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.


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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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