Dovahkiin 1.1

by lweasterday

Search GM Binder Visit User Profile

Dovahkiin

The Dovahkiin

Dovahkiin

A lone warrior holds his ground as the enormous dragon swoops down. It blasts him with fire, the heat charring the ground. The warrior smiles, and matches the dragons fury with fire of his own.

A lithe elf creeps through the underbrush until she is confident she is hidden. She whispers, and a guard approaches where her voice appears to be coming from. Her arrow takes him from behind and he drops without a sound.

The pirate ship rapidly approaching the vessel was a sign of doom, causing despair among the sailors. Their quiet passenger steps forward, and calls to the heavens, then lighting rips the ship apart, to much cheering.

The guardian of the sacred tower draws his blade, ready to strike down the approaching stranger. The stranger lets out a shout, and the guardian feels himself fall sideways. Frozen in ice, he watches the stranger stroll past him.

All of these people have one thing in common. They are Dovahkiin. Mortals born with the soul of a dragon, and the power to use that soul to manifest their wi2ll on the world around them.

Soul of a Dragon

As a Dovahkiin, you are a mortal, and walk among the people without being noticed as exceptional. Your soul, however, is that of a dragon. It is this that grants you incredible power to manifest your will on the world. Dovahkiin are different from sorcerers, as sorcerers have magical blood. A Dovahkiin draws their power from their very soul.

Origin of the Dovahkiin

Dovahkiin are rare, and are not created accidentally. Most commonly they are created by a god who needs a powerful champion, but there have been powerful mages who have managed to bind dragon souls into mortal bodies. The former usually has a great destiny laid out for them, while the latter must find their own. When creating your Dovahkiin, think about what source gave you your power. Were you always mortal and simply born this way? Were you once a dragon who has been bound into a mortal shell and now seeks a way out? There are any number of possibilities as to why you don't have a mortal soul.

Quick Build

You can make a Dovahkiin quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Dexterity (depending on what kind of martial abilities you want). Second, choose either the Criminal or Soldier background.

Dovahkiin
Level Proficiency Bonus Features Thu'um Points Shouts Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 The Way Of The Voice, Soul Of A Dragon 4 2
2nd +2 Spellcasting, Primary Attribute 4 2 3 2
3rd +2 Guardian Stone 6 3 4 3
4th +2 Ability Score Improvement 8 3 5 3
5th +3 The Way Of The Voice, Extra Attack 10 4 6 4 2
6th +3 Meditation Of The Dov 12 4 7 4 2
7th +3 Guardian Stone Feature 14 4 8 4 3
8th +3 Ability Score Improvement 16 5 9 4 3
9th +4 18 5 10 4 3 2
10th +4 Thu'um of War 20 5 11 4 3 2
11th +4 The Way Of The Voice, Guardian Stone Feature 22 6 11 4 3 3
12th +4 Ability Score Improvement 24 6 12 4 3 3
13th +5 26 6 12 4 3 3 1
14th +5 Dovahzulaan 28 7 13 4 3 3 1
15th +5 Guardian Stone Feature 30 7 13 4 3 3 2
16th +5 Ability Score Improvement 32 7 14 4 3 3 2
17th +6 34 8 14 4 3 3 3 1
18th +6 Black Book 36 8 15 4 3 3 3 1
19th +6 Ability Score Improvement 38 8 15 4 3 3 3 2
20th +6 Voice Of The Dovahkiin 40 10 15 4 3 3 3 2

Class Features

As a Dovahkiin, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Dovahkiin level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Pick any two

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scale Mail or (b) Leather Armor, shortbow, and 20 Arrows
  • (a) A simple weapon and a shield or (b) two simple weapons
  • (a) A component pouch or (b) an arcane focus

Multiclassing

The Prerequisite for multiclassing in a Dovahkiin is a Charisma of 13. When you multiclass into a Dovahkiin, you gain proficiency with light armor, medium armor, and simple weapons.

Soul Of A Dragon

You have the soul of a dragon, but the body of a mortal. Beginning at first level, you are able to speak, read, and write draconic, and you have advantage on saving throws against the breath weapons of dragons. Despite your draconic soul, magic that affects only humanoids, such as revivify, can still affect you. Additionally, whenever you make a Charisma check when interacting with a dragon, you have advantage on this check.

The Way Of The Voice

Also at first level, your innate dragon blood gives you access to The Voice. By using The Voice, you can channel the power of dragons to impose your will on the world. When you use your voice, you create a Thu’um, or shout. Each shout is made up of 3 words of power. The words of a Shout are spoken in succession, however a Shout only takes effect of the final word. Unless stated otherwise, the second and third word of a shout contain the effects of the previous word.

To use a Shout takes an action. You can only use one Shout per turn, and the effects of only one Shout may be active at a time. You may not maintain concentration on a spell while you have a shout that lasts longer than 1 turn in effect

All Shouts require a verbal component, but are not spells. Features that affect magical effects, such as an antimagic field , still affect Shouts, but features that specifically affect spells do not. You know a number of shouts equal to the shouts known column. You also have a number of Thu’um points, shown in the Thu’um points column. Each Word of Power consumes a number of these points when used and you must have enough points of a given Word of Power to use it. Thu’um points don’t stack; you only spend the cost of the final word you use in a Shout.

You regain all Thu’um points after a long rest. You may only use the first word of any shout. Beginning at 5th level, you may use the 2nd word, and beginning at 11th level, you may use all 3 words. You must have enough Thu'um points to use the shout, or you cannot use it. Some shouts will force creatures to make a saving throw. Your shout save DC equals 8 + your Charisma modifier + your proficiency bonus.

Spellcasting

Your draconic soul has given you the power to wield arcane magic in the same way as a sorcerer. See Chapter 10 of the Player's Handbook for the general rules of spellcasting, and the Dovahkiin spell list at the end of the document for Dovahkiin spell list.

Spell Slots

The Dovahkiin table above shows how many spell slots you have to cast spells of 1st level or higher. To cast a spell, you must expend a slot of the spell’s level or higher.

Spells Known Of First Level And Higher

You know three 1st-level spells of your choice from the Dovahkiin spell list.

The spells known column of the Dovahkiin table shows when you learn more Dovahkiin spells of your choice. Each of these spells must be of a level for which you have spell slots. For example, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you may choose one of the Dovahkiin spells available to you and replace it with another spell from the Dovahkiin spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Dovahkiin spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Dovahkiin spells.

Primary Attribute

Also at second level, you choose your primary attribute from Health, Magicka, and Stamina, granting you one of three abilities. You cannot change this choice.

Health: Your hit point maximum increases by 2, and increases by 1 again whenever you gain a level of this class

Stamina: your movement speed increases by 10 feet.

Magicka: You learn a cantrip of your choice from the Sorcerer spell list.

Guardian Stone

At 3rd level, you begin to cement your destiny, choosing a guardian stone. This choice grants you abilities at 3rd level, and then again at 7th, 11th, and 15th level, and is detailed at the end of the class description.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Meditation Of The Dov

Beginning at 6th level, you have learned to meditate on the words of power. You may choose a shout you know. The shout costs 2 less Thu'um points to use, to a minimum of 1. This instance only applies once per shout, regardless of how many words are used in the shout. (For example, if you use the unrelenting force shout, you can reduce the cost of the first word to 1, or the first and second to 2). You may switch the chosen shout at the end of a long rest.

Thu'um of War

At 10th level, you have focused your Thu'um for combat. When you shout, you may choose to reduce the cost of the shout by 10 points, to a minimum of 1. Once you use this ability, you must finish a long rest to use it again.

Dovahzulaan

Beginning at 14th level, you seamlessly switch between different forms of combat. When you use your action to shout, you can make one weapon attack or cast a cantrip as a bonus action.

Black Book

Beginning at 18th level, you have learned forbidden knowledge not meant for mortal minds. You may choose a Black Book from the options below. Each black book grants you 1 of 3 abilities. You may not change your choice of black book, but at the end of a long rest you may change the ability the chosen black book gives you.

Black Book: Epistolary Acumen

Dovahkiin Force: When you use your unrelenting force shout, it deals an additional 2d6 force damage to each target in the area.

Dovahkiin Flame: When you reduce a hostile creature to 0 hit points with your Fire Breath shout, you can use your reaction to summon a Fire Wyrm from the creature’s body. The Fire Wyrm is friendly to you and your companions. It rolls its own initiative, and obeys your orders to the best of its ability. If you give it no orders, it will defend itself, but otherwise take no actions. The Fire Wyrm disappears after 1 minute or when reduced to 0 hit points. You may have more than 1 Fire Wyrm summoned at a time if you reduce more creatures to 0 hit points with your Fire Breath shout on subsequent turns, but you can only summon one Fire Wyrm per turn. A Fire Wyrm uses the Magma Mephit stat block, except that it has additional hit points equal to your level.

Dovahkiin Frost: When you use your frost breath shout, you can force a creature within its area to make a Constitution saving throw against your shout save DC. On a failure, the target is paralyzed until the start of your next turn.

Black Book: Filament And Filagree

Secret Of Strength: As an action, you channel magical strength. Your weapon attacks deal an additional die of damage for 1 minute. The damage type is the same as the original weapon. You can use this ability once per long rest.

Secret Of Sorcery: As an action, you begin channeling magical energy. Your spells are treated as though they are cast 1 level higher for 1 minute, to a maximum of 6th level. You must have and spend a slot of the original level to use this ability. You can use this ability once per long rest.

Secret Of Protection: As an action, you cloak yourself in magical darkness, making it hard to land hits on you. For 1 minute, you gain resistance to all damage except psychic. You can use this ability once per long rest.

Black Book: The Hidden Twilight

Mora's Agony: You may cast Evard’s Black Tentacles once per long rest without expending a spell slot. Creature’s subject to the spell’s bludgeoning damage take an additional 3d6 poison or acid damage.

Mora's Grasp: You may cast banishment once per long rest without expending a spell slot. When the spell ends, the target must roll on the short-term madness table. The target is subject to the madness for 1d10 minutes.

Mora's Boon: You may cast heal once per long rest without spending a spell slot. You may only target yourself with this spell.

Black Book: The Sallow Regent

Seeker Of Might: You may make an extra attack whenever you take the attack option on your turn.

Seeker Of Sorcery: You gain a bonus to your spell attack rolls equal to your charisma modifier

Seeker Of Shadows: You gain a bonus to your stealth checks equal to your charisma modifier, and when you hit a creature that is unaware of your presence, you deal an additional 2d6 damage of the same type as the weapon.

Black Book: The Winds of Change

Scholar's Insight: If you would make an ability check, you may use your charisma modifier in place of any other modifier. You still add the proficiency bonus to the skill if it applies.

Companion's Insight: If an ally would be subjected to a damaging spell or effect you create, you may use your reaction to give them resistance to that damage. You may do this a number of times equal to your charisma modifier, and regain all expended uses on a long rest.

Lover's Insight: You have advantage on Charisma checks, Wisdom checks, and attack rolls against creatures with whom you are very familiar. It is up to the DM’s discretion as to what qualifies as “very familiar”.

Champion Of The Voice

At 20th level, you are a true master of the voice, capable of shouts rivaling those of dragons. When you roll initiative and have less than 10 Thu'um points available, you immediately gain 10 Thu'um points.

Guardian Stone Paths

The Apprentice Stone

Those under the sign of The Apprentice have a special affinity for magick of all kinds

Prodigy

At 3rd level, your affinity for magic is apparent. you learn 2 Sorcerer cantrips of your choice. You learn an additional Sorcerer cantrip at levels 11 and 15.

Sorcerer's Apprentice

At 7th level, the effectiveness of your spells fluctuates. When you deal damage with a spell, you may choose to roll a d20. On an 11 or higher, the spell does an additional dice of damage. On a 10 or lower, the spell does 1 less dice of damage.

Spellscribe

Beginning at 11th level, you have transcribed your spells into your Thu'um, giving them additional potency. Once per turn when you deal damage with a cantrip, you deal additional damage equal to your Proficiency bonus. The additional damage is of the same type as the cantrip.

Vaporize

Beginning at 15th level, your Thu'um empowers your magic. When you shout, your cantrips do an additional die of damage until the start of your next turn.

The Atronach Stone

Those under the sign of The Atronach are natural sorcerers with deep reserves of magicka.

Corrupted Arcana

Beginning at 3rd level, you may use your Thu'um points to power your spells. the table below demonstrates the Thu'um point cost. You cannot use Thu'um points to cast a spell at a higher level than your Dovahkiin level would permit.

Spell Level Thu'um Point Cost
1st 3
2nd 5
3rd 8
4th 10
5th 12

Oblivion Bound

Beginning at 7th level, when you cast a spell using Thu'um points, you may treat it as if it was cast 1 level higher. You may do this a number of times equal to your Proficiency Bonus, and regain all uses after a long rest.

Vancian Magic

At 11th level, when you use your Corrupted Arcana, you may reduce the Thu'um point cost by an amount equal to your proficiency bonus. You must finish a short or long rest before using this ability again.

Devour From Within

At 15th level, when you cast a spell using your Thu'um points, you may choose to shout as part of casting the spell. This shout does not consume Thu'um points, but you may use only the first or second word of the shout. You must finish a long rest before doing this again.

The Lady Stone

Those under the sign of The Lady have an affinity for summoning other creatures.

Lunar Familiar

At 3rd level, your connection to the moon has strengthened. As an action, you may summon a lunar familiar within 30 feet of you. It appears as a spectral wolf, and uses the statistics of a Wolf. It takes its turn immediately after yours in initiative.

The familiar disappears after one minute, until you use this ability again, or when it drops to 0 hit points.

The familiar is friendly to you and your companions for the Duration. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the familiar, it defends itself from Hostile creatures but otherwise takes no Actions.

You may use this ability a number of times equal to your Proficiency Bonus, and regain all uses after a long rest.

Premonition

Beginning at 7th level, the Lady warns you against danger. As a reaction when you would be reduced to 0 hit points, you may shout, make a weapon attack, or cast a spell. If this prevents the source of the damage from being able to target you, then you take no damage. You must finish a long rest before using this ability again.

Edge of Oblivion

At 11th level, The Lady has taught you to walk the border where summoned creatures are called from. When you summon your lunar familiar or summon a creature through a spell or shout, its weapons count as magical for the purpose of overcoming resistances and immunities, and its attacks do additional damage equal to your Proficiency Bonus. In addition, you learn the Banishment spell, which doesn't count against your number of spells known.

Eclipse

At 15th level, your connection to the moon is at its strongest. When you summon your lunar familiar, you may instead have them take the form of a spectral dragon. It uses the statistics of a Red Dragon Wyrmling, except that its breath weapon does radiant damage instead of fire, it gains 25 additional hitpoints, and its breath weapon uses your Shout Save DC. You may do this once, and must finish a long rest before you can summon it as a dragon again.

The Lord Stone

Those under the sign of The Lord resemble the noble warriors of old.

Crown Of Autumn

At 3rd level, you gain proficiency with heavy armor and martial weapons.

Also at 3rd level, you may choose to make an additional attack as part of the attack action. If you do, then all attacks against you have advantage until the start of your next turn.

Old Stone

At 7th level, the Lord graciously allows you to continue fighting when out of stamina. When you are below half your hit point maximum, you gain resistance to bludgeoning, piercing, and slashing damage.

Thundering Blow

At 11th level, when you use your action to shout, you include a challenge within your Thu'um. Each creature of your choice within 10 feet of you that makes an attack before the start of your next turn must make its attacks against you.

Kneel or be Knelt

At 15th level, the Lord fills you with power and nobility. As an action, each creature of your choice within 30 feet of you must make a Strength saving throw. On a failed save, they take 8d6 bludgeoning damage and are knocked prone. On a success, they take half as much damage and are not knocked prone. You must finish a long rest before you can use this ability again.

The Lover Stone

Those under the sign of the Lover form bonds that carry them through the darkest times.

Under my Wings

At 3rd level, the Lover allows you to protect those you care about. If you cast a spell that restores hitpoints to one creature, you may have it restore half as many hitpoints to another creature also within range of the spell.

Undying Love

At 7th level, you know when your time comes it will be in the arms of those you love. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead, and move up to your movement speed towards a friendly creature you can see. This movement does not provoke attacks of opportunity. You can’t use this feature again until you finish a Long Rest.

Secret Admirer

At 11th level, you are gifted a boon from a Secret Admirer. The boon takes the form of a common or uncommon magic item of your choice. You cannot change this choice.

Lover's Kiss

At 15th level, you may create a bond of love with a willing humanoid over a long rest. As an action, if they are on the same plane of existence as you, you may call them to a space within 10 feet of you. You may only call them once per long rest, and you cannot create a new bond while your previous lover is alive.

The Mage Stone

Those under the sign of The mage havce more magicka and talent for all kinds of spellcasting.

Power of the Arcane

At 3rd level, the Mage teaches you arcane secrets. You learn additional Dovahkiin spells equal to your Proficiency Bonus. These spells must be of a level you can cast. You learn additional spells as your Proficiency Bonus increases.

Also at 3rd level, while not wearing armor, your Armor Class is equal to 13 + your dexterity modifier.

Arcane Prowess

At 7th level, you gain the ability to mystically bind a spell with a casting time of 1 action to yourself. Doing so takes 1 minute, and you may bind only one spell at a time. Once you have bound a spell, you may cast it as a reaction once before your next long rest.

Mage's Path

At 11th level, you are shown the path of Archmages of old, who wielded incredible power. When you use your action to shout, you gain advantage on saving throws against spells and other magical effects until the start of your next turn.

Ultimate Power

At 15th level, you effortlessly command the forces of magic and bend them to your will. Choose a 6th level spell from the Sorcerer spell list. You may cast this spell once without using a spell slot, and cannot do so again until after a long rest.

The Ritual Stone

Those under the sign of the Ritual wield influence over the dead.

Mara's Mercy

At 3rd level, you have learned dark rituals that grant you dominion over the dead. Over the course of 1 minute, you can curse a corpse, temporarily binding it in your service. You can cause it to rise from as a skeleton or zombie. Roll initiative for the chosen animated creature, which has its own turns. It obeys your verbal commands.

The animated creature remains in your service until the end of your next long rest, at which point it vanishes into the afterlife.

Once you raise an entity with this feature, you can't use the feature again until you finish a long rest.

Ravenous Dead

At 7th level, your ritual magic has affected your very core, warping your powers. When you kill one or more humanoids with a spell, shout, or weapon attack, you can use your reaction to spend 4 Thu'um points to cause them to rise as a zombie under your control at the start of your next turn. They remain under your control for 1 minute, at which point they vanish into the afterlife.

Mara's Veil

At 11th level, the undead follow your command with little resistance. You learn the spell Animate Dead, which doesn't count against your number of spells known, and when you use your Mara's Mercy ability, you may instead cause the corpse to raise as a ghoul or a specter.

Requiem

At 15th level, you may use your Mara's Mercy ability 3 times per long rest.

The Serpent Stone

Those under the sign of The Serpent can both heal and harm through the subtle power of alchemy.

Alchemy Mastery

Beginning at 3rd level, The Serpents venom has gifted you knowledge of alchemy, and the ability to create potions and poisons. You gain proficiency with the poisoner's kit and alchemy supplies. You can spend 10 minutes and any number of Thu'um points to brew potions. These potions retain potency for 24 hours, after which they become inert, If a potion calls for a saving throw, it uses your Shout Save DC.

Potion Cost Dovahkiin Level
Potion of Climbing 2 Thu'um points 3rd
Potion of Growth 2 Thu'um Points 3rd
Basic Poison 2 Thu'um Points 3rd
Potion of Healing 2 Thu'um Points 3rd
Potion of Water Breathing 2 Thu'um Points 3rd
Potion of Greater Healing 4 Thu'um Points 7th
Potion of Heroism 4 Thu'um Points 7th
Potion of Resistance 4 Thu'um Points 7th
Potion of Poison 4 Thu'um Points 7th
Potion of Diminution 6 Thu'um Points 11th
Drow Poison 6 Thu'um Points 11th
Potion of Hill Giant Strength 8 Thu'um Points 15th
Potion of Flying 8 Thu'um Points 15th
Potion of invisibility 8 Thu'um Points 15th
Potion of Superior Healing 8 Thu'um Points 15th
Wyvern Poison 12 Thu'um Points 15th

Pure Mixture

At 7th level, you have discovered how to purify the potions you create. when you create potions, you may reduce the cost of Thu'um points spent be an amount equal to your proficiency bonus. You must finish a long rest before reducing the cost again.

Poisoner

At 11th level, The Serpent has shared the secrets of its venom with you. You ignore resistance to poison damage, and treat immunity to poison damage as resistance. In addition, when you deal poison damage, you can choose to take the maximum possible damage. Once you maximize damage in this way, you must finish a long rest before doing it again.

World Serpent

At 15th level, you gain immunity to poison damage and being poisoned. In addition, when you use your action to shout, your blood turns poisonous. When you are hit with a weapon attack before the start of your next turn, the creature that struck you must make a Constitution saving throw against your Shout Save DC or take 2d6 poison damage and become poisoned for one minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

The Shadow Stone

Those under the sign of The Shadow can hide and strike unseen with ease.

Unseen Strikes

At 3rd level, your strikes are deadly when unseen, or an enemy is distracted. If you have advantage on a weapon attack, you deal an extra 1d6 damage of the same type as the weapon. You don't need advantage if an ally is within 5 feet of the target. This increases as you gain levels in this class to 2d6 at 7th level, 3d6 at 11th, 4d6 at 15th, and 5d6 at 20th. You can do this extra damage only once per turn.

Clean Escape

Also at 3rd level, you gain proficiency with the stealth skill, and may dash, disengage, or hide as a bonus action.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Bite Marks

At 11th level, when you would deal damage with your Unseen Strikes feature, you may choose to deal a Bleeding Wound, sacrificing any number of Unseen Strike damage dice. If, at the end of their turn, a creature has a Bleeding Wound, they take 1d4 damage for each die sacrificed in this way. A target may have more than one Bleeding Wound active at a time.

On their turn, a creature must make a Constitution saving throw against your Shout save DC to attempt to stop the bleeding. If successful, the target stops all bleeding wounds but still takes half damage this turn.

Constructs, elementals, and undead are immune to the effects of Bleeding Wounds.

Laughing Ghost

At 15th level, when you use your action to shout, you may cast Misty Step without spending a spell slot.

The Steed Stone

Those under the sign of The Steed can carry great burdens and traverse far distances with ease.

Powerful Build

At 3rd level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Explorer

Also at 3rd level, The Steed fills you with endurance. You gain proficiency with martial weapons, you have advantage on saving throws against exhaustion, and you ignore the effects of a forced march. When you use your action to dash, your movement speed is doubled until the start of your next turn.

Gallop

At 7th level, you have advantage on inititative rolls, and if you move through a hostile creature's space, leave a hostile creature's reach, or move at least 15 feet, you deal an additional 1d6 damage on the next weapon attack you make on your turn.

Wardancer

Also at 7th level, you nimbly move throughout the battle field. When you use your action to dash, you gain a +2 bonus to your AC until the beginning of your next turn.

Hurricane Force

At 11th level, your Thu'um is like a hurricane. When you use your action to dash, you may Shout as a bonus action. You may only use the first and second words of the shout when you shout in this way.

Windrunner

At 15th level, you move like the wind. Attacks of opportunity against you have disadvantage, and when you use your Gallop ability, the additional damage increases to 2d6.

The Thief Stone

Those under the sign of The Thief take great risks and reap greater rewards.

Unseen Strikes

At 3rd level, your strikes are deadly when unseen, or an enemy is distracted. If you have advantage on a weapon attack, you deal an extra 1d6 damage of the same type as the weapon. You don't need advantage if an ally is within 5 feet of the target. This increases as you gain levels in this class, to 2d6 at 7th level, 3d6 at 11th, 4d6 at 15th, and 5d6 at 20th. You can do this extra damage only once per turn.

Lawless World

Also at 3rd level, The Thief teaches you the secrets of their trade. You gain proficiency with thieves tools, and proficiency in stealth and sleight of hand.

Silent Storm

At 7th level, The Thief teaches you how to be silent and unheard. When you cast a spell, you may cast it without any verbal or somatic components. You may do this a number of times equal to your Proficiency Bonus per long rest.

Nightingale

At 11th level, you have gained the ability to channel the shadows to your favor, using it to obscure your enemies’ eyes, minds, and health. Choose one of the following benefits:

Agent of Stealth: You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Agent of Subterfuge: You use the shadows to cloud the minds of those who oppose you. You can cast Confusion without expending a spell slot. You may do this only once per long rest.

Agent of Strife: You may use your bonus action to mark a target within 60 feet of you for 1 minute, or until either of you die. Whenever you hit this creature with your Unseen Strikes, you deal an additional 2d6 necrotic damage, and you regain hit points equal to the necrotic damage dealt. You may only mark one such target per long rest.

Shadow Warrior

At 15th level, you are one with the shadows. When you use your action to shout, your weapon attacks score a critical hit on a roll of an 18, 19 or 20 until the end of your next turn.

The Tower Stone

Those under the sign of The Tower stand tall against all that would threaten to topple them.

Born To Fight

At 3rd level, you gain proficiency with heavy armor and martial weapons

Fighting Style

Also at 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defensive While you are wearing armor, you gain a +1 bonus to your AC.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Bedrock

At 7th level, you are rooted against incoming threats. As a reaction to a creature making a ranged attack against you or causing you to make a Dexterity saving throw, you can steel yourself against the impact, imposing disadvantage on its attack or granting advantage on your saving throw

Defiance

At 11th level, when you use your action to shout, your voice anchors you to the world around you. Until the end of your next turn, you have a +2 bonus to your Armor Class. In addition, you can't be moved from your current location from being pushed or shoved, or by a hostile spell or effect, unless you choose to be.

Break Upon Me

At 15th level, you are as tough as stone. You reduce damage you take from all sources by 5.

The Warrior Stone

Those under the sign of The Warrior are skilled with weapons of all kinds.

Born to Fight

At 3rd level, The Warrior trains you to wield any weapon. You gain proficiency with heavy armor and martial weapons.

Fighting Style

Also at 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Disciplined Fighter

Beginning at 7th level, The Warrior has shown you how to more effectively wield your weapons. You may choose one of the following options. You can change this choice at the end of a long rest.

Execute: Once per turn, when you deal damage with a weapon that deals slashing damage, that creature can't take reactions until the start of your next turn.

Overthrow: When you hit a creature with a weapon attack that does piercing damage, the target takes an additional 1d4 piercing damage at the start of their next turn. This extra damage can occur only once per turn.

Deadfall: When you hit a creature with an attack that does bludgeoning damage, and the attack is a critical hit, it does an extra dice of damage.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 15th level and three times between long rests starting at 19th level.

Slayer of a Thousand Sons

At 15th level, The Warrior has taught you all he can, and turned you into an unstoppable force. You may choose one of the following options. You can change this choice at the end of a long rest.

Decimate: When you use your action to shout, you may use your bonus action to make an attack against each creature of your choice within 5 feet of you with a weapon that deals slashing damage. These attacks are made with disadvantage.

Clash of Heroes: When you use your action to shout, the next attack you make before the end of your next turn with a weapon that does piercing damage can target an additional creature if it is immediately behind the first.

Meteor Storm: When you use your action to shout, your attacks with a weapon that deals bludgeoning damage score a critical hit on a 19-20 until the end of your next turn.

List of Shouts

Animal Allegiance

A shout for help from the beasts of the wild, who come to fight in your defense.

Raan (Animal) [4]: You attempt to beguile a beast that you can see within 60 feet of you of challenge rating 2 or less. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

Each time the target takes damage, it makes a new Wisdom saving throw against the shout. If the saving throw succeeds, the shout ends.

Mir (Allegiance) [6]: You attempt to beguile a beast that you can see within 60 feet of you of challenge rating 4 or less.

Tah (Pack) [8] : You attempt to beguile a beast that you can see within 60 feet of you of challenge rating 6 or less.

Aura Whisper

Your voice is not a shout, but a whisper, revealing the life forces of any and all.

Laas (Life) [6]: This shout is nearly inaudible, only those right next to you can hear your whisper. You learn the location of all living creatures within 60 feet of you for a single instant. This shout reveals the presence of invisible creatures to you and reveals creatures through walls.

Yah (Seek) [8]: You learn the location of all living creatures and undead within 90 feet of you for a single instant. This shout reveals the presence of invisible creatures to you and reveals creatures through walls.

Nir (Hunt) [10]: You learn the location of all living creatures and undead within 120 feet of you for 1 minute. This shout reveals the presence of invisible creatures to you and reveals creatures through walls.

Battle Fury

Your Thu'um enchants your nearby allies' weapons, allowing them to attack faster.

Mid (Loyal) [4]: While within 15 feet of you, up to 2 friendly creatures of your choice add +1 to all attack rolls for the next minute.

Vu (Valor) [8]: While within 20 feet of you, up to 3 friendly creatures of your choice add +2 to all attack rolls for the next minute.

Shaan (Inspire) [12]: While within 30 feet of you, up to 4 friendly creatures of your choice add +3 to all attack rolls for the next minute.

Become Ethereal

Your Thu'um reaches out to the void, changing your form to one that cannot harm, or be harmed.

Feim (Fade) [6]: Your form becomes faded and ghostlike, for up to 1 minute. For the duration, enemies have disadvantage on attack rolls against you, and you have disadvantage on all attack rolls. Additionally, you cannot become grappled or restrained. This Shout has no effect while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. (You are not actually in the Ethereal Plane in this form.) It takes an action to dismiss this effect early.

Zii (Spirit) [10]: This shout does not contain the previous word. For up to one minute, you step partly into the Border Ethereal. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see further than 60 feet away. You cannot interact with creatures or objects that aren’t on the Ethereal Plane, however the properties of the plane you originated from still apply to you. Therefore, you cannot move through solid objects, and environmental effects such as difficult terrain still affect you. You can also move through the spaces of other creatures. Creatures that cannot see into, and interact with, the ethereal plane cannot see or interact with you. Creatures that are on the Ethereal Plane can interact with you as normal.

Gron (Bind) [14]: This shout does not contain the previous words. For up to 10 minutes, you step entirely into the Border Ethereal. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the effect ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space and take 1d6 force damage for every five feet moved.

Bend Will

Your voice bends the very stones to your will. As it gains power, animals, people, and even dragons must do your bidding.

Gol (Earth) [5]: Choose a beast you can see within 60 feet of you. That beast must make a Wisdom saving throw or be charmed by you for 1 minute.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey.

You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. The effect ends after 1 minute, or until you dismiss it as an action.

Hah (Mind) [7]: Choose a humanoid you can see within 60 feet of you. That humanoid must make a Wisdom saving throw or be charmed by you for 1 minute.

Dov (Dragon) [9]: Choose a creature you can see within 60 feet of you with a challenge rating less than or equal to your Dovahkiin level. That creature must make a Wisdom saving throw or be charmed by you for 1 minute.

Call Dragon

Odahviing! Hear my voice and come forth. I summon you in my time of need.

Od, Ah, Viing (Snow, Hunter, Wing) [34]: This shout must have all 3 words used together, and must be used outdoors, or the shout fails. On the turn after you use this shout, an adult dragon of a metallic color of your choice appears within 100 feet of you. The dragon regards you as a friendly ally, and does its best to defend you. The dragon vanishes after 1 minute, after you fall unconscious or die, or after it takes 50 or more points of damage.

Call Of Valor

The valiant dead hear your voice and journey beyond time and space to your aid.

Hun (Hero) [14]: you summon an assassin from the beyond. It uses the assassin stat block, except that it's an undead instead of its normal type. It rolls its own initiative. It obeys any commands you give it (no action required). If you give no commands, it defends itself but takes no other actions.

Kaal Champion)[14]: This shout does not contain the previous word. you summon a warrior from the beyond. It uses the Blackguard statblock, except that it's an undead instead of its normal type. It rolls its own initiative. It obeys any commands you give it (no action required). If you give no commands, it defends itself but takes no other actions.

Zoor (Legend)[14]: This shout does not contain the previous words. you summon a mage from the beyond. It uses the Diviner stat block, except that it's an undead instead of its normal type. It rolls its own initiative. It obeys any commands you give it (no action required). If you give no commands, it defends itself but takes no other actions.

Clear Skies

The sky itself yields before the Thu'um, as you clear away fog and inclement weather.

Lok, Vah, Koor (Sky, Spring, Summer) [8]: This shout must have all three words used together, or the shout fails. 1 minute after using this shout, any fog, magical or not, in a 100 foot radius around the point you shouted from vanishes. In addition, any clouds, rain, or other inclement weather vanishes, revealing a cloudless sky. This effect lasts for 10 minutes, after which the weather returns over the course of 1 minute.

Cyclone

Your Thu'um creates a whirling cyclone that sows chaos among your enemies.

Ven (Wind) [6]: A 5-foot diameter cyclone of swirling air appears in an unoccupied space within 10 feet of you and lasts for 1 minute. As an action on each of your turns, you can move the cyclone 5 feet in any direction. The cyclone can only move in a straight line, and must use all its movement. Creatures within the cyclone must make a Strength saving throw or are picked up and are considered grappled. Attacks made from within the cyclone are made at disadvantage. If the cyclone moves out of the original space of the creature, the creature is dropped prone in that space.

Gaar (Unleash) [9]: A 10-foot diameter cyclone of swirling air appears in an unoccupied space within 15 feet of you and lasts for 1 minute. As an action on each of your turns, you can move the cyclone 10 feet in any direction. If the cyclone moves out of the original space of a creature, the creature is hurled 5 feet in the opposite direction the cyclone moves, takes 1d6 points of bludgeoning damage, and lands prone.

Nos (Strike) [12]: A 15-foot diameter cyclone of swirling air appears in an unoccupied space within 20 feet of you and lasts for 1 minute. As an action on each of your turns, you can move the cyclone 15 feet in any direction. If the cyclone moves out of the original space of a creature, the creature hurled 10 feet the opposite direction the cyclone moves, takes 2d6 points of bludgeoning damage, and is prone.

Disarm

Shout defies steel, as you rip a weapon from an opponent's grasp.

Zun (Weapon) [4]: Choose a creature within 30 feet that you can see. It must make a Strength saving throw. On a failure, it drops one weapon, shield, or other item of your choice it is holding in its hand, which lands at its feet.

Haal (Hand) [5]: Choose a creature within 30 feet that you can see. It must make a Strength saving throw. On a failure, one weapon, shield, or other item of your choice it is holding in its hand is flung 15 feet away before landing on the ground. The item cannot deal damage.

Vik (Defeat) [6]: Choose a creature within 30 feet that you can see. It must make a Strength saving throw. If it fails, up to 2 weapons, shields, or other items in any combination of your choice it is holding are flung 15 feet away. The item cannot deal damage. If it succeeds on the saving throw, only one item of your choice is affected.

Dismay

And the weak shall fear the Thu'um, and flee in terror.

Faas (fear) [6]: Each creature in a 20-foot cone must succeed on a Wisdom saving throw or become frightened for one minute. If a creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.

Ru (Run) [7]: Each creature in a 30-foot cone must succeed on a Wisdom saving throw or become frightened for one minute. While frightened in this way, a creature must use its movement to move away from you by the safest available route on each of its turns.

Maar (Terror) [8]: Each creature in a 30-foot cone must succeed on a Wisdom saving throw or become frightened for one minute. While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.

Dragon Aspect

Once a day, take on the mighty aspect of a dragon, delivering colossal blows, with an armored hide, and more powerful shouts.

Mul (Strength) [15]: You may use this shout once, and regain the ability to use it at the end of a long rest. For one minute after using this shout, your body is covered in a glowing ethereal armor, granting you the following benefits; You gain a +1 bonus to your armor class. You deal an extra 1d6 damage with your melee weapon attacks. This bonus can only happen once per turn. You gain resistance to fire and cold damage. Your shouts cost 2 less Thu'um points to use, to a minimum of 1.

Qah (Armor) [20]: For one minute after using this shout, you gain the following benefits; You gain a +2 bonus to your armor class. You deal an extra 2d6 damage with your melee weapon attacks. This bonus can only happen once per turn. You gain resistance to fire, cold, lightning, acid, and poison damage. Your shouts cost 3 less Thu'um points to use, to a minimum of 1.

Div (Wyrm) [25]: For one minute after using this shout, you gain the following benefits; You gain a +3 bonus to your armor class. You deal an extra 3d6 damage with your melee weapon attacks. This bonus can only happen once per turn. You gain resistance to all damage except psychic. Your shouts cost 5 less Thu'um points to use, to a minimum of 1.

Dragonrend

Your voice lashes out at a dragon's very soul, forcing the beast to land.

Joor (Mortal) [6]: You force a creature to understand the concept of mortality. Choose a flying or hovering creature within 60 feet of you. That creature must make a Wisdom saving throw. On a failure, it must use all of its movement on its next turn to move towards the ground if it is flying. The effect ends once the dragon touches the ground.

Zah (Finite) [10]: Choose a flying or hovering creature within 90 feet of you. That creature must make a Wisdom saving throw. On a failure, it must use all of its movement, and dashes as an action to move towards the ground if it is flying. The effect ends once the dragon touches the ground.

Frul (Temporary) [14]: Choose a flying or hovering creature within 120 feet of you. That creature must make a Wisdom saving throw. On a failure, it must use all of its movement to move towards the ground if it is flying. Once the dragon touches the ground, it is unable to fly again for 1 minute. It can repeat the saving throw at the end of its turn, ending the effect on a success.

Drain Vitality

Coax both magical and mortal energies from your hapless opponent.

Gaan (Stamina) [5]: Choose a creature within 60 feet of you. That creature must make a Constitution saving throw. On a failure, the creature's speed is reduced by 10 feet for 1 minute, while your speed is increased by 10 feet for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

Lah (Magicka) [10]: Choose a creature within 60 feet of you. That creature must make a Constitution saving throw. On a failure, the creature loses its lowest available level spell slot at the end of each of its turns, for 1 minute and you gain a spell slot equal to the spell slot level lost. These spell slots last for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

Haas (Health) [15]: Choose a creature within 60 feet of you. That creature must make a Constitution saving throw. On a failure, the creature loses 1d6 hit points at the start of each of its turns, and you gain 1d6 hitpoints. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

Elemental Fury

The Thu'um imbues your arms with the speed of wind, allowing for faster weapon strikes.

Su (Air) [6]: For one minute, you can use a bonus action to make a single attack on your turn.

Grah (Battle) [8]: For one minute, you may make an additional attack when you use the opportunity attack reaction.

Dun (Grace) [10]: For one minute, you can make one extra attack on your turn when you use the Attack action.

Fire Breath

Inhale air, exhale flame, and behold the Thu'um as an inferno.

Yol (Fire) [4]: Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Toor (Inferno) [8]: Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much on a successful one.

Shul (Sun) [12]: Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much on a successful one

Frost Breath

Your breath is winter, your Thu'um a blizzard.

Fo (Frost) [4]: Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much on a successful one. The cold extinguishes any unprotected, nonmagical flames in the area.

Krah (Cold) [8]: Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 5d6 cold damage on a failed save, or half as much on a successful one.

Diin (Freeze) [12]: Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much on a successful one.

Ice Form

Your Thu'um freezes an opponent solid.

Liz (Ice) [4]: Choose a creature within 30 feet that you can see. The creature must be Huge or smaller. That creature must make a Constitution saving throw. On a failure, its speed is halved for one minute.

Slen (Flesh) [8]: On a success, its speed is halved for 1 minute. On a failure, it is frozen in a block of ice and considered petrified for 1 minute. This effect ends if it takes any damage, as the ice shatters.

Nus (Statue) [12]: On a success, its speed is halved for 10 minutes. Each minute, it can make a Constitution saving throw, with a success ending the effect. If it fails, it is frozen in a block of ice and considered petrified for 10 minutes. This effect ends if it takes any damage, as the ice shatters.

Kyne's Peace

The voice soothes wild beasts, who lose their desire to fight or flee

Kaan (Kyne) [4]: Each beast with a challenge rating of 2 or less you can see and that can hear you within 20 feet of you must make a Wisdom saving throw. On a failed save, the beast becomes charmed by you for 1 minute. If you or one of your companions harms an affected creature, the effects end for that creature. If the beast’s Intelligence is 4 or higher, the shout has no effect.

Drem (Peace) [5]: Each beast with a challenge rating of 4 or less you can see and that can hear you within 30 feet of you must make a Wisdom saving throw. On a failed save, the beast becomes charmed by you for 10 minutes.

Ov (Trust) [6]: Each beast with a challenge rating of 6 or less you can see and that can hear you within 40 feet of you must make a Wisdom saving throw. On a failed save, the beast becomes charmed by you for 1 hour.

Marked For Death

Speak, and let your voice herald doom, as an opponent's armor and lifeforce are weakened.

Krii (Kill) [6]: Choose a creature within 60 feet of you. The creature must make a Constitution saving throw, or suffer a -1 penalty to its armor class, and take 1d4 necrotic damage at the start of its turn for 1 minute. It can repeat the saving throw at the end of its turn, ending the effect on a success.

Lun (Leech) [8]: This shout does not contain the previous word. Choose a creature within 60 feet of you. The creature must make a Constitution saving throw, or suffer a -2 penalty to its armor class, and take 2d4 necrotic damage at the start of its turn. It can repeat the saving throw at the end of its turn, ending the effect on a success.

Aus (Suffer) [10]: This shout does not contain the previous words. Choose a creature within 60 feet of you. The creature must make a Constitution saving throw, or suffer a -3 penalty to its armor class, and take 3d4 necrotic damage at the start of its turn. It can repeat the saving throw at the end of its turn, ending the effect on a success.

Soul Tear

Your Thu'um cuts through flesh and shatters soul, commanding the will of the fallen.

Rii, Vaaz, Zol (Essence, Tear, Zombie) [26]: This shout must have all three words used together, or the shout fails. Choose a humanoid within 60 feet of you. That creature must make a Charisma saving throw, or have its soul torn from its body. On a failure, a creature takes 14d6 necrotic damage. If this damage kills the target, it rises as a zombie under your control at the start of your next turn. The zombie acts on your turn in initiative, and obeys any order you give it. The zombie lasts until it dies, or you dismiss it as an action, causing it to disintegrate into a pile of ash. On a success, a creature takes half as much damage, and won't become a zombie if it dies.

Slow Time

Shout at time, and command it to obey, as the world around you stands still.

Tiid (Time) [6]: All creatures within a 20-foot cube centered on you must succeed on a Wisdom saving throw or be affected by the Shout for 30 seconds (5 rounds). An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity Saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. Creatures that exit the range of the Shout are no longer affected by it. Additionally, all environmental aspects within the Shout’s range appear to move in slow motion (the intensity determined by the level of the shout), and even creatures that resist the effects of the Shout appear sluggish.

Klo (Sand) [9]: The range of the shout increases to a 30-foot cube centered on you, and the duration increases to 1 minute. (10 rounds). An affected target moves at a third of its normal speed, rounded down. It takes a -3 penalty to AC and Dexterity Saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On a 9 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

Ul (Eternity) [12]: The range of the shout increases to a 40-foot cube centered on you, and the duration increases to 90 seconds (15 rounds). An affected target moves at a quarter of its normal speed rounded down, it takes a -4 penalty to AC and Dexterity Saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On a 7 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

Storm Call

A shout to the skies, a cry to the clouds, that awakens the destructive force of skyrim's lightning.

Strun (Storm) [12]: A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

Bah (Wrath) [15]: The damage from each bolt of lightning becomes 4d10, or 5d10 in stormy conditions.

Qo (Lightning) [18]: The damage from each bolt of lightning becomes 5d10, or 6d10 in stormy conditions.

Summon Durnehviir

Durnehviir! Hear my voice and come forth from the soul cairn. I summon you in my time of need.

Dur Neh Viir (Curse, Never, Dying) [36]: This shout must have all three words used together, and must be used outdoors, or the shout fails. Choose a point you can see within 100 feet of you. At the beginning of your next turn after you use this shout, an adult dracolich of a chromatic color of your choice (white, blue, black, red green) rips its way out of the ground. The dracolich regards you as a friendly ally, and does its best to defend you. It rolls initiative, and remains until either 1 minute has passed, you drop to zero hitpoints, or it takes 50 or more points of damage, at which point it fades into nothingness.

Throw Voice

The Thu'um is heard, but its source unknown, fooling those into seeking it out.

Zul (Voice) [3]: You may only use this shout while hidden, and no enemies within range are aware of your presence. Choose a point you can see within 60 feet you can see. Your voice magically emanates from that point at normal volume. Using this shout does not reveal your location.

Mey (Fool) [4]: Choose a point you can see within 90 feet of you.

Gut (Far) [5]: Choose a point you can see within 120 feet of you.

Unrelenting Force

Your voice is raw power, Pushing aside anything- or anyone- who stands in your path.

Fus (Force) [3]: Each creature in a 15 ft. line must make a Strength saving throw. On a failure, they are pushed 15 feet back and are not able to take reactions until the start of their next turn. A creature that hits a solid object as a result of this shout takes 1d6 bludgeoning damage for every 10 feet it moved as a result of the Shout or for every 10 feet the Shout was supposed to continue pushing the creature before it was interrupted, whichever is farther. On a successful save, there is no effect.

Ro (Push) [4]: Each creature in a 20 ft. line must make a Strength saving throw. On a failure, they are pushed 20 feet back, knocked prone, and are not able to take reactions until the start of their next turn. On a success, they are pushed 10 feet back.

Dah (Balance) [9]: Each creature in a 15 by 30 ft. line must make a Strength saving throw. On a failure, they are pushed 30 ft. back, are knocked prone, and are not able to take reactions until the start of their next turn. On a success, they are pushed 15 feet back.

Whirlwind Sprint

The Thu'um rushes forward, carrying you in its wake with the speed of a tempest.

Wuld (Whirlwind) [4]: You almost instantly rush 15 feet ahead. You do not touch the ground when moving this way and as such you can move across chasms, over liquids, etc. You are not slowed by difficult terrain when moving this way, and you do not provoke opportunity attacks. You cannot change direction when moving this way. If you are being grappled when you use this Shout, you automatically escape the grapple. You cannot use this Shout while prone. If you hit solid material (such as a stone wall) before going the full distance, the effect ends, but you do not suffer further penalties. Movable obstacles in your path, such as enemies or crates, are automatically pushed out of the way, although their location does not change.

Na (Fury) [5]: You rush 30 feet ahead.

Kest (Tempest) [7]: You rush 60 feet ahead.

Dovahkiin Spells

1st Level

Alarm

Animal Friendship

Armor of Agathys

Beast Bond

Bless

Burning Hands

Command

Compelled Duel

Cure Wounds

Expeditious Retreat

Faerie Fire

False Life

Feather Fall

Fog Cloud

Grease

Longstrider

Mage Armor

Sanctuary

Sleep

Speak With Animals

Zephyr Strike

2nd Level

Aid

Barkskin

Blindness/Deafness

Calm Emotions

Crown of Madness

Enlarge/Reduce

Find Steed

Heat Metal

Hold Person

Invisibility

Lesser Restoration

Levitate

Mirror Image

Misty Step

See Invisibility

Shatter

Silence

Spike Growth

Warding Bond

3rd Level

Aura of Vitality

Blink

Conjure Animals

Elemental Weapon

Fear

Fireball

Lightning Bolt

Remove Curse

Spirit Guardians

4th Level

Aura of Life

Aura of Purity

Confusion

Conjure Minor Elementals

Conjure Woodland Beings

Dominate Beast

Freedom of Movement

Giant Insect

Ice Storm

Mordenkainen's Faithful Hound

Otiluke's Resiliant Sphere

Storm Sphere

Wall of Fire

5th Level

Cone of Cold

Conjure Elemental

Dominate Person

Flame Strike

Hold Monster

Immolation

Insect Plague

Mass Cure Wounds

Negative Energy Flood

Raise Dead

Steel Wind Strike

Telekinesis

Art Credits

  • Header Image-Artwork Dragonborn-Bethesda Studios
  • Dovahkiin Image-Dragonfall-Zerrnichter on DeviantART
  • The Way of the Voice Image-Miraak-Selann
  • Dragon Shout- Ray Lederer
  • Wizard Overlord- Grzegorz Rutkowski
  • Chandra, Awakened Inferno- Chris Rahn
  • TES5 Alduin- Steam Workshop

Changelog

  • Spelled Dovahkiin Correctly
  • Replaced Chain Mail with Scale Mail
  • Added Multiclassing requirements
  • Made Unseen strikes only apply to weapons and only once per turn
  • Dragonrend and Crown of Autumn now effect flying and hovering creatures
  • The Warrior Stone can now select the unarmed fighting style
  • Soul of a Dragon gives you advantage on Charisma checks against dragons
  • Edge of Oblivion adds the spell Banishment to your spell list
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.