Introduction
This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.
References to Other Documentation
The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.
- AAG: Astral Adventurer's Guide
- BMT: Book of Many Things
- DMG14: Dungeon Master's Guide (2014)
- DMG24: Dungeon Master's Guide 2024
- EEPC: Elemental Evil Player's Companion
- EFA: Eberron: Forge of the Artificer
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FRHoF: Forgotten Realms: Heroes of Faerun
- FTD: Fizzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MCoC: Magniloth's Compendium of Changes
- MOT: Mythic Odysseys of Theros
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MM25: Monster Manual 2025
- MTF: Mordenkainen's Tome of Foes
- PHB14: Player's Handbook (2014)
- PHB24: Player's Handbook 2024
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- SatO: Sigil and the Outlands
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- UCR: Unchained Rules
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
- XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
- XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
- XUA25P: Unearthed Arcana 2024: The Psion
- XUA25PU: Unearthed Arcana 2025: The Psion Update
- XUA25SU: Unearthed Arcana 2025: Subclasses Update
How to Use
To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.
Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.
If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.
Unchained Valkyrie
Unchained Valkyries are female warriors who do battle using the power of Song Fragments, small gemstones that resonate when the wearer produces a certain frequency with their voice - through song, in most cases. These Song Fagments are remnants of greater Magic Items from days gone by in most cases, enabling a magical transformation in the wearer into a warrior capable of incredible feats.
In battle, Unchained Valkyries move through the battlefield with skill and speed, using a signature weapon called a Fragment Gear that is an echo of the Magic Item empowering them to strike down foes.
Outside of battle, Unchained Valkyries are performers, often in the company of Unchained Bards as they wander the lands, with this vagabond lifestyle lending itself well to the heroics most Unchained Valkyries partake in.
Song and Sword
Unchained Valkyries activate their powers through song, with many theorizing that the first Song Fragments were actually made by a group of Bladesinger Elves in days long gone from shards of powerful Artifact Weapons lost to time. Regardless of their origin, Unchained Valkyries are performers as well as warriors.
While an Unchained Valkyrie might seem unassuming, their transformation imbues them with the knowledge of martial combat they need to keep up on the battlefield, their songs a rallying cry to their allies and a beautiful omen to their foes.
Heroism and Inspiration
Unchained Valkyries are, most often, heroic figures. It's not often that a Song Fragment finds its way into the hands of someone with ill intentions. Indeed, it is theorized that Song Fragments carry a fraction of the will of the Magical Weapon that they once were, seeking out those who are worthy of their power.
A Darker Side
There are, however, some Unchained Valkyries with less than pure intent. These Unchained Valkyries tend to hold the power of a Song Fragment that comes from an Evil Sentient Magic Weapon that was destroyed long ago, or otherwise some Song Fragment that was made through artifiical means, such as alchemy. Indeed, when you hear the haunting song of a less morally sound Unchained Valkyrie, it may be best to run.
Females Only
In an attempt to emulate the source material this Class is based on, only Female characters can use this Class. An alternative is, of course, to have the Transformation be more than just armor. An easy way to allow a male Character to use this Class is to have their Transformation Class Feature change them into a female of their Species while active.
Otherwise, a DM might decide to lift this restriction.
Fragment Gear Type
All Unchained Valkyries have one Weapon that resonates with them above all others. While they can wield other weapons in battle, they'll only truly be most effective with one type of weapon. What Weapon best represents your character, and how they fight?
| d8 | Weapon Type |
|---|---|
| 1 | Polearms |
| 2 | Swords |
| 3 | Hammers |
| 4 | Firearms |
| 5 | Bows |
| 6 | Axes |
| 7 | Whips |
| 8 | Sickles |
Inspiration
Unchained valkyries often have someone who inspired them to become one trained in song. What was the spark that ignited the song in your character's soul?
| d6 | Inspiration |
|---|---|
| 1 | Someone who wrote epic ballads of grand heroes of the past. |
| 2 | A rebel who wrote lyrics speaking out against an oppressive tyrant king. |
| 3 | A simple tavern bard who sang songs to uplift the downtrodden. |
| 4 | A palace bard who sang songs of the triumphs of the royalty and their blood. |
| 5 | A haunting songstress who weaved tales of warning and dread. |
| 6 | A parental figure who would sing songs to you as a child to soothe you. |
Song Fragment Color
All Song Fragments manifest a different color of armor when activated. What color do you bear?
| d8 | Color |
|---|---|
| 1 | Yellow |
| 2 | Blue |
| 3 | Red |
| 4 | Green |
| 5 | Pink |
| 6 | Silver |
| 7 | Gold |
| 8 | Purple |
The Unchained Valkyrie
| Level | Proficiency Bonus | Features | Maneuvers Known | Maneuver Dice | Talents Known | Phonic Dice | Phonic Die Size |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Fragment Gear, Martial Maneuvers, Phonic Gain, Transformation, Unchained Valkyrie Subclass, Weapon Mastery | 2 | 2 | - | 6 | d6 |
| 2nd | +2 | Charming Action, Expertise, Martial Talents, Phonic Verses, Phonic Verse Options | 2 | 2 | 2 | 6 | d6 |
| 3rd | +2 | Martial Knowledge, Valkyrie's Skill | 2 | 2 | 2 | 6 | d6 |
| 4th | +2 | Ability Score Improvement | 2 | 2 | 2 | 6 | d6 |
| 5th | +3 | Multi-Attack, Power Attack, Subclass Feature | 4 | 4 | 3 | 8 | d8 |
| 6th | +3 | Fragment Gear Extreme | 4 | 4 | 3 | 8 | d8 |
| 7th | +3 | Heroic Resistance (One Use) | 4 | 4 | 3 | 8 | d8 |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 4 | 8 | d8 |
| 9th | +4 | Expertise, Indomitable | 4 | 4 | 4 | 8 | d8 |
| 10th | +4 | Ability Score Improvement, Subclass Feature | 6 | 6 | 4 | 10 | d10 |
| 11th | +4 | Heroic Resistance (Two Uses), Peak Performance | 6 | 6 | 5 | 10 | d10 |
| 12th | +4 | Ability Score Improvement | 6 | 6 | 5 | 10 | d10 |
| 13th | +5 | Ignited Valkyrie | 6 | 6 | 5 | 10 | d10 |
| 14th | +5 | - | 6 | 6 | 6 | 10 | d10 |
| 15th | +5 | Subclass Feature | 8 | 8 | 6 | 10 | d10 |
| 16th | +5 | Ability Score Improvement | 8 | 8 | 6 | 10 | d10 |
| 17th | +6 | Unbreakable | 8 | 8 | 7 | 12 | d12 |
| 18th | +6 | Heroic Resistance (Three Uses) | 8 | 8 | 7 | 12 | d12 |
| 19th | +6 | Epic Boon | 8 | 8 | 7 | 12 | d12 |
| 20th | +6 | Extreme Drive, Superb Valkyrie | 8 | 8 | 8 | 12 | d12 |
Multiclassing
Ability Score Minimum: Dexterity 13, Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Weapons: Martial Weapons.
Tools: Any 1 Tool.
Skills: Any 1 Skill.
Creating an Unchained Valkyrie
As you create your Unchained Valkyrie character, consider the character's origins. Do they come from humble origins, rising from rags to riches? Or were they nobility, pushed into their singing by their family to ensure that they keep the family name looking good?
What was the circumstance that brought them and their Song Fragment together? Was it happened upon while exploring as a child? Given by a dying relative? Or stolen in hopes it would sell, only for the character to realize the good they could do with it instead?
Quick Build
You can make an Unchained Valkyrie quickly by following these suggestions. First, Charisma should be your highest ability score. Make Dexterity your next-highest followed by Constitution. Second, choose the Entertainer background.
Class Features
- Hit dice: 1d8 per Unchained Valkyrie level.
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Unchained Valkyrie level after 1st.
Proficiencies
Armor: none
Weapons: Simple Weapons, Martial Weapons that lack the Heavy or Special Properties.
Tools: three of your choice.
Saving Throws: Dexterity, Charisma
Skills: Any five of your choice.
Starting Equipment
You start with the following items, plus anything provided by your background.
- (a) A Pike (MCoC), five Spears, an Entertainer's Pack, and 20 GP.
- (b) 100 GP
Fighting Style
At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice from the 2024 Player's Handbook or the Unchained Rules document. Interception is recommended.
Whenever you gain an Unchained Valkyrie level, you can replace the feat you chose with a different Fighting Style feat.
Fragment Gear
At 1st level, choose one type of Weapon that lacks the Heavy or Special Properties, such as Longswords or Light Crossbows. This type of Weapon becomes your Fragment Gear. While wielding this type of Weapon, you gain the following benefits.
- You score a Critical hit on a roll of 19 or 20 with Weapons affected by this Feature.
- You always have access to the Weapon's Mastery Property, and it does not count against the total Weapon Mastery Properties you can use.
- If the Weapon has the Ammunition and Loading or Reload Property, the weapon generates its own ammunition when it is fired. This Ammunition is nonmagical, and vanishes upon hitting or missing a target.
- The Weapon can use Charisma instead of Strength or Dexterity for its Attack and Damage Rolls. If its Damage Die is lower than that of your Phonic Die, you use your Phonic Die in place of that weapon's Damage Dice.
When you gain a level in the Unchained Valkyrie Class, you can change what Type of weapon is affected by this Feature.
Martial Maneuvers
At 1st level, your experience on the battlefield has refined your fighting techniques. You learn maneuvers that are fueled by special dice called Maneuver Dice.
Maneuvers. You learn two maneuvers of your choice from the "Maneuver Options" section later in this feature's description. Many maneuvers enhance an attack in some way. You can use only one maneuver per Round, and cannot use a maneuver on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Unchained Rogue's Sneak Attack Class Feature to.
You learn two additional maneuvers of your choice when you reach levels 5, 10, and 15 in the Class you gained your Maneuvers from. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Maneuver Dice. You have two Maneuver Dice, which are d6s. A Maneuver Die is expended when you use it. You regain half of your expended Maneuver Dice (minimum 1) when you finish a Short Rest and all of your expended Maneuver Dice when you finish a Long Rest.
You gain two additional Maneuver Dice when you reach levels 5 (four dice total), 10 (six dice total) and 15 (eight dice total) in the class you gained your Maneuver Dice from.
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Maneuver Options
The Martial Maneuvers are presented here in Alphabetical order.
Ambush. When you make a Dexterity (Stealth) check or an Initiative roll, you can expend one Maneuver Die and add the die to the roll, unless you have the Incapacitated condition.
Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one Maneuver Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn't have the Incapacitated condition. This movement doesn't provoke Opportunity Attacks. Roll the Maneuver Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Commander's Strike. When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Maneuver Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Maneuver Die to the attack's damage roll on a hit.
Commanding Presence. When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Maneuver Die and add that die to the roll.
Disarming Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to disarm the target. Add the Maneuver Die roll to the attack's damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space.
Distracting Strike. When you hit a creature with an attack roll, you can expend one Maneuver Die to distract the target. Add the Maneuver Die roll 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. As a Bonus Action, you can expend one Maneuver Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
Feinting Attack. As a Bonus Action, you can expend one Maneuver Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Maneuver Die to the attack's damage roll.
Goading Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to goad the target into attacking you. Add the Maneuver Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.
Lunging Attack. As a Bonus Action, you can expend one Maneuver Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Maneuver Die to the attack's damage roll.
Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to maneuver one of your comrades into another position. Add the Maneuver Die roll to the attack's damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.
Menacing Attack. When you hit a creature with an attack roll, you can expend one Maneuver Die to attempt to frighten the target. Add the Maneuver Die to the attack's damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.
Parry. When another creature damages you with a melee attack roll, you can take a Reaction and expend one Maneuver Die to reduce the damage by the number you roll on your Maneuver Die plus your Strength or Dexterity modifier (your choice).
Precision Attack. When you miss with an attack roll, you can expend one Maneuver Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
Pushing Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die to attempt to drive the target back. Add the Maneuver Die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.
Rally. As a Bonus Action, you can expend one Maneuver Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Maneuver Die roll plus half your Unchained Rogue level (round down).
Riposte. When a creature misses you with a melee attack roll, you can take a Reaction and expend one Maneuver Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Maneuver Die to the attack's damage.
Sweeping Attack. When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die to attempt to damage another creature. 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 Maneuver Die. The damage is of the same type dealt by the original attack.
Tactical Assessment. When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Maneuver Die and add that die to the ability check.
Trip Attack. When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Maneuver Die and add the die to the attack's damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.
Phonic Gain
At 1st level, you have a wellspring of power drawn from the harmony between your soul and your Song Fragment. This energy is represented by your Phonic Dice. Your Unchained Valkyrie level determines the die size and number of Phonic Dice you have, as shown in the Phonic Dice column of the Unchained Valkyrie Features Table.
Your Phonic Dice are used to enhance or fuel certain Unchained Valkyrie features. You start with two such features: Phonic Performance and Vitalization, each of which is detailed below. Some of your features expend the Phonic Dice, as specified by a feature's description, and you can't use a feature if it requires you to use a die when all of your Phonic Dice are expended.
You regain one expended Phonic Die when you finish a Short Rest, and you regain all of them when you finish a Long Rest.
Some features that use Phonic Dice require your target to make a saving throw. The Save DC equals 8 plus your Charisma Modifier and Proficiency Bonus.
Phonic Performance. When you make a Skill Check using Charisma, you can expend a Phonic Die (no action required) to roll that die and add the amount rolled to the result of the Skill Check. If you fail the Skill Check, the die is not expended.
Radiant Force. As a Bonus Action, you can cause a weapon you are wielding affected by your Framgent Gear Feature to emit bright light in a 10 foot radius around it, and dim light in a 10 foot radius beyond that. You can douse the light or cause it to shine again as a Bonus Action. When you use a Bonus Action to cause the light to shine, you can expend a Phonic Die (no action required) to force all creatures of your choice within a 10-foot Emanation of you to make a Dexterity Saving Throw against your Phonic Gain Save DC. A creature that fails the Save gains the Blinded Condition until the end of its next Turn.
Transformation
At 1st level, you can harmonize with your Song Fragment to undergo a magical transformation. When you roll Initiative or as a Bonus Action, you can transform, gaining the following benefits. You can also end your Transformation at will (no Action Required) and it ends on its own when you gain the Incapaciatated or Unconscious Condition or die.
Song of Victory. You add your Charisma Modifier to any Initiative rolls you make, including the one you make if you use this Feature as part of rolling Initiative.
Phonic Fists. Your Unarmed Strikes can use Charisma instead of Strength for their attack and damage rolls, and deal damage equal to the chosen Ability Score Modifier plus one roll of your Phonic Die.
Fragment Armor. Your Base Armor Class is 10 plus your Dexterity and Charisma Modifiers while you aren't wearing Armor or using a shield. Your Base Armor Class increases by +1 at Unchained Valkyrie Levels 10 (+1) and 20 (+2), to a maximum of 12 plus your Dexterity and Charisma Modifiers.
Unchained Valkyrie Subclass
At 1st level, you gain an Unchained Valkyrie subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Valkyrie levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Rizer level or lower.
Weapon Mastery
At 1st level, your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
You gain the ability to use the mastery properties of more kinds of weapons at Unchained Valkyrie Levels 5 (three weapons) and 10 (four weapons).
Charming Action
At 2nd level, your haromny with your Song Fragment allows you to move and speak quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Help, or Influence.
Expertise
At 2nd level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.
At 9th level, you can choose two more of your skill or tool proficiencies to gain this benefit.
Martial Talents
At 2nd Level, you gain access to Martial Talents. Refer to the list on page 26 for a list of options. At Unchained Valkyrie Level 2, you learn 2 Martial Talents. You learn an additional Martial Talent at Unchained Valkyrie Levels 5, 8, 11, 14, 17, and 20.
When you gain an Unchained Rogue Level, you may substitute one Martial Talent you currently know for a different one for which you meet the prerequisites. If you do so, all benefits of the previous Martial Talent you knew are lost.
Phonic Verses
At 2nd level, you learn further Phonic techniques that are fueled by your Phonic Dice. You gain two Verses of your choice, such as Siren's Song and Echoing Reprisal. Verses are described in the "Phonic Verse Optons" section below.
You can only use one Verse each turn and only once per turn unless othewise noted in one of those options. You cannot use a Martial Maneuver and a Phonic Verse to modify the same Skill Check, Saving Throw, Attack Roll, or Damage Roll.
Whenever you gain an Unchained Valkyrie level, you can replace one of your Phonic Verse options with one you don't know. You gain two more options at Unchained Valkyrie level 10 and two more at Unchained Valkyrie level 15.
Phonic Verse Options
The Phonic Verse options appear below in alphabetical order.
Accent Strike
When you make an attack roll against a creature and miss, you can roll one Phonic Die and add the number rolled to the attack roll, potentially turning the miss into a hit. If this causes the attack to hit, the die is expended.
Echoing Reprisal
When you take damage from a Melee Weapon Attack or Unarmed Strike, you can use a Reaction to expend one of your Phonic Dice. Roll that die, and add your Charisma Modifier (minimum +1) to the result. The attacker takes the total in Thunder damage.
Echolocation
You can take the Search Action as a Bonus Action. When you take the Search Action, you can expend one Phonic Die, roll it, and add the number rolled to the ability check. If you have the Blinded Condition, at the start of your Turn you can expend one Phonic Die (no action required) to ignore the effects of Blinded until the end of the Turn.
Musical Theory
You can take the Study Action as a Bonus Action. When you take the Study action, you can expend one Phonic Die, roll it, and add the number rolled to the ability check.
Phonic Boom
You can replace one Attack you make as part of the Attack Action with a use of this Verse. Each creature of your choice within a 20-foot Cone emanating from you must make a Constitution Saving Throw against your Phonic Gain Save DC. A creature takes three rolls of your Phonic Die on a failed save or half as much on a successful one.
Phonic Guard
At the start of your turn, you can expend one Phonic Die. Until the start of your next turn, you have Advantage on Intelligence and Wisdom saving throws.
When you use Phonic Guard, you can also use a different Phonic Verse this turn.
Phonic Smite
When you deal damage with a weapon affected by your Fragment Gear Feature or an Unarmed Strike, you can expend one Phonic Die, roll it, and deal the result in Thunder damage.
Siren's Song
When you make a Charisma (Deception), Charisma (Intimidation), or Charisma (Persuasion) Check, you can expend one Phonic Die, roll it, and add the number rolled to the ability check.
Vitalization
As a Bonus Action, you can expend a Phonic Die to roll it and add your Charisma Modifier to the amount rolled. You gain a number of Temporary Hit Points equal to the result.
Martial Knowledge
At 3rd level, and again at 10th Level, you gain proficiency in one skill of your choice.
Additionally, you gain Expertise in one of your skills of your choice in which you are Proficient. At Unchained Valkyrie Level 10, you gain Expertise in a second skill proficiency of your choice.
Valkyrie's Skill
At 3rd level, you now add your Charisma Modifier (minimum +1) to all Strength (Athletics), Dexterity (Acrobatics), and Intelligence (Arcana) Skill Checks you make.
Ability Score Improvement
When you reach Unchained Valkyrie Level 4, and again at Unchained Rogue Levels 8, 10, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.
Multi-Attack
At 5th Level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus - 1. Each Attack you make beyond the first suffers a stacking -1 Penalty.
Power Attack
At 5th Level, when you deal damage with Weapon Attack or Unarmed Strike, you can choose to deal extra damage equal to your Proficiency Bonus. You can only use this Feature Once per Round, and you cannot use Power Attack on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, Martial Strike, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.
Fragment Gear Extreme
At 6th level, any Weapon affected by your Fragment Gear Class Feature can deal Force Damage instead of its normal damage type (you decide what damage type it deals when you score a hit with a Weapon affected by the feature).
Heroic Resistance
At 7th level, you gain the ability to shrug off magical effects. When you are forced to make a Saving Throw, you can choose to succeed on that Saving Throw (no action required), and if you would take damage from succeeding on the Saving Throw, you do not.
You can use this feature once, and must finish a Long Rest to use this feature again.
You gain an additional use of this feature at Unchained Valkyrie Level 11 (two uses), and again at Unchained Valkyrie Level 18 (three uses).
Indomitable
At 9th level, you add half of your Proficiency Bonus (rounded down, minimum 1) to any Saving Throws you lack proficiency in.
Peak Performance
At 11th level, you reach peak physical performance. You now age slower, with every ten years counting as one for you.
Additionally, you are immune to magical aging and your Strength, Dexterity, and Constitution scores and Hit Point Maximum cannot be reduced by any means.
Ignited Valkyrie
At 13th level, you gain the following benefits while your Transformation Feature is active.
- You gain Resistance to Fire and Thunder Damage.
- Your Speed increases by 10 feet.
- When you score a Critical hit, you can expend a Phonic Die (no action required) to roll that die once and add the result to the damage you deal. This damage is rolled after all other damage for the Critical hit, meaning you do not roll any additional Phonic Dice beyond the one. The Damage dealt with this feature is Fire or Thunder (you choose which when you deal the damage).
Unbreakable
At 17th level, you become immune to the Charmed and Frightened conditions.
Epic Boon
At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Revelry (FRHoF) is recommended.
Extreme Drive
At 20th level, you gain the following benefits while your Transformation Feature is active.
- You gain Resistance to Radiant Damage.
- You gain a Fly Speed equal to your Speed and can hover.
- You can replace on Attack you make as part of the Attack Action with a use of this feature. Expend up to your Charisma Modifier times two (minimum 2) Phonic Dice and roll them; all creatures of your choice within a 30-foot emanation of you must make a Constitution Saving Throw. On a failure, a creature takes damage equal to the amount rolled on the expended Phonic Dice in Force Damage and gain the Deafened Condition. On a successful save, a creature takes half as much damage and is not Deafened. If a creature failes its Save and has 100 or fewer hit points remaining, they are instantly reduced to 0 HP instead. If you have the Bloodied condition when you use this feature, you can choose to expend unused hit dice instead of Phonic Dice, but if you do you suffer one level of Exhaustion after using it. You must finish a Long Rest to use this feature again.
Superb Valkyrie
At 20th level, you have become fully in harmony with your Song Fragment. Your Dexterity and Charisma scores increase by 4, to a maximum of 26.
Faustian
Faustian Unchained Valkyries harness the power of magic alongside their martial techniques, donning special armor called Faust Robes. These Unchained Valkyries seek to gain some sort of great power through magic.
Spellcasting
At 1st level, you have learned to cast spells. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules as a Faustian.
Cantrips. You know two cantrips of your choice from the Unchained Bard spell list (see that class's document for its list). Booming Blade (TCE) and Vicious Mockery are recommended. Whenever you gain an Unchained Valkyrie level, you can replace one of these cantrips with another cantrip of your choice from the Unchained Unchained Bard spell list.
When you reach Unchained Valkyrie level 10, you learn another Unchained Bard cantrip of your choice.
Spell Slots. The Faustian Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 spells from the Unchained Bard spell list. Healing Word and Sonic Boom (MCoC) are recommended.
The number of spells on your list increases as you gain Unchained Valkyrie levels, as shown in the Prepared Spells column of the Faustian Spellcasting table. Whenever that number increases, choose additional spells from the Unchained Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Unchained Valkyrie, your list of prepared spells can include eight Unchained Bard spells of levels 1 and 2 in any combination.
Changing your Prepared Spells. Whenever you gain an Unchained Valkyrie level, you can replace one spell on your list with another Unchained Bard spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Unchained Bard spells.
Spellcasting Focus. You can use a musical instrument or your Fragment Gear as a Spellcasting Focus for your Unchained Bard spells.
War Magic
At 5th level when you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Unchained Bard cantrips that has a casting time of an action.
Song of Life
At 10th level, when you cast Healing Word as a Level 1 Spell, you can choose to heal the maximum amount instead of rolling for the amount healed.
You can use this Feature a number of times equal to your Charisma Modifier (minimum once) and regain all expended uses when you finish a Long rest.
Encore of Life
At 15th level, you always have the Raise Dead Spell prepared and it does not count against your Unchained Bard Spells prepared for this Subclass.
Additionally, as a Magic Action, you can touch the corpse of a creature that died within the past 24 hours. If you do, you can cast Raise Dead without material components by spending 6 Phonic Dice (no action required). You can use this feature once, and must finish a Long Rest to cast Raise Dead with Phonic Dice again.
Faustian Spellcasting Table
| Level | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | 2 | 2 | 2 | — | — | — | — |
| 2nd | 2 | 3 | 2 | — | — | — | — |
| 3rd | 2 | 4 | 3 | — | — | — | — |
| 4th | 2 | 5 | 3 | — | — | — | — |
| 5th | 2 | 6 | 4 | 2 | — | — | — |
| 6th | 2 | 7 | 4 | 2 | — | — | — |
| 7th | 2 | 8 | 4 | 3 | — | — | — |
| 8th | 2 | 9 | 4 | 3 | — | — | — |
| 9th | 2 | 10 | 4 | 3 | 2 | — | — |
| 10th | 3 | 10 | 4 | 3 | 2 | — | — |
| 11th | 3 | 11 | 4 | 3 | 3 | — | — |
| 12th | 3 | 11 | 4 | 3 | 3 | — | — |
| 13th | 3 | 12 | 4 | 3 | 3 | 1 | — |
| 14th | 3 | 12 | 4 | 3 | 3 | 1 | — |
| 15th | 3 | 13 | 4 | 3 | 3 | 2 | — |
| 16th | 3 | 13 | 4 | 3 | 3 | 2 | — |
| 17th | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
Elekleidian
Elekleidian Unchained Valkyries harness the natural forces of the universe - gravity, electromagnetism, heat, light - and harness them through song, creating haunting melodies that bring to mind the primal forces of the universe and the cold, dark depths beyond the stars.
Primordial Song
At 1st level, you gain fluency in Primordial.
Push and Pull
At 1st level, you learn how to use your Phonic Gain to manipulate the fundamental force of gravity.
You can replace one Attack you make as part of the Attack Action with a use of this feature. By expending one Phonic Die, you can force one creature within 30 feet of you to make a Strength Saving Throw against your Phonic Save DC. On a failure, they take one roll of that Phonic Die in Force Damage and are pulled 15 feet in a straight line towards you or be pushed 15 feet away from you in a straight line (you choose which when a creature fails its saving throw). You can use this Feature Once per Round.
Electical Noise
At 5th level, you gain Resistance to Lightning damgae.
Twist Gravity
At 5th level, when you take damage from a weapon attack or unarmed strike, you can use a reaction to expend one Phonic Die, roll it, and add your Charisma Modifier plus half of your Unchained Valkyrie level (Round up) to the amount rolled, reducing the damage you take by the amount rolled. If you reduce the damage to 0, the attacker takes a roll of your Phonic Die in Force Damage.
Antigravity
At 10th level, you gain a Fly Speed equal to Your Speed and can hover.
At Unchained Valkyrie level 20, you instead gain 10 feet of Speed while you benefit from your Transformation Feature.
Gravitational Crescendo
At 15th level, you can expend four Phonic Dice as a Magic Action to use this Feature. If you do, all creatures of your choice within a 30-foot emanation of a point you can see within 90 feet of you must make a Strength Saving Throw. On a failed save they take four rolls of your Phonic Die in Force Damage and are pulled in a straight line until they are in the nearest unoccupied space to the point you chose. On a successful save, a creature takes half damage and is not pulled.
You must finish a Long Rest to use this feature again.
Symphonic
The archetypical Unchained Vakyrie, Symphonic Unchained Valkyries are able to use the true, full power of a Song Fragment.
Heightened Phonic Resonance
At 1st level, if you roll a 1 on a Phonic Die, you can re-roll that die once and must use the new result, even if it is still a 1.
True Fragment Gear
At 1st level, you can now have up to two types of Weapon affected by your Fragment Gear Class Feature. One must be a Melee Weapon, while the other must be a Ranged Weapon.
Additionally, you gain a +1 to all Attack Rolls you make with your Fragment Gear Weapons. This increases again at Unchained Valkyrie Levels 10 (+2) and 15 (+3).
Duet
At 5th level, if one of your companions deals damage with a Weapon Attack or Unarmed Strike against an enemy creature that is within range of a True Fragment Gear Weapon you are wielding, you can use your Reaction to expend a Phonic Die, roll it, add your Charisma Modifier to the result, and deal that total in Thunder damage to the creature.
You may use this feature a number of times equal to your Charisma Modifier, and regain all expended uses when you finish a Long Rest.
Amalgam
At 10th level, while you benefit from your Transformation Class Feature, you gain the following benefits.
- You generate an aura in a 10-foot emanation around you. Any allied creatures in that aura add your Charisma Modifier to any Saving Throws they make that they lack Proficiency in. You cannot benefit from this Aura.
- If an allied creature within your aura would take damage, you can use a Reaction to spend two Phonic Dice, roll them, and add the results together. Reduce the damage that ally takes by the amount rolled. If this reduces the damage to 0, the ally regains hit points equal to your Charisma Modifier (minimum 1) if they are missing any.
Burning Fragement Gear
At 10th level, you deal an additional 1d8 Fire Damage whenever you deal damage with your True Fragment Gear Weapons.
Improved Aura
At 15th level, the aura from your Amalgam Subclass Feature is now a 30-foot Emanation.
True Song
At 15th level, you can unleash a potent healing song. As a Magic Action, you can expend up to half of your maximum Phonic Dice and roll the expended dice. All creatures of your choice in a 30-foot emanation of you (including yourself) recover HP equal to the total rolled on the expended dice, and any creature of your choice with the Blinded, Charmed, Deafened, Paralyzed (UCR), Petrified, Poisoned, or Stunned (UCR) Conditions immediately ends any of those Conditions on itself.
You must finish a Long Rest to use this Feature again.
Venusian
Venusian Unchained Valkries unleash the power of magical creatures, their Song Fragments made from the remains of such creatures. This allows them to access not only the forms, but the ferocity of such beasts.
Bestial Form
At 1st level, when you are benefitting from your Transformation Class Feature, your Unarmed Strikes count as part of your Fragment Gear Feature. Additionally, when you activate your Transformation Class Feature, you can adopt one of the following beast traits until you end your Transformation Feature. You choose one option every time you activate your Transformation Class Feature.
Claws. Your Unarmed Strikes gain the effects of the Graze Weapon Mastery, and you are always able to use Graze with your Unarmed Strikes, though you can only activate the Mastery Once per Round, and it adheres to all other restrictions that Masteries have.
Horns. You deal +1 Damage with your Unarmed Strikes.
Tail. When you deal damage with an Unarmed Strike, you can expend a Phonic Die (no action required). The target must make a Strength Saving Throw against your Phonic Save DC. On a failure, they take one roll of your Phonic Die in Thunder Damage and gain the Prone Condition. On a success, they take no damage, are not Prone, and you do not expend the Phonic Die.
Bestial Body
At 5th level, you gain the following benefits.
- You gain a Climb Speed equal to your Speed.
- You gain a Swim Speed equal to your Speed and can breathe underwater.
- You gain Resistance to Necrotic Damage.
Bestial Fury
At 10th level, if you take damage and gain the Bloodied Condition, you can use a reaction to enter a beast-like Fury. This Fury lasts for 1 minute or until you gain the Incapacitated or Unconcious Condition or die. While in your Fury, you gain the following benefits.
- You gain Reistance to all Damage except for Force.
- You have Advantage on all Saving Throws you are proficient in.
- You ignore Resistance and Immunity with any damage you deal with an Unarmed Strike.
You can enter your Fury a number of times equal to your Charisma Modifier (minimum once), and regain all expended uses when you finish a Long Rest.
Bestial Apex
At 15th level, you can now activate your Fury as a Bonus Action while you benefit from your Transformation Feature.
Additionally, it now only ends if you fail to do one of the following during your Turn.
- Make an Unarmed Strike or Melee Weapon Attack against a creature.
- Take damage from a Melee Attack or Unarmed Strike.
- Use a Bonus Action to extend your Fury.
Finally, when your Fury starts or ends, you can use a Reaction to spend up to your Charisma Modifier (minimum 1) Phonic Dice and roll them to force every creature of your choice within a 15-foot emanation of yourself to make a Dexterity Saving Throw against your Phonic Save DC. On a failed savee, they take Necrotic Damage equal to the results of Phonic Dice you rolled with this feature that ignores Resistance and Immunity and gain the Frightend Condition with you as the source of their fear. On a successful save, they take half as much damage and are not Frightend. You can use this part of this Feature once, and regain the ability to do so again when you finsh a Long Rest.
Unchained Valkyrie Martial Talents
Arcane Sight
Prerequisites(s): Proficient in the Arcana skill
You can cast detect magic at will, without expending a spell slot.
Blademaster
Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.
Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity. You also gain one additional Weapon Mastery.
Carnie
Prerequisites(s): Thrown Weapon Fighting Feat.
The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.
Duel of Honor
Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Expert
Prerequisites(s): N/A
You choose one Skill or Tool with which you are Proficient. You gain Expertise with that Skill or Tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.
Giantslayer
Prerequisites(s): N/A
You gain a climb speed equal to your speed if you don't already have one. If you already have a climb speed, your speed is increased by 10 feet while using it. You can use your climb speed to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.
While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.
Hard Landing
Prerequisite(s): Constitution 14 or higher.
You halve any falling damage you take. At 10th level, you reduce any damage you would take from falling to 0.
Mythical Charm
Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Phonic Body
Prerequisite(s): N/A
You can cast Alter Self without expending a Spell Slot. If you use the Change Appearance option and when you do so, it lasts until you choose to end it or its effects are dispelled. If you use the Aquatic Adaptation or Natural Weapons options, its duration is unchanged, and using those options ends the effects of the Change Appearance option. Additionally, when you use the Change Appearance option, you can change into a female if your Species has females and you are not a female of your Species. Charisma is your Spellcasting Modifier for this Spell.
Phonic Disguise
Prerequisite(s): N/A
You can cast the level 1 Spell Disguise Self at will. Charisma is your Spellcasting Modifier for this Spell.
Pincer Strike
Prerequisites(s): 10th level, Strength 18 or higher, Two-Weapon Fighting Feat, Twin Strikes Martial talent
When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.
Precision Shot
Prerequisites(s): Archery Feat.
When you use your Power Attack feature with a weapon that benefits from the Archery fighting style, you can take a penalty to damage equal to your proficiency bonus to gain a bonus to your attack roll equal to your proficiency bonus instead of the normal penalty and bonus, and you score a critical hit on a 19 or 20.
Reliable Maneuvers
Prerequisites(s): N/A
If you roll a 1 on your Maneuver Die, you may re-roll that die once and must take the new result.
Superhuman Speed
Prerequisites(s): N/A
You gain additional walking speed equal to 5 x your Dexterity Modifier (Minimum 5 feet of additional movement). If you have another type of movement speed from an Unchained Rizer Martial Talent or your Species, it matches your Speed.
Superhuman Strength
Prerequisites(s): Proficient in the Athletics skill.
The amount of weight you can carry, push, pull, and lift is doubled. This applies to you even if you would already increase your carry, push, pull, and lift weights from another source.
Superhuman Swimmer
Prerequisites(s): N/A
You can hold your breath for three times as long, and you gain a swimming speed equal to your walking speed if you do not already have one.
Thrown Weapon Mastery
Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent
When you throw a weapon with the Thrown property, you can throw another Weapon with the Thrown property at the same creature as a reaction provided you have one on your person.
Twin Strikes
Prerequisites(s): Two-Weapon Fighting Feat.
When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons. For example, if you were wielding two Shortswords, you would gain this bonus but if you were wielding a Shortsword and a Dagger you would not.
Worldly Warrior
Prerequisite(s): Intelligence 14 or higher.
You can read all writing. Additionally, you learn three languages.
Credits
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- Discotek Media, Satelight, Medialink,Kadokawa Shoten,Newtype Ace: Symphogear Brand, Characters, and Series.
- Class Concept and changes to existing features: Me, SmugCoffeeMan
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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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