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Planar

Valhallan Screamer

Valhallan Screamer

Ability Score Increases

Ability Score Increases are related to your character's background, rather than species.  When you select a background, increase your statistics using the background's three chosen ability scores. If the background does not have a listed set of ability scores, increase any one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.


Life Span

The typical life span of a player character in the is about a century, assuming the character doesn’t meet a violent end. Members of some species, such as nymphs and earth golems, can live for centuries. If typical members of a species can live longer than a century, that fact is mentioned in their description.


Languages

When creating your character, after selecting your class, species, and background, select your known languages.  Your character can speak, read, and write Common and two other standard languages. The Basic Rules offers a list of languages to choose from. The GM is free to modify that list for a campaign.

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Those who have become valhallan screamers often found themselves on this plane for a brief time as they laid dead on the battlefield for a brief time.  Sometimes, these screamers can be birthed when a valhallan spirit is allowed a mortal form for a day on earth.  These times are rare however as a spirit from Valhalla is only given this form once every thousand years.  If a child is conceived by one of these spirits, the resulting child can be a valhallan screamer. 


Plane Screamers


There are beings who have had planar energy shunted into their soul through any number of means.  Whether through a collapsing Ancient Void Dragon, a planar spirit possessing you, or other powerful magic, Plane Screamers are unstable mixtures of the Prime Material and another plane of existence.  The various planes in the world are often inhospitable to natives of the Material Plane: pitch black abysses, fiends and devils, boundless skies, and an endless void make actually entering these places dangerous for even a short time.  However, energy from these other planes can still seep into the Material. When Plane Screamers are created, it is often through dangerous circumstances and dark beginnings.  Some Screamers do not know how they were made, others felt the blast of Planar Energy change their soul.  


SCREAMER PATTERNS Each Screamer pattern has its own quirks, which might make some backgrounds more suitable than others. Many-Hells Screamers are proud of their heritage, sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an audience as they relish their new infernal connection. Abyssal and Shadow Screamers are dark, brooding, and can sometimes loathe their newly formed incarnation.  Fey Screamers are similar to elves and planar events often find fey energy drawn to elvish persons. Appropriate backgrounds for Shadow and Abyssal Screamers include hermit, outlander, and soldier. Positive Screamers often get themselves into difficulty with their energetic and upbeat personalities. Negative Screamers are low-energy and and while slow moving, act with purpose and determination. Likely backgrounds for a positive and negative screamers include criminal, folk hero, and noble.

Creature Type: Humanoid.  You are also considered a plane screamer for any prerequisite or effect that requires you to be a plane screamer.

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species

Speed: 30 feet

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Origin Skill

You still retain some knowledge from your original humanoid self.  You gain proficiency in one skill of your choice.


Wisdom of Warriors Past

Knowledge from heroic warriors of the past are passed down to you.  You have proficiency two simple or martial melee weapons of your choice.  You also learn the weapon mastery property of one of these weapons.

War Cry

The warriors of Valhalla were night silent in their fights, and charged into battle ferociously.  As a bonus action you can grant creatures of your choice within 10 feet of you advantage on their next attack roll before the start of your next turn.


You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

*When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated. If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot. See also “Concentration.”

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