Base Class: Paladin
Valkyrie paladins are most often seen riding mighty steeds, carrying shields.
Channel Divinity
Channel Divinity: Aura of Good
As an action you can give all allies within 30 feet 1d8 temporary hit points that last an hour. These allies are also immune to being poisoned for the duration. If you fall unconscious, the effects of this ability end.
Channel Divinity: Divine Protection
As an action you can imbue your armor with holy energy. You get a +2 bonus to your AC for 1d4 rounds, and your armor sheds dim light in a 20 feet radius for the duration. If you fall unconscious, the effects of this ability end.
Oath Spells
You get access to the following spells on the following levels:
3rd - Healing Word, Shield of Faith
5th - Lesser Restoration, Prayer of Healing
9th - Protection from Energy, Revivify
13th - Death Ward, Guardian of Faith
17th - Greater Restoration, Holy Weapon
Aura of Protection
Starting at 7th level, you and friendly creatures within 10 feet of you get +1 to AC while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Shielding Spirit
Starting at 15th level, you gain resistance to necrotic damage, and the other half of the damage gets reflected on the opponent that caused it in the form of radiant damage. If the damage wasn't caused by something with hit points, the damage doesn't get reflected.
Advocate of the Gods
At level 20, as an action you can transform into a pure holy force. Doing so grants you the following benefits for one minute:
- You have advantage on all saving throws.
- Your AC becomes 25. If it is already 25 or higher, nothing happens.
When you activate this ability, all undead within a radius of 30 feet, with 4 or fewer hit dice are instantly destroyed, and ones with more take 4d10 radiant damage. Once you activate this ability, you cannot activate it again until you finish a long rest.
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