Base Class: Fighter
Not all divine fighters are paladins - some eskew their more magical nature, preferring to spread the message of their deity through brute martial force.
Valkyrie Training
Beginning when you choose this archetype at 3rd level, you become fluent in Celestial. In addition, you gain proficiency in one of the following skills of your choice: History, Insight, Persuasion, or Religion.
Holy Warrior
Starting at 3rd level, you can channel the wrath of the gods into your weapon strikes. The first creature you hit on each of your turns with a weapon attack takes extra radiant damage from the attack equal to 1d6 + your proficiency bonus, or 1d8 + your proficiency bonus if the target is a fiend or undead. This feature increases to 1d8 at level 7 and 1d10 at level 10.
Divine Emissary
While they are warriors first and foremost, valkyries are also trained in discipline and strength of will. Whenever you make an Intelligence (Religion) check, you gain a bonus to the check equal to your Wisdom modifier. You also gain proficiency in Wisdom saving throws.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Lifelight
Starting at 15th level, whenever you use your Second Wind, each creature you choose within 30 feet of you regains half as many hit points.
Valkyrian Flight
Also at 15th level, you sprout angelic wings from your back, gaining a flying speed of 40 feet. To use this speed, you can’t be wearing heavy armour.
Holy Perseverance
At 18th level, when you use your Action Surge, you can choose to emit a holy aura that wards your allies from death. For the next minute, whenever you or a friendly creature within 10 feet of you is reduced to 0 hit points and is not killed outright, it can make a Constitution saving throw with a DC equal to the damage taken, unless the damage is necrotic or from a critical hit. On a success, that creature drops to 1 hit point instead. If a creature has already succeeded on their saving throw, they can’t benefit from this instance of Holy Perseverance again. You can end this effect as a bonus action. Once you have used this feature, you can’t use it again until you finish a long rest.