Valkyries

by CanceRevolution

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Valkyries

From the shimmering halls of celestial domains come the Valkyries, legendary beings of majestic power and grace. They are more than warriors; they are heaven's chosen, the perfect union of divine mandate and mortal valor. Tasked with missions of utmost importance, these all-female champions are reflections of the celestial gods' benevolent might, holding dominion over both the ethereal and the tangible realms.

Only souls of exceptional bravery and spirit are deemed worthy of the Valkyrie mantle. In the hallowed realms beyond mortal sight, these chosen few are transformed. Guided by the celestial pantheon, they undergo a transformation that melds their essence with the stars, enhancing their already formidable skills to levels of sublime mastery. While their prowess is unparalleled, it's their wisdom and compassion, honed by the gods themselves, that truly set them apart. Their battles, while legendary, are but one aspect of their celestial duty. They are also guardians of balance, ensuring harmony between the heavens and the earthly plane.

To stand before a Valkyrie is to witness the cosmos personified. Astride luminous steeds and armed with weapons crafted from starlight, they command the reverence of all who encounter them. Their presence is both an inspiration and a solemn reminder of the heavens' watchful gaze. Whether leading celestial charges, guiding valiant souls, or standing as the beacon against encroaching darkness, the Valkyries remain the steadfast embodiment of the divine interwoven with the mortal.

Tier 5



Valkyrie Gunnr, the Mistress of War

Medium, Celestial

Tier 5, Challenge Point 30, XP: 150

Special Loot: Blessed Weapon (Rare Weapon)

Attributes

AC 19 AP 2
HP 250 Posture 129
  • Damage Immunities: Light
  • Passive Insight/ Perception 19
  • Senses True Vision
  • Language Celestial Speech

Movement

Base/ Fly 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +10 DEX +9 INT +2 WIS +9 CHA +9
  • LU +4: Luck Points: 4; Critical Fail: 1

Villain Action

  • Carnage When you kill a creature, you regain 50 HP.
  • Frenetic Rage On the end of each creature turn, you can either Attack or use an ability against it if possible.
  • Villain Save: If you fail a Save, you can succeed on it instead, but you lose 1 Action until the end of your next turn.

Abilities

  • Curse Immunity You are immune against being cursed
  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d12 light damage.
  • Guardian You ignore Disengage when making any Attacks of Opportunities.
  • Fear Immunity You are immune against being Scared.

Actions (3)

  • Holy Great Spear: Hit+10, Dmg1d12 thrust + 6 light

  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.

  • Long Reach: The reach of this weapon is 20 feet.

  • Great-Great Weapon: If you roll 1, 2, 3, 4, 5 or 6 on the d12 of this damage, you can add a second 1d12 to the damage roll. You do not get to add a third 1d12.

  • TwoHanded: Needs two hands to be wielded.

  • Favorite Weapon: If a creature within reach moves without Disengaging, you can use this weapon to make an Attack of Opportunity against it.

  • Holy Longbow Hit +10, Dmg (1d8 + 2) thrust + 6 light

  • Ranged Weapon (120/300)

  • TwoHanded: Needs two hands to be wielded.

  • Valhalla! Choose 1 creature within 60 feet of you. You teleport 5 feet above it and crush its head.

  • That creature must then succeed on a Reflex Save (DC 18), or become Knocked Prone and take 3d12 strike damage and 3d12 brain damage.

  • Triumph: This Action has a limit of once per round.

Bonus Action

  • Forced Posture You can gain 10 Posture.


Valkyrie Eir, the gentle guide of souls

Medium, Celestial

Tier 5, Challenge Point 30, XP: 150

Special Loot: Blessed Weapon (Rare Weapon)

Attributes

AC 19 AP 2
HP 190 Posture 100
Mana 30
  • Damage Immunities: Light
  • Passive Insight/ Perception 20
  • Senses True Vision
  • Language Celestial Speech

Movement

Base/ Fly 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +10 DEX +9 INT +2 WIS +10 CHA +9
  • LU +4: Luck Points: 4; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
  • Villain Save: If you fail a Save, you can use 6 Mana to succeed on it instead.

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d12 light damage.
  • Guardian You ignore Disengage when making any Attacks of Opportunities.
  • Inspiring Presence All friendly creatures within 30 feet of you are immune against being Confused, Enchanted, and Scared.
  • Curse Immunity You are immune against being cursed
  • Fear Immunity You are immune against being Scared.
  • Spell Skill Spell Hit: +10, Spell DC (20)
  • Cast Ritual Spell You can cast the following spells:
  • Remove Curse, Talk to the Dead, Peaceful Burial

Actions (2)

  • Holy Mace: Hit+10, Dmg 1d10 strike + 6 light
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Favorite Weapon: You ignore 3 AP.
  • Healing Touch As an Action, you can heal 20 HP. You can only use this ability 3 times per Long rest.
  • War Inspiration Choose 2 friendly creatures within 30 feet of you. Those creatures gain 2d12 Posture.
  • Cast Spell You can cast the following spells:
  • At Will: Smite, Minor Beam Light
  • Level 1 (1 Mana): Beam Light, Divine Smite
  • Level 2 (2 Mana): Grand Smite, Heroic Motivation
  • Level 3 (4 Mana): Banish Evil, Enchanting Words
  • Level 4 (6 Mana): Golden Smite, Heroic Restoration

Bonus Action

  • Cast Spell You can cast the following spells:
  • Level 1 (1 Mana): Restoration
  • Level 3 (4 Mana): Guardian Spirit


Valkyrie Geiravör, the Huntress of lost Souls

Medium, Celestial

Tier 5, Challenge Point 30, XP: 150

Special Loot: Blessed Weapon (Rare Weapon)

Attributes

AC 19 AP 2
HP 190 Posture 100
Mana 20
  • Damage Immunities: Light
  • Passive Insight/ Perception 20
  • Senses True Vision
  • Language Celestial Speech

Movement

Base/ Fly 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +10 DEX +9 INT +2 WIS +10 CHA +9
  • LU +7: Luck Points: 7; Critical Fail: 1

Villain Action

  • Critical Villainy Once per round, before you Attack, you can automatically score a Critical Hit with it.
  • Villain Save: If you fail a Save, you can spend 1 Luck Point to succeed on it instead.

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d12 light damage.
  • Guardian You ignore Disengage when making any Attacks of Opportunities.
  • Fear Immunity You are immune against being Scared.
  • Curse Immunity You are immune against being cursed
  • Fast You are always on fast terrain
  • Soul Searcher You know the exact location of all living things and souls in your current dimension.
  • Spell Skill Spell Hit: +10, Spell DC (20)

Actions (2)

  • Holy Javelin: Hit +10, Dmg 1d10 thrust + 6 light
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Throw Weapon(20/120)
  • Favorite Weapon: You gain advantage to all Attacks you make when throwing this weapon.
  • Special Effect: After you throw this weapon, it comes back to you at the end of your turn.
  • You can then choose 1 creature that is between you and this weapon to succeed on a Reflex Save (DC 18), or take 1 hit from this weapon’s Attack.
  • Holy Axe Hit +10, Dmg 1d10 slash + 6 light
  • Throw Weapon (20/30)
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Favorite Weapon: You score a Critical Hit on any Attack rolls of 18, 19 or 20 with this weapon. These Critical Hits also deal extra 1d6 damage
  • Special Effect: After you throw this weapon, it teleports back to you during the end of your turn.

Bonus Action

  • Cast Spell You can cast the following spells:
  • At Will: Hunter's Mark
  • Level 1 (1 Mana): Ethereal Step, Silence
  • Level 2 (2 Mana): Hunter’s Prey
  • Level 3 (4 Mana): True Hunter’s Mark

Tier 6



Sigrún, the Valkyrie Queen

Medium, Celestial/ Godly

Tier 6, Challenge Point 100, XP: 600

Special Loot: Blessed Weapon (Rare Weapon)

Attributes

AC 20 AP 3
HP 611 Posture 311
  • Damage Immunities: Light
  • Passive Insight/ Perception 21
  • Senses True Vision
  • Language All Languages

Movement

Base/ Fly 45 Climb/ Swim 25 Dash 50

Stats + Skills

STR +11 DEX +11 INT +8 WIS +11 CHA +11
  • LU +5: Luck Points: 5; Critical Fail: 1

Villain Action

  • Call When you roll for Initiative, you can call 1 Valkyrie to aid you in battle.

  • Pride Action Once per round, you can use 1 Action anytime that you want.

  • Ego Save If you fail a Save, you can choose to take 4d12 psychic damage to succeed on it instead.

Abilities

  • Beyond Time: You are unaffected by the effects of chronomancy spells.
  • Command Once per round, you can use a Free Action to make a Celestial creature within 30 feet to take an Action on your turn.
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 2d12 light damage.
  • Guardian You ignore Disengage when making any Attacks of Opportunities.
  • Fear Immunity You are immune against being Scared.
  • Curse Immunity You are immune against being cursed
  • Inspiring Presence All friendly creatures within 30 feet of you are immune against being Confused, Enchanted, and Scared.

Actions (3)

  • Holy Sword Hit +11, Dmg 1d10 slash/thrust + 10 light
  • Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
  • Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again
  • Valhalla! Choose 1 creature within 60 feet of you. You teleport 5 feet above it and crush its head.
  • That creature must then succeed on a Reflex Save (DC 19), or become Knocked Prone and take 3d12 strike damage and 3d12 brain damage.
  • Triumph: This Action has a limit of once per round.