Base Class: Barbarian
For some Barbarians, rage is a form of power. A power that is to be used to help those who are not strong enough. The Path of the Valkyrie is lined with the bodies of your enemies, which in turn, has allowed you to make sure your allies are still standing. The Valkyrie’s weapons and armor are inscribed with runes that represent cures and wishes, allowing Valkyries to transfer those that have fallen to Valhalla. (This subclass is exclusive to Female barbarians only)
Eir's Rune
Starting at 3rd level, you take an ethereal appearance while raging. (You may decide how this appearance looks, but it does not grant any other benefits other than the one below.)
While in this state, all attacks that successfully hit on a creature will charge a healing rune carved into one of your weapons.
These healing runes may be expended as a bonus action to heal you or another creature of your choosing within 30 feet of you. The runes remain active until your rage ends and you may only have a maximum of 7 at all times. At this level, the runes heal for 1d4 plus your proficiency bonus and Barbarian level. If the creature you expend your healing rune to is at full health, they instead gain temporary HP that lasts until your rage ends, the amount is equal to the number that they would have healed. A creature cannot stack temporary HP.
The healing increases to 1d6 with your proficiency bonus and Barbarian level at 10th level, again to 1d8 with your proficiency bonus and Barbarian level at 14th level, and finally to 1d10 with your proficiency bonus and Barbarian level at 18th level.
Odinn's Rune
Beginning at 6th level, you gain a different type of rune that embellishes your weapons. You have a total of 3, that once expended you may regain on a long rest.
When you expend an Odinn Rune, you or a creature within 30 feet of you gain advantage on the next Intelligence or Wisdom check you make. Alternatively, you can expend it so you or a creature within 30 feet of you has advantage on the next Intelligence or Wisdom Saving Throw.
Freyja's Rune
At 10th level, you gain the legendary runic blessing of Freyja, the Queen of the Valkyries. While you are raging, you sprout wings that grant you a flying speed equal to your walking speed. In addition to this, while you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra radiant damage equal to 1d6 + half your barbarian level.
Valhalla's Chosen
At 14th level, you achieve a ranking that few mortals have achieved. You gain the ability to choose who lives, and who is taken by your spiritual sisters to the afterlife.
You gain advantage on Death Saving Throws.
In addition, once every 7 days (per creature), if a you or a creature you can see drops to 0 hit points, you help them fight to stay alive. They immediately gain one free Action and one Bonus Action, before dropping to 1 HP. If they drop below 0 HP again, they have advantage on Death Saving Throws.