Mechanics: Dragon Shouts

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Dragon Shouts

"They say Ulfric Stormcloak murdered the High King... with his voice! Shouted him apart!"

— Hold guards of Skyrim

Dragon Shouts, also known as thu'um in long-lost Draconic language, is an ancient form of magic manifested by dragons and mortal humanoids in ancient Skyrim.

As the descendants of Akatosh, the draconic god of time in Mundus, dragons of Skyrim — dovah in their tongue — have innate ability to understand and manifest Shouts. Their language is, by itself, a method of manifesting their magical abilities: To put it simply, two dragons fighting are actually partaking in a fierce debate.

Through painstaking practice and meditation, mortals can also study, understand, and use Shouts. The reclusive hermits known as the Greybeards are the most prominent examples.

Old Skyrim legends tell the story of Dovahkiin, mortals born with draconic souls, and therefore can inherently use Shouts like dragons do while being mortal themselves. According to the legend, at the end of the world, the last Dragonborn will rise and save the world from its demise.

Learning Dragon Shouts

To learn the Shout, you must meet the following prerequisites:

Character Level 2nd. You must be at least a 2nd-level character before you learn the secrets of the Shout.

Ability to speak, read, and write Dovah-Zul. Dovah-Zul is an ancient and obscure branch of Draconic language, spoken by the dragons of Mundus. The language itself is the source of magic — the ability to speak Dovah-Zul, therefore, technically counts as using Shouts.

By DM's discretion, this prerequisite can be toned down to "ability to speak, read, and write Draconic," especially for campaigns not set in Mundus.

Complete a special task. As a mortal, in order to use the Shout, you must first study and understand the meaning of each word of the Shout you would use. Typically, this takes a substantial amount of time and effort, as well as knowledge and wisdom to understand the nature of immortal dovah and their language.


By DM's discretion, you may also have to meet one or more of the following prerequisites, in addition to the prerequites above:

Charisma 13 or higher. The Shout relies on the inherent magical ability of the user, be it dragon or mortal. In order to achieve something meaningful from your Shout, your supernatural presence must be significant enough.

Proficiency in the Arcana skill. Learning a language is one thing; mastering it is another, even moreso if the language is magical in nature. Simply knowing few words of Dovah-Zul is not enough to manifest the magical power of the words.

Find a tutor. Sometimes, the best way to learn the Shout is to find a tutor to teach you. If your DM asks for this prerequisite, you must find an NPC who would tutor you in the ways of using Shouts. You cannot learn more Shouts in this way than your tutor knows, and you might also need to seek out additional ways to learn more Shouts.

Finding the tutor would be the challenge by itself. The Greybeards of High Hrothgar are reclusive in sharing their knowledge, fearing the power of the Thu'um they wield and knowing the risk of it falling to the wrong hands; dovah are magnificent yet malevolent in nature, and therefore are unlikely to reveal their secrets, or even let the arrogant mortals dare ask for such requests.

Shout Rank

The first time you learn to use the Shout, you gain the first Shout rank. You start as a wyrmling, and you advance your Shout rank as you master the Shout.

Shout
Rank
Shout
Points
Shout
Limit
Level Prerequisite
Wyrmling 4 2 2nd or higher
Young 6 3 5th or higher
Adult 10 5 9th or higher
Ancient 12 6 13th or higher
Wyrm 14 7 17th or higher

Shout points. The number of Shout Points you have is based on your Shout rank, as shown in the table above. The number shown for your rank is your shout point maximum. Your Shout point total returns to its maximum when you finish a short rest or long rest. The number of Shout points you have cannot go below 0 or over your maximum.

Shout limit. There is a limit on the number of Shout points you can spend to use the Shout. The limit is based on your Shout rank, as shown in the table above.

For example, as a Young Shout user, you can spend no more than 3 Shout points on a Shout each time you use it, no matter how many Shout points you have.

Advancing Shout rank. Between adventures, you can study and understand the nature of the Shout, advancing your Shout rank. In order to advance Shout rank, you must meet the level prerequisite for the next rank, as shown in the table above.

Advancing Shout ranks requires 250 days of meditation, research, and practice, and costs 1 gp per day. After you spend the requisite amount of time and money, you advance to the next Shout rank.

Advancing to Wyrm rank is exceptionally harder for mortals; in addition to the normal procedures above, you must find a dovah or other master of the Shout who are willing to teach you ways to the true nature of thu'um.

Using Dragon Shouts

The Shout is a special type of magic that you can cast by speaking a specific word or combinations of words in Dovah-Zul, channeling the magical power from the words themselves.

Shouts and Shout points. Each Shout is composed of one or more words, and the Shout point cost of that option appears in parentheses after the words. You must spend that number of Shout points to use that option, while abiding by your Shout limit. If you do not have enough Shout points left, or the cost is above your Shout limit, you cannot use the option.

Components. Because of its nature, all Shouts require you to speak the word verbally when you use them. You cannot use your Shout if you are gagged, in an area of the silence spell, or otherwise incapable of speaking out the word verbally. This restriction cannot be bypassed by any means, such as telepathy or the sorcerer's Subtle Spell Metamagic option.

Shout save DC. Some of your Shouts require your target to make a saving throw to resist the feature's effects. The saving throw DC for your Shout equals 8 + your proficiency bonus + your Charisma modifier.

Race: Dovahkiin

"I can't believe it! You're... Dragonborn..."

— Whiterun guard, after the defeat of Mirmulnir

Legends of Skyrim tells a number of heroic individuals, born as a mortal yet with the immortal blood and soul of dovah, sons of Akatosh. These individuals, known as Dovahkiin in Dovah-Zul, are said to born to fulfill a particular destiny in their life.

Apart from their soul, which is more of a dovah than a mortal entity, Dovahkiin is almost indistinguishable from another member of the same race. Dovahkiin can be of any race, gender, and background. It is not surprising to see a Dovahkiin hail from a royal bloodline, common family, wretched slum, or even an evil cult.

This document introduces variant race traits for two races — human and dragonborn — and a subrace option for elf.

Human Dovahkiin

Nord legends almost always illustrate Dovahkiin as a human, perhaps because of the Skyrim's long feud with elves. Notable human Dovahkiin includes Tiber Septim, the legendary emperor of the Second Era Empire, and Miraak, the First Dragonborn.

A human Dovahkiin uses the following variant traits, all of which replace the human's Ability Score Increase trait.

Ability Score Increase. Two different ability score of your choice each increase by 1.

Dovah-Zul. You can speak, read, and write Dovah-Zul. For campaigns that do not have Dovah-Zul, you can speak, read, and write Draconic instead.

Innate Dragon Shout. Your dovah soul grants you innate ability to Shout. You know two Shouts of your choice, each of which must be of a Shout point cost of 1. You can use these Shouts at will, as if you have spent 1 Shout point.

When you reach 3rd level, you learn one Shout of your choice with a Shout point cost no higher than 2, and you can use it once as if you have spent 2 Shout point. You regain the ability to do so when you finish a short rest or long rest.

When you reach 5th level, you learn one Shout of your choice with a Shout point cost no higher than 3, and you can use it once as if you have spent 3 Shout point. You regain the ability to do so when you finish a short rest or long rest.

When you learn additional Shouts from other sources, you can use them with this feature.

Elven Dovahkiin

Much to the dismay of Nord legends, some documents illustrate the existence of elves, or mer in the tongue of Tamriel, who are born with draconic soul. Some speculate that Mankar Camoran, the elven leader of Mythic Dawn, was a Dovahkiin himself.

An elven Dovahkiin uses the following traits as subrace traits.

Ability Score Increase. Your Charisma score increases by 1.

Dovah-Zul. You can speak, read, and write Dovah-Zul. For campaigns that do not have Dovah-Zul, you can speak, read, and write Draconic instead.

Innate Dragon Shout. Your dovah soul grants you innate ability to Shout. You know two Shouts of your choice, each of which must be of a Shout point cost of 1. You can use these Shouts at will, as if you have spent 1 Shout point.

When you reach 3rd level, you learn one Shout of your choice with a Shout point cost no higher than 2, and you can use it once as if you have spent 2 Shout point. You regain the ability to do so when you finish a short rest or long rest.

When you reach 5th level, you learn one Shout of your choice with a Shout point cost no higher than 3, and you can use it once as if you have spent 3 Shout point. You regain the ability to do so when you finish a short rest or long rest.

When you learn additional Shouts from other sources, you can use them with this trait.

Dragonborn Dovahkiin

Although there are no racial dragonborns in Mundus, it is entirely possible for a dragonborn who are born with dovah soul, as is the case of any other races. Those who are fluent with Dovah-Zul may find it hard to keep a straight face against the redundant namesake, however.

A dragonborn Dovahkiin uses the following variant traits, all of which replace the dragonborn's Draconic Ancestry, Breath Weapon, and Damage Resistance traits.

Dovah-Zul. You can speak, read, and write Dovah-Zul, if the campaign has the language.

Shout Affinity. You have advantage on saving throws made to avoid or resist the effect of Shouts, and you have resistance to damage from Shouts.

Innate Dragon Shout. Your dovah soul grants you innate ability to Shout. You know one Shout of your choice, which must be of a Shout point cost of 1. You can use this Shout at will, as if you have spent 1 Shout point.

Shout Breath. You know one Shout of your choice from the following list: Acid Breath, Fire Breath, Frost Breath, Lightning Breath, Poison Breath. You can use this Shout once as if you have spent 2 Shout point, and regain the ability to do so when you finish a short rest or long rest.

When you reach 3rd level, you learn one additional Shout of your choice from the above list.

When you reach 5th level, you can use this trait as if you have spent 3 Shout points on the Shout.

When you learn additional Shouts from other sources, you can use them with this trait.

Dragon Shout Subclasses

The following subclasses use the Dragon Shout mechanics as the core features.

Fighter: Draconic Champion

"You are my last challenge. Only you can send me to Sovngarde with honor. Make your preparations. When you are ready, come find me at my last vigil."

— The Ebony Warrior

Long ago in the world of Mundus, dragons ruled the realms of Tamriel. The Nords of Skyrim has resisted against the tyranny of the draconic overlords, with Alduin the World-Eater as their heads. With the help of Paarthurnax, the Nords have learned the secrets of Dovah-Zul, which they used to fight against the dragons and achieved freedom.

Not all Draconic Champion has to be a Dovahkiin. With enough trainings and guidances, one can learn the Shout as they see fit. Mastering the Shout and utilizing them in the fray is still a harship, even for a Dovahkiin.

Optional Restrictions

At the DM's discretion, in order to become a Draconic Champion, a fighter must meet all or some of the prerequisites required to learn the Shout.

Bonus Proficiencies

Starting at 3rd level when you choose this archetype, you can read, speak, and write Dovah-Zul, if you cannot do so already. For campaigns that do not have Dovah-Zul, you can speak, read, and write Draconic instead.

Warrior's Shout

Also starting at 3rd level, you can use a number of Shouts.

At 3rd level, you know two Shouts of your choice from the following list: Disarm, Soul Fog, Thundering Voice, Unrelenting Force, Whirlwind Sprint. You can use each Shout once, as if you had spent a number of Shout points, as detailed on the table on the right. You regain all expended uses when you finish a short rest or long rest.

When you reach 10th level, you learn one additional Shout from the list above, and can use it with this feature.

Fighter Level Shout Point
3rd to 6th 2
7th to 12th 3
13th to 18th 5
19th and higher 6

Draconic Combat

Beginning at 7th level, when you use an action to use a Shout with your Warrior's Shout feature, you can use a bonus action to make one weapon attack.

When you reach 18th level, you can make two weapon attacks as a bonus action.

Draconic Surge

When you reach 10th level, when you use your Second Wind or Action Surge, you immediately regain one use of your Warrior's Shout, if you have already used any of it.

Teachings of the Shout

At 15th level, whenever you take a short rest or long rest, you can spend at least 30 minutes to meditate on Shouts, which grants you a number of benefits. Each time you meditate, choose one of the following options. An option lasts until the next time you take a short rest or long rest:

Hahdrim (Mind). You gain proficiency in the Intelligence and Wisdom saving throw.

Qah (Armor). You gain resistance to one of the following damage types of your choice: Bludgeoning, piercing, slashing.

Tuz (Blade). Your weapon attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a weapon attack, you can roll a d6 and add it to the extra damage of the critical hit.

Monk: Way of the Voice

"Sky above, Voice within."

— Arngeir, Elder of the Greybeards

In Skyrim, at the end of the Seven Thousand Steps, the monastery of High Hrothgar holds shelter to the Greybeards, keepers and seekers of the secrets of the Shout. First founded by a cryptic figure known as Paarthurnax, the Greybeards meditate and contemplate the nature of the Shout, in a tradition known as the Way of the Voice.

Rarely would the Greybeards interfere with the world beneath High Hrothgar, because they consider secular matters unimportant, unworthy, and unjust. Nevertheless, the Greybeards may even host the Seasons Unending, however reluctantly, if it means saving Tamriel from imminent threats.

Optional Restrictions

At the DM's discretion, in order to choose the Way of the Voice, a monk must meet all or some of the prerequisites required to learn the Shout.

Bonus Proficiencies

Starting at 3rd level when you choose this tradition, you can read, speak, and write Dovah-Zul, if you cannot do so already. For campaigns that do not have Dovah-Zul, you can speak, read, and write Draconic instead.

Monk's Shout

Also starting at 3rd level, you can use a number of Shouts.

At 3rd level, you know three Shouts of your choice from the following list: Aura Whisper, Overcome Locks, Soul Fog, Throw Voice, Thundering Voice, Unrelenting Force, Whirlwind Sprint. When you reach 11th level, and again at 17th level, you learn one additional Shout from the list above.

When you use a Shout that makes a saving throw with this feature, you can use your ki save DC for the saving throw.

You can use the chosen Shouts with your ki. The Shout limit for each Shout is detailed on the table below.

Monk Level Shout Limit
3rd and 4th 2
5th to 8th 3
9th to 12th 5
13th to 16th 6
17th to 20th 7

Dragon Fist Technique

By 6th level, when you use an action to use a Shout, you can use a bonus action to make one unarmed strike.

Additionally, when you use an action to use a Shout, you can spend 1 ki as a bonus action to make two unarmed strikes.

Teachings of the Shout

At 11th level, whenever you take a short rest or long rest, you can spend at least 30 minutes to meditate on Shouts, which grants you a number of benefits. You can regain ki with the same meditation you take for this feature.

Each time you meditate, choose one of the following options. An option lasts until the next time you take a short rest or long rest:

Fo (Frost). You gain resistance to cold damage, and you do not suffer penalty from extreme cold.

Fus (Force). You have advantage on saving throws made to resist being pushed or knocked prone. Other creatures have disadvantage on saving throws made resist being pushed or knocked prone by you.

Strum (Storm). You gain resistance to lightning damage, and you gain 30 feet of swimming speed as long as you are not wearing armor and wielding a shield.

Yol (Fire). You gain resistance to fire damage, and you do not suffer penalty from extreme heat.

Sage of the Voice

When you reach 17th level, your understanding on the Shout allows you to use them in a way that no others could. Choose one of the following options:

Empowered Shout. When you roll a damage for your Shout, you can spend 1 ki in addition to the ki cost for that Shout to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

Heightened Shout. When you use a Shout that forces a creature to make a saving throw to resist its effects, you can spend 3 ki in addition to the ki cost for that Shout to give one target of the Shout disadvantage on its first saving throw made against the Shout.

Quickened Shout. When you use a Shout that requires an action, you can spend 2 ki in addition to the ki cost for that Shout to use it as a bonus action.

Wizard: Dragon Priest

And when the world shall listen
And when the world shall see
And when the world remembers
That world will cease to be.

— Mantra of Miraak, the First Dragonborn

In the ancient times, dragons have ruled the realm of Tamriel. Mortals who worshipped the dragons are nominated as their priests, bestowed the authority to represent their power over other mortals, and the knowledge to use the Shout.

The mystery of dragon priests have long forgotten ever since the disappearance of the dragons. However, some of the dragons' most devoted priests have achieved immortallity through undeath, and will rise again to serve their masters once more.

Optional Restrictions

At the DM's discretion, in order to become a Dragon Priest, a wizard must meet all or some of the prerequisites required to learn the Shout.

Bonus Proficiencies

Starting at 2nd level when you choose this tradition, you can read, speak, and write Dovah-Zul, if you cannot do so already. For campaigns that do not have Dovah-Zul, you can speak, read, and write Draconic instead.

Tome of the Draconic Tongue

Also starting at 2nd level, your study on the Shout is now scribed into your spellbook.

At 2nd level, your spellbook contains two of the following Shouts: Acid Breath, Fire Breath, Frost Breath, Lightning Breath, Poison Breath. When you gain a level in this class, you can replace one wizard you spell you add to your spellbook with a Shout of your choice.

While your spellbook is on your person, you can expend one spell slot of 5th level or lower to use one of the Shouts in your spellbook. You use the Shout as if you have spent a number of Shout point for it, as detailed on the table below.

Spell Slot Level Shout Point
1st 2
2nd 3
3rd 5
4th 6
5th 7

When you use a Shout that makes a saving throw with this feature, you can use your wizard spell save DC for the saving throw.

On your adventures, when you find a new Shout, you can add it to your spellbook as if adding a spell. For each Shout point cost of the Shout, the process takes 1 hour and costs 25 gp for the rare inks.

Draconic Initiative

By 6th level, you can take the initiatives to empower yourself with your spells. When you roll for initiative, you can immediately cast one spell of 1st level or higher that targets only yourself.

Aspect of the Dragon

Starting at 10th level, when you roll for initiatie, you can take on the aspect of the dragon, empowering yourself with the knowledge of Shouts. For 1 minute, you gain the following benefits:

  • You have advantage on a Constitution saving throw made to maintain concentration on a wizard spell or a Shout.
  • When you cast a wizard spell or use a Shout that deals damage, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until the start of your next turn.
  • When you use an action to cast a wizard spell of 1st level or higher, or use a Shout, you can use a bonus action to make a ranged spell attack by channelling a ray of arcane energy from your palm. The attack has a range of 30 feet, you are proficient with it, and you use your Intelligence for the attack and damage roll. On a hit, the attack deals 1d6 force damage.

Once you use this feature, you must finish a long rest before you can do so again.

Draconic Orator

By 14th level, when you finish a short rest or long rest, you can gain two 1st-level spell slots. You can use these spell slots only for using your Shouts.

Once you use this feature, you must finish a long rest before you can do so again.

List of Dragon Shouts

The Shouts are presented in alphabetical order.

Acid Breath

Frein (Melt) — Faaz (Pain) — Kipah (Digest)

As an action, you exhale a breath of acid in a 30-foot line that is 5 feet wide or in a 15-foot cone (your choice). Each creature in the line must make a Constitution saving throw. A creature takes acid damage on a failed save, or half as much on a successful one.

Frein (2). The acid damage equals 2d6.

Frein Faaz (3). The acid damage equals 5d6.

Frein Faaz Kipah (5). The acid damage equals 8d6.

Aura Whisper

Laas (Life) — Yah (Seek) — Nir (Hunt)

As an action, you make a whisper that reveals the vitality of creatures within your surroundings. When you use this Shout, choose two of the following creature types: beast, fey, humanoid, plant. Until the end of your next turn, you know the location of any creatures of the chosen type that is not behind total cover. You know the type of any being whose presence you sense, but not its identity.

Laas (1). The range of this Shout is 30 feet.

Lass Yah (3). The range of this Shout is 60 feet.

Lass Yah Nir (4). The range of this Shout is 90 feet.

Clear Skies

Lok (Sky) — Vah (Spring) — Koor (Summer)

As an action, you clear the weather within your proximity. You must be outdoors to use this Shout.

Lok Vah Koor (6). You change the current weather conditions within 100 feet of you to clear and calm. You can change precipitation, temperature, and wind. It takes 10 minutes for the new conditions to take effect. The changed weather condition lasts for 1 minute, after which the weather gradually returns to normal.

Disarm

Zun (Weapon) — Haal (Hand) — Viik (Defeat)

As an action, you causes the enemies to drop their weapons and shields, making them vulnerable. Each creature that can hear your Shout within the cone centered on you must succeed on a Wisdom saving throw or drops anything that it was holding. The object lands at the creature's feet.

Zun (2). The size of the cone equals 15 feet.

Zun Haal (4). The size of the cone equals 30 feet.

Zun Haal Viik (7). The size of the cone equals 60 feet.

Dismay

Faas (Fear) — Ru (Run) — Maar (Terror)

As an action, you causes fear within the enemies' heart, making them cower in terror.

Each creature that can hear your Shout within the cone centered on you must succeed on a Wisdom saving throw or becomes frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. If the creature's saving throw is or successful or the effect ends for it, the creature is immune to this Shout for the next 24 hours.

Faas (3). The size of the cone equals 15 feet.

Faas Ru (5). The size of the cone equals 30 feet.

Faas Ru Maar (7). The size of the cone equals 60 feet.

Fire Breath

Yol (Fire) — Toor (Inferno) — Shul (Sun)

As an action, you exhale a breath of fire in a 30-foot line that is 5 feet wide or in a 15-foot cone (your choice). Each creature in the line must make a Dexterity saving throw. A creature takes fire damage on a failed save, or half as much on a successful one.

Yol (2). The fire damage equals 2d6.

Yol Toor (3). The fire damage equals 5d6.

Yol Toor Shul (5). The fire damage equals 8d6.

Frost Breath

Fo (Frost) — Krah (Cold) — Diin (Freeze)

As an action, you exhale a breath of frost in a 30-foot line that is 5 feet wide or in a 15-foot cone (your choice). Each creature in the line must make a Constitution saving throw. A creature takes cold damage on a failed save, or half as much on a successful one.

Fo (2). The cold damage equals 2d6.

Fo Krah (3). The cold damage equals 5d6.

Fo Krah Diin (5). The cold damage equals 8d6.

Lightning Breath

Reik (Shock) — Qo (Lightning) — Strun (Storm)

As an action, you exhale a breath of lightning in a 30-foot line that is 5 feet wide or in a 15-foot cone (your choice). Each creature in the line must make a Dexterity saving throw. A creature takes lightning damage on a failed save, or half as much on a successful one.

Reik (2). The lightning damage equals 2d6.

Reik Qo (3). The lightning damage equals 5d6.

Reik Qo Strun (5). The lightning damage equals 8d6.

Marked for Death

Krii (Kill) — Lun (Leech) — Aus (Suffer)

As an action, you shout the dreadful words into one creature you can see within 30 feet of you, sapping its vitality and exposing its vulnerability for 1 minute or until your concentration is broken (as if concentrating on a spell).

Krii Lun Aus (6). The creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 necrotic damage and becomes influenced by the Shout. While the creature is influenced by this Shout, its Armor Class cannot be higher than 10.

The creature can repeat the saving throw at the end of each of its turn, ending its effect on itself on a success. On a failed save, the creature takes 1d8 necrotic damage.

Overcome Locks

Bex (Open)

As an action, you speak to a door or a lid, causing it to unlock itself and open up.

Bex (1). You choose an object you can see within 10 feet of you. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

This Shout has no effect against a target that is held shut with magical means, such as the arcane lock spell.

Poison Breath

Viidost (Poison) — Liiv (Wither) — Feim (Fade)

As an action, you exhale a breath of poison in a 30-foot line that is 5 feet wide or in a 15-foot cone (your choice). Each creature in the line must make a Constitution saving throw. A creature takes poison damage on a failed save, or half as much on a successful one.

Viidost (2). The poison damage equals 3d6.

Viidost Liiv (3). The poison damage equals 6d6.

Viidost Liiv Feim (5). The poison damage equals 8d6.

Soul Fog

Ven (Wind) — Mul (Strong) — Riik (Gale)

As an action, you conjure a 20-foot-radius sphere of thick violet fog that with an uncanny touch of chill. The sphere spreads around corners, and its area is heavily obscured. The fog lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You can dismiss the fog on your turn (no action required).

Ven (2). The fog itself does nothing in addition to the characteristics listed above.

Ven Mul (3). The area of the fog becomes darkness. A creature with darkvision cannot see through the fog, and nonmagical light cannot illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Ven Mul Riik (7). Same as Ven Mul, but the fog now dispels a spell of 5th level or lower that creates the light.

Additionally, when a creature first enters the fog or starts its turn there, it must succeed on a Constitution saving throw or starts suffocating until it moves out of the fog.

Soul Tear

Riiz (Essence) — Vaaz (Tear) — Zol (Zombie)

As an action, you let out a Shout that cuts through flesh and shatters soul of one creature you can see within 30 feet of you.

Riiz Vaaz Zol (7). The creature must make a Constitution saving throw. On a failed save, it takes 8d6 necrotic damage, and its hit point maximum is decreased by the same amount for 1 minute. On a successful save, it takes half as much damage, and its hit point maximum is not decreased.

When a humanoid's hit point is reduced to 0 hit point with this Shout, that creature dies, and its corpse is raised as a zombie at the start of your next turn. The zombie is under your control for 1 minute, after which it crumbles into dust.

Spectral Clone

Fiik (Mirror) — Lo (Deceive) — Gut (Far)

As an action, you create an illusory double of yourself in an unoccupied space you can see within 10 feet of you.

Your double seems completely real, including sounds, smells, and temperature appropriate to yourself. When your double is hit with an attack or targeted by a spell, the attack or spell has no effect on the double, but the double vanishes immediately after the attack or the spell.

The double lasts for 1 minute or until you dismiss it without using an action. When you use this Shout again while you already have a double, the first double vanishes.

Fiik (3). The double mimics all your action. When you move, the double also moves to the same direction, but it vanishes when it moves through a solid object or other creatures.

Fiik Lo (5). You can telepathically command your double's action without spending an action. When you move, you can choose to make the double move into a same direction or keep it in its position. As a bonus action, you can make the double move up to 30 feet, but no more than 10 feet away from you. Your double vanishes when you or your double move more than 10 feet away from each other.

Fiik Lo Gut (6). Same as Fiik Lo, but the range of the Shout is increased to 60 feet, and your double does not vanish unless you or your double move more than 60 feet away from each other.

Throw Voice

Zul (Voice) — Mey (Fool) — Gut (Far)

As an action, you whisper a faint voice into a space you can see within 30 feet of you. The voice can be heard by all creatures within 10 feet of the origin of the voice.

Zul (1). The voice is immediately distinguishable as your own voice.

Zul Mey (3). You can attempt to mimic the sound or voice of other creatures or object. A creature who hears the voice must succeed on a Wisdom (Insight) check against your Charisma (Deception) check to discern the mimicry.

Zul Mey Gut (4). Same as Zul Mey, but the range of the Shout is increased to 100 feet.

Thundering Voice

Zaan (Shout) — Kren (Shatter) — Rein (Roar)

As an action, you let out a thunderous voice that can be heard as far as 300 feet.

You can make the voice into a sonic blast in a 30-foot-long, 5-foot-wide line. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes thunder damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed back.

Alternatively, you can make the voice roar in a 10-foot sphere centered on you. Each creature in the sphere other than you must make a Constitution saving throw. On a failed save, the creature takes thunder damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and is not deafened.

Zaan (2). The thunder damage equals 2d6.

Zaan Kren (4). The thunder damage equals 5d6.

Zaan Kren Rein (7). The thunder damage equals 8d6.

Unrelenting Force

Fus (Force) — Ro (Balance) — Dah (Push)

As an action, you let out a thundering shout that staggers or even casts away creatures and object in a 30-foot cone. Tiny objects in the area that are not worn or carried by a creature nor strapped to the surface is cast up to 30 feet away from you. When you use this shout, your Shout can be heard from as far away as 300 feet.

Fus (2). Each creature in the area must succeed on a Strength saving throw or becomes knocked prone.

Fus Ro (3). Each creature in the area must succeed on a Strength saving throw or becomes knocked prone. Medium or smaller creatures have disadvantage on the saving throw, and is pushed up to 10 feet away from you on a failed save.

Fus Ro Dah (5). Each creature in the area must succeed make a Strength saving throw. On a failed save, the creature is pushed up to 30 feet away from you and is knocked prone. On a successful save, the creature is pushed up to 10 feet away from you but is not knocked prone. Medium or smaller creatures have disadvantage on the saving throw.

Whirlwind Sprint

Wuld (Whirlwind) — Nah (Fury) — Kest (Tempest)

As a bonus action, you channel a surge of wind that allows you to move in a straight line. The movement is so fast that you do not provoke opportunity attacks while moving with this Shout.

Wuld (2). You move up to 10 feet.

Wuld Nah (3). You move up to 20 feet.

Wuld Nah Kest (5). You move up to 30 feet.

Credits

All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki and NaturalCrit Homebrewery tool for providing the templates for my imaginations.

Very special thanks to Dovahzul Dictionary by Thuum.org. (Honestly, I didn't even know people made a dictionary out of Shouts, but I should've known better, what with Klingon and Quenya.)

Dragon Shouts. Unless noted otherwise, all dragon shouts are adapted from game mechanics of Elder Scrolls V: Skyrim by Bethesda Game Studios.

Some Shouts do not appear in the game, and are created specifically for this document. Such Shouts are marked with daggers (†) at the end of their title.

Overcome Locks. Inspired by one scene from Elder Scrolls V: Skyrim.

Soul Fog. Inspired by one scene from Elder Scrolls V: Skyrim.

Spectral Clone. Inspired by one scene from Elder Scrolls V: Skyrim. In the game, the full Shout is "Fiik Loh Sah" instead of "Fiik Loh Gut."

 

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