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### Dovahkiin The archtypical Dovahkiin combines martial prowess with deadly shouts, dominating any battlefield with the force of their Thu'um. It is through this ancient magic that they channel their power, and can wield it in battle. #### Way of the Voice When you choose this archetype at 3rd level, you unlock powerful shouts that can tear apart your foes and dominate the battlefield. ***Shouts.*** You learn two shouts of your choice, which are listed under "Shouts" below. When you take the Attack action on your turn, you can replace a single attack made as part of that Attack action with the first word of power from a shout. You can't shout this way more than once per turn. You learn one additional shout of your choice at 7th, 10th, and 15th level. Each time you learn a new shout, you can also replace one shout you know with a different one. Once you use a shout, you can't use that shout again until 1 minute has passed. ***Words of Power.*** When you gain the Extra Attack feature, you can replace multiple attacks with words of power from a single shout. For each additional attack you replace, you can shout one additional word (starting with the second word, and then the third), enhancing the shout as described under each word of power. ***Saving Throws.*** Some of your shouts require your target to make a saving throw to resist the shouts effects. The saving throw DC is calculated as follows:
**Shout save DC** =
8 + your proficiency bonus +
your Charisma modifier
#### Resounding Thu'um At 7th level, the essence of the thu'um becomes laced in your words. When you shout on your turn, you can gain advantage on Charisma (Intimidation) checks for 1 minute. Once you use this feature, you can't do so again until you finish a short or long rest. \columnbreak
#### Battle Thu'um At 10th level, your ability to call on the thu'um allows you to fight harder. When you use a shout on your turn, you can make a single weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (minimum once), and regain all uses when you finish a long rest. #### Valiant Thu'um At 15th level, your thu'um inspires your allies. Whenever you use a shout on your turn, all allies within 30 feet of you that can hear you gain temporary hit points equal to your Charisma modifier, which last until the start of your next turn. #### Dragon Aspect At 18th level, you learn new, powerful shout. You can take on the mighty aspect of the dragon, delivering colossal blows, possessing armoured hide, and delivering more powerful shouts. This shout lasts for 1 minute, or until you are incapacitated. ***Mul.*** You gain temporary hit points equal to your Charisma modifier at the start of each of your turns. ***Qah.*** The first time you hit a creature on your turn with a weapon attack, you deal additional force damage equal to your Charisma modifier + half your fighter level. ***Diiv.*** When you use another shout, you don't have to wait 1 minute before you can use it again. Once you use this special shout, you can't do so again until you finish a long rest.
> ##### Credits > - Created by u/Rain-Junkie. More of my work can be found [here](https://drive.google.com/drive/folders/0B4DXaYGyECU5ODl6Y3R5STVjRGM?usp=sharing). > - Artwork was created by [Greg Rutkowski](https://www.artstation.com/rutkowski). > - Made using [GMBinder](https://homebrewery.naturalcrit.com/). > - Special thank you to the [Discord of Many Things](https://discordapp.com/invite/0dPVgggGtnyRhIcB) for all their help!
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### Shouts The shouts are presented in alphabetical order. #### Battle Fury Your Thu'um enchants your nearby allies' weapons, allowing them to attack faster. ***Mid.*** You choose a number of allied creatures within 10 feet of you equal to your Charisma modifier (minimum of 1). The chosen creatures have advantage on their next weapon attack roll they make within the next minute. ***Vur.*** The chosen creatures also add 1d6 thunder damage to the damage of their next weapon attack. ***Shaan.*** The chosen creatures instead add 2d6 thunder damage to the damage of their next weapon attack. #### Bend Will Your Voice bends the minds of others to your will. ***Gol.*** You release this shout in a line 30 feet long and 5 feet wide. The creature in that line closest to you must make a Wisdom saving throw. On a failed save, the creature immediately uses its reaction to move up to its speed towards a creature of your choice and makes a single weapon attack against them. ***Hah.*** The attack the creature makes as part of its reaction has advantage. ***Dov.*** The creature can't take actions during its next turn. #### Dismaying Shout All the weak shall fear the Thu'um, and flee in terror. ***Faas.*** You release this shout in a line 30 feet long and 5 feet wide. The creature in that line closest to you must make a Wisdom saving throw. On a failed save, it takes 1d6 psychic damage and is frightened of you until the end of its next turn. ***Ru.*** This shout deals an additional 1d6 psychic damage, and the creature becomes frightened of you until the end of your next turn. ***Maar.*** This shout deals an additional 2d6 psychic damage, and the creature becomes frightened of you for 1 minute. The creature can make a Wisdom saving throw on each of its turns to end this effect. #### Drain Vitality Coax both magical and mortal energies from your hapless opponent. ***Gaan.*** You release this shout in a line 30 feet long and 5 feet wide. The creature in that line closest to you must make a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage and you gain temporary hit points equal to the damage dealt. These temporary hit points last for 1 minute. ***Lah.*** The shout deals an additional 1d6 necrotic damage. ***Haas.*** The shout deals an additional 2d6 necrotic damage. \columnbreak
#### Fire Breath Inhale air, exhale flame, and behold the Thu'um as inferno. ***Yol.*** You release this shout in a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage. ***Toor.*** This shout deals an additional 1d10 fire damage. ***Shul.*** This shout deals an additional 2d10 fire damage. #### Frost Breath Your breath is winter, your Thu'um a blizzard. ***Fo.*** You release this shout in a line 30 feet long and 5 feet wide. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage and has their movement speed reduced by 5 feet. ***Krah.*** This shout deals an additional 1d6 cold damage, and creatures have their movement speed reduced by an additional 5 feet. ***Diin.*** This shout deals an additional 2d6 cold damage, and creatures have their movement speed reduced by an additional 10 feet. #### Ice Form Your Thu'um freezes an opponent solid. ***Iiz.*** You release this shout in a line 30 feet long and 5 feet wide. The creature in that line closest to you must make a Constitution saving throw. On a failed save, it takes 1d4 cold damage and becomes restrained until the end of its next turn. ***Slen.*** This shout deals an additional 1d4 cold damage, and the creature becomes restrained until the end of your next turn. ***Nus.*** This shout deals an additional 2d4 cold damage, and the creature becomes restrained for 1 minute. The creature can make a Constitution saving throw on each of its turns to end this effect. #### Unrelenting Force Your Voice is raw power, pushing aside anything - or anyone - who stands in your path. ***Fus.*** You release this shout in a line 30 feet long and 5 feet wide. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 1d6 thunder damage and is pushed up to 5 feet directly away from you. ***Ro.*** This shout deals an additional 1d6 force damage, and creatures are pushed an additional 5 feet directly away from you. ***Dah.*** This shout deals an additional 2d6 force damage, and creatures are pushed an additional 10 feet directly away
from you.