Cleric
Base Class: Cleric

The merciful valkyrie domain focuses on protect and save lifes in combat. The gods of this domain doesn't like war but they know that when have a war the innocents need a protector.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with quarterstaff and hand crossbow's.

Disciple of Guardian angel

Also starting at 1st level, your healing spells are more effective. Whenever you see a not hostile creature taking damage, you gain half of your walk speed as flying speed until the end of this turn and can use your reaction to fly until one not hostile creature and use a spell of 1st level or higher that restore hit points.You can use this feature equal to half of your cleric level round up before a short or long rest.

Channel Divinity: Valkyrian's fury

Starting at 2nd level, you can use your Channel Divinity to boost your ally's in order to avoid more innocent's hurting.

As a bonus action,for 1d6 rounds, immediately after you cast a 1'st level or higher spell that don't deal damage, you can choose a creature up to 20ft away from you, the creature damage rolls gain a additional die of 1d6 with the same type of damage dealt. After 7th level, this die becomes a 1d10.

Valkyrian wings

Beginning at 6th level, you gain the ability to sprout a pair of angelic wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until 1d4+1 hours or as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.You can use this feature times equal your wisdom modifier+ your proficient bonus.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Heroes never die

Starting at 17th level, you can cast True ressurection on a not not hostile creature without using material components as a action.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 3d12 necrotic damage  immediately after you use it. Each time you use this feature again before finishing a long rest, the necrotic damage  increases by 1d12. If you take 15 or more of damage by this feature you must make a Constitution saving throw with DC equal to the damage you take, in a fail you die. This damage ignores resistance and immunity.

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