Charmed Adventures: Everything You Need to Know About Charm Person 5e

If you're ready to use charm person 5e in a way that you’ve never utilized it before, this guide is for you. Honestly, charm person 5e works absolute wonders in the game.


You've certainly heard of the term "charmer" before. In stories, it's that character who always uses charisma to get their way out of any tricky situation, or who fools others with their allure. Personally, I've always admired charmers and the incredible things they can accomplish. In D&D 5e, we get to be charmers, too!

Charm Person 5e

What Is Charm Person 5e?

Charm Person 5e is a 1st level charm spell from the School of Enchantment. When cast, this spell makes enemies friendly toward you and your party members. It's perfect when you need help or want to charm out of a sticky situation. You can see exactly what the Player's Handbook has to say about Charm Person, on Page 221. To save you some time though, here’s a summary of the important parts:


Charm person 5e causes the target to regard you as a friendly acquaintance. If you attempt to use charm person in the middle of a battle, the target has Advantage with their Wisdom saving throw. The charm effect ends either after 1-hour, or when you or your allies try to harm the charmed person. Once the charm effect ends, the target is made aware that you used charm person upon them (which can sometimes be a very important detail to remember, when using this spell).


At higher levels, you can also use a higher-level spell slot to target multiple enemies with charm person 5e at a time.

The stats are as follows:

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • School: 1st-level enchantment


Modifying Levels of Success when Using Charm Person

The charm effect works in different ways depending on the creature's current level of hostility. For instance, if a creature is hostile, charm person can make the creature view you as an ally. On the other hand, if a creature isn't hostile, charm person makes them even more amiable to your requests. The charm effect also works differently for different creatures, depending on their level of intelligence, general view of the world, etc.


Which Classes Can Cast Charm Person 5e?

Charm person 5e is a 1st-level enchantment spell from the School of Enchantment. Only spellcasters with access to the School of Enchantment can cast the charm person spell:

  • Bard
  • Druid
  • Sorcerer
  • Warlock
  • Wizard


The Cleric subclass – Trickery Domain – gets the spell for free.

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Who Can You Target with Charm Person?

Of course, charm person has a few limits, as there are already spells for charming animals, monsters, and the like. The actual charm person spell can only target humanoids, such as:

  • Aarakocra
  • All player races
  • Bugbears
  • Githyanki
  • Githzerai
  • Gnolls
  • Grimlock
  • Goblins
  • Hobgoblins
  • Jackalwere
  • Kobolds
  • Kuo-Toa
  • Lizardfolk
  • Lycanthropes
  • Orcs


If you come across a type of enemy who is not considered a humanoid, you’ll have to take a look at other charm and charm-like spells, such as Animal Friendship or Charm Monster.


When Should You Use Charm Person?

The first time I learned about charm person I was so excited that I could hardly wait before casting it in battle. Don't get me wrong, charm has its place in combat and can be a great tool when used properly. However, the charm also has its best place outside of battle.


After some experimentation, I now personally believe that the following situations are ideal for charm:


Bargaining

Let's say you're in a situation where you need to make a deal with someone who's not particularly friendly. In these scenarios, “negotiate” using charm and see the results!


Gain Pre-combat Advantage

If you charm an enemy, they won't be able to attack you, and it gives you some time to prepare for battle. Since enemies gain Advantage against your charm person spell during combat, you increase your chances of charm by roughly 50% if used just beforehand.


Of course, save your charmed enemy for last, as the spell effect will break once you attack them. If you utilize this tactic, then it works similarly to Cause Fear 5e, where you can break up large groups of enemies, and prevent a TPK.


Skip Encounters

Charm is also great when you want to avoid combat altogether. Charming targets can be a great way to skip through encounters and access the next stages in an adventure, without resistance.


Acquire Information

Charm person can be a great way to get information from people who don't want to talk. Just charm them, and ask your questions! Note that this use of charm person doesn’t always work (as I’ll discuss more below), but if you’re having trouble pumping someone for info anyways, it sometimes hurt to try charming them before resorting to more drastic measures.

 

Just remember, however, that after you use charm person on a target, once the effect fades, they are made aware that you charmed them. If you can’t acquire the information you’re after using charm person, the charmed target may resent you for your attempt after the fact, and any further attempts at gaining their willing cooperation may be soured.

Charm 5e

Charm Person 5e Rules

Before you cast charm person, there are a few very important things you should keep in mind. Utilize this checklist to maximize your charm spell’s results:

  • Again, charm person only works on humanoids.
  • Harming the charmed target breaks the charm.
  • Charmed humanoids can't attack the caster. However, in some extreme cases, they may still attack your allies.
  • Casters can still utilize ability checks when interacting with the charmed target.
  • Charmed humanoids don't have to say anything. Just because you’ve charmed them doesn’t mean you can compel them to action.
  • Charmed creatures know that you charmed them after the charm ends. In many cases, this will cause the target to like you much less once the spell’s effect ends.
  • Targets must be within 30 feet, and must be within line of sight.
  • It's possible for multiple people in your party to cast multiple charm person on the same target, at the same time.
  • Dispel magic can end the charm person spell early.


Disadvantages to Charm Person

As you probably noticed with the list above – and like with any other spell – charm person 5e also has its disadvantages. These disadvantages are no big deal just so long as you remember to use your charm effects in the scenarios where they’re most advantageous.


That being said, here are charm person’s biggest drawbacks:


Charmed Humanoids Don't Have to Say Anything

You're a charmer, not a mind controller. So don't expect charm to make people spill secrets. Charmed creatures will be friendly and probably won’t tell you lies, but they don’t have to say anything at all if they really don’t want to.


Charmed Creatures Know You’ve Charmed Them

Imagine charm as a temporary friendship. Once the charm wears off, the charmed creature will know what you've done. If you charmed a friend, they’re less likely to still view you as a friend, afterwards. If you charmed a hostile enemy, leave their sight when the charm ends unless you intend to finish them off!


Charm Person Won't Stop Hostility Against Your Party

Charming an enemy doesn’t necessarily stop your target from attacking your friends. Instead, it all depends on your dungeon master, and their interpretation of the situation. Additionally, charm doesn’t automatically stop the other hostile creatures in your target’s group from attacking you or your party. In fact, if a group of enemies sees you charm one among them, they may instead target you first.


Dispel Magic Can End the Charm Person Spell Early

Charm person is, after all, a magical effect. Like any other magical effect, dispel magic can end it early. Of course, if an enemy uses their turn to cast dispel magic, you’ve at least prevented them from taking some other dangerous action. However, since charm person requires overcoming your target’s Wisdom save to begin with, any dispel effect can be a major bummer.

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Similar Spells to Charm Person 5e

As I mentioned before, D&D 5e has other spells that you can use to cause the charmed condition on others, for your party's advantage. Here are some spells you may take a look at that either charm, or cause charm-like effects:

  • Suggestion: the target must follow the caster's direction, but must also pass a Wisdom saving throw.
  • Disguise Self: casters can change their appearance to look like other creatures.
  • Guidance: the caster can give a creature an advantage on their next ability check.
  • Dominate Person: the caster can control the creature's actions, but must pass a Wisdom saving throw.


Is the Charmed Condition Good?

There's no ultimate answer to this question as it really depends on the caster and situation. Generally, I see charm person as a great spell because it has so many applications. Unless you’re having a difficult time overcoming your targets’ Wisdom saving throw(s) – such as when in combat – charm person really only becomes "not good" when it’s misused.


When it comes to combat, I’d probably avoid using charm person, and instead opt for a spell like Silence 5e (against spell casters) or Cause Fear 5e (against almost anyone else). The reason is that both silence and cause fear don’t give the target advantage against your spell’s effect, and both effectively incapacitate them for the duration of the battle.


In summary, think of charm person as more of a way to make temporary friends and allies, and less of a way to incapacitate dangerous foes. You don't have to use charm spells with every humanoid you come across; just charm when it can be an effective way to help your party.

Charmed 5e

Charmed 5e vs. Eternity TTRPG

In D&D 5e, Charm Person magically improves the target’s opinions of the caster to the point where they’re considered a close friend. With “friendship” status invoked, all kinds of benefits can be gained such as through negotiations, gathering information, and even preventing the target from engaging in combat. Finally, there are many types of Charmed 5e effects, such as Animal Friendship or Charm Monster, which allow for various uses of the Charmed condition.

 

In the Eternity TTRPG Game System, charm effects are quite a bit simpler, yet far more powerful: charm in Eternity is synonymous with “mind control.” Basically, a charmed target loses all will of their own, submitting completely to the desires of the person charming them. It represents the single most powerful effect in Eternity TTRPG, as even a single turn of the Charmed condition can completely alter a difficult negotiation, combat encounter, or any situation where another player’s character or NPC is involved.

 

What Classes in Eternity TTRPG can Cast Charm Effects?

Archon (Classes Expansion) and Revenant/ Witch (Classes Expansion) are the only classes that receive a charm effect as a core class spell. Each class has a unique way of casting the spell, which result in a very different play-style:

 

Archon – Core Class Spell

Omega (Magic): 4Range, -4Faith vs. Will, deals 1damage. Even if this spell misses, -11Faith vs. Resilience, take control of the target’s Action for 1turn (the control effect from “Omega” cannot Double-Hit or give a Block).

When you take control, you may not have the target use a critical, use a spell or ability with a 1Day Recharge, or dispel

any of their own maintained effects. However, you may have them take any other action (including attacking themselves), and you may know the target’s HP, Wisdom, and all other stats and maintained effects for the duration of the control.

(Double-Hit): deals 2damage.

  • (Zenith) After you cast this spell, it creates an “Omega Void” on the target’s space, that remains for Battle Duration. Enemies automatically have -4Initiative while within 2Range of the “Omega Void.”
  • (Spells of True Weaving) 8Range. You also have 8Range when casting this spell, for Battle Duration. 
  • (Chrono Mage) Even if this spell misses, -3Faith vs. Resilience, take control of the target’s Actions for 1turn. This critical effect cannot Double-Hit or give a Block.

 

Revenant/ Witch – Core Class Spell

Spellbound (Magic): weapon Range, -3Strike Bonus vs. Resilience or 4Range, -3Faith vs. Resilience, if this spell hits, on every one of the target’s turns, roll d20. On the first turn, if you roll 20, take control of the target’s Action for 1turn.

           When you take control, you may not have the target use a critical, use a spell or ability with a 1Day Recharge, or dispel any of their own maintained effects. However, you may have them take any other action (including attacking themselves), and you may know the target’s HP, Wisdom, and all other stats and maintained effects for the duration of the control.

On each successive turn, roll 1 number lower to hit (can stack to 14-20 by the 7th turn). This spell can be interrupted. 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.

           (Double-Hit): roll 3 numbers lower to hit.

  • (Grimly Fated) Roll 17-20 on the target’s first turn, and 1 number lower to hit each round after. 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.
  • (Of the Dread Vale) Up to 3 enemies in 4Range. *Double-Hit with this critical only allows one of the attacks to have lowered numbers to roll.
  • (Witch’s Coven) This spell cannot be interrupted and cannot be removed in any way except the revenant/ witch reaching 0HP. You can instead choose to continually maintain this critical as an aura for 4Intelligence (and 0Wisdom), per target you want to cast at, making it an Instant Action at the start of every battle.
Charm Spells Eternity TTRPG

Strategies for using Charm Effects in Eternity TTRPG

In Eternity TTRPG, charm effects allow you to capitalize on severe mismatches in an enemy group, during combat, or simply turn weak-willed NPCs into puppets during any roleplay encounter. Any spell that functions specific ways in Eternity TTRPG can be used as roleplay effects in similar ways, meaning that you can be flexible with your roleplay uses of combat-based effects.

 

Similar to Charm Person in D&D 5e, however, charmed targets know that they were charmed, once the spell ends. So, you’d better be sure to make your charm effect count, as there could be significant fallout from the spell once its effect fades.

 

Gather Information

Though neither Omega nor Spellbound are perfectly suited to this situation (as the former involves causing damage to the target, and the latter takes time to take effect), you could use the spells to gather information from an important NPC.

 

If you can get the NPC away from any other guards on onlookers, and you have a little time to use your charm spell effects, you should be able to mind control them. Once charmed, you may cause the target to willingly provide you with all of the information that they know on any topic.

 

Provide False Orders

This is another situation where Omega and Spellbound may have some difficulties, as giving orders requires a sort of complete control over a target for some time. However, if you can use Spellbound to successfully charm a target for multiple turns in a row, you could force them to write orders to their subordinates.

 

These orders could then be duplicated and dispersed, while the original target of your charm effects could be subdued in some location unknown to their subordinates – at least until the false orders you created are undertaken.

 

Though especially devious, this method of mind control can lead to some truly catastrophic (for the good or bad) changes in any RPG campaign.

 

Convince a Guard to Look the Other Way

Of all the examples so far, this one may be the easiest to accomplish. If your party is using stealth to enter into an area controlled by opposing forces, it’s no problem if a guard notices you. This is a situation where Omega would certainly be better than Spellbound, but both could potentially work out.

 

Simply cast your charm effect right away and then cause the guard to stay silent as you sneak past. Though you can’t alter memories with Omega or Spellbound, you can at least buy your party enough time to get through heavily-guarded spaces without causing an immediate ruckus.

 

Finish Off a Powerful Enemy

One of the most challenging parts of any TTRPG (or video game RPG, for that matter) is finishing off a powerful enemy, especially when they have healers or support characters on their side. The reality is that dealing damage to an enemy actually doesn’t matter in strategy games until the character finally hits 0HP, as the enemy often has just as powerful attacks of their own when they’re at 1HP left as when they’re at full HP.

 

In any case, one of the absolute best ways to use charm effects is when the strongest enemy in a group is just about to die. In order to prevent that enemy from getting a last-second save, charm the enemy healer so they’re not able to save their powerful enemy from the brink of death. A decision like that can often save your party a great deal of anguish.

 

Turn a Dangerous Foe to Your Side

Alternatively, you can sometimes get a lucky roll, and charm the most powerful enemy in a group that you’re facing. Imagine fighting a group of knights and their lord commander, only for that commander to suddenly turn on his own troops.

 

If you can charm an enemy with a great deal of attack power, you can use that attack power like an explosion, causing your foe to mow down their own allies in a flash.

 

Force a Key NPC or Monster to Simply Do Nothing

Oftentimes, the best way to use a charm effect is simply to cause your target to become inactive. In many cases, very powerful enemies are highly resistant to charm effects, and groups of enemies may be able to remove charm effects from their allies.

 

However, no matter what, it’s almost always valuable to turn even one enemy into a worthless husk for a turn or two. Or, you can force a key NPC who isn’t directly part of a battle or roleplay encounter to become inactive, making them useless for whoever would normally direct them towards tasks or actions that may hinder you.

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Limitations to Charm Effects in Eternity TTRPG

It’s worth noting that in Eternity TTRPG, charm effects have the following limitations. Though these limitations are not drastic or overly restricting for any charm purposes you may have in mind, they are worth noting:

  • You may not cause the target to use a critical effect.
  • You may not cause the target to intentionally dispel any of their maintained effects.
  • You may not cause the target to use a spell or ability with a 1-day recharge.
  • You may not alter the target’s memories in any way.
  • Finally, watch out for Silence effects as both charm conditions in Eternity TTRPG are spells, so are subject to magical interrupts.

 

Curious about the Eternity TTRPG Game System?

From my many years of tabletop gaming, I’ve found that most people who play D&D do so because they aren’t familiar with other TTRPGs out there, and it may seem like it isn’t worth the effort to learn a new game. Let me tell you though – as great as D&D is, it obviously has some flaws.

 

I created the Eternity TTRPG Game System to solve some of the issues that D&D has. Eternity is fast-paced, easy-to-learn, and allows multiple players to contribute to both the game world and story.

 

Curious to learn more? Pick up an inexpensive PDF copy at the Eternity TTRPG shop. Eternity is a growing site, so your support is greatly appreciated! If you end up trying it out, let me know what you think of the game.

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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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