Oath of the Valkyrie Paladin

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Paladin Subclass - Valkyrie

Sacred Oath

At 3rd level, a paladin gains the Sacred Oath feature. This is a new option for that feature, the Oath of the Valkyrie.

Oath of the Valkyrie

The Oath of the Valkyrie calls to paladins who seek to enforce the transitions of souls to the afterlife. While most Paladins have some form of dislike for the undead, Valkyries hate them with a fiery fury, despising them for defying the natural transition.

Valkyries are legendary warriors, sworn to serve a god with dominion over life, death, or the transition between them. They are relentless soldiers of their deity who would rather die in a grand battle than safe in their beds. The most powerful Valkyries are known for being defenders of the natural order who ride upon pegasi or griffin, dispensing judgement and maintaining the life cycle as it was intended.

Tenents of the Valkyrie

A Paladin of this oath is sworn to abide by these tenets.

The Natural Order. Guard and enforce the permanence of death. Prevent necromancy and ressurections, and destroy the abominations created by them.

Relentless. You are a sworn warrior of your god, devoted to being their blade. Never abandon that quest. Always fight on.

Death in Battle. You must make peace with your eventual demise. One day you may meet a foe who can best you in battle, and that day is not a sad one, it's a glorious one. It is the natural order acting as it should.

Oath Spells

You gain the oath spells at the Paladin levels listed, these spells are always prepared.

Oath of the Valkyrie Spells
Paladin Level Spells
3rd Compelled Duel, Zephyr Strike
5th Gentle Repose, Lesser Restoration
9th Conjure Barrage, Crusader's Mantle
13th Find Greater Steed, Guardian of Faith
17th Conjure Volley, Steel Wind Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity Options.

Valkyrie's Spear. You can use your Channel Divinity to conjure a magical spear of divine energy in your hand, and hurl it at your foe. When you use this feature, choose an enemy within 60 feet of you, and make an attack roll using your charisma with your proficiency bonus, against that target. On a hit, the target suffers 5d6 radiant damage. This damage increases to 6d6 at 7th level, 7d6 at 15th level, and 8d6 at 20th level.

Death Sense. You can use your channel divinity to, as an action, offer up a prayer to your deity while presenting your holy symbol. When you do this, your deity will show you any lingering souls of the people who have died around your location for up to 1 hour. You can tell the names of these people, and you can see if they have since become undead, but not the way they died or any other information about them.

Aura of Glory

Starting at 7th level, you emanate a powerful aura, allies within this aura are empowered when near death to grant them a more glorious end. This aura includes your space, and extends 10 feet from you in every direction. Allies within the aura who are at or below 1/3 of their total hitpoints have advantage on all melee weapon attacks. This aura extends to a range of 30 feet at 18th level.

Chosen Medium

At 15th level, your Death Sense no longer takes a use of your Channel Divinity feature and no longer has a time limit, you may turn it on and off at will.

It also now allows you to determine exactly how a soul you find died, as well as ask the soul up to three questions that they must answer truthfully (the same way as if they were under the effects of a Zone of Truth spell). If you find the lingering soul of one who has become undead, you can find the current location of said undead.

Heroic Harbinger

At 20th level, you become a harbinger of souls. You deal an additional 1d8 radiant damage to any undead creature you attack and when you kill an undead creature you gain 5 temporary hitpoints.

Additionally your deity has come to greatly value your service, and wishes for it to continue. You now age at a much slower rate, for every 15 years that pass, you only age 1 year, and you cannot be aged by magical means.

Your god has also granted you the ability to take on an ascended form. This form lasts for 1 minute, and provides the following benefits. You may use this form once per long rest.

  • You emit an aura in a 30 foot radius that heals your allies. Yourself, and any creatures you choose within the 30 foot radius regain 5 hit points at the start of your turn.
  • You Aura of Glory is augmented, allies within it who are at or under 1/3 of their total hitpoints also deal an additional 1d8 radiant damage on successful attack roll.
  • When you take the attack action on your turn, and the creatue hit is below one third of their total hit points, you may choose to do an additional 20 radiant damage to the creature. You may only do this once per round.
 

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