valkyrian
In times long past, the celestial warriors of Aegis formed a pact where they trained a select group of fighters in their airborne fighting style. Over time, this discipline evolved into a primal art, one that no longer drew upon divine wings but instead harnessed raw elemental forces through enchanted lance weapons.
Valkyrians fight with a singular purpose: to strike from above, to dive into the heart of battle, and to fell foes that ordinary warriors could never hope to challenge. What sets them apart is not merely skill with weapons, but the fusion of martial mastery with primal magic. Each leap, thrust, and strike is amplified by the power coursing through their weapon, a force some say is drawn from the very essence of draconic might, granting the Valkyrian superhuman speed, strength, and precision in the heat of combat.
Amplified Weapon
Forging a bond with a single weapon allows you to imbue it with a fraction of your power to aid you in your combat. This weapon must have the melee property and the Heavy trait, and you must be proficient with the weapon to be able to bond with it.
This amplified weapon is the focus of your Valkyrian abilities, any ability that states that you require the amplified weapon is unable to be used if you are not currently wielding the amplified weapon.
You can have only one amplified weapon at a time. Creating a new amplified weapon requires a long rest and an available weapon; the ritual binds your inner power to the weapon, granting it power that cannot be used by anyone else. Any other creature wielding the weapon gains only the normal benefits of the weapon.
High Jump
Using your amplified weapon, you are able to jump higher than usual. Based on your strength score, you can check the table below for the maximum height you can jump.
When doing so, if your current movement speed is lower than the maximum distance you could theoretically jump, you are instead limited to the height equal to your base movement speed and its associated dive range and creature size.
Dive Attack
Using your amplified weapon, while you are standing on a solid surface; You can, as part of your Attack action on your turn, replace one of your attacks with a Dive Attack.
This attack does not move you for the sake of provoking an and after the attack you land back at the same spot as you left from.
Crash Landing
Your impact leaves your enemies rattled, granting you the following benefits:
- Shattering Impact. A flying creature that fails its Dexterity Saving throw against your Dive Attack is knocked .
Dive Manoeuvres
You gain access to the following manoeuvres:
These manoeuvres are always known to you and do not count against your total of known manoeuvres.
One With the Sky
Your amplified weapon allows you to remain airborn, granting you the following benefits:
- Airborne Combatant. You have a fly speed equal to your High Jump distance.
- Primal Leverage. You can now make a Dive Attack even when flying.
Primal Flurry
Combining your ability to jump off of enemies and the flight granted by your jumps, you gain the following benefits:
- Quick Adjustments. you are now able to rapidly adjust your movements to target more than one target.
- Rapid Dive. You can now replace two of your attacks during your attack action with a Dive Attack, but can only target the same target once per turn with a Dive Attack.