Eternity TTRPG Fallen Paladin

In Eternity TTRPG, the fallen paladin is known as the “Destroyer of the Light.” It’s a class that believes in the right of the individual to pursue whatever ends they desire, and fights for the rights of those with power to dominate.

Whatever belief systems, virtues, and aims held by a holy paladin – the fallen paladin/ dark paladin seeks the opposite. The desire of the fallen paladin also isn’t truly relevant, morally. Value is placed on the desire, itself, over the consequences of seeking or obtaining that desire. Not that all fallen paladins are evil. They simply view “the light” and the subservience to others that it requires as meaningless in a world that favors power and those who take it for themselves.

Eternity TTRPG Fallen Paladin Class in a Dungeon

Fallen Paladins in Combat

Fallen paladins in Eternity TTRPG combat fulfill the roles of damage dealer, defender, and healer. Their unique mix of spells and abilities allows them to take on multiple roles.


Fallen Paladin as Damage Dealer

1. Blood Spiller

After you cast this spell on yourself, every time you attack an enemy, you have a chance to deal additional damage. You can only deal damage with this spell once per turn. This spell can be maintained.


Critical Options…


  • Increases Blood Spiller hit chance.
  • Also, gain a chance to deal damage with Blood Spiller every time an enemy attacks you. This critical also allows you to deal damage with Blood Spiller twice per turn.
  • Whenever you deal damage with Blood Spiller you also heal yourself or an ally.


This spell functions well even if you have low hit chance. It’s a perfect complement to an all-out attack build, or a defensive one. Blood Spiller makes fallen paladins very dangerous enemies to fight. Choosing the defensive critical makes it dangerous for enemies to attack you, while choosing the healing critical increases your survivability during long fights.


2. Desecration

Targets up to three enemies in either weapon range (specific to the weapon you’re currently wielding), or spell range, at your choice. If this spell hits, you have a chance to deal damage on every one of each affected enemies’ turns. This spell can be maintained as an aura.


*Double-Hit: increases your chance to deal damage on each enemy’s turn.


Critical Options…


  • Increases Desecration hit chance.
  • The next time you are attacked, you also cast Desecration again before the attack is made. If this critical hits, it also allows you to stack double chance to hit with Desecration on any affected target.
  • Whenever you deal damage with Desecration, you also heal yourself or an ally.


The longer you anticipate a battle lasting, the more important this spell becomes. Desecration is one of the only damage over time spells or effects in Eternity TTRPG. Being able to stack the effect on enemies, with the second critical option is very useful for tanks. And having the additional chance for healing each turn is especially powerful if you’re facing multiple enemies, since Desecration targets all of them.


3. Oathbreaker

Weapon range or spell range, deals shadow damage (deals bonus damage to Light Aura Units). If this attack hits and the target isn’t healed by the end of their next turn, the target takes additional shadow damage.


*Double-Hit: deals additional shadow damage.


Critical Options…


  • Increases Oathbreaker hit chance.
  • Gives you additional Dodge if your attack hits.
  • On each occasion that you deal damage with this ability, heal yourself or an ally.


This is the staple attack of the fallen paladin as it can do multiple damage. It’s also particularly potent because most characters/ classes in Eternity TTRPG do not have access to innate healing spells or abilities. Any of the critical options are viable for almost any fallen paladin build. The defender critical option gives the class’ only possible buff to Dodge, from any spell or ability. Meanwhile, the healer critical option has a much higher chance for healing than other fallen paladin spells do.

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Fallen Paladin as Defender

4. Dark Hold

Weapon range (specific to the weapon you’re currently wielding) or spell range, Dazes the enemy.


*Double-Hit: increases the duration of Daze.


Critical Options…


  • If this spell hits, the target also can’t defend or critical defend while affected by this spell. They also have either lowered Dodge or lowered Will, at your choice, for battle duration.
  • Increases Dark Hold hit chance.
  • The next time the target attacks anyone, before their attack, Instantly recast this spell on them. If the spell hits, it interrupts their attack.


This spell allows you to stun enemies at a distance, as opposed to requiring you to be right next to them. It’s a great utility spell for all fallen paladin builds. The first critical option is great for taking down a key target. The third option offers preventative protection against persistent attackers.


5. Nihilism

Targets up to three enemies in weapon range (specific to the weapon you’re currently wielding) or spell range, at your choice. If this spell hits, all affected targets have reduced hit chance against every target but you. This spell can be maintained as an aura.


*Double-Hit: further reduces enemy’s hit chance when attacking targets other than you.


Critical Options…


  • Even if this spell misses, you also gain increased hit chance with all attacks against affected enemies.
  • Increases hit chance with Nihilism, and increases the amount of reduced hit chance targets have against your allies.
  • Even if this spell misses, you also become immune to the next attack made against you.


Nihilism is helpful if you want to protect allies. It’s also particularly useful if you have higher defensive stats than allies, as you’re encouraging enemies to attack you, instead of them. The first critical option makes the spell useful even if your character isn’t extremely defensive. The third option is also great despite which build your character is using, as you can always dispel Nihilism from enemy targets, so you don’t keep incentivizing them to attack you.


6. Shadow Aura (Faith of Darkness)

You automatically detect Light Aura units within 100 yards and you are immune to shadow damage. Every turn, you have a small chance of gaining immunity to all damage and negative effects for 1turn (negative effects are not dispelled, just suppressed for 1turn). This is a passive effect, always active, and cannot be dispelled.


Critical Options…


  • You also gain increased hit chance against “Light Aura” units (Paladin, Sage, Witch Hunter).
  • You also gain increased defensive stats when attacked by “Light Aura” units (Paladin, Sage, Witch Hunter).
  • When you encounter a Light Aura unit (Paladin, Sage, Witch Hunter), instantly heal both yourself and an ally.


There are three variations of Shadow Aura in Eternity TTRPG, each with its own effect. The fallen paladin’s invulnerability aura is particularly useful. All three critical options make fighting light aura units substantially easier, but don’t have much effect outside of that.


7. Wicked Armor

After this spell has been cast, the target gains additional resistance to magic. This spell can be maintained.


Critical Options…


  • If a target attacks you while you are affected by Wicked Armor, you gain increased hit chance against that target.
  • Increases the amount of magic resistance.
  • The target also becomes immune to the next attack made against them.


Fallen paladins are able to bless themselves and allies with a dark armor that resists magic, which is extremely valuable against spell casters. Each critical option is valuable in its own circumstance, though the only one that applies universally is the third critical option as it makes you invulnerable to the next attack, even if it isn’t magic.

Skinny Mini Fallen Paladins

Fallen Paladin as Healer 

8. Blight

After you cast this spell on yourself, on every one of your turns, you have a chance to both cause fear to nearby enemies, and to heal yourself and nearby allies. This spell can be maintained.


*Double-Hit: Fear an additional 2turns.


Critical Options…


  • Also gives you a chance to deal damage to nearby enemies, each turn.
  • Increases your chance to cause fear to nearby enemies.
  • Increases your chance to heal yourself and nearby allies.


Blight is a great spell to maintain in almost every combat situation as it provides a lot of utility to the fight, additional options, and some degree of healing. The critical choices can all be maintained in a fight, as well, and really vary in what they offer. One of the big choices with this spell is whether or not it should be maintained in its critical form, at all, as keeping it up can be costly in resources.


9. Dread March

This ability can only be used when you drop to 0HP. Based on your physical hit chance plus your magic hit chance, instantly attempt to heal HP. For every time you have received healing today, you must roll higher to hit with this ability (can stack without limit).


*Double-Hit: heals additional HP.


Critical Options…


  • If this spell hits, you also instantly attack the enemy who just dealt damage to you, with any non-critical attack or spell of your choice.
  • If this spell hits, you are also immune to all attacks and negative effects until after your next turn.
  • Increases the amount of healing you receive.


Spirits of shadow cannot allow their champions of darkness to die too easily, so infuse the fallen paladin with life, when summoned. Fallen paladins have many ways to gain temporary invulnerability, and Dread March is one of the best ways. Since it’s an instant action, the effect can be very surprising to enemies. Dread March is also a great way to deal a lot of damage, or restore a lot of hit points, quickly, and as a last resort. This effect can only be used very rarely.


10. Life Eater

When any target dies (or lies dead) within spell range, instantly heal either HP or Wisdom. This ability also allows you to heal above your normal max HP or your normal max Wisdom.


Critical Options…


  • When this effect triggers, Instantly attack any enemy in Range with any non-critical attack or spell of your choice.
  • When this effect triggers, you are immune to all attacks and negative effects until after your next turn.
  • Increases the amount of healing you receive.


As the sword or staff of the fallen paladin becomes soaked in blood, they can absorb the soul of the fallen, restoring vitality, to continue fighting. The critical options for this ability all follow the same style as Dread March, above. This effect can only be used very rarely.


Fallen Paladin Skill and Knowledge

Fallen paladins have a bonus to the intimidate skill, and politics knowledge. Because an aura of shadows and domination continually hangs around them, they are innately intimidating. Even those with strong constitutions can’t help but be slightly unnerved around the sheer dark dominance of the fallen paladin.


Though study isn’t necessarily a common pastime of fallen paladins, members of the order know that to destroy organizations and nations, they must maintain an awareness of what’s happening in the world, politically. Fallen paladins make it their business to maintain abreast of political leaders, trends, and movements. Any of those categories could create an opportunity for darkness to thrive. People can be bought, ideas can be twisted, and carefully-crafted lies can be spread to achieve any means, just as well, or better than pure force.

Fallen Paladin Pictures

Try a Fallen Paladin in Eternity TTRPG

If you haven’t checked it out yet, Eternity TTRPG has our own tabletop roleplaying game. The Fallen Paladin is one of Jake’s (the site creator’s) favorite classes.


Eternity TTRPG is a group GM game where everyone at the table gets to help create the gaming world, and roleplay their own character. The game also features highly tactical combat where every class and character brings their own special abilities and spells.


Famous Fallen Paladin Lore

Lord Achilles Obsidian was the first dark elf fallen paladin to ever obtain an eternal soul, which allowed him to become an Eternal – an undying demi-god, in the world of Aeturnum. His journey was forced upon him when his mansion was abruptly destroyed by a berserk chimaera. Along with a holy paladin of little renown, named Cadmar, and a druid werewolf named Hong, Achilles was able to slay the beast, as vengeance for the town. Unlikely as the three were, together, their initial interactions together led to a great adventure.


Achilles quickly gained notoriety among fallen paladins. Whereas he had formerly been content ruling his small piece of the world, in Eboncrest, the destruction of his mansion set him upon a quest that allowed others to finally see the tremendous powers he’d kept hidden. After gaining renown as an adventurer, he established the black knights – an organization of primarily fallen paladins. He was challenged by Razian for leadership of the knights, a young prodigy of darkness. Many were amazed to see Achilles emerge from the duel, barely alive. Information came to the knights that the young challenger had received a blessing of shadows from an ancient lich, and so had drastically increased command of fallen paladin spells.


It was this initial attack from the mysterious lich that caused Achilles to redirect the purpose of the black knights towards the being’s destruction. Over many years, Achilles’ fame grew, a new home -Castle Dreadnaught – was built, the black knights flourished, and more information on the lich was obtained. “Vain” was the lich’s name, and he sought an eternal soul, so as to ascend and become an Eternal.


Achilles waged war on Vain and his legions. In Gwynn, the capital city of the holy lands of Morgana, the two faced each other in battle, where a fabled eternal soul had made an appearance. Due to the magnitude of the war and its effects on all mortals, even Cadmar, the holy paladin – now himself, vastly renowned – and Hong, the druid, temporarily joined the ranks of black knights.


Ultimately, Vain was victories over Achilles, who was nearly killed upon the field of battle by the great lich. It was only due to the heroic efforts of Cadmar that Achilles’ life was spared, though the intervention cost Cadmar his life. In that split second while Vain was distracted at Cadmar’s death, Achilles grabbed the eternal soul and became an Eternal. In his ascension, he used his newfound power to lay waste to Vain and his legions. The last that anyone has seen of Lord Achilles Obsidian since that day was him kneeling before the tomb of Cadmar, paying his respects to the paladin that had saved his “fallen” brother.

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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.

D&D: Forgotten Realms book cover with heroes. Characters in action with blue energy, forest background, and pre-order text.
By Jacob Tegtman November 14, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=rpPgFjr-hhg Transcription Want to take your character from just another face in the crowd to a legend whose name echoes through the halls of the Forgotten Realms? Today we’re diving into the brand-new sourcebook that gives players power, story, and world in one package: Heroes of Faerûn. It’s just out as of a couple days ago, and we’re here to show you why this one could change the way you play characters in the Realms. First up: what exactly is Heroes of Faerûn? The book is a 192-page hardcover sourcebook by Wizards of the Coast set in the Forgotten Realms for 5.5 edition D&D rules. What’s included? Eight new subclasses, a new Circle Magic system (for group spellcasting!), dozens of feats and backgrounds, regional equipment, a breakdown of the Realms’ regions, factions, deities — everything a player needs to plug their character into Faerûn. In short: this is a player-centric book — not just for DMs. Many Realms books lean DM-heavy, but this one is about you the player stepping into the legend. Why is this book a big deal? Here are three reasons:  1. Expanded Player Options — Eight new subclasses means fresh ways to play: you’re not just rehashing what everyone else plays. And when you pair that with new backgrounds, feats, and special “regional” equipment — that gives some serious customization. 2. Setting Integration — The Forgotten Realms has been around for decades, but sometimes the player options feel generic. This book leans into lore: it gives eight factions, a primer on 42 gods, and overviews on ten Realms’ regions. That depth gives your character a place and a story. 3. Innovation: Circle Magic & Group Play — One of the standout mechanics is what’s called “Circle Magic.” This isn’t just another spell list: it’s a system where casters can combine efforts for enhanced effects. It opens up group tactics, teamwork for roleplaying magic casting, and can shake up how your table views magic on the whole. So, if you’re a player who wants more than “I show up and roll dice” — this book gives you tools for story, mechanics and flavor. Let’s dig into the contents (and I’ll highlight the ones I’m most excited about): The 8 new subclasses are: College of the Moon (Bard), Knowledge Domain (Cleric), Banneret (Fighter), Oath of the Noble Genies (Paladin), Winter Walker (Ranger), Scion of the Three (Rogue), Spellfire (Sorcerer), and Bladesinger (Wizard) There are also 18 backgrounds, over 30 new feats, 19 new spells, 3 magic items, 12 mundane items, 2 monsters, 13 maps, and overviews for 10 regions of Faerûn. There’s also Faction membership for eight classic and emerging factions (like the Harpers, Zhentarim, and Purple Dragon Knights) that offer character hooks, renown, and special rewards. Now for Highlights that I’m particularly keen on trying, myself: The oath of the noble genies (Paladin). These paladins draw power from the Elemental Planes through pacts with powerful genies, wielding elemental abilities like Elemental Smite which enhances a Divine Smite with effects such as grappling enemies, dealing fire damage, or knocking foes away. The region overviews: these let you pick lesser-used Realms locales as your homeland, giving characters unique flavor rather than defaulting to the Sword Coast. Circle magic: I am very excited to see exactly how this pans out with my gaming group, but I think the potential here for spell casters to enhance each others’ effects, and create group casts, is amazing. If you pick up Heroes of Faerûn, here are some tips for how to get the most from it: Talk to your DM early. Especially regarding Circle Magic and faction mechanics — decide how renown works, and how group casting will work specifically for your group. Pick a region + faction combo. Let your background tie you to a place (say, Tethyr or Calimshan) and a faction (Harpers, Zhentarim) so your character has immediate hooks. Use the new subclasses to complement the setting. If you’re from the north-wastes of Faerûn, maybe the Winter Walker Ranger is a better fit than a typical forest-walking ranger. Be proactive with story. Since the book emphasizes lore, lean into it: pick a god early, pick your renown path, choose an equipment piece from your region. These add role-play texture. Don’t let the feast of options overwhelm. With 18 backgrounds, 34 feats, and many spells — pick a few you like, then build from there. No need to try everything at once. So: if you’re a player who wants more (mechanics, flavor, story) and you’re set in the Forgotten Realms, Heroes of Faerûn might be your next go-to book. If you give it a try or if you liked this breakdown, hit like, subscribe and ring the bell for future D&D news and breakdowns. In the comments: tell me which subclass from the book you’re most excited about, or which faction you’d join in Faerûn. Thanks for watching — and may your name echo through the Realms.
A D&D Beyond adventure cover: a skeletal figure with a glowing sword stands in ruins.
By Jacob Tegtman November 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=G_0s9az8hmo Transcription Free adventures on D&D Beyond? You love to see it. This week, Wizards of the Coast dropped The Tenebrous Stone — a brand-new, totally free Forgotten Realms adventure that pits your party against cultists, undead, and a mysterious demonic artifact. But here’s the kicker: it might also hint at new DM tools for 5.5E’s upcoming Adventures in Faerûn. Let’s dive in.  Welcome back to Eternity TTRPG , your go-to source for everything happening across the planes of Dungeons & Dragons — from new books and adventures to the coolest things happening in Faerûn and beyond. Last week, Wizards quietly released The Tenebrous Stone — a free adventure available right now on D&D Beyond. It’s set in classic Forgotten Realms territory: the chilly reaches of Damara , where a cult of Orcus has hidden a demonic stone in a basalt quarry near the town of Helmsdale. The artifact radiates despair, turns workers into undead, and — as always — it’s up to your level 3 party to fix everything before the entire region becomes a necrotic wasteland. The adventure clocks in at about three encounters — perfect for a single evening session or if you can work your DM magic to stretch it out a bit, a spooky two-shot. It’s also fully preloaded into D&D Beyond’s new Maps VTT , and you don’t even need a subscription to run it. That’s a pretty smart way for Wizards to get more DMs testing the platform. But here’s what really caught people’s attention: The Tenebrous Stone is labeled as a ‘Deity Adventure’ — language we haven’t seen before. That phrasing suggests Wizards might be introducing a new adventure tagging system in the upcoming Adventures in Faerûn , a book we still know surprisingly little about.” Imagine a system where adventures are organized by which gods or faiths they involve — Ilmater, Lolth, Tyr — making it easier for DMs to build campaigns around divine themes. It’s a small detail, but it could mean a huge leap forward for campaign-building tools. Right now, though, that ‘Deity’ tag doesn’t do much mechanically. But it gives us a glimpse into what Wizards might be cooking — especially for Dungeon Masters who’ve been asking for better adventure-creation tools. Bell of Lost Souls’ blog coverage on this topic also ends with a great point: DMs carry the game. They create the world, the encounters, the tension — and while that’s rewarding, it’s also a lot of work. If Wizards can use tools like these ‘Deity Adventure’ tags to streamline prep or inspire new story hooks, that could be a win for the entire community. Perhaps – a way to streamline DM prep and inspire great adventures. So whether you’re looking for a one-shot full of undead cultists or just curious what 5.5E’s adventure system might look like, The Tenebrous Stone is worth checking out. It’s free, fun, and a peek behind the screen at what’s coming next for Faerûn. So — what do you think? Are you – like me – downloading The Tenebrous Stone for your next game night? Would you want to see more deity-themed adventures in D&D 2025? Drop your thoughts in the comments — and while you’re there, hit like , subscribe , and ring that bell so you don’t miss our next dive into the world of tabletop chaos.
By Jacob Tegtman November 11, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=vXPtTnjy5wU Transcription “Hey everyone, welcome back to Eternity TTRPG. Today we’re unpacking Critical Role Campaign 4, Episode 2: ‘Broken Wing’ — an episode that moves with quick flashbacks, a slow-burning mystery, and unveils one genuinely unsettling artifact. If you missed the premiere, don’t worry — I’ll give you the lay of the land so you can follow every twist.  My goal here with these recaps is to keep them at about 10minutes, so you can follow the main beats of Critical Role without the huge time investment. On that note, be sure to check out the summary for Episode 1 just earlier this week if you want to get caught up! The episode opens not in the present, but in the middle of a past war — the Falconer’s Rebellion — where we meet younger versions of characters who’ll matter later. There’s Teor, a hulking soldier who feels every weight he carries; Kattigan, the quick-witted fighter; and a 15-year-old Azune, whose future as an Arcane Marshal is only hinted at here. They’re pinned down, wyverns tear at the sky, and the scene is chaotic and desperate — a sobering hook that tells you: this world has history, and it’s messy. In the middle of that chaos we get a small but important moment: Thjazi Fang, a figure whose past actions ripple through the episode, is injured — and Casimir, a thornier face in the city’s underworld, scoops him to safety. That moment matters later. Now, cut to present-day Dol-Makjar: Hal and Thaisha — two careworn, sympathetic figures who run a refuge of sorts — find a shattered black ceramic mask in their home. The shards exhale a cold, silver mist, and Thaisha collapses, hearing a nightingale’s song in her head. The mask isn’t just creepy set dressing: Bolaire and Murray, two more scholarly voices in this corner of the city, quickly identify the object’s box as a coffin — etched with the name ‘Obsidia’ in Kessian, an ancient halfling script, and plated with celestial symbols. That combination — halfling religious iconography wrapped around something new and grotesque — immediately reads as blasphemy and trouble. The cast reconverges at Hal’s: Teor, Kattigan, Occtis, Azune, and Thimble are there around Thjazi’s body. Thimble — who’s small in stature but enormous in feeling — collapses onto Thjazi and blames Vaelus, demanding the Stone of Nightsong, a keepsake with emotional resonance for her. This is where the episode tightens: the friends learn Thjazi’s safehouse was ransacked, and Azune, ever the investigator, finds a magical forgery hidden in Thjazi’s coat. It looks like someone set a frame — betrayal stinks in the air. To complicate matters, Casimir and Cyd (Teor’s brother) are unaccounted for, and black feathers were found at the scene — a small clue that points to the Crow Keepers, a thieves’ guild Casimir is tied to. Thimble vows to go find answers. It’s a nice sequence of grief turning into action: the personal drives the plot. Meanwhile, the episode spends time in the halls of power. At Villa Aurora — home of House Halovar and the Candescent Creed — we meet new faces and old tensions. Wick, an eager acolyte, witnesses Teor rescue and heal a worker, and Teor’s act of mercy wins him attention. But not everyone is thrilled. Photarch Yanessa Halovar, a high-ranking cleric, quietly urges her house to distance itself from the Torn Banner and cozy up to House Tachonis — a rival power with suspicious influence. Yanessa even suggests Thjazi’s death was orchestrated by Tachonis. Translation for what we’re learning about this world? Every helpful act in Aramán has strings attached, and alliances are fragile. Quick context: The Halovars are powerful religious aristocrats; the Tachonis are another noble house with their own, shadowy agenda. Political intrigue is the bedrock here. Back in the quieter rooms, Bolaire and Murray dissect the coffin. The wood comes from the Wastes, the silver plates are ancient Kessian — the name Olbalad appears, which translates to a kind of halfling angel of death. A coffin referencing a celestial figure, newly crafted and oozing mist. It’s old magic — but it’s also a deliberate mockery or corruption of something sacred. When they drop a tool into the coffin, it falls forever — no sound, no impact. That silence is bone-chilling and tells us whatever this thing is, it doesn’t obey normal physics. The episode doesn’t stop on small horrors — it ends on something huge and awful. At the Villa Aurora’s Prismatic Retort — a massive machine that channels the ‘light’ powers of the Candescent Creed — Photarch Yanessa and Wick’s grandfather reveal what looks like an enormous iron maiden: inside, a chained, thirty-foot angel with siphoning taps in its body. It reads like religious science fiction and lands with a visceral, ‘did I just see that?’ finality. For an audience member, that visual hits differently from a dagger in the dark — it’s the campaign saying plainly: celestial things are broken here, and larger forces are being manipulated. At the end of each of these episodes I want to do a quick unpacking of what makes these Critical Role sessions so awesome, and what you can take away to your own next gaming session. Alright — so what can Broken Wing teach your table? 1. Try using flashbacks like living memories. Flashbacks like the Falconer’s Rebellion are emotional scaffolding. Instead of dumping lore about who fought who, we see Teor, Kattigan, and young Azune under fire. We feel their fear and loyalty, which gives context to their choices later. If you want to bring that to your table, drop players into short scenes from their characters’ pasts — five minutes tops. Let them play out the betrayal, the lost battle, the friendship they’ll mourn later. That way, when those memories resurface in the present, the emotion feels earned, and hit hard. 2. Make artifacts carry more than stats. The shattered mask and the Obsidia coffin are perfect examples of magic items that do something narratively. They carry history, faith, and fear. As a DM, whenever you hand your players a relic, ask yourself: Who made this, and why? What happens if it’s misused or broken? Maybe the item reacts to emotions, or maybe its power has cultural consequences — like this coffin blaspheming against celestial law. And finally, three: Keep your politics gray. One of the strengths of this episode is how every side believes it’s right. The Halovars see loyalty as survival; Tachonis treat manipulation as necessity. In your campaign, that’s gold. Let your factions and rulers have good reasons for bad choices. Make the players ask, “Are we helping the right people, or just the ones who smile at us?” When you blur those moral lines, every decision becomes roleplay fuel — and every revelation feels earned. So, remember — flashbacks plant emotion, artifacts anchor lore, and gray politics keep tension alive. Use those tools, and you’ll craft sessions that your players will talk about for months. So that’s Broken Wing — we got war-scarred flashbacks, an unnerving coffin that might be blasphemous, betrayal in the shadows, and an iron-maiden angel that raises more questions than it answers. Drop your wildest theory in the comments: who forged that coffin? What is the Stone of Nightsong actually holding? Subscribe for more recaps, DM tips, and quick takes. Next time we’ll dig into Episode 3 and follow the threads this one has left hanging.
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