Paladin
Base Class: Paladin

The legends of the Valkyrie speak of all female warriors of gods, set to their mighty partners and mounts to do battle for glory in the skies of ancient wars. However, this restriction to gender is not as the legends suggest, so cut and dry. Instead, a Valkyrie in battle transforms from their usual form into one of battle; spurred on by the Oath they've all sworn, and the various gods they serve. 

The Oath of the Valkyrie has 3 primary tenants to follow

- Power in Beauty. Your Valkyrie form is created by god to save the hearts of the people, inspire them, and part of that is creating an "ideal", heroic form. Your responsibility is to back up that form's qualities with power; the power to succeed in acts of good and protect the innocent without compromising your ideals. 

- Selflessness. As a symbol for righteousness, your oath requires you to lay down your life before any other, and to be inflexible in your stance on evil. You must inspire others to seek goodness, avoiding methods that produce a negative means to a positive end.  

- Discretion. As a Valkyrie, clearly identifying between right and wrong is an important distinction in doing your work. Aiding evil is unacceptable, even if tricked. Always be vigilant and questioning of those you engage with, so you are certain to protect the good and prosecute evil. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Valkyrie Form. You can use your Channel Divinity to transform into your battle state: your Valkyrie Form. Your appearance changes to a feminine-esque form, and light, flexible magical armor protects you from harm. While this form is active, your base armor class becomes 18, regardless of what armor you wear (shields and magical bonuses, including +1-3 effects on armor and other equipment still apply). In addition, your attacks, and any creature you mount's attacks are considered magical. This effect becomes suppressed outside of initiative (Ignoring purely visual effects), and lasts until you are killed. 

Valkeric Partner. You can use your Channel Divinity to extend the formshifting properties and protection of your Valkyrie magic to your trusted mount. While mounting a creature, you can use your action to shift it's form, making it the same size or smaller, and changing it's appearance to match a form appropriate to your god for riding (such as turning a celestial champion into a flying steed). The creatures equipment also changes to match this new form, and it can use it's stat block as it normally would without the physical changes. In addition, a creature shifted in this way cannot be separated from you while mounted (DM discretion if it follows you or you stay, for forced movement and teleportation), and shares your armor class and saving throws (it does not benefit from aura of protection two times). This effect ends on a long rest, or when you use an action to revert it.

Aura of Stormwind

Starting at 7th level, your aura makes you and your allies movements quicker than lightning and wind. You and friendly creatures within 10 feet of you do not provoke attacks of opportunity, and ranged attacks against you have disadvantage.

At 18th level, the range of this aura increases to 30 feet.

Commander's Strike

Starting at 15th level, those who follow your banner will never know defeat. Whenever you take the attack action, you may command a creature within 5ft of you to make an attack using their reaction. 

Rallying Banner

At 20th level, you gain the ability to harness the full power of your god to raise up the good and chain down evil. Once per long rest, as an action, you can place down a banner of divine Valkeric power. Inside, it's as if you cast the Hallow spell, choosing one of it's effects. Friendly creatures within 60 feet of the banner take no damage when passing a saving throw, and hostile creatures within 60 feet of it cannot move or teleport further than 60 feet away from it. The banner lasts for one minute after being placed, or until you are killed.

 

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