Base Class: Paladin
The Oath of the Valkyrie connects a paladin to an ancient tradition, and burdens them with awesome purpose. Spoken of in Bard's takes as Choosers of the Fallen, these paladins are trusted with the judgement of a warrior's worth. As both watchman and escort, a Valkyrie overwatches those who fall in battle, selecting those worthy of the immortal halls of Valhalla, and delaying the passage of those who have yet to earn their place. Connected intrinsically to the cycle of life and death, those who walk the path of the Valkyrie have strong attachments to both the living and the dead.
Many who swear this oath revel in the throws of battle, believing it to be the fire which burns away weakness. Others prefer to be more diligent judges, extending the lives of friends to help them acheive worth. Equally comfortable as warrior and mender, a Valkyrie is rarely seen seperated from their legendary mounts, and is never spotted in a position of retreat.
Tenets of the Valkyrie:
Though the exact words and strictures of the Oath of the Valkyrie vary, paladins of this oath share these traits.
- Warrior's Heart: Fight without fear, and charge without delay; the frontline is the only place for true warriors
- Immortalizing Glory: Those who fall in battle earn immortality in story, song, and through their passage into Valhalla
- Worthy of Death: Warriors who prove their mettle feast forever in Valhalla's halls; those who are unproven must return and earn their warrior's death
Oath Spells
Oath of the Valkyrie Spells
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PALADIN LEVEL |
SPELLS |
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
Judge of the fallen. As an Action, You focus on a recenlty deceased creature or humanoid and decide wether its soul is worthy for Valhalla, while carrying out your judgement you gain insight into the creatures driving motivation and a glimpse of its final moments. Choose a number of creatures of your choice equal to your charisma modifier. For 1 minute, you and the chosen creatures have advantage on Strength, Constitution, and Dexterity Saving throws.
Call of Valhalla. You present your holy symbol and encourage those in battle. As a reaction to an ally attacking or being attacked, you may expend an number of points from your pool of Lay in Hands. For every point spent you may add or subtract one from their roll up to a maximum equal to your Charisma modifier.
Aura of Selection
Starting at 7th level, friendly creatures within 10 feet of you make all death saving throws with Advantage. Additionally, when any friendly creature within 10 feet of you receives healing while below half of their maximum hit points, they receive a number of temporary hit points equal to your Paladin level. Additionally while mounted, your mount also gains this benefit, and may use your Proficiency Bonus in place of it's own.
At 18th level, the range of this aura increases to 30 feet.
Rise and Fight
Starting at 15th level, you allow the warriors you have chosen to travel with the opportunity to continue fighting even when they are downed. Whenever an ally within 30 feet of you is incapacitated, you can use your reaction to fly towards the creature, triggering any possible opportunity attacks, and allow it to expand any number of hit dices immediately and get back into the fight. You can use this feature once before a long rest.
Chorus of Valkyries
At 20th level, when you cast Find Steed or Find Greater Steed, you may summon an additional number of creatures equal to your Charisma Modifier. These steeds bond with the first rider they accept willingly, conferring the bonuses described to their chosen riders as if they had cast the spell.
When you cast either spell in this way to create additional mounts, you may not do so again for 7 days.
While a steed summoned with one of your Oath spells bears a rider, all damage dealt to the rider is reduced by an amount equal to your Charisma Modifier.
Additionally, when you cast a beneficial spell that targets only you, you may have that spell additionally target each steed summoned with this feature, and all creatures mounted on them. A spell granted in this way follows rules for concentration as normal (if applicable), and ends for all targets if concentration is lost.
Once you use this feature, you can’t use it again until you finish a Long Rest.
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