Base Class: Paladin
To Love Our Steppe, To love it like Sun, Like grasses and winds both in motion. In ages of gold, as in minutues of cheer - Love it in times of distruction, and fear
Paladins who swear the Oath of the Steppe call themselves Cossacks, bound not to crown nor Gods, but to essence of Freedom itself. Your duty lies in faithful steed and open field. Serve the people. They are mercenaries of fierce will and wild honor, riding with laughter on their lips and steel in both hands - Guided by the Freedom, living lives carved in blood and ballads. To fall is not the end for them, for even death dares not take a true child of the steppe without a fight.
Mechanically, This class blends Paladin-style resilience with a twist of reckless fury, thriving when bloodied and cornered, and gaining limited abilities to escape death itself. Their power is not drawn from divine favor, but from ancestral oaths and the unyielding refusal to kneel. Cossacks are at their strongest when protecting others while wounded, using momentum-based combat, defiant auras, and spiritual abilities that awaken only in the face of death.
DM Advice:
The Cossack class rewards heroic self-sacrifice, dramatic last stands, and moments of brutal clarity.
Let them lean into narrative defiance — this class wants to be surrounded, wounded, and shouting poetry through bloodied teeth.
Their abilities often activate only when below half HP, making healing a strategic choice, not an obligation.
You don’t play a Cossack to survive — you play one to be remembered.
Level 3: Oath of The Steepe - Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
Paladin Level | Spells |
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3 |
Hunter’s Mark, Hellish Rebuke, Vicious Mockery You Fight - and You prevail. God guides your hand. |
5 |
For The Cossack line Continues always - one stands - and three more rise! |
9 |
Such dreadful fate - to fade in wastelands - far from Friends and mother Steepe |
13 |
To Hell I go - before my father - As Delivs light their fires For me |
17 |
The Steep - who bore us, Sich - who raised us - To Feed this soil with Dying Me |
Level 3: Windmill of Steel
Walk on, Cossack. Carry death behind your back.
You’ve inherited the ancient fighting rhythm of savagery and protection - a relentless, spinning technique designed to strike multiple foes in a single motion while dual-wielding.
Sabre Wielder:
- You gain the Dual Wielder feat. If you already have this feat, you may instead choose another feat for which you qualify.
- When you take the Attack action while wielding two melee weapons, you may enter the Windmill of Steel Stance as a part of your attack action, it lasts until the start of your next turn.
Windmill of Steel Stance:
When you hit a creature as part of the [action]Attack[/action] action While you are Bloodied (You have half HP or less) and while wielding two melee weapons, you may choose a number of creatures (your level ÷ 3, rounded down) within 5 ft of each other (as if in chain) and within your reach. That second creature takes the same weapon damage (excluding your ability modifier). If your attack includes any additional magical damage, you may divide that damage evenly between the two creatures (rounded up). This effect may occur once per weapon per turn.
Until the start of your next turn, you gain a +1 bonus to AC as your flowing movement and whirling blades deflect incoming blows. Additionally, after a weapon attack made during this stance, you may move 5 feet in any direction without provoking Opportunity Attack. This movement counts as part of your normal movement.
When a creature that took damage from your Windmill of Steel Stance starts its turn within your reach, it must make a Dexterity saving throw (DC = 10 + your Proficiency Bonus + your Dexterity modifier). On a success, it may move without provoking Opportunity Attack from you until the end of its turn.
At the start of your next turn, if any creature damaged by your current Windmill of Steel Stance remains within your reach and has not succeeded on its Dexterity saving throw, you may repeat the same attacks against it without spending any actions. You must roll to hit for each attack, but you do not add your ability modifier to the damage rolls, and you may not apply any additional effects or features to these attack.
You may use this feature a number of times equal to your (Proficiency Bonus x 2). You regain all expended uses when you finish a Long Rest.
Horilka in that World
Who drank Horilka in that World - In here shell drink Hot tar
Horilka Brewer
You gain proficiency with brewer’s supplies.
Over the course of 1 hour, you can brew a batch of Horilka by succeeding on a DC 15 Intelligence (Brewer’s Supplies) check. You produce a number of bottles equal to your proficiency bonus, provided you have the ingredients for each one:
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1 pound of wheat
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Half a gallon of water
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10 Silver Pieces (For Purification)
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A container capable of holding liquid
Horilka Fireplay
Horilka functions similarly to alchemist’s fire, but with some key differences:
Horilka
Common, Consumable, Utility PotionAs an action, you can pour Horilka into your mouth and spit a stream of fire in a 15-foot line in any direction. Each creature in the line must make a Dexterity Saving Throw (DC 14).
On a hit, the target takes (1d4) fire damage at the start of each of its turns.
A creature can end this effect by using its action to make a DC 14 Dexterity (Acrobatics) check to extinguish the flames.
Horilka cannot be thrown or set as a trap to inflict fire damage - it must be ignited by your breath to function.
- A creature that critically fails the Dexterity check (natural 1) takes (1d4) additional fire damage and is blinded until the end of its next turn.
Mastery Awaits
At 20th level, you will unlock an alternative way to use Horilka.
But not yet, Cossack. Not yet.
Level 7: Reed Lurker Veil
The Cossacks hide in the reeds and lie still. A boy cooks some kulesh, climbs onto a burial mound, and starts calling for them. They hear him, but do not answer. He keeps calling - then breaks into tears.
The Cossacks lie in the grass, hear his crying, and say:
“Nah… this one is not ours.”
Lurking in Reeds
You have mastered the art of hiding among reeds, calming your mind, and striking from stillness - an ambush style born in the darkest of wetlands.
- You have Advantage on Dexterity (Stealth) checks while underwater or when occupying the same space as plants at least 3 foot tall. You also considered to alvays have have Half Cover (+2 AC against Ranged attackes) while in tall plants.
- Once per long rest, as a bonus action, you can make Reeds to appear and grow 3 feet tall in 30 feet radius around you. Area of the effect is now counts as a Difficult Terrain for everyone - including you. Reeds also cosidered to be dry plants, and can catch fire easily.
Breathe Slowly...
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While fully submerged, you can grant yourself the effects of the Invisibility spell by expending 1 spell slot of any level. This version of the spell follows all its normal rules regarding duration and concentration. The invisibility ends early if you attack, cast another spell, or are no longer underwate.
Before you Strike
- When you hit a creature that cannot see you while you are underwater or in plants at least 3 feet tall, you may deal an additional (2d4) weapon damage.
Level 7: Not King nor Devil
The Cossack's neck - never yields, Except for brother in the Fields
Aura of Disobedience
You and Friendly creatures within 10 feet aura of you - have davantage on Constitution and Streanth saving throws. Also, no one of you cannot be magically commanded or dominated (such as by Dominate Person or Geas). Your Aura activates only while you are bloodied (You have less than a hlaf of your HP).
Freedom Defiance
Once per Short Rest, when you or an ally within 15 foot fails any saving throw - you can shout a Phrase of Freedom Defiance as a Reaction. That creature rerolls the save throw with Advantage.
Level 7: Grasped by the Oseledets
The Cossack took out his tobacco horn and took a pinch of snuff. Sniffed from one side, sniffed from the other, and cracked his neck — for the tobacco was well seasoned: there was hellebore, and turgun, and pepper mixed in for strength, enough to make your very soul spin from the sting.
“Come now, let me try it,” said Death. “Why not , my lady?” the Cossack replied.
And oh! how Death sniffed! How her skull spun! How she sneezed — she dropped her scythe on the spot.
Grasped by the Oseledets:
Several times Per long rest, when you would be reduced to 0 hit points, you can instead make a DC 20 Religion check as a Reaction. When you do, the hands of your ancestors seize you by the oseledets and pull you back to life. Times this feature can be activated - (your Proficiency modifier - minus 2)
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On a success, you take no damage and are teleported up to 20 feet to an unoccupied space you can see. You fall prone in that space. You gain temporary hit points equal to your Constitution modifier + 5 (minimum of 1). For the next 1 minute:
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Your Divine Smite deals necrotic damage instead of radiant.
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On a failure, you remain at 1 hit point and fall prone. You gain temporary hit points equal to your Constitution modifier +1 (minimum of 1). For the next 1 hour, your Divine Smite deals necrotic damage instead of radiant.
Immediately afterward, make a DC 15 Constitution saving throw:-
On a failure, you suffer 1 level of exhaustion.
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You're... immortal?
Among the hills, a grave awaits — alone you shall arrive.
An empty coffin watches you with hollow, eyeless eyes.
And there you will not find my bones, nor lay my soul to rest —
For I still roam the open Steppe, unliving — yet not dead.
Mara’s Gaze
If you:
- Critically fail the Religion check durnig the "Grasped by the Oseledets",
- Or if the incoming damage exceeds your hit point maximum (i.e. would instantly kill you),
- Or if you fail your final death saving throw:
You enter a cursed state known as Mara’s Gaze, which lasts until your next long rest. In Mara’s Gaze, the following effects apply:
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You fall prone and gain 1 hit point and 1 level of exhaustion.
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Your Divine Smite deals [damage]necrotic[/damage] damage instead of radiant. You deal double damage with all Divine Smite dice until your next short rest.
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You have advantage on Charisma (Intimidation) checks, and the Intimidation skill ignores exhaustion penalties while this state persists.
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Any healing you receive is halved (rounded down).
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Animals instinctively fear you, and you can't see your reflection in mirrors or in clear water — only in dead or bloodied water. You appear pale and cannot eat or keep down food, except for offerings left on graves for the dead.
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If you are at 0 hit points during this state, and would be required to make a death saving throw, you instead automatically fail and die instantly.
This state can be ended early by Dispel Evil and Good or similar cleansing magic.
The Ice Grows Thinerr
Starting at level 15, when Grasped by the Oseledets activates, you may choose to enter Mara’s Gaze willingly, without making a Religion check. When entered this way, the state lasts for 1 minute, and you do not gain a level of exhaustion.
At levels 9, 13 and 17, you gain one additional use of Grasped by the Forelock per long rest.
Level 15: Heart of Stone, Naked in Soul
In the earth they lie in layers, Wild paths spread like ancient slayers
Scarring all the plain.
Upward from the weeping soil, Towards the grave of stone and toil,
Only shadows gain.
Heart of stone:
You gain a +1 bonus to your Armor Class, regardless of the armor you are wearing. In addition, any armor you wear is treated as natural armor for all effects and interactions. You also gain blindsight out to a range of 10 feet.
While Bloodied:
You gain advantage on all Strength and Dexterity checks and saving throws made to resist the grappled or restrained conditions. Additionally, whenever a creature attempts to grapple or restrain you—whether it succeeds or fails—it takes 2d8 radiant or necrotic damage (your choice), as your soul lashes out in defense.
Bare Nacked Soul:
As an action, you may cast off any medium or heavy armor you are wearing, causing it to fall into an unoccupied space within 5 feet of you. Your armor then animates and becomes a Animated Armor, which is friendly to you and acts on your initiative. You control its actions during combat.
When you do so, each hostile creature that can see you must succeed on a DC 12 Wisdom saving throw. On a failed save, a creature perceives the Animated Armor as you, and will prioritize it as a target until it takes damage from another source or until the illusion is broken by obvious means (e.g. direct speech, magic, or logic).
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
You are not wearing your armor for the duration of this effect. When the Animated Armor is reduced to 0 hit points, or when you use a bonus action to end the effect, it crumbles and reforms as your wearable armor.
You can animate your armor a number of times equal to your proficiency bonus per long rest.
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When the Animated Armor is reduced to 0 hit points, or when you use a bonus action to end the effect, it crumbles and reforms as the armor you were wearing before.
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You are considered to be unarmored for the duration of this effect.
Level 15: In Despair - Don't leave your Steed
Your steed summoned by Find Steed ability now takes a form and statblock of Nightmare monster.
The Nightmare's Challenge Rating is 3, and it's a Large creature, and it brings high mobility (fly speed 90 ft.), battlefield control, and unique escape mechanics via the Ethereal Plane — use it to reshape encounters around sudden disappearances, spectral ambushes, and fiery retreats.
Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Level 20: If Gods Allowed This, I’ll kill all the gods...
A Hundred Brothers - Cranes in flight — their souls now soaring through the skies.
Not one of you had wished to die…
May eternal memory keep your light alive.
Echoes of the Kobza
You can cast the spell Commune without expending a spell slot, material components, or preparing it.
Instead, you must perform a Charisma (Performance) check using a musical instrument with which you are proficient (typically a kobza, bandura, or flute).
The DC for this check is 15.
On a success, you receive answers as if you had cast the Commune spell. However, rather than a deity, you are communing with the spirits of ancient Cossacks — warriors, poets, and martyrs of the steppe. Their guidance is often cryptic, poetic, or laced with irony. The voices of the past may contradict each other — or argue mid-Communion.
You can use this feature three times per long rest.
Righteous fury made me overflow.
Yesterday a man — today, a beast I know.
Righteous fury tore me apart.
If the gods allowed this… I will kill every god.
I'll Kill All The Gods
You stand there — tirerd, defiant, ablaze.
The gods look down… and you spit fire in their face.
At 20th level, when you are the target of any divine intervention, remote spell, or celestial effect originating from a deity or extraplanar entity (such as Scrying, Message, or Divine Word), you may attempt to shut it down — for the day.
As a reaction, make a Charisma (Intimidation) check and Consume 1 item of Horilka you personally crafted. The DC for this check is:
10 + the caster’s spellcasting modifier
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On a success, the effect automatically fails or ends, as your defiance pierces even the heavens.
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For the next 24 hours, the original caster treats you as if you are under the effect of the Mind Blank spell. This includes immunity to Wish, divinations, telepathy, and mind-affecting spells or effects — even from gods themselves.
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You may choose to end this effect prematurely at any time.
You can use this feature once per long rest.
Previous Versions
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