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)
Valkyrja
Starting when you chose this path at 3rd level, you go into a trance while raging. While in this trace like 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 have a maximum of 10 at all times. At this level the runes heal for 1d4 plus your proficiency bonus and Barbarian level. The healing increases to 1d6 with your proficiency bonus and Barbarian level at 6th level, again to 1d10 with your proficiency bonus and Barbarian level at 10th level, and finally to 1d12 with your proficiency bonus at 14th level.
Óski
Beginning at 6th level, when you take damage while raging you charge a healing rune. You may then use your reaction to consume a healing rune and heal yourself for an amount dictated by your Barbarian level. Starting at 14th level, you gain the ability to use your reaction to consume a healing rune to heal a creature within 10 feet of you for an amount dictated by your Barbarian level.
Dísir
Beginning at 10th level, as a movement action, you are able to sprout two angelic like wings from your back for a short while. With these wings you are able to add 40 feet of movement in one direction of your choosing during one turn of combat.
Valhalla’s Calling
Beginning at 14th level, you are able to use your action to stabilize and heal a creature at 0 hit points or less by consuming a healing rune. Doing so shrouds the creature in Valhalla’s light and any attack roll made against this creature is made with disadvantage.
Where can I find this edited one?
First of all, fantastic flavor here. I love it all! There's a few sections in here that needed a little bit more fleshing out, plus I added another feature to this as I really like what @NuriaAge said about a smite feature.
I essentially changed up a bit with the runes. There's now two different types of runes, a smiting runes and the healing runes. The healing runes charge when you take damage from any source and the smiting runes charge when you deal damage to a hostile creature. The healing runes deal the 1dx + barbarian level (took out proficiency). The smiting runes on the other hand deal 2d8 radiant when you hit + 1d8 for each charged smite rune you want to expend. You can also add an additional 1d8 if your target is a fiend or undead. The player still only has 10 runes total (though it might be an interesting idea if you started them off slow with only 6 and each new subclass feature gives them an additional rune or 2) and each level they gain they can choose how they want to divide them up. They can choose to do a 5 and 5 even split or simply put all 10 in one. Anything goes as long as it adds up to 10.
Secondly, I took the liberty of adding in a few missing cooldowns. For instance, all charged runes fade when you exit a rage. Also, the Valhalla's Calling buff lasts until the end of your next turn.
Hopefully this helps anyone looking to run this! It was amazing as is and hopefully it adds that extra kick without being too over the top.
This is subclass seems a little weak but it is one of the most creative classes.
Maybe allow the healing to also be used as a smite.
That or allow healing also cure effects at 6th levels
How long does the disadvantage effect from valhalla's calling last?