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The Valkyrie

Highly agile, highly deadly, and masters of the polearm, a Valkyrie is a warrior that is skilled with both longer weapons and acrobatics, making use of their insane agility to annihilate their foes, from the sky or from the ground.

Playing a Valkyrie

As a Valkyrie, you are both an object of destruction, able to hit groups of enemies at once, and a weapon of precision, able to hit a single target with very powerful damage. Be careful, however, as attacks of opportunity are commonplace for a Valkyrie to face.

Creating a Valkyrie

Female Valky

"By Odin's Beard, I will strike you down where you stand!"

Requirements

Alignment: Any Lawful

Starting Age: Most Valkyrie becomes official warriors at a very young age such as 18-21

Race: Any race, especially if they have an affinity for weapons (e.g. Chosheki)

Gender: Valkyries are typically female, however, male Valkyries do exist, even if they are very rare.


Class Features

As a Valkyrie, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Valkyrie level

Hit Points at 1st Level: 10 + Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Valkyrie level after 1st

Proficiencies

Armor: Medium and Heavy Armor and shields

Weapons: Simple and Martial Weapons

Tools: One Gaming Set or Artisan's Tools

Saving Throws: Constitution, Strength

Skills: Choose 3 from Acrobatics, Athletics, History, Intimidation, Perception, Survival. Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Spear or (b) a Trident
  • 3 Javelins
  • (a) a Gaming Set or (b) a set of Artisan's Tools
  • (a) Scale Mail or (b) Ring Mail
  • 6d6 (21) gold
     


Table: The Valkyrie

Level Proficiency Bonus Features Battle Points
1 +2 Battle Points, Crescent Moon, Inner Hearth 2
2 +2 Jump abilities, lunge, 2
3 +2 Order of the Valkyrie 4
4 +2 Ability Score Improvement 4
5 +3 Spear Lore, Extra Attack 6
6 +3 Improved Crescent Moon, Chooser of the slain 6
7 +3 Order Feature 8
8 +3 Ability Score Improvement 8
9 +4 Unlock New Jump Ability, Mount of the Valkyrie 10
10 +4 Order Feature 10
11 +4 Lunar Crescent, Battle Guard. 12
12 +4 Ability Score Improvement 12
13 +5 Runes of Combat, Battle Amp 14
14 +5 Improved Judgement 14
15 +5 Spear of the Order, War Mount 16
16 +5 Ability Score Improvement, Order Feature. 16
17 +6 War Goddess 18
18 +6 Unlock New Jump Ability, Improved Lunar Crescent 18
19 +6 Ability Score Improvement 20
20 +6 Mímir's Sight 20

Battle Points

Starting at 1st level you can use your ancestral prowess and skill from years of training to exert yourself to do remarkable things as your ancestors once did. These reflect as Battle points. Your level reflects how many of these you have shown on the Table above,

You can restore them from either taking a short or long rest and spending at least 10 minutes sharpening your weapon. Another way to restore them is to get a critical hit with any weapon or dealing a killing blow to a creature of significant threat. (Dm's Discretion) In doing so will restore 1 Battle point. If you run out of Battle Points and you attempt to use points you don't have, your character must take a short or long rest or pass out of exhaustion for a long or short rest. If you're in combat as you attempt this, you must make a Constitution saving throw or meet the same fate. (DC10) If successful, you gain a temporary Battle Point that cannot be used and gain a point of exhaustion.

Crescent Moon

Beginning at 1st level, when you choose this class, for 1 Battle Point, you may strike 3 targets that are in front of you in a sweeping motion that are within 5ft (Or 10ft if your weapon has reached.), for the same damage of a normal attack (Normal weapon damage). At 6th level, the damage for this attack is increased by half of your weapon's damage die rounded up (e.g. 1d6 spear would add an additional 1d3 damage but rounded it becomes a d4).

Inner Hearth

Starting at 1st level, you can spend 2 Battle Points, to heal half your Hp back to yourself as a full action. (This takes your bonus, movement, and main action to do.) If your Hp goes above your maximum it becomes temporary Hp and your Ac grows by 1. If not then you do not gain the bonuses. However, attacks against you have advantage for 1 minute. You can only use this ability once per long rest.

Jump Abilities

You start with the first jump at 2nd level, but as you go to master this class more powerful and stronger jumps will be unlocked at the given level.

High Jump at 9th and Super Jump at 18th level.

Jump: Starting at 2nd level, for 1 Battle Point, you may jump up into the air (the height is equal to 1/2 your walking speed, rounded up) for one round staying in the air for the duration. At the start of your next turn, you may land on a target that is within 2x of your walking speed (E.g If you have 30ft walk speed, the land would have 60ft of movement), dealing 2d8 + your Strength modifier piercing damage to them. You gain advantage on this attack roll. If you are hit while in midair, you must make a DC (5 + damage taken) Constitution check, and if you fail, you fall from the sky and take the fall damage from the hight they jumped, instead of damaging a target.

High Jump: Starting at 9th level you unlock High Jump. For 2 Battle Points, you may jump into the air, for two rounds staying in the air for the duration. (The height is equal to your walking speed + 10 ft.) At the start of your turn after two rounds, you may land on a target that is within 3x of your walking speed, dealing 3d10 + your Strength modifier piercing damage to them, with advantage on the attack roll. If you are hit while in midair, you must make a DC (equal to half damage taken) Constitution check, and if you fail, the damage you deal is only 1d8 + your Strength modifier and you take half the fall damage.

Super Jump: Beginning at 18th level, you unlock Super jump. For 4 Battle Points, you may jump into the air (height is equal to your walking speed x3) for two rounds. At the start of your next turn after two rounds, you may land on a point that is within 3x of your walking speed, dealing 4d10 + your Strength modifier piercing damage + 2d8 of Your Order's Damage to all enemies within 5 ft. of the point. If you land on a target, you also deal an additional amount of damage equal to a regular weapon attack to that target. If you are hit while in midair, you must make a DC (equal to half damage taken - your Constitution modifier) Constitution check, and if you fail, you fall the full length and take half the fall damage and go unconscious for 1 full round.

Lunge

Also at 2nd level, for 1 Battle point you can lunge in a line of half your movement in addition to your movement to do a thrust attack at an enemy within range dealing your weapon damage + 1d8 Piercing damage. You must have a target in range to use this ability. at higher levels, lung damage becomes the Orders Damage Type, and increases in damage by 1 die each level after 3rd on even levels. (E.g Order of the Forsaken deals Necrotic damage.) 4th 2d8, 6th 3d8, 8th 4d8, 10th 5d8, 12th 6d8, 14th 7d8, 16th 8d8, 18th 9d8, 20th 10d8.

Order of the Valkyrie

Beginning at 3rd level, you must choose an order that your Valkyrie belongs to, detailed at the end of this class description.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spear Lore

At 5th level, you can now wield two-handed polearms (e.g. halberds) in one hand, dealing normal damage even if you wield it in one hand. Additionally, you also ignore the Heavy property on polearms.

Extra Attack

Starting at 5th level you gain an extra attack. Note that, unless a feature states so, all features the Valkyrie uses count as an 'attack', allowing you to use two per turn when you've received this feature. (e.g. two Crescent Moons)

Chooser of the Slain

Also at 6th level, as a bonus action, you can target either an ally or enemy within a range of 60ft to receive the following.

Ally: Gains advantage on attacks against their target of choice.

Enemy: The enemy can feel you baring down upon them as you gain advantage on attacks against the target.

This only lasts for 1 minute, or if the target dies. If the target dies within the time limit you can apply this a second time to a target within half of the original range. You must take a short or long rest to use this again.

Mount of the Valkyrie

Also at 9th level, you can use a bonus action to summon a Pegasus to mount and fight for you. Giving you the Pegasus creature from the monster manual as a mountable creature that is loyal to only your commands. After the combat ends or if the Pegasus dies they disappear.

Lunar Crescent

Starting at 11th level, for 2 Battle Points, you may strike 5 targets in front of you within weapon range, for an additional weapon die + 1d8 of your Order's type damage. At 18th level, this deals 2 additional weapon die + 1d12 of your Order's type damage, In addition, it can also hit targets within a line, con or sweep of you within the range of 30ft.

Battle Guard

Starting at 11th level, you can choose to decrease all damage dealt to you by an amount equal to your Constitution modifier (min 1), as a full-round action. (This takes your bonus action, movement, and your action to perform.) Doing so grants you 1 battle point for every 2 points reduced. At 15th level, you reduce the damage by an amount equal to 2x your Constitution modifier, and any critical hits are treated as regular hits when using Battle Guard.

Runes of Combat

Starting at 13th level, you learn to cast runes onto your weapons that grant them different abilities. You can only have 1 rune on a weapon at a time. You can only use two weapons with runes at a time. You cannot apply this to a shield or armor piece. Each Rune takes a minute to cast upon a weapon of your choosing. Others can use these weapons as well or can have their own weapons empowered. However, they can only use the ability of the weapon once per day or if it says long rest must recharge the rune with the Valkyrie's help which will take a recast of the rune. These runes are considered non-magical and cannot be removed with Dispel Magic or Destroy Magic Item. They can only be removed by destroying the weapon or another Valkyrie removes the Rune.

-Rune of Return: Grants the weapon thrown an additional 1d8 of Force Damage. Allows you to call back your weapon after it is thrown, disarmed, or dropped. If the weapon is in the path of a creature you can make an extra attack against that target. If the weapon is inside a creature, you can call it back pulling the creature with it as a strength contest. or pull it out of him/her and deal 1d6 additional damage.

-Rune of Kratos: Your weapon gains the ability to grant you the rage action from Barbarians: In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength Saving Throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level to +3 at 9th and +4 at 16th. You have Resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Rune of Odin: This rune requires you to be level 17. You cannot use any other runes with this rune. (e.g You cannot use other runed weapons with this weapon.) This Rune can only be applied to a spear. You cannot give this runed weapon to any ally and the second it is removed from you or taken the rune disappears. This weapon, when used to make an attack cannot miss. This ability can only be used twice per long rest.

Rune of Norn: Gain advantage on a saving throw that you failed on. This ability can only be used once per long rest.

Rune of Zoran: This Rune requires you to be level 15. You gain 15ft of movement speed. This applies to the other movement types you have as well. (E.g Flight, Swim, Climb, Burrow, Crawling, and Jumping) This Rune is passively active.

Rune of Frigg: You can cast Levitate, Feather Fall, and Fly each once per long rest.

Rune of Ymir: You gain resistance to Cold damage and your weapon deals an additional 1d8 cold damage.

Rune of the Bifrost: This rune requires you to be level 17. This Rune can only be applied to a great sword. You can cast Teleport, Plane Shift, or Transport Via Plants, Gate once per long rest. In addition, you can cast a Teleportation circle once per long rest.

Rune of Ull: This can only be applied to a bow. This weapon gains +2 to attack and damage rolls.

Rune of Night: You can cast Daylight once per long rest.

Rune of Loki: This Rune requires you to be level 17. You can cast Dimension Door as a bonus action once per long rest.

Rune of Heimdall: This Rune requires you to be level 17. You can cast Scrying, Find the Path, Arcane Eye, or True Seeing once per long rest.

Rune of Forseti: You can cast Zone of Truth once per long rest.

Rune of Eir: You can cast Cure wounds at either level 1 three times a day, level 2 two times a day, or at level 3 once a long rest.

Rune of Ratatoskr: You can cast Message or Send twice per long rest.

Rune of Draugr: You can cast raise dead, speak with the dead, and Feign death once per long rest.

Rune of Freyja: This Rune requires you to be level 15. You can cast a Charm person, suggestion, mass suggestion once a day. In addition, you gain proficiency and expertise in Persuasion.

Rune of Sprites: Can cast Bless, or Bestow Curse once per long rest.

Rune of Day: You can cast Darkness once per long rest.

Rune of Aesir: Your weapon gives you one maneuver from Battlemaster and 2 superiority dice to use for it.

Rune of Aegir: You can cast both Control Water and Water Walk once per long rest.

Rune of Thor: This Rune requires you to be level 15. This can only be applied to a War Hammer or Mallet. Your weapon gains 2d6 lightning damage. And can cast call lightning once per long rest.

Rune of Haste: this Rune requires you to be level 15. Your weapon can cast Haste as a bonus action once per long rest.

Rune of Cancel: your weapon can cast counterspell at 3rd level as a reaction twice ber long rest. If you are a caster, you can use this at higher levels at the cost of your own Spell Slots.

Rune of Snare: your weapon, upon activation as a reaction, can restrain an enemy in vines for 1d4 turns. The restrained target can attempt to break free with a strength check. (DC 14)

Rune of Giant Might: The weapon deals an additional 1d10 bludgeoning damage. Also as a bonus grants, you advantage on strength checks.

Rune of the World Serpent. Your weapon allows you to cast comprehend languages once per long rest and Tongues once per long rest.

Rune on Tyr: As long as your holding this weapon, you gain a single luck point from the lucky feat.

Rune of Sight: Your weapon allows you to see through nonmagical darkness. As if it was bright as day.

Rune of Strength: Gain +1 to your Strength ability score. (This cannot pass the maximum of 20) This Rune is passively active.

Rune of Dexterity: Gain +1 to your Dexterity ability score. (This cannot pass the maximum of 20) This Rune is passively active.

Rune of Constitution: Gain +1 to your Constitution ability score. (This cannot pass the maximum of 20) This Rune is passively active.

Rune of Wisdom: Gain +1 to your Wisdom ability score. (This cannot pass the maximum of 20) This Rune is passively active.

Rune of Intelligence: Gain +1 to your Intelligence ability score. (This cannot pass the maximum of 20) This Rune is passively active.

Rune of Charisma: Gain +1 to your Charisma ability score. (This cannot pass the maximum of 20) This Rune is passively active.

Battle Amp

Beginning at 13th level, you may choose to spend an additional Battle Point when using any Valkyrie class feature, to increase the damage by 1 damage die (e.g. High Jump goes to 4d10 instead of 3d10). In addition for 2 additional Battle Points, You gain +2 to the attack roll. This cannot be stacked.

Spear of the Order

Starting at 15th level, for 3 Battle Points, you may form a spear made of Arcane energy, and throw it at a target within 30 ft. of you, dealing 2 times the damage of a regular attack of your weapon, including modifiers (e.g. 1d8+5 goes to 2d8+10). (This also works for critical hits.) The type of damage for this spear is noted in your chosen Order. At 20th level, the range increases to 60 ft and if the spear hits will detonate around an area of 20ft radius dealing half of the damage dealt in the radius.

War Mount

Also at 15th level, your Pegasus mount gains war armor that turns grants a +1 to your AC. And turns their armor class 18 AC.

War Goddess

Starting at 17th level, Whenever you enter battle you gain 1d12+ your Str modifier as temporary hit points. In addition, you also cannot be hit with criticals by non-magical weapons or Ethereal weapons.

Mímir's Sight

Starting at 20th level you have mastered the field of war and can now sense things just before they happen, see-through other's lies and through illusions. This gives you the following abilities.

-True Sight: allowing you to see, out to a specific range, (120ft) see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

- You can no longer be hit with sneak attack damage or criticals from Assassinate or other abilities that deal with you not taking your initiative.

- You also can use your reaction twice instead of once.

Order of the Valkyrie

At 3rd level, you can select one of the orders below.

Order of the Arms

Valkyries that are with this order are not just masters of the polearms but are also highly trained with most weapons as well. Such as Bows, Swords, Maces, even Glaives. Your Spear of the Order Damage type is Cold.

Oath of the Weapon

Starting at 3rd level, you learn the oath of blood and connection to your weapons. Allowing you to spend 2 hours with 2 weapons of your choice and become one with them. Granting you Dual wielding with those weapons only. You can redo the oath and choose different weapons, however, you will lose the bonuses from the previous. Your weapons gain 2d6 Cold damage and the ability to slow your foe's movement by a quarter of their speed with each hit for as long as you keep hitting them with those weapons otherwise it lasts till the end of their next turn. This Damage will change as you level. 7th, 2d8 10th, 2d10 16th, 2d12.

Weapon of the Jotunheim

Also at 3rd level, you gain the following Abilities.

- Dual damage: When wielding both weapons of your oath. For 2 battle points, you can attack with both. Dealing the combined damage of the two. If the attack misses so does the other weapon.

- Frost Armor: While in combat. For 1 battle point, you can gain a temporary +1 to your ac and 1d4+ con in temporary hp. You must take a short or long rest after using this ability or gain 1 point in exhaustion.

- Frost Step: While in combat. For 2 battle points, you can stomp on the ground forming a floor of ice in a radius of 20ft around you. This creates difficult terrain for both the enemy and your allies, but not for you.

-Frost Arrow: While in combat. (Bows and Crossbows only.) For 2 battle points, you can change an arrow to a frost arrow. (This must be declared before you fire.) Dealing an additional 1d8 cold damage.

-Frost Smash: While in combat. (Mace and swords only) For X battle points, you can deal an additional 1d6 cold damage for each battle point you spend using the ability.

Icy Jump

At 7th level, you naturally gain cold resistance. Also, your jump abilities gain 1d6 cold damage and if a target is within range of 30ft of you. They must make a Dexterity saving throw of DC 8+ Con modifier + Proficiency or you restrain them in a block of Ice that takes a dc14 strength roll to destroy and free them. However, hitting them while they're inside the block causes them to take 1d12 piercing damage from the shards of ice instead of your weapon damage or if another who tried to free them failed.

Frost Breath

Starting at 10th level, as an action, you learn the ability to breathe a cold breath in a cone of 50ft the forces a Constitution saving throw DC 8+ Con Modifier + Proficiency. Dealing 4d10 Cold damage on a fail, or half on a success. This power grows stronger as you level in this class. 16th, 4d12 + it creates a floor of Ice that causes the enemy to be slowed for half their movement and difficult terrain in the cone's area.

Jotunn's Rage

Starting at 16th level you have mastered the elements and are Immune to Cold Damage. Also for 5 Battle Points, you go into a rage of the winter's fury. Taking 1d12+Con modifier less damage from all Physical attacks and half that for Ranged attacks rounded up. (Eg. a total roll of 16 would be 8 for ranged attacks.) This ability lasts for as long as you have battle Points as ever turn you end with this ability active you must spend 3 battle points or drop the ability. For every enemy, you hit while you're in this ability you gain 1 battle point. You gain the following abilities while in this Rage like state.

-Jotunheim's Dome: for 3 battle points you can form an arena in a 240ft radius around you that creates a 30ft walled coliseum. In this arena, you gain double your movement speed, Advantage on all attacks and saving throws, and flight of 60ft flight speed. Enemies that you target lose half their movement speed, gain Difficult terrain for this area, and disadvantage on Dexterity saving throws.

-Lunar crescent of winter: For 2 battle points your Lunar crescent or crescent moon now deal an extra 2d12 cold damage per enemy hit. Forcing the enemies to make a Constitution saving throw DC 17 on a fail the enemy is frozen in place and must be freed by another with a Strength check of DC 18. If they failed the check they would take 1d12+ (Their strength modifier) in cold damage. For every enemy hit by this ability, you gain 3 battle points per enemy instead of 1.

Once the ability finally runs out and you are out of battle points. you go unconscious and gain 2 points in exhaustion. If you dis-spell the ability before then with a bonus action you take 1 point of exhaustion instead and do not go unconscious.

Order of the Calvary

Valkyries that are apart of this order have mastered mounted combat on their Pegasus, Giant Goat, Rhinoceros(woolly), Giant Elk, Polar Bear, Dire Wolf, Sabertooth Tiger, or Giant Eagle. Your Spear of the Order damage type is Lightning.

Oath of the Companion

Starting at 3rd level, you spend 3 hours of praying to the stars. Once completed the God's grace bestows an animal companion that becomes your Mount of the Valkyrie. You may choose from the list above granting them the celestial sub-type.

War Companion

Also at 3rd level, your animal companion gains certain movements depending on its main movement type.

Pegasus: 30ft of swim speed

Giant Goat: 30ft fly speed 30ft swim speed

Polar Bear: 30ft fly speed

Rhinoceros(woolly): 30ft fly speed, 30ft swim speed

Giant Elk: 30ft fly speed, 30 swim speed

Dire Wolf 30ft swim speed, 30 fly speed

Sabertooth Tiger 30ft fly speed, 30ft swim speed

Giant Eagle 30ft swim speed

Mounted Mastery

At 7th level, your jump abilities can be done off a flying mount dealing the mount's attack in addition to the jump attack. In addition, the mount's hp increases by your con modifier per level past level 7th.

Mounted Evasion

Starting at 10th you Master the art of Dodging and now can spend 1 Battle Point to take half damage on any attack targeting you or your Mount. In addition, when you make a Dexterity saving throw, you take half damage on a failed to save or 0 on success. You must be mounted to use this ability. In addition, You can spend 1 battle point to summon your Mount instead of using a bonus action.

Thor's Wrath

Starting at 16th level, for all of your remaining Battle Points summon a lightning storm that lasts for 1 minute hitting all targets you deem an enemy within a range of 180ft radius and they must make a Constitution saving throw. on a fail save they take 1d12 for every 3 Battle Points spent for the ability and this decreases by 1d12 to a minimum of 1 for each lightning strike thereafter or half on a success. In addition, you and your mount are supercharged and when others hit you they take 1d10 Thunder damage and your movement speed is doubled. The buff and the supercharge damage lasts for the rest of the combat. You must use your action to use your lightning storm's attack action.

Order of the Forsaken

Valkyries that are members of this Order have been forgotten, lost to time. and have been betrayed by the gods. Only Hela has shown you mercy and a clear path to redemption. You Spear Of The Order damage type is Necrotic.

Oath of the Betrayed

Starting at 3rd level, you can perform the Oath of the Betrayed with a Weapon for 4 hours of Drawing the circles and meditating. Once complete you and your weapon change color to that of a pale slate skinned color and your eyes a bright glowing blue. Your weapon burns with your hatred for who betrayed you. Your loved ones, your beloved, your friends. As you would stop at nothing to get revenge for what they did to you. Giving you a +1 weapon of your choice (Whatever weapon used in the ritual.) and +2d6 Necrotic damage to that weapon. This damage increases with level 7th, 2d8 10th, 2d10 16th, 2d12

Unyielding Resistance

Also Starting at 3rd level, you gain resistance to an elemental type of your choosing. (E.g Fire, cold, lightning, thunder, psychic, poison, acid,) In addition, creatures with that elemental choice take half the damage they deal to you as necrotic damage. You also do not need to sleep as much as normal creatures as you gain the elf's sleeping ability.

Loki's Twisted Dagger

Starting at 7th level, for 3 battle points, when dealing an attack you can apply vulnerability to them for 1 minute on a failed Constitution saving throw (DC 8 + str modifier + proficiency). if they succeed they take 3d8 necrotic instead of 2d8 from your weapon. this damage increases with level 10th, 3d10 16th, 3d12. you must make a short or long rest before using this ability again.

Hel's Sworn Oath

Starting at 10th level, You learn another Oath from Hela that takes 1 hour to complete and you can use either the same or a different weapon. Once finished you gain proficiency in-flight and grow wings of ethereal energy. (Flight speed 60ft) Additionally, your new or original weapon gains life-steal.

Life-Steal: Whenever you deal damage with a weapon or spell that has this ability, you gain half the damage dealt back as hp. If your hp is maxed, then it goes to a temporary hp that maxes at 3 x constitution modifier.

Hel's Redemption

Starting at 16th level, you have a choice. Be free of the death Oaths and rid yourself of your personal demons and be free. Choosing any other Order of your choice as you have been reaccepted in the others. (This grants you the Oath of the Order, Their Damage type, and their final ability E.g Order of Vengeance: Vengeful Oath, Fire Damage instead of Necrotic, and Freya's Fury) Or, Stay and revel in your darkness and embrace it.

Bridge of the Damned: Once per long rest, as a full action (This includes your action, bonus action, and movement.) you can spend all of your remaining Battle Points to deliver a single strike that the target cannot be Immune or resistant to. That target must make a Dexterity saving throw, or take 1d12 +str modifier per 2 Battle Points spent. If this brings them to 0hp, the Valkyrie gain's to her maximum Hp 1 additional hit die + constitution permanently.

Order of the PeaceKeeper

Valkyries that are members of the Order of the PeaceKeeper are protectors of life and peace itself, the Balance cannot be disturbed. Your Spear Of the Order damage type is Radiant.

Oath of Peace

Starting at 3rd level you perform the Oath of Peace that takes 1 hour of solitude in the land you wish to keep safe to complete. Once finished you now have the land you protect and defend from either evil or good (Depending on your alignment.) In Addition, while in the land you chose, it grants you favorite terrain and +2 to AC. It is the duty of the PeaceKeeper to set out on ventures to defend her/his country from Evil or Good (Depending on your alignment). While outside of the land, as long as you spend 10 minutes a day to think about your people or one specifically. You gain +2 to attack and advantage on one saving throw of your choice that day.

Bringer of Peace

Starting at 3rd level, as a bonus action, you can use your power to heal any target within the range of 30ft of you. Healing them for an amount of your selected hit die. Depending on how many hit die you want to use the heal gains 1d4 per die of hp. (E,g you spent 3 d10 hit dice. They heal 3d4+3d10 hp.) This Ability's range grows with level 7th, 60ft 10th, 90ft 16th 120ft.

Valkyrie's Blessing

Also Starting at 3rd level, you have learned to channel your power in a new way. Granting you the ability to cast spells as a Cleric and Paladin do. You prepare the list of Cleric and Paladin spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of Cleric and Paladin spells equal to your Wisdom modifier + your Valkyrie level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spell Save DC: = 8 + Proficiency + Wisdom

Spell Attack Modifier: = Your Proficiency Bonus + Wisdom

Spell Casting Focus: Your holy casting power comes from your order's leader. You cast from your Spear and with your hands.

Spell slot per

level

1st 2nd 3rd 4th 5th
3rd 3
4th 3
5th 4 2
6th 4 2
7th 4 3
8th 4 3
9th 4 3 2
10th 4 3 2
11th 4 3 3
12th 4 3 3
13th 4 3 3 1
14th 4 3 3 1
15th 4 3 3 2
16th 4 3 3 2
17th 4 3 3 3 1
18th 4 3 3 3 1
19th 4 3 3 3 2
20th 4 3 3 3 2

Blessed Jump

Starting at 7th level, When performing a Jump ability, upon landing if an ally is within range of 30ft you can heal them for half of your total damage to the enemy. and give them a small Ac Boost of +1 for 1 minute. If the Hp brings them over Maximum the Remainder becomes a shield that protects them from magic effects giving them advantage on saving throws.

Heimdall's Watchful Eye

Starting at 10th level, you can sense all of your ally's Hp within range of 60ft and it's doubled to 120ft while you are in the air from a jump ability. and for 2 Battle Points can accept the damage from an attack they have taken, if you are in flight from a jump ability you do not need to roll a con save for this ability.

Eir's Love

Starting at 16th level, for the remainder of your Battle Points, you can heal all of your allies up to 20 targets 1d20 per 3 battle points + Wisdom Modifier. If the heal exceeds their Maximum it becomes a shield of invulnerability that protects them for 1 full round. You cannot use this ability unless you using a jump ability. after use, you gain wings of Eir and can fly for 3 minutes. Fly speed of 120ft and your jump damage does not go off for that attack.

Order of Vengeance

Valkyries that are members of the Order of Vengeance prefer to use their skills in sheer strength and power to crush and destroy their enemies. Your Spear Of the Order damage type is Fire.

Vengeful Oath

Starting at 3rd level, you perform the Oath of Vengeance with a weapon of choice. after an hour the monster type of your choice is your chosen vengeance. In doing so any and all damage dealt to that creature is Critical damage from the weapon you used in the Oath.

Vengeful Wrath

At 3rd level, as a bonus action, you can ignite your weapon ablaze to deal an additional 2d6 fire damage with every attack you deal for 1 minute. as you level this damage increases. 7th, 2d8 10th, 2d10 16th, 2d12.

Vengeful Jump

At 7th level, your jump abilities take 1 less round and if the ability only took one round it goes off at the end of the next Initiative's turn. In addition deal half the damage in a cone of 30ft in any direction. If you fall from a failed con save, you can still land on a target within the range of the jump ability making them roll a dexterity saving throw, if they fail they also take the fall damage you take, or none if they succeed.

Immortalized Wrath

Starting at 10th level, you can spend 4 Battle points during anyone's turn or when you are about to be dropped to 0 hp or be hit with a death effect. (E.g Power word Kill) In doing so you become immune to death effects, and from being dropped to 0 hp for 1d4 turns (Not rounds). (E,g You, player, player, end of 4th player's turn, the effect goes away.) At the end of this ability, you fall unconscious for a short rest or if you are woken in combat. Afterward, you must wait 1d4 days before using it again.

Freya's Fury

Starting at 16th level, You are now one with vengeance, that you now have a choice. To let go of your Vengeful Oath and gain the following below. Or become a beacon of war against your Vengeful target and gain the other bonus.

Oath Breaker of Peace: Loses Vengeful Oath and gains Oath of Peace above. (Only the Oath, not the full Order.) In addition, your Spear of the Order will do Radiant. Also, gain Eir's love

Bringer of Vengeance. Whenever you're in combat for all of your remaining Battle Points, a Spear of Fire appears from the sky and falls down upon an area of 120ft radius dealing 4d12 fire damage per 4 Battle Points, to all who fail a Dexterity saving throw or half on a success. (DC 10+ Str mod+ proficiency.)

Order of the Shield Maidens

Valkyries that are members of the Order of the Shield Maidens prefer to use their heavy defense and high protection skill to defend their friends and people. Your Spear Of The Order damage type is Force.

Maiden's Ascension

Starting at 3rd level, you may perform the ritual of the Maidens. You must take 3 full hours at night to place the war paint onto yourself and gaze at the stars. When completed, your armor gains + 1 and your shield glows with a natural light that grants vision within 60ft of darkness and 10ft of dim light.

Maiden's Shield

At 3rd level, you can use your reaction to protect you, or another within 5 feet of you from a single attack. this gives your Con modifier and the shield's Ac to the protected individual as an addition to their Ac. if it fails, you can take the full or half damage of the damage as True damage (Unresisted or immune Damage) to yourself. At 7th level, you can use this ability twice within the same round as another reaction. At 10th level, you can absorb full damage and only take half damage as true and the rest resisted.

Wings of the Valkyrie

At 7th level, as a bonus action, you grow wings of pure light that have 60ft of movement for 1 minute, If you are in flight when in use of any of the jump abilities you can spend an additional battle point to land immediately. The next attack also deals an additional 2d6 of Force damage. at higher levels, the next attack deals an additional die 10th 3d6, 16th, 4d6. (This additional attack only lasts for the first attack after activation of Wings of the Valkyrie.)

Odin's Shield

At 10th level, as a free action, you can summon a shield of pure light that increases your shield's AC by 1 and absorbs 3d12+ con modifier of damage as temporary hp. When you use Maiden's Shield, Odin's Shield can absorb the remaining damage instead of you taking it. Bashing with this shield deals 1d20+ con modifier Force damage and the enemy makes a constitution saving throw to not be knocked prone. This lasts for one minute. You must take a long rest before using this ability again.

Ritual of Ascension

As a Master Shield Maiden, at 16th level, you can now perform the ritual for others and grant them the Maiden's Ascension. Doing so gives them Maiden's Ascension's bonuses and they become a Valkrie. However, doing this for yourself grants your armor and your shield +1 to their AC, if your armor already has a +1 it will add to a +2 to the armor.

The requirements go as follow:

They must be your alignment of either good, neutral, evil.

They must be female.

They must have proficiency in shields, medium or heavy armor.

Order of the Bonded

Valkyries that are members of the Order of the Bonded prefer to use their teamwork with an ally or mate to decimate their opponents. Your Spear of the Order damage type is Psychic.

Ritual of the Bound

Starting at 3rd level, you may perform a ritual with one ally of your choice. You must both meditate together for 4 hours, and when it is completed, you and they are considered bonded. Bonded allies can communicate with one another via 300 ft. telepathy.

Marked Strike

At 3rd level, when you or your bonded ally attack a target, that target is considered marked, for 1 minute. If they are attacked by the other, that target takes an additional 1d6 psychic damage. At higher levels this damage increases. 7th 1d8, 10th 1d10, 16th 1d12. The same target cannot be affected by Marked Strike more than once per round.

Jormungandr's Trickery

Starting at 7th level, for 2 Battle Points, as a bonus action, you and your bonded ally may swap positions with each other. This has a maximum range of 300 ft. You cannot use this feature while using one of your Jump abilities.

Legion Fighting

At 10th level, for 3 Battle Point, you may move up to half of your movement speed and attack once, during your bonded ally's turn. you can only use this ability twice per long rest.

The Bond of Fenrir

At 16th level, if an attack would reduce you or your bonded ally to 0 hit points, You or your ally (Whichever is not getting hit that is making the decision) may choose to redirect the damage to themselves, instead. If they do so, the target may roll another damage die (e.g. 2d6+4 would become 3d6+4), If they do so the other bonded is Immune to damage for the remainder of the round, Also granting them an additional 2d10 Psychic damage to their next attack. You must take a long rest before using this ability again.

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