Dungeon World PDF Review

This Dungeon World PDF review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.

My Review – 61 / 100

Dungeon World PDF Review

The Dungeon World PDF comes in at number 13 on my list of best TTRPGs of all time. Is it a great game? Yes, definitely. Is the best of the best? No, definitely not.


That being said, some people LOVE the style of game that Dungeon World offers. Full disclosure though, it’s not my favorite. I do appreciate, however, what the game aims to “do,” which I think is quite unique.


Dungeon World doesn’t get a lower score from me just because I’m not a huge fan of the game’s style. Instead, what the game aims to be “about” could, I believe, have been executed/ presented better.


Finally, this review is specifically for the Dungeon World PDF as that’s the game copy I have at the time of writing. There may be some differences between the Dungeon World PDF and a printed copy when it comes to overall presentation and artwork, but the game’s mechanics are obviously the same.

Dungeon World physical copy at a gaming store

Dungeon World Uniqueness: (9/10)

Dungeon World is all about keeping the story moving. Of all aspects of this game, this is probably the best. I always enjoying playing tabletop games where the focus is kept on the story and off of the game’s rules.


Whenever there’s a skill check in Dungeon World, you roll a dice. If you get a 10+, it’s a full success. On a 7-9, it’s a partial success. On a 6 or lower, it’s a failure.


When characters fail, the DM gets to “make a move” – aka make things more dangerous in a way that advances the story. Mechanics aren’t as important in Dungeon World as deciding what kind of “situation” the players are in, and what skill check(s) should apply. There’s no definite way to do things, instead allowing players to have a freeform sort of storytelling.


When it comes to world building, the dungeon master creates the basis for an area, then asks three questions to the players about the area. As the players respond with their own creative input, ideas, and wishes, it gives the dungeon master a way to enhance the gaming world’s story by making use of other player’s world building thoughts. Honestly, this is such a great idea. It’s a built-in way for players to help contribute to the game world, which certainly makes the game experience better for everyone.


Ease of Learning Dungeon World: (8/10)

Dungeon World combines something that looks a lot like Dungeons and Dragons from a character-building/ math standpoint, with an almost totally freeform storytelling component. To me, it’s sort of an odd combination.


DnD, for example, has such in-depth character-building and math components to the game because much of the game is more heavily systematized than freeform Dungeon World. In DnD, you absolutely need to have specific info on your character in a multitude of ways. In Dungeon World, however, you sort of don’t. So, why closely copy Dungeons and Dragons?


The storytelling rules are very simple to learn for players, and reasonably simple for dungeon masters. Dungeon world is a game that hinges on the dungeon master’s individual skill since there aren’t many set mechanics in the game. If the dungeon master really does their homework and thinks through their storytelling, things go smoothly. If not, problems occur for everyone at the table.


Overall, I’d say Dungeon World is not the game a new group to tabletop gaming should play. Instead, it should be the game you play after you’ve already got a solid grip on how TTRPGs are played, when you want some variety in your gaming system.


Dungeon World Presentation: (5/10)

The presentation of the Dungeon World PDF is not that great, to be honest. Font choices, colors, etc. are ok. The chapters are clear as to when they start. But major parts of the rulebook aren’t clearly differentiated from each other.


I would say the overall presentation is of a medium-high quality. Not what you’d expect from a top-tier tabletop RPG, for sure. The lack of clear presentation in the Dungeon World PDF may cause you to use up a little more time than normal when searching for specific rules or sections, which just seems unnecessary.


Lore: (4/10)

Lore in Dungeon World is built according to your campaign. What I mean is that the game itself doesn’t provide lore, but rather a framework for building lore which players can use.


I actually don’t mind at all when games don’t provide much lore, as it allows for player creativity. In these open spaces, players can decide for themselves all kinds of custom ideas for their RPG campaign and campaign world.


However, when it comes to Dungeon World, I think this concept of not providing lore, but rather open space, doesn’t quite work. The reason is that Dungeon World doesn’t provide enough framework in the game’s core mechanics to help players create memorable campaigns. Since each segment of play in Dungeon World is already so freeform, it almost creates a game, like Savage Worlds, where the dungeon master and players have to create everything. Every single thing in the gaming world. For some players, that sense of freedom is perfect. But for most, I’d say, it’s a bit overwhelming.


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Combat in Dungeon World: (6/10)

In Dungeon World, unlike most TTRPGs, there is no separate system for combat. No “rolling initiative.” Nothing different occurs in battles than what happens with other skill checks. In many ways, this overall concept is great.


When it comes to combat (or skill checks of any kind) the dungeon master does not roll dice. Instead, the dungeon master says what happens, players respond, then players make any necessary dice rolls, and an outcome is established.


Since there is no initiative in combat, when outcomes are established, every relevant piece of the combat scene concludes simultaneously. For example, if a player is fighting a dragon, both attack each other at the same time. This is another aspect of combat in Dungeon Worlds that I really like as it seems very realistic to me.


If a player gets a success on their skill check against an enemy they’re fighting (let’s say a dragon, for example), they dodge the dragon’s attack and might deal damage to them. On a partial success, both might deal damage to each other. And on a failure, the player takes damage.


When damage is dealt in combat, it isn’t just a number. Instead, the dungeon master explains damage in a way that conveys a story. Then, the player again responds to that story, saying what they want to do next. Which leads to another skill check, and so on.


Skill checks and combat in Dungeon World are very dynamic as a story-telling device. I love that it’s not just two characters standing in the same place whacking each other with swords until one dies. What I don’t like is that for people who aren’t very creative and need a little more structure, the game doesn’t provide any help. Combat is another situation in this game where the freeform aspects of play may not provide enough material for players to work with.


I’ve also found that games like Dungeon World tend to lack the exact level of intensity in combat and dramatic scenarios that they strive for though storytelling, alone. The first couple battles in a gaming session may be intense, but the game lacks that feeling of “oh shit, my character might die.” The reason is that everything is so abstract with pure theater-of-the-mind that it’s easy to lose a sense of real danger.

Since players have so much control over what their character does in combat, and there’s so little structure, it’s possible for a player to completely remove their wounded character from a dangerous situation – thereby also lowering the intensity and drama of the fight.


Game “Flow”: (5/10)

As with other tabletop RPGs on my top TTRPGs of all time list, Dungeon World is heavily dependent upon a solid dungeon master. With a strong dungeon master, the game’s storytelling rocks, everything flows well, makes sense, is unique, and a great and satisfying tale is told.

However, since the system depends so heavily on the dungeon master, problems easily arise. What if the dungeon master’s off one day? Or what if they just aren’t very good at creating tension and an enjoyable game flow? What if – and this is a big one – the DM is new to their role and hasn’t yet quite figured it out?


Dungeon World is either a great game that’s very engaging, or a terrible game that lacks structure. Of course, with any tabletop game, the people playing the game make it great or terrible, and player skill level always counts. But games that rely too much on player skill and creativity tend to sometimes tank, especially with new players.


Artwork: (2/10)

The cover art for the Dungeon World PDF is very cool. But depending on your version of the game (print, PDF, supplemental, etc.) the art is not high-quality, throughout. In some versions, there are art sketches that are cool, but they are mostly simple black and white ones.


You should not buy the Dungeon World PDF for the artwork within. I’d say it’s no big deal since tabletop games are really about the game, not the artwork. However, there are so many great tabletop games on the market today – so many that are better than Dungeon Worlds – that also have phenomenal artwork, that it really is a big deal.


When it comes to tabletop RPGs, artwork strengthens players’ ability to “see” themselves and their characters in the game world. So, having lots of great art in the game’s core rulebook is a major plus.


Ease of Purchase: (5/10)

Surprisingly, it’s not that easy to purchase the Dungeon World PDF or printed copy as the Burning Wheel website is pretty out-of-date. Thankfully though, the game can be purchased on Amazon.


Price & How Many Books Do You Need to Play: (10/10)

The Dungeon World PDF is $10, and all you need to play is just one book. Tabletop gaming price literally doesn’t get better than that.


Fame & Availability of Supplemental Material: (7/10)

Dungeon World won some big awards in 2012, when the game first launched.



Dungeon World is a very popular game – or at least was when it first came out. For continued play though, there is no supplemental material, and no one really continues promoting the game or building the community, nowadays.


If you wanted to start an ongoing campaign with Dungeon World, you could almost certainly find a gaming group for it. I would suggest, however, that you and your players all first get a firm grasp on how the game is played, before beginning. The reason is that the expectations of how a game like Dungeon World is played are far different from other popular tabletop RPGs, and by making sure everyone’s on the same page, you increase your chances of having a successful campaign, from the start.


Dungeon World PDF is Produced By:

Burning Wheel

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my 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.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

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