Honkai Valkyrie (5e Class)
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Honkai Valkyrie[edit]
Kiana, everything would have changed once you wake up. The world will no longer be a pretty place. Life as you know it will be replaced by something else. But… don't ever give up! - Major Murata, Himeko
Amidst the ruins of a collapsing city, a single soul wonders aimlessly. The rain falls gently upon her snow-white hair as a powerful roar shakes the earth beneath her. She clenches her pistols tightly as hunger and exhaustion take their toll on her body. Soon she spots her prey and another. A young girl hiding from the beast trembles in the rain hoping in silence for a hero.
Valkyries are individuals who have awakened stigmata on their bodies, allowing them to harness and utilize honkai energy. The stigmata appear as almost a brand on the body taking a myriad of shapes and is typically awakened in very few family lineages. They can also be granted to an individual artificially through scientific experimentation, however often at the cost of shortening their lifespan considerably due to a lack of compatibility. Anyone can naturally awaken a stigmata, but it is exceedingly rare to awaken naturally or artificially within males. Such individuals are known as knights instead of valkyries.
Valkyries and Knights alike are typically trained at a young age for the position as they must undergo extensive mental and physical training for the road ahead. Their reflexes are second to none and some may even move so quickly time seemingly slows to a crawl. They tend to fight for any just cause but some may choose to instead walk the path of sin, embracing their innermost darkness. Clad in their battlesuits granting them a wide arsenal to face any foe they stride confidently into battle.
Creating a Valkyrie[edit]
Kiana Kaslana, Raiden Mei, and Bronya Zaychik from Honkai 3rd Impact. |
When creating a valkyrie ask yourself how did they find themselves in this position? Did they survive a catastrophic event due to the hands of the honkai? Were they born into a prestigious family with a history within the field? Did they volunteer to become this super soldier-like entity? Or did they have nothing left but to give their body and soul for the people? Regardless of the circumstance valkyries serve as mankind's first and final bastions.
- Quick Build
You can make a Valkyrie quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose Martial Weapon, a simple weapon, Tinkerer's Tools, and finally, an adventurer's pack.
Class Features
As a Honkai Valkyrie you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Honkai Valkyrie level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Honkai Valkyrie level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: All Martial and Simple Weapons
Tools: One Artisan's Tool of your choice
Saving Throws: Dexterity and your choice of Strength or Constitution
Skills: Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Perception, Sleight of Hand, Stealth and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One Martial Melee Weapons or (b) One Martial Firearm or (c) A Cross
- (a) One simple weapon or (b) Two Pistols
- A set of artisan’s tools of your choice
- (a) An adventurer's pack or (b) An explorer's pack
- Valkyrie Battlesuit Frame
- If you are using starting wealth, you have If you are using starting wealth, you may roll a 5d4 x 10gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Preferred Weapon, Evade, Valkyrie Battlesuit, Block (Optional) |
2nd | +2 | Fighting Style, Weapon Skill |
3rd | +2 | Stigmata |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Leadership Style |
7th | +3 | Stigmata Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Ultimate Evasion |
10th | +4 | Ultimate Ability |
11th | +4 | Stigmata Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | QTE |
14th | +5 | Advanced Weapon Skill |
15th | +5 | Stigmata Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Leadership Skill Upgrade |
18th | +6 | Stigmata Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | S-Rank Valkyire |
Preferred Weapon[edit]
At 1st level, you know your way around a fight and have a favored weapon to bring into any situation. Choose a single type of weapon as your Preferred Weapon (ex. Longswords, Shortbows, etc). You can choose to use any other ability modifier instead of the weapon's normal ability modifier for your attack and damage rolls for your preferred weapon. When you make an attack, add 1d4 to the weapon damage die. Alternatively, you may choose to have the additional d4 damage be your choice of either Fire, Cold, or Lightning damage instead. If an elemental bonus damage type is chosen, however, it will augment your Weapon skill feature's damage causing it to be the elemental type chosen.
Beginning at 9th level, your stigmata has allowed you to break the limitations of even your own weapon, pushing it to new heights. Your preferred weapon is now considered magical for the purpose of bypassing resistances and now treats immunity as resistance, you gain an additional +1 to attacks and damage rolls with it and you reduce your critical strike chance by 1 when using this weapon.
Evade[edit]
Your extensive combat training has heightened your reflexes far beyond human levels, allowing you to dodge even the most devastating attacks effortlessly. When you are targeted by a creature for a melee attack or a ranged attack, you may use your reaction to perform a dexterity saving throw of DC 13 + Dexterity Modifier of the Opponent. On a success, you take no damage and can move up to 10ft in a direction of your choice without provoking Attacks of Opportunity. You cannot use evade against effects that force you to make a saving throw, and on a failure, you don't expend a use of this feature. You can use Evasion a number of times equal to your Dexterity Modifier, and you regain any expended uses when you finish a short rest.
Beginning at 9th level, Evade can now be used against effects that impose Strength, Dexterity, and Constitution saving throws. When Evade is used against an effect that imposes these types of saving throws, you may instead make a Dexterity Saving throw following the same rules as previously stated.
Block (Optional)[edit]
At 1st level, in favor of getting the Evade feature, you may instead choose this feature to gain the ability to block and protect against most attacks against your valkyrie and their allies. When your Valkyrie or an ally within 15ft of them is targeted by a creature for a melee or ranged attack, you may use your reaction to roll a d10 + 5 + Your Valkyrie level. If the ally is more than 5ft away from the valkyrie, they will move toward that ally, stopping at the nearest space adjacent to them. The total result from this roll will be the amount of shield power you have in a shield pool. Your shield power will last until the start of your next turn. A Valkyrie may use their shield power to block damage from any subsequent attacks to themselves or allies within range so long as they have remaining power within their shield pool without spending an additional reaction. The feature can be used multiple times if the Valkyrie has more than one reaction, stacking more shield power per use. If all of your shield power is depleted, you or your ally will take any damage equal to the difference between the attack and how much shielding you had in your pool prior to the attack. You can use this feature a number of times equal to your Constitution Modifier, and you regain any expended uses when you finish a short rest. At 5th level, you instead roll a 2d10, at 11th level, you roll a 3d10 and finally at 17th level, you roll a 4d10 for your damage reduction.
Beginning at 9th level, you choose one additional effect from your Ultimate Evasion feature to be resistive against, and your block may now be used on effects that cause Strength, Dexterity, and Constitution saving throws to reduce damage taken. Additionally, when blocking area of effect attack such as fireball aimed at you or an ally within range of your block feature, if you mitigate all damage dealt by the attack, you treat the attack as if all allies within range of your block mitigated the damage of the effect as well.
If the valkyrie is wielding a weapon with the reach property, or any other melee weapon with a range below 20ft, they may extend the range of their block feature whenever an ally is targeted by an attack. If the valkyrie is wielding a Cross, however, their range is extended to half of the range of the weapon (does not include long range).
- Counterstrike
If you block an attack aimed at you or an ally, you may make a special reaction to initiate a counterstrike to the enemy that targeted you, or your ally. You may choose to sacrifice one of the following actions at the start of your next turn: Your movement action, your action, or your bonus action. If you do so, you can make a melee attack against the creature who would've dealt damage to you or your ally within range of your block feature. On a hit, they will deal 1d4 + your Strength or Constitution modifier on hit. Every time your proficiency bonus increases, you add 1 additional d4 to your counterstrike damage.
Valkyrie Battlesuit[edit]
At 1st level, you gain your first battle suit. Battlesuits are custom-made for each valkyrie and are designed to specifically enhance their abilities and provide them with unparalleled versatility. They are typically supplied by Schickasal themselves or are made by their direct opposition Anti-Entropy, but can be built by skilled enough engineers. You will gain the 3rd generation, General All-Area Combat Armor battle suit, suited for most operations which will grant the valkyrie battlesuit an AC of 10 + Your proficiency bonus + either your Dexterity, Strength, or Constitution modifier and counts as light armor.
The Valkyrie Battlesuit can be further customized and altered as you gain more levels within the class. You will also gain a number of Customization points that you can use to create your own battlesuit by choosing different properties for it. These are described on the Valkyrie Battlesuit modification page. Your battlesuit will automatically have your initial customizations added to it.
Fighting Style[edit]
Starting at 2nd level, 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.
- Sharpshooter:
You gain a +2 bonus to attack rolls you make with ranged attacks. Finally, you ignore half and three-quarters when making a ranged weapon attack.
- Blind Fighting:
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. You have blindsight to a range of 10 feet and can see invisible creatures within range unless the creature successfully hides from you.
- Close-Range:
You no longer attack at disadvantage when you use a ranged attack within 5ft of a creature. Additionally, if an enemy misses you with a melee attack, as a reaction you may make a ranged attack against that enemy.
- Strongbow
You can use your Strength modifier, in place of Dexterity, for your attack and damage rolls with longbows and shortbows. Additionally, increase the range of these weapons by an additional 100ft.
- Dual Wielding
When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack. You may still attack with the offhand weapon as a bonus action. However, you will not add your ability modifier or any additional modifiers, including your preferred weapon bonus, regardless if the weapon has the light property.
- All Terrain Athlete:
You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- Dueling:
If you wield a weapon in one hand and nothing in your off-hand, you may use your reaction to deflect melee attacks against you. You may now melee deflect attacks using a deflect die. Your deflect die is a d8 + your Strength or Dexterity Modifier. You may add any special modifiers your weapon may possess to this deflect role, such as a +1 bonus if the weapon is magical or the additional d4 from your preferred weapon. If you reduce your enemy's damage to 0, you can make an attack against that enemy as part of the same reaction.
- Great Weapon Fighting:
While wielding a melee weapon with two hands, you can roll damage twice and take the higher result. The weapon must have the two-handed or versatile property for you to gain this benefit. Additionally, as an action you can make a melee attack against as many creatures within your reach equal to your strength modifier. You make a separate attack roll for each creature.
- Interception:
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d6 + your proficiency bonus. If you are wielding a shield, you may instead roll a d10 + Your proficiency bonus. You must be wielding a shield or a simple or melee martial weapon to use this reaction.
- 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 attack rolls against that ally until the end of that creature's turn. You must be wielding a shield or melee martial weapon.
- Ambidextrous:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Iaijutsu
During your first round of combat the first attack you make that turn will be made at advantage. Additionally, all damage you deal with a melee weapons that deal slashing damage will add an additional die of damage to their attacks for the remainder of that turn.
- Tunnel Fighter:
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach.
- Thrown Weapon Fighting:
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Whenever you take the dash or disengage action, you may also make a ranged attack with one throwing weapon as a part of that action. Additionally, you can forgo your proficiency bonus to attack, but if your attack lands, you deal extra damage equal to double your proficiency bonus. Finally, ranged weapon attacks with the Thrown property ignore half and three-quarters cover.
- Unarmed Fighting:
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
- Gun Kata:
Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Dexterity modifier. When you make a weapon attack using a pistol you may make an unarmed strike as a bonus action. This effect also works vice versa when using an unarmed attack, allowing you to make one weapon attack with your pistol. Additionally, when using a pistol, you no longer attack at disadvantage when within 5ft of a creature.
- Lancer
When wielding a lance you no longer suffer disadvantage on attack rolls against a creature within 5ft of you and lances may now be wielded in one hand. Additionally Lances you wield now deal 2d6 instead of 1d12.
- Brawler:
While wielding an improvised weapon, you are considered proficient with it, and they will also use your unarmed strike die if it is higher. Your unarmed attacks and improvised weapon damage rolls now add your proficiency bonus to the result.
- Telekinetic Combatant:
Through your stigmata, you've developed minor psionic abilities and have honed them to be combat-viable. You will be considered proficient with any improvised weapon you lift when using this fighting style. The range of your telekinesis is 15ft, and you may lift up to two objects with a maximum weight of 20lbs and wield them in combat. On a hit, these objects will deal 1d4 + Your intelligence modifier, and the damage type depends on the object used at the GM’s discretion. (Ex.Swords will deal slashing damage, a rock will deal bludgeoning, and a nail will deal piercing damage). When wielding an object or weapon in this manner, the weapon will retain any properties it would have as if you were wielding it normally including dual wielding and two-handing. To be considered two-handing a weapon, however, you may only focus on lifting only that weapon, and you will increase your damage dealt with the object to a d10 + Your intelligence modifier. Finally, you may also launch any object you are lifting, granting it the thrown property (20/60).
- Superior Technique
You learn one maneuver of your choice from among those available to the Carry archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. This superiority die may also be regained if you reduce a creature of CR 1 or higher or roll a natural 20 on an attack roll.
- Rider
You gain the benefits of the Mounted Combatant feat.
Weapon Skill[edit]
Beginning at 2nd level, the mastery of your preferred weapon has grown to the point of being able to perform a unique attack using it. Choose one weapon skill below based on your preferred weapon type. You may only use your weapon skill a number of times equal to your proficiency bonus. You regain all uses of this feature at the end of a long rest.
Weapon Skill DC = 8 + your proficiency bonus + your Dexterity modifier.
- Valkyrie Impact
Prerequisite: Any Two-Handed, Bludgeoning, Glove, shield, or Cross Prefered Weapon
As an action, unleash a downward cleave that generates a ground-shattering wave, forcing all enemies within a 30ft line to make a Strength Saving throw or be knocked prone and take (Your proficiency modifier)d10 + Your Strength or Dexterity modifier in bludgeoning damage or half as much on a success. After using this weapon skill, the 30ft line this feature was used to target is treated as difficult terrain.
- Instant Draw
Prerequisite: Any bladed Prefered Weapon
Whenever you take the attack action, you may replace your attacks with a vicious barrage of slashes. Choose a 5ft radius within 15ft of you; all hostile creatures within that radius must make a Dexterity saving throw or take damage equal to (Your proficiency modifier)d6 + Your Dexterity or Strength Modifier Slashing damage or half as much on a success. You may impose this saving throw twice per usage of Instant draw and gain one additional Dexterity saving throw for every Extra Attack you have.
- Ethereal Grenade
Prerequisite: Ethereal Attack Prefered Weapon
As an action, you may harness power from your stigmata to create an explosion of energy at a point of your choosing. Choose a 10ft radius within 60ft of you and make all hostile creatures within range to make a Dexterity saving throw. Every time you use this weapon skill, you may choose between a more lethal option or a more utility-based option. If chosen to be more lethal, you will deal (Your proficiency modifier)d12 + Your Dexterity or Constitution Modifier of the damage type of your Ethereal Attack or half as much on a success. Alternatively, you may deal (Your proficiency modifier)d4 + Your Dexterity or Constitution Modifier of the damage type of your Ethereal Attack and apply a condition corresponding to the damage type to all creatures who fail their saving throws until the end of your next turn. Creatures who successfully pass their saving throw take half damage and suffer no additional effects. The conditions are as follows: Fire (ignited), Cold (Chilled), Lightning (Shocked), Bludgeoning (Dazed), Slashing (Bleeding), Piercing (Impaled).
- Razer Wind
Prerequisite: Any bladed Prefered Weapon
As an action, you swiftly slash the air twice, sending two air slashes capable of cutting through even the sturdiest of armors. You may target up to two creatures and make two ranged attacks using your weapon with a range of 60/180ft. On a hit, the attacks will deal (Your proficiency modifier)d6 + Your Dexterity or Strength Modifier Slashing damage. For every Extra Attack you have, you will make one additional attack with this feature.
- Excessive Force
Prerequisite: Any Glove, or bludgeoning Prefered Weapons
As an action, you strain your muscles to send a concussive wave of force against a creature. You make a single melee attack, adding your proficiency bonus to your damage die plus your Valkyrie level. On a hit you cause, all creatures within a 20ft cone behind the creature of the attack must make a Dexterity saving throw or take the same amount of damage as Thunder damage or half as much on a success. If this weapon skill is used in this manner, missing the attack will not expend waste a use of your weapon skill feature and instead empower your muscles for the next minute until you can successfully hit a creature with this weapon skill. You may also instead replace an attack when you take the attack action to perform a weaker version of this weapon skill. Doing so will add half of your proficiency bonus (rounded down) to your unarmed damage die and affect a 10ft cone instead.
- Stunning Shot
Prerequisite: Any firearm, crossbow, bow, sling, or blowgun preferred Weapon
As a part of a ranged attack, when taking the attack action, you may transform that attack into a stunning shot by aiming for a hostile creature's weak point. On a hit, they take (Your proficiency modifier)d6+ your Dexterity modifier bludgeoning damage and must make a Constitution saving throw DC= 8 + Your Dexterity Modifier + Your Proficiency bonus or be stunned for 1 round or take half as much damage on a success.
- Rapid Shot
Prerequisite: Any firearm, crossbow, bow, sling, or blowgun preferred Weapon
As an action or bonus action, you may quickly fire a number of projectiles equal to your proficiency modifier at a single target or a number of targets up to your proficiency bonus. Make a ranged attack against each creature. On a hit, they will deal d4 + Your Dexterity Modifier. You may not add your preferred weapon bonus damage to these attacks if used as a bonus action. If you only target one creature, make a single attack instead, rolling damage a number of times equal to the number of projectiles you may fire.
- Ionic Slam
Prerequisite: Any polearm or Piercing melee preferred weapon
As an action, you thrust your weapon forward at an enemy making a weapon attack against them. On a hit, they take your normal weapon's damage, and so long as they are no greater than one size larger than you, make them roll a strength-saving throw or be vaulted 15ft in a direction of your choosing by your weapon. If they collide with anything after being vaulted, they will take an additional (Your proficiency modifier)D4 bludgeoning damage and are incapacitated until the end of your next turn or be unaffected on a success. Creatures that they collide with will make a Strength saving throw or take the same amount of burgeoning damage and knock both affected creatures prone or half as much damage on a success and will not be prone. Alternatively, you may instead vault them directly downward if they collide with a solid surface. If done in this manner, they are also knocked prone.
- Great Cleave
Prerequisite: Any Reach, Versatile, or slashing Prefered Weapon
As an action or bonus action, you cleave in a 10ft cone in front of you, causing all creatures within range to make a Dexterity Saving Throw or take (Your proficiency modifier)d6 Slashing or Bludgeoning damage plus your Strength or Dexterity Modifier and be knocked prone. On a successful save, you deal half damage and do not knock them prone.
- Redirect
Prerequisite: Any Glove, shield, or Cross Prefered Weapons
You may use your reaction when you would take damage from a melee attack or projectile to redirect the blow back onto the attacker. Roll a (Half of your proficiency modifier rounded up)d10 + Your (Dexterity, Strength, or Constitution) Modifier + Your Valkyrie Level, reducing the damage by that amount. If you reduce the damage to zero, you may redirect the attack. When redirecting, if the effect was originally ranged, you will be considered proficient when making a retaliatory attack range with a range of 60ft/180ft with the spell or piece of ammunition you just caught as part of the same Reaction. If the attack is an area of effect such as Fireball, if all of the attack's damage is reduced, then you will fully redirect the projectile, causing any other creatures within range to take no damage or negative effects and use the effect as if you were its original user. If the attack was a melee attack, you will make a single melee attack against the creature, dealing as much damage as they would have dealt to you on a hit.
- Rapid Deployment
Prerequisite: Any Cross Prefered Weapon
You've learned to utilize a special method for your cross, allowing it to be deployed even quicker and more efficiently. If your cross is normally deployed as an action, it becomes a bonus action instead, and if deployed as a bonus action, it becomes a free action instead. Upon deployment, your cross will make a number of attacks equal to your proficiency bonus to as many creatures as you designate, dealing its normal weapon damage. Additionally, once per round at the end of your turn, while your cross is deployed, you may attack a creature with it, dealing a d4 + Your Dexterity modifier. Doing this at the end of your turns will only cost half as much ammunition. Alternatively, if this weapon skill is used while your cross is being used as a melee weapon, you lose the Stabilizing property for the next minute. If you already met the strength required to lose the Stabilizing property, you now add your strength modifier twice instead of once for damage rolls for the duration. Finally, when deployed, the Cruciform Autogun will gain additional temporary Hit Points equal to four times your Valkyrie level.
Stigmata[edit]
At 3rd level, you have finally manifested your stigmata appearing as a "tattoo" on your back granting you incredible augmentations to your capabilities. Choose a Stigmata from Carry, Enabler, Support, Healer.
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.
Leadership Style[edit]
Beginning at 6th level, you have advanced in rank as a valkyrie and can now act as the leader of your own squad. You exude an aura unique to you of reassurance for allies allowing you to give snap orders and call-outs on the battlefield. All allies within 10ft of the Valkyrie will gain the benefits of this aura unless otherwise specified. Additionally, unless otherwise specified, the Valkyrie cannot benefit from their own leadership style, and all allies lose their benefits if the Valkyrie is unconscious or incapacitated. The radius of your aura increases by 5 feet at levels 7 (15ft), 12 (20ft), 17 (25ft), and 20 (30ft). Choose one leadership skill from the choices below.
Skill Name | Prerequisite | Description | |
---|---|---|---|
Seize The Opportunity | Any | Whenever you and your allies enter combat regardless of range, grant them a bonus to their initiatives equal to your proficiency bonus. | |
Swift as a Coursing River | Any | Your serene grace emanates a motivating presence for your allies. So long as an ally begins their turn within your aura, you all gain an additional 15 movement speed until the end of their next turn and the ability to ignore difficult terrain. | |
Together We Are Strong | Any | So long as an ally is within your aura, you all gain immunity against effects that cause Frightened, Charmed, and a advantage against any Intelligence, Wisdom, and Charisma saving throws. | |
Martial Cadence | Carry Stigmata | While you have an ally within your aura, every successful attack any of you land on a creature will grant everyone in the aura a +1 bonus to their next attack stacking up to your proficiency bonus (maximum of a +5). Whenever an ally within the radius misses an attack, however, the cadence resets back to 0. | |
Crush Them | Enabler Stigmata | So long as an ally is within your aura, whenever you or an ally uses an effect that causes another creature to make a saving throw, they may add half of your proficiency bonus to that DC (rounded up). | |
Guardian Angel | Support Stigmata | You exude an aura of serenity and comfort to all allies within your aura, and whenever an ally within the aura has to make a saving throw, they gain a bonus to the saving throw equal (your proficiency bonus)-1. | |
Nightingale | Healer Stigmata | Whenever an ally rolls for a death saving throw within your aura, they gain a bonus equal to your proficiency bonus, and when an ally within the radius would take damage or is inflicted by any effect other than them being immediately killed that would cause them to automatically fail a death saving throw, they instead roll the save as normal. |
Ultimate Evasion[edit]
At 9th level, your extensive experience as a combatant has granted you insight into how to avoid and resist certain effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Wisdom and Intelligence
- Repulsion - Charisma
When you are subjected to an effect that allows you to make a saving throw of the chosen ability, you take half damage on a failed saving throw and take no damage if you succeed on the saving throw.
Ultimate Ability[edit]
Starting at 10th level, whether through martial mastery, unparalleled manipulation of your stigmata, or a mix of both, you've developed an ability unique to only you. By default, your Ultimate Ability uses your action and Your Ultimate attack can only be used once per long rest. Feel free to add as much flavor and personalize your ultimate ability however you see fit. You cannot change your Ultimate Attack when created.
You may select 3 of the following aspects to build your unique Ultimate Ability and no aspect may be chosen more than once unless otherwise specified.
Ultimate Ability save DC = 8 + your proficiency bonus + your Dexterity or Strength modifier.
Ultimate Ability Attack modifier = your proficiency bonus + your Dexterity or Strength modifier.
Aspects | Prerequisit | Description |
---|---|---|
Signature Attack | Any | You make a single attack with your preferred weapon or using your stigmata. On a hit, it deals 8d6 damage. The damage of your ultimate ability will be dependent on the damage type of your preferred weapon, the additional damage type dealt by your weapon preferred weapon, or your choice between bludgeoning, piercing, slashing, lightning, fire, or cold If you did not choose lightning fire or cold as your preferred weapon's additional damage type. Additionally, you may also select two damage types and split the damage of your signature attack evenly between the two depending on the type of attack if your preferred weapon's additional damage type already deals fire, cold, or lightning damage.
Select one of the following methods of attack listed. If a ranged attack is chosen, it will have a maximum range of 120ft. If a melee attack is chosen, the attack will deal an additional 2d6 damage. The attack will then be your choice of either an attack roll or a saving throw. Creatures who succeed their saving throw take half damage (rounded up) and take no additional effects.
•A Ranged Attack that detonates upon collision to the first creature hit. Due to this attack only affecting a single creature it will deal an additional 2d4 damage. •A Ranged line attack with a range of 30 ft which pierces through all targets in the path. •A Ranged AoE with a radius of 10ft that can be used at any point within a range of 120ft of you. •A Ranged Cone with a maximum range of up to 30ft in any direction of your choosing. •A immediate emitted burst centered on the valkyrie which may expand up to 15ft outward. •A persistent emitted burst centered on the valkyrie which may expand up to 10ft outward. This signature attack now deals a d6 whenever a hostile creature starts its turn within your range. This can only be chosen if you have chosen the Burst Mode or Enchanted Aura aspects. For every 2d6 that your Ultimate Ability's base damage has, you add an additional +1 damage to the d6. •A Ranged beam emitted from the valkyrie (in some fashion) with a range of 60ft. long, 10 ft. wide, and will collide with all creatures hit. The base damage of this attack will be reduced to 2d8 but the valkyrie will now be considered concentrating on this feature as if they used a spell that can be sustained for up to 1 minute and will require an action to maintain during subsequent turns. During which the valkyrie may move up to only half of their movement speed and can alter the trajectory of the attack 15ft in a single direction as part of their action to maintain this effect. •A Melee cleaving attack that will affect enemies within up to a 10ft cone in front of you. •A Melee single target exclusive attack. Due to this only affecting a single creature, it will deal an additional 2d4 damage. Additionally, the Valkyrie may move up to their movement speed without provoking attacks of opportunity before making this attack. •A Melee up to 15ft line attack that will affect all creatures within range and cause the valkyrie to move the same distance, ending the attack to an unoccupied space 5ft at the terminus point of the line.
•A Melee single target exclusive attack. Due to this only affecting a single creature, it will deal an additional 2d4 damage. Additionally, the Valkyrie may move up to their movement speed without provoking attacks of opportunity before making this attack. •A Melee attack roll against all creatures within a 5ft radius up to 15ft away from the valkyrie. An attack roll will be made separately for each enemy within range and this will cause the valkyrie to displace themselves and reappear at any unoccupied space within 10ft of the radius. •A Ranged Attack that detonates upon collision with the first creature hit. Due to this attack only affecting a single creature it will deal an additional 2d4 damage. •A flurry of Ranged Attacks that detonates upon collision with the first creature hit. Each attack only deals 2d8 damage and you may only attack a maximum number of creatures equal to every 2d6 base damage dealt by the attack. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam. Signature attack can be chosen up to three times, and if chosen twice, you may choose to add one additional method of attack from either the melee or ranged property (the ranged option you did not pick) and cause your ultimate ability to now have a two-part attack. Doing this will make the second portion of your attack split your total damage dealt in half evenly, splitting it equally between both parts of your signature attack and requiring an additional attack roll or imposing a saving throw as part of the second part of the ability (whichever is applicable). If your signature attack has two different damage types, you may only use those two damage types for your two-part attack. Ex. the first part of your signature attack is a melee attack that deals both fire and slashing damage, and the second part deals only fire damage. Alternatively, you can choose a secondary effect to add to your signature from one of the following special status effects: Bleeding, Dazed, or Displacement. You may only choose this option once.
If bleeding is chosen, then half the initial damage a creature(s) would take upon hit, then deal a d6+1 each turn and apply it evenly over the next minute at the start of their turns. If your signature attack has a two-part attack, you choose which portion between the melee or ranged attacks will apply the bleed condition and apply the effects of the bleeding status effect. A creature must spend their action to treat the bleeding, stopping the effect. This cannot be chosen if your signature attack has a persistent effect.
If a creature is dazed, then they make any attack, saving throws, or skill checks with disadvantage. The dazed condition will last 1 round. Creatures subjected to the displacement effect must make a separate Constitution saving throw in addition to any previous they may make.
If the displacement additional effect is chosen, you may knock back or knock up any targets hit by an amount equal to 5 times your proficiency modifier or any distance below that total. Instead of knocking a creature back or up, you may also instead knock them prone. If signature attack is chosen three times, you will gain your alternative range option as part of your ultimate ability, and select one secondary effect to add to your ultimate. |
Readied Technique | Any | The Readied technique aspect can only be chosen if you also choose one of the following aspects of your ultimate ability: Signature Attack, Burst Mode, Status Condition, Expose Weaknesses, Enchanted Aura/Field, or Rejuvenate. You can take the readied action on your turn to prepare yourself to perform a devastating counter against a creature. This readied action doesn't require a trigger like the normal readied action, and once prepared, it can be used at any point in the combat encounter as a reaction. The turn the valkyrie uses this ability to prepare, they will also gain the benefits of the dodge action. You will perform your ultimate ability as normal whenever you trigger this readied action as a reaction. |
Burst Mode | Any | You clad yourself with the power of your stigmata or push your body beyond its physical limitations. For the next minute, you gain AC+1, 30 temporary hit points, +15 to your movement, and all your attacks will deal an additional 1d6 dependent on the damage type of your preferred weapon, the additional damage type dealt by your weapon preferred weapon, or your choice between bludgeoning, piercing, slashing, lightning, fire, or ice If you did not choose lightning fire or ice as your preferred weapon's additional damage type. This additional damage from the Burst Mode aspect can only be used once per round.
Alternatively, you may consult with your GM for different benefits to gain from your burst mode. For example, during your burst mode, you can use two maneuvers or two weapon skills at the same time if you are using the Carry subclass for the duration, increase your character's size or reduce it, etc. It's strongly encouraged for GMs to take careful consideration as to what changes or effects the valkyrie's burst mode can do. Burst Mode can be taken up to three times, with each beyond the first stacking on top of the effects granted originally or allowing the creation or addition of more if a custom burst mode is taken. |
Status Condition | Any | The Status Condition aspect can only be chosen if you also choose one of the following aspects of your ultimate ability: Signature attack, Enchanted Field/Aura, and Burst Mode. When a creature is within range of any of the aspects of your Ultimate Ability, they must make a Strength, Dexterity, or Constitution saving throw (your choice; however, you cannot change the saving throw) against your Ultimate Ability DC or be subjected to the effects of this aspect. Choose one condition to apply as part of your ability. Choose from one of the conditions except the charmed, poisoned, grappled, exhausted, invisible, petrified, or unconscious to apply to your ultimate ability.
Alternatively, may also instead apply a Special Condition if the signature attack, Burst Mode, or Enchanted Field/Aura aspects are chosen, corresponding to the appropriate damage type. All Special Condition effects afflicted last 1 minute until a creature succeeds against their saving throw. A creature will automatically make the saving throw at the start of each of its turns to end the effect. If Burst Mode is one of the associated aspects of your ultimate ability, then you emit the status condition to all creatures within 5ft of you. If Synchronized Frenzy is one of the associated aspects of your ultimate ability, the companion will the condition within 5ft of you. (If you also choose the Burst mode aspect, you and your companion emit the condition within 5ft of yourselves) If Enchantment Field/Aura is one of the associated aspects of your ultimate ability, the radius of the effect will cause all creatures within range to make the saving throw. If Rejuvenate is one of the associated aspects of your ultimate ability, you apply the effect to all creatures within 5ft of the ally(s) being healed. All non-special conditions afflicted will only apply for 1 round. If this aspect is chosen more than once, you may choose an additional condition to inflict. |
Synchronized Frenzy | Any | If you have a companion (cannot be a player character) or a construct from the project series, this ultimate ability will utilize either your stigmata or battlesuit to achieve maximum resonance with them causing a "Burst Mode" to activate for them. During this burst mode, your companion will gain one additional attack on their turn (one additional attack as if they have the multi-attack trait), +1 to AC, all proximity restrictions on the project series companions removed for the duration, and double their movement speed (every type), grant temporary hit points equal to double your valkyrie level, and all attacks and damage will gain a +1. Finally, if the Valkyrie is attacked by an enemy, as a reaction, the companion may move up to half of their movement speed toward the attacker and if within range, make one melee or ranged attack against them. This ultimate ability choice will last for 1 minute and for each time chosen after the first, will stack the same benefits with exception of the additional attack.
Alternatively, you may also choose to make a custom Frenzy for your companion using the same rules of the Burst Mode aspect. If you chose the signature attack aspect, you may instead cause your companion to produce the effect of the signature attack instead of yourself. |
Damage Up | Carry | Whenever you select the Signature attack aspect more than once, increase the damage of the feature by an additional 4d6. |
Expose Weakness | Enabler | When you use your ultimate ability, if you chose the signature attack, burst mode (creatures within 5ft of you), or status condition effect, you may also debilitate the creature, causing them to subtract a d6 from any rolls they make for the next minute. Additionally, whenever they are attacked, subtract an amount from their AC equal to half of your proficiency bonus (rounded up) or force them to take an additional 1d4 damage from any source when damaged for the duration. This effect may be chosen up to two times, and if chosen twice, add an additional die to any rolls which are subtracted and to any damage the creature takes for the duration. |
Enchanted Field/Aura | Support | Upon choosing this aspect of an Ultimate Ability choose between Enchanted Field or Enchanted Aura. (You cannot change this choice later) Upon activating your ultimate ability, choose a point area within 60 ft of you, a 10ft radius centered on that point becomes enchanted. If you chose Encahnted Aura you exude a 5ft aura of enchantment that causes all allies, to become enchanted. Creatures within range of enchantment initially, will immediately gain temporary gain temporary hit points equal to your valkyrie level, then select two of the following benefits of your choice to grant while an allied creature remains within the enchanted area: Gain 1d6 temporary hit points points at the start of their turn, add 1d4 to all saving throws, attack rolls, or skill checks they make (they may only do this once per turn), all damage dealt do bonus 2d6 of your chosen preferred weapon's damage type, from your choice of fire, cold, or lightning (However, you may only select an additional damage type to grant once if you did not pick one for your preferred weapon), reduce all incoming damage by an amount equal to your proficiency bonus (to a minimum of one). The enchanted field/aura will last for 1 minute, and may only be chosen twice. Each time chosen beyond the first, increase the range of effect for the radius by 10ft, or your aura by an additional 5ft. You may end this effect at any time on your turn without any action. |
Rejuvenate | Healer | Choose one creature within 60 feet of you and heal them 6d8 + your valkyrie level in hit points. Then you exude an aura causing all allies within 10ft of you will recover d6 in hit points at the start of each of your turns for the next minute. This can be chosen up to three times to increase the initial healing by an additional 1d6 for each time chosen beyond the first and adding one additional creature to heal. |
- More customization Options
If desired, the Valkyrie player may consult with their GM about adding their own unique effects to their ultimate ability by altering the given templates to fit their desire. However, this additional customization only affects the enchanted field, Regenerative Aura, Status Condition, Synchronized Frenzy, and Burst mode aspects of the feature. The changes can be as simple as gaining additional 5ft of range on melee attacks for burst mode instead of or in addition to the normal effects with some added flair to them. Or in the case of the status condition aspect, you may choose to have a gathering field-effect similar to the Gravity Bomb spell. The concept of this ability alongside Valkyrie as a whole is for players to express creative freedom in a constructive and balanced manner. If any alterations are to be made, GMs should be very cognizant of how they may be implemented and used.
Beginning at 15th level and once more at 20th level, your ultimate ability will improve, allowing you to gain the following benefits to your chosen aspect of your ultimate ability. Alternatively, you may forgo gaining the improvements of one of your pre-selected aspects to gain another aspect instead.
- Signature attack
Increase the base damage die by 2 and increase the die size by 1.
- Readied Technique
Beginning at 15th level, your readied technique can now be prepared as a bonus action instead of an action. Additionally, at 20th level, the prepared ultimate ability will no longer cost a reaction to be used.
- Burst Mode
Increase the base temporary HP granted by 10, movement speed by 15ft, and add an additional 1d6 to your damage. If your Burst Mode has a custom effect then scale the increases appropriately.
- Status Condition
Increase the duration of the inflicted condition by 1 round and increase the DC by 1. At 20th level, you may either increase the duration to be 1 minute, until a creature successfully passes their saving throw, or further increase the duration by 1 round. Additionally, you also further increase the DC by +2 for a total of +3.
- Synchronized Frenzy
The affected creature gains another additional attack (applies to multi-attack as well), increase the AC bonus by 1, and increases attack and damage rolls by an additional +1.
- Damage up
Add another additional 2d6 to the damage dealt by the signature attack. Otherwise, if the effect is persistent, add an additional damage die instead. Finally, at 20th level, once more, add another additional 2d6 to the damage of the attack. Otherwise, if the effect is persistent, add another additional damage die instead.
- Expose Weakness
At 15th level, you may now choose to have a creature's AC be reduced by an amount equal to your proficiency bonus or increase the additional damage taken from all sources to a d6. At 20th level, gain the alternate upgrade which you did not choose at 15th level.
- Enchanted Field/Aura
At 15th level, increase the initial temporary HP granted to be twice your valkyrie level, then add one additional die to all effects that use them. At 20th level, change the temporary HP granted to be three times your valkyrie level, further add another die to all effects which use them, and you now reduce all incoming damage from all sources equal to your proficiency bonus instead of half if that option is chosen.
- Rejuvenate
At 15th level, increase the base healing die by 2, increase base healing die size by 1, add an additional +1 to the healing received by allies within range of your aura and you may target one additional creature for your base healing. At 20th, in addition to the previous effects of the last upgrade to this aspect, you now change any additional healing granted from choosing this aspect more than once to be equal to (your proficiency bonus)d6 for each additional time chosen beyond the first.
QTE[edit]
Three valkyries working intandem to perform their various QTEs. |
Starting at 13th level, Your time leading others has allowed you to develop immaculate levels of team coordination to the point that nobody on your team needs to speak, you only act in accordance with what your ally is doing. Choose one of the following QTE effects.
Skill Name | Prerequisite | Description | |
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Elemental Retribution | Any | As a reaction, whenever you take damage from an enemy, you may make one weapon attack against the creature who attacked you. On a hit, the creature takes your normal weapon damage in addition to making a Constitution saving throw or be affected by your preferred weapon's chosen elemental damage and suffer a corresponding condition. If you did not choose an elemental damage, you instead choose from fire, cold, or lightning damage (you can only choose once). On a failed save, the creature takes (Half of your Proficiency bonus)d8 of the chosen damage type and suffers either the Chilled, ignited, or Shocked conditions for 1 minute. A creature may use their action to remake the saving throw as an action on each of their turns. You may only use this QTE effect once per combat encounter. | |
Avenger | Any | As a reaction, whenever an ally is killed or reduced to 0 Hit Points, you may move up to your full movement speed and make one attack or use a weapon skill against the creature who reduced the ally to 0 Hit Points or killed them. If the target has to make a saving throw, they make it at disadvantage. If it is an attack roll, you make the attack with advantage. On a hit or a failure, the attack or weapon skill is considered a critical hit, and triple the damage die instead of doubling it. You may only use this QTE effect once per ally, every long rest. | |
Parting Gift | Any | As a reaction, whenever you successfully dodge an attack using your Evade feature, you may use a weapon skill against the only creature you evaded which deals half damage and does not go against your number of uses per long rest. You may use this QTE before or after using the 10ft of movement granted by your Evade feature. You may only activate this QTE once every combat encounter. | |
Anti-Carry | Carry Stigmata | As a reaction when an enemy casts a spell, uses a feature that uses a resource (Monk's Ki or bardic inspiration for example), or lands a critical strike, you may move half of your movement toward that opponent without incurring attacks of opportunity, to make one attack against them, on hit the critical strike is negated, the spell fails, or the feature is negated, and any used resource is lost. This QTE effect can only be used once per long rest. | |
Hot Tag | Enabler Stigmata | As a reaction to when an ally declares an attack against a creature, you may move up to 10ft without incurring attacks of opportunity to make one melee attack against that enemy or make one ranged attack against the same enemy to expose a major weakness. Your attack will always go before your ally's attack, and on hit, you will negate any immunities or resistance to one damage type of your choice, from slashing, piercing, bludgeoning, fire, cold, or lightning damage. If the creature had no resistances or immunity to the chosen damage type, they instead became vulnerable to the next attack by that ally. You may only activate this QTE effect once every combat encounter. | |
Encore | Support Stigmata | As a reaction to whenever a hostile creature is reduced to 0 HP, you may choose one ally to give temporary HP equal to your valkyrie level, grant them advantage on their next attack and grant them a single additional attack, when they take the attack action on their next turn. The temporary HP lasts until depleted or until the end of combat. You may only activate this QTE effect once per ally, every long rest. | |
Time Fracture | Healer Stigmata | As a reaction to whenever an ally drops below half of their maximum HP, takes damage while below half their maximum hitpoints, or is reduced to 0 hit points you will initiate a time fracture, causing everything around you to slow to a crawl. During this time fracture, you may move up to your full movement speed to the nearby ally and expend a use from your healing pool. During time fracture, creatures cannot use reactions nor any similar features, including legendary actions and lair actions. You can cure multiple diseases or poisons within a single use of Time Fracture, expanding your HP pool separately for each one or expanding from your pool to mimic a spell. You may only activate this QTE effect once every combat encounter if your healing pool is not depleted. |
Advanced Weapon Skill[edit]
Beginning at 14th level, your mastery of your preferred weapon has improved, further expanding your capabilities. Choose one option to enhance your selected weapon skill. You may still choose to use the previous version of your weapon skill regardless of your choice, but you cannot change the chosen option once your choice has been made. All weapon skills are considered actions unless otherwise specified.
Weapon Skill | Option A | Option B | |
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Valkyrie Impact | Valkyrie Impact now affects a 30ft cone and sends hostile creatures who fail their saving throw airborne up to 30ft until the start of your next turn. While airborne, they are considered incapacitated and allow ranged attacks against them to gain advantage. At the start of your next turn, they then fall prone, taking 3d6 bludgeoning damage. | Earthshaker: Choose a 30ft radius within 120ft of you. You then throw your weapon at the location or slam the earth for a pinpoint strike. Creatures in that area make a Strength saving throw or take half of your proficiency bonus (rounded down)d10 + Your Strength or Dexterity modifier in bludgeoning damage or half as much on a success. Additionally, the area becomes difficult terrain, and due to the sheer force with which the area was struck, it creates persistent aftershocks in the earth. For the next minute, creatures who begin their turn within the area take 2d10 + Your Strength or Dexterity modifier bludgeoning damage. | |
Instant Draw | Your instant draw now has a maximum range of 60ft and affects a 10ft radius. You may also choose which creatures within range to target, and you may blink to an unoccupied space within 5ft of an affected creature. If you do, your next successful attack against the creature will instead count as a critical hit. | Judgement Cut: Choose one creature within 120ft of you that you can see and force them to make a dexterity saving throw. The selected creature cannot use any reactions or features in response to this weapon skill, and its damage will ignore any damage resistances, immunities, and damage reductions. On a failure, the creature will take (double your proficiency modifier)d10 + Your Strength or Dexterity modifier slashing damage and be forced to the bottom of the initiative order as if they rolled a 1 for their initiative count. If the creature had already taken its turn that round, then its turn is skipped for that round instead. On a successful save, the creature takes half damage but will have disadvantage to the next dexterity saving throw they make within the next minute. | |
Ethereal Grenade | Instead of choosing between utility and lethal, your Ethereal Grenade will deal the damage of the lethal option and apply the effect of the utility option. | Placeholder Text | |
Razer Wind | Instead of making two slashes with your preferred weapon, you instead make one slash with it in an arc, launch a wave that is 15ft wide and travels 60ft in a line. Enemies hit by the wave must make a dexterity saving throw or take (double your proficiency modifier)d6 + Your Strength or Dexterity modifier slashing damage and have their AC reduced by half of your proficiency bonus (rounded down) for one minute. Subsequent uses of this weapon skill will not stack the AC reduction. | Hexa-slash: As an action, choose a single creature within 30ft of you, then perform a highspeed dash toward them without incurring attacks of opportunities and perform a 6 slash combo sequence on them. Make a single melee weapon attack against them, and on hit, instead of your weapon's normal damage, you roll your attack's damage five times (excluding your ability modifier) and sum the damage against the target. Afterward, you may move to an unoccupied space within 5ft of the creature. | |
Excessive Force | Your excessive force may now be used as a part of any melee attacks you make instead of an action while gaining the same benefits. You will no longer be able to use the weaker variant of this weapon skill but can now control the size of the cone it produces on hit from a minimum of 5ft to a maximum of now 30ft. Additionally, whenever you make a melee attack against a creature, all creatures excluding yourself within 5ft of them will take additional force damage equal to your Strength or Dexterity Modifiers. | Vault Breaker: As an action, you may choose one creature within 30ft of you and dash toward them, ignoring attacks of opportunity. Upon reaching this creature, they and every creature within 10 feet of them make a strength-saving throw or take (proficiency bonus)d4 + half of your level (rounded down) force damage and be knocked prone. On a successful save, they only take half damage and are not knocked prone. The primary target of this weapon skill is knocked airborne 60ft in the air regardless of success or failure. Following this, select an area within 60ft of you and slam the primary target down to that point, causing all affected creatures to make a Constitution saving throw or take (proficiency bonus)d4 force + half of your level (rounded down) damage and additional bludgeoning damage equal to the fall damage the primary target would have incurred. On a successful save, the affected creatures take half damage however, the primary target will be knocked prone regardless of success or failure. The Valkyrie may choose to land with the primary target for the slam without incurring any falling damage themselves or to launch the prime target as a projectile to perform the slam. | |
Stunning Bullet | Your stunning bullet now causes enemies within a 10ft cone of the direction fired to make a constitution saving throw against your weapon skill DC or be blinded and deafened for one round. Additionally, on impact, your stunning bullet now instead explodes in an AoE on hit, affecting any creatures with 5ft of your target, causing them to make a Constitution saving throw or be stunned and half the damage of your stunning bullet. | Spray and Pray: As an action, you unleash a barrage of bullets in a 30ft cone expending all of your ammunition (if applicable). All enemies within the cone to make a dexterity saving throw or take (Double your proficiency modifier)d6 + Your Dexterity Bonus of your weapon damage or half as much on a success. | |
Rapid Shot | As an action, choose a 10ft radius within the range of your weapon. Fire a hail of projectiles to the sky which will hail down on all creatures within the area. All creatures within the radius must make a dexterity saving throw and on a failure, they will take (your proficiency bonus)d8 of your weapon damage type, and reduce the movement speed of all affected creatures by half until the end of their next turn. On a success, they only take half damage and do not have their movement slowed. Additionally, if a creature fails this saving throw by 5 or more, they are also knocked prone. | Perfect Shot: As a full turn action, target one creature within the maximum range of your weapon. Roll a d10 then make a single attack against that creature with advantage. If you roll a 1-4, on hit, the creature must make a Dexterity saving throw or have its movement is halved until the end of combat and have disadvantage on dexterity saving throws until the end of your next turn. If you roll a 5-6, on hit, the target must make a Strength saving throw or be disarmed of any weapon if they were wielding one, and they suffer disadvantage on attack rolls for the next minute. If you roll a 7-8, reduce the critical strike range by 2 , and on hit, deal an additional half your proficiency modifier (rounded up)d4 damage. If the attack was a critical success, you instead add your full proficiency bonus to the damage. If you roll a 9-10, the target must roll a Constitution saving throw, or be stunned for one round and then disadvantage to all attack rolls, skill checks, and saving throws for the next minute. At the start of the creature's turn after the stun has ended they make make another constitution saving them to end the effect. Subsequent uses of this weapon skill will not affect the same creature more than once. | |
Ionic Slam | Whenever an enemy walks within range of your weapon, or attacks an ally within 5ft of you, as a reaction, you may perform Ionic Slam by making a melee weapon attack against them, and on hit cause them to make a Strength saving throw, or be thrown 25ft in a direction of your choice and reducing their movement speed to zero and knocking them prone. If they collide with anything while being thrown they take your collision damage. Additionally, all collision damage dice size increase from a d4 to a d10. | Seismic Toss: As an action, choose one creature within 30ft of you and move up to half of your movement towards them and make a lunging melee weapon attack against them with an additional 5ft of range. On hit, you will deal piercing damage instead of your normal damage type as you then swing the enemy on your polearm around you causing all creatures within 5ft of you to make a Strength saving throw or take (Your proficiency modifier)D4 bludgeoning damage and be knocked prone or half as much on success and are not prone. The enemy being swung will take collision damage only once if they collide with something. After swinging the creature, you then slam them into the earth beneath you causing a shockwave forcing them and all creatures within 10ft of you to make a Dexterity saving throw or take (Half of your proficiency modifier)D12 force damage. | |
Great Cleave | Your great Cleave can now be used in a 10 radius around you instead of a cone and for each enemy struck by Great Cleave, you gain temporary hp equal to your proficiency modifier. Additionally, if you are below half of your HP, any temporary HP gained from great Cleave will be doubled and converted to healing instead. Any excess healing will be granted as temporary hp. | The Culling: As an action, choose one enemy within 30ft of you and dash towards them moving up to half of your movement speed. Make a melee lunging attack (additional 5ft range) against them and on hit instead of dealing damage, if the creature has less than or equal to 5*(your proficiency modifier) in HP they are immediately executed and killed in whatever fashion you wish and granting you an additional action that turn. If they have more than the threshold in HP, you instead roll your weapon damage twice against them.
Critical successes with this weapon kill will double the execution threshold. If an enemy is executed with The Culling, you will not expend a use of the weapon skill, however, you may only benefit from this effect once per long rest. | |
Redirect | Redirect can now be used against spells and any other ranged projectiles and you now add double your proficiency modifier to the roll of your deflect. Additionally, your unarmed strikes now count as magical for bypassing resistances and immunities. | Might of a Thousand Stars: As a bonus action, you infuse your body with the power of your stigmata. Your unarmed attacks now count as magical for bypassing resistance and immunities, you may deal an additional (proficiency bonus)d4 of damage of your choice between fire, cold, or lightning (if you did not choose one already) or your preferred weapon's damage type to each unarmed strike you make. As a bonus action, you may make one additional unarmed strike for the remainder of this benefit. This benefit will last for one minute. Alternatively, you can instead choose to have the bonus damage be your choice of bludgeoning, slashing, or piercing damage, however, your unarmed strike must also change to that damage type. | |
Rapid Deployment | As an action, in a display of physical prowess, you lift your cross and throw it at a location up to 3*your strength score in ft, affecting all enemies within 5ft of the location, All enemies within the area must make a Constitution saving throw, or take (your proficiency bonus)d10 bludgeoning damage and be stunned until the end of your next turn. On a success, enemies only take half damage and are not stunned. Additionally, after using this weapon skill your cross will automatically be deployed and when you throw your cross you may also leap with it to the target location. | Rally Point: As an action, you may immediately deploy your cross however, instead of it arming itself it will instead begin to channel honkai energy causing it to emit an aura with a range of 15ft. Allied creatures within this aura will gain temporary HP equal to your proficiency bonus, each time they start their turn within the aura, deal an additional (half of your proficiency bonus rounded down)d4 on every melee attack, and increase their AC by an amount equal to half of your proficiency modifier (rounded up) while within the aura. Additionally, any enemies within the aura will take (your proficiency bonus)d4 force damage at the start of each of their turns while within the aura. While deployed in this manner, your cross will have an AC equal to 13+ your proficiency bonus, and HP equal to twice your level. After 1 minute has passed, or upon being reduced to 0hp your cross will stop channeling the aura and remain in place. |
Leadership Skill Upgrade[edit]
Leadership Style | Upgrade |
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Seize The Opportunity | Alpha Strike: In addition to the previous leadership style effects. You and your allies within your aura cannot be surprised at the start of combat. During the first round of combat, you and your allies within your aura will gain priority, ignoring the initiative order and taking all of your turns before any other creatures in the turn following their own initiative rolls. After the first round of combat, all creatures take their turns in the initiative order as normal. |
Swift as a Coursing River | Serpentine Grace: In addition to the previous leadership style effects. Allies within your aura constantly gain the benefits of the freedom of movement spell while within your aura. |
Together We Are Strong | Well-oiled Machine: In addition to the previous leadership style effects. While you have an ally within your aura, you all gain the benefits of Pack Tactics as if you were within 5ft of one another on your first attack on each turn. |
Martial Cadence | Onslaught: In addition to the previous leadership style effects. Whenever an ally within your aura, including the Valkyrie, successfully hits a creature and the result was at least 5 or more than their AC, the creature takes an additional 3d4 damage. |
Crush Them | No Mercy: In addition to the previous leadership style effects. Whenever a hostile creature within your aura fails a saving throw by 5 or more, it is treated as a critical failure. |
Guardian Angel | Team Spirit: In addition to the previous leadership style effects. While you have another creature within your aura, all creatures under its effects also reduce all damage taken by an amount equal to your proficiency bonus (minus 1). |
Nightingale | Preventative Healing: In addition to the previous leadership style effects. All allies within your aura that recover hit points from any of your features gain a +1 to their AC until they take damage stacking up to a maximum of +3. |
S-Rank Valkyrie[edit]
At Level 20 You have finally reached a degree of expertise within your field to undoubtedly be called one of the best Valkyries alive. You may now use your ultimate ability twice per long rest. Additionally, as part of reaching your apex, you also choose one ability score of your choice between Strength, Dexterity, or Constitution and increase the score and its maximum by 4.
Carry[edit]
You are one of the few valkyries that lead from the front. Valkyries of the carry archetype are notorious for being able to slay countless honkai beasts at a time while effortlessly maneuvering across battlefields. You are the person who your allies and squadmates rely on to get the job done, the one to shoulder the burdens. The valkyrie who seemingly always makes it out alive, even after facing impossible odds. The sword that shall rid humanity of the threat of the honkai, you are the carry.
Bianka Ataegina, or "Durandal", currently Schicksal's strongest S-Rank Valkyrie |
Combat Mastery[edit]
Beginning at 3rd level, Gain a second preferred weapon and an additional weapon skill of your choice. Additionally, gain a fighting style of your choosing, and you now have a number of weapon skill uses equal to double your proficiency bonus.
Tactical Expertise[edit]
Beginning at 3rd level, switching between your preferred weapons will cost a bonus action and you now learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers: You learn three maneuvers of your choice, which are detailed under “Maneuvers” below and from the Martial Maneuver Variant Rule as well. You will count as a fighter for the purposes of which maneuvers you have access to from that list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest reduce a creature of CR 1 or higher to 0 hit points or roll a natural 20 on an attack roll. You gain another superiority die at 7th, 15th, and one more at 20th level. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s .
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Combo Count[edit]
Beginning at 7th level, Your Stigmata allows your attacks to grow in potency as you attack in perfect rhythm in combat. When you roll initiative, you start at rank E and progressively gain ranks throughout combat by meeting certain damage thresholds.
For every amount of damage you deal, add it towards your total combo threshold, which can go up to a maximum of 250. Whenever you take damage, you lose points towards your total damage count equal to the damage taken. Attacks or effects which damage multiple enemies will only apply toward your combo count once per application.
Additionally, whenever you use a maneuver, you gain an additional 5 points toward your total damage count, using a weapon skill will add an additional 10 points toward your total damage count, and finally, successfully evading an attack using your Evade or entirely blocking an instance of damage with your Block feature will grant an additional 5 points toward your total combo count.
At the end of combat, you will reset your combo points back to 0.
Rank | Combo Thresholds | Bonus |
---|---|---|
E | 0 | N/A |
D | 10 | Your first attack each round gains a +2 to hit. |
C | 30 | Gain an additional 15ft of movement speed and +1 AC. |
B | 60 | Gain an additional +1 AC, and all your attacks now deal an additional +2 damage. |
A | 100 | You may take an additional bonus action on your turn that can be used to make a single attack that deals half damage on hit. |
S | 150 | You now gain an additional pool of Evade or Block uses equal to your proficiency bonus, and you now gain an additional reaction per round. |
SS | 200 | Once per round, you can use your Evade or Block feature and not expend a use of it. Additionally, you may now use a maneuver once per round without expending a superiority die. |
SSS | 250 | Gain advantage on all Strength, Dexterity, and Constitution ability checks, skills and saving throws, and attack rolls, and if you reduce a creature's HP to 0, gain an additional action. Additionally, upon taking damage, so long as your Combo Threshold does not drop below 200, your HP cannot be reduced below 1 for the remainder of that round. |
Extra Attack[edit]
Beginning at 11th level, You gain an additional extra attack for a total of three.
Master of my Trade[edit]
Beginning at 15th level, you gain the alternative choice you didn't pick for your Advanced Weapon Skill for only one of your chosen weapon skills then pick one Advanced Weapon Skill for your second weapon skill.
Valkyrie of Legend[edit]
Beginning at 18th level, when you take the attack action, you may now use a weapon skill in place of one of any of your attacks when taking the attack action once per round.
Maneuvers[edit]
These are Maneuvers from the Battlemaster Fighter list
- Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
- Bait and Switch: When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.
- Brace: When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.
- Commander’s Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
- Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
- Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
- Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
- Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
- Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
- Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
- Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die+ your Dexterity modifier.
- Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
- Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
- Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
- Restraining Strike: Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
- Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
- Silver Tongue: When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
- Snipe: As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.
- Studious Eye: When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
- Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
- Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Enabler[edit]
Not all valkyries can be the heroes of the story, nor even the backbones of their respective allies. Some choose to aid in battle in their own way whether through underhand tricks or being the game master controlling the scene.
Bronie, or "Haxxor Bunny", a skilled mercenary who (formerly) resided in Arc City |
Gamechanger[edit]
Beginning at 3rd level, When you deal damage, as part of the attack, you can instead choose to deal half damage (minimum of 1 damage) and inflict a special condition called impaired until the start of your next turn. A creature may be affected by multiple types of impairing effects at the same time; however, it cannot be affected by the same effect again if they are already impaired in that manner. You can only use this feature a number of times equal to double your proficiency bonus every short rest.
Impaired
Creatures that are impaired will have a minus to an attribute of your choosing. When this condition is applied, choose from one of the following:
- Enfeeblement
The creature has a minus to their attack rolls equal to your proficiency bonus.
- Undermine
The creature has a minus to their ability checks equal to your proficiency bonus.
- Dispair
The creature has a minus to all saving throws by an amount equal to your proficiency bonus.
- Cripple
The creature also has its movement speed decreased by 5*(your proficiency bonus) and cannot gain the benefits of the dash action.
- Sunder
The creature has its AC reduced by an amount equal to your proficiency bonus.
- Prostrate
The creature will have a minus to its damage equal to your proficiency bonus to a minimum of 1.
Stacked Deck[edit]
Beginning at 3rd level, You may choose one of the following: fire, cold, and lightning. You may now change the additional d4 damage dealt by your preferred weapon to one of those types. If you already selected one of those damage types as your preferred weapon type, you instead choose from the remaining two. Additionally, as a bonus action on your turn, you now change the primary damage dealt by any weapon you are currently wielding to the selected damage type or one you have chosen previously for your preferred weapon. At 11th level, you choose one more damage type from those previously listed.
Alternatively, instead of choosing an additional damage type, you may increase the size of the damage die of your preferred weapon by one stage. Ex. D4->D6->D8 etc.
Additionally, using your weapon skill on a creature now reduces their level of resistance by one stage to the type of damage dealt until the start of your next turn. Ex Immunity->Resistant->Normal. Finally, If you critically strike using your weapon skill, or a creature fails its DC by more than 5, you may apply one impair effect of your choice without reducing your damage or expending a use of this feature, and if a creature had immunity or resistance, they lose them until the start of your next turn.
Playmaker[edit]
Beginning at 7th level, As a reaction, whenever an ally targets an enemy, you may use your weapon skill or move up to half of your movement speed to make a single weapon attack against the enemy without provoking an attack of opportunity. If your ally's attack hits, your attack is made with advantage, or enemies have disadvantage against the weapon skill's DC. Alternatively, you may choose to attack before your ally. On a hit or if the enemy fails their saving throw, you grant their attack advantage or impose disadvantage on the creature's next saving throw that round. The valkyrie may also trigger Playmaker whenever they are targeting a creature with an attack or using a weapon skill, choosing whether they will attack first or let their ally attack first as stated previously. You may use this feature a number of times equal to your proficiency modifier per short or long rest.
Follow up[edit]
Beginning at 11th level, After your weapon skill or playmaker feature is used, you may choose one creature (you may choose yourself) within 60ft of you to spend a reaction to immediately take their turn directly after you, ignoring their original position in the turn order. If the creature were to have their turn after the creature regardless of this feature, they instead may take an additional turn after their initial. You may only use this feature once per long rest.
Shutdown[edit]
Beginning at 15th level, Whenever you land a critical strike, you may apply the effects of your impaired condition to any creatures damaged by the critical strike for 1 minute instead of until the end of your next turn and choose two effects instead of only one. This effect cannot benefit from the improved impaired effect detailed below.
Additionally, when you inflict the impaired condition on a creature, you may instead apply your proficiency bonus twice to their impaired effect instead of just once. You may only use this feature once per long rest and cannot be used in tandem with the previous effect of the Shutdown Feature.
Checkmate[edit]
Beginning at 18th level, As an action, the valkyrie may signal to all of their allies for a series of coordinated attacks. All allies within 30ft of the valkyrie can move up to half of their movement speed as a reaction, ignoring attacks of opportunity, and make one attack against an enemy, cast a spell against a creature, or use any class feature similar to spellcasting. On a successful hit, the participating ally will deal bonus damage equal to (your proficiency bonus)d6. You may only use this feature once per long rest.
Support[edit]
Support valkyries fall in an obscure category amongst their peers, while just as combat capable, their strengths similar to their healer sister, lie within those around them instead. Their presence on any battlefield is one to be feared, arguably more so than even the more martial of valkyries, as entire armies can be felled or uplifted by a mere gesture.
Kongming, the Starlit Astrologos |
Invigorate[edit]
Beginning at 3rd level, As a bonus action, you may touch an ally to restore one use of a creature's feature or that otherwise restores on a short rest or one spell slot of a spell tier of your choosing up to a maximum of 5th tier. Alternatively, if the creature has a pool that refills during a short rest, such as Ki points, Superiority dice, or a 5th level bard’s Inspiration dice, you may use This feature to restore half that pool (rounded up). You may only use this feature twice per long rest. Additionally, whenever you grant a creature an inspiration die, you also give them temporary hit points equal to your Valkyrie level.
Inspire[edit]
Beginning at 3rd level, you may now take the help action as a bonus action regardless if you have proficiency with a skill up to 15ft. You also gain inspiration dice, which you can grant to allies. You gain a number of inspiration die (d4) equal to double your proficiency modifier, which can be given to an ally as either an action or bonus action on your turn, which lasts for 1 Hour. All unused inspiration dice go to waste and are lost, and the creature can wait until after it rolls the d20 before deciding to use the Inspiration Dice but must decide before the DM decides whether the roll succeeds or fails. At 8th level, Inspiration dice can be given as a reaction.
You regain any expended uses when you finish a long rest. Your Inspiration dice will increase to a d6 at 6th level, a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level.
Shatter thy Bonds[edit]
Beginning at 7th level, As a reaction, you may use your stigmata to empower an ally within 30ft of you to power through a debilitation, allowing them to end one negative condition with exception to the exhaustion, madness, or unconscious conditions. You may only use this feature twice per long rest.
Finally, whenever you and your allies must make a saving throw against the same effect, you make your roll first. If you succeed, your allies make the saving throw with advantage.
True Potential[edit]
Beginning at 11th level, As a bonus action, you may restore one use of a creature's feature that otherwise restores itself at the end of a long rest, fully restore all spell slots within a number of spell tiers equal to half of your proficiency modifier (rounded down) of your choice to a maximum of 5th tier spells, or fully restore a class resource such as Ki or anything similar. Once you use this feature, you cannot use it again until you complete a long rest, and allies cannot benefit from it again until they have completed a long rest.
Unwavering Determination[edit]
At 15th level, you may now use your Invigorate feature three times per long rest, and allies benefiting from any temporary hit points given by you also do not take damage from attacks unless the attack's damage exceeds an amount equal to 4 + your proficiency bonus (post-damage reductions) and gain a bonus +5 to maintain concentration on any features or spells.
Life Cocoon[edit]
Beginning at 18th level, as an action, you may choose a number of creatures up to half of your proficiency bonus and invoke the power of your stigmata, wrapping them within a large cacoon of energy that fills them with a surge of rejuvenation. This effect grants them the full benefits of a long rest with exception of restoring any HP but fully restoring any hit dice. You may only use this feature once per long rest, and creatures may not benefit from it again until they have completed three long rests.
Healer[edit]
Fu Hua, a former member of the Fire Moths and guardian of Shenzhou. |
Valkyries of the healer archetype are often considered the backbones of their respective teams, genuinely selfless individual who does everything in their power for the continued survival of those around them, at times even to their detriment.
Gift of Life[edit]
Beginning at 3rd level, Your stigmata has granted you a pool of HP that replenishes upon you finishing a long rest. With that pool, you can restore a total number of hit points equal to your Valkyrie level × 10. As an action or bonus action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature does not affect undead and constructs. You may also expend 20 HP of your healing pool to mimic the effects of Lesser restoration on an ally or 10 HP of your healing pool to mimic the effects of Calm Emotions.
My Body, A Beacon[edit]
Beginning at 3rd level, you gain proficiency in the medicine skill, and if you already had proficiency, gain expertise instead, and you can use a Healer's Kit using a bonus action on your turn instead of an action. Additionally, Your stigmata has evolved to grant your body immunity to diseases and the poisoned condition and now allow you to only require half as much food and sleep as normal. Finally, you may expend up to your proficiency bonus amount of hit die (plus your constitution modifier) to add half the result (rounded up) to your healing pool not exceeding its maximum as a bonus action on each of your turns.
Total Coverage[edit]
Beginning at 7th level, Your Gift of Life feature no longer has a range of touch and can affect allies up to 15ft away from you. As a reaction, whenever a creature within 15ft of you is about to take damage, you may preemptively grant a burst of healing with the sole purpose of soothing and mitigating any incoming damage, allowing the ally to half all damage taken, for that instance. Using this reaction will cost 30 from your healing pool. When using your healing pool, you may also now expend multiples of 10 HP from the pool to instead remove one level of exhaustion from a creature for each multiple expended. Additionally, Whenever you successfully dodge an attack using your evade feature or fully mitigate an instance of damage using your block feature, you can choose to emit a burst of healing to yourself and up to three allies within 30ft of you, healing them for an amount equal to your Valkyrie Level (rounded up).
Solemn Vigil[edit]
Beginning at 11th level, Whevener, an ally (except yourself) within 30ft of you, has less than their maximum hit points, they recover 1 hit point at the start of each of their turns. This effect will increase to an amount equal to your proficiency bonus (minus 1) if they are below half of their maximum hit points. Additionally, you may now expend 40 HP of your healing pool to mimic the effects of greater restoration on an ally.
Martyr's Path[edit]
Beginning at 15th level, Whenever an ally is below half of their maximum hit points and is targeted for an attack, as a reaction, you can move up to your full movement speed toward that ally, and if you end your movement within 5ft of them, you take the attack in their stead reducing its damage by half. If the ally is a target for an area of effect, you shield them with your body or push them out of the way, allowing them to pass their saving throw and take no damage but automatically fail the saving throw yourself. During your movement, you have resistance to all damage, and your ally heals an additional amount of hit points equal to 2d8 per opportunity attack that hit you during this movement. You may use this feature a number of times equal to half of your proficiency bonus (rounded up). Additionally, if you spend 40 HP from your healing pool, you may cause an ally's limb or body part to regrow as if you had cast, regenerate.
Overheal[edit]
Beginning at 18th level, Whenever you restore HP to an ally or expend from your healing pool, roll a d20. On a 18-20, you critically heal the ally, doubling the amount they would have gained and having any excess healing be converted to temporary HP instead. Alternatively, If you used your healing pool to mimic a spell effect and rolled an 18-20, you instead half the original cost (rounded up).
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Honkai Valkyrie class, you must meet these prerequisites: 15 dex, 15 con , 13 cha.
Proficiencies. When you multiclass into the Honkai Valkyrie class, you gain the following proficiencies: Light armor, Medium armor, All Martial weapons, and Simple weapons.
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