Hellish Rebuke 5e: An Eye for an Eye

Sometimes in real life, someone does something to us that unleashes a fury of anger and resentment that feels almost supernatural. It’s a bit over the top, but what can we do? It happens!


Of course, we don’t use fire and brimstone to get back at someone in reality. However, if you’re playing Dungeons and Dragons, you can use the Hellish Rebuke 5e spell to do just that.


Disclaimer: I’m not encouraging any sort of real-life violence. I’m just explaining the power you have with this formidable spell. Hellish Rebuke 5e is one of countless DnD spells, and honestly, I think it doesn’t get enough credit. Let’s get to know this intense spell that every adventurer should be thankful for (or scared of).

Hellish Rebuke 5e

What Is Hellish Rebuke 5e?

Hellish Rebuke is a spell that was actually introduced in the fourth edition of Dungeons and Dragons. It’s a first-level evocation and reaction spell, which means it summons or manipulates magic energy to create something or cause an effect. According to the Player’s Handbook (page 250), Hellish Rebuke 5e stats and rules are as follows:


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • Range: 60 feet
  • Component: V, S
  • Duration: Instantaneous


“You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 damage on a failed save or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.”


Hellish Rebuke 5e Characteristics

Before your head starts spinning with energy, let’s break down the characteristics of Hellish Rebuke 5e.


First-Level Spell

First-level spells are prevalent assets at the beginning of a D&D RPG campaign. Therefore, Hellish Rebuke 5e is available right at character creation, and can be one of the cornerstone spells for your character’s magical journey.


Evocation and Reaction Spell

An evocation spell is one that calls upon magical energy to create an effect. They’re energy-based spells that you can use to create or cause something.


A reaction spell is one that someone casts in response to a particular trigger, such as being damaged by an enemy. These two types of spells combine to make the Hellish Rebuke 5e spell a powerful reaction that can cause substantial damage.



How Does Hellish Rebuke 5e Work?

Hellish Rebuke 5e is triggered when someone damages you. You can use your “reaction” action for that turn to unleash a fiery explosion of energy at the attacker. The spell deals 2d10 fire damage, plus an extra 1d10 for every slot level above the first. In other words, if you cast it at a higher level, Hellish Rebuke can deal some serious damage.


Also, being a "Reaction," casting Hellish Rebuke does not take up your Bonus Action for the round.


What I love about this spell is that it’s a great way to get revenge. When someone messes with you, Hellish Rebuke lets you take them down quickly and easily. It’s a great way to send the message of “don’t mess with me,” and give your attacker a taste back of what they’ve done.


Hellish Rebuke makes everyone think twice about their actions in combat: an eye for an eye, as they say.


Who Can Cast Hellish Rebuke?

Imagine if everyone could cast Hellish Rebuke. The adventure would become a lot more chaotic. Thankfully (or unfortunately), it’s only available to certain classes.


If you need some DnD character ideas, Hellish Rebuke 5e is accessible to all Warlocks, regardless of their Patron. Oathbreaker Paladins can also access it at third level. A Bard can cast the spell if they have the Magical Secrets feature.


Hellish Rebuke 5e is also available to tieflings who choose the Bloodline of Asmodeus. It becomes a second-level spell with the Infernal Legacy trait, dealing 3d10 fire damage. Tieflings can only cast their version of Hellish Rebuke 5e once per long rest though, even if it doesn’t burn a spell slot.

Hellish Rebuke 5e Classes

When and Where Should You Cast Hellish Rebuke 5e?

If you think the spell can’t get any better, think again. I personally believe that there’s no bad time to cast this chaotic spell. At least, I believe there’s no bad time. But, of course, there are optimal times and places to give your enemies a proper hellfire-infused rebuke.


First of all, you have to be damaged to cast the spell. It’s reaction-based, so there must be a trigger, or something must happen to you to react to it. For example, a creature damages you in your turn, casting a spell that requires a reaction point. You can use that reaction to cast Hellish Rebuke 5e in return. The spell ranges from 60 feet, so you have a great chance of hitting the creature who hit you! I love that, similar to Spiritual Weapon 5e, this spell allows me to attack enemies from a distance.


I cast Hellish Rebuke 5e whenever I find myself in the following situations:


Front-Liner

When you’re a front-liner, you inevitably receive damage near enemies. Generally, being a front-liner is bad for a spellcaster, but you can cause immense extra damage in a battle when using Hellish Rebuke 5e. Again, the range is 60 feet, so you have plenty of chances to make it a worthwhile spell.


Basically, think of yourself as a shield for your team, that has spikes. Whenever anyone attacks the shield (you), they take damage in return. With that thought in mind, you want everyone to attack you as often as possible – at least until you run out of spell slots.


Manipulate Saving Throws

I also cast Hellish Rebuke 5e with the help of another party member. For example, I can force an enemy to make a saving throw for the spell, and my party member can cast Silvery Barbs 5e if they succeed. Sure enough, the enemy will then often fail their save and take extra damage. The cantrip Mind Sliver 5e can also make the spell more effective by lowering the target’s next saving throw, so try to use it whenever possible.

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Hellish Rebuke 5e Tips

Hellish Rebuke is really a simple spell, but we all know that D&D can be complex, so here are some tips to get the most out of the spell:

  • Bypass fire resistance: if you’ve played D&D 5e for very long, you know there’s a lot of fire resistance in the game. Immunities can still prevent Hellish Rebuke 5e from happening, so use the Elemental Adept feat to gain an advantage.
  • Think twice when an enemy attacks from behind a wall: Hellish Rebuke 5e is less effective when attacking targets who have cover. Cast another spell if you can, or just wait for the next turn.
  • Pair it up with other spells: Hellish Rebuke 5e is powerful alone, but you can make it even scarier using other spells. For example, Armor of Agathys, a first-level Warlock spell, deals cold damage to anyone who strikes you while the effect is active. If you get attacked, your enemy takes cold damage then gets hit by your Hellish Rebuke, as well.
  • Choose Pact of the Blade: if you’re a Warlock, choosing the Pact of Blade allows you to unleash the flames of hell. Well, the spell is powerful regardless of your Patron, but it becomes a game-changer in melee range.
  • Be a Hexblade Warlock: besides Pact of the Blade, Hellish Rebuke 5e can also be a great pick for Hexblades. Hexblades are more likely to stay close to enemies, which results in more attacks against you, and more chances to use Hellish Rebuke.
  • Play with caution when silenced: if your main strategy is to draw in enemy attacks so that you can unleash Hellish Rebuke, be careful of Silence 5e effects. While Silenced, you won’t be able to cast spells, so you’ll either need countermeasures prepared, or you’ll need to make a quick retreat from the front lines of battle.
  • Trick the enemy: this tip is mostly flavor, but you can trick an enemy into thinking that the spell will be coming from another direction by pointing a finger away from them. The Player’s Handbook says, “You point a finger,” but not specifically “toward the creature,” so you can throw the enemy off balance. Give them a show because you can!
  • Communicate with your party and DM: always talk to your group and dungeon master about what spells are necessary during your adventures. If you want to just cast Hellish Rebuke without restraint, go for it. But if you want to really play as a team, communicate with other players to see how you can best plan spell slots to fill gaps in your party’s overall strategy.
  • Plan before casting: finally, I suggest taking a moment to consider the overall battle before casting Hellish Rebuke 5e. Try to time your spell for maximum effect, or think if there may be a better spell available for the situation. It can be entertaining to spam-cast Hellish Rebuke, but it pays to plan – especially during difficult battles.
Hellish Rebuke 5e Monsters

Own Your Revenge With Hellish Rebuke 5e

Let’s take a break from strict D&D rules, shall we? Remember that the game also has a roleplay aspect, and you can customize your revenge when it comes to the Hellish Rebuke 5e spell. You know that descriptions make role-playing even more fun, so come up with creative ways to describe the spell.


What the Spell Does for You

When someone hurts you in real life, how do you feel? Do you feel like combusting in rage? Ask the same questions when you’re in the D&D world, and use Hellish Rebuke to make your revenge fit with your character’s personality.


When thinking about the spell, imagine if your character is seeking vengeance or maybe just believes in an eye for an eye. It’s your story, so make the spell fit in with it.


What the Spell Does and Looks Like

When you hear the word “hell,” you might picture many things. There can be an eruption of flames, a blast of fire, or a ball of fire coming to your enemy. But even if “hell” is in the name of the spell, you don’t have to limit yourself. Use colors and ideas that fit with the character, the environment, and your story. Think about the scene you want and make sure that it looks cool.

Your party (and enemies) will be there to witness the spell, so make the spell’s aesthetics unique.


Change the Spell Damage Type

When running a D&D campaign, Hellish Rebuke 5e can be more than “fire damage.” It depends on your dungeon master’s ruling, but you could consider asking them if they’d consider allowing your Hellish Rebuke spell to deal a different type of damage, to better fit your character’s aesthetic, or personality.


If they’re game for it, perhaps you could even alter the spell to cause some kind of chaotic effect, rather than just straight up damage.

Level Up With an Awesome Dice Tower

Ok, this is a little off topic, but at the end of the day, tabletop RPGs are for having fun, right? If you're going to spend the time optimizing your character's strategies in combat, why not also maximize your game table aesthetics? Dice roll fine without a device to do it for you. But, having a dice tower can certainly add a lot to the feel of your game. Imagine rolling dice down this magical tower's steps. Between every dice roll, you have a prop that brings your D&D game to life that much more.


Check it out! Change up the color or find some of the other great dice tower options available. They make great DnD gifts for yourself or others.

Is Hellish Rebuke 5e Good?

Out of all the spells in the Player’s Handbook, Hellish Rebuke 5e is one spell that makes me say “Hell yes!” There’s no doubt that other spells can be even more powerful, but this one is definitely good. Especially for low-level Warlock spells, the Hellish Rebuke 5e is absolutely a must-have. I keep it ready for use at basically all times.


The spell’s range is an upside, along with scaling damage as you level up and use higher level spell slots. Also, even if your target makes a successful saving throw, the spell still deals some damage to them.


Warlocks and front-line characters are obviously easy targets for enemies, so Hellish Rebuke 5e can be an excellent way to avenge yourself. Generally, you can use it as an ace up your sleeve, as it’s a great spell that packs a punch. I’m sure you’ll use it more often than other spells once you get a taste for how fun it can be (like I did).


Rebuke Your Way to a Great Adventure

Again, I’m not encouraging violence, but in Dungeons and Dragons, Hellish Rebuke 5e is about giving your enemies a fitting punishment. With its long-range and scaling damage, you can finally feel like the badass spell caster that you are.


So, go out and find your adventure. And if the enemy gets too close for comfort, prepare to rebuke them with a show of fire and brimstone. And read on for how Hellish Rebuke effects work in the Eternity TTRPG Game System.


If you need DnD Quest Ideas, having an enemy that casts Hellish Rebuke is also honestly a great way to begin a series of adventures.

Hellish Rebuke in Eternity TTRPG

Hellish Rebuke in D&D 5e vs. Eternity TTRPG

In D&D 5e, Hellish Rebuke is a spell that effectively acts as a ranged, magical counterattack when you take damage. It’s useful whether you’re playing a caster or a front-line melee character (who has access to the spell, obviously).


In the Eternity TTRPG Game System, there is no exact equivalent of the Hellish Rebuke 5e spell, though there are many effects that fit into the same or similar categories. 


It’s also worth noting that in D&D, Hellish Rebuke 5e takes up a spell slot to cast. This means that any targets capable of casting Hellish Rebuke have a limited number of times they may cast the spell. Meanwhile, in Eternity TTRPG, counterattack effects do not have a limit to the number of times they may be used. So, characters capable of counterattacking may be very dangerous. 


What Classes in Eternity TTRPG Have a Hellish Rebuke Effect?

Cryomancer (Core Rulebook) and Witch Hunter (Classes Expansion) are the only classes that receive Silence as a core class spell. However, Alchemist, Dread Priest, and Druid all have specialization/ critical options that allow them to obtain Silence.

Eternity TTRPG Assassin

Assassin – Core Class Ability

First Strike: this Ability can only be used both 1) the first time you attack an enemy, and 2) the first time you are attacked by an enemy. Instant Action, roll d20. If you roll 18-20, deal 1damage. Battle Recharge after both uses.

  • (Life-Ender) You also gain +7Strike Bonus, +6Resilience, +6Dodge, and +6Will for 1turn.
  • (Infiltrator) You can move to the target of this Ability once during the rest of the Battle, as an Instant Action, up to your Speed value in Range away.
  • (Expert) You also gain +3Initiative.
Eternity TTRPG Berserker

Berserker – Core Class Ability

Vengeance: this Ability can only be used when you drop to 0HP. Instant Action. Take an attack Action against the target who dropped you to 0HP. After your Action, you still drop to 0HP. When you use or Critical this Ability, you can’t use any more Wisdom this turn. 1Day Recharge.

  • (Decimation) Your attack is made against up to 3 enemies in Weapon Range. *Double-Hit with this Critical only allows one of the attacks to cause additional effect.
  • (Recklessness) Even if your attack misses, up to 3 enemies in 4Range, +4Strike Bonus vs. Resilience, knocks back all affected targets up to your Speed value -2, in any direction. This Critical effect cannot Double-Hit or give a Block.
  • (Dauntless Fury) If your attack hits, +3Strike Bonus vs. Resilience, Daze for 2turns. The Daze effect from this Critical continues even after you drop to 0HP. This Critical effect cannot Double-Hit or give a Block.
Eternity TTRPG Fallen Paladin

Fallen Paladin – Critical Option

Blood Spiller (Magic): after you cast this Spell on yourself, every time you attack an enemy, roll d20. If you roll 18-20, deal 1damage. You can only deal damage with this Spell once per turn. You can instead choose to continually maintain this Spell for 3Inspiration.

  • (Shield of Corruption) Also roll to deal damage with “Blood Spiller” every time an enemy attacks you. This Critical also allows you to deal damage with “Blood Spiller” twice per turn. You can instead choose to continually maintain this Critical for 6Inspiration (and 0Wisdom).
Eternity TTRPG Royal Guard

Royal Guard – Core Class Ability

Counter-Slam: this Ability can only be used if you are wielding a shield. After you use this Ability on yourself, every time you are attacked by an adjacent enemy, roll d20. If you roll 18-20, +7Strike Bonus vs. Resilience, Daze for 1turn. You can only Daze with this Ability once per turn. “Counter-Slam” cannot Double-Hit or give a Block. You can instead choose to continually maintain this Ability for 1Inspiration.

(Dazed): the effect from “Counter-Slam” is temporarily interrupted while you are Dazed.

  • (Executor) If you roll 18-20, it also deals 1damage to the target. You can only deal damage with this Critical once per turn. You can instead choose to continually maintain this Critical for 4Inspiration (and 0Wisdom).
  • (Life-Sworn) Roll 15-20. You can instead choose to continually maintain this Critical for 2Inspiration (and 0Wisdom).
  • (Ancient Blade) Instant Action. You also gain +9Resilience, +9Dodge, and +9Will for 1turn. When you use this Critical, you can’t use any more Wisdom this turn.  
Eternity TTRPG Sage

Sage – Core Class Spell

Crimson Curse (Magic): up to 3 enemies in 4Range, +7Faith vs. Will. If this Spell hits, whenever an affected target deals damage, roll d20. If you roll 18-20, they also take 1damage. “Crimson Curse” cannot Double-Hit or give a Block. You can instead choose to continually maintain this Spell for 3Intelligence.
(Dazed):
the effect from “Crimson Curse” is temporarily interrupted while you are Dazed.

  • (Darkness and Light) Roll 16-20. You can instead choose to continually maintain this Critical for 5Intelligence (and 0Wisdom).
  • (Secrets of the Ancient Tomes) For one enemy who’s hit, instead roll 13-20 to hit. For all other enemies affected by this Spell, still roll 18-20 to hit. You can instead choose to continually maintain this Critical for 5Intelligence (and 0Wisdom).
  • (Powers of the Eternals) Whenever an affected target is healed, roll d20. If you roll 18-20, they heal an additional +1HP. This Critical cannot trigger itself. This Critical allows the affected target to heal 2HP above their normal max HP. Healing from this effect also Fatigues the target, giving -1Resilience, -1Dodge, and -1Will for 1Day Duration (can stack without limit). You can instead choose to continually maintain this Critical for 2Inspiration (plus the base 3Intelligence, and 0Wisdom).
Eternity TTRPG Vanguard

Vanguard – Core Class Ability

Retribution: after you use this Ability on yourself, every time an enemy in Weapon Range attacks you, roll d20. If you roll 16-20, you Instantly counterattack that same target with a non- Critical attack or Ability of your choice, after their attack is finished.

You may also use “Quick Switch” just before your attack with Retribution, if you so choose. You can only attack an enemy with this Ability once per turn. You can instead choose to continually maintain this Ability for 3Inspiration.

(Dazed): the effect from “Retribution” is temporarily interrupted while you are Dazed.

  • (Tip of the Spear) Roll 11-20. You can instead choose to continually maintain this Critical for 5Intelligence (and 0Wisdom).
  • (Shock Troop) Whenever you attack with “Retribution,” you also gain +12Resilience, +12Dodge, and +12Will for 1turn. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
  • (Ranger) You also gain +3Initiative. You can instead choose to continually maintain this Critical for 5Inspiration (and 0Wisdom).
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Strategies for using Counterattack Effects

As with D&D 5e, having counterattack spells and abilities in Eternity TTRPG can either be used to dissuade people from attacking you, or can be used after placing yourself in the battle’s most dangerous locations, to maximize your damage output.

In Eternity TTRPG, some attacks are rolled against the enemy’s defenses, while other attacks are considered to be “piercing,” and have a flat hit chance, no matter what.


Basically, characters with high Strike Bonus or Faith (physical or magical hit chance stats) should rely more on spells and abilities that utilize those stats, such as the Vanguard Retribution ability. Meanwhile, more defensive characters (tanks) should rely on counterattacks with piercing effects, such as the Fallen Paladin Blood Spiller spell.


Dissuade Attackers

If you build a character with very high hit chance and very low defenses, you do not want to be in the thick of battle where you may be attacked very often. Having a counterattack spell or ability for this kind of character can be very valuable, as the first enemy to attack you may just get obliterated in return.


If you can essentially make enemies fearful of attacking you, then you help to place more enemy attacks on (hopefully) your party’s tank.


With this strategy, you don’t really want to even use your counterattack spell or ability at all, as it requires you receiving an attack, first. However, having it there to dissuade attackers is extremely valuable.


Deal Damage Even as a Tank

The only way to really maximize your damage with counterattacks in Eternity TTRPG is either to have high hit chance and a dedicated healer who keeps you up during the battle, or to use pierce attacks.


If you build a tank character with a piercing counterattack spell or ability, then run directly into enemy lines, you’ll both draw a lot of attention to yourself (thereby protecting allies), and you’ll maximize your chances to deal damage with your counterattack.


Generally, tanks have terrible hit chances, so dealing damage isn’t really their thing. However, if you have a flat hit chance pierce attack, and you’re attacked a lot, then you maximize your chances to counter. Though this strategy will never deal substantial damage to single targets, its wonderful for crushing large groups of enemies.


Maximize Single Target Damage

Finally, if you have a dedicated healer in your party, it’s possible to use counterattacks as a way to really pour on big damage to a single target. Basically, you max out your character’s hit chances, knowing that you’ll be very vulnerable in battle. Then, you run directly at the single enemy, drawing their attention.


Because of your high hit chance, when you attack the enemy, you’ll deal damage. Similarly, when they attack you, you’ll also deal damage.


If you’re fighting very difficult enemies, you basically have to go in knowing that you’re walking a tightrope. High-difficulty enemies can deal multiple damage per attack, so purposefully putting yourself in the way of harm is risky. However, if you have someone to heal you, you’ll no doubt be able to deal substantial damage back to your adversary.

Fiery Effects for Your Tabletop

Countering Counterattacks

In any good tactical combat game, every counter has its counter. Here are a number of possible ways to deal with Hellish Rebuke-type effects if you’re on the receiving end of things. Or, if you simply want to think two steps ahead, here are some of the ways that characters you counterattack might respond:


Remove the Counterattack Effect

Many classes have a version of “Dispel,” which can be used to remove beneficial status effects from enemies. Characters that do not have their own class-based dispel effect may use dispel scrolls to achieve the same effect. Since most Hellish Rebuke, counterattack type effects in Eternity TTRPG are “maintained” effects, they can be dispelled.


It’s also worth noting that if a counterattack effect is dispelled, it can usually just be reactivated right away. However, if the effect is a critical and it keeps getting dispelled, it’s a good way to run out of wisdom, and be at a huge disadvantage for the battle.


Greater Dispel (Magic): 4Range, Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or status effect from the target (excluding summons), at your choice. Or alternatively, 4Range, +5Faith vs. Resilience, deals 1damage to a summoned unit. This spell is cast on any target you’d like, but the roll is made against the character who cast the spell or used the ability you are attempting to remove, unless the target is a summon.

(Double-Hit): removes all stacks of 2 ongoing Magic or maintained effects (excluding summons). Or alternatively, if cast at a summon, deals an additional 1damage to the summoned unit.


Mass Dispel Scroll (10 Uses): up to 3 targets in 4Range, -7Strike Bonus vs. Resilience or up to 3 targets in 4Range, -7Faith vs. Resilience, removes all stacks of one ongoing Magic, maintained effect, or Status effect from each affected target (excluding summons). Or alternatively, up to 3 summons in 4Range, -2Strike Bonus vs. Resilience or up to 3 summons in 4Range, -2Faith vs. Resilience, deals 1damage. This Item is cast on any target you’d like, but the roll is made against the Character who cast the Spell or used the Ability you are attempting to remove, unless the target is a summon. This Item cannot Double-Hit or give a Block.

 

Don’t Attack Enemies Who Have Hellish Rebuke

Another obvious way to deal with enemies who use Hellish Rebuke-type effects is just to prioritize attacking other targets before finally dealing with them. Of course, enemies who counterattack may not want anyone to attack them, so ignoring them may actually play into their strategy.


However, the worst-case scenario when facing an enemy with Hellish-Rebuke-type effects is to get blasted with counterattack damage over and over again. If that target doesn’t have a personal healer, maybe you can kill them before they get in many high-damage counters. If the target does have a healer though, you may really want to deal with that healer before moving forward.


Try The Eternity TTRPG Game System

D&D has become synonymous with tabletop RPGs (TTRPG) for so long that sometimes people forget there are other options available. As with any genre of game, there’s the best-known games and lesser-known games.


The Eternity TTRPG Game System is a tabletop RPG similar to D&D, but with some big differences. The game allows for multiple game masters, provides more tools for immersive world-building, and features highly-tactical (yet easy-to-learn) combat.

Pick up an inexpensive PDF copy today at the Eternity TTRPG shop. Or check out more information at the Eternity TTRPG Game System page.

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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.

August 17, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=_KgB5C6Wgng Transcription [00:00:00] Welcome back to the Eternity TTRPG YouTube channel, where I discuss, uh, different happenings in the tabletop role-playing universe, as well as talk about the game that my husband and I have been creating now. So this go around, um, I wanted to talk more about a new side of the tabletop role-playing community that is gaining traction, I think. Um, Gen Con did something a little different this year that I haven't talked about yet, and I think it's important to bring light to it and bring it up in conversation, you know? So I already covered that D&D itself is going to universes beyond, you know, going into World of Warcraft, Star Wars, all those different kind of things. Um, and that's great for D&D, but I also think they're gonna push a new direction given what Gen Con did, right? So at Gen Con, there is an award [00:01:00] ceremony, right, called the Ennie Awards, The Ennie Awards are where the industry itself picks X number of games for a category, and then fans get to vote on it, and the fans get to decide what's gonna be the most popular and when, right? So it's kind of a big deal for Gen Con to be doing this every year, and they have their usual categories, right? They added a new category this year, and they've been talking about adding this category for years, but I guess it didn't have enough traction until now. The new category was for Best Solo RPG. And immediately my mind goes to, "Wait, why do we need solo RPGs?" And, you know, now we bring up the whole conversation of, oh my gosh, a solo RPG. Um, this could be here because, you know, adults can never get together with a busy work schedule and trying to nail down consistent timing because something [00:02:00] always comes up between work, home, um, kids, you know, just random family emergencies. There's always something keeping you from the game table, so you can't get with your normal group to run a campaign. So solo RPGs. Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. Now, back to your [00:03:00] video So with this, um, announcement at Gen Con of having this category, there was five games that the industry decided would be in this, um, collection that fans could vote off of. Um, Odyssey of the Giant was the first one, and it's about escorting a giant, the last giant, across a devastated fantasy world. And then there was Pirouette, which is a solo horror ballet. Um, Song of the Scriptworm is a mystery involving an infinite library. Spine is an experimental RPG about losing yourself in a book. And then finally, The Bonsai Diary is about growing a bonsai tree across different generations. Um, just so you know, Spine took first, and The Bonsai Diary took second, so we officially have winners for the first solo RPG, um, nominations at the Ennie Awards. And I kind of don't know where to go from there. [00:04:00] I mean, I'm gonna admit when I don't wanna play the game that my husband has created and he can't get friends over, he does do solo campaigns. And he has been making the game to where you can do it as a single player or with a campaign group, um, which I think is a great idea, but I guess I just didn't see it as necessary. Um, but apparently it is, because people still want to play the game, but they don't necessarily have access to the friend group that you wish you had. Um, so here we go into our fantasy world after a long day at work, and instead of diving into a virtual video game, you can now do it with a tabletop role-playing game. So now the question lies with having this been created and you have all these smaller creators, you know, taking over this category. And not only that, but at Gen Con you actually have rooms dedicated to solo role-playing [00:05:00] games now. But is the giant communities of like Pathfinder and Wizards of the Coast gonna try and create a product that's gonna be a solo RPG now, um, instead of their usual geared towards groups and everything? So that's definitely a question that comes up in my mind is how are they going to... It's not a combat thing, but how are they going to continue to be in this world, I guess, if we're shifting towards solo RPGs. One thing that was announced, um, by a bigger creator was that Fallout is now coming out with a solo RPG, um, called The Wasteland Wanderer, and it is a standalone game. You create your vault dweller, you create your vault, and you get to explore the wasteland, and it is specifically created for solo RPG. So we already have these bigger companies that are creating, um, these solo games [00:06:00] now. Obviously, it's not the biggest company with Wizards of the Coast or Pathfinder, but we're getting there. So now not only do we have these companies creating these solo RPGs, everyone trying to get in on that, but we also have, you know, the electronic world trying to get on, in on this, and that's where we come into AI-powered systems. And I know that AI is such a curse word in the tabletop role-playing community because, you know, when we think AI in the tabletop role-playing community, it's gonna be your AI art, and, you know, that's such a bad thing. And I agree, I really wanna see, um, real artists, real creators, um, but when you're looking at wanting to have an electronic, like, world, I guess, where it's created by something electronic because you don't have friends to talk to or a campaign to really go at with friends, then maybe having ChatGPT do it for [00:07:00] you isn't a bad idea, right? 'Cause you have someone that can bounce ideas off of, and you can have someone else create them. Because although imagination is limitless, maybe in those moments you don't have enough. So with that in mind, there are AI-powered systems that have already been created. Um, Wonderhold is the one that comes to mind, and it launched in May of this year. And it, of course, you know, creates the campaign for you. You get to type to it, talk to it, and figure out where you're going to go with your campaign. So where do we go from here? Do we need game masters, game designers when we're using AI, when we're going the solo route, when friend groups can't get together because of life? So with all of that in mind, let me know what you think, from the Ennie Awards to checking out these solo RPGs, um, to figuring out what's next. Comment, like, subscribe, let me know. Have a good [00:08:00] one.
August 12, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3Wu7xicNd6k Transcription [00:00:00] Welcome back to Eternity TTRPG YouTube channel, where I cover different happenings in the tabletop role-playing universe, as well as just other topics that I find interesting. Um, this go around, I wanna go back into The Crooked Moon. So my husband did a little bit of coverage on this a while back, but I'm gonna circle back to it. Um, and I wanna look at a couple of their races. So the thing about the character you pick and the class, the race, all of that stuff lends itself to building the story around your character and how they tie into the party, the world, and what their, like, internal goals could be. So three of the races that are in Crooked Moon, in my opinion, can make some really terrifying characters. So to jump in with these three races that I found through Crooked Moon, it's gonna be your Curseborn, [00:01:00] Graveborn, and your Plagueborn. Okay? So all three of those already have a very interesting ring to it, and immediately I started thinking is how can these races tie into an overarching story and a personal story? So jumping right into the Curseborn, and my idea with the Curseborn, and I'm pretty sure it's very accurate, is with a Curseborn, I'm thinking the classic, like, werewolf story, and under a full moon, I turn into a terrifying monster and that kind of thing. So with that , um, I wonder is what is this relationship with the character to the curse? So how is the character potentially using their curse, and how is the curse affecting the people around them? And there are so many ways you can take that. So for example, they could be actively [00:02:00] suppressing their monstrous nature and trying to work against it and being ashamed of it. And the other side of that is what if they embrace it and think that everyone is wrong for fearing them, and there, there's no reason to fear them? Um, other side, you know, is when they take on their cursed form and everything, what if they've hurt someone before and are terrified they're gonna hurt someone again? Um, what if they don't actually have any recollection of what happens when they transform? And then what if their family, like it could be a familial curse, and their family has taught them that their curse is something to be ashamed of and not something to embrace. So you have a lot of interpersonal drama going on there, um, that can just lead to overarching stories in the party. Like, what if there's a lot of distrust from the party because of your curse? What if villagers and townspeople refuse you entry somewhere because you have some kind of mark of the curse? And then what [00:03:00] if the party has to decide if they're gonna defend you or not based on all of that? And then on top of that, what if you become the person that everyone expects to betray them? So what if you play into that, or you spend your entire campaign deciding, like, "Hey, I'm not the bad guy. Quit thinking I am." Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's characters levels up, giving players access to even more options. If you're interested in taking a look, we have our pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. [00:04:00] Now, back to your video Moving on to Graveborn. So the way that I think of Graveborn is, like, someone has already passed and they're rising from the dead. They're, like, undead in my mind. So with that going on in your head, you could have this whole idea of, what if I already died? Or maybe they just were never cognizant of that in the first place, and they think that this skeletal form is all that they are. Um, maybe they aren't afraid of dying because they've already died, right? Um, so then you start to ask questions about your past life like who-- what happened so that they passed, right? Who did that to them? Did they deserve it? Were there loved ones that buried them? Were they mourned? Why did they come back? How did they [00:05:00] come back? Um, so really cool ideas with this kind of race is maybe they become, like, a grave keeper, and now they protect all of these different grave sites. And as a party, you're trying to convince this, um, Graveborn to come with you for some greater plan, right? Um, another idea that we can look at is this whole I'm not supposed to be here. I already lived my life, so what do I do next kind of thing. Why did I come back, right? So definitely some different ideas there with the Graveborn, and I think it's a really scary idea when you're like, "Hey, I already lived my life. Why am I here again?" Um, last one I'm gonna cover is the Plagueborn, and in the back of my mind what I have playing is, like in World of Warcraft, there is the Abomination that has like the stench that comes off of them, and then that stench kind of infects everything [00:06:00] around it, right? The plague. Um, so this is definitely a horror concept, right? And it's this idea of disease, contamination, and fear spreading, right? It's something you can't control. You have no control over it happening, so what do you play them as? Because if you have no control of the bad thing, are they really evil? And do you play them as evil? Okay. So different concepts with this could be like a plague doctor and the Plagueborn could become the healer, okay? Because they're so used to being around these diseases, they can't catch them, and that kind of idea, so how do they help everyone else with this contamination going on? Um, of course, there's the idea of the immune one, um, because you're the one spreading everything, how can you get sick, right? Um, and then of course there is, like, a walking biohazard going on where everywhere you go, you're gonna [00:07:00] infect the people around you. So how do you work with a party with that going on? Um, because the people are gonna get sick, animals are gonna behave strangely. And then you could potentially create items in the world that you're constantly trying to find to suppress the contamination, right? Um, but where do you go from there, right? So if you're not really evil but your existence hurts people, what do you do? Okay. So with all three of those, right, you have the Curseborn, which is fearing what you might become with the monster inside you. You have the Graveborn because you fear what you already are. You're already gone, past, right? And the Plagueborn is you fear what you might be doing to others, so there's a monster that's spreading within you, around you. So with all of that being said, that's why I think these three are so much more interesting than just being these, like, [00:08:00] monster races. They have these really in-depth stories that you can flesh out in a campaign, and it's a really, a terrifying character that could potentially be really misunderstood. Um, with all of that being said, I know there are some more, um, Crooked Moon races that can be covered, and I will be making my way through those. Um, you can always check what we've already covered, and we're gonna just loop around and get through them all eventually. So after all of that, would you trust any of these three characters to do anything for you, stand with you, resurrect you, heal you? Um, or would you just be, like, an ignorant villager and do nothing for them? Let me know in the comments. Like, comment, subscribe. Let us know how we're doing. Give us any ideas you'd like to hear about, and we'll catch you next time. Bye.
August 7, 2026
Transcribed content from our recent YouTube video: https://youtu.be/XjrHg-Eexds Transcription [00:00:00] Welcome back to the Eternity TTRPG YouTube channel, where I cover different happenings in the tabletop role-playing universe, as well as talk about the game that we have been working on, um, with the Eternity TTRPG. So we have been covering all nine of the races that are in the Eternity world, and we only have two left, so I'm gonna cover those two today. It's gonna be the Esper and the Stoneborn. These two are my personal favorites because they were the races of my first two characters. So hopping right in with the Esper. The Esper can actually be any race, um, because they're a part of a world incident. Okay, so this world incident is that a star fell to the world of Eternity. And when this star fell, it let [00:01:00] off all of this magic stardust and just covered the skin of the beings that were there. So if you were a human that was there, you would be covered in now these, like, runic constellation kind of tattoos, right? So that could happen to humans, Jadori, Treants, um, Aeteri, Empyrean, if you've been following along for a while and know those other races, right? So the thing about Esper is because they're covered in all of this magical stardust, they have really high magic casting abilities, right? So they're gonna be really good in your classes that focus on that casting. I personally played a summoner with this class the first time, which a summoner, you get to have a familiar with you, and I chose a dragon, and it was all about, like, buffing that dragon. So my idea was that this star being [00:02:00] was channeling all of the stardust energy into the dragon and making it stronger, bigger, faster, and hit harder. Um, it was a really fun character to play and a really cool take on an idea, right? Um, of course, there are a lot of ideas that you can go with with this, um, star incident that happened and how to interpret that into your world, into, um, how your character roleplays and everything, because maybe you're an astronomer that wants to understand what happened and why did the star fall from the sky. Real quick to interrupt. Eternity TTRPG is releasing a card game battler which emulates combat from the D&D tabletop role-playing genre. Sparks of Eternity: Emanation is fast-paced, easy to learn, and features six classes from your favorite TTRPGs. Each class deck comes with its own set of unique abilities, which everyone plays at the same time, so there's never any downtime at your table. Each turn, everyone's [00:03:00] characters levels up, giving players access to even more options. If you're interested in taking a look, we have our pre-sales page live now, packed with details. No payment info needed. Just let us know if you want an email when the product becomes available. Now, back to your video switching gears to the Stoneborn. So like I said, this was the other class that I played right when I first started playing this roleplaying game. And Stoneborn, like the Esper, can be any existing race. So they had a world incident happen to them, and they can be any existing race because of this world incident. So once again, human, Jadori, Treant, Ateri, Empyrean. Okay? So with Stoneborn, what happened with them is think of like this group of miners went into a cave near a volcano that they didn't realize was a volcano and they're [00:04:00] mining, mining, they have their different veins of, um, geological items that they're going after and one of them strikes just right into one of these veins and makes the volcano erupt and in this eruption there is this, um, organic material that explodes out and this organic material embeds itself into these miners that were there and along with the miners anybody that was in close proximity, um, just outside of this dormant volcano, right? So what this does now is that these people that were infected with the, um, organic stone material is now they crave eating stones, they crave eating rocks, okay? Any kind of rock and based on that rock is what their [00:05:00] being turns into. So if one of these races, people that decided to eat rocks decided to have volcanic rocks, they would have this volcanic kind of monstrous body. Um, however, let's say that a human thief wanted to eat the diamonds they were stealing, they would start to have diamonds appear all over their skin and eventually turn into a diamond. So it's a really cool idea that you can work with, with this idea of shape-shifting and how does the rock change my body and then it leads to the storylines of like, well, how far can this go with the rocks and did I have to be there at that volcanic eruption to become this or does it pass down through generations and what happens towards the end of Stoneborn's life? Um, it is speculated in lore that they actually become statues [00:06:00] based on all of the rock that they've consumed. Um, so is there a reversal for that or is there just a completely different story that needs to be fleshed out? Um, with the Stoneborn being, um, you know, made of rock, like a box of rocks, um, they have very high strength because rocks typically are very hard to break, right? So this idea with really high strength makes them very good as like your berserker classes, your thief, your assassin. Um, I personally played this, um, race as a, um As a mixed class, that was a caster/um, melee fighter, and it turned out really good. It was really fun. It's actually one of my favorite characters. I always thought that my, um, Stoneborn was a human that ate, like, icy rocks, so they were blue and frosted and really cool, right? I can still picture that in my mind, and that was a campaign that I wish had finished, [00:07:00] but it didn't. Maybe someday I will go back to that character, though. So that wraps up all nine of our races that we have in the world of Eternity. Um, in upcoming videos, I do hope to go over all of the classes now. There are 30 classes in this game that I will have to get through, so it's gonna take a while, especially with sprinkling in other stuff going on in the tabletop roleplaying community because I know you all aren't here just for the Eternity game. You're here for other tabletop news. So stay tuned, comment, like, subscribe. Let us know how we're doing, um, and we'll keep you updated. Have a good one. Bye.
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