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.

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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