Warlock
Base Class: Warlock

Three times nine girls, but one girl rode ahead, white-skinned under her helmet;
the horses were trembling, from their manes dew fell into the deep valleys,  hail in the high woods; 

The Valkyrie, beings that have always been associated with fairness, brightness, and gold, as well as bloodshed.  These are the choosers, who take the slain from the battlefield whom they feel are worthy to live in the afterlife in the great hall Valhalla.  From there, they can battle every day, living and dying, eating and drinking, until the day they are called forth in the final battle.

Skögul came to you on the first battlefield you ever entered.  She called to you, finding your heart worthy of the power she would offer to one who would one day become a champion of Valhalla.  Her garments seemed only to be the icy white feathers of a pure white swan, though the sword at her side and the steel in her eyes left no doubt to the skill in battle she would offer.  You could see wings reaching out behind her, but they seemed more mist than actual feather. 

You are compelled to be the greatest warrior you can ever be.  You will always seek the greatest foe on the field.  To die in battle against a worthy foe is what is expected of you if you are ever to dine among the hero's of Valhalla.

 

Extended Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

1st - Heroism, Cure Wounds

2nd - Find Steed, Lesser Restoration

3rd - Daylight, Revivify

4th - Death Ward, Private Sanctum

5th - Geas, Greater Restoration

Bonus Cantrips

At 1st level, you learn the light and resistance cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Odin's Touch

Beginning at 1st level, any weapon you pick up and wield in combat takes on the "magic" characteristic, though it does not take on any magical property.  You also are instantly proficient in any weapon and armor that you lay touch to.  You will take up a shield whenever you enter battle, and your preference to weapons will be a spear, a short sword, a long sword, or a long bow.  You will always be aware of the greatest weapon and shield on the battlefield, and you will feel compelled to seek that warrior out first.

At the passing of a warrior on the field of battle, whether they were a friend of a foe, who was valiant and brave, you will see their spirit rise from within them, to be taken up by one of the Valkyrie.  Any time you see this happen, you will feel a great compelling to call out a praise to that warrior's prowess.

The Worthy

Beginning at 6th level, you and any friendly creatures within 15 feet of you cannot be frightened or charmed if you are conscious.  You will also have an advantage on any concentration ability checks if you are involved in battle.

The Dedicated

Beginning at 10th level, you will have found your preferred battle gear (short or long sword, or spear, and a shield, and the best armor you can lay your hands upon).  When you face the most powerful foe on the battlefield, and you are wielding your chosen weapon and shield, you gain a +1 to all attacks and +1 to your AC, and anyone within 15 feet of you who is friendly to you will also gain a +1 to their melee attack rolls, as long as you are conscious. 

The Merciful

Beginning at 14th level, when you touch a worthy creature who is friendly to you, the target magically regains 4d8+2 hit points and is freed from any curse, disease, poison, blindness, or deafness.  You can do this but once, until you take a short or long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes