Cause Fear 5e

Cause Fear 5e, Fear 5e, and the Frightened condition can be one of the most useful series of spells/ effects you can cast in D&D 5th edition. Fear can debilitate enemies, cause them to run from you, and generally destroy an enemy's combat strategy.


As if that weren't enough though, with the right dungeon master, Fear can provide you advantages in all kinds of situations. If you’re looking for practical tips and tricks to maximize the use of this spell and beat every enemy you face, this guide is for you! Also, be sure to check out my guide on Silence 5e for strategies on maximizing your game.

Cause Fear 5e Spell Effect

Cause Fear 5e Spell Effect

1st-level necromancy


Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Concentration, up to 1 minute


You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level about 1st. The creatures must be within 30 feet of each other when you target them.



Cause Fear 5e

Cause Fear 5e Effects

According to Xanathar’s Guide to Everything, the Cause Fear spell “awakens the sense of mortality” in a targeted creature. When this spell is in effect, the target is placed in a Frightened condition.


The Frightened condition gives the target disadvantage on ability and attack rolls while the caster is nearby. The target is also not capable of moving closer to the caster of the effect, so long as Cause Fear remains in effect.


Unless the affected target succeeds on a Wisdom save, they remain in their Frightened condition for the duration of the spell. The affected creature can do a saving throw after the end of each of its turns. The Cause Fear spell could last a whole minute if the affected target is unsuccessful with their Wisdom throws, meaning that in a best-case scenario, they could be shut out from an entire combat encounter. Absolutely incredible.


What Classes Can Cast Cause Fear 5e?

This first-level Necromancy spell is exclusive to warlocks and wizards in D&D 5e.

Normally cause fear only affects one target. However, when casting, you can target more nearby enemies for each spell slot above level one. For example, you could target two additional creatures within 30 feet of your first target if you cast cause fear with a third-level spell slot.


Using Cause Fear in Combat Encounters

In most cases, wizards and warlocks typically cast Cause Fear during combat encounters. When it comes to combat, the Frightened condition in 5e is a strategic condition you can use to turn the tides in your favor.


The Cause Fear spell can deliver a significant competitive advantage during battles, as the Frightened creature has attack roll disadvantages. Couple the attack roll disadvantage with the fact that the feared target can’t move towards the spell’s caster, and you have the recipe for a possible win condition.


The biggest downsides to Cause Fear 5e is that the spell does not work on constructs or undead. It’s also a relatively easy spell to shake off, compared to Fear 5e, which only allows affected targets a continued Wisdom save while out of sight from the spell’s caster.


Using Cause Fear in Roleplay Encounters

Aside from its battleground advantage, you can use Cause Fear 5e in roleplay encounters or really almost any situation in an RPG campaign. Since the Frightened condition also bestows an ability check disadvantage, it can be used to prevent affected creatures from performing specific actions or overcoming obstacles. With Cause Fear 5e, the likelihood of dying from a fall, for example, is much more prevalent.


If your dungeon master allows it, you could use Cause Fear to sway negotiations, help with intimidation, or even sneak past guards who become suddenly and inexplicably incapacitated from fear.

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How to Optimize the Cause Fear 5e Spell

The Cause Fear 5e and similar Fear 5e spells are beneficial in various D&D gaming situations. From combat advantage to landscape control, this spell plays a critical role in the game. All you need is a basic understanding of the spell’s mechanics to learn how to use it to your advantage.


If you want to reap the full benefits of this spell, you need to be mindful and strategic about when and how to cast it:


  • Keep your enemies close: since Frightened creatures have an attack disadvantage, keeping them close is an excellent strategy. If you excel in close range combat, minimize the distance between you and your target so they’re forced to fight you with an attack debuff.
  • Break down a group of enemies: fright-inducing spells are also best for breaking down groups of enemies. You can use a high-level spell slot to target multiple enemies. Since there’s a slim chance that everyone makes a successful Wisdom throw, some of your enemies will be rendered useless in the fight. Oftentimes, reducing enemy numbers can be a major factor in preventing a complete TPK.
  • Tag team with your allies: you can maximize the effects of your spell when you collaborate with your allies. Ask your team to help attack your feared target while you keep your distance, to minimize the enemy’s chances of making a successful counterattack.
  • Force your enemies to waste turns: if your target creature decides to run away from your spell’s range, they could potentially lose two to three turns. This spell has a wide range of 60 feet, so they must run as far away from you as possible to avoid its effects. Honestly, whenever an enemy is wasting turns, you benefit tremendously. This scenario is almost always best-case for your cause.
  • Don’t use other concentration spells: it’s basic D&D logic not to use another concentration spell if you’re already using one. So, make sure you don’t need other spells that require active concentration when you’re considering a Cause Fear cast. That way, you don’t accidentally cancel or end the current spell’s effects before completion.


When Not to Cast Fear 5e

As powerful as Cause Fear 5e and Fear 5e are, specific classes, traits, and other spells can counter its effects. Avoid using the Cause Fear and Fear 5e spells against the following classes and subclasses, as they all have some inherent resistance or counter to the effect:


  • Barbarians (Path of Berserker)
  • Bard
  • Druid (Circle of the Land)
  • Fighter
  • Monk
  • Paladin
  • Rogue
  • Warlock (The Fiend)
  • Wizard (School of Divination)


Other subclasses could also resist the Frightened condition. However, the ones above are listed in the 5e Player’s Handbook, and are the most common challenges you’ll face for casting Fear spells.


Utilizing Fear to Bolster Your Allies

Since Cause Fear is a fright-based spell that could cause the target to have attack disadvantages, partnering up with a defensive and offensive class, such as paladins, fighters, and barbarians, are excellent combinations to exploit the spell’s effects. You can also team up with monks and rogues, as they can also deal significant damage.


Synergizing your cause fear spell with powerful ally attacks can cause you overwhelm your enemy, and win thorough victories.


Use Fear to Your Advantage

Cause Fear 5e is a potent spell in Dungeons & Dragons 5e when used with the right strategy. With its advantages on and off the battlefield, you can use it to drive your enemies away or go for a kill.


Remember that distance and positioning play a critical role in successfully using this spell. Use your knowledge and creativity to make the most of this spell, and you’ll be able to master it in no time.

Cause Fear 5e and Fear 5e

Cause Fear in D&D 5e vs. Eternity TTRPG

In D&D 5e, the Cause Fear and Fear spells give the target disadvantage on attack and ability rolls, and make it so that the target can’t move closer to the caster. This means that a Feared target can still attack someone who cast Fear upon them, just with a lowered hit chance.

 

In the Eternity TTRPG Game System, Feared targets can’t attack the caster of the spell/ user of the effect at all so long as there are other targets nearby who can be attacked. In Eternity TTRPG, fear is basically the opposite of a Taunt or provoke effect. Instead of only being able to attack one target, the recipient of the spell can’t attack one specified target.

 

Causing an enemy to be incapable of attacking someone of your choice for the spell’s duration is insanely powerful under the right circumstances. Imagine a scenario where an ally is about to die, but then the enemy attacking them gets Feared, and can no longer attack.

 

What Races and Classes in Eternity TTRPG can Cast Fear?

Sage (Core Rulebook) and Revenant/ Witch (Classes Expansion) are the only classes that receive Fear as a core class spell. Additionally, the Muse race has an empowered Fear-like racial power they can utilize, as well.

 

Other classes also have have specialization/ critical options that allow them to obtain Fear. These classes are the Dragon Knight, Paladin, Vampire Mage, and Vanguard.

 

In Eternity TTRPG, the ways that Fear functions with each class (and race) capable of casting it vary greatly:

 

Sage – Core Class Spell

Terrify (Magic): 4Range, Faith vs. Resilience, target becomes Afraid of any target of your choice for 3turns.  

           (Double-Hit): target becomes Afraid for an additional 3turns.

  • (Darkness and Light) Also, up to 3 enemies in 4Range of your target, -7Faith vs. Will, deals 1light damage (deals 2damage to Shadow Aura units).  
  • (Secrets of the Ancient Tomes) +7Faith vs. Resilience, target becomes Afraid for 4turns. This critical cannot Double-Hit or give a Block.
  • (Powers of the Eternals) 4Range, you also heal a target of your choice +1HP. This critical allows the target to heal 1HP above their normal max HP. This effect also Fatigues the target, giving lowered Resilience, Dodge, and Will for 1Day Duration (can stack without limit).

 

Revenant/ Witch – Core Class Spell

Waking Nightmare (Magic): weapon Range, Strike Bonus vs. Resilience or 4Range, Faith vs. Resilience. If this spell hits, every turn, on the target’s turn, roll d20. If you roll 6-20, target becomes Afraid of any target of your choice for 1turn.

           (Double-Hit): also deals 1damage.

  • (Grimly Fated) If this spell hits, it also deals 1damage.
  • (Of the Dread Vale) +7Strike Bonus vs. Resilience, or +7Faith vs. Resilience. If this critical hits, every turn on the target’s turn, roll d20. If you roll 16-20, Daze for 1turn. This critical effect cannot Double-Hit or give a Block.
  • (Witch’s Coven) If this spell hits, the target also has -3Resilience, -3Dodge, and -3Will on turns when they are Afraid.
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Muse – Racial Power

Fey Charm (Magic): Instant Action. 4Range, Faith vs. Resilience, the target cannot attack you for 3turns. 1Day Recharge.

           If you affect a target with “Fey Charm” for 3Days in a row, they become enthralled with you (perhaps even falling in love with you), and cannot attack you, for 1year.

           (Double-Hit): 6turns.

 

Dragon Knight – Specialization/ Critical Option

Dragon Flight: the “Dragon” can fly, and can be ridden. While riding your “Dragon,” dragon knight and “Dragon” count as one unit when targeted by Area of Effect attacks, and cannot both be attacked. Mounting or dismounting is an Instant Action, but can only be performed on your turn. While riding, dragon knight and “Dragon” share move Actions, but can still each attack, separately.

           While flying, the “Dragon” gains +1Speed, but both dragon knight and “Dragon” have -2Resilience, -2Dodge, and -2Will. Unlimited Duration.

  • (Knight of the Blood Oath) Every turn, roll d20. If you roll 15-20, choose one enemy in 4Range, +7Faith vs. Resilience, causes them to be Afraid of any target of your choice for 1turn. This critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom). 

 

Paladin – Specialization/ Critical Option

Light’s Wrath (Magic): 4Range, this spell automatically hits. Every time you or an ally attacks the target, roll d20. If you or your ally rolls 18-20, they heal +1HP. This spell also allows affected targets to heal 1HP above their normal max HP.  You can only cause healing with this spell once per turn, per affected target. Healing from this effect also Fatigues affected allies, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). A target can only be affected by one “Light’s Wrath” spell at a time. You can instead choose to continually maintain this spell as an aura for 2Intelligence, per target you want to cast at, making it an Instant Action at the start of every battle.

  • (Self-Sacrificing) If you or an ally rolls 18-20, +7Strike Bonus vs. Resilience, or +7Faith vs. Will, the target of this spell is also Afraid of that target for 2turns. You can only cause Fear with this effect once per turn. You can instead choose to continually maintain this critical as an aura for 5Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.

 

Vampire Mage – Specialization/ Critical Option

Bloodline (Magic): you permanently become a vampire. You permanently gain +3Intelligence but also permanently have -2Inspiration.

Undead do not need to eat, sleep, drink, or rest. They also take damage from all healing magic (except when healing from your own vampire mage spells). You can also still be healed as normal from healing items. Additionally, whenever taking shadow damage, you instead heal.

As a vampire, you can see in the dark and you are immune to all poisons and diseases. You can also only be in sunlight so long as all of your skin is covered so the sun does not touch it. When you bite a humanoid, you may turn them into a “sanguis,” a mindless vampire. True vampires such as yourself, however, can only be created through this spell. Once this spell is chosen it becomes a passive effect, always active, and cannot be dispelled.

  • (Vampire’s Coven) Every turn, roll d20. If you roll 15-20, choose one enemy in 4Range, +7Faith vs. Resilience, causes them to be Afraid of any target of your choice for 1turn. This critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this critical for 3Intelligence (and 0Wisdom).

 

Vanguard – Specialization/ Critical Option

Piercing Strike: weapon Range, +3Strike Bonus vs. Dodge, deals 1damage. You have

-3Resilience, -3Dodge, and -3Will for 1turn.  

           (Double-Hit): deals 2damage.

  • (Shock Troop) If this ability hits, +7Strike Bonus vs. Resilience, the target is also Afraid of you for 2turns. This critical effect cannot Double-Hit or give a Block.

 

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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.


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By Jacob Tegtman November 25, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=JgWieYGo8k8 Transcription In Druskenvald, the fields whisper. When the harvest is ready, something else rises too — figures of burlap and bone, lit from within by ancient green magic. Welcome to Druskenvald, under the eerie light of the Crooked Moon, where the Harvestborn stand as living scarecrows bound to the land, the harvest … life and death. Crooked Moon has become one of my favorite adventure supplements of all time, and you can get a copy from D&D Beyond. Today on Eternity TTRPG , we’re diving deep into one of the most unique ancestries in the Crooked Moon setting: the Harvestborn . Whether you’re a player looking to build an unforgettable character, you’re a DM planning your next atmospheric campaign, or just someone who loves rich D&D lore, this video is for you. We’re breaking down who the Harvestborn are, where they come from, what makes them so magically eerie, and how their mechanics and lore work together to create incredible storytelling opportunities. Think of this as your complete guide to understanding — and playing — these scarecrow-souled guardians of Enoch.” The Harvestborn are somewhat like other mechanical races in D&D — but their spooky scarecrow model just makes for great stories, worth telling. In The Crooked Moon / Druskenvald setting, each ancestry (or “species”) does have a sort of “home province,” but that doesn’t necessarily mean they only exist there. Harvestborn are a constructed species native to the province of Enoch in Druskenvald. According to lore, they are crafted with great care by the lord of Enoch, Methuselah. These constructs are infused with a vibrant, green magic — the same life-essence that flows through the fertile fields of their homeland. Methuselah is the patient, almost paternal figure who oversees the province of Enoch . He is deeply attuned to the green magic of his land — not merely as a ruler, but as a guardian of the cycle of life, death, and rebirth: under his watch, Harvestborn are created, nurtured, and eventually laid to rest so they may be reborn. Though he is a lord, Methuselah is less interested in dominion through fear, and more through stewardship: his role is tied to growth and harvest, not conquest. This makes him a figure of both authority and nurture — one who shapes his people not just from straw and wood, but with intention and magic. In a province-overview document for Enoch, Methuselah is described as: “a black-furred cat-man with eyes as gold as the province’s grain fields …” For role-playing, you could lean into the mystery of who this creator of Harvestborn is, and how his Character affects the Harvestborn: Where did this mysterious, and obviously powerful figure come from? What is his magical or ancestral origin? Does he share any soul-link with his Harvestborn creations? Back to the Harvestborn, they resemble scarecrows — bodies of wood, straw, metal, and other implements. Their heads glow, sometimes made from pumpkins, turnips, or even burlap sacks. But though they look like eerie husks, they are deeply tied to life … and to death. In their society, they live in harmony, focusing on community, fellowship, and the cycles of growth. Food is their harvest; death is their rebirth. Mechanically, Harvestborn are constructs — not quite living, but driven by magic. They are Medium size, approximately 4 to 7 feet tall, and in-game move at 30 feet per round. One of their defining traits is called Culling : when a Harvestborn damages a creature that is already wounded, they can deal an extra 1d12 necrotic damage . That’s powerful — especially when you’re finishing off a foe.” But like their creator, they’re not just about dealing death. Harvestborn also have Gift of the Green . As a bonus action, you can touch the ground and grant healing: a friendly creature within 30 feet can roll a Hit Die, and they heal the amount rolled plus your proficiency bonus. Then there’s Jack-O-Lantern : you know the Dancing Lights cantrip, and you choose whether your spellcasting ability is Intelligence, Wisdom, or Charisma. Being constructs, you don’t need to breathe, eat, or drink. That’s the Scarecrow Nature trait. And for rest, you can actually skip sleep entirely: instead, you can take a Watchful Rest — staying motionless and conscious for 4 hours, but still count it as a long rest. The Harvestborn are deeply thematic. Their existence is a living tension between life and death — they harvest crops, but they also harvest life’s vital essence. Their cycle of rebirth is intrinsic: they often live around 100 years , and then ‘accept death’ … only to be reborn again. As a player, this opens up incredible role-playing opportunities. Do Harvestborn remember their past incarnations? Do they cherish each lifetime, or dread what comes next? Are they fully aware of their created nature … or do they feel things in a way similar to how a living soul does? From a thematic standpoint, Harvestborn embody folk horror beautifully: agricultural rituals, seasonal death and rebirth, quiet sacrifices in the fields. Their identity is bound to community — they grow and heal their people, they protect the land … but they are also constructs, perhaps seen as eerie or uncanny by outsiders. On a personal level: what memories do Harvestborn carry between lifetimes? Do they still form strong bonds with people of other ancestries, knowing they might reincarnate only to find their friend permanently dead? And then, perhaps, do they fear what it means to be reborn? “So — why pick a Harvestborn for your Crooked Moon game? First, for the unique flavor: you’re not a typical D&D race. You’re a magical construct with deep roots in folk horror. Your mechanics reflect a duality: offensive power (Culling) and support (Gift of the Green), with cycles of death and rebirth.” “Second, the role-playing potential is huge. Harvestborn come built in with internal conflict, an apparently never-ending cycle of life and death, the mystery of reincarnation — that’s rich ground for character development. And third, they fit the Fall/ Harvest time aesthetic: moody fields, harvest rituals, green magic shimmering in twilight — Harvestborn are made for a Harvest/ Halloween setting.” At the end of the day, Harvestborn are more than just scarecrows — they are echoes of the land itself, vessels of green magic, and agents of an eternal cycle. In the folk-horror world of The Crooked Moon, they also bring a unique combination of power, mystery, and heart.” But now, it’s your turn. If you were to play a Harvestborn in your next game, how do you think you’d face your life, knowing that even after death – you’d simply be reborn? Would you welcome rebirth — or resist it, knowing that you’d never be able to outrun yourself, even at the end of your life? And if you could carry something forward into your next life – experiences you’ve had, love you’ve shared, desires you’ve felt, what would that be?” “Drop your thoughts in the comments — I’d love to hear your cool Harvestborn roleplay ideas. And if you enjoyed this deep dive into one of Crooked Moon’s coolest ancestries, don’t forget to like, subscribe, and hit the bell. Next time, we’ll explore another one of Crooked Moon’s lineages. Until then, may your roots stay deep, your light burn bright, and may every ending lead you toward your next beginning.
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.
Table display of D&D gifts and game inspiration; dice holders, artwork, and character cards.
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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