#### 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
And when the world shall see
And when the world remembers
That world will cease to be.*
| 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. \columnbreak ## 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. \pagebreakNum
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. \columnbreak #### 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. \pagebreakNum #### 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](http://weirdowhoever.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](http://www.dandwiki.com) and [NaturalCrit Homebrewery tool](http://homebrewery.naturalcrit.com) for providing the templates for my imaginations. Very special thanks to [Dovahzul Dictionary](https://www.thuum.org/assets/Dovahzul%20Print%20Dictionary%203rd%20Edition.pdf) by [Thuum.org](https://www.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*."