Barbarian
Base Class: Barbarian

For some barbarians, rage is a form of power. However, for the Valkyrie, it is a call to glory. Valkyries are great leaders and warriors of their tribes. They are not only concerned about their own strength and survival, but also that of the tribe. Your rage is born from your power to choose those who will die in battle and those who will live. By your hands you will save allies and destroy your enemies. You shall be tested in battle, and in battle you shall claim glory with your allies.

Valkyrja's Spirit Rage

When your character enters rages if your character performs an action they will keep their rage even if they do not attack or take damage during that round.

When you enter your rage, you and your allies, within in 30 feet of you, gain 2d4 + your proficiency bonus temporary hit points.
This increasing to
3d4 + proficiency bonus at 6th level,
4d4 + proficiency bonus at 9th level.
5d4 + proficiency bonus at 12th level.
6d4 + proficiency bonus at 15th level.

While you’re raging, the first hit you land on each of your turns with a weapon attack deals 1d4 extra necrotic damage.
At 6th level, this damages increases to 1d6 extra necrotic damage.

Valkyrja's Spirit Runes

At level 3 you can choose three types of spirit runes to carve on to yourself.
While in your rage any attack that successfully hits on a creature will charge one of your spirit runes.
These runes may be expended as a reaction and remain active until your rage ends.

Rune of Binding

Using 2 charged rune you can use the Rune of Binding.
Allow you to give yourself and two Allies, who are not incapacitated, -10 walking speed.

Rune of Harming

(3 Spirit runes) Two creatures must roll a 1d4 and subtract the number rolled from the next attack roll.

Rune of Healing

(2 Spirit runes) Rune of Healing - Give yourself and two Allies, who are not incapacitated, 1d4 + your proficiency bonus temporary hit points.

Rune of Movement

Using 2 charged rune you can use the Rune of Movement.
Allow you to give yourself and two Allies, who are not incapacitated, +10 walking speed.

Rune of Strength

Using 1 charged rune you can use the Rune of Strength.
Allow you to give yourself and two Allies, who are not incapacitated, add 1d4 to Strength saving throws until the end of your next turn.

Rune of Weakness

(1 Spirit runes) Allow you to give yourself and two Allies, who are not incapacitated, subtract 1d4 to Strength saving throws until the end of your next turn.

The Cry of Ragnarök

Gain expertise in the intimidation skill and wisdom saving throws uses strength and wisdom. 

As a free action, you release a battle cry infused with spiritual energy. You pick 5 allies or enemies within 40 feet of you that can hear you.

Allies gain advantage on attack rolls and saving throws
or
Enemies gain disadvantage on attack rolls and saving throws

This effect lasts until the start of your next turn.
You can use this feature twice after that you can’t use it again until you finish a short rest.

Overpowering Imtimidation

As a reaction, you can use your Overpowering Presence to cause your enemies to stop in their tracks.
All enemies within 10 feet of you must make an Intelligence saving throw against your Strength Score on a failed save the enemies are stunned and frightened until the beginning of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Your runes improve in power and now your strength is used to intimidate.

------------- At level 10 -------------
(1 Spirit runes) Rune of Strenght- Give all your Allies and yourself, who is not incapacitated, 1d4 to Strength and Constitution saving throws until the start of your next turn.
(2 Spirit runes) Rune of Healing - Give two Allies, who is not incapacitated, 2d4 + your proficiency bonus temporary hit points or normal hit points.
(2 Spirit runes) Rune of Movement - Give two Allies, +15 movement and +2 AC.

Wings of Valhalla

Beginning at 14th level, your rage allows you to control the land and skies of a battle.

While you’re raging, you can use a reaction to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 60 feet. The wings last until you’re incapacitated, you die, your rages ends or you dismiss them as a reaction. You can use your wings to make bouns action range attack. Using your wings you shoot out a cone of flaming blades that is 20 feet wide. Enemies must make Dex Save Throw or take 2d4 + your Constitution mod or half on a failed saving throw. 

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