Valkyrja
A blinding light shines upon a besieged city. Amongst the ruins of a broken gate a dying orc lies between the corpses of his fellow clanmates. Gazing into the hellish light he can just make out a shadowy figure slowly descending on the battlefield.
Falling to her knees the ambassador looks up at her king. Begging him to accept the treaty so that peace can finally be obtained. Before her lord can answer, a striking woman steps beside him to whisper words in his ear. Looking thoughtful for a moment the king solemnly declares: “NO”
On the eve of battle a man saw twelve mysterious riders approach a cottage and disappear inside. When he peered through the window he was met by a nightmarish sight. There sat twelve women weaving a macabre weft of human intestines, with a decapitated head as weight, while singing an ancient song.
Whatever form they wish to take, be it a terrifying wild creature, a shadowy figure riding on a wolf or a beautiful shieldmaiden, a Valkyrja has only one purpose: to serve the will of the Allfather. Often seen among broken ruins, bloody battles or ancients battlefields they look for worthy souls to join the Einherjar in Valhalla. However, sometimes the soul’s vessel withstands more than it should and giving a helping hand by causing conflict, dissent or even death ensures that their preferred champions join the Einherjar sooner rather than later.
Chooser of the slain
to judge and guide warriors in the field of
battle. They choose who lives and who dies,
martial proficiencies with a connection to
the afterlife.
Creating a Valkyrja
When creating a Valkyrja, think about what drives her. What path brought her into the grace of Gods? Was she born into it, as most Valkyrjas are, or did she stumble upon a hidden shrine or temple to a forgotten religion? Talk with
your DM about a way to fit the Valkyrja into his world and story. Was she born in
one of the celestial worlds, being a stranger to the material world that now surrounds her, or was she sent on a specific mission by the Allfather himself? What drives her into seeking out adventurers and joining them? Was she cast out, disgraced in some way that made her want to redeem herself inthe eyes of greater warriors?
Quick Build
Vou can make a Valkyrja quickly by following these suggestions. First, put your highest ability score in Strength, followed by Charisma. Second, choose the acolyte background.
Class Features
As a Valkyrja, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Valkyrja level
Proficiencies
Armor: All Armors, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Religion and Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) 2 spears and a shield
• (a) any 2 simple melee weapons or (b) any martial melee weapon
• (a) a dungeoneers’s pack or (b) an explorer’s pack
• Chain mail
The Valkyrja
Level | Proficiency Bonus | Features | Cantrips Known | Shield Bash |
---|---|---|---|---|
1st | +2 | Speak With Dead, Spear and Shield Master | 0 | d4 |
2nd | +2 | Soul Harvest, Fighting Style | 0 | d4 |
3rd | +2 | Divine Realm, Spark of the Divine | 1 | d4 |
4th | +2 | Ability Score Improvement | 1 | d4 |
5th | +3 | Extra Attack | 1 | d4 |
6th | +3 | Call of the Valkyrie | 1 | d6 |
7th | +3 | Realm Feature | 1 | d6 |
8th | +3 | Ability Score Improvement | 1 | d6 |
9th | +4 | Noxious Strike | 2 | d6 |
10th | +4 | Resistance to Death | 2 | d6 |
11th | +4 | Realm Feature | 2 | d8 |
12th | +4 | Ability Score Improvement | 2 | d8 |
13th | +5 | Noxious Strike Improvement | 2 | d8 |
14th | +5 | Call the Fallen | 2 | d8 |
15th | +5 | Realm Feature | 2 | d8 |
16th | +5 | Ability Score Improvement | 3 | d10 |
17th | +6 | Noxious Strike Improvement | 3 | d10 |
18th | +6 | Realm Feature | 3 | d10 |
19th | +6 | Ability Score Improvement | 3 | d10 |
20th | +6 | Aura Of Decay | 3 | d10 |
2
Inquire the Grave
Starting at 1st level you can spend an action to ask a single creature that has been dead no longer than 10 minutes one question, to which it will be compelled to answer truthfully. This ability can be used once per long rest. This feature grants you more questions as you level up in the Valkyrja class. At 8th level you can ask two questions per long rest, at 15th level you can ask three questions per long rest.
Shield Bash
You use shields not just for protection but also for offense. You can make a Shield Bash attack as a bonus action. You are considered proficient in using this attack and use your strength modifier on the attack roll, on a hit it deals a d4 + your strength modifier bludgeoning damage. The damage die increases as you gain levels, as shown in the Valkyrja class table.
Soul Harvest
You can use a bonus action on your turn to choose one creature other than yourself that you can touch. That creature gains one Soul Seed die, a d6. You can give additional dice to the same creature, or another, on bonus actions in your turn.
Once within the next 10 minutes,when the creature makes an attack, the creature can roll one or more dice it possesses and add the number rolled to one damage roll. This extra damage is radiant. If the creature's target does not die after using one or more Soul Seed dice, the creature takes the same amount of damage as its target.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Soul Seed die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
3
Fighting Style
You adopt a particular style of fighting as your specialty. 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.
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.
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. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can 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.
Divine Realm
At 3rd level, you choose one amongst the realms to serve. Choose Asgard, Folkvang, or Midgard, all detailed at the end of the c1ass description. The archetype you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
Spark of the Divine
At 3rd level you are granted a touch of divine magic. Choose one cantrip that is from the Valkyrja spell list. You may learn additional cantrips as shown in the Valkyrja class table. Your spellcasting ability for these cantrips is Charisma (spell save DC= 8 + Proficiency + Charisma modifier, spell attack bonus= Proficiency + Charisma modifier)
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, 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 can't increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Call Of the Valkyrie
When you reach 6th level in this class, when your enemy nears death you become more and more frantic to claim its soul. If an enemy has less than half of its hit points once per turn you may deal extra radiant damage equal to your Charisma modifier (minimum of 1).
Fateful Strike
At 9th level, you gain the ability to empower yourself with your Soul Seed dice, after a successful melee attack roll, you may expend one or more of your Soul Seed dice to boost the damage on that attack, all other effects of the Soul Seed dice still apply.
Resistance to Death
At 10th level, the Valkyrja becomes resistant to necrotic damage, in addition if you are at full health and an attack, spell, or other effect would bring you down to 0 hit points, you fall to 1 hit point instead.
Call the Fallen
Starting at 14th level, your connection to Valhalla allows you to recall the fallen warriors. If an ally dies within 30ft of you, you can use a reaction to temporarily bring that creature's spirit back from the dead. The creature receives hit points equal to the value of your Soul Seed dice multiplied by the number of Soul Seed dice you have left. The creature dies again after it loses all its hit points or if the combat ends. You can use this feature once every long rest.
Aura Of Decay
On level 20, revealing your true nature as chooser of the slain, as an action you can start emitting an aura starting from where you are. All hostile creatures within 30 feet of you who have less than ½ hit points must make a Charisma saving throw against your spell save DC or take 4d6 radiant damage on the start of each affected creatures' turn. Roll a d6 to determine how many turns the aura lasts. Creatures that succeed on the save are immune to this effect for 24 hours. You may use this ability once per long rest.
VALKYRJA
Divine Realms
There are nine realms that are coneccted by Yggdrasil, the tree of life. As a Valkyrja you can choose one of three realms to which you dedicated your sword.
Asgard
Asgard also known as Godheim, is home of the Aesir, the warrior Gods whose king is Odin. Choosing this realms means a servitude to the God Odin, know as the Allfather, Gallows God or Grimnir One-Eye.
As servant to Odin your first responsibility is claiming Einjahar. Scouring battlefields and fighting alongside Odin's chosen heroes. Second and less know is the collection of knowledge which you can pass to Odin via his ravens.
Spellcasting
Spell Slots. The Asgard and Folkvang Spellcasting table show how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Valkyrja spells of your choice.
The Spells Known column of the Asgard and Folkvang Spellcasting table show when you learn more Valkyrja spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Valkyrja spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Valkyrja spells, since you empower your spells through your natural leadership. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Valkyrja spell you cast and when making an attack roll with one.
• Spell save DC = 8 + your proficiency bonus + your Charisma modifier
• Spell attack modifier = your proficiency bonus + your Charisma modifier
Huginn and Muninn
At 3rd level you'll be able to summon one of Odin's ravens to help you scout. After concentrating for 1 hour you can summon either Huginn or Muninn to aid you for 8 hours. The ravens cannot attack but can be harmed. They have the hitpoints and AC of a raven familiar, and you can also transfer your senses through it as per the Find Familiar spell. Summoning Hugin gives a +1 to all Wisdom checks and saving throws, while summoning Muninn gives a +1 to all Intelligence checks and saving throws.
Odin's Blessing
From 7th level, Odin delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can cast any one cantrip as a bonus action. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Gungnir's Reach
At 11th level, you're able to use your action to summon 3 spears throwing them at your enemies. A succesfull attack roll has to be made for each of the spears. They each do 1d6 + your Charisma modifier radiant damage.
5
Divine Communication
At 15th level you can call unto Odin to gain crucial information about your foe. As an action roll a Wisdom (Insight) check against the target's CR, on a success you learn three aspects about the creature of your choice: Creature Type, Armor Class, Senses, Highest Saving Throw Modifier, Lowest Saving Throw Modifier, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.
Avatar of War
By 18th level, you have learned to channel the power of Odin: for 1 minute you gain advantage on all attacks, and each attack you make does an extra d10 damage.
Folkvang
Folkvang is home to Freya, the most powerful of the Aesir Goddesses, who has power over life, death and magic.
As a servant of Freya you are responsible for bringing half of those who fall on the battlefield to the realm of Folkvang. However no less important is the finding of magic items to offer to your godess.
Spellcasting
Spell Slots. The Asgard and Folkvang Spellcasting table show how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Valkyrja spells of your choice.
credit: https://kalasketch.deviantart.com/
The Spells Known column of the Asgard and Folkvang Spellcasting table show when you learn more Valkyrja spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Valkyrja spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Valkyrja spells, since you empower your spells through your natural leadership. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Valkyrja spell you cast and when making an attack roll with one.
• Spell save DC = 8 + your proficiency bonus + your Charisma modifier • Spell attack modifier = your proficiency bonus + your Charisma modifier
Grim Harvest
At 3rd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
6
Völva's Trick
At 7th level, whenever you successfully strike a creature with your Shield Bash, the next attack roll against that creature is made with advantage.
Brisingamen Weapon
From 11th level you can use your bonus action to boost the weapon of an ally within 15 ft. The next attack that creature makes deals an extra d6 radiant damage.
Sessrumnir Strike
At 15th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Seidr War
Starting at 18th level, when you use your action to cast a spell, you can make two weapon attacks as a bonus action.
Midgard
Midgard also know as Manheim is the dwelling place of humans. Choosing Midgard means focus on the training of the heroes who've fallen in battle (both those in Valhalla and those in Folksvang). As preparing them for Ragnarok becomes your only focus.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 11th level, you can choose a second option from the Fighting Style class feature.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left.
You don’t gain this benefit if you have 0 hit points.
VALKYRJA
Asgard and Folkvang Spellcasting Table
Level | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |
---|---|---|---|---|---|---|---|
3rd | 3 | 2 | — | — | — | — | |
4th | 3 | 2 | — | — | — | — | |
5th | 4 | 2 | 1 | — | — | — | |
6th | 5 | 2 | 1 | — | — | — | |
7th | 6 | 2 | 2 | — | — | — | |
8th | 6 | 2 | 2 | — | — | — | |
9th | 7 | 2 | 2 | 1 | — | — | |
10th | 7 | 3 | 2 | 1 | — | — | |
11th | 7 | 3 | 2 | 2 | — | — | |
12th | 7 | 3 | 2 | 2 | — | — | |
13th | 8 | 3 | 2 | 2 | 1 | — | |
14th | 8 | 3 | 2 | 2 | 1 | — | |
15th | 8 | 3 | 2 | 2 | 1 | — | |
16th | 8 | 3 | 2 | 2 | 1 | — | |
17th | 9 | 4 | 3 | 2 | 2 | 1 | |
18th | 9 | 4 | 3 | 2 | 2 | 1 | |
19th | 10 | 4 | 3 | 2 | 2 | 1 | |
20th | 10 | 4 | 4 | 3 | 2 | 1 |
Valkyrja Spell List
Cantrips (0 Level)
- Guidance
- Spare the Dying
- Toll the Dead
1st Level
- Animal Friendship
- Bane
- Bless
- Command
- Compelled Duel
- Cure Wounds
- Heroism
- Hex
- Inflict Wounds
- Ray of Sickness
- Shield of Faith
- Sleep
2nd Level
- Animal Messenger
- Blindness/Deafness
- Calm Emotions
- Crown of Madness
- Gentle Repose
- Hold Person
- Lesser Restoration
- Ray of Enfeeblement
- Suggestion
- Warding Bond
- Zone of Truth
3rd Level
- Animate Dead
- Bestow Curse
- Life Transference
- Revivify
- Speak with Dead
- Vampiric Touch
4th Level
- Blight
- Compulsion
- Confusion
- Dominate Beast
5th Level
- Contagion
- Dominate Person
- Geas
- Hold Monster