Barbarian
Base Class: Barbarian

The Path of the War Crier is a spiritual journey, as the barbarian learns to channel their life essence through their voice and breath. War Criers are rare in barbarian tribes, but those who have the gift are usually put into positions of power, either as shaman, spiritual leaders, or chieftains.

Most Nords have some innate capacity for the power of the voice, believing that their breath holds their vital essence. The other races can learn how to wield such power, but may require greater study, perhaps spending time with powerful Tongues.

Battle Thuum

When you choose this path at 3rd level, you learn how to harness the power of the dragon tongue to form powerful shouts. A shout requires you to spend shout points each time you use it.

Shouts. You know the Unrelenting Force shout and one other shout of your choice, which are detailed in the “Dragon Shouts” section below. You learn additional shouts, depending on your Wisdom Modifier, of your choice at 6th, 10th, and 14th level.

Whenever you learn a new shout, the shout is considered always known and prepared.

Shout Points. You have 2 shout points and you regain any expended shout points when you finish a short or long rest.

You gain two additional shout points at 6th level (4), and again at 10th level (6), and 14th level (8).

Using Words of Power. The Thu'um is a form of magic which uses words from the draconic language to form powerful shouts to cast spells. To cast one of these spells, you use its casting time and other rules.

Once you reach 5th level in this class, you can spend additional shout points to increase the level of a Battle Shout spell that you cast, provided that the spell has an enhanced effect at a higher level, as unrelenting force does. The spell's level increases by 1 for each additional shout point you spend.

The maximum number of shout points you can spend to cast a spell in this way (including its base shout cost and any additional shout points you spend to increase its level) is determined by your barbarian level.

Some of your Battle Thu'um features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Battle Thu'um save DC = 8 + your proficiency bonus + your Constitution modifier

The dragon shouts are presented at the level you must be to learn them below.

Dragon Shouts:

Animal Allegiance

6th Level - You can spend 1 shout to cast the spell Animal Friendship.

Aura Whisper

6th Level - You can spend 1 shout to whisper a detection spell that allows you you sense the presence of life and undeath within 30 feet of you. The shout lasts up to 10 minutes, as though you are concentrating on it.

If you sense life in this way, you can use your action to see a faint aura around any visible creature in the area that bears life, or is undead.

The shout can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Battle Fury

10th level - You can spend 2 shout points to cast the spell Haste on yourself.

Blinding Winds

3rd Level - You spend 1 shout to create a powerful wind storm, in a 60 foot-radius, centered on you. The wind blows in all directions, causing dust and refuse to heavily obscure the area.

Additionally, the area is considered difficult terrain, and any projectile that is within or enters the area, has disadvantage on hitting its target.

The winds require concentration to remain and last up to 1 minute. You can use an action to disperse the winds at any time.

Breath

14th Level - You can spend 3 shouts to exhale an element of your choice. Choose either fire, cold, lightning, or poison. Each creature in a 60-foot cone must make an Endurance saving throw. A creature takes 6d10 elemental damage on a failed save, and half as much on a successful one.

Call of Valor

10th Level - You can spend 1 shout to cast the spell Heroism.

Clear Skies

3rd Level - You can spend 1 shout to use your voice to clear out all thick clouds, overcast sky, poisonous fog, or impeding haze, that is within 100 feet of you.

Cyclone

10th Level - You can spend 2 shouts to cast the spell Dust Devil.

Disarm

6th Level - You can use 2 shouts to use your voice to focus vibrations on a weapon currently being wielded by a creature within 30 feet. The creature must make a Strength saving throw. On a failed save, the creature drops their weapon. On a successful save, the creature has disadvantage on any attacks made with that weapon until the start of your next turn.

If a creature tries to pick up a dropped weapon, they must use half their speed and make a Strength saving throw. On a failed save, the creature is incapable of picking up the weapon. On a successful save, the creature is able to pick up the weapon and the effect is dispelled.

Dismay

14th Level - You can spend 2 shouts to cast the spell Fear.

Dragon Aspect

14th Level - You can spend 4 shouts to take on the aspect of a dragon for 1 minute. While in this form, your AC can't be less than 20. Additionally, each of your melee weapon attack and damage rolls increase by +2.

Gale Winds

6th Level - You use one 1 shout to cast the spell Gust of Wind.

Ice Form

You can spend 2 shouts to attempt to freeze a target that you can see that is within 60 feet of you.

The target must make a Strength saving throw to resist the spell. On a failed save, the target takes 4d8 cold damage and they are encased in a shell of frost. The encased creature is immobilized and can't speak, hear, move, or make any actions. The creature takes this damage again on each subsequent turn while the spell persists.

The creature restrained by this spell must make another Strength saving throw at the start of each of their turns to try and break free. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, the frost hardens and the creature is subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

On a successful save, the creature takes half of much damage and isn't immobilized.

While the spell is active, the frost shell has an AC of 5 and 60 hit points. When the frost shell reaches 0 hit points the shell breaks, ending the spell effect. A dispel magic spell can also reverse the effects.

Marked For Death

6th Level - You can spend 1 shout to cast the conjuration spell Hunter's Mark.

Storm Call

14th Level - You can spend 3 shouts to cast the destruction spell Call Lighting.

Unrelenting Force

3rd Level - You can spend 1 shout to cast the alteration spell Thunder Wave. The spells level increases for each additional shout you spend.

Whirlwind Sprint

3rd level - You can use a bonus action to spend 1 shout to use the Dash action. While you are under these effects, any opportunity attacks against you are made with disadvantage.

Draconic Tongue

Starting at 6th level, you gain a mastery with draconic words. You are now proficient in the dovahzul language.

Frenzied Shouts

When you reach 10th level, you have balanced your voice with your rage. You can now use the spells granted by your Dragon Shouts feature while raging.

If you are able to cast other spells, you can’t cast them or concentrate on them while raging.

Words of Power

Starting at 14th level, during a short or long rest, you can meditate on your Thu'um.

When you finish a short or long rest, choose a shout from what you have learned. You gain three free shout slots for that specific shout.

Each free shout slot can only be used once. When you take a long rest, any unused shout slots gained from this ability are lost.

 

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