Base Class: Barbarian
"Then light shone from Logafell,
and from that radiance there came bolts of lightning;
wearing helmets at Himingvani came the valkyries.
Their byrnies were drenched in blood;
and rays shone from their spears."-The Poetic Edda
Valkyrie, in Norse mythology, are any of a group of maidens who served the god Odin and were sent by him to the battlefields to choose the slain who were worthy of a place in Valhalla. These foreboders of war rode to the battlefield on horses, wearing helmets and shields; in some accounts, they flew through the air and sea. Some Valkyries had the power to cause the death of the warriors they did not favour; others, especially heroine Valkyries, guarded the lives and ships of those dear to them. Old Norse literature made references to purely supernatural Valkyries and also to human Valkyries with certain supernatural powers. Both types of beings were associated with fairness, brightness, and gold, as well as bloodshed.
Should you choose to follow the Path of the Valkyrie, you are responsible for ferrying the souls of the dead to the afterlife. Valkyrie enter a spiritual trance rather than a bloodthirsty rage, granting them power over life and death as they lay waste to their enemies before them. You are the light that shines when all else is dark, bringing hope to valiant warriors and terror to your enemies. But always the choice remains - do you help your allies through the use of your mystical runes, or by slaying their foes before they can harm them first?
Valhalla's Chosen
When you choose this archetype at 3rd-level, your rage becomes more akin to a trance as you are blessed with divine magics. While raging, your melee weapon attacks deal an additional 1d4 radiant damage. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Additionally, you have resistance to radiant damage and advantage on death saving throws.
Mystic Rune
Also at 3rd-level, you are tasked with ensuring that the souls of the fallen find their way to the afterlife. Any time a creature dies within 10 feet of you, it's departing soul will leave trace amounts of life force behind, charging a rune carved into one of your weapons. You may have a total number of runes equal to your Proficiency Bonus active at a time. The DM can decide that a rune may not be charged if the creature's soul is too small, such as a rat, or has no soul at all, such as with undead. If you are raging but haven't attacked or taken damage this round, your rage does not end so long as you have used a rune during your turn.
You may spend a rune as a bonus action to heal yourself or another creature you can see within 30 feet. Your rune heals for 1d4 + your Constitution modifier + your level in this class. The healing increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level. Any additional healing done to a creature who is at their maximum total hit points is converted into Temporary Hit Points.
The magic in the runes fades after taking a long rest.
Eir's Gift
Beginning at 6th level, you learn to convert damage against you into divine energy. Any time you are dealt critical damage while raging, you charge a mystic rune.
You also gain new ways to use your mystic runes. You may cast a selection of spells by expending a number of runes equal to the level of the spell. You may cast and concentrate on these spells while raging, and they do not require any components.
You know the following spells: Beacon of Hope, Daylight, Death Ward, Greater Restoration, Revivify, and Speak with Dead,
Ride of the Valkyries
Beginning at 10th level, your connection to the Æsir allows you to tap into the magical energy released from your runes. Any time you use a mystic rune, you gain a flying speed equal to your walking speed until the end of your turn.
You gain a new way to use your runes. As an action, you may expend a mystic rune, increasing your movement speed by 10 feet and allowing any willing friendly creatures within 10 feet to move with you without provoking opportunity attacks until the end of your turn.
Blessing of the Æsir
Beginning at 14th level, your mystic runes are blessed with the power of the Æsir. Whenever you use one of your runes on a creature, it gains advantage on the next attack roll it makes before the end of it's next turn. If a creature would gain temporary hit points from a healing rune then enemies have disadvantage on attack rolls against them until they have 0 temporary hit points remaining.
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