Warforged 5e – D&D 5th Edition Race

These race details for Warforged 5e include everything you need to know for your game. I also have a list of other DnD reference info available for you on related topics.


Warforged make for an interesting race for pretty much any RPG campaign. They have a mechanical/ magical body, but a living being's soul contained within.

 

Race details for Warforged 5e come from Eberron: Rising from the Last War (which, by the way, could make for an excellent DnD Gift!).


"Pierce was built by design, while you were built by accident,” Lakashai said.

“The soul is what matters, what the shape of the vessel.”

“What makes you think he has a soul?” Gerrion said.

“What makes you think you do?”

-Keith Baker, The Shattered Land

Behold Scyaroth, Warforged Barbarian.

Warforged 5e Traits

Your warforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.


Ability Score Increase

Your Constitution score in­ creases by 2, and one other ability score of your choice increases by 1.


These stat increases may not seem incredibly significant, but they make for a terrific combination. Having the additional Constitution makes your warforged character more durable by providing additional hit points and increasing your Constitution Saving Throw.


Having an increased Constitution Saving Throw makes playing spell casting classes easier for warforged, at least so far as keeping us spell concentration goes, should you take damage.


Finally, warforged 5e provide an additional +1 to any other ability score of your choice. Obviously, you should put that point into whatever ability is most needed for your desired class. Though a +1 may not seem like a huge value, it does increase the number of classes you can realistically play by quite a bit.


Constructed Resilience

You were created to have remarkable fortitude, represented by the follow­ing benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.


In my experience, most D&D groups don’t really track things like food, water, or even disease (unless it’s a sort of magical disease or curse, which is often central to the storyline). So, in my mind, the main benefits from “Constructed Resilience” are the other effects.


Having resistance and advantage against poisons and poison damage can be big in certain scenarios. Also, not being able to be put to sleep isn’t something you’ll benefit from very often, but it is extremely nice when you do get the benefit.


Overall, depending on your DM, I have to say that constructed resilience (along with the other perks to being a Warforged, which basically make it harder for you to die) can absolutely contribute to avoiding a DnD TPK.


Sentry's Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.


Since warforged 5e don’t lose consciousness while taking long rests, you basically get the Alarm 5e spell going at all times, for free.


It should be just about impossible for anyone to ever sneak up on an adventuring party at night, with a warforged in the group. Short of someone casting a spell like invisibility or at least Silence 5e, the warforged should be able to notice anyone approaching.


Integrated Protection

Your body has built-in defen­sive layers, which can be enhanced with armor:

  • You gain a +l bonus to Armor Class.
  • You can don only armor with which you have profi­ciency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.


Having a flat +1 bonus to AC is really valuable, no matter what character class you’re playing as a warforged. If you want to fight on the frontlines, that +1 AC keeps you alive. Meanwhile, if you want to cast spells from the back lines, that +1 AC further aids you with Constitution saves whenever you’re casting concentration spells.


Otherwise, I’d say that the 1-hour requirement to don or doff armor isn’t really a big deal – in probably 99% of cases. Additionally, since shields do not count as “armor” in D&D 5e, it doesn’t really matter that your armor can’t be removed against your will.



Best Classes for Warforged 5e

Realistically, because warforged get a +2 to Constitution, another +1 to any ability score of their choice, a flat +1 to AC, and proficiency in an additional skill of their choice, they can play as any class. Warforged 5e are a durable and flexible race.


That being said, there are some classes where warforged 5e truly excel. Here's the facts for Warforged class combinations, which can probably help you with some great DnD character ideas as well!


Warforged Artificer

The primary stat for Artificers is Intelligence, so make sure that you spend your extra +1 ability point there. Otherwise, Artificer offers so many different ways to play that you can certainly make a warforged artificer work.


Even between the artificer specialists of alchemist, artillerist, and battle smith, I wouldn’t say that any of the three stand out terribly, as a warforged.


If you choose Battle Smith though, you will get a “Steel Defender,” which can help to soak up some damage (not that you need it, already having +2 Constitution and +1 AC). Plus every 6th-level artificer also gets a “Homunculus,” so especially counting allied creatures, warforged artificers can be quite a lot to deal with.


Thematically, a warforged 5e artificer fits in perfectly. Since warforged need to visit an artificer to change their appearance anyways, you’ve got everything you need within your own tool kit. Artificer’s are natural tinkerers, and can imbue magic into items, which is basically exactly what you are as a warforged (one large, magical item).

 

Warforged 5e Barbarian

A warforged barbarian is basically a menace to everyone who stands against them. With your extra hit points from your +2 Constitution, bonus +1 that you can put towards Strength, and natural +1 AC, the warforged barbarian is super tough and deadly.


As a Path of the Totem Warrior Barbarian, your warforged as a bear totem eventually gains the ability to give disadvantage on attack rolls to all enemies within 5-feet of you, who attack anyone but you.


Furthermore, while raging as a bear totem Barbarian, you also gain resistance to all damage types except for psychic.

Though all subclasses can work for warforged 5e, this combination is particularly brutal, as you’re already so hard to kill already. Then, you add damage resistance on top of that, and make it so that your allies are also harder to kill. Totally brutal.


Warforged Bard

A warforged bard may not maximize their advantages provided unless you put them right in the middle of the action, in combat. Since the bard’s most important ability is Charisma, you should use your +1 ability point for that purpose.


Otherwise, the bard’s “Bardic Inspiration” is basically their most valuable contribution to the party. If you have a high Charisma score as a bard, then you can use “Bardic Inspiration” more often, as a Bonus Action.


So long as you can stay in the middle of the fight, enemies should start to notice the value you bring with “Bardic Inspiration,” and then you can put your +2 Constitution and +1 AC to work.


Finally, the “College of Valor” Bard has the “Battle Magic” trait, which lets you make one weapon attack as a bonus action whenever you cast a bard spell. As a warforged who’s in the middle of combat, having that attack really makes the most out of your natural race traits.

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Warforged Cleric

Clerics can take many roles in D&D, including some that fit Warforged play style quite nicely. In particular, you may take a look at the “War Domain” cleric, which provides very useful Channel Divinity effects, such as “Guided Strike.”


Guided Strike: Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.


War Domain clerics provide options for the class to fight in close combat, which favor Warforged. Additionally, the extra Constitution from Warforged and +1 bonus to AC help create a somewhat tanky cleric character.


It’s also worth mentioning that in addition to providing additional HP at level-up, the bonus Constitution that Warforged receive also makes it easier for them to maintain concentration spells when taking damage. Since clerics have so, so many buff or debuff effects that they can use as concentration spells, the extra Constitution is a very nice bonus to have.


Just imagine casting cure wounds or bless 5e as a warforged who's so durable already that you basically can't die...


Warforged 5e Druid

There aren’t incredibly strong synergies between the Warforged 5e race and the druid class. Of course, every class benefits from having additional HP and AC, which Warforged naturally provides. However, the best case scenario for a Warforged 5e druid is to be in the middle of combat as probably a “Circle of the Moon” druid.


Circle of the Moon druids feature more physically powerful wild shape forms, providing the character with more healing options through “Combat Wild Shape,” higher CR wild shapes through “Circle Forms,” and even “Primal Strike” to overcome damage resistance.


Warforged Fighter

When it comes to D&D 5th edition, the Warforged Fighter has become a popular choice among players. The sentient constructs, forged for war, possess unique abilities that make them formidable on the battlefield, particularly in the role of fighters.

This is really a class where Warforged 5e truly excel.


A key strength of the Warforged Fighter is their versatility. With their proficiency in all martial weapons and their ability to choose from a wide range of fighting styles, Warforged Fighters can adapt to various combat situations.


Whether wielding a greatsword with unmatched strength or dual-wielding weapons with finesse, these mechanical warriors can excel in any combat role.


Furthermore, Warforged Fighters possess a unique ability called Integrated Protection. This feature allows them to embed armor into their bodies, granting additional protection without the need for external equipment. This not only enhances their durability but also frees them from the burden of carrying heavy armor, enabling them to move swiftly and strike with precision.


Combine the high Constitution and innate AC of a Warforged with the fighter’s ability to deal tremendous amounts of physical damage, and you can see why this combination is so powerful.


Warforged Fighter Playstyles

The Battle Master subclass is a popular choice for those seeking tactical prowess. With access to a variety of combat maneuvers, such as disarming foes or tripping them, Battle Masters excel at controlling the battlefield and providing strategic advantages to their allies.


Additionally, the Champion subclass is a straightforward yet reliable choice. With improved critical hit chances and increased durability, Champions become unstoppable forces on the battlefield. They are the epitome of a classic fighter, relying on sheer strength and resilience to overcome their foes.


Personally, I love the improved critical hit chance that a Champion provides. It’s so fun for to me, rolling lower numbers to deal huge damage. This subclass isn’t fancy, but it gets the job done.


Lastly, for those who prefer a more magical approach – not that you typically would, playing a Warforged –  the Eldritch Knight subclass is an excellent option. This subclass combines martial prowess with arcane spellcasting, allowing Warforged Fighters to cast spells and enhance their combat abilities.


With access to spells like Shield and Absorb Elements, Eldritch Knights can bolster their defenses and adapt to different damage types, weakness, resistances, and immunities. This could be a fun subclass to roleplay, though I have to say that it would likely not be as “strong” in combat as the other subclass options.  

Warforged 5e Classes

Haru here is actually a human nether knight, but his armor and weapons make him look like a perfect Warforged - just for some inspiration for you!

Warforged Monk

Warforged 5e monks have become a popular choice among players in Dungeons and Dragons. These unique characters combine the mechanical prowess of the warforged race with the disciplined combat techniques of a monk.


Warforged, as a race, possess several inherent advantages that make them formidable monks. Their integrated armor grants them additional AC, providing excellent protection in combat. Additionally, their composite plating ability allows them to add their proficiency bonus to Strength (Athletics) checks, making them highly skilled in grappling and other physical maneuvers.

Moreover, Warforged monks benefit from their racial traits, such as the ability to resist poison and disease. This resilience can be crucial in battles where such afflictions are prevalent.


So, what makes a Warforged monk good? In short, it’s their combination of high AC, proficiency in various Skill checks, and resistance to poison and disease make them durable and versatile combatants.


Additionally, their racial traits synergize well with the monk's core features, such as Unarmored Defense and Martial Arts. This combination allows Warforged monks to excel in close-quarters combat, delivering powerful strikes while remaining agile and protected.


Warforged Monk Playstyles

Now, let's discuss the choice of subclass for a Warforged 5e monk. The subclass you choose will greatly influence your playstyle and abilities. Here are three popular options:


  1. Way of the Open Hand: this subclass focuses on unarmed combat and control. It offers abilities such as Open Hand Technique, which allows you to knock opponents prone or push them away with your strikes. The Quivering Palm feature is particularly potent, as it can deliver a lethal strike to your foes.
  2. Way of the Four Elements: this subclass taps into the elemental forces, granting you access to a variety of elemental disciplines. You can unleash powerful fireballs, summon walls of ice, or even control the flow of water. This subclass adds an extra layer of versatility to your Warforged monk.
  3. Way of the Shadow: this subclass emphasizes stealth and deception. It grants you abilities like Shadow Step, allowing you to teleport through shadows, and Cloak of Shadows, which grants you temporary invisibility. If you prefer a more subtle and mysterious approach, this subclass is an excellent choice.


Warforged 5e Paladin

In the vast world of Dungeons & Dragons, the Warforged 5e Paladin is a unique and formidable character choice. Also, for some reason that I have a little difficulty explaining, it’s actually a pretty common choice among players.


Note that Warforged in general aren’t played a whole lot, so I don’t mean to dissuade you from playing a Warforged 5e paladin if that’s what you really want. I just mean to point out that a number of players seem to enjoy playing a mechanical paladin.

First and foremost, as with every class that Warforged touch, Warforged Paladins possess exceptional durability and resilience. Their sturdy construction grants them a natural armor, making them a formidable force on the battlefield.


Additionally, their integrated protection ability allows them to enhance their armor class further, making them incredibly difficult to hit. This innate toughness makes them excellent front-line combatants, capable of absorbing blows and protecting their allies, which one could argue, is one of the paladin’s primary roles.


Furthermore, the Warforged's unique composition grants them several other advantages. They don't require food, water, or sleep, allowing them to remain vigilant and ready for battle at all times – another often-forgot value that Warforged bring to the table.


The Warforged’s ability to withstand extreme environments makes them ideal for adventuring in harsh terrains, as they hunt down and obliterate evil. Moreover, they have advantage on saving throws against being poisoned and resistance to poison damage, making them highly resilient against certain types of attacks, which they may often face in undead enemies, or when battling dark wizards.


Warforged Paladin Playstyles

When it comes to choosing a subclass for your Warforged Paladin, there are several excellent options to consider.


The Oath of Devotion is a classic choice, emphasizing the Paladin's commitment to justice, truth, and protecting the innocent. This subclass grants powerful abilities such as Sacred Weapon, which enhances the Paladin's attacks, and Aura of Devotion, which provides immunity to charm effects for themselves and nearby allies.


Alternatively, the Oath of Vengeance offers a more aggressive playstyle. This subclass focuses on hunting down and eliminating enemies of the Paladin's cause. Abilities such as Vow of Enmity, which grants advantage on attacks against a specific target, and Relentless Avenger, which allows the Paladin to pursue foes who try to escape, make the Oath of Vengeance an excellent choice for those seeking a relentless and determined warrior.


Lastly, the Oath of the Ancients is an intriguing option for Warforged Paladins who wish to embrace their connection to nature. This subclass emphasizes protecting the natural world and radiates an aura of resilience and hope.


With abilities like Nature's Wrath, which ensnares enemies in difficult terrain, and Elder Champion, which grants resistance to damage and increased spellcasting, the Oath of the Ancients offers a unique and versatile playstyle.

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Warforged Ranger

Warforged 5e Rangers have become a popular choice among players in Dungeons and Dragons.


These unique characters bring a blend of mechanical precision and natural prowess to the battlefield. But are they really good? And what sets them apart from other ranger options?


Their inherent traits, such as their high Constitution and proficiency with medium armor, make them durable and capable of withstanding heavy damage. Additionally, their unique ability to integrate magical items into their bodies allows them to enhance their combat abilities even further.


This means that a Warforged Ranger can be a force to be reckoned with, both in close-quarters combat and from a distance. One of the key factors that make Warforged Rangers stand out is their versatility.


Rangers are known for their affinity with nature and their ability to adapt to various environments. With their mechanical nature, Warforged Rangers can easily blend into any setting, whether it be a dense forest or an urban cityscape. This adaptability makes them excellent scouts and trackers, as they can navigate and survive in any terrain.


Furthermore, Warforged 5e Rangers have access to unique features that set them apart from other races. Their Integrated Protection ability allows them to add their proficiency bonus to their armor class, making them even more resilient in combat. Additionally, their Living Construct trait grants them immunity to disease and resistance to poison, further enhancing their survivability.


Warforged Ranger Playstyles

When choosing a Warforged 5e Ranger, it is important to consider your playstyle and the role you want to fulfill within your adventuring party.


If you enjoy being on the front lines, dealing damage up close, the Hunter archetype might be a good fit for you. This archetype focuses on dealing maximum damage to enemies, making use of abilities such as Colossus Slayer and Multiattack Defense.


On the other hand, if you prefer a more supportive role, the Beast Master archetype might be a better choice. This archetype allows you to form a bond with a companion, such as a wolf or a bear, and fight alongside them. This can provide additional utility and versatility to your party, as your animal companion can assist in combat or help with tracking and scouting.


Warforged 5e Rogue

One intriguing class choice for Warforged 5e is the rogue. But firstly, let's address the question of whether Warforged rogues are good.


The answer is a resounding yes. Warforged, with their unique mechanical composition and built-in enhancements, bring a range of advantages to the rogue class. Their natural armor plating grants them a higher base AC, making them more durable in combat compared to other rogues. This increased survivability can be a game-changer, especially when you find yourself in the thick of battle.


Additionally, Warforged have the Integrated Protection feature, allowing them to integrate armor or weapons directly into their bodies. This feature not only saves on carrying capacity but also grants the Warforged rogue the ability to surprise opponents by concealing weapons or armor until the perfect moment. This can be a significant advantage in both combat and stealth-based scenarios.


What truly sets a Warforged rogue apart, however, is their unique race traits. Warforged are immune to disease, do not require food, water, or sleep, and have advantage on saving throws against being poisoned. These traits can be incredibly useful for a rogue, allowing them to explore dangerous environments, go on extended missions, and remain alert at all times.


Furthermore, their Warforged Resilience feature grants them proficiency in Constitution saving throws, making them more resilient against harmful effects.


Warforged Rogue Playstyles

Now that we've established the strengths of a Warforged rogue, let's discuss what you should consider when choosing this subclass.


If you enjoy being in the thick of combat, a Warforged rogue's increased durability and armor proficiency will suit you well as an Assassination rogue.


On the other hand, if you prefer a stealthy approach, the ability to integrate weapons and armor seamlessly into your body can provide the element of surprise as a Thief, or perhaps – in some rare cases – even an Arcane Trickster rogue.


Consider your character's backstory as well. Warforged are constructs created for war, so think about how this background can shape your rogue's personality and motivations. Are they a relic from a bygone conflict seeking purpose in the world?


The bottom line though, is that if you're looking for a unique and powerful class for your Warforged, don’t hesitate to try out the rogue.

Warforged 5e Character

Back when HeroForge made steel custom minis, my wife and I purchased a few of them for our campaigns. Steel minis naturally have a great Warforged look about them.

Warforged Sorcerer

Another unique combination that has caught the attention of many adventurers is the Warforged 5e Sorcerer. This mechanical being infused with arcane powers brings a fresh and intriguing twist to the battlefield. As always, first and foremost, the question arises: are Warforged 5e Sorcerers good? The answer is a resounding... maybe!


The Warforged race itself brings a host of advantages to the table. Built for war, these sentient constructs of course possess natural armor that provides them with additional AC, and of course the extra Constitution gives them more HP and better concentration saves, making them incredibly durable.


Sorcerers, themselves, are always amazing. They have access to a wide range of spells, including damaging spells like Fireball or utility spells like Invisibility, allowing them to adapt to various situations, which is useful when playing a race that – yes, it’s true – doesn’t 100% fit the class to a tee.  


Of course, the Sorcerer does provide Ability Score Improvements of your choice at 4th, 8th, 12th, 16th, and 19th levels, allowing even a Warforged to gain the necessary Charisma to become a powerful Sorcerer. This isn’t to say, basically, that a Warforged is a great fit for the sorcerer class, but rather that the sorcerer is basically a decent fit for just about any race.


Warforged Sorcerer Playstyles

When it comes to your subclass, I’d recommend taking a look at the Draconic Bloodline build, for both unique features and interesting roleplaying. Imagine, if you will, a sorcerer with a “bloodline,” when your race is actually... mechanical? Interesting thoughts, for sure.


But! The Draconic Bloodline sorcerer gains “Draconic Resilience,” giving you a base AC of 13+ your Dexterity modifier when you aren’t wearing armor, which stacks with your racial +1AC bonus.


Also, at 14th level you gain a pair of dragon wings, which sprout from your back. So, that’s obviously way cool.


Warforged Warlock

The sentient Warforged constructs, forged for war, possess a unique blend of mechanical prowess and, in a roleplaying sense, magical abilities. One intriguing class option for warforged is the warlock, offering a fascinating combination of mechanical resilience and eldritch power.


Are warforged warlocks good? Um, not necessarily, but they can be quite fun!


Warforged warlocks do have numerous advantages that make them formidable on the battlefield. Their inherent racial traits, such as their high Constitution and proficiency with armor, provide them with exceptional durability. This resilience allows them to withstand even the harshest of battles, making them a reliable front-line option for warlocks who choose the “Pact of the Blade,” or perhaps for those who choose “The Fiend” as their “Otherworldly Patron.”


Depending on your desired role, there are tons of invocations and spells available to warlocks that could conceivably complement your warlock playstyle. For example, if you want to be a tank, invocations like Armor of Shadows or Fiendish Vigor can boost your defenses, while spells like Armor of Agathys 5e can provide temporary hit points and damage reflection.


Also, if you cast spells like Hellish Rebuke 5e, with how defensive you already are as a Warlock, you can make it even less advantageous for enemies to attack you.


All of that being said, it isn’t like Warforged 5e get a bonus to Charisma, for warlock spell saves. The only real benefit that a Warforged gives to the warlock class is what they provide in the case of being any spell casting class – which is their bonus HP, concentration save from their high Constitution, and natural AC.


Warforged Wizard

With their unique abilities and versatility, Warforged can make for formidable wizards in your D&D game.


The Warforged’s high Constitution and Armor Class provide them with exceptional durability, making them difficult to take down in combat – which is really important for a wizard class, as the class itself is extremely fragile.


The innate resilience of a Warforged allows one who’s a wizard to focus on their magical abilities without worrying too much about their survivability. This, as you might imagine, is a big benefit.


Additionally, their integrated protection grants them proficiency with various armor types, further enhancing their survivability and versatility. Warforged also possess the Constructed Resilience trait, which grants them immunity to disease and resistance to poison damage.


Warforged 5e Wizard Playstyles

When it comes to choosing a subclass for a Warforged wizard, several options are available.


The School of Evocation is a popular choice, as it allows Warforged wizards to maximize their damage-dealing potential. With features like Empowered Evocation and Overchannel, they can unleash devastating spells that deal immense damage to their enemies.


This subclass is ideal for those who prefer a more offensive playstyle and enjoy obliterating foes with powerful magical abilities.

Alternatively, the School of Abjuration can be a great choice for Warforged wizards who want to focus on defense and protection. The Arcane Ward feature provides a protective barrier that absorbs damage, making the Warforged wizard even more resilient in combat. Or, consider having mage armor 5e on top of your natural Warforged AC bonus.


This subclass excels at protecting themselves and their allies, making them valuable assets in any adventuring party.

Lastly, the School of Transmutation offers Warforged wizards the ability to manipulate matter and transform objects and creatures. This subclass allows them to alter the properties of items, create temporary magical enhancements, and even transmute their own bodies.


With features like Transmuter's Stone and Shapechanger, Warforged wizards can adapt to various situations and overcome obstacles with ease.

Warforged 5e in a Campaign

Our gaming table before a big adventure towards the end of one of our year-long campaigns.

Warforged 5e Size and Other Characteristics

Warforged size is Medium.


As basically the “default” size in D&D, being medium doesn’t change any stats or add modifiers for attacks, weapons, AC, or anything else.


Speed

Warforged base walking speed is 30 feet.


Similarly, a base walking speed of 30 feet is also sort of the “default” value in D&D 5e. This simply means that warforged 5e are not particularly fast, nor slow.


Alignment

Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.


Oftentimes, you see characters like fighters play towards lawful neutral. I personally find alignment to only be much help when I’m first creating a character, as a sort of guiding light for how I want to roleplay.


However, alignment can be quite helpful for your game, so it’s worth thinking about. Of course, as an organic-machine character, you could certainly make the case to play about any alignment you’d like.


Warforged 5e Specialized Design

You gain one skill proficiency and one tool proficiency of your choice.


Though having an extra tool proficiency probably doesn’t matter much (or at all), having an extra skill proficiency is pretty handy.


Also, it just feels good in D&D when your character has proficiency with something. Whether or not that extra bonus to your roll makes a difference on an individual basis, knowing that the odds are in your favor is a major mental perk.


Age

A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical ag­ing effects.


Aging is another effect in D&D that most groups don’t pay much attention to. Unless you’re playing in a multi-year (or 40-year, plus) campaign, or your story is based around following a nation or group of people over decades of time, character age usually isn’t even a consideration.


Still, age can be a fun roleplaying component, and if you have something in mind for your warforged related to their age, this race leaves you with plenty of flexibility.


Languages

You can speak, read, and write Common and one other language of your choice.


Having the option for fluency in any other language of your choice is very nice. In my experience, language is probably the final part of a campaign that’s often overlooked.


Perhaps you’ll occasionally run across some cryptic script in another language, where fluency would help advance the story. However, aside from roleplaying, having access to multiple languages most often isn’t a useful part of gameplay.

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Warforged 5e Lore

Need some DnD Quest Ideas or Campaign Ideas to go along with your new Warforged? Look no further.


The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning.


Living Steel and Stone

Warforged are formed from a blend of organic and inor­ganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a frame­work of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed.


Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medi­cine skill all provide the same benefits to warforged that they do to other humanoids.


Warforged Personality

The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined func­tion and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.


The typical warforged shows little emotion. Many warforged embrace a concrete purpose-such as protecting allies, completing a contract, or exploring a land-and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in reli­gion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning.


The typical warforged has a sexless body shape.


Some warforged ignore the concept of gender entirely, while others adopt a gender identity.


The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artifi­cer to customize the look of its face, limbs, and plating.


Warforged 5e Quirks

Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks.


Roll 1d8:

  1. You analyze-out loud-the potential threat posed by every creature you meet.
  2. You often misread emotional cues.
  3. You are fiercely protective of your friends.
  4. You try to apply wartime discipline to every situation.
  5. You don't know how to filter your feelings and are prone to dramatic emotional outbursts.
  6. You don't understand clothing beyond its utility and assume it denotes a person's function.
  7. You are obsessed with your appearance and con­stantly polish and buff yourself.
  8. War is the only thing that makes sense to you, and you're always looking for a fight.


Warforged Names

Most warforged were assigned numerical designations for use in military service. Many of them adopted nick­names, often given to them by their comrades. As inde­pendent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.


Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall.


Warforged in Games Like D&D

As you no doubt already know, there are many games like DnD out there. With all the drama that's happened with Wizards of the Coast, and with D&D's shift to a more digital platform (and higher prices), many people have been looking for other TTRPGs to try out.


Eternity TTRPG has our own tabletop RPG that we've independently published. Check out the PDF download here, and let us know what you think!

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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.

Final Fantasy TRPG layout: Mana grid graphic
By Jacob Tegtman January 20, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=kPQfDB2cKSI Transcription Every Final Fantasy hero starts with a choice. Sword or spell. Raw power, or skill. But in Final Fantasy TRPG: Legend Edition, that choice doesn’t stop at your Class — it’s defined by the Jobs you choose from your class, the Circles you unlock, and the Limit Breaks that change the tide of battle. Today, we’re breaking down how Classes and Jobs actually work in Final Fantasy TRPG: Legend Edition — and how they shape your character from level one… to the final boss. Hey everyone, welcome back to Eternity TTRPG channel! If you caught one of my recent videos from before the holidays, we went deep into the Final Fantasy TRPG: Legend Edition core rulebook — and today we’re diving into one of the most iconic elements of any Final Fantasy system: Classes and Jobs ! Whether you’re planning your first character or optimizing a seasoned hero for this recently-released game, this guide has you covered. One of the longest-standing traditions in Final Fantasy is its Job system , and Legend Edition embraces this fully. Classes in this game are the framework or chassis of your character — they determine your character’s HP, MP, trained Skills, associated Jobs, and your Class Limit Break . Jobs are where the cool stuff really happens. Each Job is a set of abilities on a progression track, granting new Features at specific levels — these are called Circles . And you don’t just pick one — your character ends up with three Jobs (or four with optional full buy-in), each advancing at a different speed to give you abilities every level. There are four broad Classes you’ll choose from. Each class has what you could consider as subclasses – in Legend Edition, these are the “Jobs.” So, for example, some of the Warrior Jobs are berserker, dervish, dragoon, fighter, monk, samurai, and so on. So, let’s dive into the four classes: Number 1 - Warrior Masters of physical combat, Warriors excel in strength, endurance, and frontline fighting. Their Limit Break — Action Surge — lets them make extra attacks during an encounter, perfect for dealing burst damage. 2. Expert Battlefield manipulators and support roles go here. Experts rely on their wits and skill versatility, and their Limit Break — Savant — adds bonus dice to Skill rolls based on their level. 3. Mage If magic is your playstyle, Mages are your go-to. They lean into Spellcasting and area of effect mechanics. Their Turbo MP Limit Break doubles the effectiveness of MP spent on magical abilities during an encounter. And number four is Adept The hybrid class — versatile, adaptable, and capable of mixing physical and magical roles. Adepts don’t have a unique Limit Break; instead, they choose one from the other three classes, based on their job build. Now here’s where Legend Edition gets fun. Across the system are 50+ Jobs drawing inspiration from classic Final Fantasy favorites — think Black Mage , Dragoon , Thief , and more — giving you a huge palette of archetypes to mix and match. Each Job grants seven Features – called Circles – over its progression, spaced across levels based on whether the Job is on a Fast, Medium, or Slow advancement track — meaning strategic choices shape how your character evolves through the campaign. So, for example, you may choose the Warrior class because you like its HP, MP, and Skill point advancement numbers, you like its limit break, and you enjoy playing that overall archetype for your character. Then, you pick three Jobs to fill out your character. Say that you want a full warrior build, so you choose your three jobs to be: Dragoon, Knight, and Monk. From here, you’d decide which of those three jobs would be on your Fast advancement track, which should go on your Medium track, and which will be on your slow advancement. Important note here though: only one of your Jobs needs to be associated with your Class. That means the rest can actually be totally outside that box — so yes, you can be a Mage-warrior hybrid if it fits your concept! You could be a warrior class, with the Dragoon, Black Mage, and Chemist jobs. So, here’s the quick breakdown of Job progression: Fast Progression: Abilities at levels 1, 3, and every 3 levels thereafter Medium Progression: Abilities at levels 1, 4, and every 3 levels thereafter Slow Progression: Abilities at 2, 5, and every 3 levels thereafter This staggering system means every level feels like a growth moment. You get new Abilities (“Circles”) from all three of your jobs at the same cadence. But at the same time, you get Circles from the Jobs that are most important to you, at earlier levels. The rule book mentions this too, but if you do want to try out this awesome system, I’d recommend that you don’t stress too much about your first Job choices. There’s a ton of options here, which is great for replayability, and experimenting with side campaigns. But, there’s also too many Jobs to really nail down what you want to ideally play, the first time you try out this game. Probably instead, just pick classes that sound fun, and give it a whirl. To wrap up this video, I’m going to cover my personal favorite Job from each of the first three Classes. Since there’s over 50-jobs, there’s too many for me to dive into – at least today. But hopefully these quick snapshots give you a picture of how Jobs work, what kind of Abilities each provides, and some inspiration for your upcoming game: If I was to play a Warrior Job, I’d start with Dragoon: As you probably know, Dragoons are also often known as Dragon Knights . Dragoons are aerial combat specialists who use momentum for power. Originally trained to pierce the hides of massive foes like dragons, their style revolves around leaping high above the battlefield and crashing down with overwhelming force. Depending on the setting, Dragoons may hunt dragons, fight alongside them, or carry on their legacy after their extinction — but they’re almost always portrayed as guardians who stand against towering threats . In play, Dragoons are defined by the Jump and Blood of the Dragon Circles . Jump removes them from the battlefield for a round before returning with an automatic, high-impact strike. Meanwhile, critical hits generate Blood of the Dragon to fuel powerful Dragon Arts , which are the Dragoon’s situational combat techniques that modify your attacks, defenses, or Jump actions, for additional benefits. Next up, for the expert class, I’d probably start with Squire – I just have so many good memories from playing Final Fantasy Tactics: Instead of perfecting a single discipline, Squires develop adaptability through experience and improvisation. That flexibility makes Squires exceptional team players , able to step into gaps and support allies in many situation. Mechanically, the Squire revolves around Fundaments — where they grant short-term bonuses to allies based on that ally’s Class. Warriors hit harder, Experts perform better at skills, Mages cast more effectively, and Adepts can receive whichever boost fits the moment. As the Squire advances through their Circles, they can grant Fundaments to multiple allies at once, add secondary effects like increased damage or longer debuffs. I’m not always a team buffer kind of guy, but I do like the way Squires here make everyone else better , turning party coordination into a great strength. For my third Job, I’ll choose from the Mage class. This one’s really hard for me as I could see myself actually going like 3/3 mage, or maybe 2/3, at least. But, if I had to pick just one for my remaining Job slot, I’d go with Necromancer: Necromancers are reclusive magic-users whose art is inseparably tied to death and the Shadow. Often misunderstood or feared, they’re immediately recognizable by their Bone Commander — an undead construct that serves as both assistant and bodyguard. While some Necromancers lean into darker reputations, others act as shamans or intermediaries, communing with spirits to resolve unfinished business or bring peace to the dead. Their morality isn’t defined by their magic, but by how they choose to wield it. In play, Necromancers are spellcasters with access to the Necromancy spell list and a powerful Companion system . Their Bone Commander acts on their shared action economy, providing combat presence without needing its own stats or hit points. Their Limit Break, Friends on the Other Side , allows damage from the party to count as Shadow damage, supercharging Necromancer features and reinforcing their role as battlefield controllers who blur the line between ally and undead asset. So! There you have it. From adaptable Squires and sky-shattering Dragoons to shadow-touched Necromancers and beyond, Legend Edition’s Classes and Jobs are all about expression through choice . Your Class sets the foundation, but your Jobs — and how you progress them — define how your character actually plays at the table. Legend Edition feels... unmistakably Final Fantasy. What I really want to know is... from the 50+ jobs available in Legend Edition, what three Jobs would best define your Character? List your Jobs in the comments. Otherwise, thanks for watching! If you enjoyed this breakdown of Classes and Jobs in Final Fantasy TRPG: Legend Edition, hit that like button, subscribe for more content, and ring the bell so you don’t miss our next video.
By Jacob Tegtman January 15, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=QQLN8bvlo-Q Transcription If you’re like me, you just watched Stranger Things Season 5, and it was amazing. Personally, I felt like it really hit similarly to the first season – they did a great job. But you're watching Stranger Things, getting hyped about seeing D&D represented in mainstream media, when suddenly Mike declares he's casting a spell, as a paladin... at first level. And you're sitting there thinking, "Wait, that's not how that works." Well, you're not alone. Today we're diving deep into three quick, but glaring D&D mistakes – or, perhaps intentional and fun D&D alternations – that Stranger Things has made throughout its run. I love Stranger Things, so this is by no means a criticism of the show. If anything, some of these mistakes just makes me like it more. Because, let’s get real – most D&D games fudge something in the rules anyways. It’s part of the fun. And no one really wants to be a rules lawyer all the time. What's up, dice rollers! Welcome back to Eternity TTRPG where we explore everything that makes tabletop RPGs amazing. I'm your host, and today we're taking a critical but loving look at how Stranger Things – arguably the biggest mainstream representation of D&D we've ever had – got some pretty fundamental (and sometimes funny) things wrong about our favorite hobby. Now, before we dive in, let me be clear: I absolutely love that Stranger Things brought D&D into the spotlight. The show has introduced countless people to our hobby, and that's incredible. As D&D enthusiasts, we can appreciate the show while also having some fun pointing out where the Duffer Brothers maybe should have consulted their Player's Handbook a bit more carefully. So grab your dice, settle in, and let's explore three quick strange things that Stranger Things got wrong about D&D. Mistake #1: The Demogorgon Campaign Confusion I’m gonna call this “Mistake #1,” by the way, and you’ll find out why in just a minute. But let's start with this big one from Season 1. In the very first episode, we see the boys playing D&D, and Will's character encounters the Demogorgon. Now, the show treats this like it's some kind of final boss encounter, but here's the problem: a Demogorgon in D&D is a CR 26 creature. Basically, a Lv.26 monster. That's endgame content for level 20 characters. These kids are clearly playing low-level characters – probably somewhere between levels 1-5 based on their abilities and the campaign Mike’s describing. A real Demogorgon would obliterate their entire party in a single round without breaking a sweat. It would be like sending a group of mall security guards to fight Godzilla. What the show probably meant to use was a lesser demon or maybe just called it a "demogorgon" as a generic monster name. But for D&D players, it's like watching someone try to drive a car with a boat steering wheel – technically it's transportation equipment, but it's completely wrong for the situation. Is this really a mistake though? I’d say yes, technically. But also, we all know how kids get when playing games. Mike was probably like, “hey, you know what would be cool for my party of Lv.5 adventurers? Give them something that inspires them. Like this CR26 literal god.” It’s the type of move that every DM has done at some point – just go way, wayyy overboard. And again, that’s part of the fun with games like D&D. Mistake #2: The Paladin Spell Situation This one is really funny to me because it happens multiple times throughout the series. Mike's primarily the dungeon master for his group. But when he plays, his character is consistently referred to as a paladin, and we see him attempting to cast spells at what appears to be first level. Here's the issue: in every edition of D&D that would have been available when Stranger Things is set – we're talking late 70s to early 80s – paladins don't get spells until much higher levels. In AD&D (Advanced dungeons and dragons), paladins don't get their first spell until 9th level. Even in modern 5th Edition, paladins don't get spells until 2nd level. But the show has Mike casting spells right from the start. It's a small detail, but it shows a fundamental misunderstanding of how the class works. It would be like showing a wizard swinging a two-handed sword as their primary weapon – technically possible in some circumstances, but it misses the point of the class – for that level, at least – entirely. It’s another “mistake” though that many groups would make, probably especially kids. You want to play a character who can do cool things, at any level. So maybe this was another intentional move on the Duffer brothers’ part, showing not just the rules for D&D, but how people actually play. Mistake #3: The Dice Rolling Drama This one’s more about dramatic license. Throughout the series, we see characters making single dice rolls for incredibly complex situations, and the entire outcome hinges on that one roll. Real D&D involves a lot more dice rolling and a lot more back-and-forth between players and the DM. Combat isn't usually resolved with a single dramatic roll – it's a series of attack rolls, damage rolls, saving throws, and tactical decisions. The show makes it look like D&D is just "roll a d20 and see what happens," when the reality, as we all know, is much more nuanced. The most egregious example is in Season 1 when Will's fate seems to hinge entirely on a single d20 roll. While dramatic moments like this can happen in D&D, they're usually the culmination of a longer sequence of events, not the entire encounter. Of course, filming four kids rolling dozens of dice over and over doesn’t make for great visual episodes, I assume. This one is really more to point out that anyone who isn’t familiar with D&D may be a bit surprised walking into a real gaming session at how many dice really do get rolled. On platforms like Reddit, the D&D community's reaction to these inaccuracies has been... interesting. Players have been discussing these since the show premiered. One user pointed out in a popular thread: "I love that Stranger Things brought D&D to the mainstream, but I wish they'd gotten a consultant who actually understood the game mechanics. It's like they researched D&D by reading about it rather than playing it." Another user noted: "The show gets the emotional core of D&D right – the friendship, the collaborative storytelling, the escapism. But the mechanical details are so wrong that it's distracting for anyone who actually plays." Now, do these mistakes matter? I would argue they don't – Stranger Things is a TV show, not a D&D tutorial. People may come into the hobby with incorrect assumptions on how things work. But, if more people are getting into the hobby, then that's positive. And D&D – or let’s at least say tabletop roleplay games – have experienced unprecedented growth partly thanks to Stranger Things, and that's amazing for our community. So here's what I want to know from you: is there anything else fun or silly that I missed from Stranger Thing’s D&D inaccuracies? I’m sure there has to be more than just these three, so please hit me up in the comments and let me know what you’ve found! And that wraps up our dive into Stranger Things, for today. Remember, this comes from a place of love – both for the show and for D&D. If you enjoyed this quick video, make sure to hit that like button and subscribe for more D&D content. Whether you're fighting demogorgons in the Upside Down or just trying to survive your first dungeon crawl, keep those dice rolling!
Dragonlance
By Jacob Tegtman December 17, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=257fKzW8yzA Transcription Before there was Game of Thrones, Baldur’s Gate, and Critical Role.… there was Dragonlance .  A fantasy saga that defined an entire generation of D&D players — epic wars, tragic heroes, and dragons that actually felt like dragons. But if you aren’t familiar, what is Dragonlance — and why are we still talking about it in 2026? Well to answer that last question, the new “Legends Edition” which is the second Trilogy of Dragonlance is coming to Amazon in February. This is a big deal because getting new copies of the original Dragonlance Chronicles Trilogy, and now this second “Legends” Trilogy was becoming very difficult. I’m hoping these new prints rekindle the spark of one of the greatest D&D settings and novel series of all time, and introduce even more people to its magic. Welcome back to Eternity TTRPG, your home for D&D history, lore deep-dives, and the stories that shaped the game we play today. If you love tabletop RPGs, classic settings, and learning why D&D looks and plays the way it does today, you’re in the right place. So, let’s talk about one of my favorite fantasy settings – and fantasy book series of all times – Dragonlance . Dragonlance started as a bold idea from Tracy Hickman and Laura Hickman , later developed with Margaret Weis at TSR. To answer the burning question you may be having, right off the bat – yes, the Dragonlance adventures came before the book series. At the time, most D&D adventures were simple and modular. You’d kick in a dungeon door, fight some monsters, grab treasure, and move on. Dragonlance asked a very different question. What if Dungeons & Dragons could tell one long, epic story? Instead of disconnected adventures, the Dragonlance team wanted a campaign with a clear beginning, middle, and end. A single, continent-spanning war. A story that unfolded over time, not just session to session. To make that work, players wouldn’t create random characters. They’d play pre-generated heroes, each designed to fit directly into the narrative, with personal arcs baked into the plot. That idea became the original Dragonlance AD&D module series — eventually twelve linked adventures telling the story of the War of the Lance. On paper, it was revolutionary. At the table… it was complicated. The problem is simple. And honestly, you can probably pause the video here and tell me the problem, yourself, based on your own D&D games. It’s basically this: D&D games, and it’s players – are unpredictable. Dungeons & Dragons thrives on player choice, improvisation, and chaos. Dragonlance, on the other hand, needed players to be in very specific places, doing very specific things, at specific times. If the party ignored a hook, skipped a location, or made an unexpected choice, the entire story could fall apart. So the modules relied heavily on railroading — nudging, and sometimes outright forcing, players back onto the intended path. That tension made Dragonlance awkward to run as a campaign. The story was strong, but the format worked against the strengths of tabletop roleplaying. And that’s when Dragonlance found the form it was truly built for. To promote the modules, TSR (that is, the company founded by Gary Gygax and Don Kaye, to publish D&D) decided to release a trilogy of tie-in novels. That decision came late, the original author didn’t work out, and Margaret Weis and Tracy Hickman ended up writing the first book themselves — in roughly three months. The result was Dragons of Autumn Twilight, released in 1984. Which, even talking about almost brings a tear to my eye – the book was just that impactful to me in my teenage years. TSR expected modest sales. But instead, the book was a massive hit. For many readers, this wasn’t just their first Dragonlance novel — it was their first D&D novel. It introduced the idea that a D&D party could be the heart of a fantasy epic, with flawed characters, emotional arcs, and long-term consequences. This is basically why Dragonlance matters to D&D history. And not just a little bit. It matters – a LOT. Dragonlance proved that Dungeons & Dragons wasn’t just a game system — it was actually its own entire storytelling engine. If you haven’t read the novel series, I have some amazing news for you, shortly. But at its core, Dragonlance is about one idea: hope in darkness. The world of Krynn is broken. The gods are distant. War is everywhere. People are scared, tired, and cynical. But, the world of Dragonlance isn’t saved by a single chosen hero. Instead, this novel series tells you that the world can be saved when ordinary people choose to do the right thing, even when it’s hard, and even when it feels pointless. That philosophy shaped the tone of the setting. Dragonlance was darker than most TSR-era worlds, but it was never hopeless. Friendship mattered. Faith mattered. Sacrifice mattered. Umm, a lot. Those themes became incredibly influential, especially for party-focused storytelling in D&D campaigns. Dragonlance also changed how dragons were treated in D&D. Before this, dragons were often just very powerful monsters. Dangerous, sure — but still just another encounter. Dragonlance made dragons rare, mythical, and world-shaping. What becomes the mystical return of dragons isn’t just a side quest in this setting. It’s THE central event that changes the balance of power across the entire world. That idea — that dragons should feel legendary, and not just routine — stuck, and it still shapes how dragons are presented in modern D&D. After the success of the original trilogy, Weis and Hickman followed it with Dragonlance Legends, which is what I’ll be getting to more about in just a few minutes. Instead of escalating to an even bigger war, Legends zoomed in. It focused on the twins from the first trilogy: Raistlin and Caramon Majere, and on the topics of ambition, responsibility, and the cost of power. It introduced time travel – which to be honest, I don’t love – personal tragedy, and consequences that felt intimate. This trilogy, too, was a massive success, even hitting the New York Times bestseller list — a first for TSR. For a brief moment, Dragonlance wasn’t just a D&D setting. It actually became the face of D&D storytelling. But Dragonlance’s greatest strength eventually became its weakness. The setting was tightly bound to one story and one cast of characters. Once the War of the Lance was resolved, the world of Krynn felt… finished. New stories struggled to find the same weight. Bigger threats felt repetitive. New heroes had a hard time stepping out of the shadow of the originals. Unlike the Forgotten Realms, Krynn never felt like a neutral playground. It felt like a world where the most important story had already happened. And slowly, Dragonlance faded from the spotlight. Dragonlance went quiet after 2010. But in February 2026, we’re getting a new hardcover release of Dragonlance Legends — collecting the full trilogy with new behind-the-scenes material from Weis and Hickman. It’s not a full revival of the setting. It’s a reminder of an important moment in D&D history, when the game experimented with storytelling in a way that permanently changed how we think about campaigns. This trilogy about the twins: Raistlin and Caramon – is coming after the Chronicles trilogy was rereleased (I believe) just this last year – I got my copy from Margaret Weis at GenCon. These books haven’t been in print for some time. So, if you like what you’ve been hearing about Dragonlance, or you – like me – are a longtime fan, you may want to pick these up. You can get the original Chronicles Trilogy on Amazon now, and the second Trilogy – Legends – is coming out this February. Dragonlance asked a question that D&D is still trying to answer: Is this game about total freedom… or about telling powerful stories? Most tables today try to balance both. And whether you loved Dragonlance or bounced hard off its railroads, its influence is still baked into how D&D is played, written, and remembered. So I want to know — have you read Dragonlance, or played in a campaign set in Krynn? Would you run a Dragonlance campaign today, or does it feel too tied to its story? Let me know in the comments, like the video if you enjoyed it,subscribe for more D&D deep dives, and I’ll see you next time.
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