Pact of the Asgardian
You have made a pact with either a Valkyrja of Ásgarðr, or one of the godlike Asgardian beings themselves. There are many powers that call Ásgarðr their home with many differing goals, and opinions, on how to obtain them. While the methods of strengthening Ásgarðr may not be the preferred method of the Óðinn All-Father, all the patrons hailing from Ásgarðr do what they do for the favor of the All-Father - for whatever malevolent or benevolent purposes they may have in mind - and often do so through the use of the Warlocks they sire.
Expanded Spell List
The Asgardian lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Level |
Spells |
1st |
Sanctuary, Shield |
2nd |
Heat Metal, Spiritual Weapon |
3rd |
Elemental Weapon, Spirit Guardians |
4th |
Death Ward, Faithful Hound |
5th |
Banishing Smite, Steel Wind Strike |
Eyes of the All-Father
Starting at 1st level, you gain the service of a spirit sent by your patron to watch over you. The spirit assumes the form a crow with the game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you. While the crow is perched on your shoulder, you gain darkvision with a range of 30 feet and a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus equals your Charisma modifier. While perched on your shoulder, the crow can’t be targeted by any attack or other harmful effect; only you can cast spells on it; it can’t take damage; and it is incapacitated. You can see through the crow’s eyes and hear what it hears while it is within 100 feet of you. In combat, you roll initiative for the crow and control how it acts. The crow doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action. The crow vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the crow back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
Valkyrja's Wrath
At 1st level, you have acquired the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also grants to imbue you weapon with wraith of the Valkyrja. As a bonus action, you can touch one weapon that you are proficient with. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn't already. This benefit ends after 1 minute or if you fall unconscious. You can’t use this feature again until you finish a short or long rest.
Valkyrja's Ward
Starting at 6th level, you have gained enough favor with your patron that they as a bonus action you may touch your armor to grant yourself magical defenses. You gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus o f +1). This benefit ends after 1 minute or if you fall unconscious. You can’t use this feature again until you finish a short or long rest.
Steed of the All-Father
At 10th level, you gain the service of a spirit sent by your patron to carry you on your ventures. The spirit assumes the form of Sleipnir, a gray, eight-legged horse with the game statistics of a nightmare. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Using this ability again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can't have more than one mount bonded by through this ability at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears this way, it leaves behind any objects it was wearing or carrying. At the end of a short or long rest, you can call the steed back to you – no matter where it is or whether it died – and it reappears within 5 feet of you.
Valkyrja's Soul
At 14th level, your patron grants you the bravery and fortitude to stare down the most imposing of foes and not waiver. You gain advantage on death saving throws, and immunity to the frightened condition. You also gain proficiency in constitution saving throws. If you already have proficiency in constitution saving throws you can choose to gain proficiency in strength, intelligence or charisma saving throws instead.