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Bigger Bads Final Lmxqfa
Bigger Bads Final Lmxqfa
BENJAMIN EASTMAN
Bigger Bads
Credits KOBOLD WARRENS
Designer: Benjamin Eastman Publisher: Wolfgang Baur
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Cover Artist: Kiki Moch Rizki Director Of Digital Growth: Blaine McNutt
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Kiki Moch Rizki Art Department: Marc Radle, Amber Seger
Graphic Designers: Marc Radle and Editorial Director: Thomas M. Reid
Amber Seger Editorial Department: Scott Gable, Meagan Maricle,
Jeff Quick, Thomas M. Reid
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Marketing Director: Chelsea “Dot” Steverson
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Midgard and Kobold Press are trademarks of Open Design LLC. All rights reserved.
System Reference Document 5.1: This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”)
by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is
licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/
by/4.0/legalcode. Content in this work is compatible with the fifth edition of Dungeons & Dragons.
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2
INTRODUCTION Existing Stat Blocks
The Systems Reference Document (SRD) offers a The SRD presents the following NPC stat blocks for
set of NPCs to help GMs find stats on the fly. Need clerics:
a cleric? Use the priest stat block as any given CR2 • The acolyte (CR 1/4), akin to a 1st-level cleric,
divine caster. It has appropriate abilities and spell lists wielding enough power to heal simple wounds.
ready to go. • The priest (CR 2), a more potent 5th-level cleric,
But what if you need a different CR or an NPC with possessing the power to cast dispel magic.
a different vibe? Bigger Bads fills in gaps between
existing NPC stat blocks in the SRD and points you to • The cult fanatic (CR 4), a darker 4th-level cleric.
other gap fillers in existing Kobold Press products. Southlands Worldbook offers:
• The apostle (CR 6), a 10th-level cleric who can
CLERIC NPCS exert power sufficient to raise the dead.
The gods demand servants. Fleshing out a religion in • The first servant (CR 12), an 18th-level cleric.
a game world requires building out a wide variety of Creature Codex offers:
dedicated adherents to carry out divine will.
• The war chaplain (CR 3), a 5th-level cleric
• The war priest (CR 8), a 7th-level cleric.
3
This list ignores a few setting- and race-specific Domain Power (1/Day). The adept has access to one
cleric NPCs but is sufficient for this overview. This Divine Domain, either Shadow, Undeath, or War. Whichever
leaves quite the spread for GMs who want the PCs to domain they choose, they can use the associated ability
take on the church. At very low levels, an acolyte isn’t below:
very challenging while a priest can be a deadly foe. • Umbral Step (Shadow). The adept can teleport up to
And obviously, as the PCs grow in power and level, 60 feet to another unoccupied space it can see that is in
they need greater foes. dim light or darkness.
As GM, you can supplement encounters with • Bolster Undead (Undeath). All undead within 30 feet
monstrous foes, but this option may feel out of place. that can see the adept regain 4 (1d8) hit points.
You can add greater numbers of NPCs, but this risks • Warlord’s Favor (War). For the next minute, the adept
longer, more cluttered battles. So let’s dive into some deals an additional 2 (1d4) radiant damage on melee
new NPCs! weapon attacks.
Spellcasting. The adept casts one of the following spells,
New Clerics using Wisdom as the spellcasting ability (spell save DC 12):
Below are two new options for clerical NPCs: the At will: light, sacred flame, thaumaturgy
adept and the exarch. Both have a feature called 2/day each: cure wounds, guiding bolt
Domain Power that allows GMs to further tailor them 1/day each: hold person, spiritual weapon
to the needs at hand. Options for three common
domains are also presented, representing champions Exarch
of shadow, undeath, and war—but don’t hesitate to The middle manager of the faithful, the exarch has
create new powers for your campaign. been promoted beyond the administration of a single
temple and now oversees a region. The exarch likely
Adept realizes that any further promotion hinges upon their
An up-and-coming member of a church, the adept ability to execute a signature project—and these are the
doesn’t tend to the flock like the acolyte, nor do they run kinds of plans that mid-level adventurers might muck
a whole temple like a priest. The adept is delegated tasks up repeatedly.
in preparation for a promotion within the church—
exactly the space where they might intersect with EXARCH
meddling adventurers.
Medium Humanoid (Any Race), Any Alignment
4
Domain Power (1/Day). The adept has access to one • The doomspeaker (CR 6).
Divine Domain, either Shadow, Undeath, or War. Whichever
• The void speaker (CR 7).
domain they choose, they can use the associated ability
below:
• The scorpion assassin (CR 8).
• Shrouded Influence (Shadow). As an action, the ex- In the case of cultists, there’s a wider range of
arch turns invisible for up to 3 rounds. This ability ends options and levels than many of the other NPCs.
if the exarch casts a spell or makes an attack. However, there are gaps in the roles that these cultists
• Rapid Recruiter (Undeath). The exarch casts animate play within the cult itself.
dead with the casting time of 1 action.
• Holy Teamwork (War). For the next minute, the exarch New Cultists
has advantage on attacks against the creature that their
To expand on our options, below are two new cultist
spiritual weapon has attacked in the same turn.
NPCs: the true believer and the prophet. Both serve
Spellcasting. The adept casts one of the following spells,
important roles within a cult.
using Wisdom as the spellcasting ability (spell save DC 12):
At will: light, sacred flame, thaumaturgy True Believer
2/day each: animate dead, cure wounds, guiding bolt, As the name implies, the true believer is an elite cultist
spiritual weapon who has complete faith in the cult’s teachings. Unlike
1/day each: freedom of movement, guardian of faith, spirit most cultists, the true believer enlightens skeptics with
guardians their many longsword attacks. The true believer never
presents a risk to the cult fanatic’s leadership. The true
believer instead serves as the cult’s protector, frequent
CULTIST NPCS recruiter, and sometimes scapegoat for leadership when
There are few staples of fantasy TTRPGs with the schemes invariably go wrong.
ubiquity, staying power, and utility of the evil cult. As
such, GMs have a high demand for an expansive suite TRUE BELIEVER
of hooded acolytes, zealous assassins, and babbling Medium Humanoid (Any Race), Any Alignment
seers. ARMOR CLASS 11 (leather)
HIT POINTS 45 (7d8 + 14)
Existing Stat Blocks SPEED 30 ft.
The SRD presents the following NPC stat blocks for
cultists: STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1)
• The cultist (CR 1/8), your basic adherent—a
commoner with some skill at half-truths, some
knowledge of holy books, and perhaps more SKILLS Deception +3, Intimidation +5, Religion +2
courage than common sense. SENSES passive Perception 10
• The cult fanatic (CR 2), a 4th-level believer with LANGUAGES any one language (usually Common)
a silver tongue, multiple attacks, and ample hit CHALLENGE 1 (200 XP) PROFICIENCY BONUS +2
points.
Dark Devotion. The true believer has advantage on saving
Tome of Beasts offers: throws against being charmed or frightened.
• The scorpion cultist (CR 1/2).
ACTIONS
• The Emerald Order cult leader (CR 8).
Multiattack. The true believer makes two weapon attacks.
• The devilbound gnomish prince (CR 9). Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) if
Creature Codex offers: used with two hands.
• The void cultist (1/2). Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
• The gnomish knife cultist (CR 5). 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
damage.
5
REACTIONS
Opportunist. When a creature that the true believer can see
misses them with a melee attack, the true believer can use
their reaction to make a melee weapon attack against that
creature.
Prophet
The prophet is a cultist so devout they claim to receive
revelations of future events. Unlike the cult fanatic or
doomspeaker, the prophet claims a direct connection—
and sometimes serves as the voice in the mortal world—
to the unholy power the cult reveres. The prophet is
rarely encountered without a throng of supporters to
be directed against those who intrude upon the cult’s
activities.
PROPHET
Medium Humanoid (Any Race), Any Alignment
ARMOR CLASS 15 (chain shirt, 17 with Fanatical Bulwarks)
HIT POINTS 130 (16d8 + 48)
SPEED 30 ft.
6
FIGHTER NPCS Soldier
Unlike the thug, the soldier has proper training. Clad in
Fighters are great for GMs. Sometimes they can better armor, the soldier wields more potent weapons.
be dastardly villains, enacting their own ignoble When surrounded by lesser warriors, the soldier
ventures. At other times, they can be muscle for a assumes the role of tactician, directing allies to victory.
client flush with gold and gems—the wizard, priest, or
cultist with nefarious plans. SOLDIER
Medium Humanoid (Any Race), Any Alignment
Existing Stat Blocks ARMOR CLASS 14 (chain shirt)
The SRD presents the following NPC stat blocks for HIT POINTS 45 (7d8 + 14)
fighters: SPEED 30 ft.
• The thug (CR 1/2), a low-level frontline
combatant. Its potent combination of Pack Tactics STR DEX CON INT WIS CHA
and Multiattack offsets a low AC. 15 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0)
• The veteran (CR 3), a fierce but straightforward
opponent, boasting a high AC, ample hit points SKILLS Athletics +4
and up to three attacks each round. SENSES passive Perception 10
• The gladiator (CR 5), a mid-level combatant, LANGUAGES Any one language (usually Common)
using both spear and shield to attack while also CHALLENGE 1 (200 XP) PROFICIENCY BONUS +2
using its reaction to parry away attacks.
This leaves quite the spread for GMs who want to Brave. The soldier has advantage on saving throws against
challenge their players with fighter-types. At very low being frightened.
levels, a small group of thugs may be challenging, ACTIONS
while the veteran and gladiator are quite deadly.
Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., one
As the PCs grow in power and level, veterans and
target. Hit: 7 (1d10 + 2) slashing damage.
eventually gladiators become pedestrian, needing to
attack in groups. Tripping Attack. On a hit with a halberd attack, a target
A GM can supplement with monstrous foes, but creature must make a DC 12 Constitution saving throw
this may do disservice to the storyline when the GM or be knocked prone. This maneuver may be used twice
must do cartwheels to explain the presence of certain before a short or long rest.
foes. A GM can add more NPCs, but this risks longer Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
battles with more enemies choking the initiative one target. Hit: 6 (1d8 + 2) piercing damage.
order. A GM can create an NPC using character Bruising Blow. On a hit with a morningstar attack, a target
creation guidelines, but then the GM is reading a creature must make a DC 12 Constitution saving throw or it
character sheet instead of a stat block. cannot add its Dexterity modifier to AC until the start of its
What we need are brand new fighter NPCs. next turn. This maneuver may be used twice before a long
rest.
New Fighters Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
Two new NPC entries for fighters sit between the
damage.
existing options: the soldier and the battlefield
captain. Both use unique weapon maneuvers found Fearsome Accuracy. On a hit with a javelin attack from a
in Beyond Damage Dice and Midgard Heroes range of 30–120 feet, the target creature must make a DC
Handbook. Both are frontline fighters a GM can 12 Wisdom saving throw or be frightened of the soldier
throw at the characters when an unscrupulous warrior until the end of its next turn. This maneuver may be used
is called for. twice before a long rest.
BONUS ACTIONS
Combat Direction. The soldier instructs an ally within 60
feet to use its reaction to Disengage and move up to half
its speed.
7
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Battlefield Captain
target. Hit: 10 (1d12 + 4) bludgeoning damage.
The battlefield captain commands of a company of
warriors. Even more than the soldier, the battlefield Hurling Impact. Ranged Weapon Attack: +7 to hit, range
captain is a student of war and a master tactician, 10/20 ft., one target. Hit: 10 (1d12 + 4) bludgeoning
ordering around warriors during the fight. The damage. If the target is a creature, it must succeed on a DC
battlefield captain is also a survivor and has learned to 15 Strength saving throw or be pushed 15 feet away from
take advantage of the inexperience of his opponents. the captain.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
BATTLEFIELD CAPTAIN feet, one target. Hit: 6 (1d8 + 2) piercing damage.
Medium Humanoid (Any Race), Any Alignment Pinning Shot On a hit with the captain’s longbow attack,
ARMOR CLASS 17 (half plate) a target creature must make a DC 12 Strength saving
throw or be pinned in place. On a failed save, the target
HIT POINTS 150 (20d8 + 60)
creature’s speed is reduced to 0 feet and cannot move until
SPEED 30 ft.
it uses its action to successfully remove the arrow with a
DC 12 Strength check. This maneuver may be used three
STR DEX CON INT WIS CHA
times before a long rest.
18 (+4) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
BONUS ACTIONS
SAVING THROWS Str +7, Wis +4 Let Slip the Hounds of War (Recharge 4–6). The captain
SKILLS Athletics +7, Insight +4, Intimidation +5, orders an ally within 60 feet to use their reaction to make a
Perception +4 melee or ranged weapon attack against a creature. The ally
has advantage on this attack if it attacked that creature in
SENSES passive Perception 14
the last round.
LANGUAGES Any two languages
Second Wind. The captain recovers 15 (1d10 + 10) hp. This
CHALLENGE 8 (3,900 XP) PROFICIENCY BONUS +3
maneuver may be used once before a long rest.
8
MAGE NPCS GRADUATE MAGE
Medium Humanoid (Any Race), Any Alignment
Endless storytelling beats call for mage NPCs, and
ARMOR CLASS 12 (15 with mage armor)
often a lot of them at once.
HIT POINTS 22 (4d8 + 4)
Existing Stat Blocks SPEED 30 ft.
The SRD presents the following NPC stat blocks for STR DEX CON INT WIS CHA
mages:
9 (–1) 14 (+2) 12 (+1) 15 (+2) 12 (+1) 10 (+0)
• The mage (CR 6), a 9th-level wizard, with the
power to fly across the battlefield, launching fire
SAVING THROWS Int +4, Wis +3
and ice at their enemies.
SKILLS Arcana +4, History +4
• The archmage (CR 12), an 18th-level wizard, a
SENSES passive Perception 11
brilliant polyglot with the ability to teleport across
LANGUAGES Any three languages
continents and stop the flow of time.
CHALLENGE 2 (450 XP) PROFICIENCY BONUS +2
Creature Codex offers:
• The battle mage (CR4), a 7th-level wizard who Spellcasting. The graduate mage is a 4th-level spellcaster.
can overchannel spells, making their magic Their spellcasting ability is Intelligence (spell save DC 12, +4
difficult to resist. to hit with spell attacks). The mage has the following wizard
spells prepared:
• The blood mage (CR7), a 10th-level wizard who
manipulates hemoglobin—their enemies’ or their Cantrips (at will): firebolt, light, mage hand, wind lash*
own—to foul ends. (shocking grasp)
1st level (4 slots): detect magic, mage armor, magic
• The voidwracked mage (CR8), a 9th-level wizard
missile, twist the skein* (thunderwave)
whose meddling led it to become fused to the
2nd level (3 slots): blur, daggerhawk* (scorching ray),
event horizon of the void, becoming a dangerous
hold person
force for entropy in the world.
* See Deep Magic. If you don’t have this book, use the SRD
However, each Creature Codex mage is a specialist, spell in parentheses.
not great for broader use, and they’re all for middle
levels. Only two generic options exist, the mage and ACTIONS
archmage, and they have a significant power spread Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
(CR 6 and 12). More generalizable options at different 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
levels are needed. damage.
JOURNEY MAGE
Graduate Mage
The graduate mage has completed studies at the wizard Medium Humanoid (Any Race), Any Alignment
college and entered the world. The graduate mage can ARMOR CLASS 12 (15 with mage armor)
cast 2nd-level spells and might toil in an entry level HIT POINTS 38 (7d8 + 7)
position, managing the minions of a greater villain. SPEED 30 ft.
9
SAVING THROWS Int +6, Wis +4
SKILLS Arcana +3, Insight +5, Sleight of Hand +4
SENSES passive Perception 11
LANGUAGES Any three languages
CHALLENGE 4 (1,100 XP) PROFICIENCY BONUS +2
10
ACTIONS PEER
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach Medium Humanoid (Any Race), Any Alignment
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing ARMOR CLASS 16 (breastplate)
damage.
HIT POINTS 33 (6d8 + 6)
SPEED 30 ft.
11
SKILLS Arcana +6, History +6, Medicine +4, Nature +6, Always On Guard. When wearing the crown, the monarch
Perception +4, Religion +6 can’t be surprised and has advantage on initiative checks.
SENSES passive Perception 14 Magic Resistance. When wearing royal garb, the monarch
LANGUAGES Any three languages has advantage on saving throws against spells and other
CHALLENGE 4 (1,100 XP) PROFICIENCY BONUS +2 magical effects.
ACTIONS
Spellcasting. The heir apparent casts one of the following
Multiattack. The monarch makes three attacks, or two
spells, requiring no material components and using
attacks before using a Courtly Blessing.
Intelligence as the spellcasting ability (spell save DC 14):
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
At will: mage hand, prestidigitation
target. Hit: 7 (1d8 + 2) slashing damage.
3/day each: charm person, feather fall, jump
Ray of Frost. Ranged Spell Attack: +8 to hit, range 60 ft.,
1/day each: invisibility one target. Hit: 9 (2d8) cold damage, and the target’s
ACTIONS speed is reduced by 10 feet until the end of its next turn.
Multiattack. The heir apparent makes two rapier attacks. Courtly Gifts. The court botanists have given worts to the
monarch to be consumed at a moment’s notice:
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 2) piercing damage, and the target • Champion’s Lavender. By smelling the lavender, the
monarch recovers 10 hp.
must make a DC 14 Dexterity saving throw or all its speeds
are reduced to 0 ft. until the end of its next turn. • Emperor’s Garlic. For one hour after chewing on the
garlic, the monarch has resistance to poison damage
Firebolt. Ranged Spell Attack: +6 to hit, range 100 ft., one
and advantage on saving throws against poison.
target. Hit: 11 (2d10) fire damage.
• Nimbus Daffodil. By splitting the stem in twain, a 20 ft.
sphere of fog emanates from the monarch, functioning
Monarch like a fog cloud spell.
The monarch is the highest noble in the nation, to
whom all other nobles pay open allegiance. Monarchs
call upon the combined power of their courts to defend
themselves against foes, calling especially upon court
ROGUE NPCS
Thieves, scoundrels, and other ne’er-do-wells are
mages, who ward the monarch from danger.
staples of the fantasy genre, ranging from heroic
Courtly blessings are minor worts gifted to the
outlaws like Robin Hood, to con artists like Locke
monarch by mages skilled in hedge magic. For different
Lamora, and to reluctant burglars like Bilbo Baggins.
options, see hedge magic rules in Tome of Heroes.
GMs can easily present these rogues as foes, anti-
MONARCH heroes, or convenient allies, skulking in alleys until
they become relevant to the narrative.
Medium Humanoid (Any Race), Any Alignment
ARMOR CLASS 15 (breastplate)
Existing Stat Blocks
HIT POINTS 99 (18d8 + 18)
The SRD presents the following NPC stat blocks for
SPEED 30 ft.
rogues:
STR DEX CON INT WIS CHA
• The spy (CR 1), an unarmored sneak with the
features of a 3rd-level rogue.
14 (+2) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 18 (+4)
• The assassin (CR 8), a master of their craft, one of
the deadliest humanoids in the core game.
SKILLS Deception +8, Insight +7, Intimidation +8,
Persuasion +8 Creature Codex offers:
SENSES passive Perception 12 • The scorpion assassin (CR8).
LANGUAGES Any four languages • The thief lord (CR8).
CHALLENGE 6 (2,300 XP) PROFICIENCY BONUS +4
12 Peculiar Towers offers:
• The guild thief (CR4).
Special Equipment. The monarch has a crown, royal garb,
and three of each of the Courtly Gifts. There are still a lot of darkened city streets for our
rogue NPCs to prowl.
12
ACTIONS
New Rogues
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
Three new roguish NPCs expand our options: the 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing
bravo, the impersonator, and the guild attorney. damage.
BRAVO Impersonator
Medium Humanoid (Any Race), Any Alignment The impersonator is a guild member who readily
ARMOR CLASS 13 (leather) imitates others with a bit of makeup and an
HIT POINTS 27 (6d8) appropriate costume. Impersonators are used to
SPEED 30 ft. infiltrate banks, prisons, and high society events, often
intimidating or assassinating the guild’s enemies before
STR DEX CON INT WIS CHA making audacious escapes from the scene of the crime.
10 (+0) 15 (+2) 13 (+1) 12 (+1) 10 (+0) 10 (+0) Guilds often recruit impersonators from failed or down
on their luck actors, whose need for coin outstrips
whatever scruples they may once have held.
SKILLS Acrobatics +4, Perception +4, Sleight of Hand +4,
Stealth +6
SENSES passive Perception 14
LANGUAGES Any one language and Thieves’ Cant
CHALLENGE 1/2 (100 XP) PROFICIENCY BONUS +2
13
IMPERSONATOR Guild Attorney
Medium Humanoid (Any Race), Any Alignment The guild attorney represents a guild’s legitimate
ARMOR CLASS 14 (leather armor) business interests, and defends the members who have
HIT POINTS 44 (8d8 + 8) run afoul of the first rule of crime—“don’t get caught.”
The guild attorney fights their battle with words,
SPEED 30 ft.
whether spoken or written.
STR DEX CON INT WIS CHA
GUILD ATTORNEY
10 (+0) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 15 (+2)
Medium Humanoid (Any Race), Any Alignment
ARMOR CLASS 16 (glamoured breastplate)
SKILLS Deception +6, Insight +6, Intimidation +4,
Perception +4, Persuasion +6, Stealth +5 HIT POINTS 85 (10d8 + 40)
SPEED 30 ft.
SENSES passive Perception 14
LANGUAGES Any three languages and Thieves’ Cant
STR DEX CON INT WIS CHA
CHALLENGE 3 (700 XP) PROFICIENCY BONUS +2
10 (+0) 13 (+1) 14 (+2) 18 (+4) 16 (+3) 17 (+3)
14
• You can expend 1 charge to retrieve a mundane
New Magic Item item of your choosing worth up to 50 gp. For the
A guild attorney is seldom sighted in public without guild attorney, these items are commonly contracts
their signature handy briefcase. or legal tomes.
• You can expend 3 charges to instead retrieve a
HANDY BRIEFCASE common magic item of your choosing.
Wondrous item, rare (requires attunement) Anything you pull from the briefcase must be able to
This leather satchel is 11 by 14 by 4 inches, closed by ordinarily fit inside the briefcase.
adamantine latches and carried by an ivory handle. It
functions like a handy haversack, but has 5 charges.
15
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