Paladin
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

You gain oath spells at the paladin levels listed.

Oath of the Valkyrie Spells

PALADIN LEVEL

SPELLS

3rd

Guiding Bolt, Zephyr Strike

5th

Enhance Ability, Find Steed

9th

Speak with Dead, Tongues

13th

Death Ward, Find Greater Steed

17th

Greater Restoration, Holy Weapon

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Rider of Legend. As an Action, you can empower a mount to be worthy of a Valkyrie using your Channel Divinity. Choose 1 friendly creature you are riding as a mount. For 1 hour, while you are mounted on this creature, it adds 20 feet to all of its available movement speeds, and gains resistance to all damage.

 In addition, while mounted you may add your Chatisma modifier to damage rolls when you use your Divine Smite feature. 

Hand of Mercy. You present your holy symbol and shed mercy upon the wounded. As a Bonus Action, select a number of creatures within 60 feet of you, to a maximum equal to your Charisma modifier (minimum of 1) and expend an number of points from your pool of Lay in Hands. You may distribute your points spent between these creatures and heal them as normal. 

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. 

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

Immortal Rider

Beginning at 15th level, you gain Proficiency in all saving throws. 

While mounted, your mount also gains this benefit, and may use your Proficiency Bonus in place of it's own. 

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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