Players Guide 2 for the Tales of the Valiant roleplaying game is on the way! It will be available to backers and in stores in February 2026. If you’re just tuning in, you can still preorder by clicking the big button! It will have literally dozens of new subclasses for your ToV pleasure!

But. That is three months away. What are we to do in the meantime?

Try these new blog exclusive subclasses for rogue and sorcerer. Put ’em in your game this week! We won’t stop you!

New Rogue Subclass: DELVER

Delvers have honed their skills specifically for the exploration and looting of remote, dangerous locales. Ancient ruins, forgotten temples, deep cave systems, and especially dungeons are the purview of the delver. They are prepared for the hazards, traps, and strange creatures found in such locales, making them a valuable member of any band exploring such areas.

Delver Progression
Rogue Level Features
3rd Curse-Versed, Hardy, Warded
7th Abomination Slayer
11th Dynamic Explorer
15th Master Delver

CURSE-VERSED

3rd-Level Delver Feature

You can determine if an item, object, or area is cursed with a successful INT (Investigation) or WIS (Perception) check (passive Perception does not apply here). The DC of the check is determined by the GM, but typically a DC 15 can be applied for most curses.

HARDY

3rd-Level Delver Feature

You are resistant to poison damage, and have advantage on saves against spells and effects that cause poison damage or the poisoned condition.

WARDED

3rd-Level Delver Feature

You have collected abjurations, blessings, and small warding charms to better protect you against the fell magics lurking in the places you delve. You have advantage on saves against spells or effects that would curse you. If you attune to a cursed item, you can attempt to slip free of the curse by making a successful INT save. On success, you immediately break attunement with the item.

MASTER DELVER

7th-Level Delver Feature

Your delving knowledge and expertise grant you the following features.

  • You have advantage on saves against spells and effects that inflict the charmed or frightened conditions.
  • When applying Sneak Attack damage to an Aberration, Monstrosity, Ooze, or Undead, you can reroll any number of the dice, but you must take the new result.
  • You can use your Sneak Attack feature when using improvised weapons, acid, or alchemist’s fire.

DYNAMIC EXPLORER

11th-Level Delver Feature

You are an expert at making your way through areas many would find inaccessible. You gain the following abilities.

  • When squeezing through a space, you spend 1 extra foot for every two feet you move. Creatures attacking you while you are squeezing do not have advantage.
  • Add your PB to the number of minutes you can hold your breath.
  • Your speed is not reduced by difficult terrain caused by nonmagical effects.
  • You gain a climbing speed and swimming speed equal to your walking speed.

ABOMINATION SLAYER

15th-Level Delver Feature

Your knowledge of the strange, foul creatures that infest your usual delving areas allow you to quickly kill them. You can use your Sneak Attack feature against an Aberration, Monstrosity, Ooze, or Undead with either a melee or ranged weapon, without having advantage on the attack roll, or having another enemy of the target within 5 feet of it. You still must not have disadvantage on your attack roll.

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New Sorcerer Subclass: FEY ORIGIN

The origin of your magic springs from the otherworldly power of the fey, either through lineage, boon, or in exchange for service. Fey have great power over the minds and perception of mortals, as well as the natural world, and your magic reflects this.

Fey Progression
Sorcerer Level Features
3rd Fey Influences, Fey Origin Spells, Fey Potency
7th Cloud the Mind
11th Elusive Step
15th Mantle of the Fey

FEY ORIGIN SPELLS

3rd-Level Fey Feature

You gain origin spells at the sorcerer levels listed in the Fey Origin Spells table. See the Sorcerer Subclass class feature for how these spells work.

Fey Origin Spells

Sorcerer Level Spells
3rd charm, misty step
5th conjure animals, major image
7th hallucinatory terrain, conjure woodland beings
9th modify memory, seeming
11th irresistible dance, transport via plants

FEY INFLUENCES

3rd-Level Fey Feature

You can now speak, read, and write Sylvan. In addition, when you roll a Deception, Insight, Intimidation, or Persuasion check, treat any d20 roll less than your sorcerer level as if you rolled a number equal to your sorcerer level.

FEY POTENCY

3rd-Level Fey Feature

While a creature is charmed by one of your spells, you gain a bonus equal to your PB on saves against spells or effects that would give you the blinded, charmed, deafened, frightened, paralyzed, petrified, or stunned conditions.

CLOUD THE MIND

7th-Level Fey Feature

You can make defiance against your magic costly. When a creature succeeds on a save against one of your Enchantment school spells, you can spend 1 sorcery point to give the creature the poisoned condition for a number of rounds equal to the circle of the spell you cast. At the end of each of its turns, the creature can make a new save against your spell save DC, ending the poisoned condition on a success.

ELUSIVE STEP

11th-Level Fey Feature

When you take damage, you can spend 2 sorcery points to cast misty step as a reaction. When you arrive at your destination space, the mist clings to you, making the space you occupy lightly obscured until the end of your next turn.

MANTLE OF THE FEY

15th-Level Fey Feature

The power of your magic ties you more deeply to the fey realms. You are immune to the charmed and frightened conditions. If a creature succeeds on a save against an Enchantment or Illusion school spell that you cast, you can spend 6 sorcery points to make it fail its save instead. (This feature cannot override a creature’s legendary resistance, though it can make such a creature fail its initial save.)

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