Valkyrie of Asgard (5e Class)

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Valkyrie[edit]

Tales From The Battlefield[edit]

Don The Valiant charges into the field shouting a battle cry, shield and sword in hand, he slams against his enemy. As he pushes forward he slays nine warriors in his path, he looks to the hills as the enemy flees he says, "Bah! you cowards!" tauntingly. Don's warriors follow after the fleeing enemy, he goes to his king's side and praises him for the decisive victory. Out of the corner of his eye, he sees an archer with an arrow knocked and aiming it at them. He takes a passing warrior's spear and launches it at the archer's chest piercing right through, but not before the arrow hits him through the heart. Having saved the king's life but not his own, Don's mind begins to fade into blackness. Out of the darkness shines a bright light, Don reaches for it and his soul is pulled out of his body, he looks at hand clasped with a woman's hand, strong yet delicate. A woman clad in silver and gold armor, wings of pure white and golden hair wielding sword and shield with strange markings, stands before Don. "A hero, bravest of all the warriors on this field today. I open the gates to Valhalla for you, honored one." She speaks to Don in a voice that makes him feel warm and comforted. Don nods and the woman takes him into her arms, with a flap of her wings they ascend high above the clouds and Don falls asleep to what feels like an endless journey. When Don wakes up again he is standing in front of a large man. He has a giant beard, an eye-patch, golden armor so bright it's blinding, and a golden scepter in his hand with the woman beside him. The winged female kisses his cheek and flies off leaving the scent of sweet apple behind her.

Valkyrie[edit]

The Valkyrie is a class developed with a theatre of war mindset. This class is complex with many abilities that can turn battles in an instant. There are a lot of mentions and ties to Norse Lore and Mythology, it would be advised to put forth some effort to research so you know what your dealing with. Valkyries themselves have a very strong sense of duty, honor, and authority in the field of battle, at home, or elsewhere and typically inspire reverence and courage in others just by their presence. Valkyries tend to fall mostly along the Good and Lawful axis of alignments but can be anything including evil. So enjoy building and becoming not only a very powerful warrior but one that invokes great awe in her allies and dread in her enemies.

Quick Build[edit]

You can make a Valkyrie quickly by following these suggestions. First, based on your desired archetype; For a Daughter of Odin and War, Strength should be your highest ability score, followed by Constitution. For the Daughter of Freyja and the Sky, Dexterity followed by Constitution.

The Valknut (Pronounced "VAL-knoot"), the symbol for life, death, the transition between, rebirth, and Odin

Class Features

As a Valkyrie you gain the following class features.

Hit Points

Hit Dice: 1d12 per Valkyrie level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Valkyrie level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Religion and one other skill from Athletics, Acrobatics, or Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Valkyrie

Level Proficiency
Bonus
Features
1st +2 Oath to Asgard
2nd +2 Chooser of the Slain
3rd +2 Oath to Asgard Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Oath to Asgard Feature
7th +3 Wings of the Valkyrie
8th +3 Ability Score Improvement
9th +4 Oath to Asgard Feature
10th +4 Asgardian Resolve
11th +4 Oath to Asgard Feature
12th +4 Ability Score Improvement
13th +5 Oath to Asgard Feature
14th +5 Wings of the Valkyrie Improvement
15th +5 Swooping Death
16th +5 Ability Score Improvement
17th +6 Oath to Asgard Feature
18th +6 Death From Above
19th +6 Ability Score Improvement
20th +6 Arch-Valkyrie

Oath to Asgard[edit]

Every Valkyrie swears an oath, either to Odin or Freyja. Each of which grant different powers to their Loyal subjects. While both grant their subjects exceptional combat prowess Odin's power leans toward wrath while Freyja's leans towards protection. Your choice grants you features at 1st level and again at 3rd, 6th, 9th, 11th, 13th and 17th.

Chooser of the Slain[edit]

At 2nd Level you have been granted the ability to sway the aftermath of battle and jurisdiction over the souls of allies in combat. Allies of your choice within 30 feet can’t have their soul taken by any means or be reanimated as undead without your permission and have advantage on the first death saving throw they make when falling unconscious.

Ability Score Improvement[edit]

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[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Wings of the Valkyrie[edit]

Beginning at the 7th level a pair of polished silver steel feathered wings sprout from your back. These wings are yet not strong enough to allow you to fly, but they double your jump height and distance. You also take no fall damage up to a height equal to 5 x your Valkyrie of Asgard level.

In addition, not moving 10 feet before making a jump doesn't affect the maximum height or distance of your jump.

Asgardian Resolve[edit]

Upon reaching the 10th level your mental fortitude has been tempered like Asgardian steel. You gain proficiency in Wisdom saving throws and are immune to the frightened condition.

In addition, if you drop to 0 Hit Points, you can make a DC 15 Constitution saving throw. If you succeed, you drop to 1 hit point and regain 1d12 + Constitution modifier. if you failed you drop to 1 hit point and suffer 1 exhaustion. You can't use this feature again until you finish a long rest.

Wings of the Valkyrie Improvement[edit]

When you reach the 14th level, your wings are strong enough to allow you to fly. You gain a flying speed equal to your movement speed.

Death From Above[edit]

Beginning at the 15th level, while flying, if you move more than 20 ft in a straight line towards a target and hit with a weapon attack you can roll an additional weapon damage die when determining damage.

Swooping Death[edit]

Beginning at the 18th level when you use Death from Above you may now roll an additional two damage dice. You do not provoke opportunity attacks from a creature that takes this additional damage.

Arch Valkyrie[edit]

Beginning at 20th level, your Strength and Constitution scores are both increased by 4. The maximum for your Strength and Constitution ability scores is now 24.

Asgardian Oaths[edit]

Spear of the Allfather[edit]

Spears of the allfather are valkyries inspired by odin's mastery with the Gungnir, its spear, and emulate his ferocity in combat, channeling the power of the Allfather and even imbuing their weapons with the power of Odin's spear.

Maiden of the Spear

Upon reaching the 1st level Odin imparts a part of his expertise with Polearms. When you take the Attack action and attack with only a glaive, halberd, javelin, lance, quarterstaff, pike or spear, you gain a bonus of +2 to your attack rolls.

Valhalla Scream

Upon reaching 3rd level, while in combat, as a bonus action, you can unleash a scream and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals your Charisma modifier + your proficiency bonus + your level in this class, divided among the chosen creatures however you like.

Once you use this feature, you can't do it again until you finish a short or a long rest.

Veteran Maiden of the Spear

Upon reaching 6th level, Odin imparts the knowledge of striking enemies who dare harm your allies unto you. Whenever a hostile creature makes an attack roll against a creature other than you, you can make an opportunity attack against that creature, if it is within your melee reach.

Odin's wrath

Upon reaching the 9th level, you've learned to channel a portion of Odin's wrath. When an ally is knocked Unconscious, you may cry tears of blood and swear vengeance. You have advantage on attacks made against the creature you swore vengeance against, and ignore resistances and immunity to damage.

This effect lasts for the remainder of the encounter, or until that creature is killed. Once you use this feature, you can't do it again until you finish a short or a long rest.

Gugnir

Upon reaching 11th level, any weapon that ‘Maiden of the Spear’ applies to may now be used as a thrown weapon, with a range of 20/60.

In addition, your attacks with the aforementioned weapons are infused with Thor's lightning, and cause additional 1d8 lightning damage on a hit.

Venerated Maiden of the Spear

Upon reaching the 13th level Odin grants you skill with the spear that only a true warrior of Asgard may possess. Any ‘Maiden of the Spear’ weapon you wield have the reach property, and you can wield any ‘Maiden of the Spear’ weapon in one hand. The damage die reduces in one category when you do so: 1d12 to 1d10, 1d10 to 1d8, 1d8 to 1d6.

In addition, when you hit a creature with an opportunity attack using a ‘Maiden of the Spear’ weapon, you can attempt to Shove that creature as part of the same reaction.

Valkyrja Hefnd

Upon reaching the 17th level your wrath against those who would dare go against your judgement manifests itself in a twirling tornado of fire. As an action you may summon a swirling vortex of Golden Asgardian fire around you. The vortex has a 15-foot radius, and forces all hostile creatures in the area to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or take 5d8 fire damage on a failed save, or half as much on a success. The area within the vortex is heavily obscured for all creatures within.

Upon entering the vortex for the first time, a hostile creature make a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be trapped within the vortex. Once a creature it trapped in the vortex, it takes 5d8 fire damage. It takes the same 5d8 fire damage if it ends it turn within the vortex. A trapped creature can use its action to make a Strength saving throw (DC 8 + your proficiency bonus + your Charisma modifier) to escape from the vortex, upon success the creature is launched 1d10 feet in a random direction from the edge of the vortex. The vortex accompanies your movement, and requires concentration to maintain (as a spell would). The vortex disappear after 1 minute, ending earlier if you lose concentration. The vortex is a magical effect.

You may use this ability once, and can't do it again until you complete a long rest.

Shield of the Seidr[edit]

Shield's of the seidr are valkyries who specialize in the use of sword and shield. They embody the archetype of the Shield Maidens, the famed viking warriors who hold their ground forming inexpugnable shield walls in the battlefield.

Maiden of the Sword and Shield

Upon reaching the 1st level, Freyja imparts a part of her expertise with the Sword and Shield. When you roll a 1 or 2 on a damage die or dice for an attack you make with a shortsword or longsword, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

In addition, when make an attack with a sword you wield in one hand, you can use your bonus action to Shove a creature using a shield you wield on another hand.

Fólkvangr

At 3rd level as a bonus action you may whisper the name of Freyja’s great Hall. You can choose a number of creatures equal to you Charisma modifier (minimum 1) that you can see. A silver glow envelops them and they gain a +2 to AC for 1 minute.

Your Charisma modifier determines the number of uses for this ability. You regain all uses after completing a long rest.

Veteran Maiden of the Sword and Shield

Upon reaching 6th level Freyja imparts more of her expertise with the Sword and Shield. When a creature within 5 feet is hit by an attack, if you are wielding a shield, you can give its bonus to that creature's AC until the start of your next turn, including against the triggering attack.

The AC bonus ends earlier if the creature moves away than 5 feet of you.

Tears of Freyja

Upon reaching the 9th level you've learned to channel a portion of Freyja's protective nature. As an Action, you approach an unconscious creature and cry golden tears that seep into their wounds. The creature regains hit points equal to their level plus their Constitution modifier.

You can use this ability once, regaining the ability to do so after finishing a short or a long rest. You must be withing 5 feet of the creature to use this feature on them.

Lævateinn

Your power over life and death in the battlefield now extends to your very strikes. At 11th level, when you hit with a melee weapon attack, you cause additional 1d8 radiant damage to that creature.

Venerated Maiden of the Sword and Shield

Upon reaching the 13th level, Freyja grants you skill with the sword and shield that only a true warrior of Asgard may possess. As a bonus action you can bash an enemy with your shield. The shield is treated as a weapon you are proficient in and uses your Strength modifier for attack and damage rolls. It deals 1d8 + your Strength modifier bludgeoning damage on hit, and the target is forced to make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Strength modifier or be stunned until the start of it’s next turn.

A creature who resists the saving throw against the Stunned condition is immune to this effect for the next 24 hours.

Valkyrja Afsökunar

Upon reaching the 17th level, your devotion to protecting your allies has grown so strong that Freyja has taught you how to summon the great hall of Fólkvangr itself. You summon an ethereal hall whose dimensions cannot exceed 100 feet x 60 feet x 60 feet. Any creature of your choice within the hall cannot be charmed or frightened, and gains 2d8 hit points whenever they start a turn inside the halls. The hall lasts for 1 minute.

Once you use this ability, you can't do it again until you finish a long rest.

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