Base Class: Barbarian
Original by: Buff_Blondee
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 bring fallen heroes to Valhalla.
Restricted to Females only:
Valkyries are well-known woman warriors from Norse myths. They are fierce combatants, fighting alongside Odin if Ragnarök were to come, they are tasked with bringing death to warriors and bring heroes to Valhalla. This restriction is in place to keep that continuity with the Norse mythology, however your DM can lift this restrictions if he/she feels like that this subclass can also be played by males in their campaign.
Valkyrja
When you choose this path, starting at 3rd level, you go into a trance-like state while you rage. While in it, you can charge the runes carved on your weapons and armor with healing power and expand them when needed. At 3rd level, once per turn using this feature, you can charge a rune by hitting a creature and deal at least 1 damage to it. You unlock further ways to charge your runes at 6th and 10th level.
You can hold a maximum of 4 charged runes, further charged runes pass this threshold are wasted or ignored until you free some space. You can expand your charged runes using your bonus action and you can expand at once an amount of runes equal to your Charisma modifier (minimum of 1). Each runes are d4s, you can expand a rune to heal yourself or an ally within 60 feet of you. When healing someone, roll a number of dice equal to the number of runes used and add your Charisma modifier to it. The healing die increases with further levels.
If someone were to recognize the runes on you and notice your appearance, they would know that you are a Valkyrie. If this same person is also a believer of Norse mythology, they will be inclined to offer you their hospitality and treat you to a great meal (or a feast if they have the means). You also gain proficiency with Religion, if you do not have it already.
Óski
At 6th level, you can charge a rune, once per turn using this feature, by getting hit by an enemy while in your trance. Additionally, your runes becomes d6s and you can hold up to 6 of them at a time. Furthermore, when healing a creature you can add their Constitution modifier to the mix.
Your attacks while in your trance becomes magical for the purpose of bypassing non-magical resistances.
Valhalla's Calling
Beginning at 10th level, when you enter your rage you provoke a surge of radiant energy in a 10 feet radius around you. Any hostile creatures in this area takes 2d10 + your Charisma modifier of radiant damage, the amount of damage dealt is then redirected as healing towards yourself or an ally within 60 feet of you. Your healing runes also become d8s and you can hold up to a maximum of 8 of them.
You can also charge your runes twice, instead of once, with each of the previous features and you can expand a total of 2 + your Charisma modifier of runes with a single bonus action.
Dísir
Starting at 14th level, when you enter your rage you sprout two angelic incorporeal wings that grants you a flying speed of 40 ft. When you enter your trance, you also start with two runes already charged and you can use the previous features three times in a turn to charge your runes. You also gain a bonus to your damage equal to your Charisma modifier and your attacks deal radiant damage (or normal piercing, slashing, if you so choose). Your runes becomes d10s and you can hold 12 of them at once.
Heroes Never Dies
As an action, you can expand all of your runes at once and heal any creatures you choose in a 500 ft. radius. You point your weapon to the sky and a beam of radiant light shoots towards the Asgard. Your eyes glow bright as your allies gets healed up. When using this feature, you apply the amount of healing rolled to each creatures you designated. Furthermore, if you brought back an ally back to life using this feature they also gain an immediate action that they can take to either move, Attack, Dodge or cast a cantrip. Once you use this feature, you cannot use it again until you take a long rest.
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