Valkyrie Patron (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Valkyrie Patron[edit]

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 their Diety. For some, it isn't their 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[edit]

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.

Spell Level Spells
Cantrip valkyries strike
1st sleep, shield of faith
2nd lesser restoration, spiritual weapon
3rd haste, spirit guardians
4th greater invisibility, guardian of faith
5th greater restoration, summon elemental

Valkyries Spear[edit]

Your Patron does not send you into Battle without preparation in their Art of Battle.

At 1st level, You gain proficiency with medium armor and 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 1d6 to 1d8 one-handed, and from 1d8 to 1d10 two-handed. You also learn the Cantrip Valkyries Strike, which doesn't count against the number of warlock cantrips you know.

At 10th level, the damage from a spear increases by one die size larger (1d10 one-handed/1d12 two-handed).

Righteous Fury[edit]

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 effects:

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.

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

Defiant Defense[edit]

At 6th level, you can let out a triumphant roar as a reaction when you are attacked or witness a creature that is nonhostle to you get attacked by an enemy creature, in an attempt to shake the resolve of your foes and weaken their attacks.

Each hostile creature within 30 feet of you must make a Wisdom save vs. your spell DC, or lose half their movement speed and suffer disadvantage to attacks against their current targets until the beginning of your next turn.

Any enemies that are immune to being frightened are also immune to this effect.

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

Aegis Shield[edit]

At 10th level, 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, reducing their exhaustion by one level. Additionally, friendly creatures gain advantage on Wisdom saving throws for 1 minute.

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

Celestial Orison[edit]

At 14th level, 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 may choose to perform the dash action as a reaction, without provoking opportunity attacks.
  • All enemy creatures are considered blinded until the end of your turn.
  • Any Undead, Aberration, or Fiend (CR = Warlock level divided by 2, rounded up) affected by this must make a Wisdom saving throw vs. your Spell DC or take 12d6 radiant damage. On a save, they still take half the damage, but are not blinded.
  • Any creature that cannot be blinded are immune to this to this ability's condition, though they can still be damaged if they meet the previous conditions.

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


Unique Eldritch Invocations[edit]

Divine Deflect (Prerequisite: Valkyrie Patron, 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: Valkyrie Patron, 9th level)

Your attack rolls cause a critical hit on a roll 19-20. When you score a critical hit, you deal an extra 1d10 Radiant damage.

Dawn's Lance (Prerequisite: eldritch blast cantrip, Celestial or Valkyrie Patron)

When you cast the spell Eldritch Blast and hit with one of its beams, you can choose to add an amount of radiant damage equal to your Charisma modifier times 2 to one of the damage rolls of the beams . Once you use this feature, you cannot use it again until the start of your next combat encounter.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: