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.

Undead figures in a city at night, with one playing a stringed instrument under a large, crescent moon.
By Jacob Tegtman December 6, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RwDiy7u-wUo Transcription In Kalero, the canyon walls sing.  Not literally — but if you listen closely, as the desert wind slips through the stone crypts and carved tombs, you’ll hear something. A rhythm. A pulse. A beat. And when the Crooked Moon dips behind the cliffs, figures begin to emerge — their bones glowing with blue light, their skulls crowned with curls or braids, their steps half-dance, half-swagger. These are the Relicborn — the living memories of Kalero. Dressed in vibrant fabrics, lacquered patterns, and sometimes… a flashy swashbuckler’s cape or rapier at their side. Today on Eternity TTRPG, we’re diving into one of the most joyful, most soulful, and most stylish ancestries in all of Druskenvald. Crooked Moon continues to be one of my favorite adventure supplements of all time, and you can pick it up on D&D Beyond. Whether you’re a player wanting a character with flair, you’re a DM craving new cultural flavor for your campaign, or you’re just a lore-nerd who loves stylish undead — this one’s for you. The Relicborn are a species native to Kalero, a province lined with towering canyon walls carved into catacombs and mausoleums. But despite being born from tombs, they are anything but gloomy. These are living skeletons , decorated with any number of colors, hand-painted motifs, and glowing patterns. Their bones are encased in a translucent magical substance that gives them full humanoid shape. And if your Relicborn wants big curly swashbuckler hair? Yes. They can actually grow it from their skulls. Where they come from is unique: they’re formed in the crypts of Kalero, rising from ancestral memory and celebratory magic rather than necromancy. Theirs is not a culture of undeath — it’s a culture of joy , reflection , and honoring the past through celebration. Every Relicborn is essentially a walking festival — a living memory kept alive through music, dance, and stories. Relicborn society is built on a delicate balance: the energy of a vibrant celebration and the quiet reflection of ancestral remembrance. Imagine communities built along canyons, with lantern-lit walkways leading into ancient tomb-shrines. Families gather at night to play music, tell stories, and dance under blue and purple moonlight — while their ancestors' spirits look on. Their festivals can last days. Their moments of silence last just as long. They thrive in community — in the stories of who came before, and who they themselves will become. Relicborn live roughly 250 years , and when their time ends… they simply collapse gracefully into a pile of bones, returning to the crypts that first birthed them. All of the fun roleplaying stuff aside, let’s break down how their mechanics reflect their culture, starting with the most signature ability: Dance of Death As a bonus action, you make a DC 15 Charisma Performance or Instrument check. If you succeed, your next attack roll this turn has advantage . If you succeed by 5 or more? You roll one of your Hit Dice (without spending it!) and gain temporary hit points . This is perfect for swashbucklers, bards, rogues — anyone who wants to flavor combat like a deadly dance. Next, they have: Eternal Party Relicborn don’t sleep. Instead, they complete a long rest in four hours so long as they spend it in revelry — music, storytelling, gentle dancing, or shared celebrations. Imagine your party taking a rest and your Relicborn swashbuckler quietly jamming with a bone flute while keeping watch. This one’s pretty good: Moment of Remembrance When a creature you see within 30 feet fails a d20 test, you can use your reaction to add 1d4 to their roll. Once you turn a failure into a success, you can’t use it again until a rest. Relicborn are bursting with character potential. They have Incredible aesthetics. From glowing bones to swashbuckler outfits — you can lean into a Day-of-the-Dead style undead, a pirate, a festival style, or something Gothic. If you were to play a Relicborn… What would your glowing bones look like when you’re afraid, happy, or angry? And when your long life ends — what do you hope those you care about remember about you? Drop your ideas in the comments. And if you enjoyed this deep dive into the Relicborn, hit like, subscribe, ring the bell, and join me next time as we explore another Crooked Moon ancestry. Until then — Keep the music playing. Keep the celebrations bright. And may every memory lead you to your next dance.
Dark illustration of a crooked, spooky house under a full moon. Title
By Jacob Tegtman December 2, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Kl3c6djcgbo Transcription Imagine your character in a folk-horror saga — not just another adventurer, but someone with a personal fate, a hidden thread that drags them deeper into shadows and tragedy… or redemption. That’s exactly what Fateweaving brings to Druskenvald in The Crooked Moon. The Crooked Moon isn’t just another D&D book. It’s a 600-plus-page folk-horror campaign that plops players into a sun-starved realm of nightmares, rituals, and haunted rails. Welcome back to Eternity TTRPG, your home for deep-dive D&D news breakdowns, world-building insights, and tools to level up your tabletop storytelling. Whether you’re a forever-DM, a lore-monster, or someone who appreciates a well-crafted adventure, we tackle the big ideas behind the games you love. And today, as with many videos I’ve created over the past several months, The Crooked Moon gives us plenty to sink our teeth into. What sets Crooked Moon’s System apart from the standard “roll dice, then fight monsters” is the optional system called Fateweaving — a way to bind each character’s past, motivations, and desires directly into the core of the campaign. Fateweaving gives each character a Thread of Fate — one of 13 possible personal arcs. At character creation (or early on), each player picks a Thread that defines a personal goal: lost memories, cursed lineage, spiritual duty, monstrous ambition — you name it. Then, throughout the campaign’s story, the GM weaves in six Narrative Touchpoints specific to that Thread. These form a full character arc , culminating in a personal climax and catharsis that runs parallel to the main story – they’re something much greater than just “side quests.” The first touchpoint, Incitement , ties a character’s personal quest to the campaign’s opening (often aboard the spectral Ghostlight Express or within the Crooked House). As the story progresses, the character meets allies or NPCs connected to their fate, uncovers secrets, faces a personal trial, then pushes through to their own climax — all while the main horror unfolds. In the end, during the epilogue, each character receives Catharsis — the emotional and narrative payoff for their arc. This means every player is actively living their own horror-tale inside the larger one of your full campaign. You might ask: why bother with all this Fate Weaving stuff? It does add potential complexity to your campaign, after all. So why not just run a normal campaign? It’s because Fateweaving transforms The Crooked Moon – or, any campaign you’re running –into a deeply personal story, for the players. It gives each character agency and meaning — their choices and their backstories matter. It increases emotional engagement for players : horror, hope, tragedy — when stakes are personal, every failure and every success resonates. It helps GMs balance player spotlight : with distinct Threads, you can weave in scenes tailored to each player without derailing the main plot. For players who love roleplay and character development — this is the sweet spot. Let’s pick an example Fateweaving Thread — say the Thread of Deliverance – and run through it really quick, just to give you an idea for how this works. The character begins lost, ejected from the spectral train, given only a broken compass. (this is the “Incitement” step) Later, at a trading post, a shady merchant hints he knows of strange artifacts. (this then, is the “Connection” step) On a creepy riverboat, the character recovers the first piece of a broken family heirloom. (with the “Discovery” step) In a haunted cemetery sanctuary, they wrestle the second piece from a statue’s grasp. (the “Confrontation” step) After the final boss — the Crooked Queen — they reclaim the last piece, reforge the heirloom, and choose either to become a ferryman of souls… or walk away free. (culminating in the “Climax + Catharsis” step) Suddenly, your campaign isn’t just “we stopped the big bad.” It’s the players’ story. Their redemption. Their choices. And in this case – even their soul. If you want to try out Crooked Moon’s Fateweaving system, here’s some very easy ways to get started: L et your players pick Threads early in the campaign – or, if you’re already running one, let them pick at your next session – then collaborate to weave their backstories into the world you’re running. Keep the Touchpoints flexible: treat them as narrative prompts — adapt to what your players do rather than forcing them. Be generous with spotlight time: Fateweaving only works if each character actually plays their arc, and gets to express their character through each important moment. Use Touchpoint rewards to drive engagement: use boons, stat bonuses, and narrative closure — they reinforce the importance of the arc. Don’t be afraid to deviate: mix endings, merge threads, or create custom ones — Crooked Moon’s Fateweaving system is meant as building blocks for you, not a cage you have to live in. If you run your next horror campaign in Druskenvald — or any other world where Crooked Moon’s spooky setting fits — consider using Fateweaving. It’s not just good for story… it’s the kind of DM fuel that turns players into protagonists, and campaigns into personal sagas . That’s it for today! If you enjoyed this breakdown, don’t forget to hit like, subscribe, and ring the bell for more RPG-craft content. And hey — maybe share in the comments which Threads of Fate you’d gravitate toward first. Thanks for watching.
By Jacob Tegtman November 25, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=JgWieYGo8k8 Transcription In Druskenvald, the fields whisper. When the harvest is ready, something else rises too — figures of burlap and bone, lit from within by ancient green magic. Welcome to Druskenvald, under the eerie light of the Crooked Moon, where the Harvestborn stand as living scarecrows bound to the land, the harvest … life and death. Crooked Moon has become one of my favorite adventure supplements of all time, and you can get a copy from D&D Beyond. Today on Eternity TTRPG , we’re diving deep into one of the most unique ancestries in the Crooked Moon setting: the Harvestborn . Whether you’re a player looking to build an unforgettable character, you’re a DM planning your next atmospheric campaign, or just someone who loves rich D&D lore, this video is for you. We’re breaking down who the Harvestborn are, where they come from, what makes them so magically eerie, and how their mechanics and lore work together to create incredible storytelling opportunities. Think of this as your complete guide to understanding — and playing — these scarecrow-souled guardians of Enoch.” The Harvestborn are somewhat like other mechanical races in D&D — but their spooky scarecrow model just makes for great stories, worth telling. In The Crooked Moon / Druskenvald setting, each ancestry (or “species”) does have a sort of “home province,” but that doesn’t necessarily mean they only exist there. Harvestborn are a constructed species native to the province of Enoch in Druskenvald. According to lore, they are crafted with great care by the lord of Enoch, Methuselah. These constructs are infused with a vibrant, green magic — the same life-essence that flows through the fertile fields of their homeland. Methuselah is the patient, almost paternal figure who oversees the province of Enoch . He is deeply attuned to the green magic of his land — not merely as a ruler, but as a guardian of the cycle of life, death, and rebirth: under his watch, Harvestborn are created, nurtured, and eventually laid to rest so they may be reborn. Though he is a lord, Methuselah is less interested in dominion through fear, and more through stewardship: his role is tied to growth and harvest, not conquest. This makes him a figure of both authority and nurture — one who shapes his people not just from straw and wood, but with intention and magic. In a province-overview document for Enoch, Methuselah is described as: “a black-furred cat-man with eyes as gold as the province’s grain fields …” For role-playing, you could lean into the mystery of who this creator of Harvestborn is, and how his Character affects the Harvestborn: Where did this mysterious, and obviously powerful figure come from? What is his magical or ancestral origin? Does he share any soul-link with his Harvestborn creations? Back to the Harvestborn, they resemble scarecrows — bodies of wood, straw, metal, and other implements. Their heads glow, sometimes made from pumpkins, turnips, or even burlap sacks. But though they look like eerie husks, they are deeply tied to life … and to death. In their society, they live in harmony, focusing on community, fellowship, and the cycles of growth. Food is their harvest; death is their rebirth. Mechanically, Harvestborn are constructs — not quite living, but driven by magic. They are Medium size, approximately 4 to 7 feet tall, and in-game move at 30 feet per round. One of their defining traits is called Culling : when a Harvestborn damages a creature that is already wounded, they can deal an extra 1d12 necrotic damage . That’s powerful — especially when you’re finishing off a foe.” But like their creator, they’re not just about dealing death. Harvestborn also have Gift of the Green . As a bonus action, you can touch the ground and grant healing: a friendly creature within 30 feet can roll a Hit Die, and they heal the amount rolled plus your proficiency bonus. Then there’s Jack-O-Lantern : you know the Dancing Lights cantrip, and you choose whether your spellcasting ability is Intelligence, Wisdom, or Charisma. Being constructs, you don’t need to breathe, eat, or drink. That’s the Scarecrow Nature trait. And for rest, you can actually skip sleep entirely: instead, you can take a Watchful Rest — staying motionless and conscious for 4 hours, but still count it as a long rest. The Harvestborn are deeply thematic. Their existence is a living tension between life and death — they harvest crops, but they also harvest life’s vital essence. Their cycle of rebirth is intrinsic: they often live around 100 years , and then ‘accept death’ … only to be reborn again. As a player, this opens up incredible role-playing opportunities. Do Harvestborn remember their past incarnations? Do they cherish each lifetime, or dread what comes next? Are they fully aware of their created nature … or do they feel things in a way similar to how a living soul does? From a thematic standpoint, Harvestborn embody folk horror beautifully: agricultural rituals, seasonal death and rebirth, quiet sacrifices in the fields. Their identity is bound to community — they grow and heal their people, they protect the land … but they are also constructs, perhaps seen as eerie or uncanny by outsiders. On a personal level: what memories do Harvestborn carry between lifetimes? Do they still form strong bonds with people of other ancestries, knowing they might reincarnate only to find their friend permanently dead? And then, perhaps, do they fear what it means to be reborn? “So — why pick a Harvestborn for your Crooked Moon game? First, for the unique flavor: you’re not a typical D&D race. You’re a magical construct with deep roots in folk horror. Your mechanics reflect a duality: offensive power (Culling) and support (Gift of the Green), with cycles of death and rebirth.” “Second, the role-playing potential is huge. Harvestborn come built in with internal conflict, an apparently never-ending cycle of life and death, the mystery of reincarnation — that’s rich ground for character development. And third, they fit the Fall/ Harvest time aesthetic: moody fields, harvest rituals, green magic shimmering in twilight — Harvestborn are made for a Harvest/ Halloween setting.” At the end of the day, Harvestborn are more than just scarecrows — they are echoes of the land itself, vessels of green magic, and agents of an eternal cycle. In the folk-horror world of The Crooked Moon, they also bring a unique combination of power, mystery, and heart.” But now, it’s your turn. If you were to play a Harvestborn in your next game, how do you think you’d face your life, knowing that even after death – you’d simply be reborn? Would you welcome rebirth — or resist it, knowing that you’d never be able to outrun yourself, even at the end of your life? And if you could carry something forward into your next life – experiences you’ve had, love you’ve shared, desires you’ve felt, what would that be?” “Drop your thoughts in the comments — I’d love to hear your cool Harvestborn roleplay ideas. And if you enjoyed this deep dive into one of Crooked Moon’s coolest ancestries, don’t forget to like, subscribe, and hit the bell. Next time, we’ll explore another one of Crooked Moon’s lineages. Until then, may your roots stay deep, your light burn bright, and may every ending lead you toward your next beginning.
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