Rogue
Base Class: Rogue

Valkyries are incredible Norse warriors and the next in command after the god themselves. They are leaders, healers, and damage dealers, and as a rogue you have done everything in your power to match the power of the Valkyries. You have found ways to turn your skills in precision and understanding of vitality into, not just immense amounts of damage, but also ways to heal your teammates, parry attacks, etc.. You have also studied the arcane and found a soft connection with the Norse gods giving you a small amount of control over the world and the elements itself. You have also learned some magical means to enhance yourself as a healing and dealing machine.

Versatile Cunning

When you choose the Valkyrie subclass at 3rd level, you can use the dice provided from your sneak attack abilities to carry out other small tasks. You can now expend your sneak attack dice as a resource. You have the same number of sneak attack dice detailed in the rogue table and you regain all expended sneak attack dice at the start of your turn.

  • As a reaction when you are hit with a single target attack you can now choose to spend 1 sneak attack dice and increase your AC or the total of your dexterity or strength saving throw roll by that much, you may only use this ability a number of times equal to your intelligence modifier per long rest.
  • When you take the dash action with your cunning action you can expend any number of sneak attack dice to gain 5 feet of extra movement per two dice spent this way.
  • When making a check that you do not have proficiency in, you can expend a sneak attack die and add the number rolled to the total.
  • You may use an action to spend any number of your sneak attack dice and heal a creature you are touching by that much (a creature healed this way cannot be healed again until after a long rest).
  • You may use a reaction to expend any number of your sneak attack dice and give an ally within 30 ft. a bonus to their attack roll, saving throw, or ability check equal to the number of dice spent.
  • You may still add sneak attack dice to attacks as normal, doing so costs half your sneak attack dice.

Child of Odin

Upon reaching 3rd level you learn the gust, shape water, control flame, and mold earth cantrips. Your spell save DC equals 8 + your intelligence modifier + your proficiency bonus.

Poetic Justice

Starting at 9th level, whenever you attack a creature who has full hp, you take the maximum possible roll on all sneak attack dice and your attack counts as magical for the purposes of overcoming resistances and immunities.

Whenever you heal a creature with your sneak attack dice who is unconscious, you take the maximum possible roll on all sneak attack dice for the healing done.

Endless stamina

Upon reaching 13th level you may, once per long rest, cast haste on yourself with no material components. While in this state, you may choose your sneak attack damage to instead act as necrotic, radiant, or lightning damage and so long as the spell persists. When you reach 0 hp in this state you do not fall unconscious. You still make death saving throws and 3 failures still means death. 

Valkyrie's Blaze

starting at 17th level whenever you slay a creature with a sneak attack you can choose to activate the valyrie's blaze. The corpse of the creature rises ten feet off the ground and then erupts in a burst of radiant flame that deals radiant damage equal to your sneak attack damage to all creatures within 20 ft of it. Any creature caught in the radiat flames must make a dexterity saving throw DC 8 + your intelligence modifier + your proficiency bonus, take half damage on a success. Any creatures killed by this burst of flame will also rise and burst. You and any creature of your choice within 5 feet of you is immune to this damage.

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