D&D 5E Horn of Valhalla Berserkers

I don't think the designers gave the Horn of Valhalla the same level of thought as other options, else it would have had the additional element of being celestials, constructs, fey or undead rather than humanoids. I would not assume too much designer intent, here.

RAW - They're humanoids, and are as vulnerable as any other human to charm, etc...

However, there is nothing wrong with a DM ruling otherwise. I would rewrite the horn, entirely, personally. I'd have it summon 2 Valkyries per 'tier' of Horn and have them arrive on Pegasi - and have them all be Celestials.
 

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Interesting thing about the charmed condition and Charm Person is that it would not automatically cause someone to attack their allies. It makes the caster appear as an ally to the target. Most often, the target affected by something like Charm Person may have an inner conflict. They may not act because they are confused who is right or who to attack. Or, it may be like when you see your friends fighting and you try to intervene without hurting anyone.

Now Dominate Person would be a spell more likely to cause the Berserkers to attack the horn and its wielder. That spell specifically states that the target follows the caster's commands to the best of their ability, and even allows the caster to take complete control of the target.

That is a great way to attack the situation (thinking outside of the box)

Charmed berserkers would interfere with the actions of horn wielder and the caster. Disadvantage on attacks =/- saves. Maybe grappling them to force them to parley. And when the allies of each respective party try to intervene as thye don't know what is happening...." Its a Mad, Mad, Mad, Mad World" (great old movie.)

Love it.
 

That is a great way to attack the situation (thinking outside of the box)

Charmed berserkers would interfere with the actions of horn wielder and the caster. Disadvantage on attacks =/- saves. Maybe grappling them to force them to parley. And when the allies of each respective party try to intervene as thye don't know what is happening...." Its a Mad, Mad, Mad, Mad World" (great old movie.)

Love it.

Exactly. I had a DM charm one of my characters once. He expected I would have my character just turn on my friends. So I asked him to specify the spell or effect. It was charm, not dominate, so I argued that my character wouldn't attack his friends, but argressively ask why everyone couldn't just chill the f out. He clearly didn't expect that. Probably since our party's dwarf fighter was previously charmed in the same way and he was fine with attacking me and our friends, lol.
 

This is a little bit off-topic, but not entirely, and the original question seems to have been answered, so...

How have people's experiences with the horn of Valhalla actually been in-game? I've always been very reluctant to hand them out. I've always been very worried that adding so many new combatants would really slow down a combat. (Also that--under bounded accuracy--such numbers could easily simply overwhelm most foes without the PCs really being challenged at all, but mostly the prior concern.)
 

This is a little bit off-topic, but not entirely, and the original question seems to have been answered, so...

How have people's experiences with the horn of Valhalla actually been in-game? I've always been very reluctant to hand them out. I've always been very worried that adding so many new combatants would really slow down a combat. (Also that--under bounded accuracy--such numbers could easily simply overwhelm most foes without the PCs really being challenged at all, but mostly the prior concern.)

I haven't for the same reasons (I have given out items that let you get a single minion, but no multiple minion items). Like conjure minor elementals/demons/woodland creatures/animals, I would have been happier with a "swarm of minor elementals", "living wall of demons" or something similar (maybe with something like as the swarm/living wall takes damage, it shrinks in size) for simplicity's sake. I think a lot of the "mass minion" spells/items were built with the idea that mass combat was coming around the corner in short order....
 

I would definitely rule that they can be magically compelled, just as I would also rule to allow the hornblower to have the option to choose to end the effect of the summon led creatures as an action (or maybe a bonus action, I don't have the horn stats in front of me to see if it specifies).

Minor related point: I love this item conceptually, but HATE 1/week items. Just my opinion. When I gave this to a player I lowered the amount summoned and let them do it once per day. Had the effect of letting them use it more often (i.e. more fun) and had the side effect of keeping it from being a real damn fight ender or fight slogger. Having to suddenly keep track of like 8 extra cr2 creatures is nothing to sneeze at in terms of being an exercise in frustration.
 

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