Valkyrie Very rarely does a Fighter have the opportunity to ascend to the ranks of the Valkyrie. The elite few who do, able to administrate over the field of battle from the sky. Meting out devestating attacks to weaken their enemies ranks. Those who are able to take this archtype combine aerial feats with martial disciplines. Call to the Sky: You may choose this architype at 3rd level if you naturaly have wings, or have the opportunity to be bestowed with them. If you do not allready have a flying speed, you gain one equal to your base walking speed. Valkyrie who do not naturaly possess wings are considered to be encumbered while on the ground due to the weight of their new limbs; your walking speed dropping by 10ft. A Valkyrie is able to fly while wearing Light or Medium armour (you are unable to benefit from your flying speed while wearing heavy armour). Wings of War: At 3rd level you begin training in a Valkyrie

discipline. Different to other martial forms, your

aptitude and focus for training are choosen for you by the very nature of your wings. These Valkyrie disciplines are divided into three catagories. The Peregrines Wing: Your wings are grown naturally, resembling those of a birds, bats or in rare cases more akin to those of a dragons or sprites. These wings mark you as the most agile of the Valkyrie. Your flying speed increasing an additional 20ft, and by another 10ft at 7th, 11th and 15th level. While flying you are considered to be proficent in the acrobatics skill and gain expertise in Dexterity saving throws. Aerial Acrobat: Once per turn while flying you may add a bonus of +2 to your AC when targeted by an enemies attack of opportunity. This bonus increases by 1 at your 5th, 9th, 13th, and 17th Fighter level.

Evasive Maneuvers: If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage while flying. You may use your reaction to take no damage if you succeed on the saving throw, and only half damage if you fail.

You can use this ability a number of times equal to half your Dexterity modifier before you must finish a long rest The Order of Icarus: Your wings are artificial, constructed from living metal, a marvel of artifice and metalurgy. Warriors bestowed with these wings become beacons of physical strength able to maneuver with ease on the battlefield, to always be where the fighting is most fierce. The edge of your wings are as sharp and hard as any sword. You are never unarmed, you are proficent with your Wings which are melee weapons that each deal 1d6 slashing damage.

Plummeting Strike: As an action you steel your self, gaining resistance to falling damage for the round before plummeting from the sky, dealing a devestating melee attack against a target directly below you. A target must succeed on a Dexterity saving throw or recieve all of your falling damage (maximum 5d6 bludgeoning damage) and be knocked prone. On a succesfull save the damage is shared between you. You can deal increasing damage with this ability at later levels 7d6 at 7th, 10d6 at 11th and 14d6 at 15th level.

(Plummeting Strikes DC is equal to 8 + proficency + Strength).

Steel Canopy: While not flying and as long as your wings

are unrestrained you can use your reaction to sheild

yourself or an adjacent creature with your wings. Your

wings provide half cover until the start of your next turn;

+2 AC and +2 to Dexterity saving throws.

You can use each of these abilies a number of times

equal to your Constitution modifier before you must

finish a long rest The Strixes Apostles: The rarest of the Valkeryie disciplines, those few that join

the Strixes Apostles have been blessed with the innate

ability to alter their form with arcane constructs. Their defining feature the ability to summon wings of pure

arcane energy. Most who recieve this boon have years of experience already. As Battle Clerics or War Mages who have recieved the blessing of their gods or had their magical potential unlocked by an otherworldly being. These Warriors are a wonder to behold, litteraly gleaming with power when presiding over a battlefield.

These Valkyrie can dismiss and summon their wings as a bonus action. Able to resummon them a number of times equal to their Charisma modifier before needing to finish a short rest. (While dismissed your walking speed returns to normal) Awakened Spleandor: Arcane wings are built from a single type of magic, either: acid, cold, fire, lightning, radiant or necrotic energy. You select one magic type from amoungst this list when you gain this discipline, defining the arcane nature of your wings. All features of the Strixes Apostles that deal magic damage deal this damage type.

In addition you gain resistance to your choosen damage type and advantage on performance and intimidation checks while your wings are on display.

(All features in this Arcane Wing discipline that require a saving throw DC are calulated as 8 + proficency + Charisma)

Arcane Vestiture: As an action you focus on the arcane energy from which you construct your wings. Causing your innate magic to surge through your body, enhancing your attacks. For the next minute your weapon attacks and cantrips deal extra magic damage equal to your Charisma Modifier. This damage increases at later levels to 1d6+Cha at 5th, 2d6+Cha at 11th and 3d6+Cha at 17th level.

You must finish a short or long rest before you can use this ability again. Aerial Endurance At 7th level your mastery of the sky enables you to fly long distances almost effortlessly. While traveling you can move at a Fast Pace with no penalty to your passive perception. Additionaly you have advantage on Constitution saves while traveling at a Forced March, as described in chapter 8 of the Players Handbook. A Valkyrie with Organic Wings can travel even faster, able to travel at 6 miles per hour or 45 miles per day. Additionaly while airborne you can choose to glide. You gain advantage on Stealth checks made to hear you and descend at a rate of 5 feet each round.

Winged Warrior At 10th level a Valkyrie learns to seamlessly combine aerial maneuvers with their fighting tactics and abilities. Gaining additional benefits to their Valkyrie discipline. The Peregrines Wing – Sky Dancer: Your incredible speed in the sky along with your airborne finesse allows you to easily dodge and weave between your enemies attacks. You are now able to use Evasive Maneuvers at will, ignroing its restriction on number of uses.

Deceptive Flight: When an attacker that you can see targets you with an attack, you can use your reaction to impose disadvantage on their attack roll. You can use this ability after hearing if their attack is succesfull but not after rolling damage.

You can use this ability a number of times equal to your Dexterity modifier before needing to finish a long rest. The Order of Icarus – Iron Resolve: You have learnt to exert your willpower over the living artifice that is your wings. You can further extend your wingspan allowing you to fly while wearing heavy armour. Your improved control greatly improves your Wing attacks, each Wing gaining the reach property. Melee weapon attacks made with either of your Wings now deals 1d10 slashing damage. Additionaly you can add your Strength modifier to any offhand attacks made with your Wings using your bonus action.

Greater Steel Canopy: Steel Canopy now provides three-quaters cover until the start of your next turn; +5 AC and +5 to Dexterity saving throws.

The Strixes Apostles – Arcane Avatar: You have become even more adept at controlling the arcane energy from which you construct your wings. Your gift enhanced, allowing you to draw out even more power from your inner wellspring of arcane energy.

Arcane Aegis: While Arcane Vestiture is active you gain Magical Resistance, gaining advantage on saving throws against all Spells and other magical effects. Additionaly you may use your Arcane Vestiture ability twice before needing to finish a long rest.

Arcanaflare: You gain the ability to lash out with your magical energy while Arcane Vestiture is active. As an action you create a 30ft cone of magical energy that sweeps out from you. Each creature within this abiltites area of affect must succeed on a Constitution saving throw or take 6d6 magic damage. Using this ability ends Arcane Vestiture prematurely and prevents you from using it again until you have finished a short rest. Aerial Ace At 15th level you have learned to combine your prowess in the sky with your martial skills improving your melee attacks. Any weapon attacks made while flying now score a critical on a roll of 19 or 20.

Additionaly if you fly at least 20ft in a straight line before damaging a medium or large sized creature with a melee attack they must succeed on a Strength saving throw or be knocked prone.

Aerial Ace save DC = 8 + proficency + Strength or Dexterity (your choice). Ascended Warrior At 18th level you have fully mastered your discipline of aerial combat. There are very few creatures in the multiverse even amoung the ranks of the Valkyrie that are your equal while in the sky. The Peregrines Wing - Aerial Skirmisher You have learnt how to use the momentum of your flight to enhance each of your attacks. If you have moved at least 10 feet before making a succesful weapon attack you may add your Aerial Acrobat bonus to your weapon damage. The Order of Icarus - Battle Icon You have augmented your body with the living metal that your wings are comprised of. Unless incapacitated you are immune to falling damage. Plummeting Strike is enhanced, now affecting all creatures within a 15ft cube. Dealing full damage to any creature in this area that fails their Dexterity saving throw, or half damage to creatures that succeed it. The Strixes Apostles - Living Magic You have unlocked the full potential of Arcane Vestiture, when you use this ability you gain an aura that deals

your Arcane Vestitures damage to any creature that starts its turn within 5ft of you. Additionaly you learn to transmute your phsical body, becoming an Arcane Construct for the rest of the abilities duration as an action.

Arcane Construct: While in this form you are unable to attack or use any actions other than your Arcanaflare ability, in addition you gain immunity to all non magical damage. Your flying speed increases by 20ft per round and you can pass through solid objects as if it were difficult terrain.

If you use this ability to move through another creatures space, they must make a Constitution saving throw. On a failed save they take 5d6 magic damage, or half as much if they are successful.

If you end your movement inside a solid object you are ejected into the nearest unoccupied space, taking 1d10 force damage for every foot of forced movemnt. Credits Created by Articvibe

Original concept posted by Arrette13

Formatted in Naturalcrits Homebrewery.