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Play these exclusive Tales of the Valiant subclasses for warlock and wizard!

Play these exclusive Tales of the Valiant subclasses for warlock and wizard!

Need more subclasses for the Tales of the Valiant RPG while you wait for Player’s Guide 2 to arrive? Your friends here at the Kobold Press blog have you covered.

FUN FACT: you can also use these in other 5E games you play.

These new subclasses for warlock and wizard are Kobold Press blog exclusives. Put ’em in your game this week! We won’t stop you!

New Warlock Subclass: ANCIENT ENTITY

Your patron is a seemingly immortal entity from beyond space and time, godlike if not actually a god, but whose mind and methods are inscrutable to mortals. It may be some primal force, whispering to travelers from the darkness beyond the edges of the Labyrinth’s roads, or some shapeless mass reaching out psychic tendrils from the Void. Many who grasp the power offered do not adhere to any worship or loyalty to these beings. The entity does not seem to care. Its designs and desires are too alien to fathom.

Ancient Entity Progression

Warlock LevelFeatures
3rdAncient Entity Pact Spells, Glimpse of the Unknowable
7thEldritch Hunger
11thStrange Geometries
15thThe Stars Align

Ancient Entity Pact Spells

3rd-Level Ancient Entity Feature

You gain pact spells at the warlock levels listed in the Ancient Entity Pact Spells table. See the Warlock Subclass class feature (see Player’s Guide) for how these spells work.

Ancient Entity Pact Spells
Warlock LevelSpells
3rdhideous laughter, pendulum
5thdetect thoughts, see invisibility
9thfear, sending
13thblack tentacles, phantasmal killer
17thdominate, telepathic bond

Glimpse of the Unknowable

3rd-Level Ancient Entity Feature

Your mind heavily weighs with the inscrutable presence of your patron. You can roll back the curtain to give those who intrude a glimpse. If a creature contacts your mind telepathically or you must make a save against a spell or ability that would leave you charmed, you can deal 2d10 psychic damage to the creature as a reaction. The creature you damage must succeed on a WIS save against your spell save DC or be incapacitated until the end of your next turn. Once you use this feature once, you can’t use it again until you finish a short or a long rest.

Eldritch Hunger

7th-Level Ancient Entity Feature

When you reduce a hostile creature to 0 HP with your Eldritch Blast feature, you gain temporary HP equal to the damage dealt, up to a maximum of 10. Once you have used this ability once, you cannot use it again until you finish a short or a long rest.

Strange Geometries

11th-Level Arcane Entity Feature

You can tap into the mind-bending realms beyond reality that are known to your patron, warping reality to your choosing. When you use this feature, choose one of the following effects:

  • Teleport to any space you can see as a bonus action.
  • As a reaction, you alter reality just slightly so you aren’t quite in the position you were just in. If you are hit by an attack that is not a critical hit, it is considered a miss instead.
  • If you fall far enough to take falling damage, you instead use your reaction to reach the bottom unharmed.

Once you have used this feature three times, you cannot use it again until you finish a long rest.

The Stars Align

15th-Level Ancient Entity Feature

Once the stars are right, all comes to pass as prophesied. When initiative is rolled, you can choose the order in which you, your allies, and any other creatures (including enemies) act during the combat round. Your chosen order remains until initiative ends. If a new creature enters initiative, you can choose where it appears in initiative order. You don’t get to choose when lair actions or other static, environmental effects happen. Once you have used this feature once, you cannot use it again until you finish a long rest.


New Wizard Subclass: BLUELETTER

Most wizards know and appreciate the power of evocation magic; a few even specialize in it. One particular school, known as Blueletters, for their founder’s predilection to write in blue ink, focus narrowly into harnessing and applying the classic elements. Blueletter wizards (many of whom follow in their founder’s style of scribing spells in blue ink) channel the elements with more power and finesse than others of their kind, and their studies coax basic spells to into new forms increasing their effectiveness and power.

Note: For purposes of the Blueletter subclass, “elemental damage” refers to one of the following damage types: acid, cold, fire, lightning, or thunder. A Blueletter elemental spell is considered any spell that deals one of these types of damage, or has an effect based on the classical four elements of air, earth, fire, or water.

Blueletter Progression
Wizard LevelFeatures
3rdAdaptation, Primal Magic
7thElemental Substitution
11thElemental Prowess
15thElemental Primacy

Elemental Adaptation

3rd-Level Blueletter Feature

When you finish a short or long rest, choose one type of elemental damage and gain resistance to it. In addition, if you take a different type of elemental damage than the one you chose, you can use your reaction to change your resistance to that type of damage. The new resistance applies to the damage that triggered the reaction and any further damage you take. Once you can use this feature to change your resistance, you can’t change it again until you finish a long rest. Any resistance that you choose or change to remains until you choose a different resistance with this feature.

Elemental Acumen

3rd-Level Blueletter Feature

You understand the speech of any Elemental, and Elementals can understand your speech, as if you shared a common language. You have advantage on all CHA (Intimidation or Persuasion) checks made toward any Elemental with a CR equal to or less than half your wizard level.

When you make a spell attack that deals elemental damage, add your INT modifier to the damage. If a spell deals elemental damage and does not require an attack roll, count any roll of 1 or 2 as a 3 when determining damage.

Elemental Substitution

7th-Level Blueletter Feature

When casting a spell that deals elemental damage, you can alter its properties to deal a different type of damage. For example, you can cast scorching ray and deal cold damage instead of fire damage. You can do this a number of times equal to your PB, after which you cannot use this feature again until you have finished a long rest.

Elemental Prowess

11th-Level Blueletter Feature

You choose one type of elemental damage when you finish a short or long rest. When you deal damage of that type with your spells or any magic item, you ignore the target creature’s resistance. In addition, Elementals you conjure have at least 75% of the maximum possible hit points for their type.

Elemental Primacy

15th-Level Blueletter Feature

All your elemental damage ignores resistance. Choose one type of elemental damage when you finish a long rest. When you deal damage of that type with your spells or any magic item, you treat immunity to that energy type as resistance. In addition, Elementals you conjure have the maximum hit points possible for their type.

about Jeff Lee

Jeff Lee is a 10-year veteran of RPG freelancing. He has written a plethora of material for Kobold Press and other third-party companies. You might know him from Demon Cults & Secret Societies. You might also want to support his Patreon, where he writes things at patrons’ behest: https://www.patreon.com/jeffalee

2 thoughts on “Play these exclusive Tales of the Valiant subclasses for warlock and wizard!”

  1. About the Ancient Entity Warlock:
    For its unique 3rd-level feature, please give it something more than a very limited and situational reaction.

  2. Ancient Entity – Glimpse of the Unknowable
    I agree with Alex on the Ancient Entity Warlock’s 3rd level feature, it is only a very limited and situational reaction – it feels like a ribbon feature not the big feature that defines all those who have entered into a pact with an ancient entity.

    Ancient Entity – Eldritch Hunger
    Warlocks already have access to a similar ability that would work better for them: taking the Fiendish Vigor invocation to cast False Life as many times a day as they want. With false life they get 1d4 + 4 temporary hit points. Eldritch Hunger only triggers when a creature is reduced to zero hit points and nets you, at most, 2 more temporary hit points than Fiendish Vigor. And, it can only be used once per short or long rest. It is underwhelming for a 7th level feature.

    Blueletter – Elemental Substitution
    I really think you should let them substitute damage type as many times as they want. This is the real draw and fantasy of this subclass, but it feels underwhelming for a 7th level feature to limit how often they can do it.

    Blueletter – Elemental Prowess & Elemental Primacy
    Both of these abilities make reference to conjured elementals having a percentage of “the maximum possible hit points” (75% Max HP and 100% Max HP respectively). Tales of the Valiant updated monsters so that they no longer have public facing HP calculations (i.e., hit dice) and instead gave monsters static HP. The “max possible” wording appears to be a carryover from 5e design. As elementals have static HP (i.e., they no longer have HP determined by hit dice), the wording must be updated to fit within the Tales of the Valient framework. Instead of what is written in the post, the wording could be updated to give players a boost by increasing the Elementals’ static HP by a flat number or a percentage.

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