Valkyrie Warden
Valkyrie Warden are divine protectors who see the threads of fate and act as both shield and sword. Valkyries intercede at critical moments, guiding allies to victory and punishing those who overreach. With unmatched clarity and battlefield presence, they ensure every strike and decision serves a higher cause.
Valkyrie Warden Features By Level
You gain proficiency in the Insight and Perception skills.
In addition, you and any allies who can see or hear you gain a bonus to initiative rolls equal to your Wisdom modifier (minimum of +1).
As a bonus action, you can mark a creature you can see within 60 feet. The mark lasts for 1 minute. While marked, whenever you or an ally hits the target with a weapon attack or deals damage to it with a spell, the target takes additional radiant damage equal to your proficiency bonus. A creature can only take this additional damage once per turn per attacker.
If the marked creature drops to 0 hit points before the duration ends, you can use a bonus action on a later turn to mark another creature you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
As a bonus action, you can choose one ally within 30 feet of you who can see or hear you. That creature gains temporary hit points equal to your Warden level.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
While you are not incapacitated, you and your allies within 30 feet of you gain the following benefits:
- You can't be surprised.
- You gain a +5 bonus to Wisdom (Perception) checks.
- When you roll initiative, you gain temporary hit points equal to your Wisdom modifier.
You punish those who dare use beguilements against you or your allies. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Your presence inspires destiny itself. When you or an ally within 60 feet of you rolls a 1 on an attack roll, saving throw, or ability check, you can use your reaction to treat the roll as if it were a 20 instead.
Once you use this feature, you can’t do so again until you finish a long rest. However, you can also expend a use of your Judgment feature to use it again.