We hear this all the time from fans. “We love the Tales of the Valiantâ„¢ roleplaying game!” (They pronounce the tm symbol as “tee-emm”.)
“But,” they go on to say, “We want more subclasses! Where are new subclasses? There are not enough subclasses in the Tales of the Valiant tee-emm Player’s Guide!”
Reader, we have a boatload of new subclasses coming. Books take a while, though. Meanwhile, the blog is here to strike fast and hard to meet your gaming needs.
These new subclasses for fighter and monk are Kobold Press blog exclusives. Put ’em in your game this week! We won’t stop you!
New Fighter Subclass: DUELIST

Fighters of the Duelist discipline eschew heavy armor and weapons in favor of mobility and the precision of fast, light weapons. For you, a battle is won by striking quickly and accurately, sidestepping slow, clumsy opponents and moving in for the fatal blow.
Duelist Progression
Fighter Level | Features |
3rd | Combat Mobility, Practiced Precision |
7th | Swift Riposte |
11th | Untouchable |
15th | Whirling Steel |
Combat Mobility
3rd-Level Duelist Feature
While you are not wearing armor and wielding only weapons with the Finesse or Light properties, you gain a bonus to your AC equal to your PB. You can wield a shield and still receive this bonus.
If a creature you can see hits you with a weapon attack, you can use your reaction to reduce the damage you take by 1d10 + your PB (to a minimum of 0 damage).
Practiced Precision
3rd-Level Duelist Feature
Due to diligent training, you can apply your quickness and finesse to a broader range of weapons. You can treat any Light weapon you wield as if it had the Finesse property. If a Light or Finesse weapon also has the Thrown property, you do not have disadvantage to use it as a ranged weapon attack if you are within 5 feet of a hostile creature.
Swift Riposte
7th-Level Duelist Feature
When a creature you can see within your reach misses you with a weapon attack, you can use your reaction to immediately make a melee weapon attack against that creature, so long as you are wielding a weapon with the Finesse or Light properties.
Light of Foot
11th-Level Duelist Feature
As long as you are wielding a weapon with the Finesse or Light properties, your movement does not provoke opportunity attacks. When you move, you can ignore up to 15 feet of difficult terrain. In addition, you can use your bonus action to Dash.
Whirling Steel
15th-Level Duelist Feature
When you use the Dash action and are wielding a weapon with the Finesse or Light properties, you can attack each enemy creature within your reach along the course of your movement and deal your STR or DEX modifier in your weapon’s damage even on a miss. If you score a critical hit on a target when using this feature, treat your damage dice as if you rolled the maximum amount.
New Monk Subclass: WAY OF THE MYSTIC FLOW

Some monks train their bodies, minds, and spirits to recognize the streams of mystic energy that flow through the earth and all living things. Some call it a type of intuitive geomancy, but the monks dedicated to the way of the mystic flow tap into this energy to perform incredible physical feats. They can alter and disrupt this flow through movement and strikes, inflicting debilitating conditions or removing them, or tapping their own internal flow to provide uncanny boosts to their own beings.
Mystic Flow Progression
Monk Level | Features |
3rd | Flow Point Strike, Restore the Flow |
7th | Tap the Earth’s Flow |
11th | Improved Flow Strike Points |
15th | Stop the Flow |
Flow Point Strike
3rd-Level Mystic Flow Feature
You can disrupt the flow of a creature’s energy. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can impose one of the following effects on that target.
- It can’t take reactions until the end of its next turn.
- Its movement is reduced by half until the end of your next turn.
- It has disadvantage on either sight or hearing-based WIS (Perception) checks until the end of your next turn.
Restore the Flow
3rd-Level Mystic Flow Feature
You can touch a creature to adjust its energy flow and mend ailments. As an action, you can spend 1 technique point and touch a creature, restoring a number of hit points equal to your martial arts die + your WIS modifier + your PB. When you use Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a technique point.
At 7th level, when you use this feature, you can also remove one disease or condition from the target, as the restoration spell.
Tap the Earth’s Flow
7th-Level Mystic Flow Feature
You spend 1 technique point to attune your flow to that of the earth beneath you, allowing you to use one of the following abilities.
- Anchor. You tie your energy to that of the earth beneath, anchoring you in place. When you are targeted by an effect that would knock you prone or move you, you can use this ability as a reaction, making you immune to the prone condition or to any unintentional movement until the start of your next turn. If you are grappled by a creature, it cannot move on its turn unless it releases you. While this version of this feature is active, your movement is reduced to 0 feet.
- Repel. Your energy is repelled by that of the earth. As a bonus action, you can enact this feature, quadrupling your maximum jumping distance until the start of your next turn. While this version of the feature is active, you have disadvantage on saves against any effect that would knock you prone or move you.
Improved Flow Point Strikes
11th-Level Mystic Flow Feature
Your ability to disrupt the natural flow of a creature’s energy has increased. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can spend 1 technique point to impose one of the following effects on that target.
- It is incapacitated until the start of your next turn.
- It is restrained until the start of your next turn.
- It is blinded or deafened until the start of your next turn.
Stop the Flow
15th-Level Mystic Flow Feature
As an action, you can make a single unarmed strike against a creature. On a hit, you can spend 5 technique points to break the creature’s connection to the mystic flow. A creature that is not Undead must make a CON save, taking 10d10 necrotic damage on a failed save or half as much damage on a successful one. This damage ignores temporary hit points, and is always taken off the creature’s actual hit points.
When you reduce a creature to 0 HP with this feature, it dies. If the creature has some form of regeneration or rejuvenation trait that allows it to return to life after dying, that trait ceases to function unless its description says it can only be prevented by a wish. Raise dead, revivify, and similar magic can’t restore a creature to life that has been killed by this ability.
A creature that survives the damage has its flow disrupted. It cannot regain hit points by resting and only receives half the hit points normally restored by healing magic. This condition persists until a greater restoration is cast on the creature.