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.

D&D: Forgotten Realms book cover with heroes. Characters in action with blue energy, forest background, and pre-order text.
By Jacob Tegtman November 14, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=rpPgFjr-hhg Transcription Want to take your character from just another face in the crowd to a legend whose name echoes through the halls of the Forgotten Realms? Today we’re diving into the brand-new sourcebook that gives players power, story, and world in one package: Heroes of Faerûn. It’s just out as of a couple days ago, and we’re here to show you why this one could change the way you play characters in the Realms. First up: what exactly is Heroes of Faerûn? The book is a 192-page hardcover sourcebook by Wizards of the Coast set in the Forgotten Realms for 5.5 edition D&D rules. What’s included? Eight new subclasses, a new Circle Magic system (for group spellcasting!), dozens of feats and backgrounds, regional equipment, a breakdown of the Realms’ regions, factions, deities — everything a player needs to plug their character into Faerûn. In short: this is a player-centric book — not just for DMs. Many Realms books lean DM-heavy, but this one is about you the player stepping into the legend. Why is this book a big deal? Here are three reasons:  1. Expanded Player Options — Eight new subclasses means fresh ways to play: you’re not just rehashing what everyone else plays. And when you pair that with new backgrounds, feats, and special “regional” equipment — that gives some serious customization. 2. Setting Integration — The Forgotten Realms has been around for decades, but sometimes the player options feel generic. This book leans into lore: it gives eight factions, a primer on 42 gods, and overviews on ten Realms’ regions. That depth gives your character a place and a story. 3. Innovation: Circle Magic & Group Play — One of the standout mechanics is what’s called “Circle Magic.” This isn’t just another spell list: it’s a system where casters can combine efforts for enhanced effects. It opens up group tactics, teamwork for roleplaying magic casting, and can shake up how your table views magic on the whole. So, if you’re a player who wants more than “I show up and roll dice” — this book gives you tools for story, mechanics and flavor. Let’s dig into the contents (and I’ll highlight the ones I’m most excited about): The 8 new subclasses are: College of the Moon (Bard), Knowledge Domain (Cleric), Banneret (Fighter), Oath of the Noble Genies (Paladin), Winter Walker (Ranger), Scion of the Three (Rogue), Spellfire (Sorcerer), and Bladesinger (Wizard) There are also 18 backgrounds, over 30 new feats, 19 new spells, 3 magic items, 12 mundane items, 2 monsters, 13 maps, and overviews for 10 regions of Faerûn. There’s also Faction membership for eight classic and emerging factions (like the Harpers, Zhentarim, and Purple Dragon Knights) that offer character hooks, renown, and special rewards. Now for Highlights that I’m particularly keen on trying, myself: The oath of the noble genies (Paladin). These paladins draw power from the Elemental Planes through pacts with powerful genies, wielding elemental abilities like Elemental Smite which enhances a Divine Smite with effects such as grappling enemies, dealing fire damage, or knocking foes away. The region overviews: these let you pick lesser-used Realms locales as your homeland, giving characters unique flavor rather than defaulting to the Sword Coast. Circle magic: I am very excited to see exactly how this pans out with my gaming group, but I think the potential here for spell casters to enhance each others’ effects, and create group casts, is amazing. If you pick up Heroes of Faerûn, here are some tips for how to get the most from it: Talk to your DM early. Especially regarding Circle Magic and faction mechanics — decide how renown works, and how group casting will work specifically for your group. Pick a region + faction combo. Let your background tie you to a place (say, Tethyr or Calimshan) and a faction (Harpers, Zhentarim) so your character has immediate hooks. Use the new subclasses to complement the setting. If you’re from the north-wastes of Faerûn, maybe the Winter Walker Ranger is a better fit than a typical forest-walking ranger. Be proactive with story. Since the book emphasizes lore, lean into it: pick a god early, pick your renown path, choose an equipment piece from your region. These add role-play texture. Don’t let the feast of options overwhelm. With 18 backgrounds, 34 feats, and many spells — pick a few you like, then build from there. No need to try everything at once. So: if you’re a player who wants more (mechanics, flavor, story) and you’re set in the Forgotten Realms, Heroes of Faerûn might be your next go-to book. If you give it a try or if you liked this breakdown, hit like, subscribe and ring the bell for future D&D news and breakdowns. In the comments: tell me which subclass from the book you’re most excited about, or which faction you’d join in Faerûn. Thanks for watching — and may your name echo through the Realms.
A D&D Beyond adventure cover: a skeletal figure with a glowing sword stands in ruins.
By Jacob Tegtman November 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=G_0s9az8hmo Transcription Free adventures on D&D Beyond? You love to see it. This week, Wizards of the Coast dropped The Tenebrous Stone — a brand-new, totally free Forgotten Realms adventure that pits your party against cultists, undead, and a mysterious demonic artifact. But here’s the kicker: it might also hint at new DM tools for 5.5E’s upcoming Adventures in Faerûn. Let’s dive in.  Welcome back to Eternity TTRPG , your go-to source for everything happening across the planes of Dungeons & Dragons — from new books and adventures to the coolest things happening in Faerûn and beyond. Last week, Wizards quietly released The Tenebrous Stone — a free adventure available right now on D&D Beyond. It’s set in classic Forgotten Realms territory: the chilly reaches of Damara , where a cult of Orcus has hidden a demonic stone in a basalt quarry near the town of Helmsdale. The artifact radiates despair, turns workers into undead, and — as always — it’s up to your level 3 party to fix everything before the entire region becomes a necrotic wasteland. The adventure clocks in at about three encounters — perfect for a single evening session or if you can work your DM magic to stretch it out a bit, a spooky two-shot. It’s also fully preloaded into D&D Beyond’s new Maps VTT , and you don’t even need a subscription to run it. That’s a pretty smart way for Wizards to get more DMs testing the platform. But here’s what really caught people’s attention: The Tenebrous Stone is labeled as a ‘Deity Adventure’ — language we haven’t seen before. That phrasing suggests Wizards might be introducing a new adventure tagging system in the upcoming Adventures in Faerûn , a book we still know surprisingly little about.” Imagine a system where adventures are organized by which gods or faiths they involve — Ilmater, Lolth, Tyr — making it easier for DMs to build campaigns around divine themes. It’s a small detail, but it could mean a huge leap forward for campaign-building tools. Right now, though, that ‘Deity’ tag doesn’t do much mechanically. But it gives us a glimpse into what Wizards might be cooking — especially for Dungeon Masters who’ve been asking for better adventure-creation tools. Bell of Lost Souls’ blog coverage on this topic also ends with a great point: DMs carry the game. They create the world, the encounters, the tension — and while that’s rewarding, it’s also a lot of work. If Wizards can use tools like these ‘Deity Adventure’ tags to streamline prep or inspire new story hooks, that could be a win for the entire community. Perhaps – a way to streamline DM prep and inspire great adventures. So whether you’re looking for a one-shot full of undead cultists or just curious what 5.5E’s adventure system might look like, The Tenebrous Stone is worth checking out. It’s free, fun, and a peek behind the screen at what’s coming next for Faerûn. So — what do you think? Are you – like me – downloading The Tenebrous Stone for your next game night? Would you want to see more deity-themed adventures in D&D 2025? Drop your thoughts in the comments — and while you’re there, hit like , subscribe , and ring that bell so you don’t miss our next dive into the world of tabletop chaos.
By Jacob Tegtman November 11, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=vXPtTnjy5wU Transcription “Hey everyone, welcome back to Eternity TTRPG. Today we’re unpacking Critical Role Campaign 4, Episode 2: ‘Broken Wing’ — an episode that moves with quick flashbacks, a slow-burning mystery, and unveils one genuinely unsettling artifact. If you missed the premiere, don’t worry — I’ll give you the lay of the land so you can follow every twist.  My goal here with these recaps is to keep them at about 10minutes, so you can follow the main beats of Critical Role without the huge time investment. On that note, be sure to check out the summary for Episode 1 just earlier this week if you want to get caught up! The episode opens not in the present, but in the middle of a past war — the Falconer’s Rebellion — where we meet younger versions of characters who’ll matter later. There’s Teor, a hulking soldier who feels every weight he carries; Kattigan, the quick-witted fighter; and a 15-year-old Azune, whose future as an Arcane Marshal is only hinted at here. They’re pinned down, wyverns tear at the sky, and the scene is chaotic and desperate — a sobering hook that tells you: this world has history, and it’s messy. In the middle of that chaos we get a small but important moment: Thjazi Fang, a figure whose past actions ripple through the episode, is injured — and Casimir, a thornier face in the city’s underworld, scoops him to safety. That moment matters later. Now, cut to present-day Dol-Makjar: Hal and Thaisha — two careworn, sympathetic figures who run a refuge of sorts — find a shattered black ceramic mask in their home. The shards exhale a cold, silver mist, and Thaisha collapses, hearing a nightingale’s song in her head. The mask isn’t just creepy set dressing: Bolaire and Murray, two more scholarly voices in this corner of the city, quickly identify the object’s box as a coffin — etched with the name ‘Obsidia’ in Kessian, an ancient halfling script, and plated with celestial symbols. That combination — halfling religious iconography wrapped around something new and grotesque — immediately reads as blasphemy and trouble. The cast reconverges at Hal’s: Teor, Kattigan, Occtis, Azune, and Thimble are there around Thjazi’s body. Thimble — who’s small in stature but enormous in feeling — collapses onto Thjazi and blames Vaelus, demanding the Stone of Nightsong, a keepsake with emotional resonance for her. This is where the episode tightens: the friends learn Thjazi’s safehouse was ransacked, and Azune, ever the investigator, finds a magical forgery hidden in Thjazi’s coat. It looks like someone set a frame — betrayal stinks in the air. To complicate matters, Casimir and Cyd (Teor’s brother) are unaccounted for, and black feathers were found at the scene — a small clue that points to the Crow Keepers, a thieves’ guild Casimir is tied to. Thimble vows to go find answers. It’s a nice sequence of grief turning into action: the personal drives the plot. Meanwhile, the episode spends time in the halls of power. At Villa Aurora — home of House Halovar and the Candescent Creed — we meet new faces and old tensions. Wick, an eager acolyte, witnesses Teor rescue and heal a worker, and Teor’s act of mercy wins him attention. But not everyone is thrilled. Photarch Yanessa Halovar, a high-ranking cleric, quietly urges her house to distance itself from the Torn Banner and cozy up to House Tachonis — a rival power with suspicious influence. Yanessa even suggests Thjazi’s death was orchestrated by Tachonis. Translation for what we’re learning about this world? Every helpful act in Aramán has strings attached, and alliances are fragile. Quick context: The Halovars are powerful religious aristocrats; the Tachonis are another noble house with their own, shadowy agenda. Political intrigue is the bedrock here. Back in the quieter rooms, Bolaire and Murray dissect the coffin. The wood comes from the Wastes, the silver plates are ancient Kessian — the name Olbalad appears, which translates to a kind of halfling angel of death. A coffin referencing a celestial figure, newly crafted and oozing mist. It’s old magic — but it’s also a deliberate mockery or corruption of something sacred. When they drop a tool into the coffin, it falls forever — no sound, no impact. That silence is bone-chilling and tells us whatever this thing is, it doesn’t obey normal physics. The episode doesn’t stop on small horrors — it ends on something huge and awful. At the Villa Aurora’s Prismatic Retort — a massive machine that channels the ‘light’ powers of the Candescent Creed — Photarch Yanessa and Wick’s grandfather reveal what looks like an enormous iron maiden: inside, a chained, thirty-foot angel with siphoning taps in its body. It reads like religious science fiction and lands with a visceral, ‘did I just see that?’ finality. For an audience member, that visual hits differently from a dagger in the dark — it’s the campaign saying plainly: celestial things are broken here, and larger forces are being manipulated. At the end of each of these episodes I want to do a quick unpacking of what makes these Critical Role sessions so awesome, and what you can take away to your own next gaming session. Alright — so what can Broken Wing teach your table? 1. Try using flashbacks like living memories. Flashbacks like the Falconer’s Rebellion are emotional scaffolding. Instead of dumping lore about who fought who, we see Teor, Kattigan, and young Azune under fire. We feel their fear and loyalty, which gives context to their choices later. If you want to bring that to your table, drop players into short scenes from their characters’ pasts — five minutes tops. Let them play out the betrayal, the lost battle, the friendship they’ll mourn later. That way, when those memories resurface in the present, the emotion feels earned, and hit hard. 2. Make artifacts carry more than stats. The shattered mask and the Obsidia coffin are perfect examples of magic items that do something narratively. They carry history, faith, and fear. As a DM, whenever you hand your players a relic, ask yourself: Who made this, and why? What happens if it’s misused or broken? Maybe the item reacts to emotions, or maybe its power has cultural consequences — like this coffin blaspheming against celestial law. And finally, three: Keep your politics gray. One of the strengths of this episode is how every side believes it’s right. The Halovars see loyalty as survival; Tachonis treat manipulation as necessity. In your campaign, that’s gold. Let your factions and rulers have good reasons for bad choices. Make the players ask, “Are we helping the right people, or just the ones who smile at us?” When you blur those moral lines, every decision becomes roleplay fuel — and every revelation feels earned. So, remember — flashbacks plant emotion, artifacts anchor lore, and gray politics keep tension alive. Use those tools, and you’ll craft sessions that your players will talk about for months. So that’s Broken Wing — we got war-scarred flashbacks, an unnerving coffin that might be blasphemous, betrayal in the shadows, and an iron-maiden angel that raises more questions than it answers. Drop your wildest theory in the comments: who forged that coffin? What is the Stone of Nightsong actually holding? Subscribe for more recaps, DM tips, and quick takes. Next time we’ll dig into Episode 3 and follow the threads this one has left hanging.
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