Fighter
Base Class: Fighter

A valkyrie is a holy warrior, destined for service before the gods. They study the essentials of healing, justice, and most importantly battle to prove their worth and prepare for their ascension to a celestial. These fighters are harbingers of death, protectors of life, and train to one day fight back against the end of all things.

Variant: Divine Herald

Only someone with a female soul can ascend as a valkyrie. However, it’s more than possible for someone to embody similar ideas and ascend into a different kind of celestial. Such people are referred to as divine heralds, and can be of any gender and take on the traits of any good-aligned celestial.

Valkyrie's Spells

At 3rd level, you gain the ability to cast the following spells without material or somatic components, using Charisma as your spellcasting ability. Once you cast a spell, you cannot cast that spell again until you complete a long rest.

Whenever you finish a long rest, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a abjuration or an enchantment spell from the paladin spell list.

You also count as a paladin for the purposes of attunement.

Valkyrie Spells
Fighter Level Spells

3rd

heroism, shield of faith

7th

lesser restoration, warding bond

13th

protection from energy, remove curse

17th

banishment, death ward 

Warrior's Path

At 3rd level you've begun your journey to becoming a Valkyrie. You pursue honorable actions on the battlefield represented by Honor Dice, which are each a d4. You gain one Honor Die any time you complete one of the following actions:

  • Critically hit a hostile creature.
  • Cause an attack to miss or deal half damage or less to an ally.
  • Remove a harmful condition other than grappled or prone from an ally.
  • Perform a ten minute funeral rite for a humanoid that died without receiving one.
  • Successfully help a non-player character with an ability check.

The maximum amount of Honor Dice you can have at one time equals 1 + half your fighter level (rounded up). When you finish a long rest the number of Honor Dice you have is set to 1.

Whenever you make an ability check or roll an attack's damage, you can expend any amount of honor dice and add the number rolled to the total.

Additionally, you can touch a creature as a bonus action and expend an Honor Die to restore health to them equal to the number rolled + your Charisma modifier. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Elevated Glory

At 7th level, you’ve learned how to further cast the miracles you’ve been granted. As an action, you can choose a valkyrie spell and expend Honor Die equal to its level + 1 to gain an additional casting of it. Once you use this feature, you must wait until the next dawn to use it again.

Additionally, any weapon held in your hand is considered silver, as well as magical for the sake of overcoming resistance.

Wings of the Just

At 10th level, you’ve come one step closer on your path of ascension. Your Honor Dice become d6s, and you can expend two of them as a bonus action to grant yourself a fly speed equal to your walk speed for one minute. If mounted, your mount gains a fly speed equal to their walk speed instead.

Eternal Vigilance

At 15th level, you’ve grown ever vigilant in your protection of mortalkind. When you use your Action Surge, you gain 3 Honor Dice for that turn. These dice can exceed the maximum.

Spear of the Heavens

At 18th level, you’ve reached the pinnacle of what a mortal is capable of before becoming a celestial. You gain the following benefits:

  • You gain a permanent fly speed equal to your walk speed.
  • You cannot be frightened, charmed, or possessed unless you wish to be.
  • Allies within 30 feet of you treat a 9 or lower on a death save as a 10.

When you reach 20th level, you gain immunity to any harmful effect that targets specifically humanoids, as you've ascended beyond one.

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