tyrannical, magically powerful rulers of Athas. The patron imbues them with fear, command, and the oppressive power of their masters. This is a really flavorful pick: warlocks aligned with Sorcerer-Kings could be enforcers, gladiator-lords, or even secret agents of tyranny. To be clear with all of this Dark Sun speculation though, nothing is confirmed by Wizards of the Coast, yet. Unearthed Arcana is playtest material. Just because these subclasses are Dark Sun–flavored doesn’t guarantee a full sourcebook. Still, for longtime Dark Sun fans, this could be the biggest hint yet that Athas is returning in 5.5E. Understanding these subclasses is one thing — but using them in your campaign is where they really come alive. These options have strong thematic identities tied to survival, corruption, and power. So, here’s how DMs and players can integrate them into their campaigns in meaningful, story-rich ways. As a DM: Consider running a campaign set in a Dark Sun–inspired wasteland , even if you don’t go full canonical Athas. These subclasses give you hooks: gladiator arenas, life-draining magic, tyrant warlocks, and more. Think about NPCs: Defilers (sorcerers) and Sorcerer-King warlocks make for excellent villains. The preservation druids can even be the rebels. As a Player: If you want flavor: pick one of these subclasses to lean into the “wasteland survivor” vibe. Think about backstory: why does your defiler steal life? which Sorcerer-King did you make a pact with? That will drive roleplay. Just remember with all of this though because it's not final : some features might change or be removed. Also, balance could be off, currently: some players in the community already think certain features are strong or need tweaking. So yeah — these four apocalyptic subclasses are awesome, and they are giving major Dark Sun vibes . While they don’t guarantee a full Dark Sun 5.5E book, they’re definitely a strong signal. Whether you’re a fan of Athas already or just love grim, high-stakes fantasy, these subclasses open up some very cool possibilities . Let me know in the comments: which subclass do you want to try first? And do you think Wizards of the Coast is actually building toward a Dark Sun comeback?
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