TTRPG - Welcome to Tabletop Roleplaying

The term TTRPG stands for tabletop roleplay game (or tabletop RPG). TTRPGs are the “old-school” equivalent of video game RPGs.

The main difference between TTRPGs and video games are that TTRPGs usually take place between a group of players all sitting around a table, and action primarily takes place in the “theater of the mind.” Even as video game RPGs become more popular, so too do TTRPGs. People like trying out the more in-depth tabletop games that started the video game RPG genre.

Which TTRPG Should You Play?

There are literally thousands of TTRPGs to choose from. The main difficulty with selecting one is that tabletop RPGs usually have pretty in-depth rules, and reading the rulebook can be time-consuming. Which is why many people, once they find a TTRPG they like, tend to stick with playing just that one game. So, which TTRPG should you play? Try finding a game with some of the following traits:


  • Easy for new players to learn, so you can invite your friends.
  • Fits the genre you want to play (fantasy, sci-fi, steampunk, or a game set in a world you already know and love).
  • A game with a lot of depth and options for players, but not so many rules that gameplay gets bogged down.
  • Most importantly, a game that you and your friends find massively fun!


One of the best ways to go, if you’re new to the world of TTRPGs, is to create a list of games that look interesting as you’re doing your research. Narrow down that list based on the bullet points above. Once you have a gaming group you know is interested, bring the list to them, and see what they think. They may add a potential game or two to your list, as well. Then, try one out. You can always switch games if the first one you tried wasn’t exactly what your group was into.

TTRPG Character Sheet

Trying New TTRPGs

If you’re someone with a lot of experience with tabletop RPGs, trying new TTRPGs can be a lot of fun. The same problems exist for you, of course, as someone just beginning their journey. Rulebooks are time-consuming to read, and your gaming group may not love the game. But if you’re a die-hard fan of tabletop gaming, it’s worth the risk to try out a new game even once or twice per year. Make it a birthday or Christmas present.


Most people know about Dungeons and Dragons - it's a household name. But, there are many wonderful TTRPG systems out there that are similar, but different (and in some cases, even better). For a list, take a look at my article on Games Like DnD to find a game that may be lesser known, but one that you may absolutely love.


Many people also customize the TTRPG they play with their gaming group, especially over time. Some things in the rulebook may not suite the group very well, or better ideas get proposed. After all, the whole point of the game is for the group to have fun. So why not? And one of the best ways to come up with small “in-house” rules changes or adjustments is to bring them in from another TTRPG.


The fact is, no one has yet created the “perfect” or best tabletop RPG. Just like no one has yet created the “best” video game RPG. The best games are always a matter of preference. And people are always designing better ways to play. It’s worth it to keep up with the new TTRPGs coming out.



How are TTRPGs Played?

TTRPGs are typically played with a group of people sitting around a table. Everyone prints out character sheets, pulls out their dice, and the rulebook of whichever game they’re playing. Some websites now support playing TTRPGs online, and allow people to game together even if they live in different geographical areas. But the main ingredient is cooperative gaming. Like playing board games, almost every TTRPG is best played with a group of friends.


In the gaming group for a TTRPG, there’s usually one person who “runs” the game, called the “game master.” The game master’s job is to create the gaming world. They decide the world’s setting, it’s NPCs (non-playable characters), unique items and treasures, and the story taking place. Everyone else in the gaming group roleplays a character that they create in the world set by the game master. There are some rare tabletop RPGs that either have no game master, or multiple game masters. It doesn’t really matter which format of roles and responsibilities is used – there isn’t a “right” way to play – so long as everyone in the gaming group is having fun.


What is a TTRPG

Video Game RPG or TTRPG?

TTRPGs will never have the graphics or pure sensation factor of video game RPGs. There are many great video game RPGs out there. Each year they get better and better. The way they look, the music created and used, gameplay mechanics. All of it. As technology improves, video games become more and more immersive, and more and more fun, which is really the point of a roleplay game to begin with.


However, nothing is more immersive than true roleplaying. Not just the “roleplaying” where you’re using a controller to press buttons and move a character around on a screen. But the roleplaying where you take on persona of a character, whether of your own, or another’s creation. Roleplaying with a group of people playing a TTRPG creates for even greater immersion, as each of you contributes to the collective theater of the mind. You don’t just move a character around. You become the character. You see what they see, speak through their lips, hear what they hear, feel as they do, and sense real (imagined) danger and drama.


Players definitely get back what they put in with TTRPGs. Video games bring everything to the player, with very little effort or energy required back. So, both are good. And luckily, you don’t have to choose one or the other. But if you’ve only ever played video game RPGs, it’s definitely time to step into the world of a TTRPG. Give it energy and effort while prepping the game and playing, and you will be amazed how much fun you get out.

Eternity TTRPG Article Shop

Class Based RPGs vs. Classless RPGs

In my article Class Based RPG vs. Classless RPG Pros and Cons I talk about how some tabletop RPGs give players specific character classes (like a warrior, barbarian, rogue, or wizard), while others allow them to literally create any character combination of their choosing.


Class Based RPGs, such as Dungeons and Dragons or the Eternity TTRPG Game System, provide a lot of structure for TTRPGs. Simply by playing the game and leveling up, your character comes with a clear thematic build for their spells, abilities, feats, and powers. Meanwhile, classless RPGs, such as Skyrim, allow you to give your character any combination of spells and abilities you'd like, usually by spending points (like Exp.) acquired by playing the game.


Class Based RPGs

Class based RPGs may seem more restrictive as far as character builds go, at first glance, but many players actually feel that having clear roles within a party (since players are not able to simply select spells or abilities that other characters possess) makes for greater fun. Take the Fallen Paladin for example. It's a clearly dark class that suggests shadowy magic, skill with a sword, and a degree of survivability. It's the kind of thing that's clearly defined, and usually inspires players to try out an archetype that they may have been interested in for some time.


If you want to play a Class Based RPG, you may even check out an online Class Quiz that can tell you what type of class for a game that you might like to play.


Classless RPGs

Most TTRPGs are class based, but some do have a classless system. Classless games are often a ton of fun for one or two play-throughs, where you get to build a character exactly he way you've always imagined for an RPG. However, you'll often find that when it comes to a group of tabletop RPG players, most people will end an ongoing RPG campaign with basically the same character builds as everyone else in the group. The reason is that most games a set of spells or abilities that are simply more powerful than others, so eventually, everyone gravitates towards those powerful builds.


In any case, making the choice between a class based RPG or classless RPG is up to you, for whatever you feel is best for your gaming group. At the very least, I'd recommend trying both so you can know for sure what type of game you enjoy more.


TTRPG Campaigns

People tear up talking about their TTRPG campaigns/ RPG Campaign. Loaded with drama, intrigue, betrayal, passion, and desire to overcome all opposition, a “campaign” represents the best part of TTRPGs. Campaigns are essentially a series of game sessions all played in the same world and storyline, over a period of time. Some campaigns last just a few gaming sessions. While the best ones usually last at least 6 months. Like all good things, good stories take time to mature.


The goal of any gaming group is probably to have the most fun possible. Even though life can get busy and schedules can be hard, most tabletop gamers have the most fun with a long campaign. If a gaming group can meet for a few hours once a week, once a month – whatever – for long enough, and each player stays diligent with immersing themselves in the story, that’s when the most satisfying moments of playing a TTRPG take place. Ask anyone who’s played TTRPGs for any amount of time, and they’ll confirm.


If you’ve never played before, don’t get too ambitious, though. A great TTRPG campaign can be played in a few gaming sessions that each last only a couple hours. Just create one small story at a time. See where it goes. Enjoy the TTRPG journey. Oh, and bring your friends.


Quest Ideas for your Campaign

Whether you're new to tabletop gaming or you're a seasoned pro, it's always helpful to have additional resources for quests, campaigns, and even one-shot games. I've compiled a list of great articles for you to check out here that cover that very set of topics:



Total Party Kills

There's a lot of lingo to learn when you're first getting into TTRPGs. One of the first things you may learn about or even experience for yourself is the legendary DnD TPK. TPK stands for "Total Party Kill," or total party wipe - an encounter where everyone's characters die.


Though sad, TPKs are also often the source of a great deal of fun, as you learn for the first (or even the fiftieth) time that TTRPGs can be dangerous worlds, and the adventure you find there can be very deadly!

TTRPG Campaign

The Dungeon Master

Not all TTRPGs have a dungeon master, but most do. The dungeon master - or game master - is the person who leads the gaming group. Depending on the actual game system you play, it's typically the dungeon master's responsibility to set up the gaming group, coordinate everyone's schedules, plan the game's world, run encounters, plot the main storyline, and mediate players' actions. Being the dungeon master is a big responsibility, but one that many people find very rewarding.


If you ever need help with your own dungeon mastering, I've put together an entire article on Dungeon Master Tools that I've found essential for running my own games. Also, no matter whether you plan on running a relatively short campaign, or one that could span years, I recommend investing in some form of Campaign Planner where you can organize and journal about your story's ideas.


Dungeon a Day

Speaking of quest ideas and dungeon master resources, the Eternity TTRPG website is now home to Dungeon a Day, where you can check us out each day that the event is running for a new dungeon room. Every month, the combined dungeon rooms build up to a complete dungeon floor, which you can use in your ongoing campaign.


Dice, Miniatures, and Tabletop Gaming Mats

Don’t worry about getting anything fancy before playing a TTRPG for the first time. If you really enjoy the genre, and find a good group to play with, you can always upgrade. For your first few games, you may want to pick up the following:


  • Set of dice. Most sets come with a couple d6 (6-sided dice), d8, d10, d12, and d20. Some also come with a couple d10’s so players can “roll” a d100. If you're curious about what dice you should buy, check out my article on the Best D&D Dice for your game.
  • If you’ve already chosen or created the character you’ll play in the game, pick up a miniature that fits your character. Some people also enjoy painting their miniature, for added customization.
  • If no one in your group has a battle mat, and the game uses miniatures, pick up a basic one, or find one with some good background artwork.

If you get into playing a TTRPG you will see the appeal to customizing which dice, miniatures, and gaming mats you use, almost immediately. They really do add a world of fun in their own right.


Online Initiative Trackers

If you're going to play tabletop RPGs the way that most are intended, you may want to check out an online Initiative Tracker. Initiative trackers make it easy for dungeon masters and players alike to determine when it's their character's turn when it comes to combat encounters.


In the past, for my own games, I've experimented with everything from keeping track of initiative on notebooks, to using Initiative Trackers like what you can find on Amazon, to online trackers. What I can definitely tell you is that having some fun and engaging way (even aesthetically pleasing way) to keep track of initiative can be a big help for your tabletop games.


D&D Gifts

If you play TTRPGs for any degree of time, you'll soon come to realize that there are a ton of really cool gifts you can either give someone, or ask for yourself, based in the world of tabletop RPGs. Artwork, dice, miniatures, battlemaps, even music, games, or movies - really, the list is endless.


If you're curious about what's out there, looking for a gift for someone, or want to see what you might get for yourself, take a look at my Ultimate DnD Gifts Guide for over 50-ideas and inspirations. Also, if you need some gifts that that special dungeon master in your life, take a look at the Ultimate Dungeon Master Gifts compilation I've put together.


And finally, don't forget about having a very merry DnD Christmas! You won't find such exciting DnD-themed ugly sweaters anywhere.

Tabletop RPG Minis

TTRPG Character Sheets

Probably the most useful part of any TTRPG is the character sheet. Each tabletop game system has a different set up for the character sheet. Some are very simple, and are comprised of only a couple columns on a sheet of paper. Others are multiple pages long, with each page crammed with information. The character sheet is so useful because it’s basically a summary of the game’s rules, laid out for players as a quick reference on how to play.


It’s also a summary of each player’s character in terms of their strengths, weaknesses, and important notes for roleplaying. Need to know whether or not a player’s character is capable of achieving a task with any uncertainty of success? Check the character sheet. Need to remember some important detail from a character’s past? There’s probably a section for that on the character sheet (and hopefully the player used it to write down that important detail).


Aside from just being dead useful, TTRPG character sheets are fun. They’re fun to look at, for the unique designs game creators so lovingly put into them. They’re fun to read in detail, to get an idea for how a game is played. And they’re fun to search through when in the heat of an important moment in the game, hoping beyond hope there’s something listed on there that can save you.


Character Ideas

Of course, character sheets are only useful for explaining an awesome character idea. If you ever want to explore some additional options on character design, or need inspiration for your own unique creation, check out these awesome DnD Character Ideas where you can find about 10-different character concepts that you may try for your upcoming campaign.

Dungeon A Day Article

Dungeons and Dragons Resources

Of course, of all TTRPGs, Dungeons and Dragons is by far the most famous and most played. If you're specifically planning to play D&D, here's some additional resources that you and your group can use in your upcoming games. The following posts are specific strategy guides on some of the game's most important/ iconic spells, and other important D&D 5th edition topics:


Try Out a Group GM TTRPG

Most TTRPGs use a single GM (game master) to run the game, providing details for the world, NPCs (non-playable characters), and more. 


If you’ve never played a group GM game before, though, I highly recommend it. Most group GM games result in chaos, as every player contributes to the game’s story, world, NPCs, etc. However, Eternity TTRPG has solved those problems. Check out our Shop page to learn more about how you can leverage all of your group’s creativity, play as a GM, and also roleplay your own character – all in the same campaign.

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

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


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


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

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