> ##### Class Variant: Male Valkyries? > Valkyries are almost entirely associated with female warriors who are spirtual beings that watch over the dead, or may soon die, on the various nordic battlefields in mythology. While they do have a rich mythological history that paints them as more complex creatures than that, you may feel as though the valkyrie name is too constricting for your playstyle. > >If so, consider changing the title of the class to Warrior of Fate, Fatespinner, or another name that contains the themes of warrior, fate, and judgement. Or, you may simply decide that valkyries are just as likely to be male as female. > ``` ```
## Valkyrie In the heat of a raging battle, a woman garbed in a metal breastplate bends down to check a fallen soldier as chaos rushes by them both. "It is not his time," she says before he suddenly feels a surge of renewel wash over him. Runic symbols of the leaders of her council mark her body. Intimidation swells up in her foes as she walks towards them, slow yet menacing. When her weapon is brandished, a pulse of the raw energy of fate itself is shown with it. Through using the power of fate and with the knowledge of battle at her side, a valkyrie can sway the tides of war to demoralize foes, embolden allies, and sway destiny itself. ### Reforging a Warrior One does not choose to become a valkyrie; valkyries are chosen. When a valkyrie council decides that they must increase their members, they usually find prospects on the battlefield. The process of becoming a valkyrie is known as "reforging", where part of the valkyrie dies and is infused with the very fabric that weaves destiny to make her reborn. From this, she gains a dual nature of being a construct along with whatever else she was. ### Creating a Valkyrie Because valkyries are "chosen", their origin story is vital to understanding who they are and what motivates them. Consider how you came to be reforged by a valkyrie council. Were you on the battlefield? Were you taken as a child? Were you left to your own devises and understanding of your valkyrie powers or were you mentored by a more powerful valkyrie? Another important question to consider is whether or not you adhere to the ideologies of your council. Do you think fate and destiny is something to control? Do you eshew direct uses of your powers and let be swayed more naturally around you? If so, consider the use of your abilities as intangible manifestations of your presence in any conflict and not a result of your directly stated influence.
VALKYRIE
\page
##### The Valkyrie | Level | Proficiency Bonus | Features | Judgements | Judgement Power | | |:---:|:---:|:---|:---:|:---:|:---:| | 1st | +2 | Construct of Fate, Fighting Style, Valkyrie Council | ─ | ─ | | 2nd | +2 | Judgement Powers | 2 | Minor | | 3rd | +2 | Change of Fate, Weapon of Destiny | 2 |Minor | | 4th | +2 | Ability Score Improvement, Battle Rune | 2 |Minor | | 5th | +3 | Extra Attack | 3 | Minor| | 6th | +3 | Valkyrie Council Feature | 3 | Minor| | 7th | +3 | Battle Rune | 3 |Lesser | | 8th | +3 | Ability Score Improvement |3 | Lesser | | 9th | +4 | Ethereal Passage | 3 | Lesser | | 10th | +4 | Valkyrie Council Feature| 3 |Lesser | | 11th | +4 | Knowing Judgement| 3 |Lesser | | 12th | +4 | Ability Score Improvement | 3 |Lesser | | 13th | +5 | Battle Rune | 3 |Lesser | | 14th | +5 | Sky Rider | 3 |Lesser | | 15th | +5 | Battle Rune | 3 |Greater | | 16th | +5 | Ability Score Improvement | 3 |Greater | | 17th | +6 | Valkyrie Council Feature | 4| Greater | | 18th | +6 | Battle Rune | 4|Greater| | 19th | +6 | Ability Score Improvement | 4 | Greater | | 20th | +6 | Ascended Valkyrie | 4 |Greater|
## Class Features As a valkyrie you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per level after 1st #### Proficiencies ___ - **Armor:** Light and medium armor - **Weapons:** Simple and martial weapons - **Tools:** None ___ - **Saving Throws:** Constitution, Wisdom - **Skills:** Choose two from Stealth, Survival, Arcana, Medicine, History, Animal Handling #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon and a shield or *(b)* two martial weapons - *(a)* five javelins or *(b)* any simple melee weapon - 1 button ### Construct of Fate Starting at 1st level, part of what made you what you were died and was reforged. Because of this, magic and abilities react to you differently. You retain the type of your race, such as humanoid, but for all purposes of abilities, spells, or magical effects, your type is also construct. Because part of you was remade with the fabric of fate, you are inherently durable. When you are not wearing any armor you have an armor class equal to 14 + your Dexterity modifier. You may use a shield with this armor class. Additionally, you have resistance to psychic damage. ### Fighting Style Also at 1st level, your training in combat reflects a special fighting style. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again from a different class. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
VALKYRIE
\page #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Protection When a creature you acn see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Two-Weapon Fighting When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack. ### Valkyrie Council Finally, at 1st level, the Council of Valkyries that chose to imbue you with the power of fate brings with that particular abilities based on the ideologies of the council. Choose one council that transformed you. Your options are the Council of Amity, the Council of Enmity, or the Council of Parity. ### Judgement Powers Your very presence has begun to play a role in the twisting of destiny by the power of judgement. These powers vary in strength. Starting at 2nd level, choose a number of minor judgement powers equal to 1 + your Wisdom modifier that you can apply to creatures with your Pass Judgement ability (see below). As you gain levels in the valkyrie class, you gain access to stronger judgement powers, as described in the Judgement Power column of the Valkyrie class table. Additionally, when you gain a level in this class you may replace one judgement power you know with another that you can choose based on your levels in valkyrie. Judgement powers use Wisdom as the ability score for saving throws.
  **Judgement power save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### Pass Judgement As a bonus action, you can target one living creature, other than yourself, that you are aware of within 120 feet and apply one judgement upon them, which applies one of your judgement powers. A creature can be under the effects of only one judgement at a time. A judgement lasts for 1 minute unless otherwise specified, until the creature is slain, or until a *remove curse* or *greater restoration* spell is cast on the target to remove its effect. If a creature is brought back to life while under the effects of judgement, it no longer has a judgement applied even if it is still within the duration. Applying judgement has no verbal, somatic, or material components and requires nothing more than a brief moment of concentration. You may apply a number of judgements as shown on the Judgements column of the Valkyrie class table. A creature may only have one judgement applied from the same valkyrie at a time. You regain all expended judgements after finishing a long rest. ``` ``` > ##### Destiny in your Game > Not all campaign worlds have a cosmic force or deity that, in some way, is an interloper of fate. Consider the two options below. > > **Deity or Cosmic Force Controls/Influences.** This may mean that valkyries are extensions of this deity, or extensions of extensions. Imbued with some raw power of destiny itself is the default understanding of this class. > >**No Fate.** If you have no predestination in your campaign world, consider the valkyrie a vessel of favor or disfavor. An aura of luck could influence actions around her. Thus, her judgements are more of her exerting this power overtly. ### Change of Fate At 3rd level, you realize that your judgements sway the outcome of fate itself and may now twist it further to your desire. As a bonus action, you may now transfer a judgement currently affecting another living creature that you can see to another living creature, other than yourself, that you are aware of within 120 feet. You may only transfer the same judgement power you applied initially and only if its effects have not expired. Once you use this feature, you cannot do so again until you finish a long rest. ### Weapon of Destiny Also at 3rd level, your Valkyrie Council bestows upon you a weapon of great power. Choose one martial weapon that magically appears to you, lined with powerful runic symbols that enchant it. This weapon is considered magical for you. Additionally, you gain the ability to make a destined strike with this weapon. No other creature can wield this weapon and have it be magical, nor can another creature use the destined strike ability when holding your weapon. If this weapon leaves your possession for more than 1 hour, it fades away and disappears. If it is ever destroyed or fades away, you may resummon by concentrating for 1 minute. You may spend 1 hour in ritual with a weapon to make it your weapon of destiny, but any other weapon you have made or performed the same ritual on loses its status as your weapon of destiny. If a weapon that you performed this ritual on is ever out of your possession for more than 1 hour or if it is ever destroyed, it ceases being your weapon of destiny. #### Destined Strike You may use all of your energy to sway the tides of fate to defeat your foes. Once per turn as an action, when you have not taken a bonus action and by expending one judgement, you may make a destined strike. A destined strike is a normal attack, except you make the attack with advantage. If your destined strike hits, you deal an additional 1d20 damage with your weapon. Once you attempt a destined strike, you cannot take a bonus action until the beginning of your next turn. If you roll a 15-20 on any damage die of your destined strike, you may immediately use your pass judgement ability. This extra damage increases as you gain levels in valkyire at 5th level (2d20), 11th level (3d20), and 17th level (4d20).
VALKYRIE
\page ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score about 20 using this feature. ### Battle Rune Also at 4th level, runic symbols with the names and power of fabled valkyries mark parts of your body. Aspects of their famed abilities are infused in you. Choose one of the following options. You may choose again from any remaining unselected options at levels 7th, 13th, 15th, and 18th. #### Hervör Alvitr's Philosophy You believe you are similar to the mortals you pass judgement on. You can have one judgement power applied to yourself at any one time. #### Kára's Movements You can move with extraordinary leaps during combat. Whenever you use all of your movement speed during your turn, you may use a bonus action to gain another 5 feet of movement per your Wisdom modifier. #### Presence of Sigrdrífa The presence of you in a fight brings a powerful encouragement to your allies. Allies within 30 feet of you have advantage against saving throws that would apply the frightened condition, so long as they can see you. #### Randgrid's Shield You are trained in using your weapons defensively. Whenever you are wielding a weapon and not a shield, you have a +1 bonus to your armor class. #### Reginleif's Return You are subtly aware of your own demise and thus may channel your judgements into your own fate to prevent it when you sense it is not your time. Whenever you roll a death saving throw, you may stabilize yourself immediately. If you have one or more judgements remaining before you use this ability, you expend remaining judgements to heal 1d10 per your judgements expended + your levels in valkyrie and immediately stand. #### Stance of Svipul Whenever you deal damage to an opponent, you can prepare for retaliation. As a bonus action to dealing damage to a creature with a weapon, the next attack against you until the beginning of your next turn is made with disadvantage. #### Unflinching Sigrún You are indomitable. Whenever you are pushed or pulled by an ability, spell, or magical effect, you may use your reaction to reduce the push or pull effect by 5 feet per your Strength modifier. Further, your maximum hit points increases by 10 + your levels in valkyrie when you take this battle rune. Whenever you take another level in valkyrie, increase your maximum hit points an additional 1. ``` ``` ### Ethereal Passage Starting at 9th level, you can access the Ethereal Plane to better pass judgements. As an action, you enter into the border of the Ethereal Plane that overlaps with the Material Plane. You must be on the Material Plane to use this ability. You remain in the Border Ethereal for up to 1 hour or until you use your action to return. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originiated from, but everything there looks gray, and you cannot see anything more than 120 feet away. When you enter into the Ethereal Plane and currently have judgements applied, they immediately end. You can only affect and be affected by other creatures on your plane, except you may use your pass judgement ability to creatures you can see on the Material Plane. You gain a number of judgements that you can pass while in the Ethereal Plane equal to your Wisdom modifier. These judgements last as long as you can see the creature. When you return to the Material Plane these judgements end. These extra judgements do not count as judgements you can use normally. Once you use this feature, you cannot do so again until you finish a long rest. ### Knowing Judgement Starting at 11th level, as your intution with the flow of a battle grows, as does your ability to pass judgement. If a creature you apply a bane judgement to dies in combat, you can immediately recover one expended judgement. If a creature you apply a boon judgement to slays a creature or survives when initiative is over, you can immediately recover one expended judgement. Once you recover one judgement from this feature, you cannot do so again until you finish a long rest. ### Wings of Power Starting at 14th level, you can transform yourself into what others may percieve as an ascended being. As a bonus action and by expending one judgement, you can grow a pair of black, white, or brown speckled feathered wings that grant you a fly speed equal to your movement speed. You may dismiss these wings as a bonus action. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. ### Ascended Valkyrie At 20th level, you have ascended to a higher being, infused with even greater energy from the cosmic power of destiny itself. Your Constitution and Wisdom scores increase by 4, and your maximum for those scores is now 24. > ##### Living Creatures > Many valkyrie abilities target only living creatures, which are creatures with a spirit or soul. This excludes elementals, undead, and constructs. Your DM determines if a creature is living or not. >
VALKYRIE
\page ## Valkyrie Councils Valkyrie Councils are made up of powerful, elite warriors who witness the flow of fate itself. Some see them as celestials or the grand commanders of deities of destiny. The ideologies that mold these different councils usually infer to the new members constructed by them. Councils have their various reasons for creating new valkyries, but they almost always involve a powerful member of the council intervening on the battlefield where a warrior fights with causes aligning with the council. ### Council of Amity The Council of Amity is filled with benevolent thinking valkyries who operate as a democratic body of power. They vote on all measures and never make new valkyries unless they decide they are on a "recruiting" stage and fear their influence and power waning. They are the direct enemies of valkyries who were constructed by the Council of Enmity, who view their powers over fate as sinister and often abuse their gifts for the whims of their chaotic tastes. Because of this, most valkyries forged by the Council of Amity use their judgements for good and protecting the innocent, serving as a beacon of hope on the battlefield. #### Inspiring Strike Starting at 1st level, your presence in combat can bolster the moral fortitude of your allies. As a bonus action when you deal damage from a weapon attack against a hostile creature, you may grant 1d4 + your Wisdom modifier temporary hit ``` ``` ___ points to one ally, excluding yourself, that can see you within 30 feet that has at least 1 hit point. #### Benevolent Destiny Starting at 6th level, whenever you apply a minor boon to a target creature, that creature also gains an added effect depending upon its 1d4 result. You apply all effects of your result and lower. ##### Empowered Minor Boon | 1d4 Roll| Effect | |:----:|:-------------| | 1 | 10 temporary hit points | | 2 | advantage on next attack roll | | 3 | +2 bonus to armor class | | 4 | advantage on next saving throw roll | #### Weapon of Restoration Starting at 10th level, your weapon of destiny becomes empowered. Whenever you deal damage with your destined strike and do not apply any judgements, you may immediately target you or another creature within 30 feet that you can see and heal 4d8 + your Wisdom modifier hit points. Additionally, when you wield your weapon of destiny and roll initiative, you gain temporary hit points equal to your levels in valkyrie + your Wisdom modifier. #### Resurgence Starting at 17th level, you may cast the spell *mass heal* with Wisdom as your spellcasting ability once, except you must distribute as many hit points as you can to wounded creatures, even if you must target enemies to do so. Once you cast this spell using this feature, you cannot do so again until you finish a long rest.
VALKYRIE
\page ### Council of Enmity The Council of Enmity is goverend by 3 powerful warriors and other members of the council can challenge the leaders to battle at any time to take their role. Usually there is one strongest leader, called the Black Commander. Chosen valkyries of this council are expected to sow chaos and revel in the fallen soldiers of war. Striking fear in the hearts of mortals, the valkyries of enmity are a dark omen of the coming end to any who see her on the battlefield. #### Demoralizing Assaults Starting at 1st level, your attacks against the already wounded are like a symbol of defeat to enemies. As a bonus action when you deal damage from a weapon attack against a target that is not at maximum hit points, you deal 1d4 psychic damage to all enemy creatures of your choice within 10 feet of you that you can see. When you reach 5th level in this class, this damage increases to 1d8. It increases further at 11th level (1d10) and 17th level (1d20). #### Sinister Destiny Starting at 6th level, whenever you apply a minor bane to a target creature, it must succeed on a Charisma saving throw against your judgement power save DC or roll 1d4 and gain an added effect depending upon its result. You apply all effects of your result and lower. ##### Empowered Minor Bane | 1d4 Roll| Effect | |:----:|:-------------| | 1 | Disadvantage on first attack roll | | 2 | Disadvantage on first saving throw roll | | 3 | -2 penalty to armor class | | 4 | Movement speed reduced by 15 | ``` ``` #### Aura of the End Starting at 10th level, your sheer presence on the battlefield portends the demise of your enemy's fall. You are constantly surrouned by an aura of 10 feet that makes creatures of your choice that can see you have disadvantage on any saving throw against the frightened condition. Additionally, as an action, living creatures of your choice within 30 feet of you must succeed on a Wisdom saving throw equal to your judgement power save DC or become frightened by you for 1 minute. If they fail their saving throw and are not at maximum hit points, they also fall prone and their speed is reduced to 0 while they are frightened by this effect. Once you use this feature you cannot do so again until you finish a long rest. #### Cull the Field Strating at 17th level, you can end the life of creatures simply by uttering its demise into reality. As an action, choose any number of living creatures within 30 feet of you. The following effects occur: - Target creatures with 50 hit points or fewer die. - Target creatures with 51-100 hit points must succeed on a Wisdom saving throw against your judgement power save DC or die. - Target creatures with 101 hit points or more must succeed on a Wisdom saving throw or take 4d12 necrotic damage as their soul reels from nearly being ripped from their body or half on a successful save. - For each creature slain by this ability, you gain 1d6 temporary hit points as you are emboldened by the reaping of souls around you. Once you use this feature you cannot do so again until you finish a long rest.
\page ### Council of Parity Perhaps the most dutiful of the valkyrie councils, the Council of Parity are the heralds of balance and equity. Valkyries are constructed by this council when war is coming to a region and they portend a lack of balance in the struggle. Valkyries of parity are usually stoic, serene, or at the very least calm. Always preparing to consider the reactions of actions, these valkyries tend to affect their surroundings in surprising ways. #### Interceding Fate Starting at 1st level, your council has touched you with the power of understanding the cosmic balance of all things. Because of this, you gain the ability to weave fate around you. As a reaction to seeing an ability check, attack roll, or saving throw about to be made by you or a creature within 15 feet of you, you can impose an advantage or disadvantage to the roll. If you use this feature again before a long rest, you must roll a 1d20. On a 1-10, the roll is made at an advantage. On a 11-20, the roll is made at a disadvantage. Each time you use this ability, the opposite must occur (advantage then disadvatange, etc.) that occurred the last time. If it does not, you take 1d10 necrotic damage for each time you have used this feature since your last long rest, as the power of fate whiplashes and shreds at your being. Once you finish a long rest, this feature resets to being able to use it once without having to roll a 1d20. ``` ``` #### Balanced Destiny Starting at 6th level, if fate favors you when you deal extra damage with your destined strike, you can immediately apply a minor bend judgement power to yourself or another creature, which does not count against the number of judgements you may make. To be able to do so, you must roll at least 11 or higher on the d20 you roll for your destined strike damage. If you roll 2d20s and both are 11 or higher, you can apply a lesser bend judgement and same for 3d20s for greater and 4d20s for supreme. If you do not know any bend judgements and thus cannot apply any, you take half the damage you dealt with your destined strike in necrotic damage as punishment from your council. #### Piercing Gaze Starting at 10th level, you can see through all forms of subterfuge and spells of concealment to better judge the world. You gain proficiency in the Insight skill. If you already had proficiency in that skill, double your proficiency bonus. Additionally, as an action and by expending one judgement, you gain truesight out to 120 feet for 1 hour. #### Know the Outcome Starting at 17th level, you are truly one with the cosmic balance of destiny. Whenever you use the interceding fate feature, you can add or subtract an amount up to your Wisdom modifier from or to the result of the d20 roll and use the new result to determine whether the target has advantage of disadvantage.
VALKYRIE
\page ## Judgement Power Starting when you gain this class feature, you may choose a number of judgement powers based on the above description. Judgdments are classified under three categories: Bane, Bend, or Boon. Generally, the categories reflect whether you are negatively, positively, or neutrally, respectively, swaying the destiny of others. You may only select judgements if you meet their prerequisties, if any. ### Minor Judgements These are the judgements that influence fate in only minor ways. #### Minor Bane An ominous, eery feeling overcomes your target. Whenever a creature damages them, they take an additional 1d4 psychic damage since they know their defeat is imminent and thus embrace it quicker. #### Minor Bend Your target is surrounded by a subtle aura of twisting fate. At the beginning of your target's turn, it must roll a 1d4. On a 1 or 2, the first attack against it has disadvantage. On a 3 or 4, the first attack against it has advantage. You know its rolls. #### Minor Boon Your target feels encouraged and emboldened. When you apply this judgement, roll 1d4. Whenever your target takes damage, they shrug off an amount of damage equal to the result. ### Lesser Judgements These are the judgements that influence destiny in somewhat signficant ways. #### Lesser Bane When you apply this judgement, choose one option from below. Whenever your target takes damage while under the effects of this judgement, they must make a saving throw to avoid a condition unless they already have that condition. **Bane of Balance.** Your target must make a Dexterity saving throw or fall prone. **Bane of Dread.** Your target must make a Wisdom saving throw or be frightened by the source of their damage until the end of their next turn. **Bane of Violent Injury.** Your target must make a Wisdom saving throw or gain vulnerability to the damage type that caused them to make a saving throw. When your target fails at their saving throw against this effect, they no longer need to save against damage. This damage vulnerability lasts the duration of your judgement. #### Lesser Bend This judgement can only be applied to creatures in initiative. Your target must roll a 1d20 at the beginning of it's turn. If it makes an ability check, attack, or saving throw until its next turn, it can decide to roll or use the result of this judgement. If it has not used the result by the beginning of its next turn, it takes half that number (rounded down) in psychic damage. #### Lesser Boon Once per turn, your target may add 1d4 to any attack or saving throw it makes. Additionally, whenever your target would be reduced to 0 hit points, it instead heals for 1d8 + 1d8 for every 3 levels your target has or for every 3 points in its challenge rating, whichever is higher. Healing from this judgement removes it. ### Greater Judgements These judgements are powerful and only used in the rarest occassions. To sway destiny with such vulgar displays of control can have a backlash effect. Whenever you use a greater judgement power, you must roll a 1d20 + your Wisdom modifier against a DC equal to 10 + the number of times you have used a greater or supreme judgement power since your last long rest. If you fail, you take necrotic damage equal to 1d12 for each time you have used a greater or supreme judgement power since your last long rest. Necrotic damage taken in this way ignores immunity, resistance, and vulnerability. #### Greater Bane A powerfully ominous feeling washes over your target as they feel the end of their life around the turn of a corner. Whenever your target begins its turn with less than half of its total maximum hit points, it must make a Constitution saving throw or take 1d20 psychic damage. Whenever your target begins its turn with more than half of its total maximum hit points, it must make a Wisdom saving throw or lose half of its movement speed and it cannot take reactions until the beginning of its next turn. #### Greater Bend You are the ever watchful arbiter of fate. As a reaction to your target taking damage, so long as you can see your target and they are within 60 feet of you, you may have the source of that damage reroll its damage dice and choose to replace it or keep the original result. For example, if your target was in the radius of the burst of a *fireball* spell, the damage would be 8d6. If the result of that damage was 45, you could have them reroll the 8d6 and use that result instead or use 45, whichever you prefer. #### Greater Boon An overwhelming sense of confidance and empowerment washes over your target. At the beginning of each of your target's turns, they can roll a 1d8. They may apply the result to an ability check, attack, damage, or saving throw that they make until the beginning of their next turn. They can apply this number after they roll but before the DM determines if anything was a success, failure, or anything in between. If it does not apply their result to a roll, they gain that number in temporary hit points while they are under the effects of this judgement.
VALKYRIE