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Oath of the Valkyrie


Hit Points

Hit Dice: d10 per Oath of the Valkyrie level
Hit Points at first Level: See Paladin
Hit Points at Higher Levels: See Paladin

Proficiences

Armor: See Paladin
Weapons: See Paladin
Tools: See Paladin
Saving Throws: See Paladin
Skills: See Paladin

Overview & Creation

The Oath of the Valkyrie is a plead to an ancient order of long forgotten holy protectors of the realm. Being a Valkyrie means to be an honorable warrior above all things, who understands that his life is but a weapon to engage the evil in defense of the people, and that no self sacrifice is unworthy of appreciation if done for the greater good. Patience, discipline, and kindness are necessary. Valkyries are sword guardians, be it by blade, shield or flesh, they will always act as protectors of those who can not fight for themselves. They will not yield or back down, because even if their flesh burns and their souls are lost, they must no show their back to the enemy for the sake of their people.

Tenets Of The Valkyrie   Respect. You are taught to know and respect your superiors, and your allies. You are also required to give the same kind of respect to all, except for your enemies.   Tenacity. You can't retreat, you can't refuse, and you can't surrender. These are options only in the event of death.   Compassion. You are bound to share others feelings, and try to help them as much as you can.   Honorable. Honor is held dear and near your heart, breaking an oath breaks you. You will never dishonor yourself or your order, and you rather die then doing so.

 


Class Features

Oath of the Valkyrie Spells

Paladin Level Spells
3rd compelled duel, inflict wounds
5th hold person, prayer of healing
9th revivify, remove curse
13th aura of life, guardian of faith
17th destruction wave, mass cure wounds

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:   Radiant Crown. As a bonus action you present your holy symbol and cry out an evocation of your deity's might. Every hostile creature within 30 feet of you that can hear and/or see you must make a Wisdom saving throw. On a failure, for the next minute, any attack made against any creature that is not you is made at disadvantage. This effect ends early if you fall unconscious or die.   Earthen Strike. As an action you violently smash the weapon you are holding into the ground, using your Channel Divinity. Each creature within 20 feet must make a Strength saving throw (DC = 8 + CHA mod + STR mod + your proficiency) or be knocked prone.  

Angelic Arms

Beginning at 3rd level, you can also channel the effects of Lay On Hands through the distance, being capable to target a creature from up to 10 feet of you instead of directly touching them. At 18th level, the range of this effect extends to 30 feet.   Additionally, you may spend 1 hour performing a ritual to bind a weapon to yourself. So long as you and this weapon remain within the same plane of existence, you may summon this weapon as a bonus action. While you are conscious, you can not be disarmed of this weapon. You may bind up to 2 weapons in this way, or 1 weapon and 1 shield. Any weapon that you have bound to yourself is considered a magical weapon for the sake of bypassing resistance and immunity to nonmagical weapons. While you may bind a magic weapon to yourself, you are incapable of binding an artifact or sentient item to yourself. If you perform the ritual to bind a weapon to yourself, if you already have two weapons bound, you must choose 1 weapon to unbind from yourself.  

Aura of the Valiant

Starting at 7th level, you will have an aura of golden light around you and any friendly creatures within a 10 feet range allowing you to add half your Charisma modifier rounded down to their total AC. At 18th level, the range of this aura increases to 30 feet, as well as rounding half of your Charisma modifier up instead.  

Renew the Vow

At 15th level, you become capable of using your Channel Divinity feature twice between rests instead of once. Also, whenever you use a healing spell, you treat the amount of healing as if the spell was cast with a spell slot one level higher.  

Flight of the Valkyrie

At 20th level, as an action you can take on the form of a legendary winged warrior. Bright silver wings sprout from your back and you radiate a white glow around you. Using an action, you undergo a transformation. For 1 minute, you gain the following benefits:
  • Using Divine Smite will heal you 1d4 hit points on every use.
  • You gain a flying speed of 45 feet.
  • Your weapons strikes deal extra radiant damage equal to your paladin level and immune creatures are treated as if they were resistant.
  • When you take the Attack action on your turn, you can make an additional attack as part of that action.
  • The light that expands from your aura engulfs the shadows around, regardless of their source. At 30 feet range starting from you, its always considered bright light, ignoring even magical darkness.

 


Starting Equipment

See Paladin


Spellcasting

See Paladin


Paladin LevelFeature
3rdOath Spells, Channel Divinity, Angelic Arms
7thAura of the Valiant
15thRenew the Vow
20thFlight of the Valkyrie

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Second Default.

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