Haste 5e Strategies

If you’re looking for more speed, extra actions, and more defenses for your D&D 5e game, then the haste 5e spell must have caught your attention.


Haste is one of the game’s most iconic spells, from even the very first edition Dungeons and Dragons. Though the rules have changed slightly, nowadays, D&D’s haste 5e can give you an edge when battling monsters, allow you to escape dangerous situations, and give your teammates terrific mobility in key situations. Of all spells in any TTRPG, haste has to be one of my favorites, if for no other reason than how much fun it can be.


If you're ever playing a classless RPG (such as a system like Skyrim offers), then you know that haste is one spell that virtually everyone ends of choosing to enhance their character, at least by the end of the game.

 

So, want to know more about how haste 5e works in D&D, what classes can use the spell, when you can use it, or which scenarios the spell is most beneficial? Keep scrolling as I share with you how to maximize this great spell.

Eternity TTRPG Haste

How Haste 5e Works

The Haste 5e spell is a third-level transmutation spell. Transmutation spells cause changes in creatures’ physical properties, so if your wizard ally casts a haste spell on you, you’ll be remarkably fast, along with a host of other related benefits.

 

When casting haste 5e, you pick one willing creature that you can see within a 30-foot range. The speed of the target is then doubled. Apart from that, the target also enjoys a bonus +2 their AC, a dexterity saving throw advantage, and an extra action each turn as well, which the target can (only) use to hide, disengage, dash, use an object, or make one weapon attack.

 

Haste is a concentration spell, and lasts up to one minute. The spell also comes with a downside since when its effect ends, the target becomes exhausted and can’t take any further actions or move until their next turn.

 

What Classes Can Cast Haste?

Wizards, Sorcerers, and Artificers can all cast Haste 5e. Wizards and Sorcerers may learn the spell at fifth level, while Artificers have to wait a bit longer, and may only acquire the spell at ninth level. Several subclasses also have access to haste 5e though.


Ninth Level Subclasses: horizon walker rangers, oath of vengeance, and oath of glory paladins are all able to cast haste once they reach ninth level.


Thirteenth Level Subclasses: similarly, eldritch knights and arcane tricksters gain a third-level spell slot once they reach level 13, which they can use to acquire haste.


Fifteenth Level Subclasses: for blood hunters joining the order of the profane soul, haste becomes accessible at level 15.

Circle of the Lands Druids: this druid subclass is also able to cast the haste spell if they pick Grassland as their connection.



Rakdos Cultist

The only background that can offer the capacity to cast a haste spell is Rakdos Cultist. However, Rakdos Cultist is found in the Guildmaster’s Guide to Ravnica, which means that the campaign should be set in Ravnica to be legal for Adventurer’s League. Although for any other type of RPG campaign, most dungeon masters are likely to let it fly, regardless.


Characters with the Rakdos Cultist background should also make sure to have the Pact Magic class or a spellcasting capacity, too.


Rare Items

You can drink a Potion of Speed to get a one-minute haste effect that does not require concentration. However, this item is quite rare, so you shouldn’t count on always having one available during important moments of your campaign.


Speaking of rare items, there’s also the Infernal Machine of Lum the Mad, then the legendary weapon Blackrazor, which both allow players to caste the haste spell (though both also come with terrible risks).

D&D 5e Spell Card Decks

As a quick aside, if you haven't seen the spell cards they make for D&D now, they're worth checking out. If you're like me and my gaming group, you often have lengths of time where someone has to look up a spell's specific effect, which of course means piling rulebooks on the table. Normally, that's no big deal, but during a combat encounter - such as when you're actually using a spell like haste 5e - that can be a bit anti-climactic.


The D&D spell cards contain all the spell info you need to know for each class. When your players learn a new spell, just have them pick out that single card from the deck, and keep it next to their character sheet. Next time they need reminders on how to use it, they can quickly reference the spell without causing a hangup. Lastly, this particular bundle (if you want them all) will save you about $40 off the normal price for buying the spell cards separately.


How to Optimize the Haste 5e Spell

Since haste 5e comes with so many beneficial effects, there are actually numerous ways to optimize your use of the spell. Overall, I wouldn’t say that haste is necessarily a top-tier spell in D&D, so you really want to make sure when casting it that you are getting the most out of your efforts.


Buff Martial Classes

Compared to spellcasters, martial classes benefit much more from haste. Since you can’t use your additional action from haste 5e to cast a spell, haste’s offensive piece is basically wasted on a caster. Meanwhile, the melee brute or deadly ranger in your group actually benefit quite a bit from that extra attack per round that haste grants them.


Class-Specific Optimizations

Arcane tricker, eldritch knight, war mage, sword bard, or bladeslinger all have relatively low AC compared to other martial classes, yet still often find themselves on the front lines of any combat encounter. It’s a great idea if you’re playing one of these classes to get haste, as it not only increases your survivability and defense against area of effect spells, but also gives you more weapon attacks each turn.


Check out my post on some specific character ideas for your game that you might be able to fit in with a haste build. If you want to create a character or NPC based around a haste spell concept, that guide could be of some help for you.


Escort Missions

D&D is rife with quests where you need to protect someone during a journey, and let’s be honest – the ones you’re helping are usually pretty weak, and they’re often incapable in a fight. Thus, of course, why they hired your heroes in the first place.

When you get into any kind of battle during your escorting mission, protect important NPCs with haste, which of course gives them +2 AC, advantage on dexterity saving throws, and enough bonus on movement that they should be able to reposition themselves away from the main danger to stay relatively safe.


Of course, haste can come in handy for any number of quests and encounters. If you want to use it more in your game and need some ideas, check out these awesome D&D Quest Ideas for inspiration.


Insane Movement with Dash

In any situation where you or your ally wants to become faster and more evasive, haste is a good spell to cast. Hasted characters obviously get double movement speed, but they can also use their extra action for the turn to dash, which also doubles your movement speed for the turn. Most characters start with a speed of 30 feet, so dashing while hasted actually quadruples your speed to 120 feet (which is pretty insane).


Avoid TPKs

Worst-case scenario, the wizard in your group who's able to cast haste can probably survive most TPKs in D&D. So long as one person in your group survives (and your party's high enough level to afford such things), they can run back to town, and find a way to eventually resurrect everyone else. Since a hasted team member has extra defenses, and probably enough movement speed to outrun any danger, they can act as your last line of defense against a total party wipe.

Haste 5e

The Downsides of Haste 5e

Haste can be useful in terms of mobility and defense, but it’s also received some criticism from the D&D community, and for good reason. In the right situations, I still feel that haste 5e has its place, and so long as you use it in the situations provided above (or something similar), you should be fine. But to be honest, spells like Bless 5e actually have much more overall utility. Here’s why:


Losing Concentration is a Major Negative

The single biggest drawback to haste is the negative effect for losing concentration. According to the Player’s Handbook, after the haste spell ends, the spell’s target can’t move or take any action until after their next turn.


Honestly, concentration spells are kind of bad enough because:

  1. Each character can only maintain one spell at a time.
  2. And whenever you’re attacked while maintaining a spell, you have a chance to lose concentration of that spell, and thereby also lose its benefits.


However, with haste, two party members suffer the consequences of a failed concentration save, as the target character also loses an entire turn on top of the spell’s effects being lost. That’s pretty bad. Bad enough in many cases that it’s actually not even worth casting haste on someone to begin with, if you think there’s any chance at all that you might fail a concentration save.


Phantom Steed for Movement

There are also other several lower-level spells that provide the same benefits as haste, just broken up into separate effects. Phantom steed, for example, gives the target a speed of 100 feet (replacing that character’s normal speed value), meaning that phantom steed actually gives a substantially better movement speed boost than haste does, for most characters.


If the phantom steed is attacked, it fades, true, but most monsters won’t waste their time attacking the summon from a 1st-level spell slot. So, at least as far as movement speed goes, haste is definitely not the overall best option, even though it’s a 3rd-level spell.


Raw Damage from Spells like Fireball

Haste’s bonus attack that it gives is definitely nice for warrior-type classes, but when it comes to damage output, there are many better options. Haste takes 1 action to cast, and gives bonus damage over time. As an alternative, fireball, for example – also a 3rd-level spell – also takes 1 action to cast, but provides much, much greater damage, and right away.


Getting Silenced

It probably goes without saying, but haste has a verbal component to its spell casting requirements. So, if you get silenced, haste is a no-go for you, either for casting or maintaining it. As such, you simply need to be aware of enemies who can cast silence, and have countermeasures in place - if you plan to be successfully casting haste a lot, this is.

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Haste vs. Slow

Haste 5e and slow 5e are two sides of the same coin as slow produces effects opposite to haste. Instead of getting +2 AC, targets of slow have a -2 AC. Affected creatures can also only take an action or a bonus action each round, but not both, and they are not able to use reactions.


Slow also affects up to six creatures in range. However, the slow spell also requires a wisdom saving throw for it to initially hit, and gives affected targets an additional wisdom saving throw at the end of every round, to remove the effect. Meanwhile, the haste spell works automatically, given that you have solid concentration for the entire minute.

Rolling for Initiative 5e

Haste in D&D 5e vs. Eternity TTRPG

In D&D 5e, the haste spell provides several benefits that all emulate what may actually happen if a character suddenly sped up in time – at least, that’s how I think of it. The increased evasion (+2 AC), ability to quickly avoid area of effect attacks (advantage on dexterity saves), movement speed, and even an extra action per round.


In the Eternity TTRPG Game System, haste provides similar benefits, but is greatly simplified in terms of how it actually “works.” Of course, there are many games like DnD out there. In particular, I created haste in Eternity TTRPG to be more like what’s seen in the legendary video game, Final Fantasy Tactics, where the target of a haste spell simply gets to take their turn more often.   


Initiative in D&D 5e

Taking more actions in combat really brings up the topic of initiative, and taking turns in combat. The term “Static Initiative” when it comes to tabletop RPGs typically refers to the practice of using a set value for monster initiative, rather than rolling and adding a bonus for them. The reason dungeon masters do this is because it saves time at the start of combat from rolling for each and every monster. Meanwhile, when the players each roll for their initiative at the start of battle, that’s considered “Active Initiative.”


In my opinion though, the entire D&D system of initiative is, in fact, static. The reason? Simple. Each player rolls for initiative one time at the start of combat. After that, the order of who goes when is set in stone – more or less – making it static. It certainly isn’t dynamic, so let’s say that, if anyone disagrees.  

Initiative Tracker for Your Game

If you are going to use the basic D&D initiative tracking system (whether static or as-written), I've always found that it's great to have something visual to cue the players in my group.


When I'd first started dungeon mastering, I always just wrote players' initiative scores in my notebook, and let them know when it was their turn to go. However, nowadays, I let something fun and more engaging do the work for me, like this "sword" initiative tracker. Players seem to enjoy the aesthetic of the tracker, they're more easily able to tell when their turn's coming up, and it's just more fun than just keeping initiative in a notebook.


Initiative in Eternity TTRPG

In my opinion, one of the best game design elements of Eternity TTRPG, and the most innovative, is the use of a truly dynamic initiative tracker system.


In Eternity TTRPG, players roll for initiative at the start of every round of combat. Each round of combat, the players new initiative roll is added to their previous initiative value, creating an ever-increasing total. Then, players get to take a turn each time their total initiative passes certain thresholds (every multiple of 50 total initiative).


The system’s actually very intuitive (and easy to use, with the online initiative tracker), and results in some characters actually taking turns more often than other characters. The system makes initiative its own highly dynamic stat that allows for an incredible amount of strategy.


Haste in the Eternity TTRPG Game System

So, back to haste. In Eternity TTRPG, the haste spell gives targets a chance each turn to generate an additional turn (turns generated by haste can’t generate more haste turns). The reason this spell is so powerful is because it scales in value as the affected target’s initiative value increases.


Whereas haste is beneficial on a low-initiative target, still giving them extra actions every so often, the spell’s effect on a high-initiative target is multiplied so that they become a blur, sometimes taking 3-4 turns for every 1 turn that other characters end up taking.

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What Classes in Eternity TTRPG can Cast Haste?

Haste is decidedly a time magic spell, which falls within only the purview of the Archon (Eternity TTRPG Classes Expansion). However, there is also a relic called the Chronos Armlet which characters may equip to also gain the haste effect for themselves as an ongoing buff. The Chronos Armlet effectively makes the haste spell accessible for all characters and classes.


Archon – Core Class Spell

Haste (Magic): 4Range, after this spell has been cast, on every one of the target’s turns, roll d20. If they roll 18-20, the target gets to take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Haste” cannot trigger another Action from “Haste.” Targets may not use any Wisdom during an Action gained from “Haste.” You can instead choose to continually maintain this spell for 3Inspiration, per target.

  • (Zenith) Whenever your target gets an additional Action from “Haste,” they also heal +1Wisdom. This critical allows affected targets to heal 1Wisdom above their normal max Wisdom. You can instead choose to continually maintain this critical for 5Inspiration (and 0Wisdom), per target.
  • (Spells of True Weaving) Roll 16-20. You can instead choose to continually maintain this critical for 6Inspiration (and 0Wisdom), per target.
  • (Chrono Mage) Also, up to 3 enemies in 4Range of your target, roll your +4Faith vs. Resilience. If this critical hits, on every one of each affected enemy’s turns, roll d20. If you roll 20, that target loses their turn. If the enemy is already affected by or becomes affected by “Slow,” this effect instead allows you to roll 1 lower to hit with that spell. This critical effect cannot Double-Hit or give a Block. You can instead choose to continually maintain this critical for 2Intelligence (plus the base 3Inspiration, and 0Wisdom), per target.


Chronos Armlet – Relic

Note that relics come in three tiers of power, as shown for the Chronos Armlet, below. You may wear this relic in addition to the armor you already have equipped. “Chronos Armlet” cannot be used if you already have the “Haste” Spell maintained upon you.

Tier 1

4Range, on every one of your turns, roll d20. If you roll 19-20, take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Chronos Armlet” cannot trigger another Action from “Chronos Armlet.” Targets may not use any Wisdom during an Action gained from “Chronos Armlet.” Wearing this relic requires that you use either 2Intelligence, 2Inspiration, or 1Intelligence and 1Inspiration.

Tier 2

4Range, on every one of your turns, roll d20. If you roll 18-20, take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Chronos Armlet” cannot trigger another Action from “Chronos Armlet.” Targets may not use any Wisdom during an Action gained from “Chronos Armlet.” Wearing this relic requires that you use either 4Intelligence, 4Inspiration, or 2Intelligence and 2Inspiration.

Tier 3

4Range, on every one of your turns, roll d20. If you roll 16-20, take an additional 1 Action at the end of the Round, after every other character has gone. An Action triggered from “Chronos Armlet” cannot trigger another Action from “Chronos Armlet.” Targets may not use any Wisdom during an Action gained from “Chronos Armlet.” Wearing this relic requires that you use either 6Intelligence, 6Inspiration, or 3Intelligence and 3Inspiration.

Haste 5e for Melee Characters

Other Haste-Like Effects

Even though the haste spell, specifically, is only accessible by the Archon class, many other classes are able to buff both themselves and others with initiative-increasing effects. As described above, since initiative in Eternity TTRPG is dynamic, any initiative increase comes with the wonderful possibility of actually increasing a character’s number of turns – very similarly to the actual haste spell.


Here are some of the most prominent classes, spells, and abilities that provide initiative buffs in Eternity TTRPG.


Judge – Core Class Spell

Vigilance: 4Range, the target gains +3Initiative. You can instead choose to continually maintain this Ability for 3Inspiration, per target.

  • (Voice of the Realm) Also, up to 3 enemies in 2Range of your target, Strike Bonus vs. Resilience or, Faith vs. Resilience, gives all affected targets -3Initiative. This Critical effect cannot Double-Hit or give a Block.
  • (Shield of Order) Gives +7Initiative. You can instead choose to continually maintain this Critical for 7Inspiration (and 0Wisdom), per target.
  • (Swift Justice) Instant Action. When you use this Critical, you can’t use any more Wisdom this turn. 1turn Recharge.


Legionnaire – Specialization/ Critical Option

Superiority: up to 3 allies in 4Range, each move your respective Speed values -2 (rounded down). You (but not allies) can instead choose to move 2 spaces (regardless of current Speed value), if you prefer. 3turn Recharge.   

  • (Art of War) All affected allies also gain +7Initiative for 1turn.


Summoner – Specialization/ Critical Option

Eidolon (Magic): this Spell requires 2turns to cast, which do not need to be consecutive. You may “prepare” the first 1turn of this Spell even when no targets are in Range, then finish casting at any later time during the same battle that you’d like. You can only have one (1) summoner Spell “prepared” at any given time.

Up to 3 enemies in 4Range, -1Faith vs. Will, deals 1damage to all affected enemies.

           (Double-Hit): deals 2damage. You can only Double-Hit one target each time you cast this Spell.

  • (Enhanced Gateways) You also have +7Initiative while casting this Spell (for 2turns).
Haste 5e and Initiative

Counters to Haste in Eternity TTRPG

Haste may seem like it’s basically the best spell in the game since it not only provides characters with additional actions, but may even allow them to take more turns, overall, than their enemies.

 

However, the way that debuffs work in Eternity TTRPG – and especially damage over time effects – is that those effects either trigger, or have a chance to trigger, every time the target of the effect takes a turn. With a hasted character, since they’re probably taking far more turns than anyone else, they’re actually harmed quite a bit by debuffs.

 

So, if you’re fighting a difficult enemy who’s affected by haste, use some spell or ability on them that provides damage over time effects. Then, watch and laugh as all of their extra turns actually generate more damage to them than you could maybe ever do otherwise. With this simple counter, you can turn any high-initiative or hasted enemy into a liability for themselves.

 

Curious about the Eternity TTRPG Game System?

If you’ve read all this way and haven’t yet checked out Eternity TTRPG Game System yet, you may be very interested. What makes Eternity TTRPG different than other tabletop RPGs you’ve played?

 

Well, first off is the dynamic initiative system, which is wildly fun, and you just read about here. Second, Eternity is a multiple-game master system, meaning that everyone in the group may contribute as much (or as little) as they want to the game’s overall story, world, and more – all while playing their own character.

 

If you're curious about trying out a new TTRPG, check out the Eternity TTRPG Game System where you can learn more about how the game's played, races, classes, and a host of resources for getting started.

 

You can pick up an inexpensive PDF copy of Eternity TTRPG at the Eternity shop. We’re a small, family-owned company, with a game system and site that are beginning to get big. But, we’ll never get so big that your support won’t be greatly valued and appreciated. If you do decide to check out the game, let me know what you think! Happy gaming.

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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.

Rethinking D&D Design Conversations
By Jacob Tegtman May 5, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=T2pHaAcKDbo Transcription [00:00:00] I want to start talking more about Dungeons Dragons and game design So far on this channel it's really been a news style kind of coverage where new things are happening new books are releasing and so forth But one of the things I've experienced and probably a lot of other people have as well is that Dungeons Dragons hasn't really improved as a game over the last many editions I started playing Dungeons Dragons at 3.5e Many of you probably were around the same time Maybe there's a lot of 5e players originals out there or there's you know basic or advanced Dungeons Dragons players I love Dungeons Dragons It was my introduction to the TTRPG hobby and TTRPGs are one of the main pillars of my life in a way I've spent most of my life making games creating supplemental [00:01:00] material for Dungeons Dragons exploring some of the lesser-known TTRPGs the indie games and trying to understand why I love it so much and then bring that joy to as many people as possible in as many ways as possible I think there's a lot of ways to play this hobby But one of the disappointing things to me is that D&D 3.5 compared to say 5.5e now is there's still a lot of things I prefer in 3.5 And as I've learned about basic and advanced D&D there's a lot of things I prefer even in those games So if you're not getting what you really want out of Dungeons Dragons this is kind of the direction I wanna take things I still love D&D This channel isn't gonna become about roasting D&D or even necessarily going to a ton of other TTRPGs and reviewing them And I mean there's a million other games out there you can try and a lot of them are great Pathfinder Daggerheart I've reviewed a [00:02:00] lot of them on the Eternity website But what I wanna do is present some of the ideas that myself as a game designer I've come up with over the last Well I I've probably been designing or editing games since I was about six Uh I think I was 12 when I first made a map where people could play through and you know actually engage in a a full-fledged game that I made So Let's say twenty-four years of game design experience for myself I'm a at this point a hobbyist so I'm not a professional I've never worked for Wizards of the Coast or any other publishing company I have published my own TTRPG and I'll be sharing that more in the future But all of that aside I wanna start talking about in this channel still some of the news things that are coming out but I wanna share it from the framework of here's maybe how you can take this and make it better There's a lot of elements in [00:03:00] D&D that I wanna be talking about that I think are cool but we could make a lot better So some of those topics number one being initiative I think initiative is very uninspired There's nothing wrong with it right Like the initiative system for D&D gives you everything you need to play a combat encounter It's very simple You roll a d20 you add your modifiers If you have like the alert feat in 5E Then you get to go faster and going faster typically means that you're gonna get like one extra turn than a lot of your other friends at the table or enemies that you're facing Because say you're you're seven rounds in you're taking your seventh turn they've only had six but then all the enemies are dead um that's kind of the the value of initiative right Like so going first does matter but it's not that exciting is it Like you just roll you add your bonus and then you're locked in like a static initiative for the rest of the battle [00:04:00] And these kind of issues with D&D lead to very stagnant situations where people take their turn and then they pull out their phone and they know that it doesn't really matter if they're engaged at the table because for the next five ten fifteen minutes going around the table for everybody to take their turn depending on how well the dungeon master runs a combat encounter they could have literally nothing to do especially if they don't have any reactions so forth So you kinda see this with initiative number one You see this w even with basic things like hit chance and these kinda tie in a lot because players will roll saves when it's not their turn and it gives them sort of something to do at least But with AC it's just a static value it's a situation where the dungeon master may not even need the player because a lot of DMs they write down their player's AC Before the battle even starts So they know when they're rolling behind their uh little table or you know whatever however they [00:05:00] use it maybe as a DM you're just rolling out in the open so anybody can see the D20 Other people hide that number but if they roll a five and the monster's got a plus ten or whatever they just know that they hit somebody who has a fourteen or lower right So they don't even really need the player You just Dungeon Master rolls you take X amount of damage and then all the player has to do is record that on their character sheet then they can get back to their iPhone right Like that's lame There's a lot of situations like this that could be improved I also think it's really interesting looking at old school D&D and other [00:06:00] channels talk about this kind of thing a lot and I think it's something that we could bring back to modern D&D with very good results would be things like the dungeon turn or random assigning of how enemies or NPCs feel towards the party I don't think that the critical role way of playing D&D the the theatrical way of playing D&D is necessarily the best way of playing D&D And I don't have anything against that I really like narrative gameplay A lot of the dungeons um a lot of the campaigns that I have dungeon mastered for have been fairly narratively driven And I really like I I've never written a novel but I like writing the the campaign style novels and then being free to adjust that as my players make decisions But I also think it it isn't necessarily the best way sometimes I've [00:07:00] been very inspired as a dungeon master and I've come up with great narrative plots that my players are super into and it makes for an amazing twenty-five to thirty-five session campaign over the course of a year year and a half that people love and we still talk about And there's been a lot of times as well where I'm not very inspired but I'm still trying to rely on those kind of plot points that older styles of D&D don't make you use because they generate a lot of that for you Emergent storytelling is the term I'm looking for where you don't necessarily know what plot is going to come out of the story but sometimes that's much better because at those moments in my own campaign creating where I haven't been the most inspired those campaigns can die really easily Those are the campaigns that last anywhere from two to seven sessions and just like you often hear about most campaigns die after seven sessions Those are the ones that don't make it [00:08:00] So I think that there are a lot of great older ideas that for some reason the newer versions of Dungeons Dragons didn't bring forward I also think that D&D being a fairly old game and don't get me wrong I love older games I play them all the time but it's surprising the lack of innovation I think that has been in the industry over the past What I mean when did D&D come out I Is it I can't think off the top of my head Is it forty fifty years I'm surprised there isn't better stuff Um and don't get me wrong I I love the other games too I love Pathfinder I love Daggerheart I think they're all cool but I think we can do better And so I'm not necessarily saying I have all the ideas for what could make it better but over my twenty years of designing games twenty plus I've come up with some very simple ideas that I wanna share with you and I think that when you try them out for yourself give me some feedback let me know what you think um I think together we can come up with something that is [00:09:00] substantially better And so that's my goal Everything from the mechanics of initiative in combat to the way campaigns develop narratively to player agency to things like allowing dungeon masters to also play characters in their own campaigns within limited scopes perhaps sharing the roles of dungeon master I think there's a lot of things that we could do to actually truly advance the TTRPG hobby genre beyond what we've seen so far So that's the direction that I plan to take with the channel moving forward I'm looking forward to some of these first videos We're gonna talk about the initiative system We're gonna talk about the hit chance system and I can't wait to get your feedback on it But hopefully this is a turn for me away from just new style stuff and towards stuff that you can use in your campaigns  [00:10:00] like tomorrow And I hope that you enjoy it and I hope to hear from you on topics that you want to see improved in your own D&D games And again I think together we can come up with some truly amazing improvements So until next time talk to you then.
“New Path of the Lich”
By Jacob Tegtman April 29, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=an8LlwVXGns Transcription Becoming a lich in D&D has – usually – been something reserved for villains. But in one of the latest Unearthed Arcana from early April, that line gets a little blurrier.  Really cool way that they approached this: there’s now a feat-based system that allows players to work toward lichdom for their characters, over time. So today, we’re going to walk through what becoming a Lich officially looks like—and whether it’s something you’d realistically use in a campaign. Because... you know... with the new D&D seasons releases, and Spring time being about the “horror genre,” nothing says “become a lich” like green trees and budding flowers. So, here we are! Welcome back to Eternity TTRPG—your go-to place for Dungeons & Dragons content, news, games, and updates. Today we’re looking at the Path of the Lich from the new Villainous Options playtest. To understand the system, it helps to start with the lore. A lich in D&D is a spellcaster who avoids death by binding their soul to an object—commonly called a phylactery, or in this case, a spirit jar. The process is intentionally grim. It involves creating that phylactery vessel, performing a ritual, and effectively dying—only to return as an undead being sustained by magic. Mechanically and narratively, liches are defined by two things: Their detachment from mortality And their dependence on that external object . Kind of like a horcrux, from Harry Potter. That phylactery is what makes a Lich difficult to destroy, and why they’ve historically been used as long-term antagonists, such as during one of my personal favorite adventures of all times: the original Tomb of Horrors. The Path of the Lich is part of a broader Unearthed Arcana release focused on “villainous” character options. Instead of a subclass, as a very interesting take on things, this is structured as a sequence of feats. Keeping the Lich path separate from any class means that no matter what you play as, you can make a Lich out of it! This means that your fighter, for example, could be a Lich, or your rogue (not that you’d ever play a rogue), and you can have that “undead character” without tying yourself to the traditional “Lich-as-a-spellcaster” archetype. The Lich progression looks like this: You begin by defining a Lich Rite , at any level, which is mostly narrative At level 4, you take Lich Initiate Between levels 5 and 11, you select at least one additional related feat, from the options of arcane restoration, transfer life, or undead grasp And then at level 12 or higher, you take Lich Ascension , to officially become a Lich So rather than a single transformation, your character goes through a gradual shift in both mechanics and tone, which is very based in D&D lore. The Lich Rite feat is worth discussing in some detail, even though it doesn’t have strict mechanical weight. This first feat in the Lich chain sets the narrative expectation for becoming a full-blown Lich, by providing the character with a sort of quest they must first complete, such as: Consuming a large number of souls Using magic to conceal yourself from the gods of death Brewing potions from slain foes Or severing your connection to any afterlife, entirely These aren’t small story beats. They really do imply a campaign where moral boundaries are actively being crossed—or at the very least, being questioned. So, before mechanics even come into play, there’s already a conversation to have at the table. Next, is the Lich Initiate feat. This is the foundation. You create your spirit jar , which functions as your anchor, the basis for your phylactery. You also gain Soul Siphon , allowing you to consume the soul of a defeated humanoid for a small damage boost. There’s also a risk component—if your spirit jar is destroyed, you suffer penalties until it’s replaced. You then choose how to build on your lich path with a third feat that improves soul siphon: Arcane Restoration lets you convert soul siphon uses into spell slot recovery Transfer Life turns soul siphon uses into temporary hit point bonuses for allies Undead Grasp adds a control option through paralysis These are fairly modular feats. They don’t radically change your role, such as by forcing you into becoming a full-fledged Lich spell caster, but they do add magical efficiency and utility depending on your build. Finally, at level 12, the transformation to Lichdom completes. You: Become Undead Gain resistance to necrotic and poison damage Get access to Fear without expending spell slots And gain a form of rejuvenation tied to your spirit jar That last point is the most significant mechanically. It introduces a conditional form of returning after death, assuming your phylactery remains intact. So, is the Path of the Lich actually worth taking? Mechanically, it’s solid. You’re getting: Incremental power increases Some resource flexibility And a strong late-game feature tied to survival But the bigger consideration isn’t mechanical—it’s contextual. This kind of progression assumes: A campaign that supports darker character arcs A group that’s comfortable with those themes And a DM willing to integrate the consequences of these morally very-dark-gray life choices In a more traditional heroic campaign, it may not fit at all. The path of the Lich feels less like a standard player option, and more like a tool for specific types of stories. If used carefully, it could support a long-term character arc focused on ambition, cost, and transformation. It allows players to experience some really interesting game mechanics that have long been reserved mainly for monsters or main campaign villains. If this feat path is used casually, it does risk feeling out of place—or undercutting the tone of the game. And let’s just remember, since it’s still Unearthed Arcana, parts of this entire path are also likely to change based on feedback. So the real question is: are you going to play a lich in your next campaign? Or do you think lichdom works better as something players confront… rather than become? Let me know in the comments. And if you want more D&D news and breakdowns like this, consider liking and subscribing. Thanks for watching!
“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
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