Fighter
Base Class: Fighter

(You must be an Aasimar to take this subclass!)

Valkyries are masters of two-handed polearm weapons. With a pike, spear, or halberd, these warriors can cause devastation to all who dare oppose them.

These warriors are trained to be single-minded on one task: victory. With their spinning slashes and heavy slam attacks, Valkyries excel at causing mass damage to single targets, or disrupting large groups. They often rely on speed rather than strength, and mobility is one of their greatest assets.

Whirling Spire

Upon choosing this subclass at 3rd level, you gain 4 [d8] Slash dice. These dice are used to execute a multitude of specific, arcing slashes that utilize your weapon's reach to the fullest, as detailed in the Slash list below. You gain an additional 2 Slash dice at level 7, and another 2 at level 17. These dice are regained after a long rest. These dice also increase from d8's to d10's at 10th level, and d12's at 18th level. You may use a single Slash die for extra damage, or use any of the following attacks:

  • Arcing Slash (1 Slash die): Using your Halberd, Pike, or Spear, you twirl around and hit up to 4 enemies within 10 feet. Enemies hit must make a (8+STR modifier) DEX saving throw. Successful saves will take half damage.
  • Heavy Arc (1 Slash die): Swinging wildly in front of you, your weapon becomes an unstoppable cutting edge, hitting up to 3 creatures within 10 feet in front of you for +1d10 of your normal damage. This number increases to +2d10 at level 7, +3d10 at level 13, and +4d10 at level 17. Enemies hit must make a DEX saving throw. Successful saves will take half damage. Critically failing the throw will cause double damage.
  • Flourishing Strike (2 Slash dice): Spinning your weapon, you make a number of slashes at one enemy in front of you. Enemy takes 2 d8 extra damage. At level 11, this number increases to 4 d10, and again to 6 at level 17. At level 18, this attack causes 6 d12 extra damage.
  • Sweep (1 Slash die): Spinning low to the ground, your weapon becomes a tool as you trip enemies within 10 feet. Enemies must make a DEX saving throw. Failed throws will knock the enemy prone.
  • Angelic Dive (2 Slash dice): Leaping into the air, you bring your weapon down, creating an impact for 15 feet around you, dealing 1d10 damage to all creatures who fail a DEX saving throw. Successful throws take half damage. This increases to 2d10 at level 7, 3d10 at level 13, and 4d10 at level 17.

Blood of the Battleborn

At 7th level, you have gained enough experience in battle to truly bond with your fighting style, allowing you to make more precise strikes. You now critically strike on a roll of 19.

Angel's Fury

At 10th level, you can use a reaction to counterattack against enemies within your range when they miss.

Odin's Blessing

At 15th level, you may spend one bonus action readying yourself further for combat, gaining resistance to any non-magical bludgeoning, piercing, or slashing damage for 4 turns. You may do this once per short rest.

Divine Providence

At 18th level, you gain the ability to call upon divine fury from your weapon, using 4 of your Slash dice to jump high and slam down, dealing 6d12 Radiant damage to enemies within 20 feet the impact. You can do this once per long rest.

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