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.

September 24, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=hMFP7UHtWEU Transcription [00:00:00] Welcome back to Eternity TTRPG, where we go over different happenings in the TTRPG universe, as well as talk about the game that we have been creating. Um, this go around, I think all of the hype is around, um, D&D World of Warcraft. Um, the Dungeon Masters, like, YouTube channel decided to go ahead and start a new campaign all around the World of Warcraft stuff, um, using all of those materials, even though it doesn't release until, like, mid-November. Um, so there's a lot of talk about everything that they're doing and what's going on. So I thought I'd give a little rundown of what to expect with the World of Warcraft expan- or excuse me, World of Warcraft, like, collaboration that's going on, right? So there was a lot of speculation when this first came out what it would be over. Like, is it gonna be one of the classic expansions like Burning [00:01:00] Crusade or Pandaria and just pull from one of those? Do we get any of the classic dungeons like Deadmines or Deepfathom? Um, and also what classes are they gonna bring to the table? What about subclasses and all of that kind of stuff? So I'm just gonna go over what we kind of know, um, and I think that's all that's been revealed. So with that in mind, you have, um- 13 World of Warcraft classes, um, along with they are featuring nine new and revised subclasses, and there's over 40 different specializations. So classic, um, classes that you're gonna be seeing from World of Warcraft is gonna be like Death Knight, Demon Hunter, your Druid, Mage, Priest, Monk, Warrior, Paladin. Um, they are doing the Evoker, which I think is relatively new compared to where the setting is of the, um, [00:02:00] guidebook that they're coming out with. Um, the book itself that they're coming out with, of course, has-- It does have your classic dungeons like Deadmines, and Deepfathom, and, um, Scarlet Monastery, uh, along with like Dire Maul and Shadowfang Keep. Um, so I think that's really neat that they're actually gonna do some of those, um, instances which I have fond memories of Deadmines especially 'cause, you know, that was just-- it was a classic. And they ended up coming back and remaking it for higher level which was really neat too to get more of the storyline there. Um, and then along with all of this there is like 50 monsters and 30 dungeon bosses that they give stats for in the guidebook which I think is neat because you're not gonna run out of monsters really easily with that. Um, I just hope that they reign true to like the [00:03:00] monsters that you would face and the different characters you would face in World of Warcraft like I think of the kobolds, um, in Elwynn Forest and how if you didn't, you know, prepare correctly you were gone pretty quick, right? Um, so I thought that was really neat. Um, I also think that they're reigning true to a lot of the professions and spells and magic items, um, such as Moonfire which I remember fondly from druids. Um, and then of course you have stuff like mounts and companion creatures that I think they're gonna bring into play as well, 'cause I of course remember like, oh gosh, you know, the classic horses that you see for any human. Um, and I specifically remember paladins riding them, so that was just in my mind. Um- Let's see what else we have. Oh, so subclasses that I found was gonna be like the Swashbuckler Rogue, the [00:04:00] Path of the Spiritual Guardian, and the Warrior of Mystic Brews. Which, why did that become the joke with your pandas in World of Warcraft? Why did they become the drunks? I never understood that. I still think it was a really cool touch, but now when I think of like pandas, and even Kung Fu Panda, for crying out loud, I just think of Po as like this drunk panda. Um, so I... Why did that become the thing? Yeah, um, with that all... Let's see. As far as what you can get, like D&D has this ultimate bundle going on where you get the whole like guidebook with all of the, you know, monsters, instances, potions, all that stuff. They also have like a map pack for the Icecrown Citadel, which you actually find in Northrend. [00:05:00] Um, so I think that's kind of neat. Um, and then they of course have the dungeon master screen. They have k- they have, um, the digital stuff to go all with it. Then they're doing like a promo with murloc minis. Which those murlocs, you know they're gonna have those as monsters, and you know they're gonna be mean and annoying, and they're gonna end up, you know, taking over your party pretty easily, 'cause that's what they did in the original World of Warcraft. And I had many bad experiences with murlocs, so when I hear that noise, I just, I, ew, you know, don't like it. Let's see. You know, it's just... When we think about this, right, I am so happy to see, like, us doing some world crossovers, uh, Dungeons and Dragons wanting to pull in more people. And when I [00:06:00] think of tabletop role play, my first thought actually does go to World of Warcraft, because that was like my first experience with playing a different character and having magical powers and having these different things to face and fight. So it's very nostalgic for me and, you know, in a way I kinda just want to get it for the nostalgia. Um, but the other side of this is like, is Dungeons and Dragons running out of ideas because they have to pull from existing universes? Or are they just doing what we already do when we make a campaign? You know, as a campaign, I think we pull f- As a dungeon master, campaign writer, all that kind of stuff, I feel like we pull from different things that we already see in the world around us. Um, for example, there was an anime, I'm trying to remember the name of [00:07:00] it. Um, but basically they got stuck in this video game, and you had to complete one level after another, and once you reached like level 100, you could finally leave the video game. Um, so I think we went ahead and pulled an idea of that, and like we would keep going back to this location. Every time we went to this location, it would be a different like level in it that we would ascend to. Um, sadly, that campaign never finished, but it's just another example of like we pull from the things that we enjoy, right? So if I enjoy from World of Warcraft, I'm gonna already pull ideas from that without needing the Dungeon Master Guide or needing D&D to do any kind of crossover. Um, but you know, they're bringing in two different names, um, for themselves between Dun- Dungeons & Dragons, World of Warcraft, bringing in two different audiences and, you know, bringing in new revenue for them, right? So, you know, I, I don't know. I think it's gonna be neat. I really like that they [00:08:00] wanted to do this kind of thing. But I mean, we already do that as people that make their campaigns as dungeon masters. So at what point are we really doing something new? I don't know. Leave your thoughts down below. Comment, like, subscribe, do all the stuff, and we'll catch y'all next time.
September 16, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=UteTnsp4yIE Transcription [00:00:00] Welcome back to the Eternity TTRPG YouTube channel, where I discuss different happenings in the tabletop role-playing universes, as well as talk about the game that my husband and I have been developing. So we've already gone over all of the races in the world of Eternity. Um, you know, your basics from human all the way down to espers and jaidori and treants, which are pretty neat races, if you ask me. Um, but we have not gotten to classes, right? So the classes that I wanted to start with is gonna be the first six classes that you're exposed to in Emanation, which is the card game that my husband and I came out with. So that is a combat TTRPG card game. And in this game, we show off six classes to start with, and we picked out the classes that we thought could showcase, um, a little bit of the creativity when it comes to Eternity, but also [00:01:00] some of your favorite classics that you would see in, like, D&D and other role-playing games. So to start that off, I'm actually gonna talk about the different types of classes first. So we have it split up into your casters, your, um, fighters, and your, like, spell casters, which is gonna be your crossover, a mix of the two. So the two fighters that we feature in the Emanation box is gonna be the assassin and the berserker. So the assassin is always, uh, bringing final memories for people. So since the Eternal Wars, they have been the masters of death who train to deliver a sudden death. So their main ability and what makes them the assassin is, of course, their ability to assassinate. Um, so they like to lay in shadows, build up their lethality, and then spend all of it to deal a final blow or a very, um, difficult blow, right? And then you think about your berserker, [00:02:00] and berserkers, they are furious and brutal. The more rage they have, the more power they have. And a berserker never feel, fears up-and-close encounters with anyone. So with the berserker, they are all about let me hit as much as possible, as hard as possible to as many people as possible, and that's kind of how the class was built with Emanation in mind. So the other thing about berserker to keep in mind, though, is that they are probab- they are the class that has the least health across the board when playing Emanation. So the goal is definitely, um, to get everybody before they get you. So may the rolls be in your favor. Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. [00:03:00] Each class deck comes with its own set of unique abilities which everyone plays at the same time so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. So moving on to your caster classes, that is gonna be your druid and summoner in Emanation. So the druid, of course, is gonna be a classic class that we see in a lot of ta- tabletop RPGs with your idea of shifting into different animals and working with the nature around you, right? The class lends itself to the Jadorian treant races because those were the protectors of the wild's floral fauna and the Tree of Life. Um, so a lot of your treants and Jadories are recommended to be druids. But that's just Eternity lore for you. The other caster class is gonna be the summoner. The [00:04:00] summoner was actually my first character in this um, world of Eternity, so it has a special place in my heart a little bit. But summoners are the gatekeepers of the world, and Through their portals, they can, like, pull different things out of these portals, um, and just, you know, summon them, use them, use their abilities. So they're definitely more of like a, "Hey, I'm gonna stay back here and send my summon in to do all the work." Um, they also take advantage of what's called a grand summoning. So rather than attacking every single turn in the game of Emanation, they're gonna take a turn to build up, and then on that next turn, they're gonna do something big. So they could, they could do, like, one damage to everyone or two damage to one person or a really big heal to themselves. So that makes them kind of fun, and it does have its trade-offs. So then the last two classes, which I also think are, um, really just I've [00:05:00] seen them in Eternity tabletop role-playing, so I don't know how they would translate to other tabletop role-playing games. And these are also going to be your spell fighters, and that is the Judge and the Oracle. So with the Judge, um, they are supposed to be the keepers of peace. They install law and order, and they're often acting as the accuser, judge, and jury. So it's, uh, definitely a play on law bringing and whatnot. So the Judge itself, when you're playing it in the world of Emanation, is that it defends itself as often as possible. But when it is not defending, it hits really hard. So it's definitely like another trade-off class. You go like every other turn, you want to do this to do that sort of thing. And it's also a really difficult class to actually target, um, so that's kind of a fun quirk with Judge. With [00:06:00] Oracle, Oracle is arguably the hardest class to play in the game of Emanation, um, just because of the different technicalities of it and how it interacts with everything else. I definitely think Oracle is best in a three or more player situation rather than a 1v1 situation because, like, some of the abilities with Oracle is better on a group. So, for example, they have an ability called Chains of Con-Condemnation, which basically it takes two characters at your choosing, two of your opponents, and chains them together. So if person A takes a hit and takes damage from something or someone, then the Oracle gets to roll for person B to see if person B will get hit as well. So chaining them together so that way they both take damage, and then the Oracle comes out on top. So that's definitely a really fun note about Oracle and the class that it [00:07:00] is. So I know this was a quick rundown of these six classes that you find in Emanation, and like I said, some of them do translate to other tabletop role-playing games because sometimes you can't just, you know, change the classics, right? But we can still put our spins on them and see how it goes. Anyway, um, let me know in the comments which class you would really like to play, and if you wanna see more of the classes, always check out the website. You can always check out the game. Um, let us know your thoughts and comment, like, subscribe. We will catch y'all next time.
September 9, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=_ytddTkKJQQ Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I talk about different happenings in the tabletop role play universe, as well as the role play game that my husband and I have been creating and we recently released our first product of. So this go around, I am going to finish up the Crooked Moon races. There are quite a few in the Crooked Moon universe, so it's taken a while to get through them, but I have three left, and those three we're gonna cover. So I have the Deepborn, Azureborn, and Bogborn. Now, the theme with Crooked Moon is that they're all horror related in a way. They give you an eerie feeling, um, they're kind of like our worst nightmares put into D&D, right? So to jump right in with that, we're gonna go with the Deepborn first. So think of the Deepborn as a sea monster, for lack of a better term, right? So you have this eldritch knowledge that they're using, and [00:01:00] because they're, like, Deepborn and in the sea, there's a lot of things about them that human races wouldn't understand. So you get to really take this idea of understanding and knowing and kind of run with it, and it's almost like whatever you say in the campaign is true because you're just this cosmic being of sorts that gets to decide what's true about your race, right? Um, another way that I think of them is kind of alien-ish or there was, um, a Netflix movie that came out recently that I would think of them as. Um, it was a really neat movie, like, this, um, family got stuck inside their house because of these water beings. Recommend it. But continuing on, they're just super creepy and could be really fun to play because of how creepy they are, right? Because they're always gonna have this, um- kind of gibberish going on in their brain that they're probably spewing out because of the eldritch knowledge that they have. Um, not to mention being sea monsters, they're gonna be [00:02:00] amphibious, so you're gonna have that water to land going on. You're gonna have maybe some dark vision available, so that could be a really neat play, never having to need the light. Um, but could that also play against you? Like not needing to be in the light, maybe you're fearful of it as your character. Kind of a cool idea. Um, other character ideas is, um, what if your Deepborn character was absolutely terrified of the ocean even though they're able to breathe underwater and basically come from the sea? Um, other thing that I've already touched on is that they kind of hear these whispers in gibberish from eldritch, that eldritch knowledge, um, and it can be a lot of like the, "Whoa, what was that? Did you guys hear that?" And they could just be always feeding the campaign in that way. Um, other thing is like treating things that are not normal by human standards as [00:03:00] completely normal. Um, these incomprehensible like cosmic entities could be really cool. Um, and the other thing is like the Deepborn could genuinely not understand why their behavior is so disturbing to the party. So super fun. I think that could be a really cool take on it, any of those ideas that you could go with. I just like the idea of a sea monster kind of thing because I think I always thought, you know, the ocean is very unexplored. Um, it's definitely the last wonders of the world, right? 'Cause we can't go as deep as we'd like to in it, and it would just be cool to get to experience that as a sea creature. Eternity TTRPG has released a card game battler which emulates combat from the tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with [00:04:00] its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our sales page live now, packed with details. Moving on to the Azure Born. So the Azure Born is a prophetic harpy-like sky dweller. Okay, so when I hear prophetic, we're definitely thinking about a character that knows the future, knows what's gonna happen, and they're just like, they can always get a glimpse of the fate and how it's going to affect them. Now, the play that I would like with this is, yes, they can see the future, but obviously the decisions you make in the campaign can change the future they see. So that could be really cool as an NPC even to have, like, this sky-dwelling harpy that plays the prophet, gives all these things that could happen, tells you how the campaign ends, and if you as the campaign [00:05:00] doesn't like that ending, just make the decisions to change it, right? Now, as a character that you can play, right, they could be desperately trying to prevent what they've seen, um, or they could even lie about the visions that they see, so that way their prophetic ability isn't even real to everyone else, um, because they know what's going to happen. They, uh, could also have a personality where they're second-guessing every decision they make because they don't wanna make the wrong one because they've already seen what happens, right? And maybe they like that outcome, so they're like, "Well, how do I get that outcome? Maybe this is right. Maybe this is wrong. I don't know." So that could be just really fun in a character with that prophetic side of things. So last one I want to hop into was the Bog Born, and the Bog Born is your swamp-dwelling creature.[00:06:00] Um, I also think of it as like a mega swamp tank kind of guy, right? So I think of Avatar: The Last Airbender with these swamp benders when they make that giant swamp vine creature that's taking all the hits from the Fire Nation, and it just keeps regenerating. So it's like a giant tank for the army. And that is absolutely what I see when I think of this because they do have that regeneration, and they're very, you know, in tune with the swamps. So that's really fun to think of. And with that, it brings out the idea of if I'm this regenerative swamp creature, Can I be taken out? Maybe that's the whole premise of their character and how you role play this character is, "I'm gonna get into every fight possible and see just how much I can take." So it definitely brings in a different dynamic into the [00:07:00] party because if you do have a character like that, how is the party gonna react to you? Is the party going to have the same mentality? Will they constantly be pulling you back from that, um, mindset? So I don't know, maybe. With all of that going on, I think the other thing is all of the, all of these characters have a different idea when it comes to the future and fate and how to handle it, right? So the Deepborn always having this whispering knowledge in their ear. It's always this question of if the whispers are true, and maybe they're always trying to find out if they're true. The Azureborn, they know what's true, but they don't know how to get to it. And the Bogborn is like, "All I know is I'm gonna be a tank and go at this," right? So overall, they're super fun. I think you can definitely see where you can take these, uh, races. Um, and as I said earlier in the video, this [00:08:00] does round out, um, all of the Crooked Moon races. You can check in past videos to see what they were covered, what we talked about, how they are. Um, moving forward, I wanna be looking at the different classes available to you, um, specifically in Crooked Moon and specifically in the game that my husband and I have been creating. Um, so as always, like, comment, subscribe, and we'll catch you next time. Thanks. Bye.
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