Fighter
Base Class: Fighter

Created by dragonborn through the long tempering and execution of propelling a creature's voice forward in the form of a shout. These teachings were taught amongst the few who were never able to unleash their draconic breath before the realms gained access to the knowledge. The thu'um knight is known for the overpowering force their voices create, but those who hone the power can freeze, burn, and eventually bend the will of creatures who oppose them. 

"Anyone can yell, but only a master or the gifted can shout..." 

Herald of the Voice

The training in the Thu'um has placed taught you that communication is key.

You learn Draconic. Also you gain proficiency in Persuasion or Intimidation.

Whenever you make a Charisma (Persuasion) or Charisma (Intimidation) check, you can treat a roll of 6 or lower as a 7.

Intimidation Proficiency

Proficiency in Intimidation

Persuasion Proficiency

Proficiency in Persuasion

Draconic Thu'um

The thu’um resonates within you. Allowing you to propel your voice for different effects. Shouts can not be used under the effects of silence, or when you can’t breathe. You can use this feature a number of times equal to your proficiency bonus, and it recharges on a short rest. Whenever you gain a level in this class, you can replace one of your shouts with a different one.

Choose four shouts from the options listed below. You gain an additional two shouts at 7th level, 11th level, 15th level, and one at 18th level:

 

Your Shout DC = 8 + your Proficiency Bonus + your Charisma modifier.

Cry of Taldurin

You shout to the skies and call forth a the potent wrath of the of voice. As an action, you can expend three of your draconic shout charges to fill the sky with a cloud of embers centered on your location out to 200ft. The clouds send 1d4 meteors at the end of each of your turns, each meteor falls on a point of your choosing but cannot strike the same creatures more than once per round. Each meteor deals 5d6 fire damage and 5d6 bludgeoning damage in a 10ft radius. Each creature in the radius of a meteor must make a Dexterity saving throw. On a fail, they take damage as listed. On a success, they take half. This shout lasts for 1 minute. (This shout is unaffected by Unrepressable Voice.)

Acid Breath

You send forth a wave of acid with the power of your voice. As an action, send forth a wave that is a 10ft long and 10ft wide line. Creatures affected must make a Dexterity saving throw or take 2d6 acid damage and be corroded until the start of their next turn. While corroded, a creature’s armor class is reduced by an amount equal to half of your Charisma modifier (rounded up). On a successful save, a creature takes only half damage and is not corroded. At 7th level, the range increases to 20ft long and 10ft wide, and the damage increases to 4d6. At 13th level, the range increases to 50ft long and 15ft wide, and the damage increases to 7d6.

Aura Whisper

You utter a whisper that allows you to detect those that would otherwise be out of view. As an action, you can open your senses to highlight creatures within 60 feet of you, this shout highlights creatures through walls as well as invisible creatures within its radius. If a creature within the ethereal plane entered the radius, it would highlight them too. If a creature outside the radius of the shout successfully hides before entering the radius, they are undetected until they are no longer classified as hidden. This shout lasts for 1 minute.

Bend Will

Prerequisite Level 18

Your thu’um is powerful enough to bend the knee of those you wish. As an action, you can expend three of your draconic shout charges to dominate the mind of a creature that you choose. A creature must make a Wisdom saving throw or be placed under your control for up to 8 hours, you can end this control when you wish(no action required). A creature with 6 or less Wisdom automatically fails. Creatures immune to charm are unaffected, and you can only have one creature under your control at a time.

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.

Each time the target takes damage, it makes a new Wisdom saving throw against the shout. If it succeeds, it is no longer under your control and may turn hostile depending on how it was treated during the duration.

Call of the Ancient

You call forth the strength of one of your ancestors, or a fabled warrior. As an action (this is unaffected by Thu’um Weaver), you can expend three of your draconic shout charges to summon a medium humanoid creature as if you had cast the Simulacrum spell on yourself. The creature retains your statistics, but it has an armor class of 19 and wields a mundane weapon of your choosing. Its attacks count as magical for the purposes of overcoming resistances. The shout lasts until the ancient drops to 0 hit points, 24 hours have passed, or you use this shout again.

Call to Nature

Prerequisite Level 11

Your voice creates life from nothing as it summons a mount. As an action, you summon forth a creature as if you cast the Phantom Steed spell. When the spell is cast this way, it takes on the shape of a drake and lasts for a number of hours equal to your Charisma modifier.

At 15th level, your steed gains a swimming speed and climb speed.

Calm the Tide

Your voice commands authority and order. As an action, you can force each creature of your choice within 30ft of you to make a Wisdom saving throw. On a fail, you can make targets indifferent about creatures of your choice that it is hostile toward for 1 minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its allies being harmed. When the shout ends, the creature becomes hostile again, unless the DM rules otherwise.

Disarm

Prerequisite Level 7

Your voice dampers your enemies ability to hold onto objects. As an action, you force creatures to make a Strength saving throw or force them to drop an object of your choice that they are holding. This has no effect on Huge or larger creatures.

At 13th level, this affects Huge creatures. Also at 13th level, large or smaller creatures have disadvantage on saving throws against this shout.

Dismay

Prerequisite Level 3

Your voice rattles the essence of creatures in its path. As an action, cry a shput that is centered on you. Creatures, other than you, within 30ft of you must make a Wisdom saving throw or be frightened for a number of rounds equal to your Charisma modifier. Creatures frightened by dismay can make a wisdom check against your shout save DC at the end of their turns to end the effect.

At 7th level, creatures frightened by dismay take 1d6 psychic damage at the start of their turn. At 13th level, creatures frightened by dismay take 2d6 psychic damage at the start of their turns.

Dragon Flesh

Prerequisite Level 15

Your voice resonates with Thu'um mastery. As an action, you coat yourself in scales. While this shout is active, you have resistance to bludgeoning, piercing, and slashing damage. If you are hit with a melee attack, you can use your reaction to make a melee attack against the creature, if that attack hits it deals maximum damage on the die.

This shout lasts a number of rounds equal to your Charisma modifier. You can only benefit from one Form or Flesh shout at a time.

Dragonrend

Your voice causes those with flight to crumble back to earth to fight as true mortals do. As an action, shout towards a creature (the target must have a fly speed) that you can see with 500 feet of you. That creature takes 12d6 psychic damage and must make a Strength saving throw. On a fail, a creature cannot fly for up to 1 minute and any airborne creature that fails this save descends to the ground unharmed. The creature takes an additional 2d6 psychic damage at the start of their turns. At the end of a creature’s turns, they can make another Strength saving throw, ending the effect on a success. Dragons have disadvantage on all saving throws against this shout.

Drain Vitality

Prerequisite Level 11

Your voice rends the body and mind of a creature affected by it. As an action, you send forth a 30ft long and 15ft wide line in front of you. Creatures affected must make a Constitution saving throw or take 5d8 necrotic damage and gain one level of exhaustion. On a successful save, creatures only take half damage.

Undead and Constructs are immune to this.

Ethereal Flesh

Prerequisite Level 11

Your voice resonates with the upper and lower planes to protect you. As an action, you surround yourself with an aura of etherealness. While this shout is active, you have resistance to necrotic and radiant damage, and creatures with 10ft of you that hit you with a melee attack take 2d6 necrotic and 2d6 radiant damage. This shout lasts a number of rounds equal to your Charisma modifier. You can only benefit from one Form or Flesh shout at a time.

Fire Breath

Prerequisite Level 3

You send forth a wave of flame with the power of your voice. As an action, send forth wave that is a 10ft long and 10ft wide line. Creatures affected must make a Dexterity saving throw or take 2d6 fire damage and be set on fire. A creature set on fire will take fire damage equal to your Charisma modifier at the start of their next turn. On a successful save, a creature takes only half damage and doesn't take the damage at the start of their turn.

The shout ignites flammable objects that are not being worn or carried.

At 7th level, the range increases to 20ft long and 10 feet wide, and the damage increases to 4d6. At 13th level, the range increases to 50ft long and 15ft wide, and the damage increases to 7d6.

Fire Form

Prerequisite Level 7

Your voice ignites the air around you. As an action, you surround yourself with an aura of flame. While this shout is active, you have resistance to fire damage and creatures with 10ft of you, that hit you with a melee attack, take 2d6 fire damage. This shout lasts a number of rounds equal to your Charisma modifier. You can only benefit from one Form or Flesh shout at a time.

Frost Breath

Prerequisite Level 3

You send forth a wave of frost with the power of your voice. As an action, send forth a wave that is a 10ft long and 10ft wide line. Creatures affected must make a Constitution saving throw or take 2d6 cold damage, and have disadvantage on attack rolls until the end of their next turn. On a successful save, a creature takes only half damage and don't suffer disadvantage.

At 7th level, the range increases to 20ft long and 10 feet wide, and the damage increases to 4d6. At 13th level, the range increases to 50ft long and 15ft wide, and the damage increases to 7d6.

Head Ringer

Prerequisite Level 11

Your voice echoes within the mind of its targets, and momentarily breaks a creatures mind. As an action, you shout at one creature within 30ft of you. The creature affected must make an Intelligence saving throw or be stunned until the end of their next turn.

Ice Form

Prerequisite Level 7

Your voice chills the air around you. As an action, you surround yourself with an aura of ice. While this shout is active, you have resistance to cold damage and creatures with 10ft of you, that hit you with a melee attack, take 2d6 cold damage. This shout lasts a number of rounds equal to your Charisma modifier.

You can only benefit from one Form or Flesh shout at a time.

Lightning Breath

You send forth a surge of electricity with the power of your voice. As an action, send forth a wave that is a 10ft long and 10ft wide line. Creatures affected must make a Dexterity saving throw or take 2d6 lightning damage and be shocked until the end of their next turn. A shocked creature must choose whether it can move, take an action or a bonus action on it’s turn. On a successful save, a creature takes only half damage and isn’t shocked. At 7th level, the range increases to 20ft long and 10ft wide, and the damage increases to 4d6. At 13th level, the range increases to 50ft long and 15ft wide, and the damage increases to 7d6.

Lightning Form

Prerequisite Level 7

Your voice jolts the air around you. As an action, you surround yourself with an aura of electricity. While this shout is active, you have resistance to lightning damage and creatures with 10ft of you, that hit you with a melee attack, take 2d6 lightning damage. This shout lasts a number of rounds equal to your Charisma modifier. You can only benefit from one Form or Flesh shout at a time.

Malevolent Abjurance

You attempt to disrupt to flow of magic upon a creature. As an action, a let loose a shout at a creature within 60ft of you. Each spell of 3rd level or lower on the target end and the creature takes 1d6 force damage for each spell ended this way (up to a maximum of 5d6). For each spell 4th level or higher, you must make a Charisma ability check. The DC for the checks equal 10 + the spell’s level.

Overwhelming Force

Prerequisite Level 3

As an action, you send forth a thunderous cry with your vocals. The shout is a 15ft long and 10ft wide line that goes in the direction you are facing. Creatures affected must make a Strength saving throw, or take 2d6 force damage and are knocked back 10ft. On a sucessful save, creatures take half and are not knocked back.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from younif caught in the shout’s effect, and the shout emits a thunderous boom audible out to 300 feet.

At 7th level, the range increases to 30ft long and 15ft wide, and the damage increases to 4d6. At 13th level, the range increases to 60ft long and 20ft wide, and the damage increases to 7d6.

 

Planar Howl

Prerequisite Level 15

Your thu'um resonates with the ethereal plane. As an action, you can attempt to banish a creature within 60ft to the ethereal plane. A creature affected must make a Charisma saving throw, on a fail the creature is banished for 1 minute. While banished, the creatured is incapacitated. You must maintain concentration on this as if you were concentrating on a spell.

On a successful save, a creature is not banished.

At 18th level, you can banish an additional creature.

Poison Breath

You send forth a wave of toxic sludge with the power of your voice. As an action, send forth a wave that is a 10ft long and 10ft wide line. Creatures affected must make a Constitution saving throw or take 2d8 poison damage and be poisoned for 1 minute. While poisoned this way, the creature must subtract a number equal to your charisma modifier from their damage rolls. On a successful save, a creature takes only half damage and isn’t poisoned. At the end of each of the poisoned creature’s turns, it can make another Constitution saving throw, ending the effect on a success. At 7th level, the range increases to 20ft long and 10ft wide, and the damage increases to 4d8. At 13th level, the range increases to 50ft long and 15ft wide, and the damage increases to 7d8.

Reverberative Fury

You coat yourself as well allies in the thu’um. As an action, you can coat yourself and a number of creatures equal to your Charisma modifier within 30ft of you—in your voice for 1 minute, or until you’re incapacitated. While coated, weapon attacks and unarmed strikes deal an additional 1d6 force damage. At 15th level, the damage increases to 2d6.

Siphon Essence

Prerequisite Level 15

You shout and rend the health from opposing creatures. As an action, you send forth a visible effigy of pain at a creature within 20ft. A creature must make a Constitution saving throw or take 8d8 necrotic damage. If a creature dies to this shout, you gain health equal to the damage done. On a successful save, a creature takes half damage.

Sorakir's Protection

Your voice resonates in protection as much as destruction. As an action (this is unaffected by Thu’um Weaver), you gain a protective shroud that emanates from you out to a radius of 30 feet for a number of rounds equal to your Charisma modifer. This ends early if you are incapacitated. While this shout persists, allied creatures within the radius gain a +3 to their armor class and a +2 to their saving throws. Additionally, the creature gains a number of temporary hit points equal to twice your Charisma modifier at the beginning of their turns.

Storm Call

Prerequisite Level 18

You shout to the heavens and call upon its storms. As an action, you can expend three of your draconic shout charges to have your voice change the sky to storm clouds centered on your location out to 200ft. The clouds strike five creatures randomly. Each creature within the storm’s area rolls a d20 at the start of your turn, the five creatures that roll lowest on the d20 are targeted.

Creatures struck by the storm must make a Dexterity saving throw or take 5d10 lightning damage on a failed save and are knocked prone. On a successful save, creatures take half damage and are not knocked prone.

This shout lasts for 10 minutes, and doesn’t activate if you are not outside.

Warded Flesh

Your voice shrouds you in thin coating of antimagic. As an action, you surround yourself with a magical ward. While this shout is active, you have resistance to the damage from spells. This shout lasts a number of rounds equal to your Charisma modifier. You can only benefit from one Form or Flesh shout at a time. At 11th level, while this shout is active, you have advantage on saving throws against spells.

Whirlwind Sprint

Prerequisite Level 7

As an action, you can charge up to 30ft to a point you can see. This movement does not provoke opportunity attacks. Any creature within 5ft of you when you stop must make a Strength saving throw or be knocked prone. At level 13, you can charge up to 60ft.

Windcaller

Prerequisite Level 3

You envelop yourself with the air spoken when you speak. As an action, you increase your speed by 10ft for a number of turns equal to your Charisma modifier, and attacks of opportunity have disadvantage against you.

At 7th level, the speed increases to 20ft. At 13th level, the speed increases to 30ft.

Thu'um Weaver

Starting at 7th level, your mastery of the voice is shown through your combat prowess. Once per turn, you can forgo one of your attacks to use a shout.

Also, at 7th level, when you use action surge, you can use another shout in place of one of your attacks without expending a shout charge.

Unrepressable Voice

Starting at 10th level, you no longer need to breathe and effects that would keep you from speaking or being heard, such as the silence spell, have no effect on you.

Also at 10th level, any shout that has duration lasts twice as long. Aura Whisper, Bend Will, Call of the Ancient, Calm the Tide, Cry of Taldurin, Reverberative Fury, and Storm Call are unaffected by this.

Voice of Inspiration

Starting at 15th level, the presence of your thu'um pours faith into your allies. Whenever you use a shout, you can choose to grant one of the following effects listed below to a number of creatures equal to your Charisma modifier:

  • Creatures gain a number of temporary hit points equal to your Fighter level + your Charisma modifier.
  • Creatures gain a bonus to saving throws equal to your Charisma modifier, this bonus lasts for 3 rounds.
  • Creatures attacks crit on a 19 - 20, this bonus lasts for 3 rounds.

Once you use this feature, it cannot be used again until you finish a short or long rest.

Mastery of the Voice

At 18th level, you can bend your voice to keep your thu'um from harming those you wish, as well apply the beneficial effects of your thu'um to them.

You can choose a number of creatures equal to 1 + your Charisma modifier to be unaffected if the shout does damage or places a detrimental condition (such as fear) upon them.

You can choose up to 2 other creatures within 20ft of you to be affected by shouts that apply to yourself.

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