Otherworldly Patron: Valkyrie (5e Subclass)

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Valkyrie Patron[edit]

This is a warlock subclass.

Your Patron is a Valkyrie (/væˈkɪəri, -ˈkaɪri, vɑːl-, ˈvælkəri) the chooser of the slain"),one of a host of female-like celestial who choose those who may die in battle and those who may live. The valkyries bring their chosen to the afterlife of thier Diety. For some, it isn't thier time, and they send them back to thier plane of existence.

Whether you were sent back, or they witnessed your prowess on a field of Battle, your honor has impressed your Valkyrie Patron so much that she has allowed you to become her sponsored Ward here on this plane of existence.

Just as your Celestial Patron, you are drawn to those that seek Battle, not to Heal, but to defend if at all possible. You will find yourself always ready for a confrontation, eager to participate, to defend those you find worthy of your defenses.

Expanded Spell List

The Valkyrie lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Level Spells
1st divine favor, shield of faith
2nd lesser restoration, spiritual weapon
3rd counterspell, spirit guardians
4th find greater steed, guardian of faith
5th greater restoration, raise dead
Valkyries Spear

Lvl 1

  • Your Patron does not send you into Battle without preparation in their Art of Battle. You learn to use medium armor & Shields.

The influence of your patron allows you to mystically channel your will through a particular weapon - the spear. When you attack with that weapon, you can use your Charisma modifier, instead of Strength, for the attack and damage rolls. The spears damage die changes from D6 to D8 one-handed, and from D8 to D10 two-handed.

At level 10, the damage from a spear increases by one die size larger (D10 one-handed/D12 two-handed).

Righteous Fury
  • At 1st lvl, as long as a creature you consider an Ally is engaged in battle, you can enter a fury as a bonus action. While within this fury, you gain the following benefits:

You have advantage on all Dexterity saving throws.

You have resistance to Radiant and Necrotic damage. You are immune to the Charmed condition.

You gain a bonus to damage rolls against a creature with melee attacks. The bonus equals your proficiency bonus.

[ You can't cast Spells & Cantrips while in a fury, unless they are "touch" or "self" range only Cantrips.]

Your fury lasts for 1 minute. It ends early if your allies haven't attacked or been attacked by a hostile creature since your last turn, if you are knocked unconscious, or you have died. You can also end your fury on your turn as a bonus action.

You can use this feature once and not again until you have completed a short or long rest.

Defiant Defense

At 6th lvl

  • While engaged in combat, as a reaction, you can let out a triumphant roar to help negate your enemies attacks.

- Each hostile creature within 30 ft. of you must make a Wisdom save vs. Your spell DC or lose half thier movement speed and suffer Disadvantage to attacks against thier current targets until the beginning of your next turn.

{ Any enemies that can't be affected by the Charmed or Frightened conditions are immune to this effect.}

Once you have used this ability, you cannot do so again until after a short or long rest.

Aegis Shield

At 10th lvl, Your Patron has imbued you with an limited Aura and when used as a bonus action, a Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.

Friendly creatures in that radius feel refreshed, lose one point of exhaustion (if they have it), and for 1 minute gain advantage on Wisdom saving throws for the duration of the effect.

Once you have used this ability, you cannot do so again until after a short or long rest.

Celestial Orison

At 14th lvl, your attunement to your Patrons energy has become enough that, as an action, you can speak a Patron taught prayer spell unleashing the energy.

A wave of bright celestial energy bursts forth in a 60ft radius from you, engulfing all creatures in it with the following effects:

  • All friendly creatures gain 2D10 temporary hit points and as long as they haven't used thier movement during this round of combat, can choose to disengage, as a reaction, without an enemy gaining a attack of opportunity.
  • All enemy creatures are considered blinded until the end of your turn.
  • Any Undead, Aberration, or Demonic creature {CR = Warlock level divided by 4, rounded up} affected by this must make a Wisdom save vs. your Spell DC or take 12D6 Divine damage. On a save, they still take half the damage, but are not blinded and cannot be disengaged from.
  • Any creature that cannot be blinded are immune to this to this abilities condition and cannot be disengaged from, though they can still be damaged if they meet the previous conditions.

- Once you have used this feature, you cannot do so again until after a long rest.


New Cantrip & Invocations (optional)

Cantrip- prerequisite: Valkyrie Patron

Cantrip - Valkyries Strike Range: self

Requirement: Valkyrie Patron

As a bonus action, Crackling Divine energy imbues one weapon you are holding. When you make a melee attack against a creature, on a hit, the creature takes normal weapon damage and then the creature must make a Wisdom saving throw or it takes 1d8 divine damage. It takes no divine damage on a save.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Eldritch Invocations

Divine Deflect - Prerequisite: The Valkyrie patron, and a shield

As a reaction, When an Ally within 5 feet of you is attacked by creature with a melee attack, you can use your shield to impose disadvantage on the attack (after the deciding roll, but before the outcome is determined) possibly making it miss.


Divine Critical - Prerequisite: The Valkyrie patron, Lvl. 9

Your Critical hits now count at 19-20, When you score a critical hit, you deal an extra 1d10 Divine damage.


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