Class Based RPG vs. Classless RPG Pros and Cons

This post is primarily for people who either love game design or who love learning about in-depth aspects of

tabletop roleplay games.

This post isn’t so much a post about Eternity TTRPG (although we will talk about Eternity TTRPG quite a bit), but about the RPG and TTRPG genres in general. The topic is whether you should choose to play a class based RPG or a classless RPG. It’s a topic that’s always circulating in the game design world, and we’ve been answering a lot of questions lately about this topic on various forums. So, here’s our “official response” to which type of game we think is better.


Our answer: we have no definite answer.


It depends on the type of player and what they’re after, for which is “better.” If you are a game designer or you’re thinking about making a game, you will never please everyone. It’s good that you realize that now and never forget it. If you make the best game ever that is a class-less game, and you present it to people who love class-based RPGs, they will not like (or at least will not love) your game. And vice versa.


So, instead of giving a definite answer on which is better, we will simply give you the facts and let you decide.

Class Based RPG Berserker

Class Based RPG Pros

Many, many roleplay games feature “classes” to define what characters can do, make players feel special, and give them roles within their gaming group. The idea is to let players choose a thematically-specific set of “powers” or abilities that is preset. As the player levels up or advances their character they gain all the abilities available to their class. At high levels, a character even comes to define that class as its paragon. There are many class-based RPG pros.


The reason why classes are so common in games is because, if designed well, classes are incredibly fun. The idea of becoming a master wizard, the world’s best thief, or a raging bro-dozer-like berserker certainly has its appeal. You get to look at a list of options, pick the class that sounds like the most fun/ exciting/ enjoyable, and become that class.


Class Based RPGs Are Simple

Plus, class-based RPGs are simple. There’s no demand for players to learn the entire game all at once. They can simply start off by picking their class’ first ability, then go from there. As they get better at the game, they are slowly introduced to new abilities – often one at a time.


On the other side, people who have been playing RPGs and TTRPGs for a long time and already know every ability that each class offers might eventually get bored. Classes can be confining if you already know what’s coming (if I play a berserker, I know what I’m going to get at Lv.1, 2, 3, and so on). After multiple times playing new characters, classes can lose their sense of wonder.


Depending on the game system, there’s often less opportunity to creatively build characters in a class-based game… Especially if the idea you have for your character can’t be represented by one of the game’s classes.

Eternity TTRPG Article Shop

Class Based RPGs Provide A Framework For Creativity

For new players, class-based RPGs provide a framework for creativity by giving starting ideas (your character can do x, y, and z. So, now knowing that, what do you want to do?). Newer players may not have grand ideas of what they want their character to be, the first time playing a game. Classes make it easier for them by limiting their options, and actually instill creativity by giving them a starting point. “Pick a class and roleplay how you imagine that class to be.”


Even many advanced players still love playing classes because of the themes they represent. There are many gamers who only ever play paladins, or druids, or whatever – because they love what that class “is”, “does,” or represents. My favorite class, for example, is the fallen paladin, because I love doing whatever I want to with my character. Little to no thoughts of morality and consequence, basically ever. Gaming is a fun way for me to explore other sides of my psyche, and fallen paladin lets me do that while laughing about it, with friends.

Class Based RPG Fallen Paladin

Classless RPG Pros

On the other side of the game design spectrum is a classless RPG. If you’re playing a roleplaying game, you should be able to create any kind of character you’d like. There are no limits to the mind, and if you can think of a character you want to play, you should be able to. Right? That is the mindset that defines a classless RPG.


The idea is that instead of letting the game and its rules define a character for you (such as a class would do), you create a character in your mind, then pick powers, skills, and abilities that conform to your own mental image. Having a class, in this sense, can be limiting. What if I want to be a fallen paladin who also has some access to the light? Maybe he’s currently in transition from his former life of a paladin to that of darkness, but he’s not quite there. Wouldn’t it be cool to have light and dark powers during that time?

Classless RPG Pros

Classless RPGs Have More Options and Combinations

“Well, that would be great, but there is no class in the game we’re playing that’s both a paladin and fallen paladin…” Basically, a classless RPG has more options and combinations for characters to manifest.


To be clear, any good games allow for players to take its existing rules set and adjust based on what makes sense for the player and their character. Games should never hinder players’ creativity because of rules. That’s not very fun. Most people play roleplay games so they can roleplay. And they want to play the characters they have in mind, not be boxed in by rules.

“Ok, so there’s no paladin-fallen/ paladin hybrid in the game, but it’s just a game, so let’s work the rules a bit. How about you take one level in paladin, then one level in fallen paladin, and so on?”


That kind of solution can work, in a class-based RPG. But some people like the freedom to just pick any abilities or powers they want. Instead of taking an existing rule set and changing it, like in the above example, why not just list out all powers in the game then let people choose what they like?


A Classless RPG Has More Depth From the Very Start

A classless RPG has more gaming depth from the very start. Another way to say this is that the level of entry is much higher. To make really “good” characters, players need to thoroughly understand the game system. But, the depth of character creation, even from level 1, is much greater than a class-based RPG. The reason why is that players can start building their character in any direction, right from the beginning. They can always pick a simple ability they think is fun, then as they get more comfortable with the game, add more powers as they go.


All in all, even RPGs fall on a large spectrum. Most games, at some level at least, are often mixed between a classless RPG and a class-based RPG. Many games have some form of base class from where players start, but they can branch out in any direction. Maybe they start out as a “berserker” but they end up as a “berserker-wizard” because they keep selecting new spells as they level up, instead of melee techniques.


Or, games allow for multi-classing. Players start out with a very defined class but can quickly add traits or skills from any other class of their choosing, increasing the diversity and depth of gaming experience. Mixed games like these are a great way to allow for more free-form gaming, while keeping most of the benefits of a class-based RPG.

Classless RPG Skill Tree

Eternity TTRPG’s Solution

As you may have guessed, we struggled with this topic quite a bit when designing Eternity TTRPG. Some people love class-based games while others find them restricting. The first two editions of Eternity TTRPG (well before we self-published) were class-based. We had something like eight classes at the time that were all highly thematic and individualized. Then, in a third edition, one of our early players mentioned Skyrim and how much they loved creating a character entirely their own – no “class” restrictions. So, guess what? We tried that too. But, with some problems.


Here was the big problem with our classless RPG experience and why we eventually switched back to a class-based system: by the end of the campaign, everyone’s characters were exactly the same.


Yes, they all started out completely different with totally unique character concepts, and they were substantially unique and different characters for the majority of the campaign. However, as the game progressed and players started seeing what worked with others’ characters, they started copying strategies.


Everyone’s A Super Swordsman-Wizard-Dragon

“That swordsman can heal himself? Maybe my chaos wizard could benefit from a heal as well.”


“I can leap fifty feet into the air, but you can fly? I’m going to start specializing towards flying, too. That sounds way better.”

Since many classless RPGs have no rules to prevent characters from building anything they want, given enough time and gaming sessions, they can (and eventually do) all build super swordsmen-wizard-dragons. Everyone’s characters typically end up being exactly the same by the end of the game. What we’ve found with class-based RPGs is actually the opposite – that characters actually get more defined throughout the game, not less. Characters get further into the classes they’ve chosen, thus providing even stronger role fulfillment (based on their classes) in their adventuring groups.


With classless games? Everyone has flight, invisibility, instant heals, and divine shield. That’s just the way it goes.

Classless RPG Fighter

Eternity TTRPG’s Roots

It took us a while to come back around, but we eventually did settle on a primarily class-based RPG. It’s also true to our roots though, and we just decided that Eternity TTRPG, because of the type of game designers we are, works better as a class-based game. No doubt, other designers have made classless RPGs that really work a lot better than our short foray into the free-form world, and there’s certainly great classless games out there. But that’s not us.


Some of our most-read posts for Eternity TTRPG have been about the Eternity TTRPG classes. As we’ve looked back over the last several months of just our web traffic alone, it’s obvious that people love the concept of RPG classes, and love to see what classes in any given RPG can “do.”


At Eternity TTRPG, we love RPGs of all kinds. We grew up playing video game RPGs. It was always fun just to see the concept of classes for each game. We used to look up other games just to see what their “classes” could do – how each game defined classes, and what made those classes special.


Ultimately, we have fun with class-based games, so we had to make Eternity TTRPG class-based.


Epic Levels And Advancement in Eternity TTRPG

There’s been a lot of work going into the Eternity TTRPG main game. We update the game every 6-12 months or so, and email that update for free to all game owners.


But lately we’ve been hard at work at the Eternity TTRPG Epic Expansion, which will allow players to play from Lv.10 – 100+. Yes, that’s right. Now that the main game has such a robust foundation, it’s possible to allow for essentially unlimited levels. The way we’re going to do it though? A form of classless RPG gaming similar to multi-classing.


Once you hit Lv.10 with a class, you can either start at Lv.1 in a new class or take an “epic level” in your existing Lv.10 class. My fallen paladin I mentioned earlier? He’s now Lv.21. Lv.10 fallen paladin. Lv.10 revenant. Lv.1 dragon knight. I’m getting to play multiple classes, taking my favorite portions from each. I still have structure when playing, but the game is allowing me to sort of “break the rules” a little bit and go outside of the box. It’s led to a lot of great roleplaying moments, adding new classes to my character, as well.


Look for an upcoming release of the Eternity TTRPG epic expansion.


Epic Spells And Abilities

Starting at Lv.11 and every 10 levels thereafter, you can choose an “epic” spell or ability. Epic spells and abilities are twice as powerful as any critical and allow you to choose small areas in which your character becomes truly world-class. The Eternity TTRPG epic expansion merges the best parts of a classless RPG and class-based RPGs by “breaking the base game’s rules” at higher level play by allowing players to mix their favorite parts of various classes.


Do we anticipate everyone to eventually become super swordsmen-wizard-dragons? Yes. By perhaps Lv.100+. But Eternity has 24 classes, meaning that a player would have to reach Lv.240 to become even close to the same as everyone else (due to epic levels). That’s still possible. We’re sure someone will eventually play Eternity TTRPG enough hours to hit that level. But’s it’s not a big concern for us. If you hit Lv.240, you probably should be able to be anything you want in life.

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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.

A spirited fantasy character plays a violin in a dusty town
By Jacob Tegtman March 17, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=soOa4Uhr2iM Transcription In Chernabos, survival is more than a question of strength. It’s a question of timing… instinct… and a little bit of luck. Some creatures are shaped by that world. The Ashborn from Crooked Moon are made from it. Welcome back to Eternity TTRPG. No matter how many times I revisit Crooked Moon, or how much time I spend away from it, I always find myself pulled back to this awesome source book. There are so many fun and unique pieces of this Halloween-like world, that I just love exploring. Today we’re continuing our look at the Crooked Moon races, and this time we’re stepping into the ash fields of Chernabos—To take a closer look at the Ashborn. If you haven’t seen them, I’ve already covered two Crooked Moon monstrous races, including the Harvestborn, which are my personal favorite. At this point, I’m pretty confident I’ll actually just be creating a 5-10min video that dives into each of the Crooked Moon races, separately. So, be sure to check back to find those. So, diving right into the Ashborn. Ashborn are small, fiend-touched humanoids, usually standing between two and three feet tall. They carry a distinct, almost devilish appearance—horns, muted red or gray skin, and sharp, expressive features. And most notably—A scorpion-like tail, tipped with venom. They’re comfortable in harsh places, and they tend to carry themselves with a quiet confidence. There’s a sense, when dealing with an Ashborn, that they’re already accounting for how things might go wrong… either, how they’ll respond if things were to go wrong... or how they’ll actually cause things to “go wrong,” themselves, and then benefit from the chaos. Ashborn actually don’t have a lineage in the usual sense. Instead, they form in the wake of volcanic fury—drawn together from sulfur, ash, and something entirely fiendish at its core. They emerge completely aware, capable, and already adapted to a land that would kill any other race – like, most humans, for example - in minutes. As I’d mentioned briefly, Ashborn are small—rarely more than three feet tall. Their features reflect their origin: horned silhouettes, skin in muted reds and greys, and eyes that tend to catch the light in uncomfortable ways. And then of course, there’s the tail. A scorpion’s stinger, carried as naturally as a hand. Most Ashborn carry themselves with a kind of deliberate composure. Even in harsh environments, like with most Crooked Moon races, there’s a sense of presentation—care in how they dress, how they speak, and how they’re seen. To me, it seems that they like to exercise control, even small amounts, and they have a bit of perfectionism to them. Chernabos, the land of the Ashborn, is not a forgiving place. The ground is unstable—split by lava flows and sudden fissures. The air carries ash and sulfur, thick enough to choke. And resources—such as water, shelter, and again, even breathable air—are never guaranteed. Clearly, the Ashborn don’t really need the kinds of things that humans need to survive. However, this kind of dangerous land also tends to favor a certain kind of thinking. Adapting to the environment, Ashborn tend to make quick decisions, have constant awareness, and perhaps their tendency to be a bit perfect in their presentation, they’re probably overall willing to act before they have perfect information... all in the name of survival. Ashborn are shaped by their environment from the moment they come into being. They develop habits that keep them flexible: And this is where their relationship with luck comes in. To an Ashborn, luck isn’t really about chance—it’s more about preparation meets opportunity. Or put another way, it’s about timing: · knowing when to move. · knowing when to speak. · And of course, when to take a risk that others would avoid. Mechanically, when it comes to actually playing your Ashborn, you’ll find that their cultural and personality traits of leaning into subtle control and well-timed disruption really come through. First, you have: Ashen Legacy You start with Minor Illusion, and later gain access to Charm Person and Invisibility. It’s a toolkit designed around Distraction, influence, and the ability to step out of sight when needed. They have Darkvision with the standard 60 feet, which is expected, given where they come from. As a reaction, Fiendish Fortune Allows you cause an attack that would’ve otherwise hit you, to miss, once per short or long rest. Additionally, you redirect some of that damage as force damage, equal to your proficiency bonus. Then we’re onto the Ashborn’s tail, with Scorpion Sting. Their tail grants a natural attack, with added poison. They can deal this extra damage a number of times equal to their Proficiency Bonus. When it comes to roleplaying, you can imagine how many fun directions you could take a halfling-sized devilish imp, with attitude. They fit great as risk-takers, performers, negotiators who are comfortable lying outright to someone’s face, wanderers who pity others for their inability to survive without shelter and water. They could easily be thieves, political statesmen/ stateswomen, or really anyone who enjoys a bit of mischief – and maybe on occasion, a bit of cruelty. I think what makes this race so fun though is that it leans into the devil ish side of things, but they’re still only 3-feet tall. So, they’re a bit more mischievous probably, than menacing. More lighthearted, than truly evil. But, those distinctions are entirely up to you to make. So! The Ashborn fit neatly into almost any kind of story, with their natural rogueish charm, and devilish antics. But I’m curious— How would you play your Ashborn? Or, if you’ve already had a campaign or adventures with one, let me know how that turned out for you! Let me know in the comments. And if you want to keep exploring the Crooked Moon races with me, there’s more on the way. So be sure to subscribe, and check in on future videos. Thanks for watching!
A fantasy illustration of adventurers battling a large dragon
By Jacob Tegtman March 13, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N3isve9svc Transcription Wizards of the Coast just brought back a piece of D&D history… and longtime players are doing a double take. After nearly a decade gone, D&D Encounters is officially returning to local game stores . If you’ve never heard of it, D&D Encounters was a weekly organized play program where people could drop into their local game store and play a short, one-session Dungeons & Dragons adventure —no long campaign commitment required. It was basically D&D’s version of Friday Night Magic . Show up. Grab a character. Roll some dice. But the program disappeared back in 2016. And now Wizards of the Coast is bringing it back… which raises a few interesting questions. Is this just a nostalgic revival to bring new players into the hobby? Or is something bigger happening behind the scenes? Let’s break down everything we know. Welcome back to Eternity TT RPG , your party’s source for the latest Dungeons & Dragons news, updates, and community info . And today we’re talking about the surprising return of the classic organized play program . Back in 2010 , during the D&D 4th Edition era , Wizards of the Coast launched something called D&D Encounters . The idea was simple. Local game stores would host weekly D&D sessions where anyone could drop in and play a single short adventure . Each session even revolved around a 60–90 minute encounter , meaning you didn’t need a full campaign commitment. It was perfect for: • brand new players • busy schedules • or anyone who just wanted to roll some dice after work. And Wizards supported stores with exclusive materials , including: • adventure booklets • posters and maps • character sheets • and sometimes even custom miniatures . But in 2016 , the program disappeared. It was replaced by Adventurers League , which shifted organized play toward longer, interconnected campaigns instead of single-session adventures . At that time, D&D Encounters didn’t really fail. Wizards shut it down in 2016 when they reorganized everything under Adventurers League. But now that organized play has gotten complicated again—and new players struggle to get started—Wizards might be bringing back the exact entry point that they removed.” Which, speaking of, on the topic of the D&D Adventurers League. It’s still technically a thing , but its status is also a bit… complicated. · It still exists and people still play it. · But official support from Wizards of the Coast has been much lighter in recent years on that front, as well. So that program itself hasn’t been shut down. But the catch is that support has slowed. · There have been fewer new official adventures produced recently. · Wizards has been experimenting with other organized play initiatives , like we’re talking about today, and seasonal events. · Much of the Adventurer’s League infrastructure is now community-run or maintained through Discord and fan sites . That’s why the return of D&D Encounters is raising eyebrows — some fans wonder if Wizards is shifting toward shorter, store-focused events rather than the larger shared campaign model. Right now speculation in the community is that: · D&D Encounters will serve as an easy entry point for new players, which Wizards of the Coast is likely keen to acquire. · Meanwhile the Adventurers League will remain with ongoing campaign play for long-term, dedicated players But – and as with many things – Wizards hasn’t officially clarified their long-term plan yet. Ok, so all of that background aside, let’s fast forward to 2026 . D&D Encounters is coming back. The announcement happened during this year’s GAMA Expo , one of the tabletop industry’s biggest trade shows. And this new version of it sounds very similar to the original concept. Short… Accessible… Single-session adventures designed for drop-in play. Which honestly makes a lot of sense. D&D has exploded in popularity, but getting new players into their first game is still one of the biggest barriers . A weekly store event could potentially solve that problem. At least in theory, and I’ll get back around to this in a minute. But the basic thought is that new players can show up. Grab a pre-generated character, so they don’t need to worry about min-maxing or even understanding character creation rules. Roll initiative. Boom—you’re playing D&D. So, now the problem with that. This is the same concept that Wizards of the Coast uses with like Magic: the Gathering. I don’t know what your local game store’s like, but when’s the last time you saw a new player come to drop in at your weekly league night? Or even starter deck tournaments, for other games or events? In my experience, the in-person player base is slowly dwindling for most games. And, I think that’s actually pretty sad. D&D is clearly a social game, and I think you can something from the overall experience without in-person play. Not that I mind digital play, and I realize digital also comes with its own advantages. But, the bottom line is that I’m not really sure just opening a weekly D&D Encounters night at local game stores will actually pull in a lot of new players to the game. Ok, so a little bit more framework into this. The new D&D Encounters program will also tie into something that Wizards recently introduced, called D&D Seasons . These are three-month themed releases built around a particular concept. For example, the upcoming three sets will be: • Horror themed adventures • Magic-heavy campaigns • and finally, Champion focused stories D&D Encounters will help kick these seasons off by providing stores with Opening Weekend Play Kits , we think, based around these themes. The kits released for reach segment of the year will launch alongside major D&D book releases . These kits will most likely include: • prewritten encounters • promotional materials • store support tools • and possibly exclusive content. Wizards also mentioned weekly play support , though they haven’t revealed exactly what that includes yet. And they’re planning coordinated community events tied to each release. Basically… They’re trying to turn D&D launches into mini events at local game stores . So why is Wizards of the Coast bring back D&D Encounters now? A big part of it seems to be Wizards refocusing on local game stores . Over the past few years, a lot of D&D play has moved online. Between: • D&D Beyond • Virtual tabletops • and streaming games Many players never step into a physical store anymore. Traditionally, stores have been the lifeblood of tabletop gaming communities . I’m not so sure that’s true anymore. There seems to be a BIG shift away from many traditional models, in the tabletop gaming space. However, D&D Encounters does give stores something extremely valuable: consistent weekly events that make it easy for new players to come in the door. According to Wizards leadership, this move is part of a broader push toward a franchise-style model for D&D releases , led by VP Dan Ayoub . Instead of one-off books… They want ongoing seasonal engagement . Whether or not Wizards is really in-touch still with the D&D community, and this is an accurate call, remains to be seen. But, you can see based on what they think is happening, how they would feel that D&D Encounters would fit that model. So, of course that brings up another pretty big question., which is: w hat happens to the D&D Adventurers League? Because, as I’ve mentioned, the organized play program has been… pretty quiet lately. Like, for a while. There hasn’t been much new official content in recent years, in fact. And Wizards hasn’t said whether D&D Encounters will replace , supplement , or revive parts of the Adventurers League. So, right now, there’s no official answer. But many fans are speculating that D&D Encounters might become the easier entry point , while Adventurers League remains the deeper campaign system. But my impressions at the moment are that unless D&D Encounters really takes off, and creates a need for the Adventurers League to grow, then I don’t think it will be getting any more support from here than what it’s been getting. So, here’s the thing. D&D’s a great game. For many of us, it was the first TTRPG we heard of, and got us into the hobby. It’s... no longer the best TTRPG out there, and hasn’t been for some time. I created a whole multi-article series on this, comparing the top games, on the Eternity TTRPG site – and even that list needs updating. But I think for most of us, we’d love to see the hobby grow. If you’ve ever played TTRPGs in person, around a real table , you know that the dice rolling, the Miniatures clattering, and watching someone dramatically failing a persuasion check – in person, are all magical moments. Short low-commitment sessions like D&D Encounters is offering may be one of the best ways to introduce new players. And that is exactly what D&D Encounters is designed for. If Wizards executes this well… It could become a gateway program that brings the next generation of players into the hobby . Do I want to be pessimistic about this new program working the way Wizards intends? No. Am I though..? Yeah. I think new players will continue to find the hobby, but I think D&D will continue to lose market share. For new players who get into the hobby specifically through D&D, I think this D&D Encounters program will only be generating a very small percentage of those new people. Will I try out a D&D Encounters session at my local game store? ...maybe. Like many of you, I’ll probably wait to see what the buzz is around it first, to see if I might enjoy dropping in. But I do hope that is amazing, and that everything Wizards of the Coast is trying to do with it actually provides what their main audience has been asking for. So what do you think? Is the return of D&D Encounters exactly what local game stores, and the tabletop roleplay game community needs… Or is this a sign that Adventurers League and the overall organized play may be fading out in one final effort ? Let me know in the comments. And if you want more weekly D&D news, community info, and tabletop updates , make sure you like the video and subscribe. Because the dice never stop rolling here.
A vampire sits on a dark throne holding a wine glass, with the text
By Jacob Tegtman March 11, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=2z2fTaAQS3g Transcription For months the D&D community has been asking the same question… “Where are all the new books?” Well—Wizards of the Coast finally answered. 2026 is bringing Ravenloft horror, high-magic arcana, a Feywild heist romance, and… a crochet owlbear. Yes. Really. Today we’re breaking down every single Dungeons & Dragons book announced for 2026 —what they are, who they’re for, and which ones might actually change your campaign. Welcome back to Eternity TTRPG—your party’s reliable source for Dungeons & Dragons news, lore, and tabletop chaos. Today we’re going through the entire 2026 D&D release schedule . There’s quite a few books, so this list is meant to give you the quick, clean, and minimal filler low-down. If anything sounds good, you have something to start on for your own in-depth research. So, let’s get started. The biggest announcement so far for 2026 is: Ravenloft: The Horrors Within , Releasing June 16th, 2026. This new sourcebook expands the Domains of Dread , the gothic horror setting originally ruled by Strahd. For Dungeon Masters, the book adds: • new Darklords • new monsters • and expanded guidance for running horror-themed campaigns . That includes subgenres like: • gothic horror • cosmic horror • and psychological horror. Players get new options too: • horror-themed subclasses • new species and backgrounds • and expanded Dark Gift feats . The book also expands the fear and dread mechanics , which could add some serious tension to horror campaigns. And yes… Legendary monster hunter Rudolph van Richten is making another appearance. Preorders begin April 13th , and digital versions hit D&D Beyond early in June . So horror fans—Is Ravenloft your favorite setting, or are you still loyal to Curse of Strahd? Then in September 2026 , we get one of the most mysterious releases: Arcana Unleashed. Wizards of the Coast calls it a “high-magic sourcebook.” What we know so far is that it introduces new arcane subclasses from earlier Unearthed Arcana playtests. Plus: • new spells • magic items • artifacts • and expanded customization options. But the biggest addition might be a new “evolving magic item” system . That means magical gear that levels up alongside your character, which if done properly – could be pretty cool. This kind of thing could also change how treasure progression works in campaigns. We also know though that if this idea is done poorly… Well… could lead to certain things from this book being banned at some tables. Launching alongside Arcana Unleashed is an adventure expansion called: Arcana Unleashed: Deadfall. This adventure ties directly into the main Arcana Unleashed book and features the infamous Red Wizards of Thay . The story reportedly involves a massive magical war , with new lore about the organization. And interestingly… A Red Wizards adventure was originally teased way back in 2023’s D&D Direct event , so this might finally be that storyline. We don’t yet know if this will be: • a full physical book • or only a digital D&D Beyond adventure . But if you like Forgotten Realms villains… The Red Wizards are about as dangerous as it gets. Next up is something aimed at specifically Dungeon Masters : the Dungeon Master’s Workbook of Worldbuilding, releasing May 5th . This one is all about building better campaigns. The book includes exercises designed to help DMs: • design campaign worlds • create memorable NPCs • build maps • and improve improvisation skills. Which honestly might be the most important DM skill of all. Because no matter how much you prepare… Players will always find a way to kick down the door that has nothing behind it. At least until you create something on the fly, that is. So, this workbook aims to help DMs build living worlds instead of static storylines. I got some really great advise when I first started DMing, which was to steal everything. I think these kind of thought-provoking books help synthesize great material into something that’s also – at the same time – entirely your own. Alongside the DM book, and launching the same day, is something aimed at new players and storytellers . This is an interactive companion to the D&D 5.5e Player’s Handbook . Instead of rules, the book focuses on guided character creation . It includes prompts that help you: • build backstories • connect your character to the party • and design personal motivations that actually matter in the campaign. Think of it like a creative writing workbook for D&D characters. If you’ve ever stared at a blank character sheet thinking… “Uh… I guess I’m an edgy rogue with amnesia? Oh yeah, and I’m an orphan – definitely, always an orphan.” This book might actually help. And I mean that in a kind way. Nearly everyone benefits from a bit of help thinking through interesting character creation, without relying on the same tropes that Final Fantasy characters have been relying on for a few decades. Then, we have something completely different. The Feywild Job releases June 30th . And this one is actually a D&D novel , not a game book. It’s written by C.L. Polk , a Nebula and World Fantasy Award-winning author. The story follows two former lovers turned thieves hired to steal a magical artifact from the Feywild. So imagine: • magical heist story • romantic tension • with chaotic Feywild politics. Basically romantasy meets D&D crime caper. Which honestly feels like the most Feywild thing possible. Every now and then I can get into a D&D novel. Maybe you’re like me and it’s been enough time to give a new novel a try. Finally, we have Dungeons & Dragons Crochet: A Book of Many Patterns. Yes—this is a real official D&D book. Written by longtime D&D contributor Stacy King , it includes 20 crochet patterns inspired by the D&D multiverse . We’re talking: • Owlbear cub plushies • Mini beholders • And even a handmade Bag of Holding So, this obviously isn’t a rules book. It’s basically crafting for D&D fans who want to bring the monsters to life—literally in yarn. Kind of like D&D cook books, but crafts version. Which, by the way, I’ve seen a lot of these kind of things selling like hot cakes at local conventions, so you know it’s going to be in-demand. Buy it for the ladies in your weekly D&D group who are into crochet. Ok, so I lied. There’s a bonus round here, which is one possible future release. There are strong hints that Dark Sun might be returning, which I shared about a couple months ago in a previous video. Recent playtests included subclasses tied to the setting like: • Gladiator Fighter • Defiler Sorcerer • and Sorcerer-King Warlock. Those are classic Dark Sun themes . So, while nothing is officially confirmed… It’s very possible we’ll see a new Athas sourcebook in 2027. And if that happens? It would be the first major Dark Sun release in decades. I’d be super into seeing something like that come down the pipeline. That’s the full Dungeons & Dragons book roadmap for 2026. From crochet monsters… To gothic horror… To evolving magic items. It’s actually a pretty diverse lineup. But, now I want to hear from you: Which of these books are you most excited for? And which one are you skipping entirely? Drop your thoughts in the comments. And if you want more weekly D&D news, lore, and tabletop chaos— Make sure you subscribe. Until next time… May your dice roll high and your players never step through the door that you never prepared for.
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