Barbarian
Base Class: Barbarian

Some female barbarians find favour with ancient spirits known as Valkyrie to have a glorious death on the battlefield. These warriors encounter Valkyrie by coming close to death before their time or speaking with them through rituals and prayer. These barbarians find favour with the Valkyrie through deals or by being chosen. When a barbarian who follows this path rages, they channel the power and ferocity of a valkyrie embuing their physical bodies with spiritual abilities and strength, even sprouting wispy translucent wings on their backs. 

Barbarians who draw on the power of the Valkyrie seek a glorious death and worthy opponents to battle. As the barbarian draws more powers from their valkyrie the line between them and the realm of the dead blurs. They begin to be able to see other valkyrie and the spirits of those they have slain before they travel to their afterlife. They have great respect for the dead and hatred for preternatural beings that are or manipulate undead spirits breaking the natural order of life.

Close to the Afterlife

Starting when you chose this path at 3rd level, you can cast the spell speak with dead as a ritual an amount of times equal to your wisdom modifier. You regain all uses at the end of a long rest.

Zealous Charge

At 3rd level, while raging you gain the ability to charge or leap forward with preternatural speed once per turn. If an enemy is within 15 feet of you, you can move within melee range of them without using any movement. This ability does not provoke opportunity attacks and ignores difficult terrain. 

Valorous Brand

At 6th level,  you channel the power of a Valkyrie to choose when your allies fall in battle. You can use an action to brand an ally with the rune algiz for 10 minutes. This rune gives that ally one success of Relentless Rage for the duration. If the target fails the constitution saving throw the rune is still active until the duration subsides or they roll a successful save. Once you use this feature you cannot do so again until you finish a long rest. 

Lightning Fury

At 10th level, when you use your zealous charge ability you can choose to releases an explosion of energy around the target. This allows you can use your reaction to make another attack against the target as well as forcing every creature within 10 feet of the target to make a Strength saving throw (DC: 8 + proficiency bonus + strength modifier) on a failure the creature is pushed 5 feet away and knocked prone. You can use this ability an amount of times equal to your Constitution modifier. You regain all expended uses at the end of a long rest.

Wrath of the Valkyrie

At 14th level, the wings of a valkyrie extend from your back and your body surges with power. You choose one creature within melee range to make a Strength saving throw (if you used your zealous charge on the target they make the throw with disadvantage). On a failure, you grapple the target and move with the rest of your movement in a straight line directly up upward or in any horizontal direction. When moving upward you use your wings to fly in that direction dragging the target with you. Once you reach the peak you immediately throw the target back down to the ground pushing them past terminal velocity. When they hit the ground they take 1d8 bludgeoning and 1d6 radiant damage for every 5 feet they fall and are knocked prone. You do not take fall damage when using this ability. When moving horizontally, you push the creature to the ground and drag their body against the earth for the rest of your movement (unless otherwise blocked by large terrain. This movement ignores difficult terrain). For every 5 feet of movement, the target takes 1d8 slashing and 1d6 radiant damage and ends up at the new location prone. This ability only works on creatures one size larger than your carrying capacity. If the creature succeeds on its saving throw or is too large for you to carry then instead you fly directly upward for double your remaining movement speed and rocket down on top of the target dealing 10d6 radiant damage to the target. All damage from this ability counts as magical for the purposes of overcoming resistances. Once you use this ability you cannot do so again until you finish a long rest.

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