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.

Mythical winged beast with horns stands amid fire, titled
By Jacob Tegtman February 3, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Uajygh5mWSM Transcription “I once knew the kiss of the sun… Now, all that remains is annihilation.” This is how Crooked Moon ends. Not with a dungeon crawl. Not with a mystery. But with a reckoning—between a fallen god, a broken man, and the land they’re both about to destroy. Hey everyone, welcome back to Eternity TTRPG. If you’re new here, I break down tabletop RPGs and the great stories they tell—what they’re actually about, why they work at the table, and whether they’re worth your time. Today, we’re looking at one of my favorite campaign books of all time – and jumping right in to one of the best parts, which is the final chapter of Crooked Moon —the climactic conclusion everything in this campaign has been building toward. Jumping right in: the Wytchwood bends beneath the will of Kehlenn, the Crooked Queen —once the Green Queen, an archfey goddess of rebirth. Long ago, she ruled a world without people. A brutal, cyclical wilderness where life was short, terrifying… and natural. Then Phillip Druskenvald arrived. Somehow empowered, somehow victorious, he shattered her, buried her bones beneath a crooked oak, and reshaped the land into something civilized. Cities rose. People multiplied. And Kehlenn, broken, but somehow still alive, or conscious – remembered every second of it. Centuries of hatred twisted her into something new—not a goddess of renewal, but of vengeance. Her plan has been unfolding slowly, patiently, sacrifice by sacrifice… until now. Because Phillip has finally broken. Phillip Druskenvald was once the most powerful being in the land. Now he’s a grieving man who has lost everything. After the massacre at Rowan’s Rise earlier in the campaign book—and the death of Adela, the love of his life—Phillip retreats to the Green Queen Inn. There, surrounded by the stench of burned flesh and desperation, he turns to forbidden magic. The Old Ways. Resurrection. It fails. And in that failure, Kehlenn finally reaches him. She promises what no one else can: Adela’s soul. Redemption. A chance to undo his sins. So Phillip walks into the Wytchwood like a sacrifice that doesn’t yet know he’s already dead. This is where the players come in. They follow. The Wytchwood isn’t just a forest—it’s ancient, hostile, and alive. And it isn’t empty. Stalking the trees is The Horned King : a three-eyed, whispering embodiment of sin. A creature born from Phillip’s own soul, shaped by Kehlenn to be her consort and executioner. He doesn’t attack, but he tempts. He speaks to characters about their desires. Their doubts. Their secrets. He promises comfort. Power. Relief. This chapter isn’t just about fighting evil—it’s about confronting what your characters want most… and whether they’ll pay the price to get that desire. The whole Wytchwood is like this for the players – numerous challenging encounters, interwoven with direct and indirect influence from the shadowy horned king. Through it all, and finally, at the heart of the forest stands the Crooked Tree . Beneath it, in a root-choked barrow, Phillip kneels—bound, broken, and waiting. Kehlenn doesn’t hide anymore. She tells her story plainly. She was robbed. Forgotten. Replaced. And now, she will unmake everything Phillip built. Civilization. Memory. And identity itself. Phillip’s death, for her, will not be just vengeance—but it’s actually the final ingredient. The roots tighten. Phillip’s last word is a whisper. “Please… Adela.” And then he’s torn upward—into the tree. At this point, The true Horned King is born, with Phillip’s body and soul being the final missing piece. No longer a shadow, but a colossal, winged, horned monstrosity—part goat, part dragon, part man. Kehlenn watches from the bark of the Crooked Tree itself as the final battle begins. This is the end of Crooked Moon as a campaign. Players get to experience an amazing multi-phase fight. There’s ritual circle burning beneath a grinning moon. And, of course, a god screaming encouragement as her consort tries to tear the world apart. And when the Horned King finally falls—when his massive body collapses into blood, bone, and a single goat skull—it still isn’t over. Kehlenn still clings to the land. Sensing this, from the remains of the Horned King, a goat’s skull lies in the burning ritual circle, before the tree —cracked, it whispers to the characters, speaking with Phillip Druskenvald’s voice. Phillip, his soul barely intact, understands that killing the Horned King wasn’t enough. In reality, Kehlenn’s bond to the land still remains. Phillip’s soul, which helped fuel both the Horned King and Kehlenn’s ritual, is no longer fully consumed . So, what’s left of Phillip lingers in the goat skull as a final, conscious remnant. And in that moment, Phillip realizes that Kehlenn can only be severed from the land through sacrifice , not violence. So, the skull speaks, guiding the players toward the only remaining solution. The sacrifice to unbind Kehlenn requires that each character give something up—something meaningful. Fail, and the ritual completes. The Horned King returns. And most importantly, the world ends crooked: it continues, but in a more or less permanently corrupted state where the living are doomed to short, terrifying lives, but in an endless cycle. Succeed, however, and the Crooked Tree burns. If this happens, Kehlenn is bound to the moon she worshipped. Phillip and Adela fade together at last, their story finally at rest. Druskenvald survives. It carries the scars of what happened, and it will never be the same. And this is why Crooked Moon lands so powerfully. The finale is built on tragedy, temptation, and consequence, with an ending shaped by sacrifice rather than spectacle. What matters most is what the players are willing to give up to save the world – not just their combat stats. If you’re looking for a campaign that builds steadily toward a meaningful conclusion—one that rewards emotional investment and delivers a true sense of finality—this is the ending waiting for you in Crooked Moon. No matter how much time I spend in the Crooked Moon campaign setting, I continue to be ever more impressed. If you pick it up for yourself, I’d love to hear what experiences you have with your games! Lastly, to wrap up today’s video, I have a host of other Crooked Moon videos you may want to check out, that give greater context to this awesome campaign conclusion: race deep-dives, other adventures in the book, monstrous playable characters, the bestiary of boss monsters – and so much more. So, be sure to check out those videos if they interest you! Otherwise, thanks for watching, and I’ll see you in the next one.
Woman with feathered wings, a dragon behind her
By Jacob Tegtman January 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=6eg7cXmFUVU Transcription Hey everyone! Welcome back to Eternity TTRPG. Today we’re firing up our Mark of Finding to uncover something huge for Eberron fans — the beloved sourcebook Exploring Eberron has officially relaunched on D&D Beyond as a fully supported digital release. Originally released back in 2020 on the DMsGuild as a third-party best-selling supplement by Eberron’s creator Keith Baker, Exploring Eberron was one of the most successful community books ever — and now it’s come full-circle. That means it’s now officially available on D&D Beyond, fully updated to use with the current D&D rules and integrated into D&D Beyond’s digital tools like the Character Builder and Maps VTT . So, you’re probably wondering – what’s inside the book? I’d say it’s deep content, not just lore, that the book dives into: First, we have: Setting Races & Cultures Exploring Eberron digs deep into the cultures and mindsets of iconic Eberron peoples like Changelings, Warforged, Kalashtar, Shifters, and Aereni elves. Rather than focusing on mechanics, these sections emphasize identity, societal roles, and story hooks that help these species feel rooted in the setting. Then there’s Planes of Existence & Manifest Zones The book offers a detailed look at Eberron’s unique planar system, where planes wax and wane in influence rather than remaining static. Manifest zones tie those planes directly to the world, creating locations where reality bends in ways that can dramatically shape adventures, cities, and campaigns. Next up is: Character Options Exploring Eberron includes a wide array of character options, from lore-driven subclasses to new species, feats, and spells, all updated for compatibility with the 2024 ruleset on D&D Beyond. These options are tightly woven into the setting, making them feel less like generic power boosts and more like natural extensions of Eberron’s world. One of my favorites is: Magic Items & Monsters The magic items and monsters in the book are designed to reinforce Eberron’s themes of magical industry, ancient empires, and strange planar forces. Many entries come with built-in story hooks, making them also quite useful for DMs looking to spark plot threads. And finally, we have Expanded Eberron Lore At its core, Exploring Eberron expands on the setting’s foundational lore, diving into the aftermath of the Last War, the influence of the dragonmarked houses, and the uneasy relationship between magic and technology. It provides context and nuance that help DMs portray Eberron as a world shaped by innovation, conflict, and moral ambiguity. In total, the digital book includes 6 subclasses, 10 species, 12 feats, 4 spells, over 40 magic items, and 8 monster stat blocks — not bad value. On D&D Beyond the digital book retails at $30 — basically what you’d expect for a mid-sized sourcebook. If you already own the original 2020 PDF or print version on DMsGuild, the rules aren’t exactly the same, as the original used older rulesets obviously, but the lore is still gold. So, is it worth it? If you’re deep into Eberron, love D&D Beyond functionality, or want all your content integrated cleanly into the builder and VTT, then this is a no-brainer. But if you’re happy with the DMsGuild version and don’t use Beyond much? You might stick with what you have — it’s still solid and compatible. Nothing crazy groundbreaking here, to be honest. Exploring Eberron on D&D Beyond is a fantastic evolution of one of the setting’s best third-party books, and it’s great to see it finally fully supported and updated. There is a lot here to love. Well, that is it for today, my friends. Let me know in the comments — are you grabbing this on D&D Beyond? Or sticking with your original edition? Otherwise, hit like, subscribe, and may your dice always roll well!
Final Fantasy TRPG layout: Mana grid graphic
By Jacob Tegtman January 20, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=kPQfDB2cKSI Transcription Every Final Fantasy hero starts with a choice. Sword or spell. Raw power, or skill. But in Final Fantasy TRPG: Legend Edition, that choice doesn’t stop at your Class — it’s defined by the Jobs you choose from your class, the Circles you unlock, and the Limit Breaks that change the tide of battle. Today, we’re breaking down how Classes and Jobs actually work in Final Fantasy TRPG: Legend Edition — and how they shape your character from level one… to the final boss. Hey everyone, welcome back to Eternity TTRPG channel! If you caught one of my recent videos from before the holidays, we went deep into the Final Fantasy TRPG: Legend Edition core rulebook — and today we’re diving into one of the most iconic elements of any Final Fantasy system: Classes and Jobs ! Whether you’re planning your first character or optimizing a seasoned hero for this recently-released game, this guide has you covered. One of the longest-standing traditions in Final Fantasy is its Job system , and Legend Edition embraces this fully. Classes in this game are the framework or chassis of your character — they determine your character’s HP, MP, trained Skills, associated Jobs, and your Class Limit Break . Jobs are where the cool stuff really happens. Each Job is a set of abilities on a progression track, granting new Features at specific levels — these are called Circles . And you don’t just pick one — your character ends up with three Jobs (or four with optional full buy-in), each advancing at a different speed to give you abilities every level. There are four broad Classes you’ll choose from. Each class has what you could consider as subclasses – in Legend Edition, these are the “Jobs.” So, for example, some of the Warrior Jobs are berserker, dervish, dragoon, fighter, monk, samurai, and so on. So, let’s dive into the four classes: Number 1 - Warrior Masters of physical combat, Warriors excel in strength, endurance, and frontline fighting. Their Limit Break — Action Surge — lets them make extra attacks during an encounter, perfect for dealing burst damage. 2. Expert Battlefield manipulators and support roles go here. Experts rely on their wits and skill versatility, and their Limit Break — Savant — adds bonus dice to Skill rolls based on their level. 3. Mage If magic is your playstyle, Mages are your go-to. They lean into Spellcasting and area of effect mechanics. Their Turbo MP Limit Break doubles the effectiveness of MP spent on magical abilities during an encounter. And number four is Adept The hybrid class — versatile, adaptable, and capable of mixing physical and magical roles. Adepts don’t have a unique Limit Break; instead, they choose one from the other three classes, based on their job build. Now here’s where Legend Edition gets fun. Across the system are 50+ Jobs drawing inspiration from classic Final Fantasy favorites — think Black Mage , Dragoon , Thief , and more — giving you a huge palette of archetypes to mix and match. Each Job grants seven Features – called Circles – over its progression, spaced across levels based on whether the Job is on a Fast, Medium, or Slow advancement track — meaning strategic choices shape how your character evolves through the campaign. So, for example, you may choose the Warrior class because you like its HP, MP, and Skill point advancement numbers, you like its limit break, and you enjoy playing that overall archetype for your character. Then, you pick three Jobs to fill out your character. Say that you want a full warrior build, so you choose your three jobs to be: Dragoon, Knight, and Monk. From here, you’d decide which of those three jobs would be on your Fast advancement track, which should go on your Medium track, and which will be on your slow advancement. Important note here though: only one of your Jobs needs to be associated with your Class. That means the rest can actually be totally outside that box — so yes, you can be a Mage-warrior hybrid if it fits your concept! You could be a warrior class, with the Dragoon, Black Mage, and Chemist jobs. So, here’s the quick breakdown of Job progression: Fast Progression: Abilities at levels 1, 3, and every 3 levels thereafter Medium Progression: Abilities at levels 1, 4, and every 3 levels thereafter Slow Progression: Abilities at 2, 5, and every 3 levels thereafter This staggering system means every level feels like a growth moment. You get new Abilities (“Circles”) from all three of your jobs at the same cadence. But at the same time, you get Circles from the Jobs that are most important to you, at earlier levels. The rule book mentions this too, but if you do want to try out this awesome system, I’d recommend that you don’t stress too much about your first Job choices. There’s a ton of options here, which is great for replayability, and experimenting with side campaigns. But, there’s also too many Jobs to really nail down what you want to ideally play, the first time you try out this game. Probably instead, just pick classes that sound fun, and give it a whirl. To wrap up this video, I’m going to cover my personal favorite Job from each of the first three Classes. Since there’s over 50-jobs, there’s too many for me to dive into – at least today. But hopefully these quick snapshots give you a picture of how Jobs work, what kind of Abilities each provides, and some inspiration for your upcoming game: If I was to play a Warrior Job, I’d start with Dragoon: As you probably know, Dragoons are also often known as Dragon Knights . Dragoons are aerial combat specialists who use momentum for power. Originally trained to pierce the hides of massive foes like dragons, their style revolves around leaping high above the battlefield and crashing down with overwhelming force. Depending on the setting, Dragoons may hunt dragons, fight alongside them, or carry on their legacy after their extinction — but they’re almost always portrayed as guardians who stand against towering threats . In play, Dragoons are defined by the Jump and Blood of the Dragon Circles . Jump removes them from the battlefield for a round before returning with an automatic, high-impact strike. Meanwhile, critical hits generate Blood of the Dragon to fuel powerful Dragon Arts , which are the Dragoon’s situational combat techniques that modify your attacks, defenses, or Jump actions, for additional benefits. Next up, for the expert class, I’d probably start with Squire – I just have so many good memories from playing Final Fantasy Tactics: Instead of perfecting a single discipline, Squires develop adaptability through experience and improvisation. That flexibility makes Squires exceptional team players , able to step into gaps and support allies in many situation. Mechanically, the Squire revolves around Fundaments — where they grant short-term bonuses to allies based on that ally’s Class. Warriors hit harder, Experts perform better at skills, Mages cast more effectively, and Adepts can receive whichever boost fits the moment. As the Squire advances through their Circles, they can grant Fundaments to multiple allies at once, add secondary effects like increased damage or longer debuffs. I’m not always a team buffer kind of guy, but I do like the way Squires here make everyone else better , turning party coordination into a great strength. For my third Job, I’ll choose from the Mage class. This one’s really hard for me as I could see myself actually going like 3/3 mage, or maybe 2/3, at least. But, if I had to pick just one for my remaining Job slot, I’d go with Necromancer: Necromancers are reclusive magic-users whose art is inseparably tied to death and the Shadow. Often misunderstood or feared, they’re immediately recognizable by their Bone Commander — an undead construct that serves as both assistant and bodyguard. While some Necromancers lean into darker reputations, others act as shamans or intermediaries, communing with spirits to resolve unfinished business or bring peace to the dead. Their morality isn’t defined by their magic, but by how they choose to wield it. In play, Necromancers are spellcasters with access to the Necromancy spell list and a powerful Companion system . Their Bone Commander acts on their shared action economy, providing combat presence without needing its own stats or hit points. Their Limit Break, Friends on the Other Side , allows damage from the party to count as Shadow damage, supercharging Necromancer features and reinforcing their role as battlefield controllers who blur the line between ally and undead asset. So! There you have it. From adaptable Squires and sky-shattering Dragoons to shadow-touched Necromancers and beyond, Legend Edition’s Classes and Jobs are all about expression through choice . Your Class sets the foundation, but your Jobs — and how you progress them — define how your character actually plays at the table. Legend Edition feels... unmistakably Final Fantasy. What I really want to know is... from the 50+ jobs available in Legend Edition, what three Jobs would best define your Character? List your Jobs in the comments. Otherwise, thanks for watching! If you enjoyed this breakdown of Classes and Jobs in Final Fantasy TRPG: Legend Edition, hit that like button, subscribe for more content, and ring the bell so you don’t miss our next video.
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