BOB6 - Expanding The Paladin Umyewi
BOB6 - Expanding The Paladin Umyewi
BOB6 - Expanding The Paladin Umyewi
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2
The moral and personal contradictions so core
INTRODUCTION to the paladin are also core to these stories and the
To be a paladin is to be cut in the cloth of Charlemagne histories that inspired them. Far from disqualifying, a
and his French peers, heir to a literary and mythic paladin’s moral failings provide opportunity for good
tradition stemming from the Song of Roland. Though conflict (not just player squabbles) and allow for a
many specifics of modern fantasy’s holy warriors didn’t redemption arc that doesn’t exist for other characters
yet exist, the thematic inspirations are there. in most games. The result is a class with a built-in
We see a predecessor of the Divine Smite when opportunity to play a more complex character with a
Archangel Gabriel helps Charlemagne defeat the deeper story.
(suspiciously European) Saracen, Baligant. A Temptations of virtue are key to Arthurian Legend
prototype of the Holy Avenger is in Roland’s blade, and Orlando Furioso, among others. Even treatises
Durandal: delivered by an angel, imbued with relics on chivalry, like Geoffroi de Charny’s conveniently
of various saints, and possessed of unparalleled named Book of Chivalry, deal heavily with the
sharpness. Roland dies as a paladin ought, holding morality of people wholly dedicated to war and how
the line against vastly superior numbers, sacrificing they contrast with conventional morality. De Charny
himself for the cause with one final blow of a trumpet. speaks at length of how the knight’s understanding of
Christianity differs from that of the priesthood.
The potential brutality of knights, despite these
THE FINE LINE OF A PALADIN codes, is also a common historical theme. The
Paladins swear vows to uphold principles. These sack of Jerusalem and Constantinople, the casual
principles typically involve righteous ideals like brutality and pillaging of the Hundred Years War, and
justice, honor, and defending the weak, principles that interminable tales display the potential brutality of
are often embodied or embraced by a god. However, violent soldiers convinced of their own righteousness.
paladins often seem to swerve from the virtues Even in legend, Roland’s own death is birthed of
required to uphold these very principles. another knight’s betrayal. Lancelot’s failure of virtue
damns Camelot, and the greatest villains were often
brilliant knights in their own time. 3
This deep historical and literary grounding makes the When an attack roll comes up 20, make sure you
paladin one of the most culturally anchored classes in have that Smite available to make it memorable.
the game. As the monk class makes assumptions about More practically, you never truly know when an
Asian martial arts in many settings, the paladin makes adventuring day’s threats have ended. Going to sleep
them about western traditions of martial devotion. with a Smite in reserve may seem like a waste, but
Plate armor, kite shields, and Christian imagery are a when a random encounter bursts into your tent, you’ll
huge part of the class’s back original identity. be real glad it was available.
However, this identity can be broadened to other
cultures. Holy warriors given strength by a god or Defensive Tactics
gods are by no means absent in other cultures. Even Try to use Lay on Hands efficiently. Remember, the
historically, European writers often described figures only hit point that matters is the last one. If you’re
like Salah Ad-Din Ayubi with the same chivalry and healing someone after a fight, giving five people 1 hp
virtue ascribed to European knights. Similarly, fantasy each makes them no-longer-dying just as effectively as
stories can apply thematic strokes of the paladin to giving them 5 hp. You want to heal a character enough
non-European traditions. that they won’t hit 0 hp and no further. If possible, try
to keep a reserve of 5 to 10 points of healing in case
Paladin Tactics you need to use its restoration effect or to prevent a
death in an emergency.
As a paladin, you are an irreplaceable bulwark on
In your support role, stick close to your allies.
the battlefield. You’re equipped with heavy armor
Your Auras only protect people if they’re within that
and martial weapon proficiencies, a variety of useful
Aura, and proximity also means they’re best able to
support spells and buffs, healing that doesn’t drain
support you with their own abilities. Any ally outside
your spell slots, and the singularly lethal class feature
of proximity is an ally who isn’t sharing your save
of Divine Smite.
bonuses and immunities, and who you can’t Lay on
Used well, you can protect your allies, mitigate your
Hands in a pinch.
foes, and kill anything unfortunate enough to enter
melee with you. Used poorly, you’re still an incredibly
competent combatant with some tricks, but one prone
to running out of gas at exactly the wrong time.
CHARACTER OPTIONS
The key skill of the best paladins is resource Two new paladin subclasses are offered below. The
management. It can be tempting to fling your Oath of Memory calls on tales of past heroism to
resources at every threat in your path and every bruise inspire present valor. These paladins make liberal
suffered by your allies. However, you don’t have a full use of Battle Tactics, a new system for inspiring and
caster’s spell slots and every Divine Smite you use empowering allies to fight together. The Oath of Ash
bites into your spells. Once you gain enough levels to is almost the antithesis of a paladin, dedicated to
get two attacks per round, those Smites can disappear destruction in warfare and fire.
fast. Defensively, your passive support abilities rely Finally, this section includes a new background,
on you staying close to your allies, and your Lay on Avatar, for characters who born to be the living,
Hands feature has better uses than bringing people martial incarnation of a god.
back to full health.
New Subclass: Oath of Memory
Offensive Tactics The Oath of Memory is an oath of heralds and
Offensively, keep two Divine Smites in reserve and martyrs. Legends have been passed down through the
try to have allies set you up with advantage. It can be ages, whose simple remembrance spurs warriors on
tempting to burn Smites on every convenient target, to feats of heroism. Its adherents are a varied lot, from
but this can leave you with nothing in the tank for an living embodiments of storybook ideals, to cultured
important foe. Worse, it can leave you empty-handed warrior-scholars learned in the traditions of a dozen
when you score a critical hit. A paladin crit is a special languages, to insular knights so steeped in centuries
thing, the bane of boss fights and scourge of well- of in-jokes and literary references that they are near-
prepared DMs. It’s the most spike damage anyone incomprehensible to strangers. All are champions of
is likely to do at your table. If you enjoy rolling big ancient lines, not merely for their memory but for the
numbers or watching foes transform from threats into virtues and cultural impact they have on the living.
rapidly expanding clouds of viscera, Divine Smites
can be incredibly satisfying.
4
Tenets of Memory Aura of Splendor
Tenets of Memory are as varied as the legends that At 7th level you draw power from all glory on the
spawn them. Their similarity is less in specific tenets, battlefield, regardless of origin, emanating as an aura
for different cultures may consider different traits that steadies your allies. When any creature within 30
virtuous, but in their belief that culture can be a force feet of you performs a critical hit, all creatures of your
for good and that all cultures, even those of their foes, choice within 10 feet of you gain temporary hit points
are worth remembering. equal to your paladin level. While they have these
Exalt Others. To provoke virtue, you must exalt it as hit points, they are immune to the frightened and
it occurs. Publicly praise others for their good works, charmed conditions.
and even admit virtue from your foes. At 18th level, the range of creatures you can grant
Remember the Fallen. Too often, martyrs are temporary hit points to increases to 30 feet.
forgotten by happenstance. Spread the memory of
those that have fallen in your adventures, not merely Unending Chant
for their ends, but for the lives they lived and the At 15th level the memory of your chant continues
ideals they stood for. even after you fall. Battle Tactics you use last for their
Preserve Culture. All traditions are worthy of full duration even if you are knocked unconscious.
preservation, even those alien to you. Save artifacts,
stories, and art from destruction, and prevent their Legendary Mien
theft by others. At 20th level, as an action, you can take on the
Embody Virtue. Take on the virtues of those legends unmistakable mien of a paladin of legend whose tales
you extoll, and be mindful to avoid their failings. Act you know well. In this state, you stride unhindered
in such a manner that when others carry on your across the battlefield and all allies who look upon
memory, they need not embellish it. you know your command. For 1 minute you gain the
following benefits:
Oath Spells Your walking speed increases to 50 feet. You gain the
You gain oath spells at the paladin levels listed. effects of the freedom of movement spell. You cannot
be moved unless you wish to move.
Paladin Level Spells
You can use any two Battle Tactics of your choice,
3rd bane, comprehend languages regardless of whether you know them, at no cost.
5th enthrall, spiritual weapon Once you use this feature, you can’t use it again until
9th spirit guardians, tongues you finish a long rest.
13th compulsion, freedom of movement
17th dominate person, legend lore New Subclass: Oath of Ash
The Oath of Ash is a simple oath, as old as nations and
hatred. To take this oath is to dedicate yourself to a
Channel Divinity self-destructive loathing for someone or something.
When you take this oath at 3rd level, you gain the Its adherents are evil, either knowingly or by degree,
following two Channel Divinity options. as their oath turns their lives towards its central truth:
Tactical Brilliance. As an action, you may perform everything burns.
any Battle Tactic with an activation time of one action The Oath of Ash is the oath of total warfare: burned
or less, even if you do not have the Battle Tactician villages, slaughtered innocents, salted fields, and the
feat, by spending a spell slot of a spell level equal to its ruin of nations, even one’s own, because victory is not
point cost. This does not count against your one Battle enough. Survival is optional. This oath exalts gods of
Tactic per short rest. murder, warfare, or the Baleful Sun, an aspect of the
Borrowed Knowledge. As a bonus action, you Sun in its role as bringer of drought and wildfire. To the
recite the legend of an ancient hero and channel devotees of Ash, the only thing that matters is ensuring
their legendary skills. For 10 minutes, you have that your foe dies so thoroughly that generations to
proficiency in two skills of your choice. If you already come remember them only as a warning.
have proficiency in a chosen skill, you double your
proficiency bonus with it.
5
Tenets of Ash
Tenets of the Oath of Ash are remarkably
consistent, considering the enormous variety in
its adherents. Fallen heroes, remorseless butchers,
and bereaved scions all pledge themselves to a life of
violence, bereft of beauty, kindness, or peace.
No Quarter. To provide mercy, even to the most
meagre or sympathetic of foes, is an affront to your
rage. To ask for it is unthinkable. You shall never
surrender, nor shall you accept it.
No Bystanders. No belonging, holding, or relative of
your enemy is safe. If you find a treasure of the enemy,
it is to be destroyed. If you find a home, it is to be
sacked. If you find an ally, they are to be slain.
No Rest. To falter is to allow the enemy to recover.
You shall not allow yourself laxity, sloth, or joy. When
you current enemy falls, you shall find a new foe.
No Restraint. No weapon is too dangerous, no
fellow-traveler too vile, to be wielded against your foe.
Anything, everything, that can be used in you war
must be used.
Oath Spells
You gain oath spells at the paladin levels
listed.
Paladin Level Spells
3rd hunter’s mark, thunderwave
5th misty step, spike growth
Trample the Weak
9th fireball, spirit guardians At 7th level you armor yourself in contempt for your
13th fire shield, freedom of movement foes. Your movement does not provoke reactions
17th contagion, passwall from creatures you have dealt damage to this turn.
Additionally, if you deal damage to a creature,
you have advantage on saving throws against the
Channel Divinity frightened and charmed conditions from it until the
When you take this oath at 3rd level, you gain the start of your next turn.
following two Channel Divinity options.
Rite of Devastation. As a bonus action you raise your Scorched Earth Brand
holy symbol and recite a condemnation of all edifices At 15th level, you may manifest an icon of devastation
of civilization. For 1 minute, double all damage you when you attack. When you deal damage with your
deal to objects, and any successful melee attacks you Divine Smite feature, you may cause the wound to
make against doors, walls, and floors are critical hits. take the shape of a glowing, painful brand. You know
Ignite the World-Kiln. As an action you stoke the the location and plane of any creature with this brand.
hatred within you and a torrent of unnatural flame You gain advantage on attacks on a creature you
follows in your wake. When you activate this ability, have branded. In addition, if a branded creature
and at the start of each of your turns for 1 minute, within line of sight would regain hit points, the brand
deal fire damage equal to your proficiency bonus to flares painfully and prevents the first 10 hit points the
all creatures and objects within 10 feet of you. While target would receive.
you burn in this fashion, you emit dim light in a You may brand a creature in this manner a number
20‑foot radius. of times per day equal to your proficiency bonus.
Brands fade after one day.
6
Form of the Destroyer The Hand of the Divine
At 20th level, as an action, you transform into an You are the blade of your deity, the fist of the god,
embodiment of the Baleful Sun, the fiery aspect of the and the arbiter of divine justice or retribution on the
Sun which will one day extinguish itself in a grand mortal plane. As an avatar, you have been chosen for
detonation, scouring all life from the world. Your a martial destiny, but this glory can come in many
appearance changes in a manner you define. Common forms. Choose the style of your divine purpose, or roll
themes include an aura of green flame, black sclera, a d8 and consult the table below.
sharpened teeth, burning hair, or metallic skin.
For 1 minute, you gain the following benefits: d8 Martial Purpose
• Killing a Humanoid sates your need to eat, drink, 1 I am the secret dagger, death from the shadows.
or sleep for the next 24 hours. 2 I am the standard-bearer, leading a glorious
• You soar upon jets of flame, gaining a fly speed of army to victory.
60 feet. 3 I am the axe’s edge, hewing down the foes of
• Whenever you deal radiant damage to a creature my god.
with a melee weapon attack, you may spend a 4 I am the emblazoned shield, standing firm
bonus action to deal that much radiant damage to a against the strikes of the unworthy.
different creature you can see within 30 feet of you.
5 I am the poisoned cup, delivering pain unseen.
• Your Rite of Devastation and Ignite the World-Kiln
6 I am the iron maul, crushing the wicked.
Channel Divinity features are active without need
to spend a bonus action or action, respectively. 7 I am the yew bow, the soaring arrow plunging
into the heart.
Once you use this feature, you can’t use it again until
you finish a long rest. 8 I am the closed fist, breaking the bones of those
rebuked by the divine.
New Background: Avatar
Prophetic signs heralded your birth, or at least that is Feature: Gifts of Faith for Judgement
what you have always been told. From the moment Tales and stories of your divine purpose spread far
first drew breath, your deity singled you out as their and wide. Those in religious positions, such as clerics,
mortal vessel and gave you a martial destiny as their priests, templars, church leaders, wandering holy
mighty avatar. hermits, and adherents of the faith, might seek you
Throughout your childhood and training, you out to exchange aid for delivering a ruling in the
were taught to honor your god and to always strive name of your god. This might even take the form of
to deserve the blessings bestowed upon you. Where a hearing or a trial by combat, with your martial skill
others might crumble under the great weight of deciding matters. Typically, your judgement requires
this responsibility, your status as the burgeoning only an hour, but more complicated issues may
incarnation of a god uplifts your spirit and constantly require more time.
reminds you of your close connection with your In return for your ruling, you can expect food
divine self. As long as you stay true and keep your and lodging for yourself and your adventuring
faith strong, you know your arm will never waver and companions for the duration of the arbitration, as
none can stand against you. well as free healing (if any is necessary). In addition,
Skill Proficiencies: Intimidation, Religion depending on if the one who sought you out won or
Language: Celestial or Abyssal, and one other lost, you might also receive information relating to the
language of your choice. ongoing campaign or some other token of value.
Equipment: A martial weapon, a set of fine clothes,
a silver sigil denoting your place in the hierarchy of Suggested Characteristics
your god’s church or temple, a prayer book or prayer You might embrace this destiny, finding confidence
wheel, a belt pouch containing 20 gp. and power in the knowledge your deity chose you.
Conversely, you might not believe the stories of those
who raised you, and want no part of a pre-arranged
fate. Think about how your close relationship with
your divine self affects you and how this might be
demonstrated in your martial path.
7
d8 Personality Trait d6 Ideal
1 Only by testing myself against other warriors 1 Humility. By my example will others rise up
can I prove I am worthy. to glory (Neutral).
2 When I fight, I hear the voice of my god urging 2 Honor. I will remain steadfast to prove that
(or berating) me to glory. my faith is true (Lawful).
3 To take a life is to deliver a new soul into the 3 Zealotry. No mercy for the heretics! (Evil)
embrace of the divine.
4 Power. Each swing of my blade brings glory to
4 The divine graced me with these powers, so I my deity (Any).
must use them to protect others.
5 Faith. I give my blade and my life in the
5 Some find me aloof, but I simply know I have service of my god (Good).
been chosen for greatness.
6 Defiance. I do not believe in fate (Any).
6 I must use this great power to only strike at
those who deserve judgement.
7 The divine speaks to me in signs and omens,
and I answer the call.
8 If you want victory, you only need to follow me.
8
first, you may learn three more Battle Tactics, and you
d6 Bond
may replace a Battle Tactic you already know with a
1 I will lead my companions to glory in the name different one.
of the divine. Tactical Points. When you first choose this feat, you
2 My mortal companions are adequate, but the gain 4 points in your tactical points pool. When you
only ally I need is my deity. execute a Battle Tactic, you must spend the required
3 I must hide the fact that I doubt my destiny and number of tactical points from your pool (point cost
my faith. is listed with each Battle Tactic). You regain spent
tactical points when you finish a short or long rest.
4 By protecting my companions and the weak, I
Each time you take this feat after the first, you gain 1
prove myself a true avatar.
additional tactical point to your pool.
5 I will bring justice to the cult that defiled the If a tactic requires your target to make a save
temples of my god. to resist its effect, the save DC equals 8 + your
6 With work, I will convert my companions to proficiency bonus + your Charisma modifier. This feat
my faith. may be taken multiple times.
d6 Flaw
Battle Tactic Descriptions
1 I only see the world in absolutes, without These Battle Tactics may be chosen by a character who
nuance or shading. has taken the Battle Tactician feat. Note that some
Battle Tactics are listed as 1 action, but the activation
2 The voice of the god in my head tells me to do
includes an Attack action as part of that action.
awful things.
3 Individual lives are meaningless. Only my Become the Wall
divine destiny matters. Cost: 3 points
4 You are all beneath me. Activation Time: 1 action
5 I use the excuse of “divine commands” to pick Range: Self
fights. Duration: 1 minute
6 I take foolish risks to prove my greatness. Creatures that use the Disengage action still provoke
opportunity attacks from you. At the end of any turn
in which you used your reaction, gain a new reaction.
When this tactic is active, you may gain only one
BATTLE TACTICS additional reaction from any source.
Battle Tactics are special combat tactics honed
by veteran warriors. Activated with a practiced Bite and Hold Offensive
command or inspiring speech, they bolster allies and Cost: 4 points
undermine foes. A character of any class can gain Activation Time: 1 action
access to Battle Tactics by taking the Battle Tactics Range: 10 feet
feat. You may use only one Battle Tactic until you take Duration: 1 minute
a short rest.
To pin an enemy is to make them helpless against
your allies. For the duration, you have advantage on
New Feat: Battle Tactician attacks against grappled targets. In addition, creatures
With your specialized martial training, your presence
your size or smaller that you grapple are restrained.
on the field can shape the fortunes of a battle. Your
speech or appearance affects the capabilities of allies or
enemies. You learn three tactics from the Battle Tactics
Clip their Wings
Cost: 3 points
list and gain a pool of points called tactical points.
Activation Time: 1 action
Tactics. When you first choose this feat, you learn
Range: 30 feet
three Battle Tactics from the list in this section. To
use a tactic, the creature you wish to affect must be Duration: 1 minute
able to see or hear you. You may use only one Battle You bellow an order, urging your allies into a practiced
Tactic per turn. Each time you take this feat after the drill against aerial combatants. For the duration, when
9
allies within range attack a target moving with its Whenever any of those creatures makes that saving
flying speed, they gain advantage on ranged attacks throw within 30 feet you, they may use your bonus
and do not have disadvantage on ranged attacks made for that saving throw instead of their own. This effect
beyond normal range. ends if you take a short or long rest.
10
that creature misses you again with a melee attack,
or when you succeed on a saving throw against a
spell or ability that it used against you, it provokes an
opportunity attack from you.
Guardian’s Glare
Cost: 1 point
Activation Time: 1 bonus action
Range: 5 feet
Duration: 1 minute
You take a warding stance, protecting your allies
with your mere presence. Hostile creatures within 5
feet of you have disadvantage on attack rolls against
creatures other than you.
Hammer-and-Anvil Method
Cost: 2 points
Activation Time: 1 action
Range: 30 feet
Duration: 1 minute
As foes charge allied positions, you sweep in from
the flank, crushing them between you and your ally.
Whenever a creature attacks a friendly creature that
you can see within 30 feet of you, you gain advantage
on your next melee weapon attack against it.
Immortal Aegis
Cost: 3 points
Activation Time: 1 action
Range: 5 feet
Duration: 1 minute
Choose a number of creatures who can hear you up to Invulnerable Invitation
your proficiency bonus. For the duration, when those Cost: 3 points
creatures are within 5 feet of you, they may treat your Activation Time: 1 action
armor class as their armor class. Range: Self
Duration: Instantaneous
Into the Breach You dare your foes to try to draw a single drop of
Cost: 1 point
blood from you. As part of an Attack action, gain
Activation Time: 1 action
temporary hit points equal to your level. Until the
Range: 30 feet end of your next turn, you have resistance to all
Duration: Instantaneous damage types.
As part of a melee weapon attack, choose one
friendly creature within 30 feet of you. The friendly Make My Day
creature may use its reaction to move up to its speed Cost: 2 points
without provoking attacks of opportunity. Activation Time: 1 bonus action
Range: 30 feet
Duration: 1 minute
You open your guard to an unfortunate target, posing
an unpleasant dilemma. Choose one creature you
can see within range. It gets advantage on attacks
11
against you. Whenever the creature makes an attack Their Fears, Manifest
against you, it provokes opportunity attacks from any Cost: 4 points
ally who can make a melee weapon attack against Activation Time: 1 action
it. Whenever it attacks a creature other than you, it Range: 30 feet
provokes an opportunity attack from you.
Duration: 1 minute
Masterful Rally You drill your allies on shock-and-awe tactics.
Cost: 4 points Choose a number of friendly creatures up to your
Activation Time: 1 action proficiency bonus. You and those creatures have
Range: 60 feet advantage on attacks against frightened targets.
Duration: Instantaneous Additionally, as a reaction, whenever a friendly
creature under this tactic’s effect reduces a creature
You bellow a rallying cry, boosting your allies’ to 0 hit points, they may choose one hostile creature
spirits and helping them surge past ailments. Choose within range. It must make a Charisma saving throw
a number of creatures you can see within range up or be frightened of you for one round.
to your proficiency bonus. You and each of those
creatures may attempt a save against one ongoing Visceral Motivation
effect they suffer that allows saves to end it. Each Cost: 3 points
creature targeted by this ability may save against a Activation Time: 1 action
different effect. Range: 30 feet
Duration: 1 minute
Push them Back
Cost: 2 point An eye for eye may make the world blind, but it
Activation Time: 1 action is extremely motivating. Whenever you reduce an
Range: 30 feet enemy to 0 hit points, choose an ally that can see you
Duration: Instantaneous within range. They gain temporary hit points equal to
twice your proficiency bonus.
You rally your allies into a sudden assault, breaking
the enemy line and brutalizing the fallen. As part of a
shove attempt, choose a number of friendly creatures
within range up to your proficiency bonus. Each of
those creatures may spend their reaction to either
make a shove attempt on a standing creature or to
make a melee weapon attack against a prone creature.
Skirmisher’s Step
Cost: 1 point
Activation Time: 1 bonus action
Range: Self
Duration: 1 minute
You ignore difficult terrain. You have advantage on
weapon attacks and ability checks targeting enemies
who are in difficult terrain.
12
Warding Flurry 20 PALADIN EXCLAMATIONS
Cost: 2 points
Activation Time: 1 action Battlefields, even at a skirmish scale, can be
Range: Self chaotic places. This is just where a paladin needs
to be, bringing order, clarifying minds, and leading
Duration: Instantaneous
individuals in a cohesive direction.
You launch into a barrage of attacks, throwing your Amid the throng, a good way to indicate direction
enemies off balance. Make a melee weapon attack. is with a solid exclamation. A lone voice above the
As part of that Attack action, each creature that takes clamor lets everyone know where you are, and a
damage from your attacks has disadvantage on its sword outthrust points toward your goal.
next attack roll or saving throw before the end of its Try one of these exclamations to rally the faithful (or
next turn. just the rabble of your adventuring party), or mix and
match concepts to find your paladin’s perfect call to
Wolf’s Advance action.
Cost: 1 point
20 PALADIN EXCLAMATIONS
Activation Time: 1 action
Range: 5 feet d20 Exclamation
Duration: Instantaneous 1 Let justice prevail!
You batter your way into an enemy’s guard, pulling 2 Hearts aflame for righteous cause!
them out of position for your allies to attack. As part 3 Death holds no sway!
of your melee weapon attack against a creature your 4 Leave fear for the jackals!
size or smaller, the creature must make a Dexterity
5 For our forebears!
saving throw. On a failure, it swaps positions with
you and its movement speed is reduced to 0 until the 6 Only ever forward!
end of its next turn. 7 The blood of the martyrs!
8 Valor and Truth be our allies!
Creating New Battle Tactics 9 Swords held high!
To create new Battle Tactics, use similar processes 10 For the Lady’s honor!
to creating new spells, but consider these additional
11 Exaltation and glory!
guidelines:
12 Answer only to good!
• Tactics are not explicitly magical. They can have
fantastical effects, but these should be the result of 13 Never waver! Ever onward!
thought, training, or physical prowess. 14 Courage shall be our shield!
• Tactics do not offer spell-like healing. They instead 15 Bow not to the wicked!
offer temporary hit points or allow characters to 16 Gods be our guide!
spend hit dice in combat.
17 Hold faith in each other!
• Tactics scale their damage via weapon die or attacks. 18 Seek higher things!
• Tactics can be as powerful as spells up to twice 19 Darkness will fall!
their level.
20 Remember your oaths!
• If a Tactic has a duration longer than one hour,
it ends if the characters take a short rest while it’s
active.
• Per-attack damage buffs are dangerous because the
fighter class can run away with them. It’s more fun
to bump up a design that’s too weak than to scale
back something that’s too strong.
13
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