Valkyrie Battlesuit Mods (5e Other)

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Creating Your Battlesuit[edit]

A valkyrie's Battlesuit is far more than a piece of equipment they bring on missions. To some, it represents an integral part of how they fight and, in some cases, who they are as a person. Not all properties have to necessarily be attached to your battlesuit either, as some can be standalone to have on your person at all times, representation of your training, and others are physical enhancements that stay with you.

You may change properties every time you gain a level in the Valkyrie Class, or if allowed by your GM, you may swap properties during downtime in preparation for an adventure. Alternatively, if the setting the class is being used in lacks a futuristic or modern setting, you may instead change properties every long rest instead at the GM's discretion for a more high-end build, fast-paced game, or displaying a character's wide arsenal of skill.
As an optional rule, a valkyrie may purchase, create, or find various parts or items which may allow them to gain the benefits of the properties below. The general rule of thumb is each basic property will cost 25 gold to create or DC 12 with the most appropriate Artisan's tools. The price and DC will increase by an additional 25 gold per tier or increase the DC for the appropriate tool by 2.

You start out with 5 points, and you gain 4 additional points for each Valkyrie subclass feature you've obtained (you only gain an additional 3 at 3rd level).

Battlesuit DC = 8 + your proficiency bonus + your Dexterity modifier.

Initial Battlesuit Modifiations[edit]

Additional Plating[edit]

Prerequisite: N/A

  • Cost: 3 points

Your battlesuit is treated as medium armor with an AC of 12 + Your Proficiency bonus + either your strength or constitution modifier, and you will reduce all damage taken by 3, but no damage taken can be lowered below 1. You cannot take the Houkai Resistant Weave property if you have this property.

Houkai Resistant Weave[edit]

Prerequisite: N/A

  • Cost: 3 points

Your AC is now 11 + Your Proficiency bonus + your Dexterity modifier, increase your movement speed by an amount equal to your proficiency bonus times 10, and you now ignore the penalties associated with squeezing through tight spaces, and you have advantage on Acrobatics and Athletics checks to escape or evade grapples and bonds. Additionally, you reduce your Evade feature's dexterity saving throw DC by 2. You cannot take the Additional Plating property if you have this property.

Martial Artist[edit]

Prerequisite: N/A

  • Cost: 1 point

You have devoted yourself to mastering both mind and body, integrating all aspects of your being. Whenever you take the attack action, you may now make one unarmed strike or one attack with a simple weapon as a bonus action on your turns. Your Unarmed strikes may now use either your Strength, Dexterity, or Constitution for their attack and damage rolls, and you gain the effects of the unarmed-fighting fighting style if you did not already have it (If you did, you may pick another fighting style). Your glove weapon attacks will be treated as unarmed strikes with this property, and you may now treat your unarmed strikes as your preferred weapon. Finally, your unarmed strikes will count as melee weapons.

Military Visor[edit]

Prerequisite: N/A

  • Cost: 1 point

You gain 60ft of darkvision and if you already had darkvision, increase it by 30ft and add a d4 to any perception checks you make.

Grav Boots[edit]

Prerequisite: N/A

  • Cost: 1 point

Your jump distance and height are doubled, and you can use your Dex score and modifier instead of Str for calculating distances. Whenever you take fall damage, take half damage, and you don't fall prone. You can now move along vertical and horizontal surfaces without falling.

Exeed Mode[edit]

Prerequisite: N/A

  • Cost: 2 points

You may deliver vast amounts of Honkai energy to your weapon allowing for a massive explosion of damage. Whenever you land an attack, you may activate exceed mode to increase the power of your next melee attack to cause a small explosion on your target, dealing an additional (your proficiency bonus)d6 force damage to your target. You may only use this property a number of times equal to your proficiency bonus, and this damage also treats immunity to force damage as resistance, and if the creature had resistance to force damage, ignores it instead.

Jet propulsion[edit]

Prerequisite: N/A

  • Cost: 1 point

You gain a hover speed of equal to your movement speed, and once per long rest, you may use the integrated propulsion system on your battle suit to imitate the feather fall spell on yourself for one minute.

Additionally, if you have the Grav Boots property, you have an advantage on any ability, skill, or saving throws that would cause any displacement.

Yamabuki Module[edit]

Prerequisite: N/A

  • Cost: 2 points

You've installed the prototype module of the Yamabuki battlesuit. As a bonus action, you may grant another creature a number of temporary HP equal to 5 + your Valkyrie level. This temporary HP lasts until the start of your next turn. You may only grant this effect a number of times equal to your proficiency bonus per long rest.

Ethereal Fighter[edit]

Prerequisite: N/A

  • Cost: 2 point

This battlesuit modification allows the wielder to utilize an element of their choosing from fire, cold, or lightning (if you did not already choose a type for your preferred weapon damage type) or one of the three basic physical damage types slashing, bludgeoning, or piercing damage, and conjure ethereal attacks stemming from these types. Once you select a damage type for this battlesuit mod, you may not change it until you. Whenever you take the attack action, you may instead make a ranged attack with a range of 120/360, which deals 1d4+ your choice of Dexterity or Constitution of the damage type of your choice. You must have a free hand to use this attack. Your attack rolls for these attacks will be calculated using your choice of Dexterity or Constitution plus your proficiency bonus. The damage of this attack increases by 1d4 at 5th level, 11th level, and again at 17th level. This attack will also count as a weapon attack to benefit from other features, and you may choose this as your preferred weapon if you do not already have one selected.

Iris Blink[edit]

Prerequisite: N/A

  • Cost: 1 point

Using either your superhuman speed or your stigmata, you may blink to a location in a burst of speed. As a bonus action, choose an unoccupied space within 15ft of you and immediately blink to the location. If you have the Biological Enhancement property, you may use this blink as a part of your movement on your turns instead, and after blinking, enemies cannot use reactions against you until the end of your turn. You may only use this property a number of times equal to your proficiency bonus per long rest.

Versatility Module[edit]

Prerequisite: N/A

  • Cost: 2 points

You gain an additional bonus action on each of your turns to take the Dash, Disengage, or Hide actions and choose one additional fighting style.

Weapon Mastery[edit]

Prerequisite: N/A

  • Cost: 1 point

You may choose an additional preferred weapon or improve your original Preferred weapon's lethality. If you choose to improve your original preferred weapon, increase its additional damage by 1 stage. Ex. d4->d6 or d12->2d6. You may take this modification multiple times.

Valiant Valkyrie[edit]

Prerequisite: N/A

  • Cost: 2 point

When faced with insurmountable odds, you never crack under pressure standing fearlessly against any threats, be they enemy soldiers, the honkai, or even the herrschers themselves. You are immune to the frightened condition and any effects that cause fear. Additionally, if you are fighting 3 or more enemies without an ally within 20ft of you, and one of these creature's attack rolls miss you, all creatures within 5 feet of you have disadvantage on attack rolls against you until the start of your next turn.

Aquatic Survival Systems[edit]

Prerequisite: N/A

  • Cost: 1 point

Your battlesuit becomes capable of proficiency exploration and combat when in aquatic environments. So long as you are wearing your battlesuit, you may now breathe both air and water, and you gain a swimming speed equal to your walking speed + 10. If you already have a swimming speed, you instead gain an additional +20 to your swimming speed instead. Additionally, your preferred weapon has been augmented to be usable regardless of being submerged underwater.

Project ELF Companion[edit]

Prerequisite: N/A

  • Cost: 3 point

ELFs were designed to replace soldiers and reduce casualties in response to the honkai threat in the world. Each ELF is a combat drone capable of independent action and thought and constantly learns and analyzes data collected from each encounter. In combat, your ELF will be a companion who can support the Valkyrie and their team in a myriad of ways. Unlike the other Project series members, ELF's primary function is indirect combat support, though, with sufficient data, they can also be fierce combatants. All ELFs will count as tiny-size constructs due to their nature as living weapons to combat the honkai. ELFs will use the same stat block as a homunculus but will instead have hit points equal to 10 + twice the valkyrie's level, a charisma score of 10, and will have resistance to slashing, bludgeoning, or piercing damage and immunity to psychic damage. Despite their construct nature, ELFs can benefit from any source of healing, including items such as healing potions and spells. You may choose any design for your ELF companion. ELFs will always consider the Valkyrie and any of their companions as friendly and will do anything within their power to assist or follow any directed orders or commands. Your ELF may also speak any language that the Valkyrie knows. In combat, your ELF will take its turn immediately following yours and may only take a single action. Your ELF must choose an archetype from the Valkyrie class, which will dictate their main focus in combat. Initially, due to lacking combative data, your ELF may only choose between the Support or Healer subclasses as their archetype.


If your ELF is of the support archetype, they will gain an altered version of the Inspire feature. Your ELF may only take these two actions in combat, Command: Support or Command: Inspire.

  • Command: Inspire: They may grant any ally a d4 inspiration die. Your ELF may only grant this inspiration die a number of times equal to your proficiency bonus.
  • Command: Support: Alternatively, your ELF may also use their action to grant an ally within 30ft of them temporary hit points equal to your proficiency bonus. Temporary hit points granted by your ELF will last until the end of combat.

If your ELF is of the healer archetype, they will gain an altered version of the Gift of Life feature. Your ELF may only take these two actions in combat, Command: Revive or Command: Heal.

  • Command: Revive: If an ally is reduced to 0 hit points, your ELF may travel to their side, restore them to back to 1 hit point, stabilize them, and allow them to regain their consciousness. If an ally dies, this command may only revive them to 1 hit point but will not allow them to regain consciousness, so long as it is within 1 minute of them dying. You may use this a number of times equal to half of your proficiency bonus (rounded up).
  • Command: Heal: Alternatively, your ELF may also use their action to restore hit points to an ally within 30ft of them, equal to your proficiency bonus. If a creature would already be at maximum hit points, your ELF may instead overheal them, adding the healing to their maximum hit points instead (and providing healing equal to the amount increased). Increases to a creature's maximum hit points through overhealing will last until the end of combat.

Finally, Whenever you level up, your ELF's hit point maximum increases by 1d6 (or 4) + its Constitution modifier. If your ELF is reduced to 0 hit points, it will retreat back toward the Valkyrie for safety. Once an ELF has retreated back to the Valkyrie, they cannot be redeployed for the remainder of that combat encounter, and the Valkyrie must take a short rest to restore them to half of their maximum hit points or a long rest to restore their hit points fully. Otherwise, your ELF will remain at 0 hit points but not unconscious and may still perform light activities.

Personal Assistant[edit]

Prerequisite: Project Series 1000 Companion Mod, or Project ELF Companion

  • Cost: 1 point

Your construct has been upgraded to assist you in a non-combative capacity better. Increase your Construct's Intelligence and Wisdom scores by 4 + your proficiency bonus. Additionally, your construct may either gain proficiency in all tools and skills that you are proficient with, or you may choose to grant them four skill proficiency and two tool proficiencies of your choice. They will also gain a +5 to their passive perceptions and can perform simple tasks that a servant could do, similar to the unseen servant spell.

3rd Level Battlesuit Modifiations[edit]

Project Series 1000 Companion[edit]

Prerequisite: N/A

  • Cost: 3 points
Valkyries with the carry subclass must spend 4 points instead of 3.

You are able to deploy your choice of either a Small Drone Construct from your battlesuit or a large-sized mechanical construct. Deploying the drone will take a bonus action on your turn in combat, and deploying your large construct will require your action. Once deployed, they will act immediately after your turn the following round in the initiative order.

Your drone will have an AC of 1. Your proficiency bonus HP is equal to your Valkyrie level. It will be considered a size small, with a flying speed of 40ft, can carry a maximum of 40lb, and cannot move more than 200ft away from you. The drone will also add your Intelligence modifier to any damage dealt by it, half of your Intelligence modifier (rounded up) to its attack rolls, and you add your proficiency bonus to any of your drone's actions that have a saving throw DC if any. If destroyed or damaged, the drone will require you to spend a short rest or long rest repairing it yourself with a DC 15 check using Tinkerer's Tools or a DC 20 intelligence check if you do not have the tools. The construct will recover half of its maximum hitpoints if repaired during a short rest and fully recover its hit point maximum on a long rest.

Your large construct will have an AC of 14 + Your proficiency bonus and bonus HP equal to 15 + (3* Your Valkyrie level). It will have a flying speed of 20ft and ground speed of 30ft (your choice), can carry a maximum of 1020 lbs, and cannot engage in combat while more than 60ft away from you. The construct will add your intelligence modifier to its damage when attacking. If destroyed or damaged, the drone will require you to spend a short rest or long rest repairing it yourself with a DC 15 check using tinkerer's Tools or a DC 20 intelligence check if you do not have the tools.

All of your constructs can understand any languages you speak but cannot speak themselves and will only be loyal to you and whoever else you program it to be loyal to (you may also be very specific as to what commands it will obey or the extent of its loyalty). They are also immune to poison and psychic damage une to the Charmed, Deafened, Exhaustion, Frightened, paralyzed, and poisoned conditions. They also have blindsight sight up to 60ft and passive perception of 10 + Your proficiency bonus. If any of your constructs are more than the allotted ft away from you, they will be deactivated (incapacitated) until within range.

Your companion may use a bonus action on their turn to grant the Valkyrie the Help Action so long as they are within 15ft of each other.

Finally, you may recollect them freely as either an action (large size) or a bonus action, respectively.

Mount Transformation[edit]

Prerequisite: Project Series 1000 Companion Mod and large Construct companion.

  • Cost: 2 points

Whenever you have your large construct companion deployed, you may expend a bonus action to allow them to assume the form of a ridable creature of your choosing that cannot be larger than your project companion's size or a vehicle that can seat a maximum of two medium-sized creatures. Doing this will grant your mount a ground speed of 80ft and increase its range of operation from 60ft to a maximum of 100 miles. While within this range, you may signal for your mount to begin maneuvering to your location as a bonus action. For each foot, your mount moves in a straight line, it can clear a distance of up to twice that distance when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement. Your mount also has a water and wall walking speed equal to half of its movement speed. You may also have your construct immediately assume this from wherever they are initially deployed. While mounted, attacks of opportunity will be made at disadvantage toward you and your construct, and you will be unable to use the Evade feature. Additionally, your mount will share your Dexterity Modifier instead of its own. While transformed in this manner, the construct will be unable to use its apprehend action but will allow you to make a charging attack when you travel at least 10ft towards a creature while mounted. This charging attack will function like the construct's Bash attack but will impose a DC 14 + Your proficiency bonus Strength saving throw, knocking the creature prone or knocking them back up a number of feet equal to half of the distance traveled and dealing additional (proficiency bonus)d4 force damage on hit. This attack can be used on a single creature and, if done so, will only replace a single attack when you take the attack action. Alternatively, this can be taken as a normal action and instead, impose the same Strength Saving throw to all creatures, causing half as much damage on a successful save and not knocking them prone.

Weapon Projection Systems[edit]

Prerequisite: N/A

  • Cost: 2 points

Your battlesuit has been synced with your stigmata to harness its power to manifest your preferred weapon(s) at a moment's notice. Before initiative is rolled, you may manifest your preferred weapon(s). These weapons may be dismissed or resummoned as a bonus action on your turns. Additionally, if your preferred weapon is a melee weapon, it gains the thrown property (30/120) and is considered a light and finesse weapon in your hands, and if you only have one preferred weapon, you may manifest two of the same type instead of one. However, if the weapon normally had the heavy property, its damage die will be reduced by one step. Ex. a 2d6 greatsword becomes a d10.

Biological Enhancement[edit]

Prerequisite: N/A

  • Cost: 1 point

Your battlesuit evenly distributes honkai energy across your body, boosting your physical capabilities. You count as one size larger for grappling, and when determining your carrying capacity and weight, you can push, drag, or lift. Your hit points maximum increases by an amount equal to your level when you gain this feature. Whenever you gain a level thereafter, your hit points maximum increases by an additional 1 hit point.

Energy Protection Module[edit]

Prerequisite: Yamabuki Module Mod

  • Cost: 1 point

Whenever you use your Yamabuki Module, you can now target yourself with the feature. While a creature granted temporary Hit Points from your Yamabuki Module is damaged by any damage that is not Bludgeoning, Slashing, or Piercing, they reduce the damage taken by an amount equal to your proficiency bonus.

Trauma Protection Module[edit]

Prerequisite: Yamabuki Module Mod

  • Cost: 1 point

Whenever you use your Yamabuki Module, you can now target yourself with the feature. While a creature granted temporary Hit Points from your Yamabuki Module is damaged by Bludgeoning, Slashing, or Piercing damage, they reduce the damage taken by an amount equal to your proficiency bonus.

Throwing Arsenal[edit]

Prerequisite: N/A

  • Cost: 2 points

Your battlesuit has been augmented to store small projectiles which can be used as easily accessible throwing weapons. As an action, you may throw two of these projectiles at once at up to two creatures of your choosing. Each projectile will deal d4 + 1 + Your Dexterity Modifier piercing damage or your preferred weapon elemental damage type and will have a range of 30/120. You have a number of projectiles equal to your double proficiency bonus. You can also make a single-thrown weapon attack as a bonus action on your turns. Additionally, as part of your reaction after successfully evading an attack using your evade feature, you may make an attack against the creature who attacked you using a single of these projectiles. On a hit, the projectile will deal double its normal damage. The number of projectiles fired by the action portion of this property will increase by 1 for every extra attack you gain from the Valkyrie class.

Projector Module[edit]

Prerequisite: Military Visor Mod

  • Cost: 1 point

This property allows your visor to project a realistic hologram of your choosing to a target location within 60ft of the Valkyrie. In combat, as a bonus action, you may use your visor to imitate the Minor Illusion Cantrip, choosing both a sound and image when used. On subsequent turns, you may also alter the projected hologram as a bonus action for the duration of the cantrip. Creatures who attempt to discern the hologram must make an investigation check against your Valkyrie DC.

Energy Blast[edit]

Prerequisite: Martial Artist Mod or Unarmed Fighting Fighting Style

  • Cost: 1 point

You begin to incorporate your extensive martial arts training into your ability to harness Honkai Energy. As an action, you may now instead create a blast of pure energy from your body. This attack will cause all creatures within either a 15ft cone or a 30ft line (your choice) to make a Dexterity saving throw or take damage equal to your unarmed strike plus two additional die or half as much on success as force damage. Alternatively, this can be used as a ranged attack using either your Strength, Dexterity, or Constitution as your attack and damage modifier with a range of 30/90, dealing your unarmed die plus an additional die of damage as force damage. This damage can also be changed to either fire, cold or lightning damage, depending on what damage type your preferred weapon's additional damage is. You can create these special attacks a number of times equal to your proficiency bonus. Additionally, as an action, you may also expend multiple uses of this feature in one burst adding the damage dice together and rolling all at once but only adding your primary modifier once.

If you have the Concussive Blows battlesuit Modification, you may also double the range of these attacks and apply its effects to this modification.

Visor Upgrade[edit]

Prerequisite: Military Visor Mod

  • Cost: 1 point

In addition to the previous effects of the Military Visor, your Visor now grants you a 30ft radius of blindsight, the ability to see invisible creatures within range, and discern any creature shapeshifting. You may also detect living creatures using this vision even through walls and structures up to 10ft thick and through heavily obscured vision. This property does not affect creatures that are undead or constructs. Additionally, your passive perception increases by 5.

Concealed Carry[edit]

Prerequisite: N/A

  • Cost: 1 point

This property allows the Valkyrie to customize their battle suit to take the form of any official attire or uniform (or whatever else makes you look good), concealing your battlesuit's true function. Your preferred weapon(s) may also benefit from this concealment, allowing it to be drawn without the use of an item interaction action. Additionally, while wearing your battlesuit, you gain a +3 to any charisma-based checks. Creatures must make a DC 20 perception check to notice your preferred weapon when concealed and a DC 25 perception check to discern the true nature of your attire.

Raven's Cowl[edit]

Prerequisite: N/A

  • Cost: 2 points

Your battlesuit comes equipped with a hood and cape, allowing for easy concealability of the Valkyrie's facial features and enhancing stealth capabilities. Your hood will project constant shadows or covering (for example, a mask) concealing the Valkyrie's face. Your cape can be used defensively in combat, granting you the ability to as a reaction to subtract 3 from an attack roll made against you or impose disadvantage against a creature trying to grapple you. You may choose how much of your face is covered, and for a creature to discern the nature of your disguise, they must make an investigation check against your battlesuit DC only to discern the projection. Additionally, you will passively gain a + 3 to any Stealth and Intimidation checks made with this battlesuit property.

Additionally, if you have the projector battlesuit property, you may increase the DC of this property by +3 and double your projector property's range.

Hyper Cognition[edit]

Prerequisite: N/A

  • Cost: 2 points

This property allows the Valkyrie's mind and body to be in perfect synchronization, allowing them to react with minimal delays. With this property, the Valkyrie has a +5 on initiative rolls and can no longer be surprised at the start of combat. Finally, you gain one additional reaction on each of your turns.

Molecular Armory[edit]

Prerequisite: N/A

  • Cost: 2 points

This property allows any melee weapon used in tandem with your battlesuit to be modified by honkai energy to be sharpened on a molecular level. Whenever you successfully deal damage to a creature with a weapon that deals either piercing or slashing damage, they must make a Constitution Saving Throw against your Battlesuit DC. On a failure, they suffer a wound and begin bleeding. On a success, they do not begin to bleed; however, for every additional successful melee attack made against that creature by the Valkyrie that round, increase the DC of the saving throw by +2. If the creature is able to bleed, they take 1d4 necrotic at the start of each of their turns. Each additional successful melee attack beyond the first will apply another wound to the creature up to a maximum of wounds equal to half of your proficiency bonus (rounded up). Each additional wound will cause an additional d4 of necrotic damage when a creature is struck. A creature can stop the bleeding if they or an ally spends their action tending to the wound.

Additionally, if you have the Throwing Arsenal property, they will now deal an +2 damage instead of +1 on hit, gain an additional projectile, and they can now apply the same bleeding condition as stated above on hit.

Concussive Blows[edit]

Prerequisite: N/A

  • Cost: 1 points

Whenever you deal bludgeoning damage to a creature, structure, or construct, you may instead choose to deal force damage on hit. Additionally, you deal double damage to all structures, objects, and constructs when you would deal bludgeoning damage from a melee attack.

Any derivative of the Martial Artist modification will also gain these benefits.

Project ELF: Offensive Module[edit]

Prerequisite: N/A

  • Cost: 2 points

You've exposed your ELF to enough combat scenarios or installed sufficient enough data to allow them to maximize their combat potential. If your ELF already had an archetype, you choose a new archetype and decide to integrate aspects of both into the ELF or use either to engage in combat. Choose between the Enabler or Carry archetype. Depending on your chosen archetype, you may select from the commands for each archetype. You may also choose an optional element for your ELF to specialize in. The chosen element will dictate the damage type of your ELF's slay command. When your elf makes an attack roll, they will use a special attack modifier of double your proficiency bonus.

If you are using the carry archetype, you gain the following commands: Command: Slay and Command: Attack.

  • Command: Slay: The ELF will perform a special ability dealing damage equal to (your proficiency bonus)d6 plus your Valkyrie level in your choice of slashing, piercing, bludgeoning damage, or one of the elemental damage types of your choice. (Once you make this choice, you cannot change it) You may use this command a number of times equal to your proficiency bonus.
  • Command: Attack: You command your Elf to attack a single target within 30ft of the elf, dealing damage equal to double your proficiency bonus. The damage type will be your choice of slashing, piercing, bludgeoning damage, or one of the elemental damage types of your choice. (Once you make this choice, you cannot change it) Your elf will not make an attack roll whenever you use the attack command.

If you are using the Enabler archetype, you gain the following commands: Command: Cripple and Command: Sabotage.

  • Command: Cripple: The ELF will perform a special ability dealing damage equal to half your proficiency bonus (rounded up) plus half your Valkyrie level (rounded up) in your choice of slashing, piercing, bludgeoning damage, or one of the elemental damage types of your choice. (Once you make this choice, you cannot change it). This attack will also allow you to cause the creature to take additional bonus damage from all sources until the end of your next turn, equal to your proficiency bonus. You may use this command a number of times equal to your proficiency bonus.
  • Command: Sabotage: You command your Elf to attack a single target within 30ft of the elf, dealing damage equal to your proficiency bonus and applying a penalty to either their attack rolls, saving throws, or AC equal to half of your proficiency bonus (rounded down) until the start of your next turn. The damage type will be your choice of slashing, piercing, bludgeoning damage, or one of the elemental damage types of your choice. (Once you make this choice, you cannot change it) Your elf will not make an attack roll whenever you use the attack command.

7th level Battlesuit Modifiations[edit]

Yamabuki Augment Core[edit]

Prerequisite: Yamabuki Module

  • Cost: 3 points

This property allows the wearer to utilize honkai energy to create a protective shield against any attack. Passively, this property grants the wearer an additional +2 to their AC, and the wearer gains a number of temporary HP equal to 10 + twice their Valkyrie level. This shield will regenerate temporary HP equal to your proficiency bonus at the start of each of your turns if you did not take any damage since your previous turn or fully regenerate after 10 minutes outside of combat.

Flash of Eternity[edit]

Prerequisite: Iris Blink Mod

  • Cost: 2 points

You've gained a mastery of high-speed movement and can do so effortlessly at your leisure. Whenever you use your bonus action to blink, you may now move up to 30ft rather than 15ft. Additionally, you may use your blink to move 15ft as a part of your moment without expending a use of this feature and increase this movement to 30ft by expending an additional use as normal. Finally, your blink now has a number of uses equal to your proficiency bonus.

If you also have the biological Enhancement property, then this battlesuit modification will cost 1 less point.

Limit Break[edit]

Prerequisite: N/A

  • Cost: 1 point

Through being pushed extensively to your breaking point, your body has adapted to be able to constantly go beyond your normal capabilities when engaged in a difficult encounter. Your Evade and Block features now add double their uses per day.

Shadow Dash[edit]

Prerequisite: N/A

  • Cost: 2 points

You augment your battlesuit to excel at highspeed movements and being able to blend and meld with shadows to perform deadly takedowns. You may now try to hide whenever you are in dim light or in light obscurement from the creature you are hiding from. Whenever you successfully evade an attack using your Evade feature and use any of its allotted movement. As part of that reaction, you may choose one target within 15ft of you and immediately dash toward them, ignoring attacks of opportunity and making a melee attack against that creature and any creature between you and the creature. On a hit, you deal an additional 3d6 damage on hit. This damage increases by 1d6 every time your proficiency bonus increases past 7th level. Alternatively, you may also use this feature, ignoring the evade requirements if it is during a surprise round or if you are attacking a creature that is unaware of you. If used this way, you may dash the 15ft or forgo it.

Flight Systems[edit]

Prerequisite: N/A

  • Cost: 2 points

This modification creates hard, light wing projections or a unique lightweight material infused with houkai energy to provide flight capabilities to the Valkyrie. This battlesuit modification may also provide With this property, you gain a flight speed of 60ft, and out of combat speed, flight speed allows travel at 30 miles per hour consistently. At maximum output out of combat, this property will half its number of active hours to achieve 90 miles per hour consistently. Flight systems may only be active for a number of hours equal to your proficiency bonus per long rest. Additionally, as a bonus action, if you moved at least 10ft towards an enemy, you may blitz them utilizing your wings for increased momentum. Your first melee attack that round will gain advantage and impose a Strength saving throw against your Valkyrie DC, and on a failure, they take bludgeoning damage equal to your (proficiency modifier)d6 and are knocked prone. They only take half damage on a successful save and are not prone. If you also have the Mount Transformation battlesuit modification, then you may increase its mounted form speed from 80ft to 120ft and make its movement speed equal to its flight speed. Additionally, its out-of-combat flight speed now becomes 60 miles per hour consistently, and it can now be active for a number of hours equal to 2+ your proficiency bonus per long rest.

Extreme Conditioning[edit]

Prerequisite: Biological Enhancement Mod

  • Cost: 2 points

You've undergone extensive physical training to better combat the Honkai. You gain proficiency in your choice of Strength saving throws or Consitution saving throws. Whenever you gain a level, your hit points maximum increases by an additional 2 hit points instead of 1. This benefit also functions retroactively for each level achieved previously. Finally, as a reaction, you may ignore the effects of 1 level of exhaustion or anyone negative condition or effect affecting you for 1 minute before its effects persist as normal. You may only use this feature once per long rest.

Spiked Reinforced Garb[edit]

Prerequisite: Additional Plating Mod

  • Cost: 2 points

Your battlesuit has now been remade with highly elastic materials, taking on a new form of your choosing. Increase your AC by 1, and your battlesuit now counts as light armor for the purposes of ignoring any negative effects medium armor would grant, and whenever you use your Evade feature, your battlesuit now eviscerates enemies as you flourish across the battlefield. All creatures within 5ft of you when you use your Evade feature must make a Dexterity Saving throw against your battlesuit DC or take slashing damage equal to (your proficiency bonus)d4.

Mark of Cain[edit]

Prerequisite: Molecular Armory and Biological Enhancement

  • Cost: 3 points

Your stigmata has begun to fundamentally alter your state of being as you slowly begin to gain more vampiric traits dancing between creature and person. Your Hit Die increases to a D10 from a D8 and whenever a creature is below their maximum hit points and is not a construct or undead, your senses heighten at the scent of their blood, allowing you to locate them and allowing you to gain advantage on checks to track or hunt them. Creatures out of your sight whose hit points are below their maximum must make a stealth check against your passive perception within the 60ft range or have their location revealed to you. On a successful save, they will not be revealed to you. Whenever a bleeding creature attacks you, you may reduce the damage taken from the attack by an amount equal to half of your proficiency bonus (rounded up). Additionally, increase the DC of molecular armory's bleed by 1, and whenever a creature is bleeding, a creature must now spend their action and make a DC 15 medicine check to stop the bleeding or expend a charge from a healer's kit if available.

Soul Drinker[edit]

Prerequisite: Mark of Cain

  • Cost: 1 points

Your thrust for blood has only heightened after your awakening, and even the hacking and slashing of blood across the battlefield fuels and rejuvenates you. Whenever you deal damage to a bleeding creature, or a creature you afflicted the bleed condition with takes bleed damage, you will heal 1 hit point.

Retractable Armory[edit]

Prerequisite: Throwing Arsenal Mod

  • Cost: 2 points

All of your melee or thrown weapons gain the returning property, allowing them to return to you if you missed an attack roll with them except the projectiles used from the Throwing Arsenal property. As a bonus action, when you have thrown at least two projectiles using the Throwing Arsenal property, you may retract them to yourself, causing all creatures within a line between the projectiles and the valkyrie to make a Dexterity saving throw or take a number of d6s equal to the number of projectiles thrown. Using this feature replenishes all expended projectiles from the Throwing Arsenal property. You may only use this feature twice per long rest.

Afterimage Illusions[edit]

Prerequisite: N/A

  • Cost: 2 points

After you successfully evade an attack using your Evade feature, you may create an afterimage of yourself. This after-image will last until the end of your next turn. Whenever a creature makes an attack roll against you while an afterimage is within 15ft of you, it must roll a d6. On a 4-6 they successfully hit you, but on a 3 or below, they instead damage your afterimage, immediately destroying it. If an attack meets or exceeds your AC while an afterimage is within 15ft of you, the afterimage will immediately attack the creature who attacked you and deal force damage equal to your proficiency bonus. This force damage cannot be reduced by any means. You may have up to three afterimages created at a single time, and you may use this feature to create an afterimage a number of times equal to your proficiency bonus per long rest.

Elemental Companion[edit]

Prerequisite: N/A

  • Cost: 4 points

Using your stigmata you harness the power of your preferred element of choice between fire, cold, or lightning (if you chose one of these types for your preferred weapon, then the elemental type will be the same for this mod) and conjure an elemental beast to fight alongside you. Choose any elemental of the corresponding element that is of CR 5 or lower. The summoned elemental will be friendly to you and your allies and will follow and assist you to the best of their ability. The elemental will persist until you dismiss it, the elemental is reduced to 0 hit points, or until you fall unconscious. The elemental will take its turn after yours in initiative order and you may even expend a bonus action on your turn to command the elemental to perform a single action of your choice and command it to move half of its movement speed in the same action. You may only use this battlesuit modification once per long rest.

Adaptive Armor[edit]

Prerequisite: N/A

  • Cost: 2 points

Your battlesuit has been augmented to be able to adapt to harsh elements and any extreme forces of nature. With this battlesuit property, you no longer have to make saving throws against the effects of extreme cold, heat, and any other environmental conditions, and you may now survive in vacumes, including harshness of space. Whenever you take fire, cold, lightning, acid, or poison damage, you may reduce the damage taken by an amount equal to your proficiency bonus. Additionally, as a reaction, you may choose to gain resistance to one incoming type of damage for the triggering attack if it is either fire, cold, lightning, acid, or poison damage.

Artificial Prehensile Tail[edit]

Prerequisite: N/A

  • Cost: 3 points

This property adds an artificial tail that can either be attached to the Valkyrie or their battlesuit. Alternatively, if the Valkyrie already had a natural tail, the tail is instead enhanced. This property allows the tail to lift an amount equal to half of your own carrying capacity, and you may add half of your normal weight in pounds which you may normally lift, drag or pull if using your tail to assist. Your tail may also wield weapons you are proficient with. Attacking with your tail will be done whenever you take the attack action, and it will always deal a d4 + (the weapon's appropriate modifier) and damage type unless otherwise specified. If wielding a weapon with the two-handed or heavy property, your tail will instead require your bonus action or reaction to attack, and its damage will now be equal to a d6 instead. However, you may only choose to perform one of these per round.

Elemental Initiate[edit]

Prerequisite: Cold, Fire, or Lightning preferred weapon additional damage type.

  • Cost: 3 points

Your battlesuit has been augmented to be the perfect embodiment of a respective element of your choosing. Your preferred weapon may now mimic the effects of the Elemental Edge cantrip as a bonus action or action to apply to your preferred weapon with your chosen elemental damage type, and gain one of the following cantrips to mimic depending on your chosen element: Fire Bolt, Arc, or Ice Shards. When using any of these cantrips, you may treat either Strength, Dexterity, or Constitution as your modifier to calculate Attacks and DCs with these effects and add that same modifier to the damage of the cantrips.

Taixuan Swordmanship[edit]

Prerequisite: N/A

  • Cost: 3 points

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11th level Battlesuit Modifiations[edit]

Master Martial Artist[edit]

Prerequisite: Martial Artist Mod or Unarmed Fighting Fighting Style, and Biological Enhancement Mod

  • Cost: 2 points

You've advanced your martial prowess allowing your entire body to be used as a lethal weapon. Your unarmed strikes gain an increase to its damage step three (D4>D6>D8>D10>D12>2d6). Additionally, as a reaction, whenever a creature uses a melee attack against you, you may add a +2 to your AC against the triggering attack. If the attack misses, you make an unarmed strike against them as part of the same reaction with advantage.

Project Series 2000 Upgrade[edit]

Prerequisite: Project Series Companion Mod

  • Cost: 2 points

You have upgraded your project companion to be more versatile within combat. Regardless of which type of construct you have, they will now always add your proficiency bonus to their damage and accuracy. Additionally, you gain a pool of 6 ability score improvements to distribute across the construct's scores. Once distributed, you cannot change what ability score they were invested into.

Your Large construct will now have the following properties:

  • It now has AC of 13+ Your proficiency bonus and HP equal to 40+(3*Your Valkyrie level).
  • Its flight and ground speed will increase by 20.
  • It gains the Multiattack property and can make two attacks with any of its weapons.
  • It can now carry a maximum of 600lbs.
  • It cannot engage in combat more than 90ft away from you.
  • You can now choose from three weapon types to install into your companion, which can be changed during a long rest using Tinkerer's Tools and 20 gold. A Launcher, A plasma cannon, or Assault Gun.

Launcher: Choose a point within range, all creatures within 5ft of that area must make a Dexterity saving throw or take 1d6+1 fire and force damage or half as much on a success. (60/180 range)

Plasma Cannon: Every creature within a 30ft line must make a Dexterity saving throw or take 2d4+2 fire damage, or half as much on a success.

Assault Gun: 2d6+2 Piercing (120/300 range)

Your small Construct will now gain the following properties:

  • You gain a second deployable construct.
  • Your drones will now have an AC of 15 + Your proficiency bonus and HP equal to 10 + Your Valkyrie level.
  • Increase its flying speed by 10ft.
  • Their projectiles now deal 1d6+2 damage, and you may now change the damage type of their projectiles to be the same as your preferred weapon during a long rest using Tinkerer's Tools and 10 gold.

Alpha Strike[edit]

Prerequisite: Hyper Cognition Mod

  • Cost: 3 points

Your reaction speed has further increased to be able to seize the opportunity in combat before a single strike can be dealt. If you are the highest in the initiative order, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10.

Full Power Mode[edit]

Prerequisite: Ultimate Ability with the Burst Mode aspect.

  • Cost: 3 points

Whenever you use your ultimate ability, your battlesuit evolves temporarily, taking on a new form of your choosing and granting itself, your body, and stigmata 100% combat efficiency. For the duration of your Burst mode, you will be under the benefits of the Combat Avatar except your Dexterity, Constitution, and Strength scores will be 20 instead and cannot be reduced for the duration of the Burst Mode, only gain 10 additional temporary Hit Points and only a +1 to AC. Additionally, if you have the Weapon Projection Systems property, their damage die is replaced with the benefits of the force weapon described by the Combat Avatar spell.

Weapon Tracer[edit]

Prerequisite: Weapon Projection System Mod

  • Cost: 2 points

Your weapon projection systems have evolved, allowing the creation of any basic weapon type which you have seen at least once. While you have this mod, you are also considered proficient with Tinkerer's tools and Smith's Tools. If you already have proficiency in either, you may treat one of them as having expertise instead. Any weapon created by you will now gain the benefits of your preferred weapon feature and count as a +2 magical weapon for the purposes of overcoming resistance. Additionally, you may now use this mod to create any man-made mundane item which is valued at 5 gold or less, such as a wooden chair, a backpack, crowbar, etc. When used in this manner, you have a number of charges equal to your proficiency bonus, and an item created lasts for 1 hour but may be extended by another hour by extending additional charges at creation.

Jet-powered Gauntlets[edit]

Prerequisite: N/A

  • Cost: 2 points

You have the ability to deploy or dismiss a pair of Jet-powered gauntlets from your battlesuit as a bonus action that float adjacent to you. These gauntlets can be used to interact with objects within 30 feet or use one to make an attack or grapple anything within 30 feet using an action. Your gauntlets will benefit from the extra attack feature and will count as a melee martial weapon with the glove property. Make an attack roll using your choice of your str, dex. Your gauntlets deal (your proficiency bonus)d4 + your selected Modifidr bludgeoning damage. Due to these gauntlets being powered by immense amounts of honkai energy, they overcome resistances and immunities. The gauntlets use your dex modifier, instead of your Strength to determine the amount of weight they can carry. The gauntlets also may use your dex, instead of Strength, for their Athletics checks whenever they go to grapple a creature and they also count as having the glove property.

As an action, you may clench your fist and charge energy as the jets on the gauntlet flair up in anticipation. Charging in this manner will require a full turn action and on your next turn after charging you may unleash a single powerful strike. All creatures within a 15ft cone must make a Dexterity saving throw or take 10d4 force damage and be knocked back 10ft or half as much on a success. For every additional full turn action taken up to a maximum of three, increase the damage by an additional 10d4 and the knockback by an additional 10ft. This feature will also deal double damage to structures and can only be used a maximum of twice every long rest.

Blink Strike[edit]

Prerequisite: Iris Blink mod

  • Cost: 4 points

Your highspeed movement has improved to the point of you being able to seamlessly mix it into your fighting style, allowing for deadly unseen strikes. When you are making a melee attack against a creature or a creature is within range of your blink modification, you may expend one use of your blink mod to perform a blink strike instead. Your blink strike will function as if you surprise attacked a creature at the start of combat, thus granting advantage. When performing a blink strike to a creature within range of your blink feature, it will be treated as if you used one attack from the attack action. The targetted creature cannot use any reactions or features in response to this attack. Additionally, if your blink strike hits the creature, you may choose one condition to apply to them until the end of your next turn between Impaled, Staggered, or Marked.

Elemental Journeyman[edit]

Prerequisite: Elemental Initiate mod

  • Cost: 2 points

You gain resistance to the elemental damage type you chose from the Elemental Initate battlesuit modification.

15th level Battlesuit Modifiations[edit]

Project Series 3000 Upgrade[edit]

Prerequisite: Project Series 2000 Upgrade Mod

  • Cost: 2 points

Your Large construct will now have the following properties:

  • It now has AC of 14+ Your proficiency bonus and HP equal to 20+(4*Your Valkyrie level).
  • Its flight speed will increase by another 10.
  • It can now carry a maximum of 1000lbs.
  • It can now freely move any distance away from the valkyrie without deactivating.
  • Your construct gains the Multiattack property allowing it to attack twice using any combination of weapons or attacks.
  • Your construct's melee attacks now deal 2d6+4 bludgeoning damage.

Your small Construct will now gain the following properties:

  • Your drones will now have advantage on dexterity saving throws due to their improved evasive maneuvers.
  • Your drones can now carry up to 50lb each.
  • Increase its flying speed by 30ft.
  • Your drones can now use uncanny dodge as a reaction.
  • Their projectiles now deal 1d10+5 damage and now have a range of 60ft.

Excelsis Lightwings[edit]

Prerequisite: Flight Systems Mod

  • Cost: 2 points

Your flight systems have been upgraded to a more lightweight and easily deployable design of your choosing. Your flight speed now becomes 60ft and so long as you are hovering at least 5ft in the air, you gain advantage on all melee attacks on creatures who aren't flying. Additionally, as a reaction, if a creature is airborne, you may immediately travel half of your flight speed toward them and make 1 melee attack against them. On hit, you slam the creature to the ground dealing (your proficiency bonus)d12 bludgeoning damage to them, and knocking them prone.

Improved Tail[edit]

Prerequisite: Artificial Prehensile Tail Mod

  • Cost: 1 point

Your prehensile tail can now wield two-handed weapons without issue and now deals the normal damage of the weapon being wielded.

Time Fracture[edit]

Prerequisite: N/A

  • Cost: 3 points

As a reaction, you may initiate a time fracture, allowing time to slow to almost a halt from your perspective. Any projectiles within the air are halted, and no creature can react to a Valkyrie within Time Fracture, with exception of them having legendary reactions or having a similar feature or trait. During this reaction, you may move up to twice your movement speed and are allowed to interact with twice before the time fracture ends. Interactions include altering the trajectory of projectile mid-air (granting disadvantage on the attack) or moving an ally out of harm's way (your movement speed will be halved while moving them), or using an item or object. Enemies can also be interacted with, but if you attempt to attack an enemy, you may only make a single attack against them, consuming one of your interactions.

Performative Arts[edit]

Prerequisite: Support, Enabler, or Healer Subclass

  • Cost: 5 points

You've taken a more inspired approach to your abilities as a Valkyrie, and utilizing your stigmata, an instrument (if you so desire), and a combination of movements can now aid your allies or hinder your enemies. You gain proficiency in the performance skill. If you already have proficiency in the skill, gain expertise instead. At the beginning of your turn, you may as a free action, initiate a performance for the creatures around you. For the rest of your turn, you may expend your action, bonus action, and reaction (only 1 reaction may be used in combination with this feature) to continue your performance, with its effect intensifying as you persist. Initially, regardless of which action you expend after initiating this battlesuit mod, you must make a DC 15 Charisma (Performance) or Dexterity (Performance) to receive the benefits of Tier 1 performance. Afterward, any additional actions spend to continue this performance will require a DC 20 Charisma (Performance) or Dexterity (Performance) to receive the benefits of a Tier 2 performance. Finally, by expending a third action, you may perform a DC 25 Charisma (Performance) or Dexterity (Performance) check to receive the benefits of a Tier 3 performance. Depending on which subclass of Valkyrie you choose will grant different effects per Tier when this feature is used.

19th level Battlesuit Modifiations[edit]

Pseudo Hersherr Core[edit]

Prerequisite: N/A

  • Cost: 5 points

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Prototype Godsbane Suit[edit]

Prerequisite: N/A

  • Cost: 5 points

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Flame-Chaser Initiate[edit]

Prerequisite: N/A

  • Cost: 5 points

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