TEXT: The Valkyrie
  
   
   
  CREDITS 
  Written by: Aaron Hollingsworth  
  Additional Content by: Brian Berg and Mark Hart 
  Developer: Mark Hart 
  Editing: Kiel Howell 
  Cover Design: Brian Berg 
  Layout: Brian Berg 
  Artwork: Cover art by Rick Hershey; Interior artwork: Some other artwork by Publisher’s Choice Quality Stock 
  Art ©Rick Hershey/Fat Goblin Games. 
   
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  as defined in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
   
  OPEN CONTENT 
  Except material designated as Product Identity, the contents of The Valkyrie are Open Game Content as defined 
  in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form without written permission.    
   
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  Published by Total Party Kill Games, LLC. 1st printing, January 31, 2018.  Version 1.0. 
   
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  The Valkyrie 
  Hybrid Class 
   
  The funny thing about ideas is that they 
  come to you. You don’t really have to work 
  to get them. And when they come and get a 
  writer all excited, that excitement can be 
  used to create something special. Creating a 
  valkyrie class was not my idea, but it inspired 
  me all the same. It got me thinking, “If 
  paladins are the mortal equivalent to angels, 
  what is the mortal equivalent to a valkyrie? 
  A shieldmaiden?” Sadly, I found that my 
  knowledge of Norse myth was lacking for 
  immediately 
  fleshing 
  this 
  idea 
  out. 
  Sometimes, inspiration needs to take a 
  backseat so that study can help get the job 
  done.  
   
  I ended up reading a whole book on Norse 
  mythology. Not only was it informative, but 
  the prose was seriously enjoyable. I scoured 
  the treacherous online seas for facts and 
  tidbits. Also, I pondered not only what 
  valkyries were to the ancient Vikings, but 
  what they could be for the Empires and 
  Ash™ Pantheon in the Total Party Kill game 
  setting. I hope you enjoy reading about and 
  playing valkyries as much as I enjoyed 
  writing about them. 
   
  -A.H. 
   
  Lore and origins 
  In ancient times when bronze weapons 
  represented the height of technology, the 
  ignorance and selfishness of men resulted in 
  the mass mistreatment and enslavement of 
  women. Some of these women escaped their 
  cruel bondage and formed female-exclusive 
  tribes 
  called 
  the 
  Antianeirai. 
  Out 
  of 
  necessity, these women acquired formidable 
  combat prowess. They shared common 
  cause: to live free and aid one another in 
  time of need. Their numbers swelled and 
  they oversaw the birth of a mighty 
  queendom to rival the kingdoms of men.  
   
  Sadly, it would not last. The tribes of men 
  united against the antianeirai. After many 
  battles 
  of 
  being 
  surrounded 
  and 
  outnumbered, the antianeirai were given a 
  choice by their would-be conquerors: lay 
  down their arms and submit to the rulership 
  of men or die. The antianeirai chose death, 
  but returned it sevenfold, each woman 
  killing several men as they were eventually 
  cut down.  
   
  Aequitas, daughter of Anu and goddess of 
  protection, 
  was 
  so 
  moved 
  by 
  the 
  antianeirai’s bravery, valor, and self-sacrifice 
  that she flew down to the battlefield. She 
  not only restored their lives, but endowed 
  them with divine powers and gave them 
  new purpose. Thus did the Amazons become 
  first of the valkyrie.  
   
  The valkyrie swore allegiance to Aequitas. In 
  so doing, they agreed to represent her will 
  upon the fields of battle. The goddess 
  charged them to watch over the battles of 
  her chosen peoples, lend martial aid when 
  she deemed it necessary, and take up the 
  souls of the fallen who died protecting their 
  comrades, families, and communities. 
   
  Such fallen warriors were renewed in life 
  and given seats of honor in the castle-ship 
  called 
  Sessrúmnir. 
  They 
  received 
  the 
  hospitality of the valkyrie, for these warriors 
  had not died selfish and cruel, but gave their 
  
   
   
  lives in performing honorable deeds caring 
  for their people. These worthy warrior souls 
  became angelic soldiers in the hosts of 
  Aequitas, to eventually serve the goddess in 
  the divine conflicts to come. 
   
  By the time the Age of Iron came, other gods 
  of war adopted Aequitas’ method of 
  recruiting warrior souls and created valkyrie 
  of their own. Mictlantecuhtli created the 
  death-dealing Morrigan to collect the souls 
  of slaughterers and bloodthirsty murderers. 
  Deimos created wild valkyries to claim the 
  souls of mercenaries and glorious warriors 
  who fought purely for the exhilaration of 
  battle. Inanna created voluptuary valkyries 
  for the amorous warrior who died with 
  desires yet unfulfilled. Anu and Nergal 
  separately 
  created 
  their 
  own 
  soldier 
  valkyries to collect all the loyal soldiers who 
  died serving their liege-lords. Anshur created 
  valkyrie for those who died protecting their 
  friends and comrades.  
   
  The All-Father declared, “All ye gods who 
  would make valkyrie shall make them from 
  the souls of women into the forms of 
  women, for it is woman who brings warriors 
  into the world and thus it should be woman 
  who carries them out.” So were the words of 
  Anu-Most-High, and so it ever was. Ba’al, 
  who values females merely as property, was 
  the only war god who chose not to create 
  valkyries of his own. 
   
  Effectively, 
  valkyrie 
  became 
  the 
  psychopomps of fallen warriors, although 
  each valkyrie remained loyal to the god that 
  created them.  
   
  As empires grew upon the material plane 
  and mortals swelled in number, the gods 
  needed more valkyrie to oversee the never-
  ending wars and to choose warriors from 
  amongst the slain. They recruited worthy 
  mortal women, not-yet-slain, and gave them 
  the powers needed to fulfill this divine duty. 
  The gods of war have appointed mortal 
  valkyrie to exercise their divinely granted 
  abilities in the wars of mortals. Such service 
  continues until they are at last called to join 
  their outsider counterparts in choosing the 
  slain across the cosmos. 
   
  Legend  
  In Steriufp-Tum the icedust fell like ashes at 
  our feet, 
   
  Twas Eirdruk Dame who led the charge 
  against the docking fleet, 
   
  Their masts rose high into gray sky-a forest 
  in the bay, 
   
  With anchors thrown they came unknown 
  that cold and windy day, 
   
  The strangers swelled upon the rocks with 
  weapons drawn to quell, 
   
  But Eirdruk Dame denied their claim and 
  sent them back to Hel, 
   
  Our warriors fought to make her proud as 
  their furs soaked bloody stains, 
   
  And as some died they hailed their bride as 
  Chooser of the Slain! 
   
  Eirdruk Dame was first of the mortal 
  valkyrie. At the battle of Ternja-Nja, she and 
  her husband Vell fought side-by-side against 
  the putrid hordes of Erzwaq ll. Many 
  stinking corpsehounds collapsed beneath 
  his hammer, her axe, and their stomping 
  boots. Broken bones littered bloodied mud. 
  Like good mead, victory was costly, but 
  sweet.  
   
  Vell took but one small wound to his arm. It 
  barely bled. Yet in it festered the diseased 
  bite of the corpsehound, and like such 
  monsters it ran swiftly through him. 
   
  Eirdruk Dame, ever the attentive wife, 
  cradled his head in her lap as death slowly 
  consumed his body. Through the tears in her 
  eyes she saw a glorious valkyrie, with spear 
  in hand, land upon this field of the fallen. 
  
   
   
  The valkyrie walked amongst the dead, 
  pointing at some and pulling souls into her 
  spear. A great many souls did she claim, yet 
  to the corpse of Vell she paid no mind. 
   
  “See you not my man, oh valkyrie?” Eirdruk 
  Dame called. “Did you not see him fight 
  valiantly this day?” 
   
  “I see him now and I saw him then,” the 
  valkyrie responded in a lofty tone. “Yet his 
  death lacked glory. To die by mere disease is 
  truly unfortunate for such a fine fighter. 
  Pity, indeed. Another god or goddess can 
  have him, says I. Aequitas needs him not.” 
   
  “Take him!” Eirdruk Dame cried. 
   
  The valkyrie shrugged, her lips parted in a 
  sneer, and said, “Take him yourself.” 
   
  Eirdruk Dame flew into a furious rage. 
  Taking the valkyrie by surprise, she cut a 
  gash into the outsider’s thigh. 
   
  “Had I your power I WOULD take him!”  
   
  The valkyrie flew back and up into the air, 
  more shocked than injured. “You dare! I 
  could easily slay you with my spear, mortal!” 
   
  Eirdruk Dame grinned. “Oh, is it covered 
  with disease then?” 
   
  They fought until the last drop of blood 
  dripped out of the last dying man. They 
  fought until the moon vanished and the sun 
  rose. They fought until their weapons and 
  bodies both were bloody and battered.  
   
  At last, the valkyrie called for a truce. 
  “Enough, Eirdruk Dame! Drop your axe; it is 
  ruined. Pick up your husband; there is hope 
  for him still.” 
   
  Eidruk Dame consented. She let her axe fall 
  from her aching hand and hefted her mate’s 
  body upon her shoulders. With tired, careful 
  steps she followed the valkyrie through a 
  portal that cleft the void. To Fólkvangr they 
  went, into the grand place called Sessrúmnir 
  that was both floating castle and ship in the 
  realm of endless mists where Aequitas 
  reigns resplendent on a throne of helms. 
  There they poured mead down the throat of 
  Vell, reviving him to life-after-life.  
   
  It was in Sessrúmnir that Eirdruk Dame took 
  vows of service and was dubbed a valkyrie, 
  still mortal but endowed with divine powers 
  to carry out her new duties.  
  She returned to the world, leaving Vell in 
  Sessrúmnir but missing him gravely. To ease 
  her longing she married into a tribe of 
  warriors, both male and female, and became 
  their chieftain. For the remainder of her 
  mortal life, Eirdruk Dame led her people to 
  victory in wars of both conquest and 
  defense. When her bravest and boldest died, 
  she 
  conducted 
  them 
  personally 
  to 
  Sessrúmnir. When after fifty-six years her 
  mortal life came to an end, Eirdruk Dame 
  threw off her crown and joined her valkyrie 
  sisters in the heavens above and realms 
  beyond.  
   
  To this day, although detached from mortal 
  affairs, Eirdruk Dame still watches over the 
  descendants of her people when they fight 
  and die for their beliefs, and carries on her 
  shoulders the souls of the most heroic to 
  Sessrúmnir. 
   
  
   
   
   
   
  
   
   
  The Valkyrie 
   
  Class Description 
  Mortal realms are perpetually beset by strife, 
  and valkyries have long held a crucial role in 
  guiding the souls of fallen warriors to their 
  proper place. The first valkyries were angelic 
  female warriors created by the gods to bear 
  the souls of fallen warriors to one of the 
  grand feasting halls of the afterlife. Later, 
  brave mortals who distinguished themselves 
  favorably in combat would earn the station 
  of overseeing battles and bearing away the 
  valorous slain. With this honor came the 
  spark of the divine—powers to vanquish 
  their enemies and the authority to lead 
  fellow warriors to glorious victory or noble 
  death.  
   
  To be a chooser of the slain is a two-fold 
  duty. First, a valkyrie must decide which 
  enemies most deserve death (usually the 
  most dangerous) and to vanquish them into 
  an eternal death. They also must decide who 
  amongst their slain allies deserve the 
  greatest honor of an afterlife. Regardless of 
  the side she chooses, a valkyrie sees it as her 
  duty to participate in, or at least observe, 
  every major battle she encounters.   
   
  Role: The gods of war are many, as are their 
  eyes and ears. Yet in the heat of battle, even 
  the gods need witnesses to deem which 
  warriors have earned eternal death or a 
  rewarding afterlife. Valkyrie serve the gods 
  in myriad ways. Some serve as scouts and 
  outriders, learning the lay of the land and 
  the enemies’ position. Some operate as 
  cavalry, thundering through the sky on 
  winged steeds. Some are captains, leading 
  troops into the midst of battle. Once the 
  clash of steel falls silent, leaving behind a 
  vast field of corpses, the valkyrie’s duties 
  become one and the same: gathering the 
  souls of the valorous fallen and bearing 
  them to the afterlife.  
   
  A brave warrior’s death is a sacred thing. The 
  sacrifice of one’s body in war for god and 
  king earns the valkyrie’s favor, for the gods 
  of war depend on such self-sacrifice.    
   
  Adventures: Valkyries gather for battles like 
  clouds gather for storms. Wherever conflict 
  brews, if they choose not to take a side, they 
  witness the conflict and provide meaningful 
  resolution when the fighting ends. In times 
  of peace, they seek to learn all they can 
  about their fellow mortals and establish 
  alliances for the wars to come. A valkyrie 
  seeks adventure to gain allies as much for 
  wealth as for experience. While most 
  valkyries prefer the company of powerful 
  warriors, they understand the value of and 
  remain 
  tolerant 
  of 
  spellcasters 
  and 
  tricksters.  
   
  Alignment: The gods of war are varying in 
  their 
  aspects 
  and 
  philosophies. 
  Their 
  valkyries, both mortal and outsider, adhere 
  to the morals of their respective deities, and 
  are likewise as variable in their alignments. 
  A valkyrie’s alignment must be within one 
  step of her deity’s, along either the 
  law/chaos axis 
  or 
  the 
  good/evil axis. 
  Depending on their god, a valkyrie can be a 
  champion of chaos, evil, good, law, balance, 
  or any appropriate combination of these.  
   
  Religion: To worship is to serve. Valkyries 
  can serve one or several gods, but are mainly 
  inclined to serve gods of war. Good valkyries 
  typically 
  serve 
  gods 
  of 
  heroism 
  and 
  protection. Evil valkyries serve gods of strife 
  and slaughter. Lawful valkyries serve gods of 
  duty. Chaotic valkyries serve gods who revel 
  in the glory and exhilaration of combat. 
  Neutral valkyries may serve any and every 
  kind of god.  
   
  Parent Classes: Unchained Barbarian and 
  Paladin. The valkyrie hybrid class also counts 
  as a scaled “monster class” version of the 
  valkyrie featured in the Pathfinder Bestiary 
  3.  
   
  Hit Die: d10. 
   
   
  
   
   
  Class Skills 
  The valkyrie's class skills are Acrobatics 
  (Dex), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Handle Animal (Cha), Heal (Wis), 
  Intimidate (Cha), Knowledge (nature) (Int), 
  Knowledge (religion) (Int), Perception (Wis), 
  Ride (Dex), Sense Motive (Wis), Survival 
  (Wis), and Swim (Str). 
   
  Skill Ranks per Level: 4 + Int modifier. 
   
  Table: Valkyrie 
  Level 
  Base Attack Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +0 
  +2 
  Deathwatcher, vanquish foe 1/day 
  2nd 
  +2 
  +3 
  +0 
  +3 
  Rage power, battle training 
  3rd 
  +3 
  +3 
  +1 
  +3 
  Aura of courage 
  4th 
  +4 
  +4 
  +1 
  +4 
  Rage power, vanquish foe 2/day 
  5th 
  +5 
  +4 
  +1 
  +4 
  Improved battle training 
  6th 
  +6/+1 
  +5 
  +2 
  +5 
  Aid 3/day, rage power 
  7th 
  +7/+2 
  +5 
  +2 
  +5 
  Lasting death, vanquish foe 3/day 
  8th 
  +8/+3 
  +6 
  +2 
  +6 
  Rage power 
  9th 
  +9/+4 
  +6 
  +3 
  +6 
  Death bearer 3/day 
  10th 
  +10/+5 
  +7 
  +3 
  +7 
  Rage power, tongues (constant), vanquish foe 
  4/day 
  11th 
  +11/+6/+1 
  +7 
  +3 
  +7 
  Aura of wrath 
  12th 
  +12/+7/+2 
  +8 
  +4 
  +8 
  Call lightning storm 1/day, rage power 
  13th 
  +13/+8/+3 
  +8 
  +4 
  +8 
  Ride of the valkyrie, vanquish foe 5/day 
  14th 
  +14/+9/+4 
  +9 
  +4 
  +9 
  Rage power 
  15th 
  +15/+10/+5 
  +9 
  +5 
  +9 
  Breath of life 1/day 
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +10 
  Vanquish foe 6/day, rage power 
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +10 
  Aura of Tirelessness 
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +11 
  Heal 1/day, rage power 
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +11 
  Geas/Quest 1/day, vanquish foe 7/day 
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +12 
  True valkyrie, rage power 
   
  Class Features 
  The following are class features of the 
  valkyrie. 
   
  Weapon and Armor Proficiency: A valkyrie 
  is proficient with all simple and martial 
  weapons, light armor, medium armor, 
  heavy armor, and shields (except tower 
  shields). 
   
  Deathwatcher (Sp) 
  A valkyrie can use deathwatch at will as a 
  spell-like ability using the valkyrie’s level as 
  the effective caster level. 
   
  Vanquish Foe (Su) 
  Once per day, as a swift action a valkyrie 
  can call upon the divine forces of her deity 
  to aid her struggle against chosen foes. The 
  valkyrie chooses one target within sight to 
  vanquish. The valkyrie adds her Charisma 
  bonus (minimum +1) to her attack rolls and 
  adds her valkyrie level to her damage rolls 
  against the chosen target. Attacks against 
  chosen foes bypass any DR the target 
  creature possesses. 
   
  In addition, while vanquish foe is in effect, 
  the valkyrie gains DR 5/cold iron against 
  attacks made by her chosen target. This DR 
  increases by 1 at 5th level and every 5 levels 
  thereafter. 
   
  Vanquish foe remains in effect until the 
  chosen target is dead or until the valkyrie 
  rests and regains her uses of this ability. At 
  4th level and every three levels thereafter, 
  the valkyrie may use vanquish foe one 
  
   
   
  additional time per day, to a maximum of 
  seven times per day at 19th level. 
   
  Rage Powers: At 2nd level and every 2 levels 
  thereafter, the valkyrie gains a rage power. 
  A valkyrie gains the benefits of rage powers 
  only while the target of her vanquish foe is 
  within sight. Some of these powers are 
  always active while her vanquish foe 
  remains in use, while others require the 
  valkyrie to take an action to use them. 
  Unless otherwise noted, a valkyrie cannot 
  select an individual rage power more than 
  once. A valkyrie qualifies for the Extra Rage 
  Power feat even though she does not have 
  the rage class feature. For determining if 
  the valkyrie qualifies for a rage power, treat 
  her valkyrie levels as barbarian levels. 
  Otherwise, the character must meet all 
  other prerequisites to select a specific rage 
  power. 
   
  Battle Training 
  Starting at 2nd level, light and medium 
  armor no longer affects a valkyrie’s speed, 
  nor does a valkyrie suffer armor check 
  penalties on Ride checks. In addition, a 
  valkyrie treats her armor’s maximum 
  Dexterity bonus as 2 points higher than 
  normal.    
   
  Aura of Courage (Su) 
  At 3rd level, a valkyrie is immune to fear, 
  magical or otherwise. In addition, each ally 
  within a 10-foot radius centered on her 
  gains a +4 morale bonus on saving throws 
  against fear effects. This ability functions 
  only while the valkyrie is conscious. 
   
  Improved Battle Training 
  Starting at 5th level, heavy armor no longer 
  affects a valkyrie’s speed. In addition, a 
  valkyrie now treats her armor’s maximum 
  Dexterity bonus as 4 points higher than 
  normal.  
   
  Aid (Sp) 
  At 6th level, a valkyrie can use aid as a spell-
  like ability 3 times per day, plus one 
  additional time per day at 9th, 12th, 15th, 
  and 18th level. The valkyrie’s level is the 
  effective caster level. 
   
  Lasting Death (Su) 
  Starting at 7th level, a valkyrie can vanquish 
  her foes permanently. Whenever she slays a 
  foe marked by her vanquish foe ability, that 
  target cannot be brought back to life 
  without a successful opposed caster check 
  (DC 10 + ½ the valkyrie’s level + the 
  valkyrie’s Charisma modifier). 
   
  Death Bearer (Sp) 
  At 9th level, a valkyrie can use death ward 
  and gentle repose 3 times per day as spell-
  like abilities, using the valkyrie’s level as the 
  effective caster level.  
   
  Tongues (Sp) 
  At 10th level, a valkyrie gains the constant 
  benefit of tongues, using the valkyrie’s level 
  as the effective caster level. 
   
  Aura of Wrath (Su) 
  At 11th level, as a free action the valkyrie 
  can expend two uses of her vanquish foe 
  ability to grant the ability to vanquish foes 
  to all allies in a 10-foot radius centered on 
  her, using her bonuses. Allies must use this 
  vanquish foe ability by the start of the 
  valkyrie's next turn and the bonuses last for 
  1 minute. 
   
  This ability functions only while the 
  valkyrie is conscious. 
   
  Call Lightning Storm (Sp) 
  At 12th level, a valkyrie can use lightning 
  storm as a spell-like ability once per day, 
  plus one additional time per day at 15th and 
  18th level. The valkyrie’s level is the 
  effective caster level.  
   
  Ride of the Valkyrie (Sp) 
  At 13th level as a spell-like ability, a valkyrie 
  can summon a sleipnir to serve her once 
  per day, plus one additional time per day at 
  15th and 18th level.  
   
   
  
   
   
  Breath of Life (Sp) 
  At 15th level, a valkyrie can use breath of 
  life as a spell-like ability once per day, plus 
  one additional time per day at 18th level. 
  The valkyrie’s level is the effective caster 
  level.  
   
  Aura of Tirelessness (Su) 
  At 17th level, a valkyrie is immune to 
  fatigue, magical or otherwise. Each ally 
  within a 10-foot radius centered on her 
  gains a +4 morale bonus on saving throws 
  against effects that cause fatigue or 
  exhaustion. This ability functions only 
  while the valkyrie is conscious. 
   
  Heal (Sp) 
  At 19th level, a valkyrie can use heal as a 
  spell-like ability once per day, using the 
  valkyrie’s level as the effective caster level.  
   
  Geas/Quest (Sp) 
  At 19th level, a valkyrie can use geas/quest 
  as a spell-like ability once per day, using the 
  valkyrie’s level as the effective caster level.  
   
  True Valkyrie (Su and Sp) 
  Upon reaching 20th level, a valkyrie adds 
  her Charisma modifier as a deflection 
  bonus to her Armor Class and she gains the 
  native outsider subtype. In addition, she 
  can use plane shift once per day as a spell-
  like ability, using the valkyrie’s level as the 
  effective caster level. Lastly, a valkyrie can 
  draw the soul from a newly dead body and 
  store it in her weapon for transport to the 
  Outer Planes. This functions as soul bind, 
  but the dead creature must be willing to 
  have its soul taken. If the creature is 
  unwilling, this part of the ability has no 
  effect. 
   
  Favored Class 
  Bonuses 
  Dwarf:   Add +⅕ to melee damage rolls 
  made while using vanquish foe.  
   
  Dwarf:  Add +⅙ to attack rolls when 
  charging. 
   
  Elf:   Add +⅕ to the DCs of the valkyrie’s 
  spell-like abilities. 
   
  Elf:   Add your level to Intimidate checks 
  against creatures that possess hit dice 
  no more than ½ your level.  
   
  Gnome:  Add +1 to the valkyrie’s energy 
  resistance to one kind of energy 
  (maximum +10). 
   
  Gnome:  Add +½ to your damage rolls 
  when performing a coup de grace.  
   
  Human:   Gain +⅙ of a new rage power. 
   
  Halfling:   Add +⅙ to your luck bonus to 
  saving throws.  
   
  Half-elf:   Add +1 foot to the size of the 
  valkyrie’s aura class features. This 
  option has no effect unless the valkyrie 
  has selected it 5 times (or another 
  increment of 5); an aura of 14 feet is 
  effectively the same as a 10-foot aura. 
   
  Half-orc:   Add +⅓ on critical hit 
  confirmation rolls made while using 
  vanquish foe (maximum bonus of +5). 
  This bonus does not stack with Critical 
  Focus. 
   
  Goblin:   Add your level to Stealth checks 
  made against targets of your vanquish 
  foe ability.   
   
  Kobold: Add +⅙ to melee damage rolls 
  made against creatures you are flanking. 
   
  Orc:   Add +⅙ to attack rolls when you make 
  attacks of opportunity. 
   
  Ratfolk:   Add your level to Stealth checks 
  made against targets of your vanquish 
  foe ability.   
   
  
   
   
  Strix:   Add +⅙ to melee attack rolls made 
  while flying.  
   
  Tengu:   Add +⅙ to damage rolls made with 
  your natural attacks. 
   
  Android:   Add +⅙ to your number of nanite 
  surge uses per day. 
   
  Changeling:   Add +⅙ to damage rolls made 
  with your natural attacks. 
   
  Dhampir:   Add +¼ bonus to saving throws 
  made to resist negative energy. 
   
  Drow:   Add your level to Stealth checks 
  made against targets of your vanquish 
  foe ability.   
   
  Duergar:   Add +⅙ to damage rolls when 
  attacking as part of a charge. 
   
  Fetchling:   Add your level to Stealth checks 
  made against targets of your vanquish 
  foe ability.   
   
  Hobgoblin:   Add your level to Intimidate 
  checks against creatures that possess hit 
  dice no more than ½ your level.  
   
  Tiefling:   Gain +⅙ of a new rage power. 
   
  Wayang:   Add +⅙ to your number of light 
  and dark uses per day. 
   
  New 5E Class 
  Archetypes 
  For 5th edition characters, you have two 
  options if you wish to play a valkyrie. The 
  first option is a barbarian archetype, the 
  Path of the Valkyrie. This represents a 
  primal, aggressive, and violent sort of 
  valkyrie. The barbarian valkyrie exults in the 
  thrill of combat and the terrifying power of 
  heroic life and death. 
   
  Path of the 
  Valkyrie 
  (Barbarian) 
  The field of battle provides the truest test of 
  one’s mettle. This is hallowed ground, 
  ground sanctified by the blood of brave 
  warriors, and it is here the valkyrie feels truly 
  alive. Life becomes most precious in those 
  moments where it stands at greatest risk, 
  and it is in those moments where mortals 
  truly earn their right to breathe air another 
  day. The valkyrie seeks to slay the champions 
  of their enemy, while at the same time 
  providing aid to their allies. In the event a 
  comrade should fall, the valkyrie serves as 
  witness to their heroism in those final 
  moments. 
   
  Path of the Valkyrie Features 
  Barbarian 
  Level 
   
  Feature 
  3rd 
  Vanquish Foe 
  6th 
  Fearless Presence 
  10th 
  Spirit of Battle 
  14th 
  Death-Bringer 
   
  Vanquish Foe 
  At 3rd level, when you rage you gain the 
  power to inflict your deity’s wrath against 
  your enemies. As a bonus action, select one 
  target you can see. For the duration of your 
  rage, your weapon attacks against that 
  target gain advantage. In addition, double 
  your rage damage bonus on weapon attacks 
  against the subject of your vanquish foe 
  power. Your attacks against that creature 
  are considered magical. 
   
  You lose these bonuses when your rage 
  ends, or when your chosen foe drops to 0 
  hit points or falls unconscious. You regain 
  this ability following a long rest. You gain 
  an additional use of vanquish foe at 6th, 12th, 
  and 17th levels. 
   
  
   
   
  Fearless Presence 
  Starting at 6th level, you become immune to 
  fear, magical or otherwise. In addition, each 
  ally within 10 feet that can see you gains 
  advantage on saving throws against fear 
  effects. This ability functions only while 
  you remain conscious. 
   
  Spirit of Battle 
  When you reach 10th level, you gain the 
  ability to summon a sleipnir—a flying, eight-
  legged steed—to serve as a mount for one 
  hour. You regain the use of this power 
  following a long rest. You gain an additional 
  use of this power at 17th level. Use the 
  statistics for the pegasus for this mount. 
   
  Death-Bringer 
  At 14th level, the target of your vanquish foe 
  power cannot regenerate hit points any 
  round in which you inflict damage against 
  it. In addition, if the target creature is 
  protected by death ward and you deliver 
  the damage that drops it to 0 hit points, the 
  death ward immediately ends, providing the 
  creature no protection. 
   
  Once you slay this foe, it cannot be brought 
  back via raise dead, reincarnation, or 
  revivify; only resurrection or wish can 
  restore the creature to life. 
   
   
  Oath of the 
  Valkyrie (Paladin) 
  The second valkyrie option is a paladin 
  archetype, the Oath of the Valkyrie. This 
  archetype follows a spiritual path dedicated 
  to service in the name of a deity, with 
  emphasis on fulfilling the god’s wishes on 
  and off the battlefield and aiding the cause 
  of the bravest, worthiest of heroes. 
   
  The Oath of the Valkyrie represents 
  dedication to serve a deity’s interests on the 
  battlefield. The paladin brings death and 
  defeat to enemies and brings healing and 
  comfort to allies. For those brave men and 
  women slain in combat, the paladin 
  administers last rites and prepares worthy 
  souls for their journey to the afterlife.  
   
  A paladin sworn to this oath embodies the 
  best and bravest qualities of any warrior, 
  including honor, duty, sacrifice, and 
  determination against all odds. Some 
  paladins following this oath dedicate 
  themselves to a god of heroism or chivalry 
  in combat, while others serve in the name 
  of gods of conquest. To enemies, the 
  paladins of this oath are avenging angels 
  and bringers of death. To their allies, 
  however, these paladins are the answer to 
  their fervent, desperate prayers for aid. 
   
  There are also times when the paladin 
  offers temporary mercy to a warrior, giving 
  them a second chance to prove their valor 
  and seek redemption for cowardice or 
  failures displayed in combat. 
   
  Tenets of the Valkyrie 
  The tenets of the Oath of the Valkyrie date 
  back to the time of the first valkyries. This 
  oath focuses on life or death in combat. 
  When it comes to enemies—either those of 
  the paladin or those of the deity—they 
  promise a swift death to the most 
  dangerous of their foes on the field.  
   
  When it comes to allies, the paladin 
  brandishes their power to heal wounds and 
  mend broken spirits. These tenets can seem 
  harsh and unyielding to non-believers 
  because adherents of this oath tend to view 
  people as either honorable and worthy of a 
  good death or dishonorable and deserving 
  of nothing more than an unmarked grave. 
   
  On occasion, however, the paladin grants 
  temporary mercy to a warrior who shows 
  promise but has somehow failed on the 
  field of combat. The paladin may charge 
  such an individual with a vow to redeem 
  themselves and prepare for the day of final 
  judgment of their worthiness. 
   
  These are the tenets of the paladin. 
  
   
   
  Bring Death to Worthy Enemies. Decide 
  which of your enemies most deserve death 
  and deal it to them. Seek out the greatest of 
  foes on the battlefield and in so doing bring 
  honor and victory to your allies. 
   
  Stand Witness. Give witness to deeds of 
  bravery and heroism on the field of battle. 
  Remember what you have seen and share 
  these accounts of valor so that sacrifices 
  and true courage are never forgotten. When 
  the time comes for your death, fight well 
  and seek a beautiful end. 
   
  Aid the Heroic. Provide aid and support to 
  your allies, especially those who prove most 
  worthy. Heal those that can be saved and 
  return them to the fight as quickly as 
  possible. 
   
  Honor the Fallen. After the clamor of 
  combat fades, honor the fallen by 
  administering last rites to the dying. When 
  possible, respect the bodies of the worthy 
  dead, either through burial or having them 
  consumed in flames, each according to 
  their beliefs. 
   
  Oath of the Valkyrie Features 
  Paladin 
  Level 
  Feature 
  3rd 
  Oath Spells, Channel 
  Divinity 
  7th 
  Aura of Victory 
  15th 
  True Shield 
  20th 
  True Valkyrie 
   
  Oath Spells 
  You gain the following oath spells at the 
  paladin levels shown in the Oath of the 
  Valkyrie Spells table. See the class features 
  for how these oath spells work. 
   
  Oath of the Valkyrie Spells 
  Paladin 
  Level 
  Spells 
  3rd 
  bane, compelled duel 
  5th 
  branding smite, magic 
  weapon 
  9th 
  blinding smite, crusader’s 
  mantle 
  13th 
  death ward, locate creature 
  17th 
  banishing smite, geas 
   
  Channel Divinity 
  When you take the Oath of the Valkyrie, 
  you gain these two Channel Divinity 
  options. 
   
  Vanquish Foe. As a bonus action, select one 
  target you can see. You gain advantage on 
  attack rolls against your chosen target for 1 
  minute or until the creature drops to 0 hit 
  points or falls unconscious. While vanquish 
  foe remains in effect, add your proficiency 
  bonus to your weapon damage against the 
  chosen target. 
   
  Your chosen enemy suffers disadvantage on 
  attack rolls made against targets other than 
  you as long as your vanquish foe remains in 
  effect. 
   
  Watcher of the Fallen. You can use your 
  Channel Divinity to gain battlefield 
  awareness. As an action, you can cast the 
  deathwatch spell (see new 5E spells, below). 
  In addition, as long as deathwatch remains 
  in effect, as an action you can cast gentle 
  repose on a number of creatures equal to 
  your proficiency bonus. 
   
  Aura of Victory 
  At 7th level, you emanate an aura that 
  bolsters your allies and gives your enemies 
  pause while you remain conscious. Each 
  round, all friendly creatures within 10 feet 
  that can see you gain temporary hit points 
  equal to your Charisma bonus (minimum of 
  1). 
   
  In addition, any enemy creature starting its 
  turn within the aura’s area of effect suffers 
  psychic damage equal to half your paladin 
  level. 
   
  The range of your aura increases to 30 feet 
  when you reach 18th level. 
   
  
   
   
  True Shield 
  Starting at 15th level, as a reaction you can 
  cast sanctuary on yourself, as well as one 
  friendly creature you can see within 30 feet. 
  If an enemy creature succeeds at its saving 
  throw to ignore the sanctuary effect and 
  inflicts damage, it suffers psychic damage 
  equal to half your paladin level. 
   
  True Valkyrie 
  When you achieve 20th level, as an action 
  you can assume the brilliant, glowing form 
  of a true valkyrie for up to one hour. 
  Angelic wings sprout from your back, giving 
  you a flying speed of 90 feet. In addition, 
  you can cast plane shift once per day. While 
  in this form, as a reaction you can add your 
  Charisma bonus to your armor class against 
  one attack. This power recharges following 
  a long rest. Finally, while in true valkyrie 
  form, you can draw the soul from one 
  recently deceased body (no more than one 
  day dead) and store it within your weapon. 
  In this way, you can transport the soul to its 
  place of final rest. Once you place the soul 
  within your weapon, the creature cannot be 
  returned to life by any means short of a 
  deity’s direct intervention. The dead 
  creature must be willing to have its soul 
  taken for this part of the power to have an 
  effect. 
   
  Pathfinder 
  Archetypes 
  The following archetypes are for the 
  valkyrie hybrid class. 
   
  Mounted 
  Valkyrie 
  (Archetype) 
  These steed-riding valkyries thunder across 
  the blood-strewn plains on magnificent 
  animals akin to magical beasts.  
   
  
   
   
  Rage Powers 
  Mounted Valkyrie do not gain rage powers 
  at every even level. However, they can still 
  take the Extra Rage Power feat in order to 
  gain rage powers. This alters rage powers. 
   
  Mount 
  Mounted valkyries gain the cavalier’s 
  mount class feature, treating her class level 
  as her cavalier level.  
   
  Ascended Mount 
  At 10th level, a valkyrie’s mount gains two 
  additional legs, granting it a +4 racial bonus 
  to CMD to resist trip attempts, as well as a 
  +10-foot increase to its land speed.  
   
  At 13th level, the mount gains two 
  additional legs, and a further +4 racial 
  bonus to CMD to resist trip attempts, as 
  well as a +10-foot increase to its land speed.  
   
  At 15th level, the mount gains a breath 
  weapon. As a standard action, the mount 
  can exhale a 30-foot cone of shimmering, 
  rainbow-colored light. Every creature in the 
  area is randomly struck by one or more 
  beams, as prismatic spray (DC 10 + ½ the 
  mount’s hit dice + the mount’s Constitution 
  bonus). The mount may use this ability 
  once every 1d6 rounds, up to 3 times per 
  day.  
   
  At 17th level, the mount can use airwalk as 
  a constant spell-like ability using its hit dice 
  as its effective caster level.  
   
  This replaces tongues, ride of the valkyrie, 
  breath of life and geas/quest.  
   
  Morrigan (Tengu 
  Racial 
  Archetype) 
  Morrigan are wicked and vile cousins of the 
  valkyries that revel in the death of war. 
  They relish in many perishing and dying 
  inglorious, hideous deaths.  
  Alignment: Any evil. 
   
  Human Form (Sp) 
  At 2nd level, a morrigan can use alter self 
  once per day as a spell-like ability to take 
  the form of a human or elf using their 
  morrigan level as the effective caster level. 
  The spell automatically ends when the 
  morrigan makes an attack roll.  
   
  This replaces the rage power gained at 2nd 
  level.  
   
  Aura of Cowardice (Su) 
  At 3rd level, a morrígan radiates a palpably 
  daunting aura that causes all enemies 
  within a 10-foot radius to take a –4 penalty 
  on saving throws against fear effects. 
  Creatures normally immune to fear lose 
  that immunity while within 10 feet of a 
  morrigan with this ability but they do not 
  suffer the penalty. This ability functions 
  only while the morrigan remains conscious. 
   
  This replaces aura of courage. 
   
  Death Knell (Sp) 
  At 6th level, a morrigan can use death knell 
  as a spell-like ability 3 times per day, plus an 
  additional time per day at 9th, 12th, 15th, 
  and 18th level. Their morrigan level is the 
  effective caster level. 
   
  This replaces aid. 
   
  Life Stealer (Sp) 
  At 9th level, a morrigan can use one of the 
  following spells 3 times per day as a spell-
  like ability: malediction, poison, or vampiric 
  touch using their morrigan level as the 
  effective caster level. Once this choice is 
  made, it cannot be changed. 
   
  This replaces death bearer. 
   
  Circle of Death (Sp) 
  At 13th level, a morrigan can use circle of 
  death once per day as a spell-like ability 
  using their morrigan level as the effective 
  caster level.  
  
   
   
  This replaces ride of the valkyrie. 
   
  Finger of Death (Sp) 
  At 15th level, a morrigan can use finger of 
  death once per day as a spell-like ability 
  using their morrigan level as the effective 
  caster level.  
   
  This replaces breath of life. 
   
  Ravnar 
  (Archetype) 
  These valkyrie possess a special raven to 
  help them in their tasks of warfare and 
  death. 
   
  Raven Familiar 
  A ravnar gains a raven familiar, treating her 
  valkyrie level as her wizard level for the 
  purposes of this ability.  
   
  This replaces deathwatcher. 
   
  Thought and Memory (Ex) 
  At 3rd level, the raven familiar gains a +2 
  bonus to its Intelligence score. This bonus 
  stacks with the familiar’s progression that 
  normally increases its Intelligence score. In 
  addition, the raven treats all Knowledge 
  skills as class skills. 
   
  This replaces aura of courage.  
   
  Messenger on Black Wings (Su) 
  At 9th level, the raven can use locate person 
  3 times per day as a spell-like ability using 
  its hit dice as its effective caster level. This 
  ability is Intelligence-based. 
   
  This replaces death bearer. 
   
  Skjalf 
  (Archetype) 
  Also known as Shield-Maidens, these proud 
  warriors are almost exclusively women. 
  Armed with a mighty shield and pious 
  resolve, they fiercely guard their allies in 
  the heat of battle.  
   
  Valorous Shield (Su) 
  At 1st level, a skjalf is proficient with all 
  types of shields, including tower shields. At 
  1st level, 4th level, 7th level, 10th level, 13th 
  level, 16th level, and 19th level she can use 
  shield of fortification, holy shield, greater 
  shield of fortification, shield of dawn, wall 
  of stone, blade barrier, and repulsion 
  respectively once per day as a spell-like 
  ability. She uses her skjalf level as the 
  effective caster level. 
   
  This replaces vanquish foe. 
   
  Rage Powers 
  A skjalf can only use her rage powers while 
  using at least one of her valorous shield 
  spell-like abilities.  
   
  This alters rage powers. 
   
  Versatile Shield (Ex) 
  At 7th level, a skjalf gains a +1 competence 
  bonus to her CMD while carrying a shield.  
   
  This replaces lasting death. 
   
  Ally Safeguard (Ex) 
  At 11th level, all allies adjacent to the skjalf 
  gain a +1 shield bonus to their AC.  
   
  This replaces aura of wrath.  
   
  Valravn 
  (Archetype) 
  These shape-changing valkyrie can take the 
  forms of swans, ravens, and wolves to 
  better disguise their humanoid shape and 
  slay their foes with ferocious natural 
  attacks.  
   
  Skills: Valravns gain Fly as a class skill.  
   
  
   
   
  Animal Forms (Sp) 
  At 6th level, a valravn can take the form of a 
  bird-like or wolf-like animal, as per beast 
  shape I. While in these forms, her natural 
  attacks are treated as magic for the 
  purposes of overcoming damage reduction. 
  At 9th level, 10th level, and 13th level this 
  can function like beast shape II, beast shape 
  III, and beast shape IV respectively. She can 
  use this ability a number of non-
  consecutive minutes per day equal to her 
  valravn level + her Charisma bonus.  
   
  This replaces aid, deathbringer, tongues, 
  and ride of the valkyrie.  
   
  Winged Valkyrie 
  (Archetype) 
  These flying valkyrie are endowed with 
  powerful wings that carry them high above 
  battlefields to better survey the tumult and 
  determine the outcome. 
   
  Skills: Winged valkyries gain Fly as a class 
  skill.   
   
  Small Wings 
  At 2nd level, small wings sprout from the 
  winged valkyrie’s back. While these wings 
  do not provide the lift required for actual 
  flight, they do have enough power to aid 
  flight attained by some other method, and 
  grant a +4 racial bonus on Fly checks. In 
  addition, these wings can be used to 
  provide the benefits of feather fall for 1 
  minute whenever the valkyrie might take 
  falling damage.  
   
  Mighty Wings 
  Starting at 5th level, the valkyrie’s wings 
  help her achieve flight. She gains a fly speed 
  equal to her land speed with average 
  maneuverability. 
   
  This replaces improved battle training. 
   
  
   
   
  Rage Powers 
  Winged Valkyrie have access to the 
  following rage powers. 
   
  Wing Buffet (Ex): Your wings become 
  natural weapons that deal bludgeoning 
  damage (1d6 for Medium sized creatures, 
  1d4 for Small sized creatures.) 
   
  Vanquishing Flight (Ex): Your fly speed 
  increases by 20 feet and your 
  maneuverability improves by one step. This 
  rage power can be taken multiple times and 
  its effects stack. This rage power can be 
  used even if the target of your vanquish foe 
  ability is not in sight.  
   
  New 5E 
  Backgrounds 
  Precious few individuals receive the call to 
  serve in the role of valkyrie. Even fewer 
  possess the bravery (or foolhardiness) to 
  accept. Even being offered such an 
  opportunity speaks to a rare and unusual 
  person with a remarkable soul. With that in 
  mind, here are two new backgrounds 
  designed to fit with the valkyrie archetypes 
  presented in this book. 
   
  Survivor 
  Against the odds, you survived what should 
  have been an inescapable death. Whether 
  you awoke on the battlefield surrounded by 
  the corpses of your comrades, or you 
  crawled your way clear of the ruins of a 
  devastated village, you somehow survived 
  when no one else did. A higher power 
  spared your life for a reason, giving you a 
  second chance to earn this blessing and 
  prove yourself. Now, you wander the land 
  in search of answers and to fulfill your true 
  purpose. 
   
  Here are a few ideas and questions to 
  consider when choosing this background: 
   
  What tragic event did you survive: a 
  battle, a natural disaster, a sinking 
  ship, a massacre? 
   
  How did you survive? What event or 
  circumstance seemingly enabled you 
  to live while everyone else perished? 
  Were you mistaken for dead or 
  purposefully allowed to live? 
   
  In the midst of death and 
  destruction, did you observe 
  anything miraculous or impossible? 
  Perhaps you witnessed a valkyrie 
  performing their duties for the 
  fallen, or perhaps you saw an angel 
  of death. How did this change you? 
   
  What do other people say about you 
  and your miraculous escape? Are 
  you blessed or cursed for surviving? 
  Are you a tragic hero or a shunned 
  outcast? 
   
  Skill Proficiencies: History, Survival 
  Tool Proficiencies: One type of musical 
  instrument 
  Equipment: A memento or keepsake from 
  the place of your miraculous survival, a set 
  of traveling clothes, a journal of your travel 
  notes and observations, a quill pen and vial 
  of ink, and a belt pouch containing 10 gp. 
   
  Feature: The Seeker 
  Stories and songs about your miraculous 
  survival travel with you wherever you go, 
  and people always wish to hear the account 
  firsthand. Some people come to you in 
  search of spiritual wisdom or insight, while 
  others merely seek a harrowing story. 
  Regardless, when people realize who you 
  are, they offer you food, drink, shelter, and 
  their hospitality in exchange for a few 
  words of your wisdom. In any given 
  community, you can ask for a more 
  valuable favor, such as the loan of a boat or 
  horse, or a head start from the local 
  constable, but you only receive one such 
  favor from that community before you 
  overstay your welcome. 
   
  Suggested Characteristics 
  Survivors often come across as 
  melancholy—alone even when surrounded 
  
   
   
  by laughter and company. They have seen 
  things and survived experiences that 
  forever change them, marking the soul. The 
  true survivor carries a haunted look in their 
  eyes, which at first invites questions and 
  demands for stories. Before long, however, 
  the survivor wears out their welcome as 
  people become more uncomfortable in 
  their presence. 
   
  d6 
  Personality Trait 
  1 
  Everything looks and sounds 
  different now. Either I’ve changed or 
  I now see the world as it truly is. 
  2 
  I’m not foolhardy, but death holds 
  no terror for me. 
  3 
  I need to know why I survived, and I 
  won’t rest until I learn the truth. 
  4 
  Signs and portents are everywhere if 
  you know when and where to look. 
  5 
  My dark, somber moods make me a 
  difficult traveling companion at 
  times. 
  6 
  The horrors of that day continue to 
  haunt me, and I can’t blot them 
  from my mind. 
   
  d6 
  Ideal 
  1 
  Independence. I refuse to be a 
  puppet or pawn of fate. My life is 
  mine to live as I see fit. (Chaotic) 
  2 
  Redemption. I’ve been given a 
  second chance to prove my worth 
  and atone for my past misdeeds. 
  (Good) 
  3 
  Power. I survived because I deserved 
  to survive, and I will do everything 
  in my power to get what’s owed to 
  me. (Lawful) 
  4 
  Destiny. The powers that be chose 
  me to survive for a reason. I won’t 
  rest until I learn that reason. (Any) 
  5 
  Greed. Life is too short to let any 
  opportunity for gain slip through 
  my fingers. (Evil) 
  6 
  Faith. A deity chose me to as their 
  instrument. I must now serve that 
  higher calling. (Lawful) 
   
   
  d6 
  Bond 
  1 
  My last family died around me. I will 
  not fail my new family, no matter 
  what it costs. 
  2 
  Someone or something took 
  everything from me. They will pay 
  for all my suffering and loss.  
  3 
  I have to prove that I’m worthy of 
  surviving when so many others 
  didn’t make it. 
  4 
  The end times are upon us; I would 
  give my last breath to hold back the 
  coming darkness. 
  5 
  I protect and defend those too weak 
  or poor to defend themselves. 
  6 
  I seek enlightenment and wisdom. I 
  must uncover the hidden reasons as 
  to why I still draw breath. 
   
  d6 
  Flaw 
  1 
  The guilt of being the only survivor 
  weighs heavily on my soul. 
  2 
  Deep down, I wonder if my being 
  spared was a mistake or even a 
  punishment. 
  3 
  There are times when I take foolish 
  risks because I have a destiny to 
  fulfill; I’m too important to die. 
  4 
  I tend to see the dark and grim side 
  of life, and I like to share those 
  views. 
  5 
  I speak my mind in blunt, forthright 
  language. I have no interest in 
  coddling fools. 
  6 
  Since I’m probably going to hell 
  when I die, I might as well live life to 
  its fullest now. 
   
  Old Soul 
  Your soul has witnessed a dozen lifetimes 
  and more. You have lived, died, and been 
  born anew more times than you can count. 
  The gods have seen fit to tie your soul to 
  this world, blessing or condemning you to 
  repeat the cycle until the end of all things. 
  Most of the time, you remember nothing of 
  these past lives. On occasion, especially in 
  situations of stress or danger, something 
  sparks deep within and you recall a song, a 
  ballad, a name, a place, or a great event as if 
  
   
   
  you had lived through it. You may die again 
  and again, but until you learn the lessons 
  the gods wish to teach, you remain chained 
  to the wheel of fate. 
   
  Skill Proficiencies: History, Insight 
  Languages: One appropriate to a former life 
  Tool Proficiencies: One appropriate to a 
  former life 
  Equipment: A necklace, ring, or similar 
  object from a past life, a set of common 
  clothes, a dagger, and a pouch containing 
  20 gp. 
   
  Feature: Past Lives 
  The memories of your previous lives return 
  to you, unbidden, when you need wisdom 
  or insight the most. When visiting other 
  lands and communities, you have a knack 
  for knowing where to go to buy the best 
  goods, find the safest inn, and whom to 
  contact when you need information. While 
  in a large town or city, you do not become 
  lost, even if you swear you’ve never visited 
  that locale before. 
   
  Suggested Characteristics 
  There’s a glimmer within the eyes and 
  demeanor of an old soul that relays a sense 
  of confidence no matter the chaos 
  surrounding them. An old soul, even when 
  in the body of a wide-eyed peasant boy, 
  carries themselves with an air of quiet 
  strength. These individuals do not surprise 
  easily, and they often seem to know what to 
  expect regardless of the situation. 
   
  d6 
  Personality Trait 
  1 
  I tend to speak about historical 
  events as if I’d lived through them. 
  2 
  Every event, every situation reminds 
  me of a story or anecdote worth 
  telling. 
  3 
  Regardless of my physical age, I 
  treat those around me as if they 
  were young, naïve children. 
  4 
  When I dream, I dream of a different 
  time, another life, and another 
  place. 
  5 
  No place truly feels like home, and 
  no place ever will. 
  6 
  Whenever I hear someone tell a 
  story, I feel the urge to top it or tell 
  it better. 
   
  d6 
  Ideal 
  1 
  Honor. If I commit a dishonorable 
  act, then I dishonor my past lives as 
  well. (Lawful) 
  2 
  Live and Let Live. I have fought and 
  died for enough failed causes to 
  steer clear of them. (Neutral) 
  3 
  Obligation. Across the centuries, 
  some oath, duty, or vow forever 
  drives my actions. (Lawful) 
  4 
  Glory. I am driven to earn glory and 
  accolades in this and every life. (Any) 
  5 
  Power. I’ve learned that one must 
  take what one is owed. (Evil) 
  6 
  Freedom. We are put on this world 
  to experience life to its fullest every 
  day. (Chaotic) 
   
  d6 
  Bond 
  1 
  I’ve seen how tyrants operate, and 
  I’ll do everything in my power to 
  topple them. 
  2 
  I delve into the secrets of the past to 
  solve the problems of today. 
  3 
  Legends are overrated. I’ve made it 
  my life’s work to tear them down. 
  4 
  Dark and terrible things are coming 
  to this world, and only I know how 
  to defeat them. 
  5 
  I remember the location of an 
  ancient, long-lost city. 
  6 
  The gods must have a purpose for 
  my life, and I seek to uncover what 
  it is. 
   
  d6 
  Flaw 
  1 
  At times, old memories become 
  jumbled with the new. I call people 
  by the wrong name, speak a 
  different language, or even forget 
  my own name. 
  2 
  I’m suspicious of strangers and slow 
  to trust those I meet. 
  
   
   
  3 
  I’m prone to lecturing about the way 
  things used to be—even if I don’t 
  actually remember the way things 
  used to be. 
  4 
  Bouts of melancholy come upon me 
  without warning, leaving me ill-
  suited for company. 
  5 
  I hold a strong attachment to 
  traditions and old customs, 
  including the ones that no longer 
  make sense.  
  6 
  Thanks to experience and memories, 
  I’m the most pessimistic person 
  you’ll ever meet. 
   
  New Pathfinder 
  Feats 
  The following feats are for the valkyrie 
  hybrid class. 
   
  INVISIBLE WITNESS 
  You are able witness battle and events 
  unseen. 
  Prerequisite: Valkyrie 5th level or higher.  
  Benefit: As a standard action, you can 
  become invisible, as per invisibility, using 
  your valkyrie level as the effective caster 
  level. These minutes need not be 
  consecutive. While you are invisible, you 
  cannot speak, attack, or pick up an item 
  without automatically ending the effect.  
   
  BODY BEARER 
  You are able to carry your fallen comrades 
  with ease. 
  Prerequisite: Valkyrie 2nd level or higher.  
  Benefit: You are able to carry an 
  unconscious, dead, or helpless creature that 
  is your size or smaller without the 
  creature’s weight counting against your 
  carrying capacity. Using this ability requires 
  the use of one free hand or similar 
  appendage.  
   
  CHOOSER OF THE SLAIN 
  With a mere touch, you decide who lives 
  and who dies.  
  Prerequisite: Valkyrie 1st level or higher. 
  Benefit: You are able to cast bleed and 
  stabilize as spell-like abilities, at will using 
  your valkyrie level as the effective caster 
  level.  
   
  VALKYRIE STYLE 
  Your spear skills mimic those of the 
  awesome valkyrie. 
  Prerequisite: BAB +3 or higher, Weapon 
  Focus (spear), at least 3 ranks in Acrobatics, 
  Fly, and Ride.   
  Benefit: Whenever you roll a natural 20 on 
  an Acrobatics, Fly, or Ride check, you can 
  make an attack of opportunity with your 
  spear at your highest attack bonus against 
  the nearest opponent within your reach.  
   
   
  VALKYRIE MANEUVERS 
  You make the most of your luck when using 
  combat maneuvers.  
  Prerequisite: BAB +5 or higher, Weapon 
  Focus (spear).  
  Benefit: Whenever you roll a natural 20 on a 
  successful combat maneuver attempt, you 
  can make an attack of opportunity with 
  your spear at your highest attack bonus 
  against the nearest opponent within reach.  
   
  VALKYRIE THRUST 
  Your spear thirsts for the blood of enemies.   
  Prerequisite: BAB +7 or higher, Weapon 
  Focus (spear).  
  Benefit: When you roll a natural 20 while 
  attacking with a spear, you deal additional 
  damage equal to your Charisma modifier, 
  even if your roll is not confirmed as a 
  critical hit.  
   
  New 5E Feats 
   
  Battlefield Grace 
  Once battle begins, you gain a supernatural 
  connection to the ebb and flow of combat. 
  You receive the following benefits: 
   
   
  When an enemy or ally you can see 
  within 60 feet must make a death 
  saving throw, as a reaction you can 
  
   
   
  grant that creature advantage or 
  impose disadvantage on the die roll. 
  You may use this ability once 
  between short rests. 
   
  When a friendly creature you can 
  see within 30 feet drops to 0 hit 
  points, as a reaction you can expend 
  one of your hit dice, healing that 
  creature by the amount rolled plus 
  your Charisma bonus (minimum of 
  1). This ability and your hit die 
  expended recharges following a long 
  rest. 
   
  If any of your chosen comrades on 
  the battlefield drops to 0 hit points, 
  you immediately know their general 
  direction and distance, and how 
  close to death they are, including 
  the most serious condition afflicting 
  them. You retain this awareness so 
  long as you are conscious, even if 
  you are blinded or deafened. 
   
  Shield of the Fallen 
  You stand as a grim guardian angel for your 
  comrades during times of battle. You 
  receive the following benefits: 
   
   
  Increase your Strength or Dexterity 
  score by 1, to a maximum of 20. 
   
  You are able to carry an 
  unconscious, dead, or helpless 
  creature up to one size larger than 
  yours without the creature’s weight 
  counting against your carrying 
  capacity. Carrying them does not 
  burden you or prevent you from 
  attacking with a weapon or 
  benefiting from a shield. 
   
  When you stand adjacent to a prone 
  ally, any attacks against them do not 
  gain advantage. 
   
  While wearing a shield and standing 
  adjacent to a prone creature, as a 
  reaction you can grant that creature 
  your shield bonus to AC. You still 
  retain the shield bonus as well. 
   
   
  New 5E Spells 
  The following four spells are added to both 
  the cleric and paladin spell lists. 
   
  A Thousand Deaths 
  4th-level transmutation 
  Casting Time: 1 minute 
  Range: Touch 
  Components: V 
  Duration: Until Dispelled 
   
  You curse an individual who demonstrated 
  cowardice or moral failings on the field of 
  battle, marking them with a rune of shame 
  for all to see. The creature receives a 
  Charisma saving throw to avoid the effect. 
  If the creature fails this saving throw, a sigil 
  appears on its forehead—a mark that cannot 
  easily be obscured. Wherever that person 
  travels, they will not receive aid, shelter, or 
  hospitality from soldiers and the like. In 
  addition, that creature suffers disadvantage 
  on Charisma-based ability checks when 
  dealing with warriors or members of your 
  faith. 
   
  Finally, the cursed creature gains no benefit 
  from healing spells cast by you or another 
  member of your faith. 
   
  As part of the curse, you must assign the 
  subject a task to complete in a language the 
  creature understands. The task must be 
  attainable, but it can be difficult or 
  dangerous. The task can take no longer 
  than one year to complete. If the creature 
  fulfills the assigned task or a year elapses, 
  the spell’s effects end and the mark of 
  shame vanishes. The task should require 
  bravery or heroic effort and should promote 
  your deity’s glory. If you issue a suicidal 
  task, the spell ends immediately. 
   
  
   
   
  Deathwatch 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
   
  You sense the condition of all creatures you 
  can see within 30 feet of you, including 
  whether they are dead, undead, or alive. If 
  the creatures are alive, you know each 
  creature’s condition, including whether 
  they are uninjured (maximum current hit 
  points), injured (fewer than maximum 
  current hit points), approaching death (1 hit 
  point), or dying. This spell sees through 
  magic such as feign death or illusions 
  intended to hide the living or the dead. 
   
  Hostile Challenge 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a drop of your blood) 
  Duration: Concentration, up to 1 minute 
   
  After you cast this spell, whenever a 
  creature you can see attempts a melee 
  attack against one of your allies, as a 
  reaction you can command that creature to 
  attack you instead. The creature must 
  succeed at a Wisdom saving throw or be 
  compelled to attack you instead of its 
  original target, even if it must move to 
  engage you. 
   
  Last Stand 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: Instantaneous 
   
  Upon casting this spell, you immediately 
  fall to 0 hit points, stable but unconscious. 
  You unleash a burst of brilliant divine 
  energy in a 30-foot radius centered on you. 
  Enemy creatures in the area of effect must 
  make a Charisma saving throw or suffer 
  radiant damage equal to your level. In 
  addition, all non-hostile creatures in the 
  area of effect are healed by an equal 
  amount. 
   
  Finally, one non-hostile creature of your 
  choice in the area of effect can immediately 
  make a melee attack as a reaction with 
  advantage on the roll. 
   
   
  New Pathfinder 
  Magic Items 
   
  Banner of the Raven (Hrafnsmerki) 
  Aura faint enchantment (compulsion) 
  [mind-affecting]; CL 3rd 
  Price 30,000 gp; Slot none; Weight 3 lbs. 
   
  This triangular cloth battle flag depicts a 
  large raven. The flag must be attached to a 
  staff, spear, or other polearm and either 
  carried or planted in the ground. When 
  combat begins, the wielder must decide 
  whether to activate the banner’s magic. If 
  he activates the banner, the raven changes 
  appearance to symbolize an omen of 
  victory. As long as the wielder continues to 
  carry or hold the banner, all allies within a 
  60-foot radius centered on the flag that can 
  see it receive a +2 morale bonus on attack 
  and damage rolls, as well as saving throws 
  against fear effects. In addition, these allied 
  creatures can ignore up to two levels of 
  exhaustion for up to 1 hour. 
   
  The banner of the raven brings victory at a 
  cost, however. Once the wielder activates 
  this item, the nearest enemy creature that 
  can see him must make a DC 17 Will saving 
  throw or be compelled to make a melee or 
  ranged attack against him, target him with 
  a spell, or include him in the area of a spell 
  effect, whichever is most damaging. Once 
  the affected creature has made this 
  attempt, the compulsion ends. This is a 
  mind-affecting compulsion effect. 
   
  
   
   
  If the banner wielder dies or falls 
  unconscious, the raven’s appearance 
  changes to an omen of impending defeat. 
  At that point, the banner ceases to function 
  for the remainder of that battle unless 
  another creature picks it up and activates it. 
  Upon doing so, the +2 morale bonus 
  resumes—as does the compulsion for the 
  nearest enemy creature to attack. 
   
  CONSTRUCTION REQUIREMENTS 
  Craft Wondrous Item, bless, prayer; Cost 
  15,000 gp 
   
  Feathered Cloak (Alftarham) 
  Price 900 gp; Slot shoulders; CL 4th; Weight 
  1 lb.; Aura faint transmutation; Scaling 
  prize 
   
  Fashioned of shimmering samite and swan 
  feathers, this cloak resembles majestic swan 
  wings. It grants a 20 foot swim speed to its 
  wearer using only their legs like a swan. 
   
  7th Level: The cloak grants its wearer a +5 
  competence bonus on Diplomacy and 
  Survival checks. 
   
  10th Level: The wearer can grasp the edges 
  of the cloak to fly (as the fly spell) for up to 
  5 minutes three times per day. After each 
  use of this ability, the wearer must wait for 
  at least as long as the fly effect lasted until 
  using this ability again. 
   
  12th Level: For each daily use of fly, the 
  wearer can instead choose to transform 
  into an ordinary trumpeter swan as beast 
  shape III for the same duration. 
   
  14th Level: The wearer can use fly or beast 
  shape III at will, but is still subject to the 
  limit on using the ability again after a 
  previous use. 
   
  16th Level: The wearer can also transform 
  into a large swan with beast shape III (use 
  the stats for a giant falcon), and she can use 
  glitterdust at will as a spell-like ability. 
   
  18th Level: The wearer gains the trackless 
  step ability and can use deep slumber once 
  per day as a spell-like ability. 
   
  20th Level: The wearer gains DR 5/cold 
  iron, resist cold 10 and resist electricity 10.  
   
  CONSTRUCTION REQUIREMENTS 
  Cost 66,000 gp; Feats Craft Wondrous Item; 
  Spells beast shape III, deep slumber, fly, 
  glitterdust, energy resistance. 
   
   
  Helm of Awe (Aegishjalmur) 
  This symmetrical rune can be added to any 
  helmet or headband for 42,000 gp. It can 
  also be tattooed to the forehead for the 
  same price. It grants the wearer a +10 bonus 
  to Diplomacy and Intimidation checks. In 
  addition, it grants the wearer a +4 bonus to 
  a single ability score. This +4 bonus can be 
  switched to a different ability score once 
  per 24-hour period as a full round action. 
   
   
   
   
  Sending (Magic Weapon Special Ability) 
  Price +4 bonus 
  Aura strong conjuration; CL 15th; Weight — 
   
  DESCRIPTION 
  This weapon special ability, favored by 
  valkyries, sends the souls and bodies of the 
  slain to the realm where it belongs. 
  
   
   
   
  When this weapon is used to slay or destroy 
  a creature with a soul, the creature’s body 
  and its soul are automatically transported 
  to the afterlife plane that they are meant 
  for (GM’s choice). Depending on the nature 
  of the plane it is sent to, the corpse might 
  become damaged or destroyed shortly after 
  arrival. If the creature is an outsider and is 
  brought back to life somehow, they cannot 
  enter the plane in which they were slain for 
  the next 100 years.  
   
  CONSTRUCTION REQUIREMENTS 
  Craft Magic Arms and Armor, plane shift; 
  Cost +4 bonus 
   
   
  Valkyrie Mead 
  This magical mead heals 1 hit point for each 
  ounce imbibed. Only valkyries know what’s 
  in it or how to brew it. Crafting a single 
  ounce of this mead takes a valkyrie 1 hour 
  and costs 5 gp in materials. Drinking an 
  ounce of valkyrie mead requires a standard 
  action.  
   
   
  New 5E Magic 
  Items 
   
  Cleansing Fire 
  Wondrous item, uncommon 
  This ceramic amphora contains sacred oils 
  designed to destroy the undead, burning 
  them to ash. When thrown against an 
  undead creature as an attack, the amphora 
  shatters, coating the undead with oil. The 
  oil bursts aflame, burning and purifying the 
  creature. 
   
  An undead creature struck with this oil 
  suffers 3d6 points of radiant and fire 
  damage. In addition, the creature continues 
  burning each round until it rolls a DC 13 
  Charisma saving throw to end the effect. 
  Each round the creature continues to burn, 
  it suffers an additional 2d6 points of radiant 
  and fire damage. The oil affects even 
  incorporeal undead. 
   
  In addition, any undead that can see the 
  burning creature cannot willingly move 
  closer to it unless they succeed at a DC 13 
  Wisdom saving throw. An undead creature 
  that succeeds at this saving throw is 
  immune to this effect for the next 24 hours. 
   
  Feathered Cloak (Alftarham) 
  Wondrous item, rare (requires attunement) 
  This feathery cloak resembles a set of 
  swan’s wings. When worn, the cloak 
  enables you to grip its edges and fly at a 
  speed of 60 feet. If you lose your grip on the 
  cloak for any reason, you immediately begin 
  to plummet. You can fly for up to 5 minutes 
  a day, although this duration need not be 
  all at once. The cloak’s flight ability 
  recharges at dawn. 
   
  In addition, the cloak allows you to 
  magically assume the shape of an ordinary 
  trumpeter swan. Any time spent in this 
  form counts against the time you can spend 
  flying for the day. 
   
  Helm of Awe (Aegishjalmur) 
  Wondrous item, uncommon 
  This sturdy iron helm features an intricate 
  rune carved into its surface. While wearing 
  this helm, you gain advantage on Charisma 
  (Intimidation) and Charisma (Persuasion) 
  ability checks. You can, if you choose, make 
  Intimidation checks with Strength as the 
  related ability instead of Charisma. 
   
  Shield of the Warrior Maiden 
  Armor (shield), rare 
  So long as you hold this shield, you 
  automatically know the physical status of 
  any creature you can see within 30 feet. You 
  know how badly injured they are, if they are 
  dying, or if they are merely playing dead. 
   
  In addition, whenever you are adjacent to a 
  prone ally at fewer than its maximum hit 
  points, or a prone ally suffering from any 
  condition, you can spend your reaction to 
  grant your shield bonus against melee or 
  
   
   
  ranged attacks targeting them. You can use 
  this ability even if you cannot see the 
  attacking creature. 
   
  Spear of the Fallen 
  Weapon (spear), very rare (requires 
  attunement) 
  While wielding this magic weapon, as a 
  reaction you can add your Charisma bonus 
  (minimum of 1) to a saving throw to resist 
  fear effects or against any effect that deals 
  necrotic damage. This spear is considered a 
  finesse weapon. 
  This spear holds 7 charges. It regains 1d4+1 
  expended charges daily at sunrise. As a 
  bonus action, you can expend one charge 
  against any dying creature within 60 feet 
  you can see. You decide whether the target 
  creature automatically fails or succeeds at a 
  death saving throw. If the target creature 
  dies, the spear regains a charge; likewise, if 
  the target creature stabilizes, the spear also 
  regains a charge. 
  Finally, if you throw this weapon as part of 
  an attack action, you can summon it back 
  to your hand as a bonus action with the 
  expenditure of a charge. 
   
  Sword of Sending 
  Weapon (any sword), very rare (requires 
  attunement) 
  When you slay or destroy a creature with 
  this magic blade, the creature’s body and 
  soul are immediately transported to the 
  afterlife plane appropriate for their 
  alignment (GM’s choice). Even if a creature 
  is somehow brought back to life, any 
  outsider slain by this sword cannot return 
  to the plane in which they were slain until 
  one century has elapsed. 
   
  Valkyrie Mead 
  Potion, rare 
  When imbibed, this magical elixir allows 
  the creature to spend up to one-half of its 
  recovery hit dice to regain hit points. If the 
  creature has no recovery dice remaining, it 
  instead regains a number of hit points 
  equal to its Constitution bonus (minimum 
  of 1). 
   
  Valkyrie 
  Monster 
  Variants  
  The standard valkyrie monster (below) is 
  but one of several forms a valkyrie can take. 
  The following variants are for the Empires 
  of Ash™ Pantheon campaign setting. 
   
  Valkyrie  
   
   
   
     CR 12 
  XP 19,200 
  CN Medium outsider (extraplanar) 
  Init +3; Senses darkvision 60 ft., 
  deathwatch; Perception +24 
   
  DEFENSE 
  AC 27, touch 19, flat-footed 24 (+8 armor, +6 
  deflection, +3 Dex) 
  hp 168 (16d10+80) 
  Fort +10, Ref +13, Will +15 
  DR 10/cold iron and lawful; Immune cold, 
  electricity, poison; Resist acid 10, fire 10; SR 
  23 
  OFFENSE 
  Speed 30 ft., fly 100 ft. (perfect) 
  Melee +2 returning spear +23/+18/+13/+8 
  (1d8+8/x3) 
  Ranged +2 returning spear +22 (1d8+6/x3) 
  Spell-Like Abilities (CL 16th; concentration 
  +18) 
   
  Constant—deathwatch, tongues 
  At will—aid, death ward, gentle repose, 
  plane shift (self and mount only) 
  3/day—call lightning storm (DC 21), divine 
  power, geas/quest 
  1/day—breath of life, heal, summon (level 8, 
  1 sleipnir, 100%) 
   
  STATISTICS 
  Str 18, Dex 17, Con 20, Int 13, Wis 20, Cha 23 
  
   
   
  Base Atk +16; CMB +20; CMD 39 
  Feats Mounted Combat, Power Attack, 
  Ride-By Attack, Skill Focus (Ride), Spirited 
  Charge, Trample, Vital Strike, Weapon 
  Focus (spear) 
  Skills Fly +27, Handle Animal +25, Heal +24, 
  Knowledge (planes) +20, Perception +24, 
  Ride +28, Sense Motive +24 
  Languages Celestial, Common; tongues 
  SQ battle trained, choose the slain, holy 
  zeal 
  SPECIAL ABILITIES 
  Battle Trained (Ex) 
  A valkyrie is proficient with all armors. 
  Armor never impacts a valkyrie’s speed, nor 
  does a valkyrie take armor check penalties 
  on Ride checks. 
   
  Choose the Slain (Su) 
  A valkyrie can draw the soul from a newly 
  dead body and store it in her spear for 
  transport to the Outer Planes. This 
  functions as soul bind, but the dead 
  creature must be willing to have its soul 
  taken. If the creature is unwilling, this 
  ability has no effect. 
   
  Holy Zeal (Su) 
  A valkyrie adds her Charisma modifier as a 
  deflection bonus to her Armor Class. 
  ECOLOGY 
  Environment any 
  Organization solitary or ride (2-8 valkyries) 
  Treasure triple (+2 breastplate, +2 returning 
  spear, other treasure) 
   
   
  New 5E Monster: 
  Valkyrie 
   
  VALKYRIE 
  Medium celestial, lawful neutral 
  Armor Class 19 (natural armor, shield) 
  Hit Points 105 (14d8 + 42) 
  Speed 30 ft., fly 90 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 
  (+3) 
  18 
  (+4) 
  16  
  (+3)  
  13 
  (+1) 
  18 
  (+4) 
  20 
  (+5) 
  Saving Throws Wis +8, Cha +9 
  Skills Insight +8, Perception +8 
  Damage Resistances acid, fire; bludgeoning, 
  piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities lightning, poison 
  Condition Immunities charmed, 
  exhaustion, frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 
  18 
  Languages celestial, common, telepathy 90 
  ft. 
  Challenge 9 (5,000 XP) 
  Divine Weapons. The valkyrie’s weapon 
  attacks are magical. When the valkyrie hits 
  with her spear, the weapon deals an 
  additional 2d8 radiant damage (included in 
  the attack). 
   
  Innate Spellcasting. The valkyrie’s 
  spellcasting ability is Charisma (spell save 
  17). The valkyrie can innately cast the 
  following spells, requiring only verbal 
  components: 
   
  At Will: aid, deathwatch, gentle repose, 
  tongues 
  3/Day each: call lightning, death ward, geas, 
  plane shift (self and mount only) 
  1/Day each: heal, heroes’ feast, planar ally 
   
  Magic Resistance. The valkyrie has 
  advantage on saving throws against spells 
  and other magical effects. 
   
  ACTIONS 
  Multiattack. The valkyrie makes two melee 
  attacks. 
   
  Spear. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) 
  piercing plus 9 (2d8) radiant damage. 
   
  
   
   
  Thrown Spear. Ranged Weapon Attack: +8 
  to hit, range 20/60 ft., one target. Hit: 6 (1d6 
  + 3) piercing plus 9 (2d8) radiant damage. 
  The spear returns at the end of the 
  valkyrie’s turn. 
   
  Choose the Slain. A valkyrie can draw the 
  soul from a newly dead body and store it 
  within her spear for transport to the soul’s 
  place of final rest. Once the soul resides in 
  the valkyrie’s spear, nothing short of a 
  deity’s direct intervention, including 
  resurrection and wish, can return the 
  deceased to life. The dead creature must be 
  willing to have its soul taken. If the creature 
  proves unwilling, this ability has no effect. 
   
  REACTIONS 
  Holy Zeal. The valkyrie can add her 
  Charisma bonus to her armor class. 
   
   
  Monster 
  Variants 
  Arekyrie 
  These valkyrie of Deimos are large and in 
  charge, carrying the souls of those who died 
  for the thrill of the fight.  
   
  Changes: Arekyrie have the giant creature 
  template. They summon a pair of dire lions 
  instead of a sleipnir.  
   
  Første Valkyrie 
  These first of the valkyries chose those who 
  die protecting family and tribe, and bear 
  such valiant souls to Aequitas.  
   
  Changes: Første valkyrie are neutral good 
  and have the advanced creature template.  
   
  Houri 
  Those who die defending romantic love or 
  perish with desires unfilled soon know the 
  comforts and affections of these servants of 
  Inanna.  
   
  Changes: Houri have a Cha 25 and have the 
  entropic creature template. They can use 
  charm person, at will. They summon a 
  pegasus instead of a sleipnir.  
   
  Morrigan 
  These twisted, crow-like hags revel in death 
  and destruction and seek out wicked mortal 
  souls to take to the dark realm of 
  Mictlantecuhtli.  
   
  Changes: Morrigan are neutral evil and 
  have all the tengu racial traits, including 
  alternate racial traits. They summon three 
  giant crows instead of a sleipnir (use the 
  stats for a giant eagle).  
   
  Valdraeko 
  Anshur values friendship as the deepest of 
  bonds. Those who lay down their life for 
  their friends are welcome in his domain. 
  The valdraeko are draconic valkyrie who 
  bear such slain to him.  
   
  Changes: Valdraeko are chaotic good and 
  have the half-dragon template. They 
  summon a CR 11 dragon instead of a 
  sleipnir.  
   
  Valkami 
  When goodly and devout soldiers die out of 
  loyalty to their lord, these samurai valkyrie 
  carry their souls to Anu-Most-High.  
   
  Changes: Valkami are lawful good and have 
  the kami subtype. They summon a zuishin 
  kami instead of a sleipnir.  
   
  Vampyrengel  
  Like angelic vampires, these thralls of 
  Nergal recruit from the finest of his fallen 
  devotees.  
   
  Changes: Vampyrengels are lawful evil and 
  have the vampire template. Instead of 
  carrying souls to the afterlife, they change 
  the dying into undead. When a 
  vampyrengel summons a sleipnir, the 
  creature has the skeletal champion 
  template.  
  
   
   
  Playing a 
  Valkyrie 
  Being a valkyrie is both a calling and an 
  obligation; after all, valkyries are chosen by 
  gods, angels, and other divine entities to 
  represent them on the field of battle. Those 
  individuals who accept this call are still 
  mortal, but at the same time they must 
  come to accept the role of death and 
  violence in this new life of service. 
   
  When creating a valkyrie character, consider 
  the circumstances under which the 
  character received their call. Were they the 
  sole survivor of an epic battle? Did they live 
  through a plague that wiped out an entire 
  city? Likewise, consider how the character 
  received their call in the first place. With 
  certain deities, this calling is likely to 
  include the blowing of trumpets and a 
  chorus of valkyries descending from the 
  sky. With other gods, however, the 
  character might encounter an old hag or a 
  young child in the midst of a scene of 
  carnage. Sometimes, the most powerful of 
  calling comes in the least expected of ways. 
   
  Regardless of which god a valkyrie serves, 
  they hold several beliefs in high regard. 
  They believe in the concepts of honor, 
  bravery, and meaningful death. They 
  believe that warfare and combat are 
  integral to the mortal existence. Finally, 
  they take seriously their role as guides to 
  lead the fallen into the next life. 
   
  The Valkyrie in 
  the Campaign 
  Before introducing the valkyrie class into a 
  campaign, the GM should determine how 
  they fit into the world’s cosmology, and 
  which deities would appoint an individual 
  to serve in this capacity. As mentioned, a 
  god of war or skill in combat is likely to 
  have valkyries in their service. Not all gods 
  will use such servants, especially any deity 
  that frowns on warfare or violence. Recall 
  that part of the valkyrie’s job is to decide 
  which warriors live and which ones die, and 
  which of the deceased are worthy of 
  traveling to the honored afterlife. 
   
  As part of the valkyrie cosmology, the GM 
  should consider different aspects of the 
  afterlife. Clearly, with the valkyrie being 
  drawn from Norse (and others’) mythology, 
  the concept of Valhalla is a major theme—a 
  divine realm in which the spirits of fallen 
  warriors gather to drink, celebrate, fight, 
  die, and repeat the cycle for eternity. Not all 
  gods would favor such a paradise. The GM 
  can come up with different versions of the 
  afterlife to suit individual deities; one god 
  of war may reside in a grim, gray land 
  marked by unending bloodshed, while 
  another such deity may hold court over a 
  paradise of peace and plenty as a reward. 
   
  From the mortal side of things, how do the 
  common folk view someone serving as a 
  valkyrie? Do they hold such an individual in 
  reverence, or do they look upon them with 
  superstitious dread and hatred? What do 
  soldiers, mercenaries, brigands, and 
  adventurers think about the valkyrie? From 
  this point of view, the valkyrie represents 
  the omnipresent nature of death on the 
  field of battle—not all mortals care to be 
  reminded of such. 
   
  By answering these questions, the GM not 
  only adds depth to the campaign setting, 
  but also uncovers how the valkyrie fits into 
  that setting. 
   
  Valkyrie and the 
  Undead 
  For the most part, a valkyrie holds no 
  particular hatred towards specific creatures 
  or monsters. Even the most horrific 
  aberration or slavering magical beast, 
  deserving of death though it may be, can 
  prove a worthwhile foe to test a warrior’s 
  bravery. 
   
  
   
   
  When it comes to undead and foul 
  practitioners of the necromantic arts, 
  however, a valkyrie feels nothing but 
  loathing and a cold determination to 
  annihilate them from the world. The 
  undead have no place, serve no purpose, 
  and deserve nothing but immediate 
  destruction. Put simply, they are 
  abominations against the gods and nature. 
  Their existence mocks death and strips the 
  honor away from the fallen. Destroying the 
  undead brings no honor and earns no glory; 
  destroying such horrors is merely a duty 
  any valkyrie must discharge. 
   
  The gravest affront offered by the 
  necromantic arts occurs when they animate 
  fallen warriors from the battlefield. These 
  kidnapped souls cannot travel to the 
  afterlife, but are instead trapped in rotting 
  bones and flesh. When a valkyrie destroys a 
  skeleton or other mindless undead, they are 
  simply disposing of rubbish. When a 
  valkyrie destroys a more powerful undead, 
  such as a wraith or a vampire, they set free 
  the trapped soul and restore the natural 
  order of life and death. When a valkyrie 
  encounters undead, eliminating their 
  presence becomes one of their most 
  pressing duties. 
   
  Character 
  Background 
  Elements 
  To help you in creating a valkyrie character, 
  consider rolling once on each of the three 
  tables below. These tables offer suggestions 
  and ideas for the valkyrie’s backstory, as 
  well as providing a few interesting elements 
  interesting about your character. 
   
  Last Rites 
  Those who die in combat, enemies 
  included, deserve a measure of respect in 
  death. Whenever possible, you observe a 
  brief rite over the bodies of the fallen. What 
  rituals do you observe? 
  d6 
  Last Rites 
  1 
  Offer a brief prayer for their souls to 
  find eternal rest. 
  2 
  Array their weapons and armor for 
  their journey to the afterlife. 
  3 
  Anoint the fallen with sacred oil or 
  holy water. 
  4 
  Shout to the gods to notify them of 
  those warriors standing ready to 
  enter the gates of Valhalla. 
  5 
  Place coins on the eyes or in the 
  mouth for the ferryman. 
  6 
  Exchange small mementos with the 
  fallen; you leave them a token, and 
  in its place, you take a memento 
  from them. 
   
  Nemesis 
  By nature, the valkyrie seeks out the bravest 
  and most worthwhile warriors on the 
  battlefield. They protect and support their 
  comrades, and at the same time do 
  everything in their power to escort the 
  enemy into the afterlife. Along the way, 
  most valkyrie encounter a nemesis—an 
  individual of equal strength and conviction, 
  but opposed to everything in which the 
  valkyrie believes. Eventually, the valkyrie 
  must confront this nemesis and prove who 
  stands the greatest champion of the two. 
  Only one may survive. Who is this great 
  enemy? 
   
  d6 
  Nemesis 
  1 
  A despotic warlord butchering his 
  way through a peaceful valley of 
  farms and villages. 
  2 
  A charismatic orc shaman destined 
  to lead the tribes to greatness. 
  3 
  The last warlock of an ancient and 
  debased bloodline. He comes from a 
  family rooted in the quagmire of 
  infernal pacts. 
  4 
  An ancient necromancer, long 
  thought turned to dust, determined 
  to give the gift of undeath to all 
  living creatures. 
  
   
   
  5 
  A spoiled but powerful godling that 
  loves to humiliate and torment the 
  valkyrie at every opportunity. 
  6 
  A veteran warrior who sold his soul 
  for immortality. 
   
  Witness 
  The call to become a valkyrie comes to only 
  a few mortals. Most who receive this divine 
  call did so only after witnessing a 
  miraculous event. For you, standing witness 
  ushered in a dramatic change in your 
  destiny. What event did you witness? 
   
  d6 
  Event Witnessed 
  1 
  The figure of a valkyrie, silhouetted 
  in brilliant light, strode across the 
  battlefield, untouched by the chaos 
  and violence. 
  2 
  A hunched figure garbed in robes of 
  night fed on the wounded and the 
  dying. 
  3 
  An enemy warrior drenched in blood 
  and surrounded by enemies refused 
  to surrender or give ground. 
  4 
  A red chariot pulled across the sky 
  by a pair of winged horses. Riding 
  within was a bare-chested and 
  bearded man. His maniacal laughter 
  echoed across the battlefield. 
  5 
  Brilliant arcs of lighting lanced down 
  from a storm cloud. Wherever the 
  bolts touched, the bodies of the 
  fallen transformed into wisps of 
  shadow or spirit. 
  6 
  Dozens of gnarled, clawed hands 
  reached up through the earth and 
  grasped at the corpses littering the 
  field, pulling them under the soil. 
   
   
  NPC Valkyrie: 
  Brynna Fell-
  Hand 
  As a youth, Brynna seemed too clumsy to 
  have any hope of mastering the spear and 
  shield. At the same time, she demonstrated 
  a ferocity and determination that startled 
  her parents and teachers alike. Despite 
  repeated bruises and ceaseless humiliation 
  at the hands of more naturally talented 
  students, she refused to quit. Over time, she 
  overcame her flaws. She trained mind and 
  body to achieve feats of stamina that put 
  her peers to shame. When the time came 
  for the Rite of Winter, she not only 
  outlasted the other participants, she even 
  took down a rogue bear on her own. 
  Thereafter, her tribe looked forward to her 
  serving as one of their bravest, most 
  capable defenders. 
   
  Unfortunately, fate held other plans for 
  Brynna. In the midst of the coldest winter 
  in memory, her tribe’s ancient enemies, the 
  flesh-devouring Vryl, crossed the frozen 
  river many hundreds strong. She stood at 
  the vanguard of the village’s defenders, 
  leading a desperate charge to buy time for 
  the young and the infirm to evacuate. 
   
  Had it not been for the Vryl’s blood magic, 
  the defenders would’ve won victory that 
  day. However, despite epic heroism and 
  sacrifice, they failed to stop the invaders. 
  While some of the enemy feasted on the 
  wounded, the other Vryl overwhelmed the 
  helpless village. The butchery lasted 
  through the night. 
   
  Brynna, one of her legs shattered, could not 
  save her people. She couldn’t even save 
  herself. If not for the arrival of a valkyrie on 
  the battlefield, Brynna, too would have 
  become part of the grisly feast. As the Vryl 
  moved towards her broken body, a radiant 
  warrior clad in silvery chainmail strode 
  onto the field. She carried a fiery spear in 
  one hand and gripped a dragon scale shield 
  in the other. With a booming war cry, she 
  charged the cannibals and skewered two at 
  a time while decapitating another with the 
  edge of her shield. In the span of six 
  heartbeats, the valkyrie slaughtered a dozen 
  enemies. 
   
  
   
   
  That valkyrie, Calleen, carried Brynna from 
  the battlefield and to safety. She nursed her 
  back to strength. Only when Brynna’s 
  survival no longer remained in question did 
  the valkyrie ask the question that would 
  forever change Brynna’s life. She offered 
  Brynna a chance to serve the god of battle, 
  to slay dishonorable enemies such as the 
  Vryl, and to aid the cause of brave heroes. 
   
  Brynna accepted before Calleen finished 
  speaking. 
   
  Ever since, Brynna Fell-Hand has wandered 
  the mortal lands. She lends her spear and 
  her ferocity where they are needed most. 
  She brings quick, merciless death to those 
  who deserve it. In particular, she has 
  dedicated herself to eradicating the Vryl 
  and making certain none of them sets foot 
  in the halls of the honored dead. Along the 
  way, she strives to uncover the source of 
  the cannibals’ dark magic and the eldritch 
  power they worship as a god—a god she 
  intends on sending back to the deepest part 
  of hell. 
   
  Brynna Fell-Hand                                       CR 5 
  XP 1,600 
  Human valkyrie 6 
  CG Medium humanoid 
  Init +4; Senses Perception +10 
   
  DEFENSE 
  AC 25, touch 14, flat-footed 21 (+8 armor, +3 
  shield, +4 Dex) 
  hp 42 (6d10+6) 
  Fort +6, Ref +6, Will +6 
  Immune fear 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk shortspear +11/+6 (1d6+3) 
  Ranged mwk composite longbow +11/+6 
  (1d8+3/x3) 
  Special Attacks rage powers (boasting 
  taunt, powerful blow, rolling dodge); 
  vanquish foe 2/day 
  STATISTICS 
  Str 16, Dex 18, Con 13, Int 10, Wis 12, Cha 10 
  Base Atk +6; CMB +9; CMD 23 
  Feats Cleave, Power Attack, Shield Focus, 
  Weapon Focus (shortspear) 
  Skills Acrobatics +13, Climb +9, Heal +9, 
  Perception +10, Ride +12, Survival 9 
  Languages Common 
  SQ aid 3/day, aura of courage, 
  deathwatcher, improved battle training 
  Combat Gear oil of magic weapon, potion 
  of cure moderate wounds Other Gear 
  masterwork half-plate armor, heavy steel 
  shield, masterwork shortspear, masterwork 
  composite longbow with 20 arrows, 5 gp 
   
   
  5E NPC: Brynna 
  Fell-Hand 
   
  Brynna Fell-Hand 
  Female human, chaotic good 
   
  AC 18 (shield) 
  hp 51 (6d12 + 12) 
  Speed 40 feet 
  Condition Immunities frightened 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 
  (+3) 
  18 
  (+4) 
  14 
  (+2) 
  10 
  (+0) 
  12 
  (+1) 
  12 
  (+2) 
   
  Skills Athletics +6, History +3, Perception 
  +4, Survival +4 
  Challenge 5 (1,800 XP) 
   
  Languages Common, orc 
   
  Danger Sense. Brynna has advantage on 
  Dexterity saving throws against effects she 
  can see. To use this ability, she can’t be 
  blinded, deafened, or incapacitated. 
   
  Fearless Presence. Brynna is immune to 
  fear, magical or otherwise. Each ally within 
  10 feet that can see her gains advantage on 
  saving throws against fear effects. This 
  
   
   
  ability functions only while Brynna remains 
  conscious. 
   
  Reckless Attack. On her first attack on her 
  turn, Brynna can attack recklessly. This 
  gives her advantage on melee weapon 
  attacks using Strength for that turn, but 
  attack rolls against her gain advantage until 
  her next turn. 
   
  Vanquish Foe. When Brynna rages she can 
  select one target she can see. While raging, 
  her weapon attacks against that target gain 
  advantage and are treated as magical. In 
  addition, she doubles her rage bonus to 
  weapon attack damage. After Brynna uses 
  this ability twice, she must complete a long 
  rest for it to recharge. 
  ACTIONS 
  Multiattack. Brynna makes two weapon 
  melee attacks or two ranged attacks. 
   
  Spear. Melee Weapon Attack. +6 to hit, 
  reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
   
  Thrown Spear. Ranged Weapon Attack. +7 
  to hit, range 20/60 ft., one target. Hit: 6 (1d6 
  + 3) piecing damage. 
  BONUS ACTIONS 
  When raging, Brynna gains advantage on 
  Strength checks and Strength saving 
  throws. When she makes a melee weapon 
  attack using Strength, she adds +2 to the 
  damage roll. In addition, while raging she 
  has resistance to bludgeoning, piercing, and 
  slashing damage. Her rage lasts up to 1 
  minute, but ends before that if she is 
  knocked unconscious or if her turn ends 
  and she hasn’t attacked a hostile creature 
  since her last turn or taken damage since 
  then. She can end her rage as a bonus 
  action. After she rages four times, she must 
  complete a long rest before she can rage 
  again. 
  
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/TPK Games/The Valkyrie Hybrid Class.pdf