The Dovahkiin: A Skyrim Class for 5th Edition

by zoodude254

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The Dovahkiin
Class Name
Level Proficiency Bonus Features Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Thu'um
Known
1st +2 Dragon Magic, Stone Path 2 2 1 1st
2nd +2 Thu'um 2 3 2 1st 2
3rd +2 2 4 2 2nd 2
4th +2 ABI/feat 3 5 2 2nd 2
5th +3 Extra Attack 3 6 2 2nd 3
6th +3 Stone Path Feature 3 7 2 2nd 3
7th +3 3 8 2 3rd 3
8th +3 ABI/Feat 3 9 2 3rd 4
9th +4 Dragon Slayer 3 10 2 3rd 4
10th +4 Stone Path Feature 4 10 2 3rd 4
11th +4 4 11 3 4th 5
12th +4 ABI/Feat 4 11 3 4th 5
13th +5 Aspect of the Dragon 4 12 3 4th 5
14th +5 Stone Path Feature 4 12 3 4th 6
15th +5 4 13 3 5th 6
16th +5 ABI/Feat 4 13 3 5th 6
17th +6 4 14 4 5th 7
18th +6 Way of the Voice 4 14 4 5th 7
19th +6 ABI/Feat 4 15 4 5th 7
20th +6 Fury Of The World Eater 4 15 4 5th 8

A Dragonborn or Dovahkiin is a mortal man or woman born with the blood and soul of a dragon, or what the dragons would call "Dovah Sos" (dragonblood). It enables them to use the dragon's ability to absorb a slain dragon's soul to receive knowledge of the Thu'um, rather than having to learn through practice.

Class Features

As the Dovahkiin, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Dovahkiin level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per Dovahkiin level after 1st

Proficiencies


  • Armor: Light armor, medium armor, heavy armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose 1 set of tools

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Animal Handling, History, Intimidation, Nature, Perception, and Survival

Equipment

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

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack and four javelins

Dragon Magic

The facility to absorb Dragon Souls and the Draconic blood within you has granted you the ability to cast spells.

Cantrips

You know two cantrips of your choice from the Sorcerer spell list. You learn additional Sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dovahkiin table.

Spell Slots

The Dovahkiin table shows how many spell slots you have to cast your Sorcerer spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Sorcerer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the Sorcerer spell list.

The Spells Known column of the Dovahkiin table shows when you learn more Sorcerer spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Sorcerer spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

Constitution is your spellcasting ability for your Dovahkiin spells and Thu’um, so you use your Constitution whenever a spell or Thu’um refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Dovahkiin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Dovahkiin spells.

Stone Path

At 1st level, you choose a Stone Path. Choose between The Warrior Stone, The Thief Stone, or The Mage Stone, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Thu’um

Starting at 2nd level, you have the innate ability to understand the dragon tongue, and can focus your power into what is known as a Thu'um, or Shout. You can read and write Draconic, but only speak it when you are using your Thu’um.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dragon Slayer

At 9th level, when you are subjected to a Dragon’s Breath weapon that allows you to make a 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.

Aspect of the Dragon

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

At 13th level, you learn to call forth the Power of the Dragons. You can use an Action to gain the following benefits for 1 minute.

  • Your limbs are filled with Draconic Power. You gain a +2 Bonus to attack and damage rolls.
  • Your hide thickens like a dragon's scales to protect you from harm. You gain resistance to all damage.
  • Your Voice echoes with power. Creatures have disadvantage on their Saving throw against the first Shout you use after activating this feature.

Once you have used this feature, you can't use it again until you take a long rest.

Way Of the Voice

At 18th level, your Thu’um recharges on a short rest as well as on a long rest.

In addition, the range of all of your Thu’um increases by 10 feet.

Fury of the World Eater

At 20th level, you can summon the fury of the most powerful Dovah. You learn a Shout with no words; instead, the primal fury within you manifests as a 9th level Meteor Swarm. This Shout does not count against your total number of Thu’um known.

Once you have used this feature, you can’t use it again until you finish a long rest.

Stone Paths

Warrior Stone Path

Skill Proficiency

At 1st level when you select this Stone Path, you gain proficiency in the Athletics skill.

Fighting Style

At 1st level when you select this Stone Path, you adopt a particular 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.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • 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 that you are wielding with two hands, you can reroll 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.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • 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.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • 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 on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Improved Critical

At 6th level, your critical hit threshold increases to 19-20.

Improved Fighting Style

At 10th Level, your fighting style improves due to the nature of the Warrior Stone. Choose another Fighting Style. In addition, your initial choice of Style improves in the following way:

  • Archery: Your bonus to attacks increases to +4. In addition, as a bonus action, you can give yourself advantage on your next ranged attack roll on the current turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
  • Blind Fighting: Your vision range increases to 30 feet, and you have advantage on attacking invisible creatures.
  • Defense: Your AC Bonus increases to +3. In addition, choose bludgeoning, slashing, or piercing damage; you are resistant to non-magical damage of that type.
  • Dueling: Your bonus increases to +4. In addition, you can taunt an enemy creature; they make a Wisdom saving throw against your Spell save DC. On a failed save, they cannot move more than 10 feet away from you unless they take the Disengage action.
  • Great Weapon Fighting: You can re-roll 1,2 or 3’s on the weapons die. In addition, you can wield a two-handed weapon in one hand.
  • Interception: When you use this Style on a ranged weapon attack, if you reduce the damage to 0, you can reflect the missile if it is small enough. If you reflect a missile in this way, make a ranged attack with a range of 20/60 using the weapon or piece of ammunition as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
  • Protection: When you use your reaction in this way, the target of the attack can move up to half its movement speed without provoking attacks of opportunity.
  • Superior Technique: You learn an additional Maneuver, and your die increases to a d8 if it is not already higher.
  • Thrown Weapon Fighting: Your damage bonus increases to +4. In addition, when you make a ranged attack with the thrown weapon, you can take the dash action as a bonus action.
  • Two Weapon Fighting: You can use your reaction to give disadvantage on an attack roll made against you.
  • Unarmed Fighting: Your unarmed strike damage increases by one die step (d4->d6, etc). In addition, you can spend a bonus action to make a powerful blow against a target creature. The target must succeed on a Constitution saving throw (Spell DC) or be stunned until the end of your next turn. Once you have used the ability, you must take a short rest before you can use it again.

Extra Attack

At 14th level, you can make an additional
attack, for a total of 3, whenever you take the
attack action on your turn during
Aspect of the Dragon.

Mage Stone

Weapon Focus

When you select this path at 1st level, you can perform a ritual that takes 10 minutes to complete. At the end of this ritual, you can use your weapon as a Spellcasting Focus. You can only have one Weapon Focus at a time.

In addition, you also gain proficiency in the Arcana Skill.

Expanded Spells

At 1st level, your magical prowess increases dramatically. Choose any of the Schools of Magic. You learn 2 Cantrips from this school. You learn additional spells from this school at 6th, 10th, and 14th level; they are at a level at which you can cast them. These spells can be cast once per day without needing a spell slot, or with spell slots as normal; they do not count against your total number of spells known.

Confounding Bellow

At 6th level, whenever a creature casts a spell within
30 feet of you, you can expend a spell slot to make a
ranged spell attack against the caster as a reaction.
You make this spell attack with advantage. On a hit,
the target takes 2d10 + the spells level in force damage.
The target then makes a Constitution saving throw to
cast the spell. On a failed save, the target’s spell fails and
has no effect.

Mage’s Respite

At 10th level, you recover your spell slots on a short rest as well as a long one.

Arcane Protection

At 14th level, When you use Aspect of the Dragon, you also have advantage on saving throws to resist spell effects, and spell attacks made against you have disadvantage.

Thief Stone

Skill Expertise

At 1st level, your training with the Thieve's Guild has paid off. Choose one of the following:

  • Gain proficiency in two skills of your choice or;
  • Gain Expertise in a skill of your choice.

Hidden Assault

At 1st level, you can take the Hide or Dash action as a bonus action on your turn. You also gain proficiency in the Stealth Skill.

You gain a pool of d6’s equal to your Proficiency Modifier. When you make an attack with advantage, you can add a number of d6’s up to your Proficiency Modifier to the damage of the attack. When you have used up all these Assault Dice, you can’t use them again until you finish a long rest.

Silent Thu’um

At 6th level, by expending a spell slot of first level or higher, you can use a Thu’um without any vocal components.

First Word, Last Word

At 10th level, once per long rest you can use a Shout without triggering the cooldown. In addition, when you make an opportunity attack, you can instead use the first Word of a Shout as a reaction against that target.

Must’ve Been the Wind

At 14th level, when you are in your Aspect of the Dragon
and you take the Attack action with a ranged weapon
on your turn, you can make an additional attack against
another target within 15 feet as part of the same action.
You deal an additional 3d6 damage with this additional attack.

The Dovah Thu’um

Shouts use the vocalization of specific "words of power" to create powerful magical effects, usually for offensive purposes. Each Shout is made up of three words. However, one or two words of a given Shout may be used, but the effect is correspondingly less powerful compared to the full force of the whole shout.

Thu'um Tiers

Each shout has 3 tiers of power. The 1st tier when acted upon counts as a bonus action. The 2nd tier when acted upon counts as an action. And the 3rd tier counts as both an action and a bonus action. If you use your Thu'um, it goes on cooldown and you cannot use a Shout again until the end of your next turn. A target in the range of your Thu’um may make a Dexterity saving throw to take half damage and avoid any additional effects.

Your shout save DC = 8 + your proficiency bonus + your Constitution modifier.

Shout attack modifier = your proficiency bonus + your Constitution modifier

Action Economy Bonus Action Action Both
Attack Size 5' line 10' line 15' cone

You can use a number of Thu’um per long rest equal to your Constitution Modifier + your Proficiency bonus; once you have used this number of Thu’um, you must take a long rest until you can use them again.

Unrelenting Force

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

Bonus Action. If the target fails the saving throw, they take 1d10 force damage and are pushed back 10 feet.

Action. If the target fails the saving throw, they take 2d10 force damage and are pushed back 15 feet.

Action & Bonus Action. If the target fails the saving throw, they take 2d10 force damage and are pushed back 20 feet.

Elemental Breath

The elemental power of the dragons rides on your voice, engulfing all. Choose acid, cold, fire, lightning, or poison. You can use your Thu'um tiers to exhale energy of the chosen type in that area. Each creature in that area must make a Dexterity saving throw, taking 2d6 damage per Thu’um Tier of the chosen type on a failed save, or half as much damage on a successful one.

Call Storm

A Shout to the skies, a cry to the clouds, that awakens the destructive force of Skyrim's lightning. Lightning springs from your Voice to deliver a shock to a creature in front of you.Targets have disadvantage on the saving throw if they are wearing metal armor or are composed of mostly metal. On a hit, targets take a d8 per Thu’um tier of lightning damage, and they can't take reactions until the start of their next turn.

Coerce

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

Bonus Action: Charm Person

Action: Suggestion

Action + Bonus Action: Charm Monster

Disarm

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

Targets in your Thu’um range that fail the Dex Saving Throw lose their weapons as they are sent flying. For each increased tier, the weapons are sent an additional 5 feet away from their wielders.

Dismay

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

You awaken the sense of mortality in creatures within Thu’um range. A construct or an undead is immune to this effect. Targets must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened targets can repeat their saving throw at the end of each of their respective turns, ending the effect on a success.

Marked For Death

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

Bonus Action: Target is Vulnerable to your next attack.

Action: Targets also take a d8 of Necrotic damage.

Action and Bonus Action: Targets are vulnerable to damage caused by you until the end of your next turn. In addition, they take 1d8 of necrotic damage when you hit them with an attack.

Slow

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

Your Thu’um alters time around creatures near you. Each target must succeed on a Dexterity saving throw or be affected by this Shout for 1 minute. 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 abilities or 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.

Self Thu'ums

Whirlwind Sprint

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

Bonus Action: You can take the Dash Action as part of this Bonus Action.

Action: Your movement speed doubles until the end of your next turn.

Action and Bonus Action: You ignore Difficult Terrain during your movement.

Become Etheral

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

Bonus Action: Cast Blink

Action: As an Action, you can move through other creatures and objects as if they were difficult terrain until the end of your next turn. You take 5 (1d10) force damage if you end your turn inside an object or wall.

Cyclone

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

Bonus Action: Cast Gust

Action: Cast Wind Wall

Action and Bonus Action Cast Gust of Wind

Clear Skies

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

As a ritual lasting one minute, you cast Control Weather.

Aura Whisper

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

You can whisper your Shout and use your action to focus your awareness on the area around you. For as long as you maintain concentraion, you can sense whether the following types of creatures are present within 100 feet of you; aberrations, celestials, dragons, elementals, fey, and fiends. This Shout doesn’t reveal the number of creatures. It is blocked by 1 foot of wood, and 3 inches of metal other than lead, or 1 inch of lead.

Animal Allegiance

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

You cast Summon Beast; the level of the spell is treated as the tier of the Shout.

In their Tongue,

He is Dovahkiin;

Dragonborn!

Dovahkiin, Dovahkiin, naal ok zin los vahriin, Wah dein vokul mahfaeraak ahst vaal! Ahr fin norok paal graan fod nust hon zindro zaan, Dovahkiin fah hin kogaan mu draal!

Cover Art: Skyrim 10th Anniversiary

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