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.


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 4, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=DP5OwjeAVBE Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube, where I go over things going on in the tabletop role-playing community, um, from D&D to Crooked Moon to other games that we see. And this might be, for me, my most exciting one that I've gone over to date. Um, we have some very exciting news. I know if you've watched our channel in the past couple weeks, in the past couple months, um, you've seen videos talking about this card game, Battler, and we even did, um, a bit of an interview style talking about this game and its origin story and why it's so important to us. And the short version of that is my husband has been working on a tabletop role-playing game for 30 years at this point, you know, since he was a boy. And now here we are at the point where we have [00:01:00] something manufactured, published, and ready to sell, and it showed up at our doorstep this week. So we had this 750-pound pallet with 28 boxes of our game show up. Here it is. Sparks of Eternity Emanation. It is here. It is just-- It's better than, you know, we imagined it would be with just... It's just amazing. You know? You always talk about these things happening and these dreams coming true and, like, making a product. And to finally have it is an amazing experience. So, you know, we of course took the time this week to revel in that a little bit and, you know, we took the pictures. We [00:02:00] did the time lapses of everything. We just-- We got to see our dream come true this week. And, you know, this was his dream first, and I got to join in with it. And especially in the past year, um, this game was, you know, an idea from me, and he made it come true with his game. And it's just been a great experience getting to work together on it and play test it and everything. So let's go ahead and get into what is in the box. The guide, of course, you know, the how-to manual, how to play, what everything is, what all the symbols mean. And then of course you have the credits on the back with our artist on there as well as, you know, my husband and I's name, which is pretty incredible getting our name on something. And then you go into the box, and you get to see that there are six dice because it is a six-player game. [00:03:00] It can be up to six players, and you can obviously have more if you have more of the, um, uh, class decks. And then you have your life sparks, the red and the yellow, the red depicting, um, five hit points and the yellow depicting one. So, you know, some characters will start with that five hit points, and some will start with six or seven. And then I've seen hit points get all the way up to twenty-one if the healing ends up going super well. And then jumping into each of the classes that you see in this box, you are going to have the judge, the druid, the oracle, the, um... Oh, gosh You have all these different classes that we decided to put into what is considered the base game. And that is just amazing to see all of this artwork and getting it put together. And then on top of all [00:04:00] that, you have, um, the different effect cards. So your dazed, your blinded, your charmed, um, as well as some additional rules and details and your turn overviews to help you with the, like, getting going and your different turns. So that way you don't have to reference the how-to guide as often, the, um, instruction manual as often. So between my husband and I, because, you know, we've been play testing this for a year at this point, it has been a full calendar year, we have gotten to the point where we can play games in under 10 minutes. Um, however, this does state that it can take up to 30 when you are just learning this game. Um, of course, when you're just learning, you take a little more time with your turns and making sure everybody understands what is going on. Because the goal is to get to play faster [00:05:00] and to dive into this world a little bit quicker, you know? You want to be able to really enjoy this class that you're taking a part of and understand like, hey, this is why the druid is the druid. The druid gets to use these different shapes, the wolf and the griffin, to do more powerful attacks. Whereas the assassin, of course, has different things to help his assassin hit harder and guarantee that it hits and it can't be blocked. Um, so there's just all these little nuances about what you're playing with to see how it goes. So, you know, it's here. We are getting the final touches on everything for shipping, getting the sales page up, um, getting, you know, the different tiers because we are gonna offer a couple different things. Like, yes, we do have the box game, [00:06:00] but we also have a PDF version that has other classes available that you can just print off at home without having to have the box. Um, the other thing is we're looking at putting together a higher tier that is gonna have the box itself, but also a dedicated art book with all of the art that, um, has been used, we intend to use, that our artist has done. And there are a few other things with that tier that you're just gonna have to check out. But with all of that being said, we should be available to ship these within the next week. So we're gonna put that link below and if you don't mind waiting just a little bit longer, you can go ahead and order. However, once we get past this first week, we are gonna be shipping on a more regular schedule and we're excited to see the, uh, demand that these games will have. Of course, we have family and friends that want to see this, but we also want to grow the community with everyone else. So any support that you want to [00:07:00] give is greatly appreciated and it helps us achieve our dreams further and hopefully we can support others on their dreams. Um, so with that, comment, like, subscribe, let us know how we're doing. If you have any questions on the game, please let us know. And if you really would like to, please, uh, hit that button to order now. Thanks so much. Bye.
August 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3t2a-i3pyRk Transcription [00:00:00] Welcome back to the Eternity TTRPG channel, where I discuss different happenings in the tabletop role-playing universe, as well as talk about the game that my husband and I are actively creating. So one thing I wanna talk about this go around is a bit of the origin story of tabletop, um, as well as where it could be going and what's different about it and all those kind of things, right? So to start this off, when To start this off, I always thought of D&D as just D&D, right? D&D is [00:01:00] the premise of all tabletop role-playing. It's the genre itself. It's what I use to define the genre, is D&D. Because I think it was the first thing, right? It was the first thing where you could sit at a table with this book and go through a campaign and a dungeon and play this way. And then other creators said, "Hey, what if we take this thing that was created, and let's try it this way and go through this dungeon instead and this dungeon instead? And what if we add, you know, other universes now, like Star Wars and Avatar: The Last Airbender, and explore those worlds?" And the way that I look at it is that D&D was a way for people to come together and this singular person to lead you through their imagination, right? And now we come into today's day and age, and everybody has a lot of different ideas and imagination [00:02:00] going on. And with that, you have all of these different tabletop role-playing systems coming out and all these different campaigns coming out. But what are we trying to do, I guess? And how does D&D today translate to all of this? So the way that I'm starting to look at it is that these other systems could have just been, you know, the group of friends in the basement that was like, "Hey, I wanna try it this way." And it caught on and they're like, "Hey, my friend's like this. Let's make this an actual thing." And here comes all of these other role-playing games now. And the thing that we hear so much when I hear people talk about their other tabletop role-playing game is, "Oh, well, it's different than D&D. Oh, it does this that's [00:03:00] better. Oh, this is, you know, an easier system." And, you know, that's great and all, but the second you say tabletop role-playing or you say the words D&D, I just think D&D because D&D is the foundation of this entire genre, and it's going to continue to be, even with all of these different tabletops coming in and trying to change the system and all these different things. So when I realize this and everything, and I start to think about the game that my husband has been working on for 30 years and started in a basement, right, with a group of friends, um, I start to think, well, what makes it different? And the thing is we tend to use different in a way to make it seem better than what's already out there, right? And I don't think that's what [00:04:00] we're trying to do, but it's how it comes across in normal society. So with that being said, right- Just because we're different, it doesn't, you know, make us better. It just gives us other options in life. So the thing that I'm seeing the most when people say things are different is you're just getting a different campaign style. You're just getting a different, you know, way to play the game, perhaps a better entry point into tabletop role-playing. And I think in the end, all that we're trying to do is grow a community, right? You're trying to get to be more than just, you know, those 30, 40, 50-year-olds that were growing up playing it in their basement, and you're trying to get the younger generations to continue it. And I will say Stranger Things did help with that. Thank you, Stranger Things, for, you know, bringing it to light a little bit [00:05:00] more. But this thing with imagination is starting to gain so much popularity because we're starting to see so much more of the world, right? So I feel like I'm on a soapbox with this whole news channel because it is just my thoughts right now with this video. But let's just think about this for a second. We really hit... Actually, let's go back When we were in, you know, 1950s, 1960s, 1970s, '80s, '90s, we were using libraries and books, encyclopedias, and it was, you know, kind of difficult to travel the world and have the money to do that, and you didn't always know what you were getting into. And it's like the world itself that we lived in held so much imagination [00:06:00] that we didn't know what to do with it, and we were able to go and do these things and strive for these things and just let it all explode and experience it realistically. Now, you hit the 2000s, the '10s, the '20s, and we had technology hit. We had social media hit. And we had access to these places just expand, and now we have everything that we want in this world in the palm of our hand, you know, in front of our faces. We can see it. We can hear it. The only thing we can't do is tangibly touch it unless we actually go there. But with this greater access and faster time to this greater access, w- I feel like our imagination has gone [00:07:00] down. So now, here's where we come into tabletop role-playing and why this connects, right? So we have this big push for tabletop role-playing, other systems, the original D&D system, because that's all the imagination we really have left. Now, I know that's a big statement, and you can rip me apart for that later. But take a moment and think about that. We have everything we could ever want in the palm of our hands except for this world that we can create and never actually see. And now, this is where imagination is coming back, the tabletop role-playing is coming back, because we've already encountered everything else. So now we have to make up these [00:08:00] stories in our heads to create a boost in our brains to just get something else that our phones and our computers and our technology can't give us And that is a lot to take in and think about So with that happening, I know that was a bit of a long soapbox, but with all that happening, we have these people once again that are trying to share their imagination, but they want to be different than the original D&D. But different isn't bad and options aren't bad. So with that in mind, I challenge you to go try a different RPG than you are used to. Get out of [00:09:00] your comfort zone and just give it a try. Because with the world being in the palm of our hands, we have to be exploring different worlds. We have to try these different things because that is the only way that I think we have left to grow. So I know that is some interesting thoughts and I don't know if I'll ever actually post this video, but if I do, comment, like, subscribe, give me your thoughts below and we'll catch y'all next time.
August 23, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=M-H39bG14JM Transcription [00:00:00] Welcome back to the Eternity TTRPG channel, where I talk about different tabletop role-playing things in the universe, as well as the TTRPG that my husband and I are making and releasing products for. So this time, I want to continue, uh, the Crooked Moon series, talking about the different races, and I'm gonna cover two more. So this go around, I want to talk about two characters that are a bit creepier than what they usually look like or what you expect, right? Um, so the first one I'm gonna go on about is the Silkborn race. So the Silkborn, if you don't like spiders, is immediately creepy. However, um, the lore behind them is what makes me stop and think, "Are they really that creepy?" Okay, so the idea of the Silkborn in Crooked Moon is that they have a whole [00:01:00] underground cave system covered in webs, gemstones everywhere, and they harness their power from these gemstones, which I think is actually a really cool idea, 'cause you get to take this, you know, thing that is, in my opinion, kind of creepy and turn it into something beautiful. I think about, like, g- going on walks and seeing spiderwebs out on my walk, and I'm like, "Wow, the architecture of that is really cool." But imagining it in a cave system, it becomes just another world, right? So with that, I think when you would build a Silkborn race character, you'd really lean into their idea of what's beautiful, what's not, and how would that structure society around them, right? What would they worship? How would their family dynamic be? Because this idea of [00:02:00] this character is that they would just emerge from a cocoon, a web cocoon of sorts, right? And then they emerge, and here is this city built of just webs that is creating these nets going back and forth and these glowing crystals. And then you start to wonder, well, where would their social hierarchy be maybe, right? Is it based on the size of the spider or perhaps the color of the spider? Or if the spider has X number of gemstones or X number of eyes, how do they compare in the world to others? So then we start to wonder about different character concepts that you could go on with these, right? So let's say you have this spider race, the Silkborn, join your D&D party, and they are an architect in their normal underground city, and they come to a human city, and [00:03:00] they're just bored at looking at it, and it feels very sterile, and there's not much natural beauty. Could that be a storyline, right? Or could we talk about maybe the gems and why they're so important to their race, and perhaps the spider is just wanting to collect gemstones, um, to better harness them, right? And then the other perspective you could take is that the spider Silkborn is an alien of some kind, right? So they could be, of course, the we don't know if we want to accept them into our party, but they have this information. Maybe they aren't so evil, so let's try and, you know, use them or accept them and how does that go, right? So the Silkborn is definitely a very interesting idea on a race that I don't think we've seen before and some people could find [00:04:00] very interesting Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D 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 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 pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. Now, back to your video Switching gears, um, I'm gonna talk about the second race that I found, which is definitely a play on cute and creepy. Um , and that would be the threadborn. [00:05:00] So the threadborn, in what I'm finding, is this doll that is created, and they come to life. So I start to think of the classic Pinocchio, "I'm a real boy," and stuff like that, right? Because all Pinocchio wanted was to be a real boy and be living and, you know, work in the workshop and explore the world and all these different things and whatnot. So with that in mind, with the idea of the threadborn, I start to think of, of course, who created them and what are they gonna be like in this world now that they're created? Right? So this gives you a couple of different ideas for character concepts and where to go. The first one being, um, that, of course, as I mentioned, they're made not born. So what happens when the doll that's made outlives its creator? And [00:06:00] are they going to become super heartbroken and always on the search for this family that they lost? Um, and this could go into a whole thing of like, how long do threadborns actually live, and do they decompose after time? Because, you know, I think everything decomposes eventually, even if we don't expect it to. Um, so there's definitely that side of it, and do they meet younger generations of their creator, right, and make that their family? Um, another idea is that they're very helpful because if you're creating something like a doll, you're creating it for companionship, right? You're creating it to help you feel better about the world around you, that companionship, and with that companionship does come helpfulness. And perhaps the character concept is that they're too helpful. They're too willing to jump in. They're just [00:07:00] gonna go straight into battle without thinking because they know that's the thing that needs done. That's where we have to go. So that's definitely another side of it, the too helpful side. And then the other thing is that to some people, and I start to think of when I was younger, and every birthday up until I was eight, my grandmother got me a certain doll, and the doll was like a part of a set, and it was those porcelain dolls with the eyes that I swear would follow me, right? And I had a shelf of them to display them because that's what my parents wanted. I could not wait to take those things down because when you have those eyes following you in the dark, it's actually pretty creepy. Um, but that's the thing is dolls wouldn't know that they're creepy. They're just happy, smiling, eyes always open, watching you, and it becomes a whole question of this is normal for [00:08:00] them, but how does this translate to normal society? And it sounds like a bit of a nightmare to me, no matter how cute they are. So with that being said, I'm gonna wrap this up here. And what do you think? Would you rather play a spider or play a doll? And what kind of character concept would you go with? As always, like, comment, subscribe, and we will catch y'all next time. Thanks
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