Base Class: Cleric
Valkyries are usually deployed as healers, but their fairly decent magic can also be used for combat purposes. As they are battlers on horseback, they can move great distances on the battlefield and are well equipped to support a fast-moving army without damaging the party's tempo, or to rush to the aid of far-off units in need of healing. Alternatively, if healing is not required, Valkyries can be effectively utilized for offensive purposes.
Valkyrie Spells
You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | sleep, thunderwave |
| 3rd | gust of wind, prayer of healing |
| 5th | counterspell, daylight |
| 7th | guardian of faith, wall of fire |
| 9th | cone of cold, dispel evil and good |
Mounted Combatant
Starting at 1st level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Demoiselle
At 1st level, your mere presence serves to protect your allies from harm. When a friendly creature within 5 feet of you takes damage, the amount of damage the creature receives is reduced by your Wisdom modifier.
The amount of damage reduction becomes 2 + your Wisdom modifier at 6th level and 5 + your Wisdom modifier at 11th level.
Channel Divinity: Uncanny Blow
Starting at 2nd level, you can use your Channel Divinity to gain the upper hand on your enemies.
When you make an attack roll with a melee weapon while using this feature against a creature that is behind you in the initiative order, you can make the attack roll with advantage.
Rally Resistance
At 6th level, you possess the ability to bless yourself and your allies with protection from magic. As an action, you can call out a rallying cry. Until your next turn, you and any willing creature you choose within 15 feet of you can reduce the damage taken from spell attacks by an amount equal to your Wisdom modifier (min of 1). Alternatively, if a spell force you or your allies to make a saving throw, they can add a bonus to their saving throw equal to your Wisdom modifier (min of 1).
You can use this feature a number of times equal to your Wisdom modifier (min of 1). You regain all expended uses when you finish a long rest.
Dual Support
At 8th level, you can heighten an ally's awareness. When a creature you can see within 5 feet of you makes an attack roll, you can use your reaction to give that creature a bonus to the roll equal to your Wisdom modifier, potentially causing the attack to hit. Alternatively, if a creature you can see within 5 feet of you is attacked, you can use your reaction to reduce the attack roll by your Wisdom modifier, potentially causing the attack to miss. In both instances, you must use your reaction before the outcome of the roll is determined.
Arcane Surge
At 17th level, your prowess in the arcane arts exceeds what was thought to be possible. When you cast a spell, you can use this feature to increase the range of the spell by half your movement speed (rounded down). If you are riding a mount which has a higher movement speed than yours, the spell's range is increased by half of the mount's movement speed. The spell must have a casting range of at least 10 feet. Once you use this feature, you cannot use it again on your next turn, as your body recovers from the sudden surge of magical power.
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